GM Captain Trips - Kingmaker! (Inactive)

Game Master Chad Newman

Roll20.net Link


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Gobbo!

Another mechanic to note. If you do not have darkvision and are not carrying a light source, which I am pretty sure you currently are not, you must move under the darkness/blindness rules, which means anything more than half movement requires Acrobatics checks.

In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.

Once you get to within 40 feet of the campfire you are considered to be in dim light. From there, low-light vision negates any penalties and the penalties for humans becomes less severe. For ranged attacks, attacking into a lit area such as around the campfire does not incur a miss chance, but if you don't have a clear line of sight (party member in the way), it still falls under the cover rules.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Seeing the group ready to charge in, Will picks his way through the woods, closing in on the bandit’s campsite. He then starts a rousing song about a merciless slaughter of bandits while he swings his shield to face the bandits.

Move up 15’ and start Inspire Courage, or in this case, “Target the guy singing!” 1/6 rounds used.


*Party Loot* *Helper Map*
Stats:
Barbarian/2 - HP25 AC16 T12 FF14 CMD17 | CMB +6 , +1EarthBrkr +7 (2d6+7/x3/B) | F5 R2 W0 | INIT+2 | Perc+6 Surv+6

Surprise Round

Brom also picks his way carefully through the darkness towards the fire, coming just to the edge of the light, ready to execute his charging attack at the nearest bandit he can attack.

I think I can charge the one a couple square north of the fire. If not I'll go for the one way north of the others.


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

Thankful for Will's singing, Cappi uses the diversion to creep his way through the underbrush working his way toward the southernmost portion of the camp. It's difficult to wind his way along the path, even with eyes as keen as his own. His daggers are clutched up beneath the folds of his clothing about each side of his chest, as his feet silently pad through the brush.
stealth: 1d20 + 11 ⇒ (20) + 11 = 31

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Karse breaks into a run (he has darkvision) and enters the camp shouting a war cry At top speed, he won't make it close enough to attack, but it should get him close enough that next turn he can target someone.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Dendarial begins to moves forward cautiously (half speed) and quietly, conscious that his last position could be marked as he called out from it. Before he moves he whispers to the owl on his shoulder Swoop! The bird takes off noiselessly climbing high into the foliage.

Stealth: 1d20 + 12 ⇒ (5) + 12 = 17

I moved myself.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Karse has been moved on the map.


Gobbo!

Ok, thats all the pre-init moves then.

Initiative Order:

1. Brom
2. Other Bandit
3. Cappi, Dendarial, Sir Karse, Will
4. Bandits

Brom is up!


*Party Loot* *Helper Map*
Stats:
Barbarian/2 - HP25 AC16 T12 FF14 CMD17 | CMB +6 , +1EarthBrkr +7 (2d6+7/x3/B) | F5 R2 W0 | INIT+2 | Perc+6 Surv+6

Want to just use my initial rolls and actions? Or want me to roll again?


Gobbo!

Go ahead and roll now for whatever your action is going to be, as it might have changed somewhat. I wouldn't make you use that first roll considering I ret-conned your action.


*Party Loot* *Helper Map*
Stats:
Barbarian/2 - HP25 AC16 T12 FF14 CMD17 | CMB +6 , +1EarthBrkr +7 (2d6+7/x3/B) | F5 R2 W0 | INIT+2 | Perc+6 Surv+6

Brom charges the nearest possible bandit, earth breaker whirling over his head, "KRAASSAAAAA!!"

+1 Earth Breaker, Attack (Charge) & Damage: 1d20 + 7 + 1 + 2 ⇒ (19) + 7 + 1 + 2 = 292d6 + 6 + 1 ⇒ (5, 4) + 6 + 1 = 16

HP 19/17, AC12/16 T10/12 F12/14, F+6 R+2 W+2, Conditions: Raging 1/6


Gobbo!

Brom tears through the trees and into the light of the campfire, causing the bandits around the flames to jump back in horror as the barbarian launches his hammer in a mighty swing at the northernmost bandit. The weapon connects, striking the man solidly in the chest. The impact is accompanied by the sound of breaking bones as the bandit is lifted off of his feet by the force of the blow before tumbling in a heap on the ground.

1d20 + 8 ⇒ (7) + 8 = 15

Cappi, Dendarial, Sir Karse, and Will are up!

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

With not much else to do, Will continues singing as he works his way toward the bandits. Last thing we need is for me to break an ankle. he thinks as he slowly works his way forward.

Maintain song, 2/6 used, double move at half speed toward bandits.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Karse surges forward, still howling a battle cry.

Double move.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Den moves up 15 feet and looses a shaft at the closest bandit to him, silo-wetted by the fire.

LongBow: 1d20 + 5 + 2 + 1 ⇒ (9) + 5 + 2 + 1 = 171d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8


F Short Eared Owl Animal Companion

Swooping out of the darkness from above the bandit farthest away a large own plummets, claws extended to strike.

Stealth: 1d20 + 6 ⇒ (6) + 6 = 12 Maybe hitting the bandit flat footed, if he is unaware of this attack?

Swoop: 1d20 + 4 + 2 + 1 ⇒ (16) + 4 + 2 + 1 = 232d4 + 1 ⇒ (2, 4) + 1 = 7 If this hits the bandit is staggered for one round.


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

Still outside of the ring of light, Cappi continues to creep forward at the fastest pace his little legs will carry him through the darkness. Seeing Brom launch into the center of the brigands, Cappi can't help but feel he's missing out.

Double move at highest speed through darkness, so 30 ft. in all I believe...
Stealth check if possible: 1d20 + 11 - 5 ⇒ (11) + 11 - 5 = 17


Gobbo!

They are all flat footed currently since they haven't acted yet in their first round. I'll wait on Cappi to post before I resolve the round and proceed.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Cappi's so good, he ninja'd the GM!


Gobbo!

Cappi, you are very close to the edge of the dimly lit area. Are you able to check Roll20?


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

Nope, not from this computer. Brom's done fantastic at updating the helper map, but I'm outside of his view so I assumed I wasn't within 30 ft of attacking anyone.

If he can get into the camp he'll try to hide behind a log there


Gobbo!

Snapshot of the terrain and placement

That should help if you want to tell me where you'd like to move.


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

Double move - 15ft. each - 3 diagonal NorthEast (20 ft), and 2 East (10 ft). This should be just inside the ring of light.

Unless that's a wall on the west side of the bonfire! If that's the case, then longer route-- 2 diagonal SouthEast (15 ft), and 3 East (15 ft). Which is still just outside the ring, but with a clearer path.


Gobbo!

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

As Cappi makes his way forward towards the fire he hears something creak overhead. Looking up he spots an archer sitting on top of a crudely built watch post fifteen feet overhead.

Perception: 1d20 + 2 ⇒ (19) + 2 = 21

Unfortunately, it appears that the bandit has noticed him as well.


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

Those archers... so crafty!


Gobbo!

Dendarial nocks and arrow and lets it fly, piercing one of the bandits deeply in the chest and causing him to stumble. Acio dives from the heavens, landing on another bandit and raking his talons across the mans face, causing a gout of blood to spray forth and leaving the man reeling. Cappi and Sir Karse move towards their targets, ready to spring into action.

From above Cappi an archer takes aim at the halfling and fires...

Attack: 1d20 + 3 ⇒ (7) + 3 = 10

..but misses, the arrow slamming into the ground next to the rogue's foot.

At that same moment a woman reveals herself, moving from the shadows and attacking Cappi with a wicked looking axe, one of two she is wielding...

Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

...and the blade cuts deep into the halfling's leg, drawing a dark line of blood.

Two bandits rush up to meet Brom, angling for a better position against the massive warrior...

Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Crit Confirm: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 2d6 + 2 ⇒ (2, 5) + 2 = 9

...and both attacks land, the second strike dealing a vicious blow to the barbarian and leaving him sorely wounded.

The last bandit, still reeling from the taloned attack of the trained owl, lashes out at the creature...

Attack: 1d20 + 3 ⇒ (8) + 3 = 11

...but misses the agile bird as blood continues to stream down his face.

The party is up, the other brigand's delayed attack now puts her in the lower initiative order.


F Short Eared Owl Animal Companion

The small owl takes a swipe at the man before hopping back a space 5' stepping

Claws: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 61d4 ⇒ 2 Wonderful.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

The elf, seeing that his owl is in melee takes a chance to move faster (30' move) and takes a shot at the man near her.

Acrobatics to move: 1d20 + 3 ⇒ (9) + 3 = 12

Longbow: 1d20 + 5 + 2 + 1 ⇒ (10) + 5 + 2 + 1 = 181d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9


*Party Loot* *Helper Map*
Stats:
Barbarian/2 - HP25 AC16 T12 FF14 CMD17 | CMB +6 , +1EarthBrkr +7 (2d6+7/x3/B) | F5 R2 W0 | INIT+2 | Perc+6 Surv+6

The pain and blood should drive the man to retreat, but Brom revels in the pain, thanking the spirits for more 'badges' to bear, and then loses himself once more into his rage. He roars his anger and steps west a few feet, bringing Krasa around in a devastating arc at the bandits stomach.

+1 Earth Breaker, Attack & Damage: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 192d6 + 6 + 1 ⇒ (4, 1) + 6 + 1 = 12

HP 8/17, AC14/16 T10/12 F12/14, F+6 R+2 W+2, Conditions: Raging 2/6


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

You adding extra damage for raging Brom? +6 should be damage bonus for not raging with a 2 handed weapon and 18 strength...

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Finally emerging from the undergrowth, Karse targets the nearest bandit he can see with a savage swing of his flail.

Flail Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Flail Damage: 1d8 + 2 ⇒ (1) + 2 = 3


*Party Loot* *Helper Map*
Stats:
Barbarian/2 - HP25 AC16 T12 FF14 CMD17 | CMB +6 , +1EarthBrkr +7 (2d6+7/x3/B) | F5 R2 W0 | INIT+2 | Perc+6 Surv+6

Oh yeah, good call. +9 sounds more correct now that I look at it. Thanks!


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

"Clever!" Cappi remarks as the woman strikes from the shadows. He doesn't have to see it to know that one of the wicked axes caught him, as his leg burns madly from the bite. Retaliating with his own two blades, he hopes to weave between her defenses. Axes may look nice, but nothing has the manueverability of these fine blades.

Attack 1: 1d20 + 3 ⇒ (19) + 3 = 22
Attack 2: 1d20 + 2 ⇒ (19) + 2 = 21

Crit Confirmation 1: 1d20 + 3 ⇒ (19) + 3 = 22
Crit Confirmation 2: 1d20 + 2 ⇒ (6) + 2 = 8

Damage 1: 1d3 + 2 ⇒ (1) + 2 = 3 before crit.
Damage 2: 1d3 + 2 ⇒ (3) + 2 = 5 before crit.

Oops, Inspire Courage! +1 to hit and +1 to damage!

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Will sees battle engaged, and mentally curses his apparent slow legs as he continues to hurry toward the melee, continuing his song of encouragement and bravery.

Double move to close the gap between him and Brom specifically. Free to maintain Inspire Courage, 3/6 used, +1 to attack and damage to all allies that hear him.


Gobbo!

Somehow I lost a bandit. I had four by the fire and this morning there are only three, one of which is a corpse. Wierd.

Brom and Sir Karse combine their efforts and ruthlessly attack one of the bandits, their blows spinning him about and sending him crashing into the dirt. Aiko takes a swipe at the bandit and misses, fluttering back a step, while Dendarial sends another arrow whistling through the night, the projectile striking the man that Aiko had already horribly wounded and dropping him to the ground. Cappi, not intimidated by the dual wielding bandit makes an attack of his own, both strikes hitting their mark and one of them slashing the woman along the inside of her thigh, causing a rush of blood to spill forth. Will hastens his advance to the wounded barbarian, in hopes to get to him before the man drops from his injuries.

The bandit with the bow takes another shot at the deftly moving halfling...

Attack: 1d20 + 3 ⇒ (7) + 3 = 10

...but again the shot misses, the arrow careening off a branch and into the night.

The bandit from the north runs towards the camp and swings his blade at the barbarian, using his torch as a counter-balance to the attack...

Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

...and his attack hits home, drawing another line of blood across Brom's chest.

The woman, wounded but not out of the fight by a long shot, opens up with a dizzying series of attacks aimed at Cappi, her axes flashing in the firelight and repeatedly striking at the rogue...

Attack #1: 1d20 + 5 ⇒ (4) + 5 = 9
Attack #2: 1d20 + 5 ⇒ (6) + 5 = 11

...but the halfling's luck holds true, and none of the blows manage to get past his defenses as he meets axe with dagger and deflects each attach with agility and precision.

The party is up!


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Is your disappearing bandit problem related to Den killing one of them right before combat started?

The ranger calls a command out to his animal friend, telling it to stop attacking. Acio, Down!

Handle Animal: 1d20 + 8 ⇒ (3) + 8 = 11

He then moves 15' (half speed, again) into the dim light of the fire, glad he can finally see where he is placing his feet. He fires upon the archer that is harassing his halfling friend. I think that is the bandit that he had already wounded but have lost track.

Longbow: 1d20 + 5 + 2 + 1 ⇒ (9) + 5 + 2 + 1 = 171d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10


*Party Loot* *Helper Map*
Stats:
Barbarian/2 - HP25 AC16 T12 FF14 CMD17 | CMB +6 , +1EarthBrkr +7 (2d6+7/x3/B) | F5 R2 W0 | INIT+2 | Perc+6 Surv+6

Brom grimaces as the newest bandit cuts him, and slides his hand across his chest to collect the dripping blood, smearing the bloody mess across his earthbreaker, all the while staring at the newest bandit with a crazed look. Decorating finished, he jerks back hard on Krasa, letting the heavy head swing back, and catching it in both hands when the weapon is behind him, then swings it up high and over and down towards the bandit with a grunt of exertion.

+1 Earth Breaker, Attack & Damage: 1d20 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 172d6 + 9 + 1 + 1 ⇒ (2, 3) + 9 + 1 + 1 = 16

HP 6/17, AC14/16 T10/12 F12/14, F+6 R+2 W+2, Conditions: Inspired, Raging 3/6


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

Sweat drips down into Cappi's eyes as his blades manage to stave off the woman's glistening axes. "You know..." he says, forcing a smile as he pushes another strike away from digging into his shoulder, "I never have been a fan of hurting ladies."

At that moment he sees an openning and uncoils like a serpent, his own small blades flashing for the briefest of moments.
Attack 1: 1d20 + 2 ⇒ (9) + 2 = 11
Attack 2: 1d20 + 1 ⇒ (14) + 1 = 15

Damage 1: 1d3 + 3 ⇒ (3) + 3 = 6
Damage 2: 1d3 + 3 ⇒ (1) + 3 = 4

"Don't misunderstand, it's not a chivalry thing... I just hate to destroy beautiful things, you know?"

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Don't forget song buffs Cappi!

Feeling that Brom needs his attention before the nimble Cappi, Will steps around Karse, weaving a song of rejuvenation into his inspiring march.

Move to behind Brom, cast CLW, free to continue IC 4/6 used, +1 to hit and damage.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

I included the song buffs. The first round of attacks, I forgot to include the -2 to each attack for attacking with two weapons. It didn't matter in that instance as both were crit threats (automatic hits) and the only one that confirmed did so through a natural 19. But this round I made sure that bonuses were right as the chance of doing so again was pretty slim!

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Fair enough, Just not used to only seeing a +1 when he's buffing, lol


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

Yeah, lvl 2 will be a nice one for Cappi. I delayed weapon finesse as a feat, since I can get it as a rogue talent at lvl 2. So right now he has 0 BAB, a meager +1 from str, +1 from size, and -2/-2 for multiple weapons :). Without the buff, or a masterwork blade, he'd have no bonuses at all yet


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Den is helping Cappi. I hope he has dropped the archer on him and will likely step into the flank with the rogue next round IF he is still up. :)


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

Flanks make Friends!

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Sir Karse spins on his heel away from the fallen bandit and takes a step in order to flank Cappi's opponent. He raises his flail, intending to stave in the bandit's skull.

Flail Attack: 1d20 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9
Flail Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11


Gobbo!

Brom raises Krasa high above his head, undeterred by the wounds on his body, and slams the hammer home, crushing the life out of the bandit in front of him and driving him to the ground. Dendarial fires an arrow at the man in the tower, connecting with the strike and lodging the missile in the man's throat. With a groan he loses his balance and falls to the ground below with a crunching sound. Sir Karse steps up to the remaining bandit, the female with the axes, and takes a swing with his flail. The woman deftly avoids the blow, causing the flail to miss and slam into the ground.

The woman, not realizing she is the only one still standing, steps away from the armored knight and continues her assault upon the tiny halfling...

Attack #1: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Attack #2: 1d20 + 5 ⇒ (4) + 5 = 9

...and she lands a devastating strike, chopping the halfling with a solid blow and nearly removing his arm in the process. His body goes limp with pain and he falls helplessly to the dirt, bleeding profusely.

Cappi is down and the party is up!


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

-4 hp and dying
stabilize: 1d20 + 1 ⇒ (11) + 1 = 12
Not stable.


Gobbo!

Actually that would be a failure. A character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. So in essence your DC is a 14.


Male Halfling 2 Rogue (Filcher) | AC:18, T:15, FF:14 | Init: +4, Per: +6 | HP: 16/16, Fort: +2, Ref: +8, Will: +0 | BAB: +1, CMB: +1, CMD: 15

Ahh, I was unaware of the penalty. Correcting that.


Gobbo!

Medic! :)

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