Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 I still blame the dice gods. You don't roll those 2 nat 20s right out of the gates gives Angruk a chance to bolster our HP a little more. OR my nat 20 lands on Ole Man Magics. Maqej roll 4 1's, fails his second chance save, AND fails another save. OUCH! ~From the PR desk of Dolgrin Ironstrike Esquire
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Whatever pithy comment Dolgrin was going to utter next is never revealed as a rancid rattie cuts the life from him. -144 HP (4/10 IH) -143 HP .....
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Come on baby! CRIT: 2d6 + 14 ⇒ (6, 5) + 14 = 25
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -111 HP
Desperately-You bastards! On rattie 3, move to 2 if 3 goes down:
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Dolgrin chokes back a harsh laugh, That's the saddest compliment I've heard boy; RUN you fool!
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 HOLY T&! Two nat 20s! The auto-roller dice gods have spoken.... -112 HP
Try and finish off rattie 1 and them move to #3: GSPA1/haste/sickened: 1d20 + 12 + 1 - 2 ⇒ (16) + 12 + 1 - 2 = 27
Run for it Maqej! I'll hold these filth off while you make your escape!
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Please dice gods let it be on him and not an image.
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 ...RATTIES! AOO Wizard
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 ...filthy... AOO Rattie 3
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 ...hate you... AOO Rattie 2
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 I really... AOO Rattie 1
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 All 4 guys rush through the door at one time and can enter melee even though I'm guarding the door to prevent exactly that? Also, there were 4 guards plus the rattie wizard so in theory 6 total foes. -79 HP
Maqej stay back and blast the old man. You had better pray harder Angruk, I think Torag is napping; and for the record F&@% all ratties. FIRE AND STEEL! (Delay till Maqej hastes) Try and pin them down at the doorway so they can't get past to Maqej and Angruk. On Rattie guard
Suck it auto-roller!
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -93 HP
I'm done running; plus where the hells are we going to run to? Heal the stuffing out of us. I'll hold this door. It's the old man wizard, 4 rattie guards, and the rattie magician. Dolgrin takes his own advice and gives himself a quick heal: CLW: 1d8 + 1 ⇒ (3) + 1 = 4 -89HP How many rounds of haste left?
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -81HP
Seeing he is clearly outmatched, Dolgrin turns around and runs back into the room with ants; slamming the door firmly shut behind him. Deep trouble that way fellas. Let's kill some ants! He takes a flanking position on the ant with one eye towards the door.
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -62 HP
FORT20/sickened: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21 Run away will you? Not today! Dolgrin ignores the threat of the ants and channeling the aspect of the Stag (+5' movement) sprints after the fleeing rattie. You two handle these bugs, I'm going to slay a magical rattie!
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -29HP DC20FORT: 1d20 + 15 ⇒ (2) + 15 = 17 Dolgrin feels a little weaker as the multiple stings take their toll. GSPA1: 1d1d20 + 12 + 1 - 2 ⇒ (3) + 12 + 1 - 2 = 14
confirm/sickened: 1d20 + 12 + 1 - 2 ⇒ (15) + 12 + 1 - 2 = 26
You lot are more doughty than your fellows! Kudos to you for all the good it will do you. The ants your conjurer brings are tougher than you!
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Dolgrin slides to take on Angruk's rattie and take some strain off the older dwarf. -20HP
Get that troublesome one in the back Maqej; this fellow is about to call it quits. GSPA1/sickened: 1d20 + 12 + 1 - 2 ⇒ (10) + 12 + 1 - 2 = 21
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 I'm pumping the bellows now! Dolgrin hollars out.
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -10 HP Give a little take a little, eh Angruk? GSPA1/sickened: 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30
confrim/sickened: 1d20 + 12 + 1 - 2 ⇒ (17) + 12 + 1 - 2 = 28
Nat 20 crit damage:
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -5HP AC is 26 with haste so that last rat-attack should be a miss
w/o mouse:
Dolgrin grunts as he absorbs the full blast of the bolt. -15HP w/mouse:
Dolgrin moves to the side again, but this time a little slower and some of the electrical blast washes over him.-10HP Splat the rat!
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 REF18/Mouse!(evasion)/sickened: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19 Even sickened, using the spirit of the Mouse, Dolgrin is able to side step the bolt of electricity craftily arced from the ceiling, completely avoiding damage. Ho-ho! Even an out of sorts Dwarf is faster than that Rattie! Let's see if your friends can dodge these! GSPA1/Bull!: 1d20 + 12 + 1 + 1 - 2 ⇒ (4) + 12 + 1 + 1 - 2 = 16
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Dolgrin channels the spirit of the Stag to increase his speed and couples that with Maqej's haste spell to close to melee in almost the blink of an eye and put his sword to work. GSPA1/Bull!/sickened: 1d20 + 12 + 1 + 1 - 2 ⇒ (13) + 12 + 1 + 1 - 2 = 25
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Dolgrin gives the apparent storage room a once over using detect magic and his keen eyes. perception/Falcon!/sickened: 1d20 + 14 + 4 - 2 ⇒ (12) + 14 + 4 - 2 = 28 To bad they aren't making some fruit brandy! That's some tasty stuff... Once he feels comfortable that there is nothing of value he heads to the door at the far side of the room and gives it a once over before opening it.
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Dolgrin pauses to detect magic on the area hoping to find some useful trinkets or potions. You see anything guys? If it's not a forge I'm not sure what to take and what to smash. My guess is no more fruit is a good start. Dolgrin then moves and examines the door to the right. disable/Falcon!/sickened: 1d20 + 16 + 4 - 2 ⇒ (8) + 16 + 4 - 2 = 26
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Dolgrin opines ruefully I'm not sure what happened, but maybe no one else should eat any of that fruit. I don't think it's quite ripe yet.... Looking a bit more optimistic Maybe there's something better behind this door? Dolgrin checks the door for traps before opening it. disable/Falcon!/sickened: 1d20 + 16 + 4 - 2 ⇒ (4) + 16 + 4 - 2 = 22
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Man this thing is juicy! We may have to grab a couple more for camp. Dolgrin's normaly determined steps stutter and sway a little as the fruit interacts with his system. Fort/Bear!: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Dolgrin plucks one of the more succulent looking pieces of fruit off a bush and gives it a lip smacking bite as he heads down a side wall towards the door. No reason to damage the givers of lusciousness, I say!
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Dolgrin moves into the room mindful of death from below. He takes a look at the bushes, it's been a LONG time since he had some fresh fruit. I wonder what they taste like? knowledge nature: 1d20 + 5 ⇒ (1) + 5 = 6
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 I'm not sure that I didn't look better as a Drow. Stone but I forgot how ugly my face is! Too bad we can't all be as pretty as Maqej. You boys ready for more action? Maybe we'll get to run into Ben and seeing this mug of mine will convince him we are the real deal. I mean seriously, who would CHOOSE to look like this? Having thoroughly canvassed the room for treasures Dolgrin approaches the door and gives it a thorough examination. No poison needles this time, please.... device/Falcon!: 1d20 + 16 + 4 ⇒ (7) + 16 + 4 = 27
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Dolgrin uses one of his two strangely similar '11' rolls for perception above and checks out the door at the edge of the room before opening it and moving ahead (+3 for detect traps). Time to die! Regards, Blade Runner :D
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -91HP
Well if we rest we are going to run out of Drow disguise potion. It only lasts for two days and after a rest we will have used up all two days. I don't want to fight this Dalt while we are weak, but I also don't want to have to fight our way out of a Drow city after finishing off good old Dalt. We can take it one problem at a time, that's certainly the Dwarven way, I just want to point out that there are some pitfalls from resting. Assuming the party decides to rest and figure out how to deal with the after-Dalt issues later:
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Well it should be safe enough now. Any healing for the nearly dead Angruk? Dolgrin waits for a few moments before searching the room as he heads towards the far door. perception/Falcon!: 1d20 + 14 + 4 ⇒ (11) + 14 + 4 = 29
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -91HP
Well that seemed pretty straight forward. See it, kill it. I like that type of scenario. Now if we could just find this Dalt fellow and bid him good day we could be back to our friendly Drow caves. Heh, friendly Drow caves; never thought I would live to see the day. You know Angruk, if you and I live through this we will have to find some of our kin. ሁሉ ሰዎች የት ነው የተማሩት ? I swear the sound of our tongue sounds strange even to my ears. If we ever find a Hall to call home I don't think I'll be leaving it any time soon. Stone help me I'm tired.... Dolgrin takes a knee and tries to collect himself.
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 They don't call me diehard Dolgrin for nothing! GSPA1: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -74HP
It's what I do best Angruk! My mouth gets me into all kinds of fun situations, usually the ones that involve me being by myself in deadly situations. That's why I'm having so much fun, I might get to die WITH someone instead! Clearly the repartee and banter is helping Dolgrin's spirits if not his blade. GSPA1: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Insert dire/whining post here... -52HP
He's only hitting me one out of three times Angruk; you have to admit that's pretty good on my part! GSPA1: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -29HP
Oh suuuure, next time join up with an armored knight or better yet you get YOUR ass up here and take the pounding! Less whining and more healing and we might win this thing yet....
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -57HP
Now THIS would make a great companion. Later we should look for whelps if it doesn't kill us first!! GSPA1: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
uh-oh....
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 His Dwarven senses screaming as the earth begins to tremble, Dolgrin urges the party back towards the entrance they came through, Ware some new deviltry is in play here. Stand back a bit and let's see if it's friendly or wanting to die. Dolgrin readies his blade to strike should any menace emerge from the soil.
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Flaming tongs that thing is bright; I can barely see a damn thing... Dolgrin moves forward to the far door.
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 No poison for this Dwarf on this door...YUP! Dolgrin detects magic on the room, taking his time to ascertain any mystical affects that are not as apparent as the light source. He also takes the time to double check said light source to make sure it is not some type of flame throwing death device. Once he feels comfortable that imminent magical death is not looming Dolgrin moves forward towards the door on the far wall looking for traps and assassinistic root vegetables. traps?/Hawk!: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -51HP
Stone give me strength... CLW: 2d8 + 2 ⇒ (6, 3) + 2 = 11 -40HP
Poison still burning from his lasted botched attempt, Dolgrin examines the door on the far wall traps? Falcon!: 1d20 + 16 + 4 ⇒ (3) + 16 + 4 = 23
and then opens the door...
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Dolgrin detects magic on the ratties and their equipment and then examines the room for anything of use or ways out. You must have been a sight to see at the forge Angruk! perception/Hawk!: 1d20 + 14 + 4 ⇒ (13) + 14 + 4 = 31
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 -51HP
Did I tell you guys about the one with the rattie and the blade? It doesn't end well for the rattie.... GSPA1: 1d20 + 12 + 1 + 1 ⇒ (10) + 12 + 1 + 1 = 24
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Beware the Dancing Dolgrin! Blade o' death-
Suck steel ratties!
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Maqej Lek wrote:
Dang it! So my TH rolls were: 19, 21, 21
Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save: FORT+15; REF+13; WILL+6 skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6 Dolgrin Ironstrike wrote:
Add 1 to those to hit rolls if it helps (bless)
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