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summoner spell selection help ,
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How my players have decided to handle death.. ,
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Varrel
Test
1d20 ⇒ 10
3d6 ⇒ (2, 6, 2) = 10
1d20 ⇒ 4
1d20 ⇒ 2
1d20 ⇒ 18
100d20 ⇒ (16, 17, 12, 6, 12, 11, 2, 11, 2, 16, 10, 2, 6, 13, 11, 18, 18, 20, 10, 15, 18, 16, 13, 10, 9, 18, 8, 16, 16, 14, 1, 16, 2, 11, 14, 10, 10, 16, 5, 12, 18, 8, 18, 19, 1, 9, 5, 6, 11, 14, 12, 15, 14, 10, 10, 10, 13, 9, 9, 5, 5, 10, 9, 14, 4, 14, 18, 20, 13, 9, 19, 16, 19, 6, 14, 7, 14, 6, 3, 14, 8, 14, 10, 19, 5, 6, 14, 16, 13, 20, 4, 1, 11, 1, 14, 6, 19, 6, 15, 15) = 1130
Initiative: 1d20 ⇒ 2
Notice: 1d20 + 7 ⇒ (5) + 7 = 12
sorry bout that thought this was off topic yesterday.
Bluff: 1d20 + 7 ⇒ (9) + 7 = 16
Dribble past defensive guard:1d20 + 6 ⇒ (8) + 6 = 14
Loses possession of the ball.
Bluff: 1d20 + 7 ⇒ (13) + 7 = 20
Fort: 1d20 ⇒ 10
Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10
Fort: 1d20 ⇒ 9
Sense Motive: 1d20 + 7 ⇒ (8) + 7 = 15
Fortitude Roll: 1d20 + 4 ⇒ (17) + 4 = 21
Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19
punt poodle1d20 + 25 ⇒ (12) + 25 = 37
Sense Motive Roll: 1d20 + 4 ⇒ (20) + 4 = 24
Fortitude: 1d20 + 1 ⇒ (15) + 1 = 16
Sense Motive: 1d20 + 7 ⇒ (11) + 7 = 18
Taking Needle: 1d4 ⇒ 3
Seperate Roll: 2d4 ⇒ (3, 1) = 4
Initiative: 1d20 ⇒ 3
1d12: 1d12 ⇒ 11
1d20 + 14 ⇒ (15) + 14 = 29 Craft Electronic
1d20 + 14 ⇒ (12) + 14 = 26 Knowledge Technology
1d20 + 10 ⇒ (6) + 10 = 16 Investigate
1d20 + 5 ⇒ (18) + 5 = 23 Will roll to see if Trystan can stay focused with the gun-shot and blood, ot sure if there's a real save for this or not but here goes nothing ;)
CamarillaMike wrote:
1d20 + 5 Will roll to see if Trystan can stay focused with the gun-shot and blood, ot sure if there's a real save for this or not but here goes nothing ;) I would think Concentration would be the perfect roll for this type of thing. I have thought about using it should I ever decide to run some kind of gritty campaign with M&M.
Ref Save: 1d20 ⇒ 8
Wil Save: 1d20 + 2 ⇒ (19) + 2 = 21
To detect Emotion Control
Notice: 1d20 + 7 ⇒ (6) + 7 = 13
Fool DM
1d20 + 5 ⇒ (19) + 5 = 24
Reflex Save 1d20 + 2 ⇒ (20) + 2 = 22
Will Save (if needed) 1d20 + 5 ⇒ (5) + 5 = 10
Notice check on Emotional Control (if appropiate) 1d20 + 5 ⇒ (7) + 5 = 12
Test: 1d3 ⇒ 1
Sweet. It seems to save the die roll even if you change the type and change it back.
Notice Check: 1d20 + 7 ⇒ (10) + 7 = 17
Medicine check: 1d20 + 3 ⇒ (5) + 3 = 8
Notice check for scuffle: 1d20 + 7 ⇒ (12) + 7 = 19
Wisdom roll: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Activate Power - Concentration check: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
Mind Control Power Check: 1d20 + 6 ⇒ (11) + 6 = 17
CourtFool wrote:
Mind Control Power Check: 1d20+6 Zeke rolls a Will save: 1d20 + 4 ⇒ (5) + 4 = 9
Ref Save: 1d20 ⇒ 15
Wil Save: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Reflex: 1d20 + 4 ⇒ (8) + 4 = 12
Will: 1d20 + 4 ⇒ (14) + 4 = 18
Sense Motive: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
d20: 1d20 ⇒ 7
Will Save: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
Mind Control Activation - Concentration Check: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Mind Control Power Check: 1d20 + 6 ⇒ (4) + 6 = 10
Stealth Check: 1d20 ⇒ 16
Power Roll: 1d20 ⇒ 11
Notice Check: 1d20 + 8 ⇒ (2) + 8 = 10
Climb Check: 1d20 ⇒ 9
Fort Save: 1d20 - 2 ⇒ (11) - 2 = 9
Activate Check: 1d20 ⇒ 8
Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Initiate Grapple: 1d20 + 16 ⇒ (13) + 16 = 29
Grapple Check: 1d20 + 21 ⇒ (4) + 21 = 25
Toughness Save: 1d20 + 7 ⇒ (3) + 7 = 10
Initiate Grapple: 1d20 + 16 ⇒ (11) + 16 = 27
Grapple Check: 1d20 + 21 ⇒ (5) + 21 = 26
Notice Check if needed: 1d20 + 8 ⇒ (1) + 8 = 9
Attack Roll: 1d20 + 6 + 4 ⇒ (12) + 6 + 4 = 22 (+4 from Improved Disarm)
Opposed Roll: 1d20 + 3 ⇒ (5) + 3 = 8
Power Check while in Truck: 1d20 ⇒ 3
Second Power Check: 1d20 ⇒ 5
Notice Check: 1d20 + 8 ⇒ (10) + 8 = 18
Fortitude Save: 1d20 - 2 ⇒ (15) - 2 = 13
Fortitude Save vs Tristan: 1d20 + 4 ⇒ (9) + 4 = 13