Friendly Fighter

Flavius Amaxites's page

122 posts. Alias of drbuzzard.


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HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"Sure, I guess we'll help. I didn't have long term plans anyway. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"Good. Hopefully we can now get inside so the storm doesn't kill us. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius will keep watch while people retrieve the feline.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

I should note that I included cover in my previous attack.

choose one that is within 15' and not obstructed by cover
AOO
to hit: 1d20 + 7 ⇒ (17) + 7 = 24 damage: 1d3 + 4 ⇒ (2) + 4 = 6

attack
to hit: 1d20 + 7 ⇒ (20) + 7 = 27 damage: 1d3 + 4 ⇒ (3) + 4 = 7

confirm
to hit: 1d20 + 7 ⇒ (19) + 7 = 26 damage: 1d3 + 4 ⇒ (3) + 4 = 7


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius will get to within 15' range and try to make sure he has good footing. Then lash out with his whip.

to hit: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18 damage: 1d3 + 4 ⇒ (3) + 4 = 7


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

init: 1d20 + 2 ⇒ (7) + 2 = 9


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

perception: 1d20 + 6 ⇒ (4) + 6 = 10


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

assist: 1d20 ⇒ 6 Yep, prefer the cold cock strategy


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

I'm starting to think that cold cocking people and taking them unconscious to the shelter is the most expedient plan.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

diplomacy assist: 1d20 ⇒ 5 "Cats are tough creatures, the one will probably find a way to survive anyway. If you're still out, likely you won't" nevermind


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

survival: 1d20 + 5 ⇒ (18) + 5 = 23 and he will see if he can track the cat. It would seem unlikely however since it was a house full of cats.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Unless the solution is knock him out, and cart him back tied up to the shelter I'm not likely to be a big help.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius will hold his ground. "Don't think it's a good idea to chase anything into the jungle myself. Think that will do it. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius will move to 15' from the troll and whip at it.

power attack
to hit: 1d20 + 6 ⇒ (11) + 6 = 17 damage: 1d3 + 6 ⇒ (2) + 6 = 8


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

init: 1d20 + 2 ⇒ (15) + 2 = 17


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"I still have a few flasks of oil. If we we can keep it down, then we burn it to make it stay down. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

I think waiting will work. He's did disappear in another of my games, and came back eventually.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Actually I was wrong, Cosario is AWOL, I didn't get a message from that player. It was a different one.

He's missing in both the games of mine he is in.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Well I have a 'no warning and I punt you' policy, so I get warnings. Well that is all my current players give warnings, there's always the punted.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

As the GM is a player in some of my games, I will comment that they have posted in my games that they are very busy with work right now.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius will help with boarding up high windows (climb) and hauling supplies, having once been a teamster.

As they work on various building he scampers up like a monkey hammering in the boards.

climb: 1d20 + 7 ⇒ (5) + 7 = 12 ok, mayabe not quite like a monkey, but well enough.

Then he will attempt to help organize the shipment of supplies to Stone House to enable the people to weather the storm.

profession driver: 1d20 + 4 ⇒ (9) + 4 = 13 and just enough again.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Been lazy about updating the profile. Done now.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Added whip mastery, 10 HP, +1 BAB, and a few skills. Picked up draconic since there's mention of lizardmen.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"I rather imagine the lion can hunt for itself. If it got this big, it didn't do it on mother's milk. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Ok, dig it is. Flavius will help.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"With nobody around to watch the graves, scavengers would just dig them up. Best if we do a funeral pyre to dispose of the bodies. It would also take less time and we have to get back and report. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"Do you want to accompany us back to our town, or do you wish to return to your people? I"m not sure if we can escort you to your people though, and I have to imagine it is dangerous around here. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

diplomacy: 1d20 ⇒ 20

Sometimes the dice gods favor you.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Polyglot:
"Don't mind him, we'll let you out if you wish to go. We just want to know what happened here. You're the only living person we've seen since we've been here looking around. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius will try to shove the bookshelf aside.

strength check: 1d20 + 4 ⇒ (3) + 4 = 7

but does a really lame job of it


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"Feel free to use it Gundar, I prefer to keep my distance anyway. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"Yeah, we're supposed to gather information and report. We really should be getting back. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"Yes, might as well see if those keys unlock the strong box. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius has had enough of the putrid smell and goes out of the room for some fresh air.

No sign of the key?


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius will stomp out the blanket on the ground to make sure it is out, then head back into the room and help search.

perception: 1d20 + 5 ⇒ (16) + 5 = 21


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

str roll: 1d20 + 4 ⇒ (16) + 4 = 20


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Can I grab the bedspread and take it out of the room, into the courtyard clear of the building? (I know I might get burned).


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius will see if he can put out the fire with water from his waterskin.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

No problem. Do what you can.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"Let me toss the oil first!" which he will do if the swarm appears so the flame breath can light it.

to hit: 1d20 + 3 ⇒ (9) + 3 = 12 should be good enough for the square once it appears.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

init: 1d20 + 2 ⇒ (12) + 2 = 14


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius will have an oil flask ready in hand to toss in if necessary.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Well
knowledge local: 1d20 + 6 ⇒ (18) + 6 = 24

perception: 1d20 + 5 ⇒ (7) + 5 = 12

Bodies
knowledge local: 1d20 + 6 ⇒ (9) + 6 = 15

perception: 1d20 + 5 ⇒ (19) + 5 = 24

Up bright and early Flavius gets his stuff together "Time to deal with all those spiders. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Head over to the well and take a look.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Was there a good secure room we could seal up?


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"I have no objection to that. We can then hold the oil in reserve. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

"I have a fair bit of oil and a few torches. If we can coordinate throwing the oil into the room with the spiders and then lighting it with the torches, perhaps we can be rid of the swarms. I am a bit concerned about burning down the whole fort though. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

knowledge nature: 1d20 + 6 ⇒ (15) + 6 = 21

"Bugs are immune to sleep spells and other mind affecting stuff. That won't work. We need to find a way to burn them out. "


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

Flavius will head in.


HP 24/24 AC 15 T12 FF 13 Fort+5, Ref +3, Will +0, CMD 18, Per +6, Init +2

After whatever healing is necessary, we will head over to the inside fortress door on the ground level to the east.

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