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The Wreck of the Harmonious Spirit - Dice Rolls
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Knowledge Local (if applicable): [roll0]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
knowledge arcana [roll0]
knowledge dungeonerring [roll1]
knowledge geography [roll2]
knowledge nature [roll3]
knowledge religion [roll4]
Listen [roll5]
Spot [roll6]
Search [roll7]
Gather Information [roll8]
Action: cast Goodberry (3 days) : [roll9] fresh berries
Action: look out to see what can be seen from the ship, then gather party and supplies with
as priority items
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
knowledge to find out what your character knows about skincutting
knowledge arcana [roll0]
knowledge dungeonerring [roll1]
knowledge geography [roll2]
knowledge nature [roll3]
knowledge religion [roll4]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Only Knowledge skill I have trained is Nature, so I'll try that for skincutting, though guessing it won't reveal much. I can try all the others too if it's something that could be known untrained.
Nature [roll0]
Religion (untrained) [roll1]
Dungeoneering (untrained) [roll2]
Local (untrained) [roll3]
Arcana (untrained) [roll4]
Nobility/Royalty (untrained) [roll5]
Planes (untrained) [roll6]
Geography (untrained) [roll7]
History (untrained) [roll8]
Architecture/Engineering (this feels the least likely to offer anything useful at all lol) (untrained) [roll9]
I will also attempt to make a general Listen check, and also a Spot check and/or Survival check to see if there are any obvious signs of tracks or camps or any kind of civilization (besides the hanging Orc obviously).
Listen [roll10]
Spot [roll11]
Survival [roll12]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Doing this for surroundings other than the orc.
Listen: [roll0]
Spot: [roll1]
Survival: [roll2]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
We get to ROLL stuff! (I shouldn't be allowed to play anything with Knowledge skills trained. Anyhow,)
Knowledge (local): [roll]1d20+10[roll],
Knowldege (arcana): [roll0],
Knowledge (history): [roll1].
Knowledge (nobility and royalty): [roll2],
Knowledge (religion): [roll3],
Knowledge (architecture&engineering): [roll4] (what, it has an underlying technological level, a suspension system, a…), and, of course
Paragnostic Lore: [roll5]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Knowledge (local) AGAIN: [roll0]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Naomi and Gozen
Roll DC 12 Fortitude or take [roll0] hours to reach the top
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Knowledge Nature regarding that blue oval stone [roll0]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Quote:
Originally Posted by
CircleNavigator
Naomi and Gozen
Roll DC 12 Fortitude or take [roll0] hours to reach the top
Skill Checks for following the tracks up the path
Survival [roll0] Varies Follow tracks (see the Track feat).
Fort save: [roll1]
Skill Checks for at the top
Listen [roll2]
Spot [roll3]
Search [roll4]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Knowledge (nature) on the funny spider: [roll0]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
precombat action if allowed
Cast Disrupt Undead into blade
1st Battle:
Initiative: [roll0]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Alright, on account of having a +16 to Spellcraft, Utra autosucceeds on the first three rolls; let's see the fourth: [roll0]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Initiative Orc Battle
Naomi [roll0]
Gozen [roll1]
Orion [roll2]
Djin [roll3]
Utra [roll4]
Skaruvus [roll5]
Stylianos [roll6]
Orc [roll7]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Knowledge (Local) on this particular Orc (not as in race): [roll0]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Orc Will Save vs Curse
DC17
[roll]1d20+11[/roll]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Orc Will Save vs Curse
DC 17
[roll0]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Attack (Ranged or Melee w/ Haste)*: [roll0]
Attack 2 (Only for Ranged w/ Haste)**: [roll1]
Force Damage 1: [roll2]
Force Damage 2: [roll3]
Silver Dagger Slashing Damage: [roll4]
Tumble to avoid 10 ft fall damage: [roll5]
Balance to activate Combat Acrobat: Sure Footed Maneuver to treat 4 squares of difficult terrain as normal squares: [roll6]
*Adjust with modifier if necessary, depending on conditions triggered: +1 if attacking from ranged, +2 if flanking with ally or -4 for ranged attack when cannot flank and if Stylianos engaged in melee.
**If relegated to ranged and someone engaged in melee before him e.g Stylianos, -4 to his ranged attacks.
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Reflex Save vs Call Lightning: [roll0]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Orc Will Save To Disbelieve Silent Image
DC 15
[roll0]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Tumble to avoid fall damage for the last 10 ft: [roll0]
Balance to use Sure Footed Maneuver to treat 4 squares as normal squares: [roll1]
Flanking attack with Silver Dagger: [roll2]
Slashing/Silver Damage: [roll3]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Call Lightning
DC 19 Reflex half (passed, evasion)
[roll0] Electricity Damage
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Grapple from Claw 1 DC 26
Grapple from Claw 2 DC 15
Grapple from Bite N/A
Grapple from Claw 1 [roll0]
Grapple From Claw 2 [roll1]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Let's see if Utra could identify the Call Lightning as Call Lightning. Spellcraft to ID spell as cast: [roll0]
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Re: The Wreck of the Harmonious Spirit - Dice Rolls
Orc Will Save vs Curse
DC 17
[roll0]