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  #91  
Old Apr 10th, 2014, 05:33 AM
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A pirate can't let someone escape that easy.

Dice Hand crossbow atk/dmg:
d20+19 (14)+19 Total = 33
d4+3 (2)+3 Total = 5
Dice Miss Chance:
d100+0 (91)+0 Total = 91
*Note: Not sure how far the guy is, but after the first 30ft, Sev gets a -2, and it's a -2 for every 30ft after that to a maximum of -8 at 150ft.

Narrative to come after playgroup. Posted.

Sev is looking for coins, gems, or any trinkets that might be of monetary vaule.
Dice Search:
d20+10+4 (12)+10+4 Total = 26
*Note: According to the rules listed under Slight of Hand a person get +4 to their search when frisking someone looking for stuff. I have added that bonus.
Dice Appraise:
d20+4 (15)+4 Total = 19
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Last edited by irishking7777; Apr 10th, 2014 at 09:53 AM.
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  #92  
Old Apr 12th, 2014, 02:06 PM
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Dice Knowledge Nature:
d20+7 (7)+7 Total = 14
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  #93  
Old Apr 23rd, 2014, 05:09 PM
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Sleight of Hand
Dice Roll:
d20+10 (9)+10 Total = 19
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  #94  
Old Apr 25th, 2014, 11:48 AM
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Dice Spot:
d20+1 (9)+1 Total = 10
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Old May 17th, 2014, 11:19 AM
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Dice Knowledge-Arcana on the Blue Light Special:
d20+7 (15)+7 Total = 22
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  #96  
Old Jun 10th, 2014, 10:51 AM
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initiative
Dice Roll:
d20+5 (16)+5 Total = 21

Knowledge Religion for Knowledge Devotion
Dice Roll:
d20+14 (5)+14 Total = 19
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  #97  
Old Jun 12th, 2014, 05:56 PM
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Dice initiative:
d20+5 (3)+5 Total = 8
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  #98  
Old Jun 25th, 2014, 05:26 PM
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Dice Attack vs Kirieal:
d20+11 (6)+11 Total = 17

Dice Cold Damage:
2d6 4, 1 Total = 5
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  #99  
Old Jun 26th, 2014, 07:29 AM
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Dice Fort Save for Ice Breakage and Body Reformation:
1d20+5sh18 (13)+5 Total = 18
Dice Swim Check for underwater movement:
1d20+0 (9)+0 Total = 9
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Last edited by moozuba; Jun 26th, 2014 at 07:48 AM. Reason: Adding Swim check.
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  #100  
Old Jun 26th, 2014, 10:16 AM
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Well, when you put together skill, strength and magic and mix in the right stance...

Jump
Dice Roll:
d20+28 (2)+28 Total = 30


You have the bare minimum needed for success, apparently. I hope this won't be another of my "can't roll above a 5" games.
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Last edited by Nimlos; Jun 26th, 2014 at 10:17 AM.
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  #101  
Old Jun 26th, 2014, 11:59 AM
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Just a straight attack to start.

Attack
Dice Roll:
d20+21 (20)+21 Total = 41
Damage
Dice Roll:
d12+15 (3)+15 Total = 18
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  #102  
Old Jun 26th, 2014, 12:00 PM
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Damn! I HATE wasting 20s on things that can't be critted! Damn!

Oh, and of course the requisite 50/50 miss chance for the insubstantial.

A 1 hits, a 2 misses.

Dice Roll:
d2 2


EDIT: Of course it would be a 2.
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  #103  
Old Jun 26th, 2014, 01:41 PM
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Sev is looking for nearby dead trees. If they look like they're about to fall over, even better. The outcome will have an effect on his actions this turn.
Dice Spot:
d20+12 (1)+12 Total = 13

*Of course. Ytter leaves and it falls to me to roll the 1's on spot checks.
Dice Slight of Hand: Juggling:
d20+12 (16)+12 Total = 28


Dice Attack 1: Throw Cloak /misdirection:
d20+13-4 (20)+13-4 Total = 29
d8 8

Dice Off-hand Attack 1: Throw Alchemist Fire /misdirection:
d20+13 (18)+13 Total = 31
d8 4

Dice Haste Attack: Throw Holy Water /misdirection:
d20+13 (9)+13 Total = 22

*misdirection only if miss. As I'm aiming for the "Grid" at the ghost's feet, rather than the ghost itself, attack's are against AC 5. At least, that's how I interpret the SRD.
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Last edited by irishking7777; Jun 26th, 2014 at 03:07 PM.
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  #104  
Old Jun 26th, 2014, 01:56 PM
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Ha. Irish, there's trees aplenty, though mostly covered in snow. They're also pine trees, and pine needles burn pretty easily.
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  #105  
Old Jun 28th, 2014, 12:32 AM
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May as well resolve this right now.

Tolle will counter the incoming mental assault with Moment of Perfect Mind (using Concentration in place of Will save).

Dice Roll:
d20+14 (1)+14 Total = 15


Yep, clearly this is going to be one of those "I can't roll for crap" games. Le sigh.
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Last edited by Nimlos; Jun 28th, 2014 at 12:32 AM.
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