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  #16  
Old Nov 2nd, 2012, 11:42 AM
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Poor Dobber.
Dice Dobber's Wil:
d20+11+4 (7)+11+4 Total = 22


Stablize Check
Dice Stable = 1-10:
d100 82
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Last edited by Toba; Nov 2nd, 2012 at 11:46 AM.
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  #17  
Old Nov 2nd, 2012, 01:56 PM
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Drunk test!
This is for Sev's attempt to swindle some poor drunk slob. However, these sobs are in a shady bar, thus making believe they would be suspicious people to begin with...

Dice Drink Penalty to Sense Motive:
d8 1

Dice Sense Motive:
d20+8-1 (14)+8-1 Total = 21


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Last edited by Toba; Nov 2nd, 2012 at 01:56 PM.
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  #18  
Old Nov 2nd, 2012, 10:29 PM
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Dice Concentration Check DC19:
d20+14 (10)+14 Total = 24
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  #19  
Old Nov 29th, 2012, 06:42 PM
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Dice Sense Motive:
d20+7 (4)+7 Total = 11
What type of scream?
Dice Initative:
d20+5 (12)+5 Total = 17
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Last edited by irishking7777; Nov 30th, 2012 at 04:43 PM.
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  #20  
Old Nov 29th, 2012, 07:23 PM
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Lol. A scream of terror. No splash with it.
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  #21  
Old Nov 29th, 2012, 09:55 PM
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Dice Listen check:
1d20+15 (15)+15 Total = 30
I don't remember what the penalty is for being asleep when making listen checks to wake up and stuff. Is it the usual -2 for unfavorable circumstances, or -5, or what. So, I just rolled my normal listen check, and just tell me if Don hears something so he can wake up. If not, then Don is going to need to be roused by someone who does hear it.
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  #22  
Old Dec 3rd, 2012, 01:11 PM
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Dice Initiative:
1d20+3 (4)+3 Total = 7


Dice Listen:
1d20+8 (3)+8 Total = 11


Dice Spot:
1d20+6 (4)+6 Total = 10


Dice Move Silently:
1d20+8 (6)+8 Total = 14
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  #23  
Old Dec 3rd, 2012, 04:56 PM
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Init!
Dice Roll:
d20+5 (2)+5 Total = 7
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  #24  
Old Dec 3rd, 2012, 11:11 PM
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Dice Initiative:
d20+1 (12)+1 Total = 13
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  #25  
Old Dec 4th, 2012, 12:26 PM
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Dice THUMP:
d20 7
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  #26  
Old Dec 4th, 2012, 04:08 PM
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Cat
Dice Spot:
d20+12 (18)+12 Total = 30

Dice Listen:
d20+9 (6)+9 Total = 15


Mouse
Dice Hide:
d20+6 (5)+6 Total = 11

Dice Move Silent:
d20+11 (6)+11 Total = 17


Pressly's "Hard to Port"
Dice Profession: Sailor:
d20+12+4 (10)+12+4 Total = 26


If required as a consequence
Dice Balance:
d20+8 (7)+8 Total = 15


Accelerated Climbing DC10 (Ships Rigging, -5 to check)
Take 10 for total of 10 (10+1+2[use rope synergy]+2[climbing kit])
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Last edited by irishking7777; Dec 4th, 2012 at 04:30 PM.
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  #27  
Old Dec 7th, 2012, 03:25 PM
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Dice Spot:
1d20+6 (5)+6 Total = 11

Dice Listen:
1d20+8 (18)+8 Total = 26


Also, just in case:
Dice Attack:
1d20+17 (1)+17 Total = 18

Dice Damage:
1d8+1 (4)+1 Total = 5

Dice Additional Damage if Evil Alignment:
2d6 4, 4 Total = 8
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  #28  
Old Dec 7th, 2012, 04:06 PM
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Read Thoughts Will Saves
I threw these out not knowing whether or not each player would want their minds read. So for now, because she didn't holla about reading them, you are all will saving.

Dice Sev:
d20+5 (14)+5 Total = 19

Dice Ki:
d20+10 (7)+10 Total = 17

Dice Hiracin:
d20+4 (6)+4 Total = 10

Dice Unknown Mind:
d20+1 (5)+1 Total = 6



Fateful Attack Roll......
Dice Say A Little Prayer for Hiracin...:
d20+15 (20)+15 Total = 35
2d6+8 (4, 3)+8 Total = 15
2d6 6, 4 Total = 10


Dice Christ on a Christ Sandwich....:
d20+15 (1)+15 Total = 16



Ready, Set, Wrastle!
Dice Hiracins's Grapple Check:
d20+12 (1)+12 Total = 13

Dice It's Grapple:
d20+20 (14)+20 Total = 34


Dice One Cold Hug:
2d6 3, 1 Total = 4

Dice Dex Damage DC 19 Fort for Half:
2d4 4, 4 Total = 8

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Last edited by Toba; Dec 7th, 2012 at 04:30 PM.
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  #29  
Old Dec 7th, 2012, 04:58 PM
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K:Religion to ID the monster and for use with Knowledge Devotion.
Dice Roll:
d20+14 (7)+14 Total = 21
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  #30  
Old Dec 7th, 2012, 08:59 PM
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Dice Fortitude Save for Half-Damage VS Grapple:
1d20+11sh19 (15)+11 Total = 26


Dice Knowledge: Religion to Identify the Abominale Snowman:
1d20+10 (10)+10 Total = 20
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