Fighter

Makvor's page

91 posts. Alias of Pedwiddle.


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Batista Grave wrote:
First off, you got the Nat 1s right. If you get a natural 1 on something, you fail that task.

Fair enough, I suppose. Saying that you will always, no matter how proficiently or long you do something, fail 5% of the time is perhaps a bit harsh, but whatever.

Batista Grave wrote:
Taking 10 annoys me... Even the most CAREFUL person in the world will have unexpected things happen to them. A natural 1 attack does not mean YOU SUCK at it. It means (in my mind) SOMETHING GOES WRONG. The take 10 removes the SOMETHING GOES WRONG aspect from the game if you have enough points into a particular skill. Lets say for example, you need a 20 TO SCALE A MOUNTAIN : D. you only NEED 10 to climb it SAFELY...you would NEVER have to worry about something going wrong by just taking 10.

...unless the circumstances changed. If there's a strong wind, or slippery shale, or any number of other things, the DC could change to the point where taking 10 wouldn't be enough. No need to change the rules at all.

Batista Grave wrote:

Now, if you REALLY/DESPERATELY/ABSOLUTELY HAVE TO HAVE IT! I have a system that I use that basically makes you not really want to do it. In my system for taking 10 goes like this. Unless you produce something class wise that says "I CAN TAKE 20 ONCE A DAY" or anything like that, I will be MORE then OK with you doing that.

** spoiler omitted **

Correct me if I'm wrong, but it seems like you just described the mechanics of taking 20 for a single-round action, with the added bonus of penalizing the characters by making them mindless automatons if (when) something goes wrong.

When you take something that is fairly simple (take 10) and are willing to bend reality ("No, that 5' pit wasn't bottomless, it...ummm...led to the Great Goblin Amusement Part - this is just the water slide.") when your whim would cause needless player death, that just seems...well...dumb.

Batista Grave wrote:
As far as the Spell-check program goes...I probably won't. This isn't a collage English term paper...this is fun...I want to have as much fun as you do as players. I take time to make enemies and a good story...I should be able to spell things as I wish. That is all I ask.

You're asking that you be able to take a game based on the written word and be free to massacre those words as you see fit, and take away enjoyment of the game from your players, just so you can be saved the extra 20 seconds it would take to spell check?

I'll admit, I had had a good feeling about your DMing style initially - light-hearted, fun, etc., but now you're just coming across as someone that likes to make things difficult for everyone else for no reason other than to preserve your enjoyment of the game - which, I'm guessing here, probably depends largely on watching players squirm.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Sure, why not? Who wants to take the lead on finding another GM?


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Fair enough. Thanks for the fun, GM.

If you wouldn't mind closing out the campaign and removing us as players so that it won't show up in our active campaigns list, that would be great.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Ex-convict/Prisoner - self-serving, but realizes that he'll survive longer as part of a team. Can kick some serious a$$.

Army Ranger/Navy Seal - knows tactics, familiar with heavy weapons, etc.

- EDIT -

Geek/Gamer - knows the lore, all but useless in a fight

- 2nd EDIT -

Old-timer Ex-Military - Vietnam vet or the like, crotchety grandpa, stuff like that.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Please, be more understanding than the bull, thinks Makvor as he readies his axe, just in case. As the wolves appear, he begins crooning and appearing as non-threatening as he can...of course, holding several pounds of axe in his hands doesn't seem to help.

Wild Empathy: 1d20 + 1 ⇒ (8) + 1 = 9

....aaaaand so much for that.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Makvor's already outside, fwiw.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Seems like we're trying to come up with a way to lug a large cauldron around with us? GM - is it even possible? How much is it likely to slow us down?


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Makvor steps out of the cottage and surveys the landscape to find the direction to the ruins, leaving the worries associated with bringing the cauldron along to the others.

Survival: 1d20 + 9 ⇒ (8) + 9 = 17


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

"Very well." Makvor takes a moment to search the cottage for anything else of use.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Then, realizing the obvious, he addresses the cauldron once more. "Taran, do you know of anywhere your mistress might have stored object of value to her? Any magical items, perhaps, or anything else that might aid us in our quest?"


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Makvor bends down and grabs the jar off the floor, empties the roots into his belt pouch, then places the jar on the third shelf to the right of the door, as indicated by the cauldron.

When that's done, he turns and addresses the cauldron, "Thank you for your help. Is there any way we can return your assistance? Will you stay here and wait for your...mistress?"


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Still thinking it a bid odd, Makvor replies, "I am called Makvor, for as many names as our gnomish friend has, I have found I have only ever needed the one."


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Makvor watches the conversation unfold and shakes his head. Fever must have the gnome....

Assuming that the hinges are repaired, or at least to the point they were when the group arrived (or even if Makvor can set the door in place, for that matter), he will enter the cottage once more. "There...Taran? I've done what I can for the door. You were saying you might know where your mistress might have kept some rat's tail?"

Lloyd Alexander fan? Almost missed the reference, but that's awesome. Been decades since I read the series...


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Makvor, true to his word, attempts to fix the door. He goes outside and grabs the door, holding it in place as well as he can. He holds the pieces of hinge together with one hand and waves the other around a bit while muttering an incantation.

Cast mending on the hinge for 1d4 ⇒ 1 points. If that's enough to fix it, all the better. If not, he'll keep casting several more times (1d4 ⇒ 4,1d4 ⇒ 2,1d4 ⇒ 3, go orisons!) in the hopes that he'll be able to fix it.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Makvor, feeling rather silly addressing what should be an inanimate object, replies hesitantly. "...if you would be willing to help us, I will do my best to repair the door. Do you...know where I can find rat's tail?"


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

What infernal magic is this?

Makvor calls to those outside, "'Ware the cauldron!" He draws his axe but continues to look around.

The goal is to find the rat's tail and get out quickly, or (if the cauldron attacks) lure the cauldron outside and let someone else look for it.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Makvor goes into the hut, hoping to find some herbs or something left by the prior inhabitant.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Makvor surveys the scene. I wonder what might have caused this?

Knowledge(Nature): 1d20 + 7 ⇒ (20) + 7 = 27

He calls out, "Hello in there! We are in need of your help! Is anyone there?"


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Makvor looks over to the bushes where the tatzlwyrms dragged Foxheart's body. "Yes, let's be done with this place..."


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Seems Mrachni and Quaylon are the only ones that can use it, but Mrachni is pretty much only set up for melee, so I suggest he gets it. No offense to Quaylon, of course....and no bias for half-orcs, either.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

I'm fine with ignoring the other three tatzlwyrms, but only if they seem to be thoroughly engrossed in munching ex-fighter. Does it look like we have time to climb the tree and gather the moss?


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

That's fine with me, as well.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 4 (Makvor), 9/9 HP

Makvor, seeing Oglon in trouble, orders Spirit to attack, then moves in and attacks.

Swift action to order Spirit
Move action from L15->M14->N13->O13
Standard action - attack the grappled tatzlwyrm in P14
Attack (Greataxe): 1d20 + 2 ⇒ (14) + 2 = 16
Damage (Greataxe): 1d12 + 3 ⇒ (2) + 3 = 5

Round 4 (Spirit), 17/17 HP
Move action from L16->M16->N16->O16->P16->Q15
Standard action - attack the grappled tatzlwyrm in P14
Attack (Bite, flanking): 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Damage (Bite): 1d6 + 1 ⇒ (1) + 1 = 2


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 3 (Makvor), 10/10 HP

Makvor moves to help defend Mrachni and orders Spirit to assist Oglon.

Swift action to order Spirit
Move action to L15
Attack (Greataxe, flanking (Mrachni)): 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage: 1d12 + 3 ⇒ (10) + 3 = 13

Round 3 (Spirit), 17/17 HP

Spirit moves to help Oglon fend off the tatzlwyrms.

Move action to I16->J17->K17->L17
Attack (bite, flanking (Oglon)): 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 1 (Makvor), 10/10 HP

Makvor steps around Spirit again in an effort to defend him.

5' move to H14
Attack (Greataxe): 1d20 + 2 ⇒ (4) + 2 = 6

Round 1 (Spirit), 17/17 HP

Spirit continues to defend himself against the tatzlwyrm.

Attack (bite): 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7
Foxheart the Noble wrote:
I will pull out my sword and move back to 10I

You do realize that more than a 5' move is going to provoke attacks of opportunity, right? And that they can move and attack just as well as you?


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 1 (Makvor), 10/10 HP

Makvor steps in to defend Spirit.

5' move to I15
Attack (Greataxe, +2 for DM oops): 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Damage (+2 for DM oops): 1d12 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Round 1 (Spirit), 17/17 HP

Spirit defends himself against the tatzlwyrm.

Attack (bite, +2 for DM oops): 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Damage (+2 for DM oops): 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Critical confirmation, +2 for DM oops): 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Knowledge roll to know where (in a general sense) mold would grow in or around a tree this size

Knowledge (Nature): 1d20 + 7 ⇒ (19) + 7 = 26

Perception roll to find the mold there

Perception: 1d20 + 7 ⇒ (20) + 7 = 27


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Survival: 1d20 + 9 ⇒ (18) + 9 = 27


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Survival check to hunt for food

Survival: 1d20 + 9 ⇒ (17) + 9 = 26

Makvor and Spirit leave after camp is set. After a short while, Makvor returns with a small brace of rabbits and proceeds to clean and cook them. Spirit arrives some time later, licking the last drops of blood from his muzzle.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Survival: 1d20 + 9 ⇒ (9) + 9 = 18
Craft (Arms and Armor): 1d20 + 1 ⇒ (2) + 1 = 3


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

"I will not pay outrageous sums, much less with no knowledge of what I'm buying. What dangers are out there that you might protect us from?"

Roll to see palmed object
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Roll to determine trustworthiness/motivation
Sense Motive: 1d20 + 3 ⇒ (20) + 3 = 23


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Link to two possibilities here, in the first article - I've heard both in various cartoons.

Makvor will keep his current spell list

"We are on a journey to find supplies needed by a healer in a village south of here. You can either leave the forest alone, or come with us while we conclude our task."


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

"You were entangled in the webs of that spider over there...or, rather, what's left of it. You killed it quite thoroughly. The others have gone to investigate the goblins' claims that there was another camp south of us. Do you really remember none of this?"


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Makvor spends time freeing Spirit and Zatqualmie and gathers up any belongings left by the fire, if he can carry it all. He also notices the horn and picks it up as well. Then, encumbrance willing, he makes his way to the southern camp.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Sorry for the delay - had a looong drive home.

Round 8 (Makvor) HP 10/10


Move: L6->M5
Attack:
Attack (Greataxe): 1d20 + 2 ⇒ (20) + 2 = 22
Critical Confirmation: 1d20 + 2 ⇒ (7) + 2 = 9...ah, well
Damage: 1d12 + 3 ⇒ (12) + 3 = 15

Round 8 (Spirit) HP 12/17, -2 Str, Entangled

If Makvor didn't just chop the spider into several pieces, Spirit will continue to attack.


Move: L7->M6
Attack:
Attack (-2 Str, entangled): 1d20 + 2 - 2 - 1 ⇒ (2) + 2 - 2 - 1 = 1


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 7 (Makvor) HP 10/10 (thanks, Quaylon)

Makvor (who had moved to L6, btw) swings again at the spider.

Greataxe (+2 to hit): 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d12 + 3 ⇒ (4) + 3 = 7

Round 7 (Spirit) HP 12/17, -2 Str

Spirit attempts to bite the spider once more or (if it's dead) moves to M8 and attacks spider 2

Bite (entangled, -2 Str): 1d20 + 2 - 2 - 1 ⇒ (17) + 2 - 2 - 1 = 16
Damage: 1d6 ⇒ 3
Trip (CMB): 1d20 + 2 ⇒ (19) + 2 = 21


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 6, Makvor 5/10 HP

Makvor, feeling much better, moves back into combat and swings at the spider attacking Spirit.

Greataxe: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d12 + 3 ⇒ (10) + 3 = 13

Round 6, Spirit 13/17 HP, -2 Str

Spirit also attacks the spider in front of him.

Attack (entangled, -2 Str): 1d20 + 2 - 2 - 1 ⇒ (5) + 2 - 2 - 1 = 4


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

I'm going out of town to a funeral - I'll have my computer, but don't know about connectivity. I'll also have my phone, but don't know how much time I'll have to check in. Feel free to DMPC me, as needed.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 5 (Makvor), 2/10 HP

Makvor swings at the spider that is currently attacking Spirit.

Attack (Greataxe): 1d20 + 2 ⇒ (8) + 2 = 10
5' move to K7

Round 5 (Spirit), 13/17 HP, -2 Str

Spirit attempts to attack the spider in front of him

Attack (bite, entangled, -2 Str): 1d20 + 2 - 2 - 1 ⇒ (1) + 2 - 2 - 1 = 0

This is ridiculous...


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Hrm. That seems odd. That would imply that if I'm engaged with someone in front of me, then any number of rogues could be sneak attacking me from the rear at range...and there would be nothing I could do about it.

So if there's a group that has one kickass defensive monk/fighter/whatever that can dodge anything and everything, the rest of the group could just about be ranged rogue sneak attackers. The fighter could overrun the opponents so they're all facing him. The 2-3 rogues could concentrate fire on each of the targets, and each one would getting sneak attack damage because they're behind the opponents, and each opponent is unaware of them.

That seems game-breaking to me. After combat starts, and you're engaged in combat, you are no longer surprised...which is what, I think, the quote you mentioned is going for. If you perceive them when they're stealthed, you won't be surprised by them - that relates to the surprise round only, or at least that's what I thought.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Could someone please find the reference that says that shooting from stealth means your target is flat-footed? I've tried, and have had no luck.

To clarify, I was under the impression that flat-footed *only* happened in the surprise round (or in the first round until they act).


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 4 (Makvor): HP 10/10

Makvor moves to attack the spiders that have attacked Spirit.

Move action: Move from J9->K8->L8

Standard action: Attack spider in M7

Attack (Greataxe): 1d20 + 2 ⇒ (9) + 2 = 11
Damage (Greataxe): 1d12 + 3 ⇒ (1) + 3 = 4

Round 4 (Spirit): HP 13/17, -2 Str

Spirit attempts to free himself from the web.

Escape Artist: 1d20 + 2 ⇒ (7) + 2 = 9


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

One thing that has worked in another PbP I'm in, is that initiative is rolled separately for each player, etc., and the GM lists that order.

All players that are before the top baddie can post in whatever order they want - obviously, actions will be resolved in order. Then the baddies that are before the next player(s) will be in a post. Then the players that are before the next baddie(s) will post in whatever order. Repeat ad nauseum.

It's a little less restrictive than each post in order, but still keeps the players and baddies posting more or less separately.


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 3 (Makvor): HP 10/10

Hearing Spirit begin to growl, Makvor decides he's in the right spot - he tries to determine where the source of Spirit's frustration is.

Move Action: Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Free Action: If he sees whatever is bothering Spirit, he'll order Spirit to attack.
Standard Action:

If Makvor can attack it:

Attack (Greataxe): 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d12 + 3 ⇒ (7) + 3 = 10

If not:

Makvor will attempt to recall any abilities or vulnerabilities of the creature
Knowledge(Nature): 1d20 + 7 ⇒ (17) + 7 = 24

Round 3 (Spirit): HP 17/17

Waiting for confirmation on 8-legged sneaky location and ability of Spirit to attack it


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 2 (Makvor): 10/10HP

Move action: Move to J9
Standard action (move): Perception (Makvor): 1d20 + 7 ⇒ (12) + 7 = 19

Makvor walks to the south, to try to determine where the spiders are...
As far as he knows, that's what Spirit woke him for...

Round 2 (Spirit): 17/17HP

Move action: Move to J8
Standard action (move): Perception (Spirit): 1d20 + 5 ⇒ (13) + 5 = 18


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Perception (Makvor): 1d20 + 7 ⇒ (8) + 7 = 15
Perception (Spirit): 1d20 + 5 ⇒ (14) + 5 = 19

Knowledge(Nature): 1d20 + 7 ⇒ (8) + 7 = 15

"Careful - looks like there are webs over the trail to the south. Probably means some large spiders nearby."


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

Round 1 (Spirit): HP 17/17

Spirit pulls on Makvor's arm to wake him.

Round 1 (Makvor): HP 10/10

Makvor, shaken awake by Spirit, gets to his feet holding, orders Spirit to defend, and looks to see what he can see.


Move: Stand up
Free: Order Spirit to Defend
Standard (Move): Draw Greataxe


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

You mentioned that scent would make things different - I don't suppose Spirit's scent ability would help at all?


M Half-Orc (Mystic) Druid (Wolf Shaman) 1 | HP 10 | AC 16 FF 14 T 12 | Saves +4/+3/+6 | Init + 4 | Percep +7

For when it's needed

Perception (Makvor): 1d20 + 7 ⇒ (13) + 7 = 20
Perception (Spirit): 1d20 + 5 ⇒ (9) + 5 = 14

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