Mechanics Lolth's Sacrificial Altar [Dice Thread] - Page 13 - RPG Crossing
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  #181  
Old Sep 17th, 2010, 11:02 PM
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Attack and damage for Cerberus
Dice Roll:
d20+15 (14)+15 Total = 29
D8+4 (3)+4 Total = 7

Damage for magic missiles, first one is Aldamil
Dice Roll:
d4+1 (2)+1 Total = 3
d4+1 (1)+1 Total = 2
d4+1 (2)+1 Total = 3
d4+1 (2)+1 Total = 3
d4+1 (1)+1 Total = 2
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  #182  
Old Sep 18th, 2010, 12:17 AM
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Knowledge check for the new dude
Dice Roll:
d20+13 (19)+13 Total = 32


Firebrand fire damage
Dice Roll:
10d6 1, 6, 4, 5, 3, 5, 5, 1, 3, 3 Total = 36

Additional magic slashing damage
Dice Roll:
5d6 1, 6, 2, 4, 5 Total = 18

And finally the additional fire damage on the next round
Dice Roll:
5d6 2, 3, 4, 1, 6 Total = 16
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Last edited by SpatulaOdoom; Sep 20th, 2010 at 12:49 AM.
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  #183  
Old Sep 20th, 2010, 12:47 AM
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Spellcraft check
Dice Roll:
d20+22 (9)+22 Total = 31
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  #184  
Old Sep 20th, 2010, 07:18 PM
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Spell resistance check.
Dice Roll:
d20+14 (11)+14 Total = 25

Nnnnope.
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Last edited by SpatulaOdoom; Sep 20th, 2010 at 07:19 PM.
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  #185  
Old Sep 20th, 2010, 09:25 PM
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Pretty much - the Firebrand fails to penetrate her SR (although no-one else has any, so that's good news).

I'll post the update tomorrow (got an early day tomorrow and I just popped on to check on things before going to bed).

~MTWC
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  #186  
Old Sep 21st, 2010, 07:23 PM
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Religion check:
Dice Roll:
1d20+16 (18)+16 Total = 34
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  #187  
Old Sep 23rd, 2010, 03:17 PM
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  #188  
Old Sep 23rd, 2010, 05:56 PM
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Reflex:
Dice Roll:
1d20+28 (17)+28 Total = 45
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  #189  
Old Sep 25th, 2010, 01:31 PM
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Just a reminder Mortimer has Spell Resistance 19 and improved evasion so he'll take half-damage anyways.
Save 6 normally +1 from haste +5 from mass conviction.
Dice Roll:
d20+12 (13)+12 Total = 25


Cerberus' attack and damage +1 from haste +2 from flanking
Dice Roll:
d20+17 (7)+17 Total = 24
d8+4 (1)+4 Total = 5
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Last edited by SpatulaOdoom; Sep 25th, 2010 at 01:52 PM.
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  #190  
Old Sep 25th, 2010, 05:22 PM
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Vs trip:
Dice Roll:
1d20+2 (19)+2 Total = 21
1d20+2 (7)+2 Total = 9
1d20+2 (9)+2 Total = 11

Counter-trip:
Dice Roll:
1d20+1 (12)+1 Total = 13
1d20+1 (6)+1 Total = 7
1d20+1 (16)+1 Total = 17
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  #191  
Old Sep 25th, 2010, 05:50 PM
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Full attack action against Soldier 4, using Flashing Sun
Atk1:
Dice Roll:
1d20+22 (12)+22 Total = 34

Dmg:
Dice Roll:
3d6+16 (2, 4, 1)+16 Total = 23

Atk2:
Dice Roll:
1d20+17 (20)+17 Total = 37

Confirm critical hit:
Dice Roll:
1d20+17 (14)+17 Total = 31

Dmg:
Dice Roll:
9d6+48 (1, 2, 2, 6, 2, 1, 6, 6, 1)+48 Total = 75

Flashingsun nonlethal damage:
Dice Roll:
3d6+16 (6, 2, 6)+16 Total = 30

Against fumble:
Dice Roll:
1d20 14

tumble:
Dice Roll:
1d20+17 (8)+17 Total = 25

Last edited by Blue; Sep 25th, 2010 at 09:16 PM.
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  #192  
Old Sep 25th, 2010, 11:04 PM
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Reflex:
Dice Roll:
1d20+28 (17)+28 Total = 45
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  #193  
Old Sep 26th, 2010, 01:22 AM
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Morts reflex save
Dice Roll:
d20+12 (18)+12 Total = 30
Success, Improved Evasion negates entirely meaning Mort is still at 60/60hp
Morgans reflex save
Dice Roll:
d20+21 (11)+21 Total = 32
Success 27 minus ten due to Energy absorption results in 17 damage bringing Morgan to 103/120hp
Cerberus' reflex save
Dice Roll:
d20+8 (16)+8 Total = 24
Failed 55 minus 15 due to Morgan C's ability results in 40 damage. I don't think Cerberus is long for this world but meh he's more of a story/background thing.
EDIT I forgot about Mass Conviction, a quick look at the spell indicates it's not a "mind affecting" spell so Cerberus can benefit from it. Woot! That turns the fail into a success which means we're 27 minus 15 or 12 points of damage bringing Cerberus to 70/83 damage.
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Last edited by SpatulaOdoom; Sep 26th, 2010 at 01:30 AM.
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  #194  
Old Sep 26th, 2010, 04:12 AM
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Fortitude save (DC 20)
Dice Roll:
1d20+12 (20)+12 Total = 32


Reflex Save (DC 25)
Dice Roll:
1d20+19 (8)+19 Total = 27
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  #195  
Old Sep 26th, 2010, 12:24 PM
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Power word Blind duration
Dice Roll:
d4+1 (3)+1 Total = 4
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