#121




Dice Roll:
Spot Dice Roll:
Move Silently Dice Roll:
Hide Dice Roll:
Knowledge Dice Roll:
Sense Motive Dice Roll:
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The late, sedate, and not so great. ~ Surreal formatting: speech in bold and darkslateblue, thoughts in italics and darkslateblue, telepathy in bold italics and indigo  character 1: Sul 
#122




Listen +5
Dice Roll:
Spot +5 Dice Roll:
Sense Motive +5 Dice Roll:
Knowledge Arcana +16 Dice Roll:
Knowledge Religion +12 Dice Roll:
Knowledge The Planes +18 Dice Roll:
Knowledge Nature +20 Dice Roll:
Knowledge History +8 Dice Roll:
I'm not sure if a Move Silently roll is necessary since Celestine is flying and invisible, and has pass with no trace, and can't be tracked with scent ... but here it is: Move Silently +0 Dice Roll:

#123




I'm going to have to fudge some numbers to update Aurok's stat block to level 12 and account for the buffs and possession etc... pretty sure I messed some of them up, but I think I'm in the right ballpark.
leap attacking battle jumping knockback bull rushing thingy... attack roll Dice Roll:
damage (multiply by ???...) Dice Roll:
bull rush strength check (w/bonus from knockback) Dice Roll:
trip strength check Dice Roll:
trip strength check Dice Roll:
trip strength check Dice Roll:
AC after shock trooper = 36 Intimidate Dice Roll:
Bluff Dice Roll:
Sense Motive Dice Roll:
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The late, sedate, and not so great. ~ Surreal formatting: speech in bold and darkslateblue, thoughts in italics and darkslateblue, telepathy in bold italics and indigo  character 1: Sul 
#124




Kimoko Rolls:
Spot: +25 Dice Roll:
Listen: +25 Dice Roll:
I don't think she needs Move Silently since she's flying, but if she does: Move Silently: +4 Dice Roll:

#125




Dice Roll:
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Current game: 3.5 Trailblazer E6 Acquired Gestalt Eberron Spelljammer Planescape Mayhem I'm also looking for some folks for a Darksun E6 skype game... I paint sometimes too. My most recent work is on the cover of Explosive Runes #18. 
#126




IF SR applies: Caster level check (+11):
Dice Roll:
Attack roll (touch attack) (+8): Dice Roll:
Damage roll (14d6): Dice Roll:

#127




!!!
Crit Threat! Rolling to confirm  Touch Attack (+8): Dice Roll:
Damage (14d6): Dice Roll:

#128




tumble (take 10) = 41
attack roll Dice Roll:
damage (multiply by ???...) Dice Roll:
bull rush strength check Dice Roll:
trip strength check Dice Roll:
trip strength check Dice Roll:
trip strength check Dice Roll:
trip strength check Dice Roll:
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The late, sedate, and not so great. ~ Surreal formatting: speech in bold and darkslateblue, thoughts in italics and darkslateblue, telepathy in bold italics and indigo  character 1: Sul 
#129




tumble (take 10) = 41
attack roll Dice *
Roll:
attack roll Dice *
Roll:
attack roll Dice *
Roll:
damage Dice *
Roll:
damage Dice *
Roll:
damage Dice *
Roll:
bull rush strength check Dice *
Roll:
bull rush strength check Dice *
Roll:
bull rush strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
trip strength check Dice *
Roll:
edit: crit roll attack roll Dice Roll:
damage Dice Roll:
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The late, sedate, and not so great. ~ Surreal formatting: speech in bold and darkslateblue, thoughts in italics and darkslateblue, telepathy in bold italics and indigo  character 1: Sul Last edited by Surreal; Oct 18th, 2007 at 09:39 PM. 
#130




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[Raven's Rock]  DM  [Clockwork Imperium]  Singe

#131




Hellfire Blast Eldritch Glaive FullRound Attack:
Eldritch Glaive allows for 2 melee touch attacks (due to Celestine having a high enough BAB): Attack 1 (TOUCH ATTACK): +15 Dice Roll:
Attack 2 (TOUCH ATTACK): +10 Dice Roll:
Damage 1: Dice Roll:
Damage 2: Dice Roll:

#132




What the heck ... !?
Critical Confirmation 1 (TOUCH Attack) Dice Roll:
Critical Confirmation 2 (TOUCH Attack) Dice Roll:
Critical Damage 1: Dice Roll:
Critical Damage 2: Dice Roll:

#133




Note:
Forgot to Roll for Spell Resistance Penetration (not sure if needed, just in case): I'm not sure if I need 2 rolls here or not, but I'll provide both: Spell Penetration 1: Dice Roll:
Spell Penetration 2: Dice Roll:

#134




Kimoko Spell Resistance Penetration Roll (if necessary):
Dice Roll:

#135




AoO's
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Bull Rushes Dice Roll:
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Trip checks Dice Roll:
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The late, sedate, and not so great. ~ Surreal formatting: speech in bold and darkslateblue, thoughts in italics and darkslateblue, telepathy in bold italics and indigo  character 1: Sul 
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