Author Topic: Rolling Thread  (Read 87581 times)

Offline Sneaky_Sable

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Re: Rolling Thread
« Reply #40 on: May 09, 2012, 12:33:44 PM »
Ranged Attack Roll vs Pirate Q28

(Base +4 Dex +3 Enhancement +1 Range -2)
Rolled 1d20+6 : 16 + 6, total 22


Damage Roll

(3d6+1 Fire + 1d6 Acid)
Rolled 3d6+1 : 6, 3, 1 + 1, total 11
Rolled 1d6 : 4, total 4

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Offline sirpercival

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Re: Rolling Thread
« Reply #41 on: May 09, 2012, 10:16:30 PM »
Rolled 1d20+15 : 3 + 15, total 18

Rolled 1d8+5 : 6 + 5, total 11
Rolled 1d6 : 1, total 1
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Offline Anomander

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Re: Rolling Thread
« Reply #42 on: May 10, 2012, 11:19:39 PM »
Icy Vortex damage
Rolling all of this is slightly tiresome. Perhaps I could just roll once and apply the damage to every targets?
Cold damage against objects is divide by 4 but not the piercing damage.

Big pirate (if cowering, loses dex modifier)
Half piercing/half cold damage: Reflex save 18 for half on:
Rolled 3d6 : 2, 2, 4, total 8

Cold sign damage:
Rolled 3d6 : 1, 3, 2, total 6


Pirate at J3
Half piercing/half cold damage: Reflex save 18 for half on:
Rolled 3d6 : 1, 5, 3, total 9

Cold sign damage:
Rolled 3d6 : 5, 3, 5, total 13


Pirate at R3
Half piercing/half cold damage: Reflex save 18 for half on:
Rolled 3d6 : 4, 3, 2, total 9

Cold sign damage:
Rolled 3d6 : 3, 5, 6, total 14


Pirate at J7
Half piercing/half cold damage: Reflex save 18 for half on:
Rolled 3d6 : 3, 2, 5, total 10

Cold sign damage:
Rolled 3d6 : 1, 2, 3, total 6


Pirate at L7
Half piercing/half cold damage: Reflex save 18 for half on:
Cold sign damage:
Rolled 3d6 : 2, 1, 1, total 4


Pirate at O7
Half piercing/half cold damage: Reflex save 18 for half on:
Cold sign damage:
Rolled 3d6 : 6, 3, 1, total 10


Pirate at P7
Half piercing/half cold damage: Reflex save 18 for half on:
Rolled 3d6 : 2, 5, 1, total 8

Cold sign damage:
Rolled 3d6 : 6, 6, 2, total 14


Pirate at Q8
Half piercing/half cold damage: Reflex save 18 for half on:
Rolled 3d6 : 4, 1, 4, total 9

Cold sign damage:
Rolled 3d6 : 6, 4, 5, total 15


Wood of the ship around her
Half piercing/half cold damage:
Rolled 3d6 : 5, 4, 3, total 12

Cold sign damage:
Rolled 3d6 : 6, 5, 4, total 15


Catapult, mostly to destroy the rope system and render it unusable (mwahaha at Hardness 0!)
Half piercing/half cold damage:
Rolled 3d6 : 4, 6, 4, total 14

Cold sign damage:
Rolled 3d6 : 5, 4, 1, total 10

Offline Anomander

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Re: Rolling Thread
« Reply #43 on: May 10, 2012, 11:48:35 PM »
Forgot two icy vortex split damage rolls; for O7 and P7
O7:
Rolled 3d6 : 1, 3, 4, total 8

P7:
Rolled 3d6 : 3, 1, 1, total 5

Offline Anomander

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Re: Rolling Thread
« Reply #44 on: May 11, 2012, 12:02:53 AM »
(P7 was L7, my bad. Also forgot to put the rolls in spoilers, sorry.)
Also made a proper 30ft radius graph and found out I'm also affecting pirate R-33 and Q10
The pirates in the water are only affected if they are within 15ft deep... or if they don't see the ivy vortex effect above the water and try to climb the ice directly in front of them on their turn.

R33
cold/pierce:
Rolled 3d6 : 3, 4, 1, total 8

cold sign:
Rolled 3d6 : 3, 1, 4, total 8


Q10
cold/pierce:
Rolled 3d6 : 2, 2, 4, total 8

cold sign:
Rolled 3d6 : 3, 3, 2, total 8
« Last Edit: May 11, 2012, 05:06:50 AM by Anomander »

Offline Flay Crimsonwind

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Re: Rolling Thread
« Reply #45 on: May 11, 2012, 03:01:26 AM »
Kong's climb to keep ahold of mast:
Rolled 1d20+7 : 8 + 7, total 15
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Offline Anomander

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Re: Rolling Thread
« Reply #46 on: May 11, 2012, 05:08:43 AM »

Just to make it easier for you

Name: Cold damage on failed save - Piercing damage on failed save / Cold damage on successful save - Piercing damage on successful save
(total on fail | total on save)
---------------------------

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Offline oslecamo

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Re: Rolling Thread
« Reply #47 on: May 11, 2012, 01:35:23 PM »
Before saves, commander gets an aoo from his Ticket of Blades stance.

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Offline oslecamo

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Re: Rolling Thread
« Reply #48 on: May 11, 2012, 01:47:49 PM »
Saves and stuff

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Offline oslecamo

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Re: Rolling Thread
« Reply #49 on: May 11, 2012, 02:00:43 PM »
Ah, yes, save against Kurt's bomb

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Offline Nanshork

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Re: Rolling Thread
« Reply #50 on: May 11, 2012, 02:44:09 PM »
Bayleef
Attack 1d20+7 : 6 + 7, total 13

[roll{Damage}1d10+3[/roll]

Attack 1d20+2 : 14 + 2, total 16

Damage 1d10+3 : 2 + 3, total 5

Offline Nanshork

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Re: Rolling Thread
« Reply #51 on: May 11, 2012, 02:44:40 PM »
Fucked up damage roll correction
Damage 1d10+3 : 9 + 3, total 12

Offline oslecamo

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Re: Rolling Thread
« Reply #52 on: May 11, 2012, 04:47:05 PM »
Rolls

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Offline oslecamo

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Re: Rolling Thread
« Reply #53 on: May 11, 2012, 04:57:46 PM »

More rolls
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Offline oslecamo

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Re: Rolling Thread
« Reply #54 on: May 11, 2012, 05:23:20 PM »
Yet more rolls

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Offline oslecamo

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Re: Rolling Thread
« Reply #55 on: May 11, 2012, 05:27:59 PM »
Some more rolls

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Offline oslecamo

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Re: Rolling Thread
« Reply #56 on: May 11, 2012, 05:28:29 PM »
Crit confirm

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Offline oslecamo

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Re: Rolling Thread
« Reply #57 on: May 11, 2012, 05:31:44 PM »
Kong having taken damage, needs Climb checks to hold onto the mast

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Offline oslecamo

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Re: Rolling Thread
« Reply #58 on: May 11, 2012, 05:34:05 PM »
Like a pro. Now hopefully final rolls.

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Offline oslecamo

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Re: Rolling Thread
« Reply #59 on: May 11, 2012, 05:36:37 PM »
3 more hits, 3 more climb checks.
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