Poisoner

Tippy Fullbottle PFS's page

351 posts. Organized Play character for Nazard.


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Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy risks the AoO as he moves past Iso and around behind the derro with the red ascot.

Dagger; flank: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12

But he slips in the mud and his dagger thrust comes up short.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy flings daggers at red ascot guy.

Dagger: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Dagger: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13

I just realized I forgot the -2 for TWF in his previous attack, but I'm hoping the rolls were so good it wouldn't matter.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

No day job roll for Tippy.

Also, this will be my last scenario for awhile, as I've been trying to cut back PbP games.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Will: 1d20 + 3 ⇒ (6) + 3 = 9

Tippy, ready to fight, finds himself completely distracted by the concept of a derro wearing a cherry red ascot, and stands there stupefied by the fashion violation.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Fort: 1d20 + 4 ⇒ (11) + 4 = 15

Already used to loud noises from Iso's nightly flatulence, Tippy ignores most of the spell.

He enjoys being upstairs from Iso and able to fling daggers at green derro.

Dagger: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Dagger: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

"What's this?" Tippy asks, spotting some paper under a rock. He reads the note.

"Oh, lovely!" he exclaims and passes the note for others to read.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Tippy checks out the new door for nasty surprises. He nearly calls out a warning about the poison gas trap until he realizes it's just Iso collecting the bits of paper.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy has a look see.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy dashes 20 feet forwards, then turns to stab the creature in the gut, giving it a quick twist.

Stab SA: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d3 + 2 + 2d8 ⇒ (1) + 2 + (2, 1) = 6

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy carefully picks his way across the stones. Take 10 for 22.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy wrinkles his nose.

"Well, on the up side, we probably won't smell Iso anymore...or anything else...ever again..."

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy autospots the diary in the cells and hands it to Celentrai.

Perception stairs: 1d20 + 9 ⇒ (7) + 9 = 16

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"The creature above and all the missing and rusted metal."

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Perception: 1d20 + 9 ⇒ (19) + 9 = 28

Tippy picks up a few pieces of wood from the floor and declares, "Knife handles. No blades. Either the prisoners got them, or..." he pauses to look around. Are there any other metal objects in the kitchen?

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy follows along behind the others, holding his breath against the sulphurous smell from Iso's backside.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Actually, Tippy interrupts Celentrai. Since Iso bought the healing potions used on him, he offers his wand to heal Iso, insisting the barbarian use another charge to finish his healing.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8 Leaves Iso at 2 down.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Perhaps we could pay a cleric to use our wands for us.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Realizing that he is about as useful here as boots on a snake, Tippy draws two more daggers and tries to ignore the battle as he watches for other dangers.

Delay.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy flings more daggers.

Dagger: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Dagger: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy flings daggers, not that they'll do much good.

Dagger: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7

Dagger: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9

Especially with those rolls. There's an unfortunate clang as the hilt of one of Tippy's daggers bounces off Borrobol's helm.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy sniffs himself afterwards. "Well, now I won't have to worry about any bad guys...or anybody else for that matter, trying to get too close to me."

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy happily comes to, and will reimburse Iso for the potions. All 4 potions puts him at almost full.

"Too bad nobody here knows how to use this," he says, holding up his fully-charged cure wand.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Stabilize: 1d20 + 2 - 7 + 3 ⇒ (9) + 2 - 7 + 3 = 7 with adaptable luck

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

With that rap to the head, Tippy sways and tumbles off the well to lie still on the ground.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Sorry, all.

Tippy focuses on green rat, hoping the others will come help him soon.

Round 3 vs green rat: 1d20 + 8 + 1 - 2 ⇒ (6) + 8 + 1 - 2 = 13

Round 3 vs green rat: 1d20 + 8 + 1 - 2 ⇒ (4) + 8 + 1 - 2 = 11

Round 4 vs green rat: 1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Round 4 vs green rat: 1d20 + 8 + 1 - 2 ⇒ (3) + 8 + 1 - 2 = 10

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy will stab whichever of those opponents are moving through the greased area, since I think moving while balancing means they're flat-footed.

Dagger: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10

Dagger: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Damage: 1d3 + 2 + 2d8 ⇒ (3) + 2 + (8, 8) = 21

Wow! Such lovely rolls, it's a wonder Timmy doesn't fall down the well.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy double moves forward and climbs up onto the edges of the well.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Knowledge Local: 1d20 + 7 ⇒ (6) + 7 = 13

Tippy asks around, trying to help Celentrai.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy digs into blue with both daggers.

Dagger;flank: 1d20 + 8 + 2 - 1 - 2 ⇒ (9) + 8 + 2 - 1 - 2 = 16
Damage: 1d3 + 2 + 2d8 ⇒ (3) + 2 + (3, 1) = 9

Dagger;flank: 1d20 + 8 + 2 - 1 - 2 ⇒ (2) + 8 + 2 - 1 - 2 = 9

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"Coming!" Tippy says as he drops down from the cage, flanking the skellie still covered in red blood.

Dagger; flank: 1d20 + 8 + 2 - 1 ⇒ (6) + 8 + 2 - 1 = 15
Damage: 1d3 + 2 + 2d8 ⇒ (3) + 2 + (8, 1) = 14

Hopefully, the skeletons aren't armoured. If it hits...

Tippy manages to slice his dagger right through the skeleton's lower spine, hopefully splitting the creature into two inanimate parts.

Otherwise, oh well.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

So a move action to climb to the top, and an acrobatics check (balancing) to move full speed another 20 feet to stand above blue skeleton?

Acrobatics: 1d20 + 12 ⇒ (3) + 12 = 15

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Is the blue skeleton inside the cage?

Will save: 1d20 + 4 ⇒ (7) + 4 = 11

His hands shaking, Tippy starts to climb the cage on the blue skeleton side. His intention is to either climb along the side of the cages, or run along the tops if they aren't too high. How high are they?

Climb: 1d20 + 9 ⇒ (17) + 9 = 26

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy double moves 40 feet forwards.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Merry Christmas!

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"I guess he was right. He was allergic to daggers," Tippy quips as he pulls his blades free.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy tries to bring both daggers down on Rudolph, the Red-Nosed Cultist.

Dagger vs prone: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Dagger vs prone: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

If the cultist survives and tries to stand, Tippy takes an AoO.

Dagger vs prone AoO: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy double moves straight north, wincing at the bone-crushing blow. He leaps into the air, attempting to clear the rubble and land next to red.

Acrobatics, using adaptable luck: 1d20 + 12 + 3 ⇒ (5) + 12 + 3 = 20

"Borrobol, help Iso. I'll handle red-nose!"

"Man, you really need to lay off the stale brandy!" Tippy says to the guy, grimacing.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"Eat steel!" Tippy shouts, moving 20 feet straight north and flinging a dagger at the cultist with crazy blue eyes.

Dagger: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7

The dagger slips from his hand as he whips it back and zips over Borrobol's head. Tippy doesn't even realize it until he tries to throw his empty hand.

Tippy quickly looks about for an empty burial niche he could climb into and die of embarrassment.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy retrieves his daggers and eyes the statue uneasily. However, seeing Celentrai looking for treasure picks his spirits up and he helps.

Perception: 1d20 + 9 ⇒ (5) + 9 = 14

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

With Borrobol opposite himself, Tippy waits until the creature lunges at the dwarf before he strikes.

Dagger; flanking: 1d20 + 8 + 2 - 2 ⇒ (17) + 8 + 2 - 2 = 25
Damage: 1d3 + 2 + 2d8 ⇒ (3) + 2 + (1, 3) = 9

Dagger; flanking: 1d20 + 8 + 2 - 2 ⇒ (2) + 8 + 2 - 2 = 10

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy double moves forward, tumbling to get inside the creature's reach, to stand next to Iso.

Acrobatics: 1d20 + 12 ⇒ (3) + 12 = 15

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy takes a 5-foot step NW and flings daggers at the creature

"Iso, duck!" he calls as the daggers are already flying.

[ooc]The creature has a square Tippy can target to avoid the firing into melee penalty, but there may be cover. No sneak attack if the walls provide cover. Also, he has range penalties.[/b]

Dagger vs flat footed: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Damage: 1d3 + 2 + 2d8 ⇒ (2) + 2 + (2, 7) = 13

Dagger vs flat footed: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Damage: 1d3 + 2 + 2d8 ⇒ (1) + 2 + (3, 1) = 7

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy, scamp that he is, thinks the spider jar may come in handy later on, and so tucks it into his pouch as he retrieved his daggers.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy readies for the derro to cast another spell.

Dagger throw: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy double moves to put his back against the fountain, facing the west doorway, with a come and get me attitude.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy takes a 5-foot step out and flings daggers at the mites, starting with yellow.

Dagger: 1d20 + 8 - 4 - 2 ⇒ (4) + 8 - 4 - 2 = 6

Dagger: 1d20 + 8 - 4 - 2 ⇒ (19) + 8 - 4 - 2 = 21
Confirm: 1d20 + 8 - 4 - 2 ⇒ (19) + 8 - 4 - 2 = 21
Not sure if they are flat-footed, given that they were moving while balancing with Acrobatics.

Damage: 2d3 + 4 ⇒ (1, 2) + 4 = 7
Sneak Attack: 2d8 ⇒ (4, 8) = 12

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy sneaks part way around the fountain (move 15 feet around north edge) and flings a dagger at the lead guy from stealth.

Dagger throw: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
Damage: 1d3 + 2 + 2d8 ⇒ (2) + 2 + (3, 3) = 10

Stealth: 1d20 + 14 - 20 ⇒ (5) + 14 - 20 = -1
Then he attempts to duck back behind the fountain before he's spotted, but apparently bumps into it and nearly falls over the lip.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy ducks down behind the fountain and draws two daggers.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

"Look, those three things turn," Tippy says pointing to the base of the fountain.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy is happy to go first.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12