3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 I think I get an AOO, as apparently my hide was not good enough. attack: 1d20 + 9 ⇒ (15) + 9 = 24
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 I missed my aoo...will roll now.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Thanks Marshala - Yes, that's all I had till the next badie shows his back to me :)
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Breathing a sigh of relief at the healing received, Whisper will nod his thanks as he attempts to wrap himself in the shadows of the wall. stealth: 1d20 + 12 ⇒ (16) + 12 = 28
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Mari has been quite sick with a nasty cold... every time she thinks she has kicked it, it comes back. It's very vexing.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Balthazar pointed out that my last attack was a potential crit
This turn Whisper will move the long way around the big ape and ready an attack for Marshala's turn (if he steps up on flank or not). Rolling it now because we all know I will forget it later. attack: 1d20 + 9 ⇒ (8) + 9 = 17 (+2 if I get the flank)
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper will move over to flank and attempt to hit the big chimp. acrobatics: 1d20 + 9 ⇒ (2) + 9 = 11
Well, looks like he gets an AOO on me
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper nods at Balthazar and acrobatics away to attempt a flank attack on the Big Hairy Boss. acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15
Note: Not sure of I will get the chance to attack, that acrobatics roll is low and I only have 13 hp left
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper will 5 foot step for the flank on Monkey Man.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 reflex_save: 1d20 + 8 ⇒ (6) + 8 = 14
Whisper being stuck where he is will attack the red ape.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Didn't catch that the spider was down.... I will move and attack the red Charau-Ka instead.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper will 5 foot step to the far side of the spider and attack.
attack: 1d20 + 7 ⇒ (10) + 7 = 17
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Thanks, I didn't want to assume - additional flank damage below sneak_damage: 2d6 ⇒ (6, 4) = 10
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper will engage the spider.
attack: 1d20 + 7 ⇒ (10) + 7 = 17
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper double moves towards the hole in the wall.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 OK...Everyone seems ready, lets rock these grape ape mofos.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper mumbles "Repelling they are... four armed apes... damn Zarta for getting me into this mess." Whisper doesn't have much to do for prep unless there is a good place to settle into shadows and prepare a stealth attack If possible:
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Coolio!
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper forgot to drink his pot of cure light.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper will stab the dark red Ghoul. attack: 1d20 + 7 ⇒ (2) + 7 = 9
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 If allowed Whisper will attack the Lt Red baddie
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Thats your call but I would say yes. Generally we are only immune to sleep, not paralysis.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 I assume so... bad rolls.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper got hit twice:
fortsave-paralysis2: 1d20 + 3 ⇒ (18) + 3 = 21
I will assume I am paralyzed and diseased.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper wonders if the irony of Balthazar's words strikes anyone else as humorous
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper only gets one AOO as he does not have combat reflexes aoo: 1d20 + 7 ⇒ (10) + 7 = 17
"I may have miscalculated" Whisper 5 foot steps to the corner so he is not flanked and attacks red. attack: 1d20 + 7 ⇒ (4) + 7 = 11
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper sprints forward and moves into the alcove to cause some potential flank damage on the lead...whatever it is. I know they are flat footed, but it's also a hard corner... DM's call on acrobatics roll.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 "Finding traps? One way or another...
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 "Stay out here and fight monkey men or go in there... either way all we will get is rocks in our pockets and stones over our heads." Whisper will head in first looking for traps.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Warning guys...she had a maniacal smile when she typed that
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper will ask our guide, "What's the deal with the sphere?
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper mumbles "Sure, let em in to cut our throats as we sleep."
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper is observing the camp and looking for the best place to lay low if over run perception: 1d20 + 10 ⇒ (20) + 10 = 30
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper can get to flank position on the Captain without provoking and attack. attack: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Not hitting with that role!
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper double moves around the mist.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper will 5 foot for the flank and smile his thanks at Wilhimina... which is probably a little unsettling to the Warpriest. attack: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
I doubt that poor damage roll will finish him, sorry.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 I bribed the GM with Ice Cream to make sure that spot worked. :) Whisper springs to the far side of the guard from Wilhimina and lunges for his back. attack: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper will double move to the purple supporting Wilhimina's move and hopefully setting up a future flank. "I'm with you, little one."
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Gonna buy a pair of Daredevil boots... Cuz moving through for flanks is what I do!
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 "Aspis don't give up so close to their prey. We've other issues to deal with sure enough" perception: 1d20 + 10 ⇒ (19) + 10 = 29 looking for whatever scared them off.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Dayjob: Gambler: 1d20 + 8 ⇒ (18) + 8 = 26
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 dot
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 dot
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper stares into the eyes of the red guard as he plunges his short sword into the woman's chest and twists. CdG: 3d6 ⇒ (6, 6, 2) = 14
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper smiles grimly as he slides the short blade into the guards back.
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper grins crookedly and his rough voice grates "Now that the numbers are even lets have some fun. Whisper attacks the blue guard
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper grunts as a bolt scraps his his shoulder, steps up to the caster and attacks. attack: 1d20 + 7 ⇒ (6) + 7 = 13
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Doh! You are correct!
3 Rogue AC 19 T 16 F 14 CMB +2 CMD 18 HP14of23 | F +3/R +8/W +4 | Init +4 | Percep +10 (+11 Trap Finding)
skills:
Prof Gambler +8 Acrobatics +9 Appraise +8 Climb +4 Disable Device +13 Escape Artist +8 Fly +3 Heal +2 Knowledge dungeoneering +8 Knowledge local +8 Ride +3 Sense Motive +2 Sleight of Hand +9 Stealth +12 Survival +2 Whisper will get around the line while they are flat footed and swing at the leader.
*edit*
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