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attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw goes to Lo'Laan and swats him on the face until he wakes up too. "Everyone should heal up quick before we are attacked again." he says in his gravely voice. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Since he can see in the dark, at least for a few more minutes, Jackdaw grabs Amari under the armpits and starts dragging him back the way they came. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() "From where and from who? I think our best hope is to rouse the others as best as we can." ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw slumps down next to Amari and examines him, wondering if there is anything that can be done. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() longspear: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 5 ⇒ (3) + 5 = 8 Jackdaw five ft steps as needed and doesn't give up. "Stupid! I told you that you have no leverage with a dead hostage. Now we send you to Hell." ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw five foot steps back and keeps up the assault. longspear: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 5 ⇒ (8) + 5 = 13 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() With his vision enabled, Jackdaw rushes forward and stabs! longspear: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 5 ⇒ (3) + 5 = 8 bah! ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() In pitch blackness, Jackdaw can do little but pull out his last potion of darkvision and drink it down. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() As soon as the drow leaves with Amari, Jackdaw starts chugging potions, getting himself to full health. clw potion: 1d8 + 1 ⇒ (7) + 1 = 8 clw potion: 1d8 + 1 ⇒ (7) + 1 = 8 clw potion: 1d8 + 1 ⇒ (2) + 1 = 3 He then tries to follow with Hadha. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() "Fine. Take her, then, and leave her when you are far enough away. I see little other choice." ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() "If you kill her now, you lose all leverage and we kill you immediately after. Step back and run away, and we don't chase you down. It is only logical." diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() I'm being quiet so he doesn't see me sneaking on him ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw takes an almost imperceptible step forward, to within spear's length. [24 stealth] ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() It would be a shame if the blonde dame went to the big party in the sky, but it's the others call. She is their comrade, not mine. my idea: so if you permit it, I thought maybe I could do a stealth check to slight edge closer with a 5 ft step. that would get me close enough to do an AoO if he goes for a coup de grace. Since it is not technically my turn,of course I wanted to run the idea by you.
stealth: 1d20 + 7 ⇒ (17) + 7 = 24 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Saul takes step back so that he is equidistant from purple and yellow. He strikes at whichever seems more likely to fall! if I can't tell, then purple. longspear: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 5 ⇒ (4) + 5 = 9 [hp:8/28] ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() anyway to help Lo'laan be able to participate? Slap him, etc? Saul/Jackdaw turns his ire toward the purple one, standing between him and Hadha. longspear: 1d20 + 7 + 2 + 1d6 + 2 ⇒ (4) + 7 + 2 + (4) + 2 = 191d8 + 5 ⇒ (1) + 5 = 6 going to spend 2 combat stamina and my final inspiration points to turn this sucky roll into something that has a chance ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() As friends fall from the poison, Jackdaw wonders if they are in over their heads, and if he might simply black out and wake up in chains. But he will fight until that happens! He moves to flank red, and attacks. longspear: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 221d8 + 5 ⇒ (4) + 5 = 9 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() longspear: 1d20 + 7 + 1 + 1d6 ⇒ (7) + 7 + 1 + (6) = 211d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7 Jackdaw/Saul runs north next to red, trying to use that drow as cover against any other bolts. He feels his inspiration flowing. [using 2 inspiration to get d6 on a hit] ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Popping to his feet, the confused Jackdaw says in Saul Gibson's voice, "It was a dark and scary night, the drow were coming, and gritty gumshoe Saul Gibson was on the case. With his trusty sidekick Jackdaw, the two were sure to get to the bottom of the caper. Why are the two never seen at the same time, everyone wonders?" Shaking his head, Jackdaw suddenly realizes what he said and what current costume he is in. Switching his voice back to the gravely cut-off tones, he mutters, "You should ignore that." Getting up and giving my speech are my turn since it was a long one... ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Maybe this is metagaming, but would the party if possible consider pulling back until I wake up. It really really sucks that I could simply miss the entire last battle because of bad roll. How unsatisfying. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() fort: 1d20 + 5 ⇒ (1) + 5 = 6 As Jackdaw slides to the ground, all he can think is.... I hope... I see the sun again... ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() k local: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (6) = 24 Jackdaw grunts and points. "There. A drow buckler. We continue in the right direction, then." does it gives us a sense of north or east? Jackdaw will lead the group either direction based on the positioning of the buckler. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw takes a moment to examine the ceiling and walls to look for any signs of drow, and any traps they may have left behind. perception, +1 v traps: 1d20 + 7 ⇒ (19) + 7 = 26 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Running forward, Jackdaw tries to impale the green one. longspear: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 5 ⇒ (6) + 5 = 11 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw continues on the (light blue) grick! longspear: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 101d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7 do we have any buffs cooking besides inspire courage? that that it matters for me, I won't be hitting anything with a 2 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw stabs at (light blue) grick! longspear: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 151d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Whoops, posted as Bob above. So you are considering gravity to be a forced action. But the act of releasing is the cause behind the cause of gravity, which isn't intentional. :) I'm just considering it for my own games. I would probably rule that falling provokes if done on purpose. (of course the target needs to know that someone is falling next to them) ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw holds his position, stabbing once, and then stepping away, hoping the thing will be forced to come at him. longspear: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 151d8 + 5 ⇒ (8) + 5 = 13 longspear aoo next round if appropriate: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 111d8 + 5 ⇒ (3) + 5 = 8 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() I do have combat reflexes longspear AoO: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 191d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14 Jackdaw gives a gravely growl as he takes a scratch. But he carefully steps back and stabs at orange! longspear: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 141d8 + 5 + 1 ⇒ (4) + 5 + 1 = 10 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw advances... hoping that he gets a better initiative and can hit them flat-footed! ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() climb: 1d20 + 4 ⇒ (11) + 4 = 15 "Right behind you." Jackdaw secures his spear across his back before following Hadha. stealth: 1d20 + 7 ⇒ (7) + 7 = 14 i also have stealth synergy btw ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() k nature: 1d20 + 7 + 1d6 ⇒ (4) + 7 + (2) = 13
Jackdaw growls and speaks in short sentences. "Gibson has taught me what he knows. Which isn't much. But I know that bringing down this tunnel will be tough. We need to get lower." He pulls his rope off his back and secures it to a rock outcropping and throws the other end down the steep slope, trying to make the climb easier. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw silently sorts through the derro junk, expecting to find nothing but hoping for enough treasure to keep Saul happy. percep: 1d20 + 7 ⇒ (15) + 7 = 22 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Silent as a snake, Jackdaw strikes forward with his spear at the one diagonal from him. longspear: 1d20 + 7 ⇒ (15) + 7 = 221d8 + 5 ⇒ (5) + 5 = 10 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() longspear AoO: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 5 ⇒ (4) + 5 = 9 Jackdaw stabs forward at a derro as it approaches him. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() longspear: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 5 ⇒ (8) + 5 = 13 Jackdaw steps back and gives a very powerful stab with his spear! ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw moves forward quickly, stepping in front of ZaZa and firing his poisoned crossbow at the drow directly in front of him. Then he immediately drops it and prepares for the onslaught. poisoned hand crossbow vs flatfooted: 1d20 + 6 ⇒ (2) + 6 = 8 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw peeks around the corridor to the south, and points the poisoned crossbow that direction in case something jumps out unexpectedly. I believe Amari has drawn an arrow on the map toward our next destination. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() "I don't suppose you....Nevermind." Jackdaw nods his thanks and then carefully feels his mask and re- positions it. Reaching down he grabs the unused crossbow and indicates he is ready to move on. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() "Uhhh... Ok. Put me down." Did the formerly sleeping-now dead-drow also have a crossbow with one poisoned bolt? If so Jackdaw will grab that and use it again in the next battle. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() save v poison: 1d20 + 5 ⇒ (3) + 5 = 8 Feeling the sting, Jackdaw knows exactly what is happening... since he just did it to the other drow. He collapses to the ground. ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Instead of attacking the active drow, Jackdaw decides to end the sleeping one before it could wake. He steps back, and plunges his spear into its back. coup de grace: 2d8 + 10 ⇒ (2, 2) + 10 = 14 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw levels his spear and charges forward, bumping Amari, but attempting to slam his longspear into the conscious drow. longspear: 1d20 + 7 + 2 + 1 ⇒ (1) + 7 + 2 + 1 = 111d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11 However, the collision with Amari badly throws off his aim! ok, we can blame each other for our natural 1's! ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw quietly steps to the lead, levels the crossbow, and fires his poisoned bolt into the flat-footed drow directly in front of him. Hit or miss, he then drops the crossbow to the ground and prepares himself for the bolts he knows are now heading his way. pttting!: 1d20 + 5 ⇒ (20) + 5 = 251d4 ⇒ 4 critical pttting!?: 1d20 + 5 ⇒ (6) + 5 = 111d4 ⇒ 3 ![]()
attack: 0/4 Inspiration, 1/2 Luck, Combat Stamina 2/4. Buff/Debuffs: Fighter 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6
[dice=longspear]d20+7; d8+5[/dice] ![]() Jackdaw moves forward as well, his hand wrapped around the new crossbow and his other hand holding his spear.
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