Tiger's Heart

Game Master Torvald Torvaldson

Our adventure begins in the small town of Belric, just on the western edge of the Arthfell Forest in Andoran.


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Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

str: 1d20 ⇒ 1

LOL, useless.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

-39/53 HP

Dar takes a gulp of air and dives to try to help the door.

Strength: 1d20 + 3 ⇒ (16) + 3 = 19


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Strength: 1d20 + 4 ⇒ (10) + 4 = 14


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Con: 1d20 + 2 ⇒ (4) + 2 = 6


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

wtf dice gods are f*$%ing with us now....


Half-Orc Barbarian (Unchained) 6; Move 40'; AC 19(18 While in Rage); HP 68(+14 when entering Rage); INIT +2; PERCEPT +11 Rage Rounds per Day: 19
Combat:
Falchion +10/2d4+9 (Power attack) while raging +14/2d4+14 Composite Longbow +8/1d8+1
Saves:
Fort=+10 Ref=+7 Will=+6(+8 while Raging)

HP: -23/62

CON: 1d20 + 2 ⇒ (7) + 2 = 9

(Jeez this is just not going our way...)


Tarvoth is sucked into the crushing pressure at the door taking ouch!: 2d6 ⇒ (2, 5) = 7 before Dardanius is able to lend his strength to Dog and Weed, opening the doors just enough to release Tarvoth and suck the rest of the party through the doorway before the doors slam shut again.

The party is on a platform (30' wide) adjoining another bridge that runs 20' crossing a chasm to the other side where an additional set of double doors is closed. The water that rushed out of the room has flown off the edges of the platform and into the chasm; you can still hear it gurgle and drip as you recover yourselves. A quartet of metal rods sits next to the double doors that you were just unceremoniously dumped out of.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

-39/53

A little too close for my taste, friends. Is everyone ready to moving?


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

“Well that was a close thing.”

Heal for Dog.

clw wand: 4d8 + 4 ⇒ (6, 2, 3, 1) + 4 = 16

-7 hp
-7 channels
-2 1st level
-3 2nd level

If anyone else needs heals speak up. Dardanius do you have CLW wand or LOH?


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Dar can definitely use the wand

CLW 7 charges: 7d8 + 7 ⇒ (6, 7, 3, 6, 3, 1, 1) + 7 = 34


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

looking up a t Dar from his hands and knees....
no..im not quite ready to move

Weed coughs and sputters water from his lungs....how long for Con dmg to heal
down 2


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

I will take a charge. May as well be at full strength for anything we face. Thanks.

-7 hp


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Charge for Turran CLW 8/50: 1d8 + 1 ⇒ (6) + 1 = 7


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

-15hp -2 Con
i could use a cure from wand Dar please


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

CLW 9/50: 1d8 + 1 ⇒ (2) + 1 = 3

CLW 10/50: 1d8 + 1 ⇒ (1) + 1 = 2

CLW 11/50: 1d8 + 1 ⇒ (6) + 1 = 7

Rolls still not going your way, Weed . . . Expected Value = 16.5 vs. Actual Value = 12


Half-Orc Barbarian (Unchained) 6; Move 40'; AC 19(18 While in Rage); HP 68(+14 when entering Rage); INIT +2; PERCEPT +11 Rage Rounds per Day: 19
Combat:
Falchion +10/2d4+9 (Power attack) while raging +14/2d4+14 Composite Longbow +8/1d8+1
Saves:
Fort=+10 Ref=+7 Will=+6(+8 while Raging)

HP:-0/62 (I think that Dardanius CLW was for me?)
Rage Rounds: -12/17

"Well, time to add drowning to the list of things that have almost happened to me since joining up with you lot," Dog coughs up the water from the last room. "What's next on our tour of terrors?"


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15
Dog Rotsky wrote:
HP:-0/62 (I think that Dardanius CLW was for me?)

Nope, sorry, Dar used the wand on himself, Turran, and Weed. Tarvoth's pervious post gave 16 HP healing which I think put you at -7. I'll use 3 more charges to get Dar, Tarvoth, and Dog all to full.

CLW for Dog 12/50: 1d8 + 1 ⇒ (8) + 1 = 9

CLW for Tarvoth 13/50: 1d8 + 1 ⇒ (6) + 1 = 7

CLW for Dar 14/50: 1d8 + 1 ⇒ (4) + 1 = 5

I think everyone is at full now. As to Weed's question about CON damage is it a long rest situation? Roll?? Permanent???

I guess rereading this weekend's activity, I didn't answer that Dar has 3 more LoH's. Is Tarvoth's wand spent? If so, should Dar pass Tarvoth his wand?


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Tarvoth’s has several charges left for CLW wand.

“Great another and more levers, I suppose that means we’ll find a trap here too.”


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

perception: 1d20 + 15 ⇒ (15) + 15 = 30

weed sputters and coughs....but stands and looks at the area surrounding the levers and then if safe approaches the levers themselves

i think i swallowed a lot of that water...i feel weakened....cough...cough


Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.

Weed determines that these levers are used to drain the previous room and stop it from further flooding; as well they can be used to open the doors to the room.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Dardanius approaches and tries to help look if there are any grooves/indications that could help determine which levers do which:

Perception: 1d20 + 10 ⇒ (11) + 10 = 21

What do you all think about draining the previous room? Might be good to have a clearer exit . . .


Weed and the party are easily able to determine which levers do what.


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

“Do we want to try to rest here or should we cross the bridge and press on?”


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

If you want my two coppers: I suppose that if we have a good sense on the levers, we might as well rest here.

Though Dar will regret using so many charges if we're just going to rest.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Let's try for one more room...


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

“Cough...cough....very well...one more”


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

perception: 1d20 + 15 ⇒ (5) + 15 = 20
Week looks about the room
Searching for traps


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Look around as well.

perception: 1d20 + 15 ⇒ (2) + 15 = 17


Weed finds nothing threatening on the 30' platform or the start of the 20' span to the other side of the chasm.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

i find nothing threatening....yet i still dont feel satisfied that it is safe


Half-Orc Barbarian (Unchained) 6; Move 40'; AC 19(18 While in Rage); HP 68(+14 when entering Rage); INIT +2; PERCEPT +11 Rage Rounds per Day: 19
Combat:
Falchion +10/2d4+9 (Power attack) while raging +14/2d4+14 Composite Longbow +8/1d8+1
Saves:
Fort=+10 Ref=+7 Will=+6(+8 while Raging)

Dog peers down into the chasm, looking to see if anything can be discerned to be moving down there.

Perception: 1d20 + 10 ⇒ (2) + 10 = 12


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

rest a bit longer while i continue examining this

weed peers closer attempting to apply the lessons learned thus far in other rooms before

perception: 1d20 + 15 ⇒ (1) + 15 = 16


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed frowns....then shrugs his shoulders....


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Dismayed by the party starting at the bridge and chasm, Dar will begin to cross the bridge over the chasm.

Perception: 1d20 + 10 ⇒ (18) + 10 = 28


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Tarvoth will stand 5’ back from the bridge and will follow Dar if he makes it across unscathed.


Dardanius begins to cautiously make the crossing and is able to detect a frightful sight: streaking from the heights of the cavern is a winged monster that has the body of a lion, though two more heads flank its central feline one—a dragon and a horned goat.

M/D: 2d20 ⇒ (1, 3) = 4

Dardanius sights it in time to take action before he is swooped upon.


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

What about everyone else, do we get to act before the beast?


Just Dardanius, everyone else's perception roll was shite


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Bravely bold Sir Dardan rode forth from Camelot . . .

Dardanius takes a careful aim and looses three arrows at the beast

Deadly Rapid Shot: 1d20 + 11 - 2 - 2 ⇒ (7) + 11 - 2 - 2 = 14

Damage: 1d8 + 4 + 4 ⇒ (4) + 4 + 4 = 12

Deadly Rapid Shot: 1d20 + 11 - 2 - 2 ⇒ (16) + 11 - 2 - 2 = 23

Damage: 1d8 + 4 + 4 ⇒ (1) + 4 + 4 = 9

Deadly Rapid Shot: 1d20 + 11 - 2 - 2 - 5 ⇒ (4) + 11 - 2 - 2 - 5 = 6

Damage: 1d8 + 4 + 4 ⇒ (5) + 4 + 4 = 13


Dardanius lands an arrow but it doesn't seem to do any damage; he notices that the flesh of this horrible creature looks the same as the water-logged undead he fought in the previous room.

It pounces on him as the dragon head fires a gout of acid at 1d5 ⇒ 1 him.

On Dardanius
acid breath weapon: 6d8 ⇒ (1, 8, 8, 3, 2, 8) = 30 DC 18 REF for 1/2
bite: 1d20 + 14 ⇒ (7) + 14 = 211d8 + 6 ⇒ (8) + 6 = 14
gore: 1d20 + 14 ⇒ (20) + 14 = 342d8 + 12 ⇒ (1, 4) + 12 = 17 Make a DC 20 REF save or be pushed into the chasm
claw: 1d20 + 12 ⇒ (20) + 12 = 322d6 + 6 ⇒ (5, 4) + 6 = 15 Make a DC 20 REF save or be pushed into the chasm
claw: 1d20 + 12 ⇒ (5) + 12 = 171d6 + 3 ⇒ (3) + 3 = 6

Any melee hit causes 1 point of CON damage as your lungs begin to fill with water.

D


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door

Burn resist energy communal to summon an augmented celestial dire bat near Dardanius. If Dar falls into the chasm have the bat grab him.

Dire Bat, Celestial (Summon Monster III)
(Caster’s Alignment) Large animal [ ( augmented) ]
Init +2; Senses darkvision 60 ft., blindsense 40 ft.; Perception +12 AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 22 [ 30 ] (4d8+4 [ +12 ])
Fort +5 [ +7 ], Ref +6, Will +3
Resist acid 5, cold 5, electricity 5
SR 7
Speed 20 ft., fly 40 ft. (good)
Melee bite +5 [ +7 ] (1d8+4 [ +6 ])
Str 17 [ 21 ], Dex 15, Con 13 [ 17 ], Int 2, Wis 14, Cha 6
Base Atk +3; CMB +7 [ +9 ]; CMD 19 [ 21 ]
Feats Alertness, Stealthy
Skills Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 Perception when using blindsense
SQ smite evil
Special Abilities
Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, +4 to damage; against evil foes; smite persists until target is dead or the celestial creature rests).
The dire bat is usually found lairing in desolate areas, resting in caves or other secluded areas during the day and taking to the skies in search of prey at night. This immense creature has an average wingspan of 15 feet and weighs roughly 200 pounds.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Reflex Breath: 1d20 + 9 ⇒ (17) + 9 = 26

-29/52 HP

Reflex Gore: 1d20 + 9 ⇒ (15) + 9 = 24

Reflex Claw 1: 1d20 + 9 ⇒ (11) + 9 = 20

-67/52 HP = -15 HP vs. 14 CON = Dead but not chasm'd

I'd like to pay special thanks to GM's two nat 20s. Time to roll up a new PC!


Aasimar Cleric (Herald Caller) 9 Move:40' AC21/FF19/T13 HP:87 Init:+2 Melee: +5/1d6(18-20,x2) Ranged: +7/1d4(19-20,x2)
Saves:
Fort+9/Ref+5/Will+10
Channel:
5d6(9/day)
Skills:
Dip11,Heal8,KArc7,KnHis4,KnPla7,KnRel8,Per16,SM10,Splcrf4
Spells:
0:DM, Light, Mend, Spark; 1(5+D):Blessx3, Burn Disarm, Comp Lang, Longstd;2(4+D)Bull Str x2, Shld Othr, Brst of Rad, Loc Obj; 3rd(3+D)Blind/Deaf, Prayer, Resist Energy Com, Fly; 4(2+D) B of Fx2, Dim Door
Dardanius wrote:

[dice=Reflex Breath]1d20+9

-29/52 HP

[dice=Reflex Gore]1d20+9

[dice=Reflex Claw 1]1d20+9

-67/52 HP = -15 HP vs. 14 CON = Dead but not chasm'd

I'd like to pay special thanks to GM's two nat 20s. Time to roll up a new PC!

What about Hero’s Defiance?


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

gapa: 1d20 + 11 ⇒ (10) + 11 = 211d12 + 13 ⇒ (4) + 13 = 17


Weed-walk me through your action. You started your turn on the platform at least a full move action away from Dardanius and are trying to attack a flying creature that is hovering over the chasm while engaged with Dardanius.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

-who the hell said to keep going....-

try and draw the attention of the creature to me, cast Scorching Ray at the beast!

Scorching Ray vs. touch attack armor: 1d20 + 5 ⇒ (4) + 5 = 9

-figures...stoopid dice gods-


Half-Orc Barbarian (Unchained) 6; Move 40'; AC 19(18 While in Rage); HP 68(+14 when entering Rage); INIT +2; PERCEPT +11 Rage Rounds per Day: 19
Combat:
Falchion +10/2d4+9 (Power attack) while raging +14/2d4+14 Composite Longbow +8/1d8+1
Saves:
Fort=+10 Ref=+7 Will=+6(+8 while Raging)

Dog attempts to shoot the flying creature with his bow.

Bow shot 1: 1d20 + 8 ⇒ (3) + 8 = 11
bow shot 2: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d8 + 1 ⇒ (2) + 1 = 3


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Right you are
That would be difficult
Weed fires an arrow
longbow: 1d20 + 6 ⇒ (15) + 6 = 211d8 ⇒ 7


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Tarvoth is right as usual. It's what I get for posting so late!

Hero's Defiance: 3d6 + 1d6 ⇒ (5, 1, 2) + (3) = 11

-4/53 HP I'm not dead yet!


Tarvoth summons a massive bat that tries to catch Dardanius' shattered (but still living form) preventing him from tumbling to a certain death; roll to hit for the bat Tarvoth to see if is able to grab his crumpled body as he falls. Turran fires an errant ray into the dark of the cavern while Dog and Weed fire arrows that plunk into the soggy creature causing no damage.

attacking: 1d5 ⇒ 4the creature swoops over and strikes at Turran
bite: 1d20 + 14 ⇒ (5) + 14 = 192d6 + 6 ⇒ (1, 4) + 6 = 11
bite: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 6 ⇒ (8) + 6 = 14
gore: 1d20 + 14 ⇒ (13) + 14 = 271d86 ⇒ 16
claw: 1d20 + 12 ⇒ (1) + 12 = 131d6 + 3 ⇒ (1) + 3 = 4
claw: 1d20 + 12 ⇒ (4) + 12 = 161d6 + 3 ⇒ (1) + 3 = 4

Any melee hit causes 1 point of CON damage as your lungs begin to fill with water.

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