The Jade Regent (Inactive)

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Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

Thribden moves forward, pressing her holy symbol in the skeleton's direction, You are an abomination!

Channel to harm undead: 1d6 ⇒ 2


Unnamed

Thrib I am assuming you prepped disrupt undead even if you didn't say u did

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel's actions are as declared previously. Moving till there's 10ft between him and the skeleton. Readied action to trip if it moves within range. Then if it does anything to provoke (either by trying to stand after being tripped or moving out of a threatened square), Exiel will try to trip again, or disarm the skeleton if it provokes by doing something other than standing. If for some reason it is already disarmed, then Exiel attacks.

Rolls are as above. Or let me know if you want me to re-roll.

Also, I don't think clerics get disrupt undead as an orison.

Exiel begins to speak, but in a slightly odd tone, as if he were reciting an old lecture given by someone else rather than speaking spontaneously. "Exiel, there is no need to rush in. Your troops have the advantage at ranged combat, there is no need to give up that advantage. Let the enemy troops come to you."


Unnamed

The skeleton salutes ex and is tripped, then it stands and steps next to Exiel blade at the ready

the challenge provoked the trip in my mind, then it stands and takes a 5 ft step and stands prepared to attack Exiel if he does...something

Go heroes


Unnamed

GO HEROES

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]
MiniGM wrote:

The skeleton salutes ex and is tripped, then it stands and steps next to Exiel blade at the ready

the challenge provoked the trip in my mind, then it stands and takes a 5 ft step and stands prepared to attack Exiel if he does...something

Go heroes

If it took a 5ft step, it can't reach me unless it has a reach weapon. I was specifically standing with 10ft between us so that it could not just 5ft step to me. It would need to move at least 10ft to get adjacent to me. That was why I also pre-rolled an AoO and said 'if it moves within range'. The whole point was to force it to take a move action to come close and in doing so trigger both my readied attack and my AoO, giving my two chances at tripping it, and then make it spend its standard action to stand up if at least one of the trips succeeded.

It was also my plan to keep doing this (backing 5ft each round) until I failed to trip it twice in a row (which would be the only way it could get into melee range). Unless it has a reach weapon.

In either case, standing would provoke an AoO, which Exiel would use to re-trip it. So it should be prone with 5ft still between it and Exiel and no readied action. =)

Exiel. wrote:

Oh and if the skeleton is already standing, Exiel will stop 5ft further from the skeleton than he currently is (i.e. 10ft away from the skeleton) and ready an action to trip the skeleton if it comes into range.

Summary:

0.Smite evil on that bloody skeleton.

1. Actions:
If skeleton not already standing, move to 5 ft away from skeleton (i.e. 5ft between skeleton and Exiel) and ready action to trip if skeleton stands.
If skeleton already standing, move to 10 ft away (i.e. 10ft between skeleton and Exiel) and ready action to trip if skeleton moves within range.

2. AoO priority:

If skeleton = standing, trip
If skeleton = not standing or in process of standing up, but has weapon/other item in hand, disarm.
If neither = true, stab. With extreme prejudice.

If skeleton does not move this turn, next turn, Exiel will CDG with extreme prejudice (taking 5ft step if necessary).

All of the above is with Darinius alongside (will wait for Thribden to cast Hide from Undead on Darinius as well), unless he does not want to come with.


Unnamed

Exiel yo need to move yourself then...seriously. Guys it is REALLY frustrating when I create a map that you can move things on and you don't do it. Because if I have to move you then I will make mistakes.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Sorry, that would be my bad, I thought I had moved myself on the map. Will make sure to do so from now on.

Um...also, not sure if you saw the side note that clerics don't get disrupt undead amidst all the other wall of text. XD
Unless Thribden gets it specially for being a cleric of Pharasma?


Unnamed

its fine, it just drives me insane, I had another game where the players never move themselves...and they used to get really upset when I did it wrong and would complain when i didn't use a map at the same time. i saw that about thrib, if she doesn't get it sucks to be her, i just assumed clerics did

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

So are we proceeding with the skeleton being prone with 5ft between him and Exiel?

If yes, Exiel will ask Thribden to 5ft step back before/after channeling. Thribden, I've moved both of us so that it's clear on the map, since I assume you will have no problem with this.

Exiel will take a stab at the prone skeleton, then 5ft step back himself so that there is 10ft between himself and the skeleton again (intention being that the skeleton will need to take a move action to stand, and still cannot get into melee range with a 5ft step). If it tries to move into an adjacent square (converting its standard action to a move), Exiel will use the AoO to trip it. You see where this is going. XD

attack (smite) on prone skeleton: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27
damage (smite) on prone skeleton: 1d8 + 5 ⇒ (2) + 5 = 7

AoO roll:

AoO trip if skeleton provokes: 1d20 + 9 ⇒ (15) + 9 = 24

Exiel will also ask the rest of the party to pull back a little so Thribden and Exiel have room to keep maneuvering.
It's a little improvised, but Exiel has just become a trip-fighter (except that he's using smite evil instead of trip-feats).


Unnamed

No it is standing it is not prone it is 10 feet away at current falls at 10 and stands


Unnamed

Go again it will fall again

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Since it is standing at the start of the round, Exiel will instead use the first attack roll to trip it (no prone bonus, so the score is a 23 = 23 instead of 27). He will then 5ft step back with Thribden (have moved us both on the map).

Everything else remains the same. If it tries to get close, thus provoking an AoO, Exiel will attempt to trip it again with the AoO (see 3 posts before this one for the AoO roll).

It looks like it may end round 2. The plan is, if it ends its turn prone, we should probably surround it and start smacking, and when it tries to stand whilst threathened by Darinius, Exiel, Shiori Narissth, use all our AoOs to re-trip it. I don't know what its CMD is, but with 4 trip attempts, and someone providing a flanking bonus to get me a +11 on my trip attempt, we have a pretty good chance of keeping it down. Most important thing is to keep it prone so it can't attack us effectively.

Oh and when we get back to Sandpoint, we are all buying reach weapons. XD I have my eye on a masterwork cold iron hooked lance.


Unnamed

Exiel please just go with as stated before it is really getting confusing to me to keep retconning

Also just post your numbers for this round not for next. Next round you can do your rolling.

Sorry I am completely confused.

Actually please post what you are doing this round with your numbers

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel's actions for round 2:
First roll: trip attempt on skeleton, score of 23.
Second roll: pre-rolled AoO if skeleton provokes, score of 24. (Or just ignore this and I will re-roll if it provokes).

The above line has been very slightly amended as I have just been informed that you cannot use an AoO to trip an enemy who provokes by standing up. I think this was what was causing the bulk of the confusion. Sorry about that. =(


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

I wish it were a cleric spell, it would make sense. But it's not listed that way.

Thribden concentrates again, channeling energy at the creature and stepping back with Exiel.

Channel to harm undead: 1d6 ⇒ 4


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Round 2
Narissth fires a puff of sandy dust and realizes that his masterwork of craftsmanship was anything but.

I posted this on the OOC, but you cannot use the AoO caused by standing to trip the person standing. This is because the AoO occurs before the action triggering it, and thus the NPC is already prone at that time.

On the other hand, Exiel can use the rolls he made for the AoO as attack rolls with his Smite Evil to do some real damage to the skeleton, and then trip it again with his regular attack.

Really, having Exiel trip it, and then everyone just surround it with clubs and beat it like a seal is the best option. As long as Exiel trips it, we will all get 2 attacks per round, a regular and an AoO and if it is prone, we will all get +4 on the attach and the AoO.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Yep, change of plan, everyone go in and smash it!

Waiting on Darinius and Shiori to post now? Don't forget you get a +4 on your attack roll 'cos it's prone.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Acrobatics: 1d20 + 4 ⇒ (19) + 4 = 23
Club: 1d20 - 1 + 4 + 2 ⇒ (1) - 1 + 4 + 2 = 6 I think I'm flanking with Ex now, but it doesn't matter with that roll.

Shiori tumbles past the skeleton, and attempts to bash it with her borrowed club, but doesn't do much of anything.


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Darinius steps up and joins in the skeleton smashing fun, eschewing even the club Exiel gave him in favor of his golden claws and possibly hits with one claw. Natural weapons, hell yea!

Drop the club, manifest claws and full attack.

Attack 1: 1d20 + 1 + 4 + 2 ⇒ (4) + 1 + 4 + 2 = 11
Attack 2: 1d20 + 1 + 4 + 2 ⇒ (9) + 1 + 4 + 2 = 16

AoO when it Stands: 1d20 + 1 + 4 + 2 ⇒ (18) + 1 + 4 + 2 = 25
damage: 1d4 + 1 ⇒ (3) + 1 = 4


Unnamed

I am going to call this fight. its over


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Frustrated at his incompetence, Narissth lets out a number of words which you all are pretty sure must not be Ratman words one would not use before one's mother. He then smashes the arrows he modified across his knee.

Stupid things. You all easily destroy a powerful undead, and all I accomplish is spreading some sand in the air.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

perception: 1d20 + 5 ⇒ (2) + 5 = 7

Shiori searches the chest for traps and then proceeds to open the chest.


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

Thribden sighs, then approaches the bones. She places a hand on them, a sad look on her face. Finally she looks up at Shiori, What is it?


Unnamed

Welcome to level 2

Shiori finds the chest is locked tight, with a very very good lock


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Disable Device: 1d20 + 7 ⇒ (11) + 7 = 18

Taking out her thieves tools, Shiori works at getting the chest unlocked.

"I should have this open in just a jiffy, and then we can find out what he was so fixated on protecting."


Unnamed

not even close...Shiori realizes sadly that she simply is not good enough...if only she had the key...


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

"Or not, this lock is too advanced for me, anyone see a key?"


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

Thribden looks among the pile of bones at her feet.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Narissth continues to grumble about his defective arrows and is not really paying attention to what the others are discussing.


Unnamed

Thrib searches the skeleton and finds

a magical wakizashi, broken MW splint mail, and a key

note the rules for using mending will prevent you from fixing the splint mail

in the chest there is
masterwork chain shirt, a
masterwork cold iron wakizashi, 11 Desnan
candles, and four skyrockets (see page 60),
in addition to 3,820 sp, 421 gp, and various
pieces of fine jewelry worth 560 gp total

and a ring and a wand and and 10 potions

please make a perception check thrib and anyone attempting to id the magical blade


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Darinius looks most excited about the fireworks, although he takes a look at the rest of the treasure as well.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

No kidding, you would need a 45th caster level to repair that with mending!

Perception: 1d20 + 5 ⇒ (3) + 5 = 8 Maybe I shouldn't be the skilled character, doh.


Unnamed

Skyrocket: When lit, this foot-long wooden tube begins to
shake and emit a handful of white sparks, shedding light as a
torch. One round later it takes f light, moving in a straight line
with a f ly speed of 90 for 1d6 rounds before loudly exploding
in an burst of light and sound, and dealing 2d6 points of fire
damage in a 10-foot burst (DC 15 Ref lex save for half ). If a
skyrocket impacts a solid surface or a creature before reaching
its maximum range, it detonates prematurely at the point
of impact. Anyone who takes damage from the explosion
is either blinded or deafened (a 50% chance of either) for 1
round. A skyrocket costs 50 gp and weighs 1 pound.

[b]Also note that the handle of the magical blade is loose, obviously over the years it has rotted a bit and it needs to be repaired/b]


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

"Well, we're going to get a lot more off of this then we will for all those goblin ears, that is for sure." Shiori notes, looking over the treasure.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel nods at Shiori's words with a smile as he thinks of the items he's been saving up to buy.

Shame about the wakizashi - none of us are proficient in it, so we may as well sell it.
Anyone taking that chain shirt? I'm guessing Shiori might want it, or Darinius. Darinius will probably be taking his first level of sorc or bard to get spellcasting advancement for Dragon Disciple, and if you're going the bard route (less spell per day, more spells known and more combat-buffs in bard route) you may want the chain shirt too.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

I'm pretty sure that getting proficiency with Wakizashis would not be wasted for me, though it might really depend on what the broken magical wakizashi is. That being said, I would take the chain shirt over my studded easily, but it's only +1 ac for me.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Everyone: Please see my post in table about loot distribution. If all in agreement, I will do the math after we collect the ear-bounty.


Unnamed

Ok what is going on folks? No posts since Tuesday


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

I was assuming that it was going to be Thribden's call about the baby since she is the one who seems to have taken responsibility for it.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

I am with family this weekend. Should get a few posts in, but can't guaranty fast responses.

However, if the baby goblin ate Thribden, we are not going to keep it.


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

As they make their way back to Sandpoint, Thribden opens up her pack, looking in at the baby. She attempts to impress upon her the importance of staying hidden.

A little later she attempts to inspect the wakizashi, seeing what she can glean from it.

Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8

I used my level 2 skill points, I how that's alright.


Unnamed

it is. Thrib you have no idea what the item does...perhaps Ameiko will know

I need another 4 rolls of spell craft as well


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 5 ⇒ (2) + 5 = 7
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (1) + 5 = 6

Wow. That was bad.


Unnamed

Wow you identified nothing lol

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel is now able to try. If I can get Thribden to cast guidance on me before each attempt, add 1 to each of the following rolls:

spellcraft Cloak: 1d20 + 4 ⇒ (17) + 4 = 21
spellcraft Goblin's potion 1: 1d20 + 4 ⇒ (1) + 4 = 5
spellcraft Goblin's potion 2: 1d20 + 4 ⇒ (6) + 4 = 10
spellcraft Magic Arrows: 1d20 + 4 ⇒ (17) + 4 = 21
spellcraft Wakizashi: 1d20 + 4 ⇒ (2) + 4 = 6
spellcraft Skeleton's potion 1: 1d20 + 4 ⇒ (4) + 4 = 8
spellcraft Skeleton's potion 2: 1d20 + 4 ⇒ (5) + 4 = 9
spellcraft Skeleton's potion 3: 1d20 + 4 ⇒ (1) + 4 = 5
spellcraft Skeleton's potion 4: 1d20 + 4 ⇒ (2) + 4 = 6
spellcraft Skeleton's potion 5: 1d20 + 4 ⇒ (5) + 4 = 9
spellcraft Skeleton's potion 6: 1d20 + 4 ⇒ (20) + 4 = 24
spellcraft Skeleton's potion 7: 1d20 + 4 ⇒ (19) + 4 = 23
spellcraft Skeleton's potion 8: 1d20 + 4 ⇒ (7) + 4 = 11
spellcraft Skeleton's potion 9: 1d20 + 4 ⇒ (16) + 4 = 20
spellcraft Skeleton's potion 10: 1d20 + 4 ⇒ (10) + 4 = 14
spellcraft Magic Ring: 1d20 + 4 ⇒ (11) + 4 = 15
spellcraft Magic Wand: 1d20 + 4 ⇒ (1) + 4 = 5


Unnamed
Exiel. wrote:

Exiel is now able to try. If I can get Thribden to cast guidance on me before each attempt, add 1 to each of the following rolls:

[dice=spellcraft Cloak]1d20+4
[dice=spellcraft Goblin's potion 1]1d20+4
[dice=spellcraft Goblin's potion 2]1d20+4
[dice=spellcraft Magic Arrows]1d20+4
[dice=spellcraft Wakizashi]1d20+4
[dice=spellcraft Skeleton's potion 1]1d20+4
[dice=spellcraft Skeleton's potion 2]1d20+4
[dice=spellcraft Skeleton's potion 3]1d20+4
[dice=spellcraft Skeleton's potion 4]1d20+4
[dice=spellcraft Skeleton's potion 5]1d20+4
[dice=spellcraft Skeleton's potion 6]1d20+4
[dice=spellcraft Skeleton's potion 7]1d20+4
[dice=spellcraft Skeleton's potion 8]1d20+4
[dice=spellcraft Skeleton's potion 9]1d20+4
[dice=spellcraft Skeleton's potion 10]1d20+4
[dice=spellcraft Magic Ring]1d20+4
[dice=spellcraft Magic Wand]1d20+4

Animal bane arrows and cloak if resist +1

All of the potions are not diff so all those rolls are not needed but the ones that are are failures

Thrib what do you do w baby in town?


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

So what is not identified yet? I can give it a try on the way back.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

When the party returns to Sandpoint and are sitting at the inn, Narissth looks up to his mostly much taller companions.
While I have enjoyed traveling with your all, I do not believe that this adventuring is all it is made to be. I plan on staying here in Sandpoint and perhaps I will join the guard so that my bow and magic can help to protect the good people of the town.

He looks down, apparently embarrassed.
However, I have a friend from here in town that I hear just returned. It may take me a little while to locate her, er, um, I think it is her. She tends to change her appearance a lot. Actually, I really do not know what she looks like, but think I can find her as she tends to visit Koya when she is in town.

All, I am having a tough time with Narissth. I have spoken with MiniGM and am going to change characters. Considering our lack of arcane power in the campaign, I decided to switch to a full caster. Her name is Koytine Pfanak, she is a Veiled Illusionist who has a habit of changing her appearance daily including her race and frequently sex. It is all illusion, but she does it so much that it is practically habit.

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