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Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() We can use the elf’s body to get information from the others should we wish. Sorry for the gruesome display…I’ve been known to be a hothead as he looks down at the results of his anger. K religion: 1d20 - 1 ⇒ (12) - 1 = 11 Norgberger. I wonder what they want with what we found? No matter… ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() 1d20 + 4 ⇒ (20) + 4 = 242d6 + 6 ⇒ (3, 5) + 6 = 14
OKAY! I’ve had just about enough of you and the rest of your lackies. Stop being such a pain in my backside! Matèo seems pissed off at this point of their games. He moves up, clutching his earthbreaker in both hands, as he winds up and proceeds to connect to the side of the enemies skull. The sickening *crack* it makes on skull can make even the strongest and toughest man cringe in pain. When your eyes readjust…the wall is painted red from his latest blow. presuming a 17 confirms critical hit for 42 damage total? ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matèo will hold his earthbreaker with one hand while drawing a dagger and process to throw the dagger at the enemy. dagger, ranged, throwing into melee: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 31d4 + 4 ⇒ (4) + 4 = 8 ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Sure…thanks big guy. So…as much as I’d LOVE to bash your brains along the cavern wall. I suppose if you’re beyond dead we cannot get information out of you Matèo will alter his grip slightly, and try to simply knock out the assailant instead of outright kill them. non lethal earthbreaker, no penally to attack from Mock Gladiator trait: 1d20 + 4 ⇒ (8) + 4 = 12 NL damage and shaken for rounds = to damage via Enforcer feat: 2d6 + 6 ⇒ (5, 1) + 6 = 12 ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() move action to grab the earthbreaker and standard to swing so my whole turn was used. But at least I made my swing count lol Matèo looks at the barbarian as he crumpled to the ground. Told you I’d make you regret your life’s choices! ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() earthbreaker squeezing: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 crit confirm: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1 no crit damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15 Matèo grabs his earthbreaker as a he is squeezed into the space. He then takes a modified grip and attacks the raging barbarian. ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matèo moves forward as he sees the mighty paladin fall. He carefully stands over to protect her…sort of. Even if he doesn’t have his preferred method of violence out, his earthbreaker, he balls up his fists with have cestus equipped. He punches the jerkoff in hopes to remind him of his threat of violence. cestus versus yellow: 1d20 + 4 ⇒ (9) + 4 = 131d4 + 4 ⇒ (1) + 4 = 5 ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matèo will move up, and look directly at the jerk threatening Dia. Hey, jackoff! Yea, YOU! Just wait until I get to you, I’m gonna bash your brains in and there ain’t a damned thing you or your cronies can do about it! as he tries to intimidate the enemy before him. intimidate rules:
Demoralize Opponent You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition. Fail: The opponent is not shaken. Action Demoralizing an opponent is a standard action. Enforcer Ability:
Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding. intimidate: 1d20 + 9 ⇒ (14) + 9 = 23 If I can get to Frightened I will cause the Frightened condition ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() appraise: 1d20 - 1 ⇒ (18) - 1 = 17 Matèo looks at the stone, and picks it up for closer inspection. This is nice…almost 600 gold pieces to the right buyer. As far as the papers…I’ve got no idea. Just looks like gibberish to me ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() initiative: 1d20 + 2 ⇒ (9) + 2 = 11 Matèo looks on as three demonic beetle pop up from nowhere. Bugs this time huh. First spiders, now bugs…what in the 9 hells is next?! Before the bugs have a chance to react, Matèo moves inside and punches at one with his cestus. cestus: 1d20 + 4 ⇒ (13) + 4 = 17
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Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matèo looks on as John manages to move the slab to gain entry to the premises. He looks on, trying to pinpoint anything of importance or unique. perception: 1d20 + 4 ⇒ (14) + 4 = 18 He sees something glittering inside the skeleton’s mouth and points it out to the others. He’s not about take ANYTHING from the mouth of a skeleton…especially with the jerkoff Asmodean cleric breathing down their neck ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matéo hands over the documents to Dreng and listens to all of his knowledge and ramblings. He heads to the creepy mausoleum and sighs slightly as the man calls forward. If I talk…it’s gonna go down to fists and sh*t he thinks to himself as he lets a more tactful party member do the initial talking. ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() I’m gonna need a couple strong drinks after this is all done. Still, the damned spider didn’t bite me so I’m fine as Matéo scrapes the guts and goo off his armor and himself. He goes back to the chests and gives them another look to make sure any more surprises aren’t gonna happen. perception chests for traps: 1d20 + 4 ⇒ (4) + 4 = 8 presuming I don’t spot any regardless of if they are trapped with a 4 Matéo then proceed to open the chests. ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Despite being stuck in the webbing, Mateo manages to deflect the pair of mandibles coming his way. Hmph, damned spiders. I won’t be that easy to snack on! as he does his best to bring his earthbreaker down on the multi-legged threat whom appeared most injured. earthbreaker: 1d20 + 4 - 2 + 1 ⇒ (14) + 4 - 2 + 1 = 17
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Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matéo looks in, scanning the room. Hmm…I could use a place like this to just hang out in and sleep off some of my late nights. he muses to himself. He steps in after a few others, and goes to check over the first chest for any traps or deterrents. chest 1 perception: 1d20 + 4 ⇒ (4) + 4 = 8 chest 2 perception: 1d20 + 4 ⇒ (19) + 4 = 23 Presuming that all seems clear on either or both chests, he will proceed to attempt to open each chest [ooc]chest order to open is first then second as per perception roll[ooc] if any chest is locked or trapped: disable device: 1d20 + 6 ⇒ (2) + 6 = 8 ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() athletics check with running start: 1d20 + 4 ⇒ (17) + 4 = 21 Matèo throws caution to the wind. He backs up, his ass hitting the wall. He then runs and takes a leap, as his legs are pretty powerfully built as he has swung his earth breaker a couple hundreds of not thousands of times. He easily clears the pit before him, and ‘catches’ himself with a bookcase. ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matéo finished up the beer he’s drinking, and places in on the bar top as he walks through the entryway and into the storeroom. [i]So…how deep is that chasm?[/b] as he poses the question to the crazy one taking point. ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matéo stands up after the second ale, and walks over to the arm wrestler whom lost the first bout. I doubt I’m much competition, but wanna get some pride back as you probably will beat me. Nothing a few more ales can’t fix presuming they accept the challenge: strength roll: 1d20 + 4 ⇒ (18) + 4 = 22 ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() If this knucklehead starts a brawl…then this turned into a good night. So long as he doesn’t think I’m gonna join, HAHAHA he thinks to himself watching the two square off in a showboating exhibition. After he finishes the food and ale, he sits and lets the events play out before him. ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matèo was never much for conversation or small-talk. He happily accepted the beer when offered, and picked a spot kinda back from everyone. He sipped the beer, as he watched those around him. Not bad ale…and food. I’ll have to remember this place next time I’m hungover he thought as he relaxed waiting for the joint to close down. ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() untrained history: 1d20 - 1 ⇒ (1) - 1 = 0 Matéo looks at the tavern walls, and shrugs. Looks like the place a went to last night. Don’t remember much of it…other then the blonde. Or was she a brunette…eh ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() A younger human male, with dusty brown hair walks through the streets. He has a spike gauntlet securely fastened to one arm as his leather armor has seen better days. He stops as the stranger asks for spare coin. Much like the larger half-orc he balled up the spiked gauntlet in case the man gets handed with his coin purse. Hmph, I should have known it was you ya old codger as he sees the face of the prestigious Venture-Captain. Between him and me you could’ve been seriously hurt ya dummy as he looks to the half-orc. Matéo might not know whom he is, but anyone willing to ‘punch first, and ask second’ is alright in his book. A parcel huh..knowing the stories I’ve heard of you it ain’t that easy old man. I’ll bite though, if nothing else it will get me out of the accursed damned rain. Screw you Gozreh! as he curses the duality god/goddess and of nature and weather. Matéo will check his coin purse, and feel to make sure the weight is all there. He then put his head down as heads towards the Wounded Wisp. Matéo will look up as the halfling pipes up, the name’s Matéo Cole. I’ve always been a dick, and that prolly ain’t gonna ever change neither. ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matéo watches on as the overgrown bull is ripped to shreds by the bear. He yells at the cow, while flexing his own muscles. He knows he is smaller, but he hopes that his sheer ferocity and demeanor will be enough.. Intimidate to demoralize vs DC 20 if I did my math right: 1d20 + 9 ⇒ (11) + 9 = 20 DC 10 + HD (6) + wis (0) + size (4) The minotaur is now shaken for 2 rounds thanks to Thug archetype 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. ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matéo looks at the Dhampir, than kicks him to make sure it in fact dead, dead. He than looks around, wondering if the Dhampir came from another pathway. perception + guidance: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 Mateo spots a crack in the way, and places his hand near the opening. Hey guys, I feel air coming in through here, as he motions where his hand is. Maybe..., his sentence stops has he listens closer and recognizes Janira's voice. Guys, it sounds like Janira is up ahead, the crazy woman ran off before I could smash that overgrown bull to bits. I want my shot at big FUGLY! Before anyone can interject, or stop him, Matéo begins to head down the side passage, keeping a keen eye out for any trouble. If there was a zombie-loving wack-a-doodle living in the cave, who knows what else could be down here. perception: 1d20 + 4 ⇒ (6) + 4 = 10 ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matéo moves up, and stops briefly behind the wall before him. Hey, outta my way guys He contiues on, trying to avoid the reach of the enemy. He than takes a mighty swing with his earthbreaker. earthbreaker: 1d20 + 4 ⇒ (4) + 4 = 8
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Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matéo sighs, and figures his approach may be considered hostile. He moves up, and tosses a pebble in the gillman's direction. Ranged attack of AC 5 to hit square to get his attention ranged AC 5: 1d20 + 2 ⇒ (9) + 2 = 11 ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matèo will cross the plank after its put down. He looks at the cloak but passes on wearing it. Blue ain't my color, I'd prefer black or red. Matèo, will keep a lookout as he progresses down the tunnel. When he reaches the cavern with the reliefs he tries to distinguish what they could be or mean. perception: 1d20 + 4 ⇒ (16) + 4 = 20
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Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matéo looks at the hole before him. He doesn't know much, but tries to see if there is anything special about it. untrained survival: 1d20 ⇒ 14 Guys, be careful. The hole isn't natural, and what or whoever made the damned thing may still be around. perception: 1d20 + 4 ⇒ (12) + 4 = 16 ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matéo keeps a close on down the tunnel as the others look over and cclaim some of the contents of Janira's pack. So, who would benefit from the barkskin potion the most? I hear will harden your skin, to be more resilient to physical attacks. Miklos, do like to get up in the nitty-gritty or hang back? Me, I like being near the front of the action. He looks over and sees a vial of red viscous liquid, and sees it labeled as alchemist fire. I will take that if nobody objects Matéo will take the alchemist fire, and if Miklos doesn't want the barkskin, he will take that too. ![]()
Male Thug Rogue...HP: 11/11 | AC: 14 FF: 12 TCH: 12 | Initiatice: +2 | Perception +4 | Saves: +2/+4/+0
![]() Matéo, never one to back down, from anyone , doesn't even have time to respond to question as Janira runs off after ditching her bag. Once inside the cave, he opens up the bag and starts to empty its contents and take stock of what they were given. I would have fought the overgrown swine, but our guide didn't even give us an option |