Combat 2 Dalt vs. flamechild
initative:
Dice Roll: 1d20+5
d20 Results: 19 (Total = 24)
Dice Roll: 1d20+5
d20 Results: 19 (Total = 24)
Dual Wield Attack 1: Dice Roll: 1d20+4 d20 Results: 2 (Total = 6) |
| Not a full spin |
Dual Wield Attack 2: Dice Roll: 1d20+4 d20 Results: 6 (Total = 10) |
clothes smolder a moment, but you easily twist under it and throw it back into melee range.| Aoo for you |
| Gah! I didn't mean to alter any dice, I just wanted to insert the critical roll between them. The original d20s were: 19(24), 20(24), 16(20) while the original d6s were: 2, 4, 5 |
| On second glance, the dice didn't end up that different. Most weren't even effected, so whatever. |
burns But you ignore the pain, concentrating on bringing this thing down. You try pull the punch on your second strike, using a low, sweeping kick to knock the thing off balance; the attack is executed flawlessly, and would have left a normal opponent, hamstrings bruised, in a great deal of pain, but alive.
Heat later, there's nothing but some ash, mixing with the smoke in the room.
Spot check: Dice Roll: 1d20+1 d20 Results: 2 (Total = 3) |
Survival: Dice Roll: 1d20+10 d20 Results: 14 (Total = 24) |