Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 1d20 + 16 ⇒ (17) + 16 = 33 will
See I would have been fine
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 enjoy that phantasmal killer There is plenty of space in my spirit world bungalow for you to join us Jan
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Banders ghost pops in to say It was probably just trying to get directions to the woodcutter protest rally. Kind of rude to start shooting it don't you think?
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 well have fun. Someone take throw anything and dunk my corpse
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 There is a scroll on my corpse
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander's spirit watches. Shame I am dead, I could use a gust of wind
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 FINE! His bowels release! Try to tell me there is magic to stop that!
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 bander rots slightly
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 serves me right for not adjusting my stat line correctly. supposed to be 30 touch and 19 FF but I screwerd that up. but probably would have only saved me 30 damage Bander sizzles and pops and dies with a shocked expression on his face
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 33 damage Bander again waits until an attack misses as he defelcts it, then he uses that to slightly knock his foe off balance and gain +4 to AC Opportunist Aid: 1d20 + 22 ⇒ (9) + 22 = 31 vs CMD for +4 AC Snicker: 1d20 + 23 ⇒ (12) + 23 = 35 for 1d4 + 3 ⇒ (2) + 3 = 5 and
to confirm Snack: 1d20 + 18 ⇒ (9) + 18 = 27 for 1d4 + 3 ⇒ (3) + 3 = 6
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 the number in parenthesis is the current. temporaray buff with my opportunist ability.
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander ducks inside the wizards attacks gaining +4 to AC 1d20 + 22 ⇒ (12) + 22 = 34 vs CMD Snicker/PS: 1d20 + 23 - 4 ⇒ (18) + 23 - 4 = 37 for 1d4 + 3 + 8 ⇒ (4) + 3 + 8 = 15 and
to confirm Snicker/PS: 1d20 + 23 - 4 ⇒ (20) + 23 - 4 = 39 for 1d4 + 3 + 8 ⇒ (4) + 3 + 8 = 15
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Rude! post coming in like 40 minutes
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Snicker/PS: 1d20 + 25 + 2 - 4 ⇒ (4) + 25 + 2 - 4 = 27 for 1d4 + 3 + 1 + 8 + 1 + 7d6 ⇒ (2) + 3 + 1 + 8 + 1 + (6, 1, 1, 5, 1, 4, 3) = 36 dude I gotta stop forgetting about my traits Bander moves into a flank and attacks, I think heartseeking bypasses this miss chance?[/ooc]
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 sorry, opening a show this week. please bot with impunity Taking my init of 1
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander goes in doing his take 10 dance with trap spot
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander rushes over to Yap and tries to help, though it seems pretty obvious...
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 drbuzzard wrote: [dice=miss chance]1d100 miss I have heartseeking.
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 1d20 + 21 ⇒ (11) + 21 = 32 ref Bander tumbles around into a flank 1d20 + 30 ⇒ (10) + 30 = 40 acro Snicker/PS: 1d20 + 25 + 2 - 4 ⇒ (14) + 25 + 2 - 4 = 37 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (4) + 3 + 1 + 8 + (2, 4, 2, 3, 3, 6, 6) = 42
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander 5 foots and attacks Snicker/PS: 1d20 + 23 - 4 ⇒ (16) + 23 - 4 = 35 for 1d4 + 3 + 8 ⇒ (2) + 3 + 8 = 13 and
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 post coming later
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander activates his shadow clones 1d4 + 3 ⇒ (3) + 3 = 6 then moves into a new position tumbling at the end to avoid AOO 1d20 + 30 ⇒ (19) + 30 = 49
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 oops, got confused as to who was who, cause I am dense. one for each attack below 7d6 ⇒ (5, 3, 6, 4, 1, 4, 4) = 27
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander tries to drop 2 Snicker/PS: 1d20 + 23 - 4 ⇒ (18) + 23 - 4 = 37 for 1d4 + 3 + 8 ⇒ (3) + 3 + 8 = 14 and
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 yea I figured they could. I like the idea that bander is ALWAYS surprised by it
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Oh they can see me!
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander attempts to take down the one in front of him, flanked with Bo Snicker/PS: 1d20 + 23 + 2 - 4 + 2 ⇒ (14) + 23 + 2 - 4 + 2 = 37 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (1) + 3 + 1 + 8 + (6, 4, 5, 5, 4, 3, 6) = 46 and
to confirm Snack/PS: 1d20 + 13 + 2 - 4 + 2 ⇒ (1) + 13 + 2 - 4 + 2 = 14 for 1d4 + 3 + 1 + 8 ⇒ (3) + 3 + 1 + 8 = 15
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander immesiately goes invis and moves
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander will follow Jan through the portal. Then scouting can continue
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 1d20 + 8 ⇒ (7) + 8 = 15 init fireballing the area 1d20 + 19 ⇒ (6) + 19 = 25 for 5d6 ⇒ (3, 5, 1, 2, 5) = 16
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander is ready to get slaughtered. Cant wait to get ambushed as soon as we walk outside.
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Extra fart in mine please
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 1d20 + 18 ⇒ (14) + 18 = 32 That should do it. As the mansion forms Bander does an elaborate bow and invites everyone in
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 yes I have a mages magnificent mansion scroll
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 I think we should rest. I believe I have a scroll that can help with that
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 oh never mind the next area looks like K3
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander nods and moves to the next room taking 10 on stealth and perception, well all 7 banders do... ill move myself on the mpa shortly
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 I am exhausted. I do not think I could turn invisible if I needed to at this point! take 10 percep
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Jan! Step into position!
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 1d4 + 4 ⇒ (3) + 4 = 7 bander activates images and moves into a flank for next round 1d20 + 30 ⇒ (13) + 30 = 43
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Snicker/PS: 1d20 + 23 + 2 - 4 ⇒ (12) + 23 + 2 - 4 = 33 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (3) + 3 + 1 + 8 + (2, 6, 2, 5, 6, 4, 3) = 43 and
to confirm Snack/PS: 1d20 + 23 + 2 - 4 ⇒ (2) + 23 + 2 - 4 = 23 for 1d4 + 3 + 1 + 8 ⇒ (3) + 3 + 1 + 8 = 15 Bander shifts 5 feet and goes to invisible town
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Bander burns a ki point for more movement then does a double move 1d20 + 30 ⇒ (15) + 30 = 45 acro if needed at the end
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 1d20 + 8 ⇒ (2) + 8 = 10 init
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 Yea might as well see what is coming up Bander puts the scrolls away once he organizes them
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 hey! That guy can see me!
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 They are blue meanie jellies! Slice em and dice em into nothing!
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 1d20 + 13 ⇒ (19) + 13 = 32 dungeoneering Bander pops out a fireballl which should be able to hit everything other than the one in the lower corner if my brain works right, then he will make his move into the room, I will go invis again 1d20 + 19 ⇒ (16) + 19 = 35umd for 5d6 ⇒ (3, 6, 6, 5, 4) = 24 fireball
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 1d20 + 16 ⇒ (16) + 16 = 32 will action coming shortly gotta start teaching a class
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats: Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6 1d20 + 8 ⇒ (2) + 8 = 10 init
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