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)

weed fires
longbow: 1d20 + 5 ⇒ (5) + 5 = 101d8 ⇒ 3


Tarvoth casts a spell of weal; Weed fires an errant arrow; Turran casts a protective spell; Dardanius' first shot is wide and his second does not penetrate the beast's thick fur.

The massive wolves retreat into the cave opening, letting out loud howls of warning.


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

Damn.

Pursue the wolves!

Mindful of any traps, Dar starts running after them:

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


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 pullsout his greataxe and sets out alongside Dar.....
perception: 1d20 + 16 ⇒ (11) + 16 = 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

Forward!

perception: 1d20 + 11 ⇒ (17) + 11 = 28


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Follow along.

perception: 1d20 + 12 ⇒ (5) + 12 = 17


Weed and Turran notice the floor at the entrance of the cave seems strange. Weed thinks it is some kind of pit trap.


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 examines the floor closely
perception: 1d20 + 14 ⇒ (11) + 14 = 25
and tries to see where the wolves ran
survival: 1d20 + 4 ⇒ (2) + 4 = 6


Weed can easily see the sections of the floor that are designed to fall away into pits and the safe paths that the wolves took to avoid them.


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 Weed relays the info: are the paths big enough for humanoids to walk comfortably? Or are we talking Acrobtatics?


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)

there are pathways around the pits...if you walk carefully you should be able to avoid them...follow me...


Weed leads the party through the safe part of the cave opening. The cavern beyond is natural, approximately 50' high, 20' wide, and runs back into the hill at least 60 feet, narrowing as it does so. You can see several wolf beds throughout. The air is cool and damp with a feral musk about it.


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Any signs of the wolves or children? Tarvoth will keep glancing over his shoulder in case there is a way for them to sneak back around to the cave entrance.

perception: 1d20 + 12 ⇒ (16) + 12 = 28


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 looks around carefully as they proceed down the tunnel.

Perception: 1d20 + 8 ⇒ (15) + 8 = 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 follows the trail in.....cautiously....great axe at the ready....


There is no sign of the children and outside of the beds nothing of wolves. The party moves deeper into the large cavern and after 20' of so can see that the back ends up narrowing down to what looks like a man-made tunnel. Tarvoth keeps a vigilant eye to the rear to reduce the chance of assault from that direction.


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)

survival: 1d20 + 4 ⇒ (8) + 4 = 12

perception: 1d20 + 14 ⇒ (2) + 14 = 16


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

Survival: 1d20 + 1 ⇒ (1) + 1 = 2

perception: 1d20 + 11 ⇒ (8) + 11 = 19


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Follow the group into the tunnel, continue to watch our backs

perception: 1d20 + 12 ⇒ (13) + 12 = 25


The tunnel runs 20' before opening into a smaller space where you can see a stout-looking iron bound door, in front of which stand 2 'regular' werewolves in man/wolf form and one huge werewolf (also in man/wolf form) holding a massive axe that has an oversized head bristling with spikes and a long, thick haft that only barely counterbalances its weight.

The larger werewolf speaks in a deep growling voice when it sees you-I was hoping you'd be this stupid; come on in manlings, I haven't eaten lunch yet.


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Cast bull’s strength on Turran.


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

Shoot the big one:

Rapid Shot: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23

Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Rapid Shot: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15

Damage: 1d8 + 4 ⇒ (3) + 4 = 7


Weed/Turran any action before you are botted?


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)

GAPA: 1d20 + 10 ⇒ (14) + 10 = 241d12 + 12 ⇒ (1) + 12 = 13
weed goes at el Jefe werewolf


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

Cast Umbral Weapon on the Black Blade


Tarvoth and Turran cast spells; Dardanius hits with an arrow; Weed rushes forward and hacks the larger werewolf with his axe. As Weed rushes forward, the massive werewolf flips a lever on the wall releasing a metal wire net that falls on Tarvoth, Turran, and Dardanius.

DC 17 REF save or be affected as if by a web spell.
https://www.d20pfsrd.com/magic/all-spells/w/web/

-5

The 2 regular werewolves move in on Weed:
WW1
claw: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 4 ⇒ (2) + 4 = 6
claw: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 4 ⇒ (5) + 4 = 9
bite: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 7 ⇒ (3) + 7 = 10
WW2
claw: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 4 ⇒ (2) + 4 = 6
claw: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 4 ⇒ (4) + 4 = 8
bite: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 7 ⇒ (5) + 7 = 12
Weed make 2 DC15 FORT saves


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

reflex: 1d20 + 3 ⇒ (15) + 3 = 18


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)

-30/38

Fort: 1d20 + 5 ⇒ (5) + 5 = 10

Fort: 1d20 + 5 ⇒ (2) + 5 = 7


Party action


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 + 7 ⇒ (17) + 7 = 24

Keep firing at the alpha:

Rapid Shot: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17

Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Rapid Shot: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21

Damage: 1d8 + 4 ⇒ (3) + 4 = 7


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 want to move forward and attack, what do i need to do?-


Turran wrote:
-I want to move forward and attack, what do i need to do?-

Make a combat maneuver or escape artist check as described in the spell to avoid being grappled.


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
Mysterious Storyteller wrote:
Turran wrote:
-I want to move forward and attack, what do i need to do?-
Make a combat maneuver or escape artist check as described in the spell to avoid being grappled.

I read the spell but just want to make sure I understand:

successful save = no grapple, but can get grappled if we try to move

failed save = immediately grappled, CMB or Escape to undo

So I think Dar was fine firing his bow?

Also, do we get to use the "cover" of the web?:

https://www.d20pfsrd.com/magic/all-spells/w/web/ wrote:
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.


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

move forward and attack

CMB: 1d20 + 10 ⇒ (3) + 10 = 13

struggling forward

will umbral weapon let me retry a cmb?

if so CMB: 1d20 + 10 ⇒ (9) + 10 = 19

Let me know if I can attack?


Dardanius wrote:
Mysterious Storyteller wrote:
Turran wrote:
-I want to move forward and attack, what do i need to do?-
Make a combat maneuver or escape artist check as described in the spell to avoid being grappled.

I read the spell but just want to make sure I understand:

successful save = no grapple, but can get grappled if we try to move

failed save = immediately grappled, CMB or Escape to undo

So I think Dar was fine firing his bow?

Also, do we get to use the "cover" of the web?:

https://www.d20pfsrd.com/magic/all-spells/w/web/ wrote:
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

Yes on the first, no on the second.


Turran wrote:

move forward and attack

[dice=CMB]1d20 + 10

struggling forward

will umbral weapon let me retry a cmb?

if so [dice=CMB]1d20 + 10

Let me know if I can attack?

Attack away!


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 looks at the net.....does he think its possible to remove it from them....even allowing an AOO against him....but allowing them to be free....i imagine he would be able to as his move....thoughts


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

ref: 1d20 + 3 ⇒ (15) + 3 = 18

Provide healing to Weed and rest of party, exclude enemies.
channel4: 2d6 ⇒ (5, 6) = 11

Bless is active, add +1 to Dar’s attacks above.


Weed wrote:
weed looks at the net.....does he think its possible to remove it from them....even allowing an AOO against him....but allowing them to be free....i imagine he would be able to as his move....thoughts

No. The net is large (10×10) and quite heavy/cumbersome.


Need an attack from Turran and an action from Weed.


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

Attack!

Use 1 pt from my arcane pool to give the Black Blade another +1 hit/dam

Black Blade: 1d20 + 8 + 1 + 2 + 1 ⇒ (13) + 8 + 1 + 2 + 1 = 25
damage: 1d6 + 5 + 1 + 2 ⇒ (4) + 5 + 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)

-19/38
weed attacks the boss wolfman again
gapa: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 291d12 + 12 ⇒ (2) + 12 = 14


The party evades and/or ignores the net as Turran rushes forward to join Weed and the both connect on the larger werewolf; you notice that your attacks are not doing anywhere near as much damage as you might have expected. Dardanius lands an arrow shot, but it doesn't seem to deter the wolfman at all. Tarvoth heals.


-11
The smal6ler wolfmen continue to focus on Weed while the larger one yells in rage and lashes out at Turran with his deadly axe!

On Weed
WW1
claw: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 4 ⇒ (2) + 4 = 6
claw: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 4 ⇒ (4) + 4 = 8
bite: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 7 ⇒ (2) + 7 = 9
WW2
claw: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 4 ⇒ (4) + 4 = 8
bite: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 7 ⇒ (4) + 7 = 11

On Turran
deadly axe: 1d20 + 8 ⇒ (8) + 8 = 163d6 + 16 ⇒ (3, 3, 4) + 16 = 26
bite: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 11 ⇒ (1) + 11 = 12


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

Attack!

Black Blade: 1d20 + 8 + 1 + 2 + 1 ⇒ (14) + 8 + 1 + 2 + 1 = 26
damage: 1d6 + 5 + 1 + 2 ⇒ (4) + 5 + 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)

-28/38hp
cringing in pain from the wolfmen attacks...Weed perseveres and attacks the large wolfman
GAPA: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 311d12 + 12 ⇒ (8) + 12 = 20


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Add crit dam for Weed: 2d12 + 24 ⇒ (8, 12) + 24 = 44

channel 5: 2d6 ⇒ (2, 2) = 4 exclude enemies


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

Boy do I wish I saved my Smites

Undeterred, Dardanius looses two more arrows at the larger one.

Rapid Shot: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18

Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Rapid Shot: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11

Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Yikes . . . In hope for more smites, Dar offers a silent prayer Praise be to Erastil. Oh Lord, oooh you are so big. So absolutely huge. Gosh, we’re all really impressed down here I can tell you. Forgive me, O Lord, for this dreadful toadying and barefaced flattery. But you are so strong and, well, just so super. Fantastic. Amen.


Turran lands a cut with his blade; Weed delivers a massive axe strike; Tarvoth heals; Dardanius misses twice and his prayers go unanswered.


-65

All the wolfmen focus on the deadly Weed!

WW1
claw: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 4 ⇒ (4) + 4 = 8
bite: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 7 ⇒ (6) + 7 = 13
WW2
claw: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 4 ⇒ (3) + 4 = 7
claw: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 4 ⇒ (6) + 4 = 10
bite: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 7 ⇒ (3) + 7 = 10
WW3
deadly axe: 1d20 + 8 ⇒ (1) + 8 = 93d6 + 16 ⇒ (3, 4, 5) + 16 = 28
bite: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 11 ⇒ (1) + 11 = 12

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