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
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.
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.
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
Dagger: 1d20 + 8 ⇒ (18) + 8 = 26
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.
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.
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
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?
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.
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.
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.
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
Round 4 vs green rat: 1d20 + 8 + 1 - 2 ⇒ (3) + 8 + 1 - 2 = 10
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
Wow! Such lovely rolls, it's a wonder Timmy doesn't fall down the well.
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
Dagger;flank: 1d20 + 8 + 2 - 1 - 2 ⇒ (2) + 8 + 2 - 1 - 2 = 9
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
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.
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
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
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
Dagger vs prone: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
If the cultist survives and tries to stand, Tippy takes an AoO. Dagger vs prone AoO: 1d20 + 8 ⇒ (10) + 8 = 18
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.
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.
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
Dagger; flanking: 1d20 + 8 + 2 - 2 ⇒ (2) + 8 + 2 - 2 = 10
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
Dagger vs flat footed: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
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
Damage: 2d3 + 4 ⇒ (1, 2) + 4 = 7
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
Stealth: 1d20 + 14 - 20 ⇒ (5) + 14 - 20 = -1
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