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HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
![]() Gwrrr'rrr starts kicking the caltrops to one side of the platform, away from the hole and Joboo. action: I would think that tough boots would help with that, but whatever attacks you want me to take, I keep going for at least 6 points of damage. If it's 1d2, my DR 1/- will make it only roll 0 or 1. ![]()
HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
![]() It's a challenge and a trap. Of course Gwrrr'rrr is going to blunder blindly into it and try to take himself out. He's an evil Orc with 6 int, 5 wis, and 5 cha. If I didn't stumble into every trap, I'd be a terrible role player. :) Now he will tree himself, and then smarter heads will have to take over and win, hopefully finding a way to use him. ![]()
HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
![]() Ryujin wrote: OK, maybe I missed something, but the 15' pit doesn't contain the idol, its somewhere down the hole in this pit, yes? If not I completely mis-read it. Yeah, with nothing but a hole visible in the pit, I sort of imagined this as the start of a whole path we would have to take to get to the idol, platformer-like. :) I was also sort of thinking if we found the idol right inside the second hole, I would just hand it to a small character and throw them to the surface... ![]()
HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
![]() "We go then." The Orc jumps to the bottom, trying to roll when he hits the bottom, but instead stubbing his toe. crunch & question: Acrobatics to avoid damage first 10' (DC15): 1d20 + 8 ⇒ (6) + 8 = 14
Non-lethal for first 10': 1d6 ⇒ 3, -2 for non-lethal DR = 1 It's then 1d6 for every 10', is another 5' enough to cause another 1d6? If so, 1d6 ⇒ 3, -1 for lethal DR = 2 more ![]()
HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
![]() Gwrrr'rrr hears a lot of words he doesn't understand, other than that the bags contain 'spoils', which sounds like rotting food, which he's eaten enough times in his life. As he opens the bag, he is momentarily unhappy that it actually doesn't seem to contain spoiled food as he thought, but then he realizes the items are probably worth more, and he can buy all the spoiled food he can stuff in his face. ![]()
HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
![]() The Orc was tired of being harassed by the whip, and stopped running, the threat of the frog creatures already fading from his short attention span. He turned to face the whip, and slashed at it again, trying to eliminate the nuisance.
action: Already rolled attack 14, damage 23 ![]()
HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
![]() Gwrrr'rrr turned a whiter shade of green when he heared the bellow. The whip followed him, and he ducked just in time as he saw it flying towards his head. He growled, enraged, and in one motion drew his greatsword and attempted to cut the whip in half. crunch: Failed will save, shaken
Rage starting. Attacking whip. Greatsword, power attack: 1d20 + 8 - 1 - 2 ⇒ (4) + 8 - 1 - 2 = 9, damage 2d6 + 13 ⇒ (6, 3) + 13 = 22 ![]()
HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
![]() Reflex (shrapnel DC12 / 3 damage): 1d20 + 1 ⇒ (18) + 1 = 19
The tree hits. I take 5 points of damage - where do I get pushed, straight west to O10? ![]()
HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
![]() Gwrrr'rrr ran backwards to find some shelter. When he reached a safer distance, he turned and loosed another arrow. crunch: Shaken
Move from Q16 to Q10 Longbow vs 7, 13, or 14, whichever is closest and alive. Attack: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5, damage 1d8 + 5 ⇒ (2) + 5 = 7 ![]()
HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
![]() Gwrrr'rrr slipped through the crowd until he had a clear shot, then loosed an arrow at the closest frog, to see what color they bleed. Move as far as Q16 if necessary for a clear shot. If the crowd is running away from the frogs I might not have to go that far.
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HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
![]() crunch: Gwrrr'rrr notices the lights. "Yeah, look like opening again. Other side not look so fun, but at least not so much bright light." Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Wow, knowledge checks easy enough for me to possible make? How can I not roll... Knowledge(anything): 1d20 - 2 ⇒ (13) - 2 = 11 capped at 10
About ArielaFemale Human Magus (Esoteric) 2
Init +3; Senses .; Perception +0
Magus Spells Known
Racial Modifiers
Gear/ Possessions:
Leather Armor 10gp Dagger 2 gp Punching Dagger 2gp Potions: Mage Armor 50gp Shield 50gp Enlarge person 50gp Sleeves of Many Garments 200gp Ioun Torch 75gp Magus’ kit : This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. 22gp Traveler’s outfit 1gpp Fire-resistant boots 20gp 3 doses Flash powder 60gp 2 smoke pellet (smog)makes invisible creatures visible for 1d4 rounds. 80gp smoke pellet (pepper)DC 12 Fortitude save or be sickened for 1 round. 60gp Tattoo kit 25gp Breathing mask 200gp Studded Leather Fire Resist 3 325gp Total value 1231gp Magical Gear
Slotless
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Appearance:
Tall and well formed, Ariela is in exceptional shape. Her exquisite figure, blending feminine curves and sleek muscle, a testament to the work she puts into the development of her body. Her lightly tanned, liberally freckled skin carries the blush of health, her face, blessed with a full mouth and alluring green eyes, framed by medium length dark hair, extending to a long braid down the back of her neck, combine to give her a somewhat exotic look. Often wearing black light leather armor under a short skirt and tunic, she prefers to keep her arms and legs free, both for the benefit of her spellcasting and the freedom to move, and when necessary, fight.
Background:
Being the only intellectual in a family of contemplatives wasn’t easy, especially when raised in a monastery. Born in her family’s secluded monastery deep in the You have taken 4 points of Charisma Drain. This is a Curse effect. You will need the curse to be lifted before the Drain can be cured. In addition, you gain the following Drawback and Trait- Styx Tainted: You take a -1 penalty against any spell or effect that affects memory. Numb Inside: You gain a +2 bonus against any spell or effect with the Emotion descriptor.
Wealth: 93gp |