| Thais |
I thought as much... hmmm...
Sensing that something is off Thais prepares Crane Style and checks around the room.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
+2 for traps, another +2 if the trap is in stone
| Thais |
"Well I guess I'm not invited."
Thais 5'-steps to the door and checks it over.
Trap Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Another +2 if the trap is in stone
| jooker |
As you are looking over the door, the woman southwest of you draws a small weapon, spits on it, and throws it at you. As she spits, you notice her face wrinkle and crack as if a plaster mask was cracking.
attack: 1d20 + 3 ⇒ (16) + 3 = 19 vs flat-footed
damage: 1d2 + 1d6 + 1 ⇒ (2) + (6) + 1 = 9 + fortitude save
| Thais |
Fort save: 1d20 + 7 ⇒ (19) + 7 = 26
includes Charmed Life
Thais moves past a "person" in his way and attacks defensively.
Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17
Stunning Fist (attack): 1d20 + 6 ⇒ (7) + 6 = 13
Stunning Fist (damage): 1d6 + 1 ⇒ (4) + 1 = 5
DC 14 save for the stun if I hit
| Thais |
Disgusted with her manners (spitting in front of people), Thais strikes with a flurry of blows (defensively).
Unarmed L (attack): 1d20 + 4 ⇒ (13) + 4 = 17
Unarmed L (damage): 1d6 + 1 ⇒ (6) + 1 = 7
Unarmed R (attack): 1d20 + 4 ⇒ (17) + 4 = 21
Unarmed R (damage): 1d6 + 1 ⇒ (2) + 1 = 3
| Thais |
Thais cuts off a small scrap of the woman's sleeve and approaches the fire. He tosses it in to see if it burns.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
| Thais |
"Bah. Moving on."
Thais loots the fallen enemy and the room, then checks out the door again.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
+2 for traps, another +2 if the trap is in stone
| Thais |
Thais drinks his last healing potion, continues down the hallway, and checks the next door.
Potion of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Trap Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Another +2 if the trap is in stone
| jooker |
Timer 50/60
This room is one full sheet of ice. It is heavily sloped to the south. At the north of the room is a heavy stone door. Skating along the ice is a small, vaguely humanoid, chunk of ice. It stops and turns to you as you open the door.
Initiative time! init: 1d20 - 1 ⇒ (9) - 1 = 8
Ice (Slick)
A creature traversing slick ice at more than half speed is required to make a DC 15 Acrobatic check at the start of the movement. Failure causes the creature to fall prone at the start of the movement. Running or charging on slick ice increases the DC by 5, with the same effect on a failed skill check. A creature that succeeds at this check by 5 or more can increase its move across the ice by 10 feet, but is considered flat-footed until the start of its next turn. Creatures (like those with enough levels of barbarian or rogue) that can't be caught flat-footed at the start of combat are immune to this flat-footed effect as well.
Beyond the ice rules listed, this ice is sloped. The DC to move north is increased by 5, the DC to move south is reduced by 5. If you fail, you slide south the number of feet you fail by, rounded up to the nearest 5.
| Thais |
Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Thais drinks a potion of mage armor and begins Crane Style. He remains in the hallway.
AC 22, touch 18
| Thais |
Thais 5-foot-steps to the door, checks it, and opens it (if untrapped and unlocked).
Trap Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Another +2 if the trap is in stone
| jooker |
The room does not seem to be trapped, but it is locked.
You will need to draw your thieve's tools to open the lock
While you are investigating the door, the small ice creature springs from the ice and attacks.
attack: 1d20 + 4 ⇒ (13) + 4 = 17 vs flat footed
damage: 1d4 + 1 + 1d3 ⇒ (2) + 1 + (2) = 5 + Fort Save
| Thais |
Fort save: 1d20 + 5 ⇒ (19) + 5 = 24
not using Charmed Life
Thais strikes the creature with a flurry of blows.
Unarmed L (attack): 1d20 + 6 ⇒ (2) + 6 = 8
Unarmed L (damage): 1d6 + 1 ⇒ (5) + 1 = 6
Unarmed R (attack): 1d20 + 6 ⇒ (11) + 6 = 17
Unarmed R (damage): 1d6 + 1 ⇒ (4) + 1 = 5
He then retreats into the smoke again with a 5-foot-step.
| Thais |
Thais throws another pair of punches.
Unarmed L (attack): 1d20 + 6 ⇒ (3) + 6 = 9
Unarmed L (damage): 1d6 + 1 ⇒ (2) + 1 = 3
Unarmed R (attack): 1d20 + 6 ⇒ (8) + 6 = 14
Unarmed R (damage): 1d6 + 1 ⇒ (5) + 1 = 6
He then draws his thieves tools.
| Thais |
Fort save: 1d20 + 5 ⇒ (19) + 5 = 24
not using Charmed Life
He attacks defensively, with panache.
Unarmed (attack): 1d20 + 6 ⇒ (14) + 6 = 20
Unarmed (damage): 1d6 + 4 ⇒ (1) + 4 = 5
Then he moves back to the doorway.