Chain Mauler

Hazim Al-Jabira's page

137 posts. Alias of Scarecrow.


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Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hey guys. With my current schedule, and the whole poet laureate thing, I just can't give this the time and effort it, and all you guys, deserve. I'm going to have to bow out. It's been great playing with you guys. And I hope to do it again one day, hopefully face to face.

James


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim laughs softly at Ami

I'm not trying to lead, just trying to keep us safe, scouting ahead. You are more than welcome to take the front. Just try not to set things off with your face. Or your cats face. Hazim waves Ami forward.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim guides everyone out of the room, doing his best so that the trap isn't triggered. Once we are out, he scouts ahead again, staying 10 feet ahead, going slow and searching for signs of other traps, grooves in the wall, listening for signs of movement or odd noises.

Stealth: 1d20 + 9 ⇒ (15) + 9 = 24
Perception: 1d20 + 5 ⇒ (8) + 5 = 13+1 for traps.

The player in me wants another stab at that trap. With Pent's guidance, I had 26 total, from a roll of fifteen. Only five more numbers on the die, I can DO IT. Maybe later ;0


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

This one is tough, and maybe beyond me. I don't think I can get it. With Pent's help, I can give it one more try. But if we do that, you may all want to move up into another area. But if we don't touch anything, we may be able to just by pass this room. Thoughts?
Sweat drips from Hazim's face, sign of the effort he put into trying to disarm the trap.

Hazim waits for the others to decide what they are going to do.

1. If it is concensus to move on, he helps guide the others verbally around the statues and the floor, hoping to not trigger anything.

2. If the group wants to try disable, Hazim will gladly give it one more shot, just as long as the group will recover his body, if there's anything left. When they are in place, he tries one more time, his body tense, ready to react to danger.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim hisses sharply, raising a hand for everyone to stop.

Do not touch anything. And watch where you step. These statues may be trapped. I can try and disable them, but I don't know if I can. They may still go off. Prepare yourselves.

Hazim gives the group a few moments to situate themselves. He then walks around each statue, examining it closely, carefully looking for pressure spots and plates, both on the statues and on the floor. He then pulls out his tools when he believes he has located the triggering mechanism. Sweating, he nods to Mahdi that he is starting.

Disable Device: 1d20 + 10 ⇒ (15) + 10 = 25


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

As I said earlier, I sort of see your point. Every time I take 20 for traps, I also roll perception. Because I realize the nature of traps, and know that taking 20 isn't always possible, so I leave it to you to decide which roll to use. I've always felt that was a fair solution.

If you want taking 20 to be more specific, more detailed, it would help me if you gave me more specifics as well, more descriptions. Then I can give you the details you want, and if I missed something or touch something in my description, then trigger it.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

I can sort of see where you are coming from with the decision. But at the same time I have to be honest and say it does bother me some because I feel like I'm specifically being targeted with this. Especially with this format, because there is so much I can't say that my character is or isn't doing, or give you more details. But I don't think I should necessarily be penalized because of format either.

I'll try and think of some ideas.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

@DM - I was searching the room that we were dumped into, not the shaft we just came down (area 4). Your post made it sound like I was checking the area we just came from (the shaft.) Just making sure we are on the same page. So if we're good, we're good.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

@DM. Was more concerned with what was in the room we fell into, per my last post: "At the bottom, Hazim checks for dangers." I was looking forward, not backward. You were focusing on the shaft and what's behind again there, guy. ;)

Once the group is ready, Hazim will huddle forward, scouting ahead slightly (ten feet from the group.) He'll look/listen down both passages for any signs/clues.

Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
Perception 25/26 or

Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Take 10 climb = 16

If not allowed
Climb: 1d20 + 6 ⇒ (2) + 6 = 8

At the bottom, Hazim checks for dangers.

Take 20 Perception = 25/26 vs traps.

Or if not allowed,

Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim will help with the strength check, giving advice and leverage.

Assist: 1d20 + 1 ⇒ (8) + 1 = 9

and for the falcon heads
knowledge local: 1d20 + 7 ⇒ (13) + 7 = 20

Assist with the strength check if allowed. Knowledge Local on the room.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

HP 15/17.

Hazim eyes his brother closely. Angry that he was in such danger, but proud that he handled himself so well. He gathers up his daggers, and checks up on everyone.

We will have some stories to tell with all of these scars we are gathering.

When everyone is ready and gathered up and prepared, Hazim will continue his scouting out the place.

Stealth over to Area 3 to scout it out. Even though they were just in combat, and obviously loud, Hazim always tries to take caution.

Stealth: 1d20 + 9 ⇒ (2) + 9 = 11
Perception take 20=25/26vs traps.

If taking 20 not possible:
Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round 3, Init 19

Hazim screams in frustration at seeing his brother being attacked.

He attacks the creature in front of him with both weapons.

Scimitar: 1d20 + 5 + 2 - 1 ⇒ (12) + 5 + 2 - 1 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Sneak: 1d6 ⇒ 2

and

dagger: 1d20 + 3 + 2 - 1 ⇒ (5) + 3 + 2 - 1 = 9
damage: 1d4 + 1 ⇒ (3) + 1 = 4
sneak: 1d6 ⇒ 4


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round 2,Init 19

Hazim tries to roll onto the tables and around the scorpions, so that he is in position with his brother.

To roll onto table
Acrobatics: 1d20 + 9 ⇒ (19) + 9 = 28
To avoid the scorpions
Acrobatics: 1d20 + 9 ⇒ (10) + 9 = 19

And once in position, he brings the scimitar down.

Scimitar: 1d20 + 7 + 2 - 1 ⇒ (7) + 7 + 2 - 1 = 15
Damage1d6 + 1 ⇒ (2) + 1 = 3
Sneak1d6 ⇒ 1


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round 1, init 19

Hazim steps forward and throws a dagger at scorpion 1.
Dagger: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
cover: 1d20 ⇒ 3Low is miss.

Damage1d4 + 1 ⇒ (3) + 1 = 4
Sneak1d6 ⇒ 4

Hazim draws his magic dagger.

Five foot step, throw dagger, added in range penalty and miss chance. Free action to draw second dagger.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim motions to the others he will look for a source of the decay smell.

Perception 25/26.

If he can't find it in this room, he moves quietly into area three, looking around corners before he goes in. If and when clear, he motions his friends forward.

Stealth: 1d20 + 9 ⇒ (8) + 9 = 17
If can't take 20 on perception
Perception: 1d20 + 5 ⇒ (1) + 5 = 6


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

When everyone one is ready, Hazim will scout out area 1 first. he will head to the west first, peering around the corner of the alcove to see what is there.

stealth: 1d20 + 9 ⇒ (12) + 9 = 21
Perception will be 25/26 if allowed,
if not, then
perception: 1d20 + 5 ⇒ (3) + 5 = 8

If this is clear, he will then go to the east alcove, securing it. And then when this is secure, he will head through the north entrance.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

At the ruins, Hazim draws both weapons (scimitar and dagger.) He listens for any strange noises coming from the deeper inside.

perception: 1d20 + 5 ⇒ (2) + 5 = 7add one for traps.

Once everyone is ready to head in, Hazim will attempt to stay 10 feet ahead of everyone, scouting the area and checking for danger.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

With the Gnome on his back, Hazim begins growling angrily in different languages.

Ignan:
I'm going to kill him in his sleep.

Gnoll:
I'm going to kill him while he's eating

Polyglot:
I'm going to kill him when he's bathing.. The way he smells means I'll never have the chance.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim, normally confident, is very nervous while crossing the water.

Hazim will take 10 also, if possible. Trying to stay brave, but obviously unhappy with this much moving water. If someone offers him a rope or a hand, he takes it readily.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

DM

Spoiler:
Is this the shrine near Kelmarane, or another?

As we walk, Hazim tells his stories from time to time, what he knows of this area. He was able to get a little information out of others in the camp and tells his companions now of a shrine he knows, ruins, that this shrine has been abandoned for centuries. The Refuge of the All-Seeing Eye, as it was known, was built in a place where the breath of Nethys was said to seep from the ground, inspiring all who drew near with visions from the god of magic.

But desert lions and other things are often seen there, so many shy away from it.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

I like the idea of the ruins. It will give us a good goal for our first ride out together, let us know what this journey will be like. And hopefully give us a good scouting spot for Kelmarane.

And just in case I don't get an endure elements, here is my fort save:

Fort1d20 + 1 ⇒ (2) + 1 = 3


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

In the morning, Hazim has his gear ready and is set to begin. He is curious how others want to proceed. Himself, he is curious about this shrine to Nethys, and if it's in the nearby hills, thinks it would be a good first choice. He's also curious about the Sultan's Claw. But he is open to hear what the others think.

Knowledge Local sultan's claw1d20 + 7 ⇒ (1) + 7 = 8
Knowledge Local nearby hills/shrine 1d20 + 7 ⇒ (15) + 7 = 22
and earlier sense motive1d20 ⇒ 8


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Sorry, my post was ninjad.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

In the morning, Hazim, relates the information Pent shared with him about the shrine to Nethys, if Pent himself hasn't shared yet. It might be worth the journey. We might find something helpful on our Gnoll raids. Hazim is curious as to what the others think about a side trek. Although he is definitely curious about investigating this other camp first.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Ignan

Spoiler:
I do not jump like a turtle. I bird like a soar.

Hazim removes a cup from his belt and throws it to Pent.

I could use some water Messire Pent. Much appreciated. And if you pee in that cup I'll cut you. Hazim stares menacingly at Pent and then breaks out into laughter. He begins sharpening and cleaning his weapons.

Feel free to join us at the fire Messire Pent. Especially if you know any good ghost stories. Always looking for new ones.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim approaches Pent and his brother.

You two seem engaged in something deep. Anything interesting?


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Sounds good Aldi.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

I have no issues selling stuff. I say we sell everything. But it's feeling like gear might be light for a while, so I'm thinking we should make use of everything. Whatever is left when we make it to a city/place to sell, we can get rid of it then. But why not wear the items/item until we get there. Just a thought, although I could be off base.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Thanks for that post Josh.

In that case, if the group is alright with it, Hazim will hold onto the light mace for now. I'll sell it when there's opportunity. But for now, it'd be a great offhand wep for me to alternate with the daggers.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim -

Rogue level 2

+7 hp (5 for level,1 for con, 1 for fc)

+11 skills (8 for class, +2 for int,+1 for human)
Acrobatics +1, Appraise +1, Climb +1, Disable Device +1, Escape Artist +1, Knowledge Local +1, Linguistics +1, Perception +1, Sleight of hand +1, Stealth +1, Survival +1

New Language: Ignan (learned from his bro.)

+1 BAB

+1 reflex save

Evasion, Rogue Talent: Combat Trick (quick draw).


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim takes the bed near the door that leads to A13. He holds the mace for a while, feels its balance in his hands. He has no skull smashing weapons, and this would fit his fighting style well. A good back up. But, money is tight. He throws it on the sell pile.

Hazim spends the evening cleaning and prepping his gear, telling local ghost stories, and scouting the perimeter during his shift. And then sleeping when it's his turn.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

So, did we scout the entire place? I feel as if I missed something.

Hazim thanks everyone in the group, including the gnome. The fact that the pug bolt wounds and spider bites are healed amaze him, and Hazim is very thankful. If we are done here, he suggests heading back to camp.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim gladly takes the mace from Aldie, thanking him.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

To Mahdi I am alright, brother. And you? Well done with the fire. Singed the little pug and kept my eyebrows trim.

Hazim pats his brother on the shoulder quickly and continues on the search up top.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Well done, everyone. I need water. And rest. Time for that later, I guess.

Hazim takes another lookover of this room, inspecting for more traps.

Perception 20+4=24/25 vs traps.

After doing this, he will attempt to climb up and inspect up top, especially the hole the pugs came out of. He will do all of this cautiously, taking his time, searching for traps, strange noises, things out of the ordinary, etc.

Just in case, here are:

Climb1d20 + 5 ⇒ (18) + 5 = 23
Perception1d20 + 4 ⇒ (15) + 4 = 19
Acrobatics1d20 + 8 ⇒ (12) + 8 = 20


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

I was an Augustinian Monk for 4 years. Did some time in Navarra, a small town called Monte Agudo, monastery was called Tagaste. I even ran with the Bulls in my monks robes and everything. Great place, great people, and great food.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Great story. No wonder the Spanish are always saying "Me cago en..."


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round 6, init 9

Breathing deeply, Hazim continues his dance like movements, spinning back and flashing both weapons forward again, keeping the Kayng between himself and Ami.

Scimitar1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Scimitar1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25

Damage1d6 + 1 ⇒ (5) + 1 = 6
Sneak1d6 ⇒ 3

Dagger1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Dagger1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18

Damage1d4 + 1 ⇒ (2) + 1 = 3
Sneak1d6 ⇒ 2

Five Foot step to set up a flank with Ami, then full attack action with scimitar and dagger.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round 4, init 9

Hazim hops back into position, setting up the Kayng between himself and Ami.

Scimitar1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Scimitar1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17

Damage1d6 + 1 ⇒ (1) + 1 = 2
Sneak1d6 ⇒ 6

Dagger1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Dagger1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Damage1d4 + 1 ⇒ (3) + 1 = 4
Sneak1d6 ⇒ 1

Five Foot step to set up a flank with Ami, then full attack action with scimitar and dagger.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Sorry guys, was out doing a reading and conference today at a college in a nearby town. Just got back into town.

Round 4, init 9

Stuck between a flailing gnome and a gremlin hammer aimed at his crotch and feet, Hazim tumbles backwards into the pews and then brings his scimitar back on the Kayng.

Acrobatics1d20 + 8 ⇒ (6) + 8 = 14
Acrobatics1d20 + 8 ⇒ (16) + 8 = 24

Scimitar1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Scimitar1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24

Damage1d6 + 1 ⇒ (4) + 1 = 5
Sneak1d6 ⇒ 3

Hazim makes an acrobatics check to tumble into difficult terrain to set up flank with Mahdi. Swing with scimitar, rolls for damage and sneak.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

A year and a half in Spain here. Miss it very much. Welcome back.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round3, init 9

Hazim stays calm, not thinking about luck, or the lack of. Only about doing a job. He steps forward lightly, and brings his scimitar and dagger down on the Kayng.

Scimitar. Kayng gets no dex bonus due to invis.
1d20 + 4 + 2 + 2 ⇒ (10) + 4 + 2 + 2 = 18
1d20 + 4 + 2 + 2 ⇒ (12) + 4 + 2 + 2 = 20

Damage
1d6 + 1 ⇒ (2) + 1 = 3
sneak
1d6 ⇒ 3

Dagger. Not adding the invis stuff here. Let me know if that's incorrect.
1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20

Damage
1d4 + 1 ⇒ (3) + 1 = 4
Sneak
1d6 ⇒ 3

Five foot step, full attack action with Scimitar first, and then dagger. I added flank bonus on both attacks, and invisible bonus (+2) on scimitar attack only. Add two to dagger attack if that's incorrect. Kayng gets no dex bonus against invisible attack.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round 2, init 9

Hazim hustles back a step (five foot step) and swing on the king.

To Hit with scimitar
1d20 + 4 + 2 + 4 ⇒ (4) + 4 + 2 + 4 = 14
1d20 + 4 + 2 + 4 ⇒ (17) + 4 + 2 + 4 = 27

Damage with scim
1d6 + 1 ⇒ (5) + 1 = 6
sneak
1d6 ⇒ 2

To Hit with Dagger
1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Damage with dagger
1d4 ⇒ 3
sneak
1d6 ⇒ 3


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round 2, init 9

AOO on the Kayng
1d20 + 6 ⇒ (1) + 6 = 7
1d1d6 + 1 ⇒ (5) + 1 = 6


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

my apologies guys, forgot to roll twice on d20's.

2nd acrobatics roll 1d20 + 8 ⇒ (13) + 8 = 21
2nd to hit with scimitar 1d20 + 6 ⇒ (7) + 6 = 13

Ignore my crit post above (unless by some miracle I roll another crit threat.)


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Roll to confirm crit with scimi 1d20 + 6 ⇒ (6) + 6 = 12
and extra damage for crit total 1d6 + 1 ⇒ (5) + 1 = 6add to the earlier amount (3 normal damage + 6 sneak.)


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Round1, init 9... I'm moving up in the world

Hazim runs forward and attempts to flip over Pug1.

Acrobatics1d20 + 8 ⇒ (16) + 8 = 24

In position (if he makes it), he swings on Pug2.

Scimitar1d20 + 6 ⇒ (19) + 6 = 25
damage1d6 + 1 ⇒ (2) + 1 = 3
sneak if it applies 1d6 ⇒ 6


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim picks up the ring.

Appraise1d20 + 6 ⇒ (13) + 6 = 19 and then shows it to Ami and Mahdi.


Male CG Human Rogue 2 / Fort+1, Ref +7, Will +0. Percep: + 5 (+ 6vs traps). Appraise +7 (no spellcraft). AC 17 (t 14, ff 13) HP 17 Init +4

Hazim watches the brothers scramble up the ladder. And then joins them up as soon as there is space for him.

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