Character Stats: Aasimar Monk 1 / Bard 2
Opal moves to engage. Smite Evil!
GM: Sorry about that. If you are willing to take the above as my first round action, then the second round would be thus. Trip: 1d20 + 6 + 3 ⇒ (3) + 6 + 3 = 12 Attack: 1d20 + 5 + 3 ⇒ (14) + 5 + 3 = 22, Damage: 2d6 + 3 + 2 ⇒ (5, 6) + 3 + 2 = 16
Character Stats: Aasimar Monk 1 / Bard 2
There's a lot of that going around. -Posted with Wayfinder
Character Stats: Aasimar Monk 1 / Bard 2
Diplomacy Aid: 1d20 + 9 ⇒ (16) + 9 = 25 "There should really be a guard posted on this ally. This is the second time I have been assaulted here." -Posted with Wayfinder
Character Stats: Aasimar Monk 1 / Bard 2
Opal concentrates on bringing this thing down. Full Attack Trip: 1d20 + 6 ⇒ (5) + 6 = 11 Attack: 1d20 + 5 ⇒ (18) + 5 = 23, Damage: 1d12 + 3 ⇒ (3) + 3 = 6. Silver
Character Stats: Aasimar Monk 1 / Bard 2
GM:
Shouldn't the second attack be at a +6 instead of +11? No difference here, but it could matter in future rounds. Opal moves forward to enter the fray.
Character Stats: Aasimar Monk 1 / Bard 2
Kn Religion: 1d20 + 4 ⇒ (9) + 4 = 13 Opal considers the VC's words as she sits cross legged on the floor, rolling a pair of glass spheres through her hands. Tian: This would be a most unfortunate incursion. Sealing the Devils away would be my honor, though I am eager for an assignment to fight the Demon horde.
Character Stats: Aasimar Monk 1 / Bard 2
Grab a cold iron and a silver set of brass knuckles. -Posted with Wayfinder
Character Stats: Aasimar Monk 1 / Bard 2
Fort: 1d20 + 2 ⇒ (1) + 2 = 3 Opal lays down to take a nap. Yay for being completely useless! I would be on heal duty, but I'm dreaming of the afterlife at the moment. I wouldn't bother waking me up until I am no longer in a threatened square.
Character Stats: Aasimar Monk 1 / Bard 2
We only need an Acrobatics check if we move at more than half speed, right? I would like to raise a question about the outcome of my previous action then. I took a 5-foot step from the bridge to the shore. That should not have required a check, so I should still be there, right?
Character Stats: Aasimar Monk 1 / Bard 2
Opal moves to the corner of the hut, provoking AoOs from both enemies. Then she sends a burst of color at the beastmen.
Character Stats: Aasimar Monk 1 / Bard 2
You are fine for now, little one. I was talking in generalities earlier. It seems you have not yet been touched. I was also getting my sessions mixed up. Both of the other PBPs I am playing in are also in the forest and they have undead.
Character Stats: Aasimar Monk 1 / Bard 2
We mean you no harm, or your fair home. Something is wrong here in the forest, as I am sure you have noticed. We come to set things right. To stop the rotting infestation that is spreading.
Character Stats: Aasimar Monk 1 / Bard 2
Acid splash damage is only 1, not 2. Fort: 1d20 + 2 ⇒ (18) + 2 = 20 Opal steps out of the swarm, then pulls out a vial and spreads a vile smelling liquid on her breastplate. Vermin Repellant: DC 15 Fort save for the swarm to enter my square. About "Skram"Male half-orc alchemist (trap breaker) 5
Story:
“I am my own man. I am not my fathers son.” Geon Bluth’s father kept the grounds at the City of Ashes, a cemetary complex outside of Bard’s Gate. No honest worker, the man was indeed a graverobber, not just at the cemetary tasked with his care, but in the private crypts and tombs of nobles wherever they lay. A band of robbers was the only other family the boy knew. Inquisitive young Geon was fascinated with the treasures his father trafficked in. Most items were not kept long before being sold, but books were overlooked often enough for him to stash a library of well selected volumes under a floorboard in his room, in order to quench his thirst for knowledge in the fields of magic and alchemy. Geon’s ceaseless questions led to him being told to “scram” so often, the name stuck. His aptitude with mechanical and magical apparatus did not go unnoticed however. His tinkering with items that lay about before going to market in seedy pawn shops often led to discovery of magical properties that would have otherwise gone unnoticed. His father finally saw value in him, which only led him to place his son in further danger than his miscreant lifestyle already imposed. When the time came for delves Geon was now brought along, taught to scout in the dark, to squeeze in tight places, to locate valuables and to disable traps. With Geon’s help, the operation became truly profitable. Before long the substantial value of the items being circulated was noted by a blackmarket fence. The murderous pawnshop owner took pity on the boy, and took him to live at the shop where he found ample opportunity to continue his studes and experiments. When Geon showed he could produce effective potions, alchemical substances and magical reagents, the pawndealer didn’t hesitate to put his creations up for sale. Once again the exploitation of the boy led to the downfall of the one exploiting him. Some of the clientelle attracted by the new products were being watched by the Lyreguard, which brought the pawnshop under scrutiny and led to an arrest for trafficking in stolen merchandise. The shop was shut down, and orphaned Geon was left homeless. Now on his own, Geon considered the only gainful activity he knew… robbing the dead. Swearing not to become like his father, he chose to leave the burial plots of his neighbors unspoiled, and turned his attention instead to the deep dark forgotten places of the wild to ply his skills and sate his curiosity, He has eeked out his existence ever since, torn between his hatred of his fathers legacy and his need to resort to those ways to fund his pursuit of his natural calling.
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