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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa joins Ghul in hurrying Dura Attack, Dura: 1d20 + 10 ⇒ (2) + 10 = 12
When her sword flies wide she turns instead to Rhenei. Scurry off little mouse. This is no place for you. Intimidate: 1d20 + 4 ⇒ (3) + 4 = 7 The while blow takes the sting out of her words and she is left simply letting her sword do the talking. Attack, MAP, Rhenei: 1d20 + 10 - 5 ⇒ (15) + 10 - 5 = 20
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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa lashes her sword through the air as she stares at Dura. You are unworthy. demoralize: 1d20 + 4 ⇒ (15) + 4 = 19 With a crack as sharp as her words the blade stands forward at the half-orc. Attack: 1d20 + 10 ⇒ (7) + 10 = 17
With another word a glowing green shield sprouts from the tattoo on her wrist. *Demoralize
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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa triggers the extension of her blade and moves to the center of the group. She sends the blade sweeping towards Thisnabel Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Curling it back at her side she stands ready for anyone who tries to approach. AoO: AoO: 1d20 + 10 ⇒ (13) + 10 = 23 damage: 1d6 + 3 ⇒ (2) + 3 = 5 ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() A few, helped restore a lodge in unfriendly territory and stopped a con man who tried to get violent among others. ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Insults and Tug of War I have no skill with medicine, but surely we can come up with something to pull these boors off their feet. ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa moves 10 feet away and draws her sword. Gripping the hilt two handed she thrusts towards Moonshadow. A twist of her wrist sends the tip shooting towards him as the blade separates into segments connected by a set of wires. Swinging her arm to the side the blade sweeps through the open space between them before being pulled back into a coil. Something serpentine ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() I assume our own weapons will suffice? I've been working on mastering an unorthodox style that requires I use my particular blade. ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Zahnder wrote:
Tengu Weapon Familiarity can get there... ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() A towering red haired woman joins the group. An elaborate sword hangs at her side and a shimmering green tattoo shows on the back of her left wrist. Rosa Valentine, who else are we waiting for? ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Crit fail on both would put us to dying Reflex: 1d20 + 5 ⇒ (3) + 5 = 8 Reflex: 1d20 + 5 ⇒ (11) + 5 = 16 good thing I didn't do that ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa brings her shield back up before launching a pair of punches at the mount. Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Attack, MAP, agile: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20
◆ Cast shield
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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Reflex: 1d20 + 5 ⇒ (9) + 5 = 14 Rosa reconjures her shield, takes a step forward, and... Attack, gauntlet: 1d20 + 9 ⇒ (10) + 9 = 19
slams her fist into the teeth of the skeletal horse. ◆ cast shield [AC 19]
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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa conjures her shield back into place before trying to beat the captain back away from Bo. Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Attack, MAP: 1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 21
◆cast shield, AC 19
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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa had her Shield spell active and would have been at 19 AC. Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Attack, guidance, MAP: 1d20 + 9 + 1 - 5 ⇒ (5) + 9 + 1 - 5 = 10
Rosa's sword swirls around the zombie, but can't find purchase. She recast her shield to help weather the incoming assault. ◆Strike
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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa takes a step forward and brings up her shield. Her sword dangles, ready to strike the first to approach. AoO: 1d20 + 9 ⇒ (19) + 9 = 28
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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Didn't realize I could use the point to stabilize instead of rerolling. I'd prefer to not die so I'll do that if I can ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa's tattoo glows and a magical shield springs up over her wrist. A quick strike at the yellow skeleton precedes her withdrawal. Attack: 1d20 + 9 ⇒ (7) + 9 = 16
◆Shield cantrip, AC 19
Her sword lashes back and forth, waiting for someone to close in. Attack of Opportunity: 1d20 + 9 ⇒ (2) + 9 = 11
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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa grabs her sword, stands up, and backs away from the skeletons and their cursed lucky shots. ◆Interact, grab
Her serpentine blade swisher menacingly, ready for any approaching enemy. AoO: 1d20 + 9 ⇒ (7) + 9 = 16
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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa patrols the battlements, sword out and extended. As the hordes begin climbing over themselves she begins launching attacks to thin out the swarm before they can enter anyone else's melee range. ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa works on deadfalls and snares with Wilfred. Craft, carpenter: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 Craft, carpenter: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 Having no luck she at least gets a good night's sleep. ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() It seems we finished just just in time. The fort stands fully repaired and ready. Bring the townsfolk and let's lay in some supplies. ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa keeps working on the roof with the same three men team. Craft, carpenter: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 But the day goes poorly ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa spends the first day cleaning the roof with the same three men. The second day she leans on Wilfred's skills as they begin the rebuild. . Craft, carpenter: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Attack, MAP: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
Rosa's sword flicks out twice more before her tattoo flares and the image of an emerald shield hovers above her left arm. ◆ Attack
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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa draws her sword and releases the coils into their more serpentine form before tucking into a corner prevent any Flanking. ◆Interact, draw
↺AoO on the first gecko to approach
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| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() I think we cleared the bottleneck if the impression plan doesn't work. Clean the Roof, Excavate Stairs Below Hall/Clean the Dungeon are available untrained. ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Rosa parts ways with Edgar and Martin. Instead she recruits The Mayar brothers Mikkel and Wilfred to work with Plisken and her. They join Filara and her team rebuilding the stairs up to the roof. Craft, carpenter: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 ![]()
| Speed: 30 ft| Conditions: None | Hero Points: 1/3 | | HP 86/86| AC 24 {25 w/ shield} | F: +13, R: +12, W: +11 | Perception: +11 {+1 on init} CN Human Figher 6 (archeologist dedication)
![]() Sorry if I wasn't clear, but Rosa should have had a full team of three helpers; Plisken, Edgar, and Martin for the last two days of work on the barracks repair. Not sure if that would have been enough to finish things off. If it isn't she'll finish it off with as little help as necessary. If it was she'll take the three men to start rebuilding the stairs to the roof. repair: 1d20 + 5 ⇒ (15) + 5 = 20
About truxFort= +3
HP=12 (1d8+3+1)
Unarmed +2 1d6(x2)
__________________________________________
Skills= 4+Int
Str 14 Dex 18 Con 13 Int 10 Wis 14 Cha 10 Bonus Feat A flowing monk replaces the normal monk bonus feats with the following: Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition, Improved Trip, Nimble Moves, and Weapon Finesse. Flurry of Blows Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage. Redirection (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces Stunning Fist. |