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Dice Rolls Dice rolls for games in the Play by Post forums. Posts in this forum are uneditable and undeletable. Threads will expire after 1 month.

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Old 11-08-2012, 09:42 AM   Top  -  End  -  #121
Morbis Meh
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

If he isn't allowed to charge the shaman then he will attack one of the slingers, the one in the upper lright that is within hitting range (the one that isn't asleep) if this is the case take -2 off of the atttack roll.

attack (1d20+7)[19]
damage (1d12+6)[10]
crit confirm if applicable (1d20+7)[15]
damage (2d12+12)[21]
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Old 11-09-2012, 07:24 PM   Top  -  End  -  #122
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Attack: (1d20+3)[22]
Threat check: (1d20+3)[22]
Damage: (1d6+3)[5]
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Old 11-09-2012, 07:26 PM   Top  -  End  -  #123
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Holy--- Dat threat and crit success...

(1d6+3)[9]
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Old 11-09-2012, 09:07 PM   Top  -  End  -  #124
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

attack(1d20+3)[16]
damage(1d8)[2]
optimism(1d20+3)[18]
even more optimism(3d8)[13]
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Old 11-10-2012, 05:10 AM   Top  -  End  -  #125
Comissar
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Reflex save to not be on fire, sadly no bodies of water/cloaks around.

(1d20)[6]
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Old 11-10-2012, 11:45 AM   Top  -  End  -  #126
Keylac
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Quote:
Originally Posted by Comissar View Post
Reflex save to not be on fire, sadly no bodies of water/cloaks around.

[roll0]
You know, if you Stop, Drop, and Roll you get a +4 to the save. You could try that. You'd need to reroll the reflex save though.

- Cheers, Key
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Old 11-10-2012, 11:53 AM   Top  -  End  -  #127
Comissar
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Very kind of you to offer the re-roll, I doubt it'll do a lot of good though

Stopping, dropping and rolling then - (1d20+4)[14]

(Editing IC post accordingly)
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Old 11-12-2012, 07:27 PM   Top  -  End  -  #128
Morbis Meh
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Just going to roll a straight up hit against the ballsy kobold lol

attack (1d20+5)[11]
damage (1d12+4)[10]
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Old 11-14-2012, 04:08 PM   Top  -  End  -  #129
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

attack(1d20+3)[12]
damage(1d8)[3]

confirm(1d20+3)[15]
damage(3d8)[13]
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Old 11-14-2012, 06:27 PM   Top  -  End  -  #130
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Tulkar smash: (1d20+4)[12]
Tulkar smash damage: (1d10+2)[6]
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Old 11-15-2012, 12:17 AM   Top  -  End  -  #131
Electrobolt
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Attack: (1d20+3)[13]
Threat: (1d20+3)[17]
Damage: (1d6+4)[6]
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Old 11-18-2012, 07:49 AM   Top  -  End  -  #132
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Attacks: Adding +2 for flanking

Uriell
Spear (1d20+3)[23]
Dmg (1d6)[6]

Hu
Bite (1d20+5)[16]
Dmg (1d6+3)[8]
If attack hits, Trip (1d20+3)[7]
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Old 11-18-2012, 07:50 AM   Top  -  End  -  #133
Holice
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

To confirm Crit:

(1d20+3)[8]
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Old 11-19-2012, 02:43 PM   Top  -  End  -  #134
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

(1d20+10)[23] search
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Old 11-21-2012, 03:46 PM   Top  -  End  -  #135
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Seeing as I don't want to make a large nimber of rolls to reflect that, I am just going to go with taking 10, since she is not rushed, or threatened, or anything.

search: 20
Disable device: 21
spot 15
listen 16
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Old 11-24-2012, 01:46 AM   Top  -  End  -  #136
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

(1d20+8)[15]
spellcraft scroll 1
(1d20+8)[18]
spellcraft scroll 2
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Old 11-24-2012, 12:25 PM   Top  -  End  -  #137
Comissar
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

If memory serves, cure light wounds is 1D8+1? Just knock off 1 if it's not +1.

(1D8+1)[4]
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Old 11-27-2012, 08:56 PM   Top  -  End  -  #138
Archmage1
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(1d20+6)[7] bluff(conveying a message)
(1d20+10)[20] search
(1d20+11)[20] disable device
(1d20+6)[17] hide
(1d20+6)[13] move silently.
(1d20+6)[21] listen
(1d20+5)[15] spot.
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Old 12-17-2012, 05:44 PM   Top  -  End  -  #139
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Yet another page of rolls
(1d20+11)[18] disable
(1d20+6)[25] hide
(1d20+6)[16] move silently
(1d20+10)[19] search
(1d20+6)[23] listen
(1d20+5)[19] spot
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Old 01-07-2013, 03:50 PM   Top  -  End  -  #140
Comissar
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Ooh, first rolls of the new year. So Darius is charging Master Gyrax with his Halberd.

Attack Roll - (1D20+6)[11]
Damage Roll - (1D10+3)[10]
Crit. Confirm (if appropriate) - (1D20+6)[16]
Crit. Bonus Damage (if appropriate) - (2D20+6)[26]
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Old 01-08-2013, 06:52 PM   Top  -  End  -  #141
AvocadoAvenger
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Attack: (1d20+4)[19]
Damage: (1d10+2)[8]

I am also going to need a DC 13 will save.
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Old 01-09-2013, 05:03 PM   Top  -  End  -  #142
Morbis Meh
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Rolling to determine my maneuvers!

(1d5)[5]
(1d4)[3]
(1d3)[2]

I shall do my action right away!
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Old 01-09-2013, 05:07 PM   Top  -  End  -  #143
Morbis Meh
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

I am in Ironguard's glare so this will help considerably if the boss attempts to attack anyone but anthony.

I am walking up to it and using stone bones because I can do so, if I can get into range to flank (doubtful) then i will do so. If I can charge then i will do so, so DM please modify attack roll accordingly

to hit (probably not going to do so well due to bad luck with rolls lately) (1d20+5)[19] +2 if I can charge or flank

damage (1d12+4)[14]
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Old 01-11-2013, 04:16 PM   Top  -  End  -  #144
Holice
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Hu flanks the monster
Bite (1d20+6)[14]
Dmg (1d6+4)[8]
If attack hits, Trip (1d20+4)[12]
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Old 01-12-2013, 07:02 AM   Top  -  End  -  #145
Comissar
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Let's take another crack at this "competence" business, shall we?

Attacking Gyrax again, 5ft. stepping to get a flank if possible

Attack Roll (+another 2 if flanking) - (1D20+4)[6]
Damage Roll - (1D10+3)[10]
Crit. Confirm (if appropriate, +another 2 if flanking) - (1D20+4)[17]
Crit. Damage (if appropriate) - (2D10+6)[24]
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Old 01-13-2013, 02:03 PM   Top  -  End  -  #146
AvocadoAvenger
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Tulkar strike!

(1d20+2)[22]
(1d10+2)[6]

(1d20+1)[13]
(1d6)[1]
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Old 01-13-2013, 02:06 PM   Top  -  End  -  #147
AvocadoAvenger
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

It appears as if I have rolled a 20
(lets do some mega x3 kind of damage!)
For teh crit:

(1d20+2)[19]
(1d10+2)[6]
(1d10+2)[11]
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Old 01-23-2013, 07:39 AM   Top  -  End  -  #148
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Trying to determine what is wrong with the paintings, and if it is magical
Know: Arcana: (1d20+8)[13](seems mysterious)
spot(1d20+5)[7]
listen(1d20+6)[22]
spellcraft(1d20+8)[24]
search(1d20+10)[27]
any other knowledge skill needed(untrained, so 10 is max)
14(just going to take 10 there)
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Old 01-24-2013, 12:53 PM   Top  -  End  -  #149
Holice
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Further investigation of the painting:

Knowledge Nature: (1d20+7)[15]
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Old 02-27-2013, 12:17 PM   Top  -  End  -  #150
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

So, casting charm person as needed. dc 19 will.
spellcraft to re-id potions(1d20+10)[15]
(1d20+10)[19]
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