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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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)

reflex: 1d20 + 10 ⇒ (12) + 10 = 22


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

Reflex: 1d20 + 15 ⇒ (2) + 15 = 17


Except for Turran, the party does a good job of avoiding the icy spray of the cascading waters. Turran feels a little uncomfortable as water seeps through his protective kit in places but does not feel any immediate negative effects. However, he is seasoned enough to realize that if he doesn't fine time or opportunity to dry out fatigue and other issues will become a problem in the future.

The grotto behind the waterfall (about 20' deep) is naturally formed from the waters eroding the ice. However, there is a rough, hand-carved tunnel that leads out the back of the area, ascending upwards.


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 checks the entrance to the tunnel for traps....

perception: 1d20 + 20 ⇒ (12) + 20 = 32


Weed does not detect any traps.


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 will move in about 5 feet and investigate....no need all of us getting trapped.....

perception: 1d20 + 20 ⇒ (4) + 20 = 24


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

percpetion: 1d20 + 20 + 5 ⇒ (11) + 20 + 5 = 36

In for a penny, follow Weed.


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

Follow Weed and Irissë

Perception: 1d20 + 14 ⇒ (4) + 14 = 18


Any action Turran?


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'm going to cast Blade Tutor's Spirit and

perception: 1d20 + 30 ⇒ (16) + 30 = 46

and follow the party


The party cautiously moves 5' in and a little up. The tunnel looks like it was carved with rough or no tools, maybe by desperate hands? Turran finds a few broken finger nails and signs of old frozen blood. The passage continues forward and up about 20'. You can hear water running and a steady cold breeze wafts down the tunnel.


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

perception: 1d20 + 20 + 5 ⇒ (10) + 20 + 5 = 35

Let’s see where this goes. Move forward.


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

Proceed

Perception: 1d20 + 14 ⇒ (19) + 14 = 33


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 moves ahead cautiously....checking for traps, secret doors...and things of note......

perception: 1d20 + 20 ⇒ (18) + 20 = 38

knowledge dungeoneering: 1d20 + 4 ⇒ (13) + 4 = 17


Turran following the group up to certain death?


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

follow the broken fingernails of fate

perception: 1d20 + 30 ⇒ (10) + 30 = 40


The party traverses the remaining 20' to the top of the tunnel where it opens up to a bank of rough ice that runs along side the icy river that flows below to the waterfall. The river continues to slowly ascend as does the side-bank of ice, looking like it heads in the direction of the other caves and blocked passage.

About 15' ahead you can see what looks like the remains of some bodies that appear to have fallen in some type of struggle.


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 cautiously traverses the distance....perception: 1d20 + 20 ⇒ (4) + 20 = 24


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

perception: 1d20 + 20 + 5 ⇒ (18) + 20 + 5 = 43

Detect magic in area and on bodies.


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)

also checking for traps and secret entrances or exits


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

~Detect Evil~ and take a look around with the boys:

Perception: 1d20 + 14 ⇒ (12) + 14 = 26


Finding no traps (or secret doors) Weed advances to the are of past conflict as Irisse detects some magic and Dardanius detects some evil as some undead jump out of the waters beside him (DC 15 knowledge = lacedons) and others break out of the ice around the rest of the party (DC 17 knowledge = some type of wight).

init P/M: 2d20 ⇒ (17, 18) = 35

2 lacedons on Weed
claw: 1d20 + 10 ⇒ (2) + 10 = 121d6 + 6 ⇒ (3) + 6 = 9
claw: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 6 ⇒ (2) + 6 = 8
bite: 1d20 + 10 ⇒ (19) + 10 = 291d8 + 8 ⇒ (6) + 8 = 14

claw: 1d20 + 10 ⇒ (10) + 10 = 201d6 + 6 ⇒ (1) + 6 = 7
claw: 1d20 + 10 ⇒ (5) + 10 = 151d6 + 6 ⇒ (4) + 6 = 10
bite: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 8 ⇒ (7) + 8 = 15

Any hit requires DC 13 FORT save to avoid paralysis for 2 rounds.

wight on Dardanius
claw: 1d20 + 8 ⇒ (5) + 8 = 131d6 + 4 ⇒ (1) + 4 = 5
claw: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 4 ⇒ (2) + 4 = 6
bite: 1d20 + 8 ⇒ (15) + 8 = 231d6 + 4 ⇒ (3) + 4 = 7

wight on Irisse
claw: 1d20 + 8 ⇒ (15) + 8 = 231d6 + 4 ⇒ (1) + 4 = 5
claw: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 4 ⇒ (3) + 4 = 7
bite: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 4 ⇒ (3) + 4 = 7

wight on Turran
claw: 1d20 + 8 ⇒ (14) + 8 = 221d6 + 4 ⇒ (2) + 4 = 6
claw: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 4 ⇒ (3) + 4 = 7
bite: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 4 ⇒ (1) + 4 = 5

Any hit by a wight requires DC 14 WILL save or suffer 1 negative level


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Are we visible?

Fight defensively for +2 AC.

melee: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12

melee: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
dam: 1d8 ⇒ 1


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

Use Rod of Quickening to cast Haste

everyone gets +1 to hit/AC/Reflex and 1 extra attack at max bonus

Black Blade: 1d20 + 18 + 1 + 3 ⇒ (7) + 18 + 1 + 3 = 29
damage: 1d6 + 11 + 3 ⇒ (4) + 11 + 3 = 18

Haste: 1d20 + 18 + 3 + 1 ⇒ (17) + 18 + 3 + 1 = 39
confirm crit: 1d20 + 18 + 3 + 1 ⇒ (2) + 18 + 3 + 1 = 24
crit damage: 2d6 + 22 + 6 ⇒ (1, 6) + 22 + 6 = 35

Last Attack: 1d20 + 13 + 3 + 1 ⇒ (10) + 13 + 3 + 1 = 27
damage: 1d6 + 11 + 3 ⇒ (6) + 11 + 3 = 20


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

Assuming there isn't enough space to 5' step between the path and the water, Dar will wield his Warhammer and smite the one actively attacking him:

Warhammer + Smite 2/4: 1d20 + 15 + 5 ⇒ (14) + 15 + 5 = 34
Damage: 1d6 + 4 + 11 + 11 ⇒ (5) + 4 + 11 + 11 = 31

Warhammer Haste: 1d20 + 15 + 5 ⇒ (11) + 15 + 5 = 31
Damage: 1d6 + 4 + 11 + 11 ⇒ (6) + 4 + 11 + 11 = 32

Warhammer: 1d20 + 15 + 5 ⇒ (20) + 15 + 5 = 40
Critical Damage: 3d6 + 12 + 11 + 11 ⇒ (3, 3, 3) + 12 + 11 + 11 = 43

Warhammer: 1d20 + 15 + 5 ⇒ (18) + 15 + 5 = 38
Damage: 1d6 + 4 + 11 + 11 ⇒ (6) + 4 + 11 + 11 = 32


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 + 9 ⇒ (14) + 9 = 23


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 feels the sting of a bite and swings
GaPa: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 411d12 + 24 ⇒ (1) + 24 = 25

GaPa: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 291d12 + 24 ⇒ (2) + 24 = 26

GaPa: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 411d12 + 24 ⇒ (5) + 24 = 29

GaPa: 1d20 + 22 + 1 ⇒ (3) + 22 + 1 = 261d12 + 24 ⇒ (8) + 24 = 32


The undead seem to be attracted to your life force and ignore the effects of the invisibility.

Irisse nicks a wight; Dardanius destroys his with holy fury; Turran badly wounds his; Weed drops one of the lacedons as more froth from the waters.

DC 20 perception:
An inky puple light seeps through the refraction of the ice as something moves closer to combat.

2 lacedons on Weed
claw: 1d20 + 10 ⇒ (18) + 10 = 281d6 + 6 ⇒ (3) + 6 = 9
claw: 1d20 + 10 ⇒ (4) + 10 = 141d6 + 6 ⇒ (2) + 6 = 8
bite: 1d20 + 10 ⇒ (3) + 10 = 131d8 + 8 ⇒ (6) + 8 = 14

claw: 1d20 + 10 ⇒ (5) + 10 = 151d6 + 6 ⇒ (6) + 6 = 12
claw: 1d20 + 10 ⇒ (9) + 10 = 191d6 + 6 ⇒ (3) + 6 = 9
bite: 1d20 + 10 ⇒ (8) + 10 = 181d8 + 8 ⇒ (2) + 8 = 10

Any hit requires DC 13 FORT save to avoid paralysis for 2 rounds.

2 lacedons on Dardanius
claw: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 6 ⇒ (5) + 6 = 11
claw: 1d20 + 10 ⇒ (15) + 10 = 251d6 + 6 ⇒ (5) + 6 = 11
bite: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 8 ⇒ (2) + 8 = 10

claw: 1d20 + 10 ⇒ (14) + 10 = 241d6 + 6 ⇒ (3) + 6 = 9
claw: 1d20 + 10 ⇒ (11) + 10 = 211d6 + 6 ⇒ (4) + 6 = 10
bite: 1d20 + 10 ⇒ (18) + 10 = 281d8 + 8 ⇒ (8) + 8 = 16
Any hit requires DC 13 FORT save to avoid paralysis for 2 rounds.

wight on Irisse -1
claw: 1d20 + 8 ⇒ (20) + 8 = 282d6 + 8 ⇒ (4, 1) + 8 = 13
claw: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 4 ⇒ (1) + 4 = 5
bite: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 4 ⇒ (2) + 4 = 6

wight on Turran -73
claw: 1d20 + 8 ⇒ (5) + 8 = 131d6 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 8 ⇒ (7) + 8 = 151d6 + 4 ⇒ (5) + 4 = 9
bite: 1d20 + 8 ⇒ (20) + 8 = 282d6 + 8 ⇒ (4, 1) + 8 = 13

Any hit by a wight requires DC 14 WILL save or suffer 1 negative level


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

Use Arcane pt to give Black Blade +2 and Keen

Attack other wight if I kill mine

Black blade: 1d20 + 18 + 3 + 1 + 2 ⇒ (20) + 18 + 3 + 1 + 2 = 44
crit damage: 2d6 + 22 + 6 + 4 ⇒ (2, 4) + 22 + 6 + 4 = 38

Haste: 1d20 + 18 + 3 + 1 + 2 ⇒ (15) + 18 + 3 + 1 + 2 = 39
confirm crit: 1d20 + 18 + 3 + 1 + 2 ⇒ (7) + 18 + 3 + 1 + 2 = 31
crit damage: 2d6 + 22 + 6 + 4 ⇒ (3, 6) + 22 + 6 + 4 = 41

Last Attack: 1d20 + 13 + 3 + 1 + 2 ⇒ (18) + 13 + 3 + 1 + 2 = 37
confirm crit: 1d20 + 13 + 3 + 1 + 2 ⇒ (4) + 13 + 3 + 1 + 2 = 23
crit damage: 2d6 + 22 + 6 + 4 ⇒ (3, 6) + 22 + 6 + 4 = 41


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)

-14
weed continues to swing as he dodges attacks from the creatures, moving onto others if any fall
GaPa: 1d20 + 22 + 1 ⇒ (20) + 22 + 1 = 431d12 + 24 ⇒ (3) + 24 = 27

GaPa: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 311d12 + 24 ⇒ (8) + 24 = 32

GaPa: 1d20 + 22 + 1 ⇒ (7) + 22 + 1 = 301d12 + 24 ⇒ (10) + 24 = 34

GaPa: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 341d12 + 24 ⇒ (9) + 24 = 33


Will save for Turran?


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

Sorry, missed that

will: 1d20 + 11 ⇒ (4) + 11 = 15

whew!


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

will: 1d20 + 17 ⇒ (2) + 17 = 19

melee: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
dam: 1d8 ⇒ 7

melee: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10

-13


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

Perception: 1d20 + 14 ⇒ (2) + 14 = 16

Fort 1: 1d20 + 17 ⇒ (4) + 17 = 21

Fort 2: 1d20 + 17 ⇒ (7) + 17 = 24

Fort 3: 1d20 + 17 ⇒ (14) + 17 = 31

Dar will strike back at the lacedons

Warhammer: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Warhammer: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Warhammer: 1d20 + 15 - 5 ⇒ (8) + 15 - 5 = 18
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Warhammer: 1d20 + 15 - 10 ⇒ (17) + 15 - 10 = 22
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

-36 HP

Lay On Hands 3/10: 6d6 ⇒ (3, 2, 5, 3, 4, 6) = 23

-22 HP


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5

-13 HP. I guess putting the attack rolls in there moved the d6s around


Turran finishes his wight and helps Irisse take hers down as well; Weed's axe handles both of the lacedons wiht deadly impact; Dardanius wounds a lacedon.

2 lacedons on Dardanius -11
claw: 1d20 + 10 ⇒ (7) + 10 = 171d6 + 6 ⇒ (4) + 6 = 10
claw: 1d20 + 10 ⇒ (4) + 10 = 141d6 + 6 ⇒ (4) + 6 = 10
bite: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 8 ⇒ (6) + 8 = 14

claw: 1d20 + 10 ⇒ (14) + 10 = 241d6 + 6 ⇒ (6) + 6 = 12
claw: 1d20 + 10 ⇒ (19) + 10 = 291d6 + 6 ⇒ (3) + 6 = 9
bite: 1d20 + 10 ⇒ (5) + 10 = 151d8 + 8 ⇒ (1) + 8 = 9
Any hit requires DC 13 FORT save to avoid paralysis for 2 rounds.

A large half-giantish looking rotting corpse, inky purple darkness radiating from it in waves, 'phases' through the ice in the middle of the party bringing a great club to bear on 1d4 ⇒ 3 Turran. The incredible cold radiating from its dead body chills you to the bone. DC 17 FORT save or be -slowed-.

great club 1: 1d20 + 18 ⇒ (9) + 18 = 272d8 + 12 ⇒ (3, 7) + 12 = 22
great club 1: 1d20 + 13 ⇒ (17) + 13 = 302d8 + 12 ⇒ (3, 1) + 12 = 16

Any hit requires DC 17 FORT save or lose 1d4 CON.


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 + 9 ⇒ (16) + 9 = 25

weed flanks the beast if possible while it attacks Turran

GaPa: 1d20 + 22 + 1 ⇒ (10) + 22 + 1 = 331d12 + 24 ⇒ (3) + 24 = 27

GaPa: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 211d12 + 24 ⇒ (5) + 24 = 29

GaPa: 1d20 + 22 + 1 ⇒ (13) + 22 + 1 = 361d12 + 24 ⇒ (7) + 24 = 31

GaPa: 1d20 + 22 + 1 ⇒ (15) + 22 + 1 = 381d12 + 24 ⇒ (1) + 24 = 25


Weed, what are the 3 attacks at +22?


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)

hmmmm
well i thought i normally get three attacks...the +22 is great axe power attack....and the +14 is the one thats lesser to hit....
plus the rod of quickening gives me an extra attack at max


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)

if the number seems inflated Clint went over them with me a while back since im mathematically challenged on a good day


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

-34 HP

Fort 1: 1d20 + 17 ⇒ (6) + 17 = 23

Fort 2: 1d20 + 17 ⇒ (16) + 17 = 33

Still going at my lacedons:

Warhammer: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Warhammer: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Warhammer: 1d20 + 15 + 1 - 5 ⇒ (5) + 15 + 1 - 5 = 16
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Warhammer: 1d20 + 15 + 1 - 10 ⇒ (15) + 15 + 1 - 10 = 21
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Sigh

Lay On Hands 4/10: 6d6 ⇒ (5, 3, 6, 1, 4, 2) = 21

-13 HP


male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10

Weed, Ive got you at 2 normal attacks(3 next level)

without power attack +23 to hit / +16 Damage

with power attack +20 to hit / +22 Damage

so, with power attack no Haste, your 2 attacks would be at +20 to hit on the 1st, +15 to hit on the 2nd

with Haste and power attack, your 3 attacks would go off at +21 to hit on the 1st and 2nd, +16 to hit on the 3rd


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 v cold: 1d20 + 13 ⇒ (6) + 13 = 19

fort v damage: 1d20 + 13 ⇒ (9) + 13 = 22

Attack!

Black Blade: 1d20 + 18 + 1 + 2 + 3 ⇒ (17) + 18 + 1 + 2 + 3 = 41
confirm crit: 1d20 + 18 + 1 + 2 + 3 ⇒ (12) + 18 + 1 + 2 + 3 = 36
crit damage: 2d6 + 22 + 4 + 6 ⇒ (6, 4) + 22 + 4 + 6 = 42

Haste: 1d20 + 18 + 1 + 2 + 3 ⇒ (10) + 18 + 1 + 2 + 3 = 34
damage: 1d6 + 11 + 2 + 3 ⇒ (2) + 11 + 2 + 3 = 18

Last Attack: 1d20 + 13 + 1 + 2 + 3 ⇒ (7) + 13 + 1 + 2 + 3 = 26
damage: 1d6 + 11 + 2 + 3 ⇒ (3) + 11 + 2 + 3 = 19

-3/125 hp

40/110 stoneskin


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)

ok....sorry all


Female Aasimar Cleric (Herald Caller) 11 Move:30' AC25/FF24/T13 HP:113 Init:+0 Melee: +9/+4 1d8(20,x2) Ranged: +8/+3 1d4(19-20,x2)
Saves:
Fort+12/Ref+7/Will+18
Channel:
6d6(9/day)
Skills:
Dip15,Heal13+5,KArc10,KnHis4,KnPla10,KnRel9,Per21+5,SM14+5,Splcrf4

Cast spiritual weapon, help Dar with lacedons.

SW: 1d20 + 9 + 6 ⇒ (14) + 9 + 6 = 29
dam: 1d8 + 3 ⇒ (5) + 3 = 8


miss on 1: 5d2 ⇒ (2, 1, 1, 1, 2) = 7

The half-giant corpse shifts in space and a number of Weed and Turran's attacks pass right through it. Dardanius hammers the lacedon some more and Irisse also hurts it.

2 lacedons on Dardanius -27
claw: 1d20 + 10 ⇒ (15) + 10 = 251d6 + 6 ⇒ (5) + 6 = 11
claw: 1d20 + 10 ⇒ (16) + 10 = 261d6 + 6 ⇒ (5) + 6 = 11
bite: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 8 ⇒ (8) + 8 = 16

claw: 1d20 + 10 ⇒ (19) + 10 = 291d6 + 6 ⇒ (4) + 6 = 10
claw: 1d20 + 10 ⇒ (4) + 10 = 141d6 + 6 ⇒ (4) + 6 = 10
bite: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 8 ⇒ (8) + 8 = 16
Any hit requires DC 13 FORT save to avoid paralysis for 2 rounds.

Weed needs to make a DC 17 FORT save to avoid being -slowed-.

-45
The half-giant corpse continues to attack Turran with it's club and releases a cone of blistering cold out of it's mouth at Turran, Dardanius and Irisse.

cold damage: 15d6 ⇒ (2, 6, 4, 6, 3, 4, 2, 6, 2, 1, 5, 6, 1, 3, 5) = 56 DC 17 REF for 1/2

On Turran
great club: 1d20 + 18 ⇒ (20) + 18 = 384d8 + 24 ⇒ (1, 1, 2, 3) + 24 = 31
great club: 1d20 + 18 ⇒ (1) + 18 = 192d8 + 12 ⇒ (4, 4) + 12 = 20

Any hit requires DC 17 FORT save or lose 1d4 CON.


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 thought i did that above....

but will do again

FORT: 1d20 + 9 ⇒ (4) + 9 = 13


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)

slowed..is that just one attack at -1

Gapa: 1d20 + 20 ⇒ (12) + 20 = 321d12 + 22 ⇒ (12) + 22 = 34


No slowed Weed, missed your roll the first time as you weren't engaged with it. I'll let it count


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)

many thanks Mysterious.....may we all be blessed with your kindness and wisdom as the moon blesses the night blooming jasmine.....

GaPa: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 221d12 + 22 ⇒ (2) + 22 = 24

GaPa: 1d20 + 20 + 1 ⇒ (7) + 20 + 1 = 281d12 + 22 ⇒ (11) + 22 = 33

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