Gentry
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It's a Trap!
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« Reply #195 on: September 25, 2010, 02:20:59 PM » |
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Girlfriday
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Posts: 461

Proud owner of 2 beautiful sons.
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« Reply #196 on: September 26, 2010, 02:05:04 AM » |
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Girlfriday
Operative
   
Posts: 461

Proud owner of 2 beautiful sons.
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« Reply #200 on: September 26, 2010, 04:07:51 AM » |
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Step starts at the scream, and then grins as she twirls her chakram up into her hand. She glances around and, staying low, pads off in the direction of the commotion. Step will travel through the canopy if at all possible. Climb 1d20+7=13Jump 1d20+7=26Travelling stealthily Sneak 1d20+9=20Ghost Basics allows me to move up to 80 ft. per round while sneaking, and I halve all movement-based penalties. Looking for the source of the row Search 1d20+8=18
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Dhampire
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Posts: 438

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« Reply #209 on: September 27, 2010, 08:08:07 AM » |
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In the hopes that it'll pull it to a success... Action die: 1d4=3 9+3=12 12 is still a miss, but I'll let you spend a second AD if you want.
I will take the opportunity to further try and not injure a teammate. Action die #2: 1d4=1 12+1=13 *sigh* If damage is needed... (I hope it's not on Tusk) Javelin: 1d10+4=14, save vs Bleed: Fort DC (dmg - DR - Resistances), save vs Critical Injury: Fort DC (14+ keen 20)/2=17
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I aim to misbehave.
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