Verik Vancaskerkin

Falcon Gray's page

339 posts. Alias of Nazard.


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AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Thank you all for the great game. Sorry my role seems to be ending like this, but I’ve been looking to cut my pbp load and this seems like a good opportunity to bow out and make room for another player.

All the best and I hope the new refugees give this guy a thorough ass-kicking.


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AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon summons his courage to glare defiantly at his killer, before gasping out, ”Your mother was a kobold,”.

Falcon slides off the blades and lands in a heap on the ground.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon isn’t going to make it to you, unless this guy fails his DC 13 Fort save, which isn’t likely.

Eventually, he’ll fail one of these Fort saves himself and fall unconscious.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Fort: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18

Falcon tries to hold his blood inside his body as he charges Scarvinious.

Charge Attack: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Charge Attack: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Fort save DC 13 or be stunned.

To the others, he calls out, ”Run!”


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Ki Throw: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Falling Damage: 4d6 ⇒ (4, 5, 2, 1) = 12
Falcon steps up to black and hurls him down the cliff.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon takes a 5-foot step southwest.

Ki Throw on Green: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 First he tosses green into the space southeast of his new position.
Falling Damage: 4d6 ⇒ (6, 5, 5, 3) = 19

Ki Throw on Black: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Falling Damage: 4d6 ⇒ (2, 1, 2, 1) = 6
Then maybe he repeats the maneuver against black. Given the damage differential, perhaps black’s fall was broken by his ally!


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Not liking the look of those bombs, Falcon plows through the rubble until he’s just north of black, then grabs at the alchemist and attempts to send her down after Skinder.

Ki Throw: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon moves through the tower wreckage to end up flanking Skinder (he can move wide enough to avoid an AoO).

Ki Throw, flanking: 1d20 + 8 + 2 + 4 ⇒ (3) + 8 + 2 + 4 = 17

Ki Throw, flanking: 1d20 + 8 + 2 + 4 ⇒ (16) + 8 + 2 + 4 = 30

Once there, he picks up the wretched creature and tosses him over the edge of the ravine.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Strength: 1d20 + 5 ⇒ (18) + 5 = 23

That’s better! Falcon gives a mighty heave, doesn’t lose his grip this time, and tips the tower towards the stairs and all the goons waiting to reach topside.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

”Olivia! Back up!”

Once she’s clear, Falcon gives another heave on the tower.

Strength: 1d20 + 5 ⇒ (1) + 5 = 6

This is pathetic.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon delays until Olivia takes another swing at the tower, then he heaves, pushing it towards the stairs.

Strength: 1d20 + 5 ⇒ (5) + 5 = 10


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

”Olivia, can you hack through that support leg?” Falcon asks, pointing to the southeast leg.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Given he’s now climbed up it and down, how sturdy is this watch tower? Could he possibly push it over onto the staircase? Maybe if they took out the leg closest to the ravine?


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon calls out the troop movements he can see, estimating about twenty seconds before they arrive, and then descends the tower on the side away from the camp.

Climb: 1d20 + 4 ⇒ (9) + 4 = 13


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Climb: 1d20 + 4 - 5 ⇒ (14) + 4 - 5 = 13 Not sure if that’s enough, to gain ground. If it is...

Falcon scurries up the last ten feet and arrives topside. He reaches for cyan and attempts to flip him over the side.

Ki throw: 1d20 + 10 ⇒ (15) + 10 = 25
Falling damage: 3d6 ⇒ (1, 6, 2) = 9


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Climb: 1d20 + 4 ⇒ (20) + 4 = 24 Falcon double move climbs to gain 15 feet of height (10 more to go). His plan is to stay out of reach of the two lookouts this round, then try to rush the last 10 feet so he can get an attack when he gets topside.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Initiative: 1d20 + 4 ⇒ (15) + 4 = 19

Falcon breaks cover as the arrows start to fly, dashing across open ground and leaping up to grab a tower support and begin the climb up.

Climb: 1d20 + 4 ⇒ (1) + 4 = 5


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Sounds good.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Merry Christmas all.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon will take the oil and some means of igniting it, and use his superior maneuverability to light the tower ablaze.

Stealth to get close: 1d20 + 9 ⇒ (12) + 9 = 21


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

”I think that this group is too big to take on all at once. We should hit them, take out a few, then flee somewhere. We’ll lose the element of surprise, but I don’t see us taking them all out in one shot.”


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

”We could setup an ambush further back in the forest, then a couple of us hit the tower sentries and flee back to the rest of us. Thin them out a bit before trying to crack that nut.”


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon follows Alezandu, slipping into the bushes after the archer.

Stealth: 1d20 + 9 ⇒ (6) + 9 = 15
Perception: 1d20 + 9 ⇒ (18) + 9 = 27


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon points to the left. ”If we go around, we could make our way up the hill and look down into their camp. The cliffs keep us from storming them, but they’ll have to come up to get us. At the very least, we can see what we’re up against.”

What is M7, and are those stairs near it leading into the ravine?


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

”Can anybody copy the bird sounds they were making? If we send out a call, they’ll respond and we can get a bead on their location.”


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AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Ki Throw is awesome, mitigated somewhat by things with extra legs getting bonuses versus trip.

My single-most effective combat action was through a Ki Throw with a Maneuver Master monk I used to play. I think we were 10th or 11th level, and our party was very weak on ranged. We were being harried by a black dragon that was huge sized and hurting us badly. It was perched on a ledge 20 feet above us, breathing on us way too often. My monk stood right below it, then cold high jumped 20 feet into the air, took the bite AoO from the surprised dragon, then grabbed the thing’s neck and flipped the dragon over her shoulder to the ground below. The 2d6 falling damage was nothing compared to now being prone and flanked by an 11th level inquisitor with dragon bane and an 11th paladin with smite evil and aura of justice activated.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Acrobatics to jump: 1d20 + 9 ⇒ (20) + 9 = 29
My math fu isn’t strong enough to calculate this. He clears 15 feet of horizontal distance 25 feet up in the air, then needs to travel another 10 feet of horizontal distance before he hits the ground. Up to you if this works. Either way, he’ll take some damage.

Seeing the hobgoblin try to flee, Falcon calls out, ”We have a runner!” then plants both feet against the tree trunk and lunges at the fleeing hobgoblin. He travels 15 feet through the air before he starts to fall towards the hobbo’s back...


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon climbs the ladder until he’s within reach of the hobgoblin, albeit still below him. Then he reaches out to attempt a ki throw of the hobgoblin into the space behind him...which happens to be open air.

Trip: 1d20 + 10 ⇒ (16) + 10 = 26


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon dashes across the clearing to the foot of the hobgoblin’s tree and starts up the ladder (he gets 10-feet up this round).


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon dashes forward, not worried about stealth yet, trusting to cover from the trees, and allowing himself to draw attention.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon melts into the bushes along the side of the path.

Stealth: 1d20 + 9 ⇒ (8) + 9 = 17


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Assuming we can sleep through the night, by morning Falcon will be at full health for the first time since character creation!

Stealth: 1d20 + 9 ⇒ (7) + 9 = 16
Falcon attempts to create a “duck blind” on the path side of camp to cover the camp but still let a person on watch see the path clearly.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

”So do we sabotage this bridge—cut almost all the way through a support rope so that it snaps the next time a big group tries to cross it—or leave it for ourselves to use also?”

So we’re at the end of the green line?


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Once everything is secured, Falcon says, ”There’s a well-worn path on the other side of the river, leading north.”

Is this the same river they crossed when getting out of Phaendar?


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon sneaks forward along the bridge.

Acrobatics: 1d20 + 9 ⇒ (19) + 9 = 28
Stealth: 1d20 + 9 ⇒ (12) + 9 = 21


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon slips onto the rope bridge and begins sneaking across.

Stealth: 1d20 + 9 ⇒ (17) + 9 = 26


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Initiative: 1d20 + 4 ⇒ (3) + 4 = 7


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon creeps through the undergrowth to a position at the end of the rope bridge.

Stealth: 1d20 + 9 ⇒ (7) + 9 = 16

Once there, he delays to see what transpires on the other side of the river.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Swim: 1d20 + 4 ⇒ (4) + 4 = 8
Swim: 1d20 + 4 ⇒ (5) + 4 = 9
Swim: 1d20 + 4 ⇒ (15) + 4 = 19
Swim: 1d20 + 4 ⇒ (13) + 4 = 17

Falcon takes a moment to get used to the chilly water before making his way across. Once there, he hides himself near the far end of the bridge.

Stealth: 1d20 + 9 ⇒ (13) + 9 = 22


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Is the river crossable here without using the bridge?


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

”Not sure if there’s a good crossing anywhere nearby,” Falcon replies. ”If they do try to flee across the bridge, they’ll be slow about it, and we can take them out with arrows before they make it.”


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon stays with Claustipher this time, guarding those who stay behind.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

That’s fine with Falcon, too. It doubles as a loyalty test for their centaur friend.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

”There are three differences between our situation and theirs: one, they have strong supply lines, so they can afford to feed our people; two, they aren’t thinking of our people as prisoners of war, they think of them as slave labour; and three, they started this. It’s not a matter of this one hobgoblin causing us to starve, it’s that if this is going to be our policy—any hobgoblin who doesn’t die outright in the act of combat is taken back as a prisoner—we’ll soon be outnumbered in our own camp.”


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

”Why? We barely have enough food for our own people. Why are we now feeding the enemy?”


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

”Do I need to save this one? I mean, we have two, how many questions do we really need to ask? Besides, I think wolfie here might bite me if I tried.”


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

”There can be no risk of escape, though. That would be bad.”


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon stands poised with his weapon ready to strike at the canine if it moves.

”I have an alive one—barely—over here.”


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

If I disappear tomorrow, the centre of Dorian is passing by less than a km from my house. Feel free to bot.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

If Orlu stands:

For his AoO, Falcon will attempt a disarm. He has the feat Dirty Fighting that lets him make combat maneuvers without the Improved Feat without provoking an AoO when he’s flanking, albeit without the standard +2 bonus. If you would prefer to rule that this also negates the advantage, that seems quite reasonable to me. In such case, please ignore the second roll.

Disarm: 1d20 + 9 ⇒ (1) + 9 = 10
Disarm: 1d20 + 9 ⇒ (1) + 9 = 10

Edit: in fact, just ignore them both. Good grief! Nothing to see here.

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