Whitehart09 Posted April 15 Clone Share Posted April 15 Carthen Carthen hisses with the knife in his ribs but powers forward, delivering a fierce hammer blow to the much larger Tarth. The swell of battle prowess was short lived however as Tarth's retaliatory morningstar strike rams into Carthen, dropping the half-orc to ground. OOC and Actions Carthen Brisbane------------------------- HP: -1 (20 base) AC: 17 ===== Reactions ===== ===== Actions ===== Shove Strike -4 Strike -8 Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
saithor Posted April 15 Clone Share Posted April 15 Ihrin Human• Entertainer • Maestro Bard 1 Medium • Chaotic Good • Humanoid AC: 16 | HP 18/18 | Fort +5 Ref +5 Will +5 | Resistance: None | Speed 25 feet | Class DC 17 | Focus Point: 0/1 Ihrin groans as the explosion of alchemy spills liquid on her skin, pain bursting across her mind. She tries to stab the Grakk in the throat while turning to yell at the man chucking alchemy all over the place. "With aim like that you might as well come in and try to punch us instead, unless you're worried about joining your already dead friend." Actions: OOC Action 1: Attempt to stab Grakk Action 2: Use Bon Mot on the Bookkeeper Action 3: Intimidate the Bookkeeper Name xDiceName xDiceResult xDiceString xDiceRolls Rapier Stab 16; 4 1d20+5;1d6 [11]; [11,4] Bon Mot Diplomacy Check 9 1d20+7 2 Intimidate Check 19 1d20+7 12 Link to comment Share on other sites More sharing options...
Gnaws Posted April 16 Clone Share Posted April 16 Valerica Radache Human • Precision Ranger 1 • 'The Owl' Pathbuilder Sheet HP: 20/20 | AC:18 | Speed: 30'+5' from Fleet |Senses: Normal | Lang: Common; Dwarven Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 1 As the halfling throws open the window and jumps through, Valerica takes a moment to find the best angle, focuses in on her target, and fires. OOC Since Valerica is on the end of the skylight, I'm taking a step if needed, to move above or below the skylight on the map in order to find the best angle to fire on the enemy in the lower room. ACTIONS Action 1: Step Action 2: Hunt Prey on Overseer Ruffio Action 3: Hunted Shot; first shot that hits deals precision damage (as per Discord, Ruffio's partial cover is negated by flat-footed; unless my 5 foot step manages to negate the partial cover, but unlikely) Name xDiceName xDiceResult xDiceString xDiceRolls Strike 1 20 1d20+7 13 Strike 2 26 1d20+7 19 First damage 2 1d6 2 Second damage 1 1d6 1 Precision damage 1 1d8 1 Deadly [d10] 3 1d10 3 Link to comment Share on other sites More sharing options...
Thramzorean Posted April 18 Clone Share Posted April 18 (edited) Ionacu Davian HP: 16/16 Saves: Fort 5, Ref 5, Will 6 AC: 15, Perception: 4, Speed: 25 ' Character Sheet There was a concerned hop back and forth as Ionacu tried to think of the best thing to do with the limited view he had of what was going on inside. Then the emergence of the bookkeeper and the shattered thrown vial that he could see through the open doorway made his options easy for him. There was a twirling finger and a quick spoken word. One of the shards of glass from the vial shot off the floor straight at its former possessor with all the force of a primed and cocked crossbow. It was a palpable hit, with the razor sharp glass edge leaving a deep bloody gash. Ionacu blinked in surprise to see the man gasp, then slide to the floor clutching his throat. He had little time to ponder his own actions though and moved over to get behind Ihrin to get a clearer view of just what was going on inside. OOC Actions: 2 action attack: telekentic projectile at Balko. Move towards the city side of Ihrin so there is some line of sign inside to see the rest of the protagonists. Edited April 20 by Thramzorean (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Telekinetic Projectile to Hit 26; 10 1d20+7;1d6+4 [19]; [19,6] Daze damage if using remastered version 4 1d6 4 Link to comment Share on other sites More sharing options...
Keante Posted April 20 Clone Share Posted April 20 Lira Esmeranda - Half-Elf Thaumaturge 1 • application • Pathbuilder sheet AC: 17 | HP: 9/17 | Fortitude: +6 | Reflex: +6 | Will: +6 | Perception: +6 | Conditions: Frightened 2 Lira's heart is racing now with fear and pain from Grakk's assault. But her new allies still stand with her, and much of her wound is already alleviated by Aquila's magic. She picks up her starknife again from where the raven dropped it beside her, and she tries to end Grakk's life before he can do the same to her. OOC ... Mechanics Main Hand: Starknife Off Hand: Lantern Implement Action 1: Interact to pick up starknife. Action 2: Strike Grakk. Action 3: Strike Grakk with -4 MAP. ACTIONS Strike (Starknife) +6 to hit, 1d4+2 piercing or slashing, deadly d6 (on crit add 1 die) (the +2 damage is from Implement's Empowerment) Exploit Vulnerability Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. Lantern Initiate Benefit While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up). The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits. Name xDiceName xDiceResult xDiceString xDiceRolls 1st Strike 10; 15 1d20+6+1-2;2d4+4+1+3 [5]; [5,4,3] 2nd Strike 8; 14 1d20+6+1-2-4;2d4+4+1+3 [7]; [7,2,4] Link to comment Share on other sites More sharing options...
Zen Gypsy Posted April 23 Author Clone Share Posted April 23 (edited) Chaos swirls around the fishery, as orphans, pick pockets and cut purses rush towards open doors, or deeper into the fishery looking to scamper away from the violence that rages around them. Even as they surge past Aquila, a literal storm begins to swell, damp air forming into veritable clouds, arcs of lightning crackle as she pushes out her anger and fury, unleashing it in Grakk's direction. A snap, a brief, but blinding flash of lightning, and the enforcer slumps to the ground like a piece of chapped wood, wisps of smoke curling up from his eye sockets. However, even as their foe drops, so to does their companion, Carthen dropping to the floor after a vicious reprisal from the raging tattooed brawler, Tarth. However, the young orc blooded street tough tenaciously clings to life, crawling, feebly along the floor. Tarth, still frothing, laboriously advances, Ihrin, snarls a few words at the raging man, causing his next steps to falter, using that moment, she thrusts forward, her slim rapier biting deep of the big man's prodigious stomach, blood staining his broad leather belt. In a grim reprisal, he reaches out grabbing the young bard by the tunic, pulling her forward and slamming his broad forehead down into the bridge of her nose, causing stars to erupt in her feild of vision, as she is wracked by pain. As Lira steps in to try to take advantage of the situation, her blade misses the mark as Tarth pins Ihrin against the wall, however, by stepping deeper into the offices, she clears a path for Ionascu, who rushes in invoking an arcane spell, gathering shards of glass and crockery, sends them hurling towards the bookeeper, piercing his torso in several places as the worn brocade of his vest darkens with his life's blood, the man slumping to the floor. On the fishery's working floor, Caltrix leaps through the void to land atop the vat, stumbles a moment before falling in, loathe to spend a second more in the slurry of fishguts and river waste, she clambers out, drawing her rapier to confront any danger. As the overseer stops his advance up the stairs, two arrows whistle through the air, expertly placed between the banister rails, taking him in the thigh, he turns to look a second arrow cutting a nasty furrow along what was, until now, handsome face. The whip held loosely in his hand, lashes out, catching Caltrix foot, sending her crashing to the ground, before it snakes back, coils and lashes out again, snapping like a thundercrack a few feet above her head. Then a second crash, the red-haired, scar-faced Voss leaps through a window to the south of the working floor, bolts down the stairs, blood still leaking from where the glass bit her forearms, and deftly hurls a dagger at the prone Caltrix, taking the young halfling, deeply, in the shoulder. Fishery, Rnd 5 Round 4 Summary: Aquila: Elemental Blast Grakk [Critical Success; 8 Electrical dmg; Dead] Caltrix: Jump; Climb; Draw Wpn Carthen: Unconscious; Dying 1 Ihrin: Strike Tarth [Hit; 4 dmg]; Bon Mot [Fail]; Demoralize Tarth [Success; Frightened 1] Valerica: Step; Mark Prey; Hunted Shot [+2 Partial Cover; -2 Flat-footed; Success [3 piercing dmg], Critical Success [2 piercing damage]] Ionacu: Telekinetic Projectile Balk [Critical Success; 20 piercing damage; Dead] Lira: Pick Up Wpn; Strike Grakk, Strike Grak [Miss, Miss] Round 5 Actions: Tarth: Step; Grab Ihrin; Headbutt Ihrin [-4 MAP]; Critical Success (Ihrin is Restrained); Success (7 Non-lethal Damage) Fabio: Step, Trip & Strike [-4 MAP] Caltrix; Success (Caltrix is Prone); Miss Voss: Leap through Window [d6 Hazard]; Stride; Toss Knife at Caltrix; 4 Slashing dmg to Voss; Critical Success (6 Piercing damage) @Whitehart09 When dropped to 0 HP, you gain the Dying condition. This round you can either roll a recovery Check (Flat d20) vs DC 11 to Stabilize, or you may spend a Hero Point to automatically stabilize via our Heroic Recovery house rule. Edited April 23 by Zen Gypsy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Tarth [Grapple vs Ihrin Fort DC] 27 1d20+7 20 Tarth [Unarmed Strike [-4 MAP; Agile] vs Ihrin Restrained AC] 19 1d20+3 16 Tarth [Head Butt Damage [Nonlethal] 7 1d4+5 2 Fabio [Trip vs Caltrix Ref DC] 23 1d20+4 19 Fabio [Whip Strike [-4 Agile MAP] vs Prone Caltrix AC] 7 1d20+3 4 Voss [Hazard Dmg [Slashing]] 4 1d6 4 Strike [Thrown Dagger vs Caltrix Prone AC] 25 1d20+7 18 Dagger Dmg [Piercing] 3 1d4+2 1 Link to comment Share on other sites More sharing options...
Whitehart09 Posted April 23 Clone Share Posted April 23 (edited) Carthen He continues to pull himself along the floor, doing his best to get out from underneath Tarth, pain racking his body, but he fights to keep consciousness. OOC and Actions Carthen Brisbane------------------------- HP: -1 (20 base) AC: 17 Hero Points: 1 ===== Reactions ===== ===== Actions ===== Shove Strike -4 Strike -8 Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Edited April 23 by Whitehart09 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Recovery Check 13 1d20 13 Link to comment Share on other sites More sharing options...
Thramzorean Posted April 23 Clone Share Posted April 23 (edited) Ionacu Davian HP: 16/16 Saves: Fort 5, Ref 5, Will 6 AC: 15, Perception: 4, Speed: 25 ' Character Sheet Seeing only one enemy fighting amongst a gaggle of their group Ionacu decided to keep it simple and try for a mind assault on the frothing brute that had dropped Carthen. There was a quick command to Bran to repeat his scary screeching tactic then his own arcane assault was launched. A flap of wings, more raucous squawks, Bran did his thing while Ionacu wrapped up his spell casting. OOC Actions: 1 action: command Bran to intimidate 2 action: Daze basic Will DC 17 damage 4 hit points Status 2 x Cantrips, 1 x Lvl:1 spell used. Edited April 24 by Thramzorean (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Bran Intimidate 18 1d20+5 13 Tarth [Will DC 17] 15 1d20+4 11 Link to comment Share on other sites More sharing options...
VennDygrem Posted April 24 Clone Share Posted April 24 (edited) Aquila | HP 20/20 | AC 17Studded Leather armor +2 item bonus, +2 dex, +3 trained proficiency Raise Shield: +2 circumstance to AC | Fort +9 | Ref +7 | Will +3 | Speed: 25 | Perception: +3 Hero Points: 1/3 | Kinetic Gate: Open| Conditions: None | Effects: Aquila breezes through the opening left by the downed scoundrel, weaving around the bodies toward the inner wall of the Fishery entrance. Her whole body crackles with electricity as her hair darkens, as if it were itself a storm cloud, and she pulls the same energy she used to drop Grakk into her open hand and sends the electrified bolt of energy flying at Tarth. "You chose the wrong line of work, big guy." OOC & Actions Action 1: Stride SE>E>NE>NE (25 ft.) Action 2 & 3: Elemental Blast vs. Tarth - 1d6+4 electricity damage on hit. Attack roll +1 if Ihrin renews Inspire Courage, but no change to damage. Critical Hit! Edited April 24 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Impulse attack vs. Tarth 27 1d20+7 20 Electric Damage vs. Tarth (before Crit doubling) 6 1d6+4 2 Link to comment Share on other sites More sharing options...
Keante Posted April 25 Clone Share Posted April 25 Lira Esmeranda - Half-Elf Thaumaturge 1 • application • Pathbuilder sheet AC: 17 | HP: 9/17 | Fortitude: +6 | Reflex: +6 | Will: +6 | Perception: +6 | Conditions: Frightened 1 Her heart still racing, Lira looks at the last enemy standing in the room and feels around in a pouch for the right object to bring out against him. She moves into the room where she has a clear line to throw her starknife at Tarth, and then she does just that, sending the blades whirling toward him. OOC ... Mechanics Main Hand: Starknife Off Hand: Lantern Implement Action 1: Exploit Vulnerability (Esoteric Lore check). Action 2: Stride. Action 3: Strike Tarth by throwing her starknife. ACTIONS Strike (Starknife) +6 to hit, 1d4+2 piercing or slashing, deadly d6 (on crit add 1 die) (the +2 damage is from Implement's Empowerment) Exploit Vulnerability Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. Lantern Initiate Benefit While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up). The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits. Name xDiceName xDiceResult xDiceString xDiceRolls Exploit Vulnerability/Esoteric Lore 13 1d20+7-1 7 Strike (thrown starknife) 14; 13 1d20+6+1-1;2d4+4+3 [8]; [8,2,4] Link to comment Share on other sites More sharing options...
Gnaws Posted April 25 Clone Share Posted April 25 Valerica Radache Human • Precision Ranger 1 • 'The Owl' Pathbuilder Sheet HP: 20/20 | AC:18 | Speed: 30'+5' from Fleet |Senses: Normal | Lang: Common; Dwarven Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 1 "The end has come for Gaedran Lamm and any who stand with him," Valerica calls down into the room, hoping that if the thug's loyalty to Lamm is thin that he might decide that he has better places to be. In the end, it's just a ploy to unsettle him, though. The adrenaline of real combat fuels her, the nearness of her vengeance on Lamm is so close, and Valerica doesn't truly believe that her words will make a difference. She keeps her focus on her target, firing a quick barrage of arrows in an attempt to put him down. OOC ACTIONS Action 1: Demoralize (Ruffio) Action 2: Hunted Shot; first shot that hits deals precision damage Action 3: Strike Name xDiceName xDiceResult xDiceString xDiceRolls Demoralize (Intimidation) 3 1d20 3 Hunted Strike 1 14 1d20+7 7 Hunted Strike 2 12 1d20+2 10 Damage 1 1 1d6 1 Damage 2 4 1d6 4 Precision Damage 3 1d8 3 Strike 3 13 1d20-3 16 Damage 3 4 1d6 4 Link to comment Share on other sites More sharing options...
Vedast Posted April 25 Clone Share Posted April 25 (edited) Caltrix NimblesquirlCaltrix Nimblesquirl Rogue 1 N Small Halfling (Twilight) Humanoid Perception +7; Low-Light Vision Languages Common, Gnomish, Halfling, Varisian Skills Acrobatics +7, Athletics +2, Deception +4, Diplomacy +4, Intimidation +4, Lore: Cerulean Society +5, Lore: Circus +5, Lore: Games +5, Medicine +5, Society +5, Stealth +7, Survival +5, Thievery +7 Str -1, Dex +4, Con +1, Int +2, Wis +2, Cha +1 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Thieves' Tools (Replacement Picks), Tindertwig (5), Candle, Powder, Smokestick (Lesser), Thieves' Tools, Arrows (10) AC 17; Fort +4, Ref +9, Will +7 HP 15 Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Speed 25 feet Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+4 P Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P Ranged Shortbow +7 (Deadly d10), Damage 1d6 P Halfling Luck (Fortune, Halfling) Frequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Quick Jump, Steady Balance, Twilight Halfling Additional Specials Keen Eyes, Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack. Twilight HalflingYour ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.; AcrobatIn a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in the Acrobatics skill, and the Circus Lore skill. You gain the Steady Balance skill feat.; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith' HP: 9/15 | AC:17+2 to AC as a Reaction via Nimble Dodge feat: Explorer's | Speed: 25' |Senses: Low-light vision; Keen EyesYour eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. | Lang: Common; Halfling; Gnome; Varisian Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 | | SkillsTrained: Acrobatics (+7); Athletics (+2); Deception (+4); Diplomacy (+4); Intimidation (+4); Lore/Cerulean Society (+5); Lore/Circus (+5); Lore/Games (+5); Medicine (+5); Stealth (+7);Society (+5); Survival (+5); Thievery (+7) Untrained: Acrana (+2); Crafting (+2); Nature (+2); Occultism (+2); Performance (+1); Religion (+2); | AttributesSTR -1 [8] DEX +4 [18] CON +1 [12] INT +2 [14] WIS +2 [14] CHA +1 [12] | AttacksUnarmed: Fist +7 (Dex 4; Trained 3); 1d4-1 B (Crit 2d4-2); Agile; Finesse; Nonlethal; Unarmed Melee/Thrown: Rapier +7 (Dex 4; Trained 3); 1d6+4 P (Crit 2d6+8+1d8); Deadly d8; Disarm; Finesse. Dagger +7 (Dex 4; Trained 3); 1d4+4 P/S (Crit 2d4+8); Agile; Finesse; Thrown 10' (1d4-1 P); Versatile S. Ranged: Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. : | Sneak Atk Dmg+ 1d6 |Hero Pts.Heroic Effort: When you Fail or Critically Fail any, non-secret, check you may spend a Hero Point and improve your degree of Success by a single step, a Critical Failure becomes a Failure, and a Failure becomes a Success. Heroic Recovery: At the end of any turn in which you would gain the Dying condition, or your current Dying condition would increase you may spend a single Hero Point to stabilize with zero Hit Points. You do not gain the Wounded condition or increase it's value from losing the Dying condition in this way, but if you already had that condition, you don't lose it or decrease it's value. Undying Heroism: At the start of any turn in which you have zero Hit Points and are not currently Dying you may spend a single Hero Point to recover a number of Hit Points equal to your level.: 2 Fishery Round 5: Contingency 1: "Fabio" is still on his feet subsequent to the d10 deadly damage due from Round #4 and that Valerica's attacks miss or are insufficient to bring Fabio down. Contingency 2: "Fabio" is brought down and Daggergirl/Voss is the remaining opponent. Fairly similar, really, save for the target. OOC ACTIONS Contingency 1: Stand up; Step due NORTH (1 square to the left) using the vat as somewhat protection vs. a potential flank (at least make them have to work at it); Strike with rapier at Fabio. Continency 2: Stand up; Stride due SOUTH 2 squares (to the square with 'A8' in it); Strike with rapier at Daggergirl/Voss. Edited April 25 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Strike (rapier) 19 1d20+7 12 Damage (rapier) 5 1d6+4 1 Link to comment Share on other sites More sharing options...
saithor Posted April 26 Clone Share Posted April 26 Ihrin Human• Entertainer • Maestro Bard 1 Medium • Chaotic Good • Humanoid AC: 16 | HP 11/18 | Fort +5 Ref +5 Will +5 | Resistance: None | Speed 25 feet | Class DC 17 | Focus Point: 0/1 Ihrin goes through a lot in a few seconds, getting grappled, headbutt to the point the front of her head is nothing but pain blooming inside of her head, only to find herself suddenly free. She mutters a few spells under her breath. "Only two fools left on this floor, step up your game, your both nothing but bores!" Actions: OOC Action 1: Cast Inspire Courage Action 2: Cast Shield Action 3: Attempt to Bon Mot the Bookeeper Name xDiceName xDiceResult xDiceString xDiceRolls Bon Mot Diplomacy check 17 1d20+7 10 Link to comment Share on other sites More sharing options...
Zen Gypsy Posted 24 minutes ago Author Clone Share Posted 24 minutes ago Work in Progress ... Please do not respond Fishery Rnd 6 Round 5 Summary: Carthen Stabilizes Ionacu [Bran Demoralize Tarth [Success], Daze [Tarth; Fail Will Save; 4 Mental] Aquila Impulse vs Tarth [Critical Success; Tarth is down!] Lira Strides into room; Interact to Open stairwell door; Exploit [Fabio; Failure, Personal Anithesis] Valerica Demoralize {Failure], Hunted Strike [Fail, Fail]; Strike [Fail] Caltrix [Stand, Step, Strike [Fabio; Success, +1 damage re: Inspire Courage] Ihrin: Stride; Inspire Courage; Bon Mot [Fabio; Success] Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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