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Paul Montrose's page
203 posts. Organized Play character for John Woodford.
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M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
I'll have the slide deck together tomorrow.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
I have Birthright Betrayed, if you want to play that one.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Looks good, thanks again for running!
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Thanks for running! No day job here.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Thanks; I was conflating that with the Perfect Strike feat.
Confirm?: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Bit of Luck on confirm?: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
"Thanks!" Paul barely manages to dodge the AoO, then tries again with Desna's favor.
Acrobatics check to avoid AoO: 1d20 + 8 ⇒ (17) + 8 = 25
Bit of Luck reroll: 1d20 + 8 ⇒ (12) + 8 = 20
This time (I hope, even with the -5 for moving through the same square) he leaps over the lemure and rolls to his feet, twisting to stab at the devil.
Flanking rapier attack: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Bit of Luck reroll: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
I think I have to use the second roll as the crit confirmation.
Rapier damage, including sneak attack: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (5) = 11
Crit damage, if applicable: 1d6 + 1 ⇒ (6) + 1 = 7
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul steps out and attempts to follow the others past the lemure.
Acrobatics check to avoid AoO: 1d20 + 8 ⇒ (5) + 8 = 13
...and promptly walks into a wall of flesh.
The dice module hates me.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
And a real computer doesn't help much when you're utterly wiped all the time, alas. I'm getting better, though.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Yeah, that didn't happen. Typing offhand on my phone is hard enough without recovering from surgery (they put the IV in my dominant arm). But I'll be home tonight and able to use a real computer!
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
I'll try to get a post up tonight. (I got sick on my trip and came back early.)
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
FYI, I'll be traveling for work this next week. I should be able to post from my phone in the evenings, though.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
"On it!" Unable to catch up to the fleeing guard, Paul closes up on the yellow skeleton and stabs at it.
Rapier attack, incl. flank: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Damage, if applicable, incl. sneak attack: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5
Ah, well.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Drawing his sap, Paul chases after Janks and takes a swing at him.
Sap attack: 1d20 + 4 ⇒ (8) + 4 = 12
My last few rolls have been 9, 5, 5, 5, 8. Feh.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul moves up, trying to tumble into a flank on the red skeleton before striking.
Acrobatics check: 1d20 + 8 ⇒ (5) + 8 = 13
Red will probably get an AoO on him.
Rapier attack, including flank: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
That's a miss.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Perception check DC 22: 1d20 + 11 ⇒ (9) + 11 = 20
Perception check DC 18: 1d20 + 11 ⇒ (5) + 11 = 16
Paul is distracted by the way that the fog stays put in the crypt and doesn't all run down the stairs.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul strolls carelessly (apparently) ahead, counting on his training to warn him of any traps.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
"Let's go." Paul follows the fleeing guard.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Nal Pavleth wrote: Are you suggesting that I change my actions after I've made the roll and found out the results of the roll? )) The way I see it is this: if GM allows it, then for the next round, Nal, realizing that the work is very long and arrows are whistling overhead, can switch to something else. But right now, he hopes it's an extremely simple trap. A vain hope, yep. No. What gave you that idea?
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
And you'll also be there for 2d4 rounds making the attempt.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
The trap is in T1, and Paul is three squares away from it. Also, stepping briefly into metagaming, if Nal's attempt failed the trap will take a minimum of two rounds to attempt to disarm (DC20 or DC25 --> 2d4 rounds to disarm).
With a clear shot at the enemy, Paul switches to his shortbow and shoots the guard.
Shortbow to thug: 1d20 + 4 ⇒ (8) + 4 = 12
Without success.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Perception to spot traps: 1d20 + 12 ⇒ (13) + 12 = 25
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Remember that Paul has the Trap Spotter rogue talent. Do you want to roll that, or shall I?
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Drawing a dagger as he advances, Paul moves up and throws it at the mercenary. He misses cleanly.
Thrown dagger, including range penalty, vs. flat-footed AC: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul packs up the items and returns to the rest of the party, checking the floor under the levers.
Looking for rust flakes there that weren't left by Cashel's efforts, which would indicate that someone else had activated the mechanism before us.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
"Well struck! Before we move on, let's search here quickly."
Perception check: 1d20 + 11 ⇒ (20) + 11 = 31
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Did it provoke when it stood up?
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul steps up and stabs at one of the downed lemures. "By Desna's wings, what are these things?"
Rapier attack: 1d20 + 5 ⇒ (3) + 5 = 8
Even against a prone target, I think that will miss.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul descends the stairs, rapier in hand, and stands ready behind the front line.
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M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
I'm sorry--I shouldn't joke about typos, but I'm just imagining these two little primates with great big eyes staring at us.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
I was finishing my post when Cashel posted his action, so I'm not sure how the GM wants to resolve it.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul frowns. "I'm no scholar, but I'd put it city-child-devil. The child, you see, is innocent and hasn't yet made a choice between the heavenly city and the Pit." He shrugs. "But what do I know of such things?"
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
"Those three stones probably go in the indentations, but if we put them in the wrong ones it'll probably blow up in our faces."
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Perception check: 1d20 + 11 ⇒ (3) + 11 = 14
"No one in sight. Come on down, my friends, and see what you make of those stones."
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul follows through the trapdoor.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Isn't that a critical threat?
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul rushes forward past the enemies before they can react and tries to lay out the green one with his sap.
Sap attack vs. flat-footed (unless they have Combat Reflexes or Uncanny Dodge): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Nonlethal damage, incl. sneak attack: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (4) = 8
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul motions to the rest of the party outside the house, then moves in.
As far as I can tell from the layout and the location of the walls, neither of us will be able to attack during the surprise round--we can't 5' step diagonally around the wall, and we don't have the straight shot we'd need to charge. Is that the case?
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
The rogue catches Nal's eye and points to the east side, then holds up three fingers. He readies his sap and prepares to rush the trio.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Stealth check, incl. guidance: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Paul moves in and crosses the opening in the hallway quickly, trying to get out of sight on the other side.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul draws his rapier and moves closer, trying to keep quiet.
GM, do you want to roll Stealth, or shall I? Also, is there a map?
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
"I think you're our best bet, but we'll need to get in quickly behind you."
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Perception check to look through window: 1d20 + 11 ⇒ (1) + 11 = 12
Well, that was...something.
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul leaves most of his camping gear at the Grand Lodge and buys an alchemical silver light mace (25 gp).
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Paul jots down a few notes from the briefing. "Do you have a description for Celeena? Likely locations, known associates?"
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
Either way is fine.
Speaking of Outpost, there are only two players signed up for the T3-4 Core table for the 1e special. If you're interested, please sign up. (I'm the House GM and I've already played it in Core, or I'd join the table myself.)
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
The chronicle looks good (I especially liked the plot summary), and thanks for running!
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
M Half-elf Rogue/2 HP 16/16 AC17/T 13/FF 14 Fort +1/Ref +6/ Will +1 Init +3 Perc +11|Sense Motive +6
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