Tiger's Heart (Inactive)

Game Master Torvald Torvaldson

Our adventure begins in the small town of Belric, just on the western edge of the Arthfell Forest in Andoran.


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Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Can we tell how deep the pit is?


Weed wrote:
Is there something im the room befpre entering myst covered passage to tie a rope off on

The basin stems.


Kunoichi Ashikawa aka Drummer wrote:
Can we tell how deep the pit is?

They are at least 2-3' deep based on what you can see.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Drummer will light a tindertwig to see if that will help with vision distance or maybe even burn the mist off.


The tindertwig (think a match) ignites after a few strikes but any light it provides is largely muffled by the thick, cloying mist.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

“Anyone have any ideas?”

Was there anything in drawings in previous room concerning a mist or a pit?


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

How many more times can you cast Fly, Turran?


Kunoichi Ashikawa aka Drummer wrote:

“Anyone have any ideas?”

Was there anything in drawings in previous room concerning a mist or a pit?

No reference to mists or hallways in the drawings.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

No more times today, Dar. If we wait for a rest, I can cast it 3 times in a day.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

lets light on fire whatever is in the pit


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Detect evil into the pit.


Drummer definitely senses evil down there, -somewhere-


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Stand back, friends

Dar fires a volley into the pit:

Deadly Rapid Shot: 1d20 + 14 - 3 - 2 ⇒ (1) + 14 - 3 - 2 = 10
Damage: 1d8 + 4 + 6 ⇒ (5) + 4 + 6 = 15

Deadly Rapid Shot: 1d20 + 14 - 3 - 2 ⇒ (13) + 14 - 3 - 2 = 22
Damage: 1d8 + 4 + 6 ⇒ (5) + 4 + 6 = 15

Deadly Rapid Shot: 1d20 + 14 - 3 - 2 - 5 ⇒ (4) + 14 - 3 - 2 - 5 = 8
Damage: 1d8 + 4 + 6 ⇒ (3) + 4 + 6 = 13


Dardanius fires blindly into the pit and hears an arrow impact into something fleshy and some clatter uselessly off of stone.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Throw oil down
Light them up
….


Weed does his best to spread oil down into the pit before casting a flame. The smell of rotted, burning flesh rises up mixing with the mists washing over the party.

DC 15 FORT save or be sickened


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

fort: 1d20 + 8 ⇒ (5) + 8 = 13

Weed grimaces at the stench and backs away


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Fort: 1d20 + 14 ⇒ (17) + 14 = 31


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

fort: 1d20 + 10 ⇒ (7) + 10 = 17


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Fort: 1d20 + 10 ⇒ (7) + 10 = 17


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

i dont feel myself….

Weed stumbles backwards away from the pit…and falls to his knees..and down to his hands and begins to gag and retch…..


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Use LOH to remove sickened condition from Weed.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Let’s go ahead and exit the mist room and rest 24 hours to see if it clears out.

perception: 1d20 + 11 ⇒ (9) + 11 = 20

For watch


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Did you mean a standard 8 hour rest? Or literally 24 hours of chilling in the temple?

I think there is wisdom in this plan.

Cast ~Keep Watch~ on Dardanius and Drummer.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

“If the mist clears after 8 hours we can venture back in to investigate then but if not maybe a full day will do the trick.”


Disappointingly (for the party) the mist does not clear, although the stench of burnt rotted flesh does. Fortunately, no other evil seeks you out while you rest.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

“The mist persists but at least we are rested. What shall we do now? Back into the mist and try to cross the pit blind or shall we go back to the statue room and check the hall to the right?”


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

"Hall to the right, Let's save the pit until there's no other option."


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

agreed

Weed looks at the myst
And although recovered
A mild wave of nausea sweeps over him momentarily


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Into the hall to the right.


The hall runs for about 30' or so before becoming shrouded in thick spider webs. Passing through is still possible, but it will be cramped and difficult.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Dardanius lights a torch and starts to try to clear the webs with fire.


Dardanius is able to burn away small patches, but the webs are quite thick and relatively resistant to the meager flames of a torch.


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Can Drummer see anything in the hall besides webs?
Spiders, other objects, doors, etc.

perception: 1d20 + 11 ⇒ (14) + 11 = 25


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Weed joins drummer just insude the hallway
And listens….peers into the darkness carefully
perception: 1d20 + 18 ⇒ (10) + 18 = 28


The webs have to be burned or pushed through just to advance, heavily blocking visibility. It's a sure bet there are spiders about, but you can't spot any just yet.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

can we use oil to have a stronger flame than a torch??
Weed looks about at his companions


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

I have a flask of oil we can use. Other than that, I have one Scorching Ray spell as my only flamer if we're desperate


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

Help burn the webs.


The party pitches in and uses Turran's oil to do as much damage to the webs as they can. Thick caustic smoke billows about (DC 12 FORT or be sickened) and a nest of strange looking spiders, the size of small ponys, with dog heads, are flushed out of the darkness.

M/P: 2d20 ⇒ (7, 20) = 27

The party being extremely vigilant spots them through the smoke and gains the initiative.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

fort: 1d20 + 8 ⇒ (19) + 8 = 27


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

fort: 1d20 + 10 ⇒ (3) + 10 = 13

use 1 arcane pt. to give Black Blade +1 and keen

Attack!

Black Blade: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
damage: 1d6 + 6 + 2 + 1 ⇒ (3) + 6 + 2 + 1 = 12

Last Attack: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
damage: 1d6 + 6 + 2 + 1 ⇒ (3) + 6 + 2 + 1 = 12


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Fort: 1d20 + 14 ⇒ (18) + 14 = 32

Dar takes aim and fires.

Deadly Rapid Shot: 1d20 + 14 - 3 - 2 ⇒ (8) + 14 - 3 - 2 = 17
Damage: 1d8 + 4 + 6 ⇒ (8) + 4 + 6 = 18

Deadly Rapid Shot: 1d20 + 14 - 3 - 2 ⇒ (3) + 14 - 3 - 2 = 12
Damage: 1d8 + 4 + 6 ⇒ (7) + 4 + 6 = 17

Deadly Rapid Shot: 1d20 + 14 - 3 - 2 - 5 ⇒ (13) + 14 - 3 - 2 - 5 = 17
Damage: 1d8 + 4 + 6 ⇒ (2) + 4 + 6 = 12


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

fort: 1d20 + 10 ⇒ (6) + 10 = 16

waki: 1d20 + 12 ⇒ (5) + 12 = 17
dam: 1d6 + 4 + 3d6 ⇒ (6) + 4 + (3, 5, 4) = 22

waki: 1d20 + 12 ⇒ (11) + 12 = 23
dam: 1d6 + 4 + 3d6 ⇒ (2) + 4 + (4, 3, 1) = 14


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Weed fires an arrow

bow: 1d20 + 8 ⇒ (10) + 8 = 181d8 + 5 ⇒ (7) + 5 = 12


Turran misses as his selected spider skitters about; Dardanius' arrow shots are foiled by smoke and webs; Drummer deftly cuts down a spider; Weed fires an errant arrow.

The spiders swarm!

On Dardanius
bite+acid: 1d20 + 8 ⇒ (11) + 8 = 191d6 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6
claw: 1d20 + 5 ⇒ (2) + 5 = 71d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 5 ⇒ (19) + 5 = 241d4 + 2 ⇒ (1) + 2 = 3

bite+acid: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 4 + 1d4 ⇒ (5) + 4 + (2) = 11
claw: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 2 ⇒ (1) + 2 = 3

On Drummer
bite+acid: 1d20 + 8 ⇒ (20) + 8 = 282d6 + 8 + 1d4 ⇒ (2, 5) + 8 + (3) = 18
claw: 1d20 + 5 ⇒ (6) + 5 = 111d4 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 5 ⇒ (18) + 5 = 231d4 + 2 ⇒ (4) + 2 = 6

On Turran
bite+acid: 1d20 + 8 ⇒ (15) + 8 = 231d6 + 4 + 1d4 ⇒ (6) + 4 + (4) = 14
claw: 1d20 + 5 ⇒ (5) + 5 = 101d4 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 5 ⇒ (10) + 5 = 151d4 + 2 ⇒ (1) + 2 = 3

bite+acid: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8
claw: 1d20 + 5 ⇒ (9) + 5 = 141d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 5 ⇒ (12) + 5 = 171d4 + 2 ⇒ (3) + 2 = 5

On Weed
bite+acid: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10
claw: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 2 ⇒ (2) + 2 = 4
claw: 1d20 + 5 ⇒ (20) + 5 = 252d4 + 4 ⇒ (1, 2) + 4 = 7

bite+acid: 1d20 + 8 ⇒ (14) + 8 = 221d6 + 4 + 1d4 ⇒ (6) + 4 + (2) = 12
claw: 1d20 + 5 ⇒ (11) + 5 = 161d4 + 2 ⇒ (3) + 2 = 5
claw: 1d20 + 5 ⇒ (10) + 5 = 151d4 + 2 ⇒ (2) + 2 = 4

Any successful bite requires DC14 FORT save or take 1d2 CON damage for 4 rounds or until you save.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

fort: 1d20 + 10 ⇒ (2) + 10 = 12
second chance: 1d20 + 10 ⇒ (16) + 10 = 26

Attack!

Black blade: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
confirm crit: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
reg dam: 1d6 + 6 + 1 + 2 ⇒ (1) + 6 + 1 + 2 = 10

Last Attack: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11

-14 hp


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Fort: 1d20 + 14 ⇒ (14) + 14 = 28

-12/ HP

Tactical 5 foot step and fire at one of the spiders.

Deadly Rapid Shot: 1d20 + 14 - 3 - 2 ⇒ (12) + 14 - 3 - 2 = 21
Damage: 1d8 + 4 + 6 ⇒ (3) + 4 + 6 = 13

Deadly Rapid Shot: 1d20 + 14 - 3 - 2 ⇒ (4) + 14 - 3 - 2 = 13
Damage: 1d8 + 4 + 6 ⇒ (7) + 4 + 6 = 17

Deadly Rapid Shot: 1d20 + 14 - 3 - 2 - 5 ⇒ (12) + 14 - 3 - 2 - 5 = 16
Damage: 1d8 + 4 + 6 ⇒ (1) + 4 + 6 = 11


Fetchling UCninja3/Paladin5 (Hosp) Ki:6 AC:21/FF17/T14 HP:71 Init:+6 Wakizashi:(18-20x2) +12/+7 1d6+4 (sneak+3d6) Bow:(20x3) +11/+6 1d8
Saves:
Fort+10/Ref+11/Will+8
LOH/Channel:
LOH:5/2d6(sickness) Channel: 6/3d6
spells:
Hero's defiance, lesser restore
Skills:
Acr10 App4 Blf7 Cli2 Dip12 DD16+1 Disg7 EA6 HA7 Hel4 Int7 Loc4 Pla4 Rel4 Perc11 Rid2 SM4 SOH7 Spe4 Ste9+1 Sur0 Swi4 UMD7

fort: 1d20 + 10 ⇒ (6) + 10 = 16

waki: 1d20 + 12 ⇒ (4) + 12 = 16
dam: 1d6 + 4 + 3d6 ⇒ (3) + 4 + (2, 3, 2) = 14

waki: 1d20 + 7 ⇒ (13) + 7 = 20
dam: 1d6 + 4 + 3d6 ⇒ (1) + 4 + (4, 1, 2) = 12


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Fort: 1d20 + 8 ⇒ (8) + 8 = 16

Fort: 1d20 + 8 ⇒ (2) + 8 = 10

-29 hp

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