Dice Tower
+2
Drome
Karbrae
6 posters
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Re: Dice Tower
Skill roll for Sense Motive on Amra's resonse to behaviour of undead.
Sense Motive +1
Sense Motive +1
Drome- Posts : 132
Join date : 2018-06-02
Re: Dice Tower
Knowledge (Religion) roll to recall if/or which resistances and immunities to Imarra's current equipment were common for the weaker undead (zombies and skeletons). She has one of each, a bludgeoning, slashing, piercing and magical weapon.
Knowledge (Religion) +5
Knowledge (Religion) +5
Drome- Posts : 132
Join date : 2018-06-02
Re: Dice Tower
The member 'Karbrae' has done the following action : Dices roll
#1 '1d20' : 1
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#2 '1d20' : 11
#1 '1d20' : 1
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#2 '1d20' : 11
Round 1 Dark Creeper Attacks
Round 1 Dark Creeper Attacks
Notes:
- 3 attack Kardalis, who is flatfooted and loses his Dex bonus to AC (unless he has a character feature which allows him to retain it), one of them flanks him and gain a +2 flanking bonus. If Kardalis is indeed flatfooted, the dark creepers attacking him may deal additional sneak attack damage (2d6 each) to him.
- 2 attack Amra
Rolls:
Attack rolls (1d20's): +2, +2, +4, +2, +2
Damage rolls (1d4's): +1, +1, +1, +1, +1
Sneak attack dmg rolls (1d6's): 2 for each of the dark creepers attacking Kard, if applicable.
Notes:
- 3 attack Kardalis, who is flatfooted and loses his Dex bonus to AC (unless he has a character feature which allows him to retain it), one of them flanks him and gain a +2 flanking bonus. If Kardalis is indeed flatfooted, the dark creepers attacking him may deal additional sneak attack damage (2d6 each) to him.
- 2 attack Amra
Rolls:
Attack rolls (1d20's): +2, +2, +4, +2, +2
Damage rolls (1d4's): +1, +1, +1, +1, +1
Sneak attack dmg rolls (1d6's): 2 for each of the dark creepers attacking Kard, if applicable.
Round 1 Dark Creeper Attacks
The member 'Karbrae' has done the following action : Dices roll
#1 '1d20' : 11, 12, 16
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#2 '1d20' : 14, 17
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#3 '1d4' : 4, 4, 4, 2, 2
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#4 '1d6' : 1, 5, 4, 2, 2, 6
#1 '1d20' : 11, 12, 16
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#2 '1d20' : 14, 17
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#3 '1d4' : 4, 4, 4, 2, 2
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#4 '1d6' : 1, 5, 4, 2, 2, 6
Re: Dice Tower
One of the dark creepers is affected by the color spray
2 HD or less
The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
2 HD or less
The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
Re: Dice Tower
Summon Monster II: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
1d6 incoming!
1d6 incoming!
mageconsul- Posts : 133
Join date : 2019-01-13
Re: Dice Tower
Two Celestial Badger attacks: +4
Flanking Badger attacks: +6
All attacks on same target.
Flanking Badger attacks: +6
All attacks on same target.
mageconsul- Posts : 133
Join date : 2019-01-13
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