RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 where are you overseas to?
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 yeah im still here, checking many many times a day
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 double moved. i was gonna post it last night but the site went down just as i had moved on the google map
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 ouch, two ones in a row, Chasik?!? The Jaguar nearly purrs "But of course, Iron Maiden"
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Jobasha double moves, nothing exciting :(
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 The Jaguar stalks in like the apex predator he is and lets out a hellcat scream from behind the frightening visage of his mask. "Know that in your darkest and most silent moments, when you think yourself alone, that you too may be moments away from death at my claws" and then he proceeds to make some slashes in the air with his claws in the direction of the opposing ludus's lord. perform: 1d20 + 14 ⇒ (20) + 14 = 34
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 yeah i like the sounds of that, i vote outflank
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 any teamwork is fine to me. more damage is nice, but so is a CMB bonus so i dont get my hands chopped off
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 I always try to flank, but its difficult when people are moving from target to target or challenging enemies one on one, etc.
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 yeah my DM killed my synthesist summoner after he got too powerful. funny thing was that i was taking completely non-summoning related feats.
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 just wondering, if youre planning on provoking anyway, why not just stand and attack? (backseat roleplaying over here haha)
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 ugh so tired of being critted
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 oh also 5' stepped
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Jobasha will use intimidate: 1d20 + 11 ⇒ (10) + 11 = 21 in a dazzling display of ferocity to remind the opposing team why he is so scary if 10+HD+WIS is less than the above roll, you are shaken yet again (except members of my team, who are not enemies and have no need to fear the jaguar at this time)
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Yea full attack from garris = game over. But for jobasha an aoo from chasik takes 1/3 my life haha... such is the risk dumping CON in a gladiator game
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 well could help in the case of uh.... explosions or lines you are expecting. but i guess that isnt a big deal here.
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 although the tower shield will let you take cover if i remember correctly
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Your attack misses I believe since you take a -4 to melee attacks while prone Edit: its all good
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 assuming Owyn has moved for this round and it is Jobashas turn, and that we are not rerolling initiative, Jobasha will go Move: to L14, 30ft.
Turn over, Alicarius's turn (now conveniently flanking with me) Shaken persists one more turn on those affected.
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 yeah normally rerolling init is not how things work. i had a DM do it once and it greatly helped out rogues, but we did other init variants too so it wasn't something i would recommend via pbp
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 yes intimidate is only for enemies, i dont intimidate my own team. also Ariella you get 10 + HD (not half HD) + WIS mod but since no one in our group invested heavily in WIS (what gladiator would besides monks?) and i rolled decently, 2 rounds for everyone (basic 1 round plus 1 round per 5 i beat the DC by)
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 not my turn yet so i will post when i get out of work, unless i miraculously get a break today
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 yeah im gonna go with he is more cat-like down there. although i imagine everyone else's reproductive organs are as internal as they can be around Ariella
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 previous day "We can be friends, sure. I fight best when the enemy is distracted, and the men seem quite distracted around you. As long as you don't try to sever my genitals. I'd say that's a pretty important part of a friendship."
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Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Dazzling display, all enemies within 30ft which should be all of us since you said 20ft at the beginning
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Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Jobasha exposes his claws and lets out a jungle-cat-scream. intimidate: 1d20 + 11 ⇒ (10) + 11 = 21 The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. A quick look tells me that all three opposing members are intimidated for two rounds and suffer the Shaken condition. Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
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Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 yeah regenerate looks like a good service to have access too provided you survive the scrap that gets your parts cut off.
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 ok so for this one initiative definitely matters and we should be posting in order.
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Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 in reality, sever mechanics might have to be approached more similarly to drowning (such as it affecting everyone equally across all levels). because in reality, you would get a max of 5 rounds if your leg is chopped off. 30 seconds is all it takes to bleed past the point of no return if you dont apply a tourniquet correctly.
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Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Well the 2d6 is serious for us now, but provided we ever level up it will become trivial. 1d6 bleed per turn could be good, but realism should be taken into account for the heal check. definite -2 for not having the kit on hand at least (per regular rules). Perhaps an additional penalty for only having one hand (if a hand was chopped off) plus theyd have to drop the weapon to use that hand. if a leg chopped off, theyd likely be prone.
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 "I took things that weren't mine in exchange for money. Mostly lives."
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Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 @Ariella: eeeeeuuuuugggggghhhhh
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 "I like fish, fried whole."
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Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 i would suggest a cumulative penalty to the fort save (at least -1, but more realistically -2 or more) for every non-healed bloody stump you currently have.
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Jobasha, visibly perturbed, steps back two steps. "Not particularly."
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Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 "Gotta walk off some of this meal..." Jobasha will walk around the areas of the Ludus in which he is permitted, speaking with anyone who wants to.
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Ah ok so I've only rolled on the 3rd phase once and played two hands so I have 20 gp left.
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Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 yeah i am totally confused as to how little play money i have left. (i dont gamble in real life)
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Jobasha only has 10gp left so he will play once more but cant reroll a 3rd time? or does he have 20 gp left since he didnt reroll at all on the first round? 1d6 ⇒ 5 (rerolling his 4 in hopes of a 2 or 6)
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 5d6 ⇒ (1, 6, 4, 2, 1) = 14 2d6 ⇒ (2, 6) = 8 rerolling ones
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 "I'll keep that."
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Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Well as long as it isn't my money... 5d6 ⇒ (2, 4, 2, 2, 4) = 14
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Jobasha isn't a gamblin man unless he knows he will win.
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 Jobasha digs into the feast and wine
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 "Novitus in name only."
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Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 DM Heterocephalus wrote:
ah ok i thought one of my arms was broken earlier in the fight but i wasnt sure
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 ok so Jobasha will buy: 750gp healing belt
825 cost, so 412.5gp added to debt. 900 debt
RETIRED
Stats: Catfolk Ninja 2 / Gladiator 3 map
HP 25/36; AC 19 (T 16, FF 13); CMD 22; Fort +3, Reflex +8 (1/day reroll), Will +3 (+1 v Fear)(+2 shake it off) Perception +7 (Scent); Initiative +4; Uncanny Dodge; Heel/Backstabber; Reputation 15 so if i get the belt for 1000gp (500 of which is added to my debt) then can i spend the 696 on, say, some Parade Armor (25gp) with the symbol of our ludus on it? And maybe some other mundane purchases?
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