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Mynhear's Bane
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<blockquote data-quote="jbear" data-source="post: 6803447" data-attributes="member: 75065"><p>Sol was affected immediately by the thinning air. She began lagging badly behind. If it had not been for the blessings bestowed by Milasande's god she probably would not have been able to continue much further. But invigorated by the paladin's divine touch, Sol perked up and continued the climb with stalwart positivity. </p><p></p><p>It did not last long. Soon she could not properly breathe again, and once more her suffering was evident...</p><p>[sblock=Rolls]</p><p>1: 13 vs DC 15 Fail!</p><p>2: 11 vs DC 16 Fail!</p><p></p><p>Assume Lay on Hands from Milasande! </p><p></p><p>3: 20 vs DC 17</p><p>4: 25 vs DC 18</p><p>5: 17 vs DC 19</p><p></p><p><a href="http://www.coyotecode.net/roll/lookup.php?rollid=110882" target="_blank">1st 5 rolls</a></p><p></p><p>Use Charmed Life for next 5 saves (+4)</p><p></p><p>6: 28 vs DC 20</p><p>7: 19 vs DC 21 Fail!</p><p>8: 28 vs DC 22</p><p>9: 13 vs DC 23 Crit Fail!</p><p>10: 18 vs DC 24 Fail!</p><p></p><p><a href="http://www.coyotecode.net/roll/lookup.php?rollid=110883" target="_blank">last 5 rolls</a></p><p>[/sblock]</p><p></p><p>[sblock=Solomon Silence]Human Swashbuckler lvl 13</p><p>Initiative: +7 (+9)</p><p>AC: 32 (Touch 21; FFt 22*)HP: 158 Current: 158</p><p>CMB: +12 (+20 Disarm, Sunder, Trip)CMD: 29 (Currently immune to Disarm, Steal, Sunder)</p><p>Fort: +8 Reflex: +15 Will: +6 (+2 vs Divination/Fear; +4 vs mind affecting)</p><p></p><p>Conditions: </p><p>In Hand: Courageous Answering Mithral Scimitar +2 and Darkwood Buckler: +26/+21/+16; 1d6+12 (+25) (Crit 15-20:x2) </p><p>Opportune Parry (1ppt;uses AoO): +29 vs enemy attack roll to negate attk </p><p>Riposte (immediate; req. 1 ppt) : +29; 1d6+25 (Crit 15/20:x2)</p><p></p><p>Ranged: 8/8 Daggers: +23/+18/+13 1d4+10 dmg, Crit: 17-20/x2, Special: Range 10ft; Precision +13 dmg within 30 ft</p><p></p><p>Panache Points (ppt): 8/8</p><p></p><p>Abilities while having min. 1 Panache point:</p><p>Kip up (Move): Stand up (no AoO)</p><p>Menacing Sword Play (Swift): On a hit Intimidate target (+17)</p><p>Swashbuckler Initiative: +2 Initiative (+9); Draw blade on initiative roll</p><p>Precise Strike: +13 dmg</p><p>Swashbuckler's Grace: Acrobatics (+21) at full speed vs AoO</p><p>Superior Feint (Standard): Target loses DEX bonus to AC</p><p>*If wearing Cape of Feinting target is also Dazed til start of Sol's next turn</p><p>Evasive: Evasion; Uncanny Dodge*; Improved Uncanny Dodge (lvl 13)</p><p>Subtle Blade: Immune to Sunder, Disarm and Steal CM</p><p></p><p>Abilities (cost 1 ppt):</p><p>Derring Do: +1d6 (exploding 7) to physical skill rolls</p><p>Dodging Panache (immediate): AC 36 vs triggering atk; move 5ft</p><p>Targeted Strike: (full round) Cripple part of target's body</p><p></p><p>Free Abilities/Feats:</p><p>Charmed Life (2/7 uses left): +4 to saving throw</p><p>Quick Draw: Full attack with daggers</p><p>Combat Reflexes: 7 AoO/round</p><p>Body Guard: Aid Other as AoO to defend adjacent (+2 AC) ally from an attack</p><p>Critical Focus: +30/25/20 to Confirm Critical hit (+33 if Riposte Critical)</p><p>Critical Versatility: Staggering Critical</p><p>Gloves of Marking: Instead of extra dmg target is marked (1 minute) Sol gains +3 morale bonus to atk/dmg vs creature (Courageous Weapon) Allies gains +2 morale bonus to atk/dmg vs creature Target must save (Will DC 23) or shaken (1 minute)</p><p></p><p>Plume of Panache 4/4 uses left</p><p>Celestial Armor: Fly 1/1 uses left</p><p>Quick Runner's Shirt 1/1 uses left</p><p>Wand of CLW Uses: 50/50</p><p>Wand of Ant Haul: 50/50</p><p></p><p>Potions: </p><p>Endure Elements 1/1</p><p>Air Bubble 1/1</p><p>Touch of the Sea 1/1</p><p>Monkey Fish 1/1 </p><p>See Invisibility 1/1</p><p>Darkvision 1/1</p><p>Delay Poison 1/1</p><p>Owl's Wisdom 1/1</p><p>Spider Climb 1/1</p><p>Haste 2/2</p><p></p><p>Consumables:</p><p>Soul Soap 1/1</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="jbear, post: 6803447, member: 75065"] Sol was affected immediately by the thinning air. She began lagging badly behind. If it had not been for the blessings bestowed by Milasande's god she probably would not have been able to continue much further. But invigorated by the paladin's divine touch, Sol perked up and continued the climb with stalwart positivity. It did not last long. Soon she could not properly breathe again, and once more her suffering was evident... [sblock=Rolls] 1: 13 vs DC 15 Fail! 2: 11 vs DC 16 Fail! Assume Lay on Hands from Milasande! 3: 20 vs DC 17 4: 25 vs DC 18 5: 17 vs DC 19 [URL="http://www.coyotecode.net/roll/lookup.php?rollid=110882"]1st 5 rolls[/URL] Use Charmed Life for next 5 saves (+4) 6: 28 vs DC 20 7: 19 vs DC 21 Fail! 8: 28 vs DC 22 9: 13 vs DC 23 Crit Fail! 10: 18 vs DC 24 Fail! [URL="http://www.coyotecode.net/roll/lookup.php?rollid=110883"]last 5 rolls[/URL] [/sblock] [sblock=Solomon Silence]Human Swashbuckler lvl 13 Initiative: +7 (+9) AC: 32 (Touch 21; FFt 22*)HP: 158 Current: 158 CMB: +12 (+20 Disarm, Sunder, Trip)CMD: 29 (Currently immune to Disarm, Steal, Sunder) Fort: +8 Reflex: +15 Will: +6 (+2 vs Divination/Fear; +4 vs mind affecting) Conditions: In Hand: Courageous Answering Mithral Scimitar +2 and Darkwood Buckler: +26/+21/+16; 1d6+12 (+25) (Crit 15-20:x2) Opportune Parry (1ppt;uses AoO): +29 vs enemy attack roll to negate attk Riposte (immediate; req. 1 ppt) : +29; 1d6+25 (Crit 15/20:x2) Ranged: 8/8 Daggers: +23/+18/+13 1d4+10 dmg, Crit: 17-20/x2, Special: Range 10ft; Precision +13 dmg within 30 ft Panache Points (ppt): 8/8 Abilities while having min. 1 Panache point: Kip up (Move): Stand up (no AoO) Menacing Sword Play (Swift): On a hit Intimidate target (+17) Swashbuckler Initiative: +2 Initiative (+9); Draw blade on initiative roll Precise Strike: +13 dmg Swashbuckler's Grace: Acrobatics (+21) at full speed vs AoO Superior Feint (Standard): Target loses DEX bonus to AC *If wearing Cape of Feinting target is also Dazed til start of Sol's next turn Evasive: Evasion; Uncanny Dodge*; Improved Uncanny Dodge (lvl 13) Subtle Blade: Immune to Sunder, Disarm and Steal CM Abilities (cost 1 ppt): Derring Do: +1d6 (exploding 7) to physical skill rolls Dodging Panache (immediate): AC 36 vs triggering atk; move 5ft Targeted Strike: (full round) Cripple part of target's body Free Abilities/Feats: Charmed Life (2/7 uses left): +4 to saving throw Quick Draw: Full attack with daggers Combat Reflexes: 7 AoO/round Body Guard: Aid Other as AoO to defend adjacent (+2 AC) ally from an attack Critical Focus: +30/25/20 to Confirm Critical hit (+33 if Riposte Critical) Critical Versatility: Staggering Critical Gloves of Marking: Instead of extra dmg target is marked (1 minute) Sol gains +3 morale bonus to atk/dmg vs creature (Courageous Weapon) Allies gains +2 morale bonus to atk/dmg vs creature Target must save (Will DC 23) or shaken (1 minute) Plume of Panache 4/4 uses left Celestial Armor: Fly 1/1 uses left Quick Runner's Shirt 1/1 uses left Wand of CLW Uses: 50/50 Wand of Ant Haul: 50/50 Potions: Endure Elements 1/1 Air Bubble 1/1 Touch of the Sea 1/1 Monkey Fish 1/1 See Invisibility 1/1 Darkvision 1/1 Delay Poison 1/1 Owl's Wisdom 1/1 Spider Climb 1/1 Haste 2/2 Consumables: Soul Soap 1/1 [/sblock] [/QUOTE]
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