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#31
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Dice fort save, 20:
Nice! Last edited by Craigthulu; 10-31-2011 at 07:23 PM. |
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#32
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Dice Spot:
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#33
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#34
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Dice strength check, to open lift doors:
Todays rolls were amazing. Last edited by Craigthulu; 10-31-2011 at 10:57 PM. |
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#35
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Sweet jesus you have a +17 str?
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#36
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Dice climb check, +5 from sphinx claws:
The Treant template added more ability modifiers than I ever thought it would when the application was being written up. !!!!!!!!!!!! THIS IS POST NUMBER ONE THOUSAND !!!!!!!!!!! Last edited by Craigthulu; 11-01-2011 at 06:10 PM. |
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#37
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Dice Hide:
Dice Hide - Aid Another:
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#38
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Hide check (probably useless)
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#39
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Dice Balance:
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#40
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Dice Balance:
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#41
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Dice strength check, DC 30:
Dice strength check, to renew grip, DC unknown:
I'm going to assume a 17 is a good enough roll to stop Deep Root from falling too far. Dice Reflex save, DC 25:
Damage Dice fall damage:
Dice piercing damage:
Last edited by Craigthulu; 11-03-2011 at 07:09 PM. |
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#42
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Dice Ambrosia's Trip Attempt (Touch):
Dice Ambrosia's Trip Attempt (Trip):
Dice Ambrosia's Unarmed Attack:
Dice Ambrosia's Unarmed Attack (Damage):
------------------------------------------------------------- Dice Wain's Shot (To Hit):
Dice Wain's Shot (Damage):
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#43
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Dice Initiative: Wain:
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#44
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Dice Initiative:
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#45
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