Halgrak

"Camel"'s page

16 posts. Alias of Vrog Skyreaver.


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Half-Orc kineticist 8

Stealth Check (if we decide to sneak): 1d20 + 8 ⇒ (15) + 8 = 23


Half-Orc kineticist 8

Camel will move to within 10' of Alfred while keeping an eye out for traps. This is an Osiriani tomb, after all. he thought to himself.

Perception: 1d20 + 11 ⇒ (13) + 11 = 24


Half-Orc kineticist 8

Cold goes streaking over Ezekiel's head before slamming down on the creature from above.

Attack Roll (Cold Damage vs. Touch AC): 1d20 + 8 ⇒ (20) + 8 = 28
Damage Roll: 4d6 + 5 ⇒ (4, 1, 4, 1) + 5 = 15


Half-Orc kineticist 8

Camel will again snake cold over, around, and under to attack the Morhg.

Attack Roll (Cold vs. Touch AC): 1d20 + 8 ⇒ (14) + 8 = 22
Damage Roll: 4d6 + 5 ⇒ (5, 1, 2, 6) + 5 = 19


Half-Orc kineticist 8

Peeking around the corner, some of the cold goes flying off of Camel and slams into the tongue skeleton.

Attack Roll (Cold damage vs. touch ac, penalty for firing into melee and cover included): 1d20 + 4 ⇒ (15) + 4 = 19

Damage if I hit: 4d6 + 5 ⇒ (5, 2, 4, 4) + 5 = 20


Half-Orc kineticist 8

I'm fine with calling the combat. I'd like to get to exploring =)


Half-Orc kineticist 8

Camel slams more cold into it, hoping to finish it.

Attack Roll (Cold Damage vs. touch AC): 1d20 + 12 ⇒ (17) + 12 = 29
Damage Roll: 4d6 + 5 ⇒ (3, 1, 1, 2) + 5 = 12


Half-Orc kineticist 8

Back to cold/touch attacks it is.

Camel will send more towards #3.

Attack roll vs. Touch AC: 1d20 + 12 ⇒ (15) + 12 = 27
Damage Roll (Cold Damage): 4d6 + 12 ⇒ (5, 2, 3, 4) + 12 = 26


Half-Orc kineticist 8

Camel will spin water from around him into an orb, and send it flying at the one attacking Ezekiel.

Attack (vs. regular AC): 1d20 + 12 ⇒ (6) + 12 = 18
Damage roll: 4d6 + 12 ⇒ (2, 5, 6, 6) + 12 = 31


Half-Orc kineticist 8

I don't like what I'm about to do at all, but no one puts Camel in a corner!

Camel will move past the two mummies in an effort to get some breathing room, doing is best to avoid their blows as he goes. Once he has some breathing room, he will look to the most defensive target and attack it with more cold.

He's going to move, provoking AoOs from both 3 and 4, in order to move into the middle-back of the room. He will then snake a Cold blast into whichever enemy is most injured.

Attack Roll (vs. Touch AC): 1d20 + 12 ⇒ (16) + 12 = 28
Damage Roll: 4d6 + 5 ⇒ (4, 3, 3, 4) + 5 = 19


Half-Orc kineticist 8

Will Save: 1d20 + 19 ⇒ (7) + 19 = 26

Camel will backpedal then pour more cold into the mummy that attacked him, drawing upon his own lifeforce to augment the lethality of the attack.

I'm going to take 1 pt. of burn to empower my blast.

Attack Roll (vs. Touch AC): 1d20 + 12 ⇒ (10) + 12 = 22

Damage Roll: 4d6 + 5 ⇒ (3, 3, 1, 3) + 5 = 15 that is 22 after the empowering.


Half-Orc kineticist 8

I approve of this plan.

Camel thrusts his arm out and some of the condensation that surrounds him goes flying into the sarcophagus. "Good morning" says Camel as the ice attacks what he can not see.

Attack Roll (Ice Blast with Snaking Infusion vs. Touch AC): 1d20 + 12 ⇒ (3) + 12 = 15

Damage Roll If I hit: 4d6 + 5 ⇒ (3, 5, 6, 5) + 5 = 24


Half-Orc kineticist 8

Camel will try to find the way to open the secret door.


Half-Orc kineticist 8

Pointing at the sarcophagi: "Those don't scream trap at all, now do they?"


Half-Orc kineticist 8

"It'll be fine. What's the worst that can happen?"

The half-orc that refers to himself as camel is covered in a thin sheet of ice, which is so far completely resistant to the desert sun. He stares at the door as it begins to open as well.

Perception: 1d20 + 11 ⇒ (16) + 11 = 27


Half-Orc kineticist 8

I'm here! Now we can begin being awesome, cause I had to stop at the store and pick up some!