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  #1  
Old Nov 3rd, 2012, 10:24 AM
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Fate's Fickle Folly (Dice Rolls)

Dice rolls can go here.
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  #2  
Old Nov 6th, 2012, 03:39 AM
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Last climb, hopefully
Dice Roll:
1d20+2 (11)+2 Total = 13
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Old Nov 9th, 2012, 04:41 AM
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Daytime Ship Actions, Sarah

Dice Profession: Sailor check, DC 10:
1d20+4 (15)+4 Total = 19


Dice Constitution check, DC 10:
1d20+2 (19)+2 Total = 21


Action: Influence (make Friendly with Fishguts)

Dice Diplomacy (ask other sailors how to make friendly with Fishguts) DC 15:
1d20+1 (13)+1 Total = 14


The actual making-friendly roll I'll make when I rp Sarah heading up to the galley for her day's meal.

Edit: On second thought, since I failed the Diplomacy roll for asking sailors questions, I'll just roll now.

Dice Diplomacy (making friendly with Fishguts):
1d20+1 (7)+1 Total = 8


Whoops... guess he'll drop to Unfriendly if someone else doesn't make a better roll at some point...
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Last edited by Darkshard; Nov 9th, 2012 at 04:52 AM.
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Old Nov 9th, 2012, 01:41 PM
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Daytime actions, Jaala

Strength +3, Endurance feat provides +4
Dice fatigue check:
1d20+7 (11)+7 Total = 18
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Old Nov 10th, 2012, 01:04 AM
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I'm going to roll a sense motive and diplomacy check. Adding guidance to both rolls, if it's allowed. I don't know if you can self buff with it. . .

Sense Motive with guidance/without guidance
Dice Roll:
1d20+4 (18)+4 Total = 22
1d20+3 (18)+3 Total = 21

Diplomacy with guidance/without guidance
Dice Roll:
1d20+6 (18)+6 Total = 24
1d20+5 (9)+5 Total = 14


So, since the self buffing is alright, the first rolls are right. Also, the diplomacy roll was meant to be an influence. Can it be that, or should I reroll it since I didn't announce it clearly?

Last edited by iwood2465; Nov 10th, 2012 at 02:18 PM.
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Old Nov 10th, 2012, 10:59 AM
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Daily Task - Catching vermin
Dice Stealth 1:
d20+12 (9)+12 Total = 21


Ship Action - Sneaking Around in the bottom section of the ship

Dice Stealth 2:
d20+12 (15)+12 Total = 27

Dice Perception:
d20+7 (9)+7 Total = 16


Ship Action - Influence the quartermaster
Dice Diplomacy to find out about the Quartermaster:
d20+6 (18)+6 Total = 24

Dice Diplomacy to influence the quartermaster:
d20+6 (12)+6 Total = 18


Based off the rolls, I'll wait for your PM about the quartermaster and what I find in the bottom section of the ship, PopCultureBard, before I post in the IC thread
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Last edited by Aerandor; Nov 10th, 2012 at 11:01 AM.
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Old Nov 10th, 2012, 11:08 PM
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Dice Diplomacy (Rosie Cusswell)/Acrobatics (Ship Duty)/Influence (Rosie Cusswell):
1d20+2 (16)+2 Total = 18
1d20+9 (17)+9 Total = 26
1d20+6 (18)+6 Total = 24
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  #8  
Old Nov 12th, 2012, 01:22 PM
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Dice Kevaran:
1d20+6 (14)+6 Total = 20
1d3+2 (3)+2 Total = 5
1d20+6 (13)+6 Total = 19
1d3+2 (2)+2 Total = 4
1d20+6 (19)+6 Total = 25
1d3+2 (3)+2 Total = 5


Dice Jaala:
1d20+6 (18)+6 Total = 24
1d3+2 (1)+2 Total = 3
1d20+6 (8)+6 Total = 14
1d3+2 (2)+2 Total = 4
1d20+6 (20)+6 Total = 26
1d3+2 (3)+2 Total = 5


Dice Morgan:
1d20+6 (16)+6 Total = 22
1d3+2 (1)+2 Total = 3
1d20+6 (11)+6 Total = 17
1d3+2 (1)+2 Total = 3
1d20+6 (1)+6 Total = 7
1d3+2 (1)+2 Total = 3
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Last edited by PopCultureBard; Nov 12th, 2012 at 01:25 PM.
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Old Nov 13th, 2012, 12:57 PM
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Dice Perception:
1d20 18
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Old Nov 13th, 2012, 02:12 PM
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Dice Sarah Addiction Fort Save DC 5/Cha Bonus/Con Damage/Hours Fatigued:
1d20+4 (18)+4 Total = 22
1d4 3
1d3 2
1d8 7


Dice Jaala Addiction Fort Save DC 5/Cha Bonus/Con Damage/Hours Fatigued:
1d20+4 (15)+4 Total = 19
1d4 2
1d3 3
1d8 6


Dice Kevaran Addiction Fort Save DC 5/Cha Bonus/Con Damage/Hours Fatigued:
1d20+2 (7)+2 Total = 9
1d4 3
1d3 1
1d8 3


When you drink the rum ration you suffer the above constitution damage, gain the charisma bonus, and are fatigued for the hours listed. The charisma bonus lasts for as long as the fatigued condition does. The con damage heals as per the norm for ability damage (1 per day unless magically restored). Failing the addiction save results in you becoming http://paizo.com/pathfinderRPG/prd/mastery/drugsAndAddiction.htmladdicted to the drink.
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Last edited by PopCultureBard; Nov 13th, 2012 at 02:13 PM.
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Old Nov 13th, 2012, 05:20 PM
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He's going to be taking the drink, this time. So, here's his perception roll. Also, just to make sure, after the talk will come the rolls for ships actions, in a new post?

Dice Perception:
1d20+4 (20)+4 Total = 24
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Old Nov 13th, 2012, 05:53 PM
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Correct. I will note in my post that we are moving on to the night ship actions and allow everyone to roll/post for those. After that, anyone who wants to make dead of night ship actions can roll/post those and then we move on to day 2.

Dice Bharash Addiction Fort Save DC 5/Cha Bonus/Con Damage/Hours Fatigued:
1d20+4 (1)+4 Total = 5
1d4 4
1d3 2
1d8 3


Oh...oh my...my oh my. I think saying "this time" may have worked against you. Looks like someone will need to go cold turkey on the drink.

The addiction is minor, so hopefully it won't be hard to kick.
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Last edited by PopCultureBard; Nov 13th, 2012 at 05:58 PM.
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Old Nov 14th, 2012, 08:30 AM
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Dice Perception/Stealth:
1d20+5 (18)+5 Total = 23
1d20+3 (20)+3 Total = 23
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Old Nov 15th, 2012, 03:00 AM
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Gamble:

Dice Opposed Strength check, fatigued from rum:
1d20+3 (7)+3 Total = 10


Perform:

Dice Untrained (loud and lusty) Perform check, charismatic from rum:
1d20+2 (11)+2 Total = 13
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Old Nov 15th, 2012, 07:16 AM
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Dice Sarah Opposed Str:
1d20+1 (12)+1 Total = 13


Dice Bottle Damage:
1d2+1 (2)+1 Total = 3
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Last edited by PopCultureBard; Nov 15th, 2012 at 07:17 AM.
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