conversations: human
conversations:  The air surrounding you fairly hums with the residue of magic, an aftereffect of the spell that brought you to this place. A quick glance reveals that you are in a small room, devoid of any life save for yourself. The sound of dripping water can be heard faintly, and the stone walls are slick with moisture. In complete defiance of logic, a torch is already lit, resting in a sconce near the room's single door.
  
  Map: 
   Spoiler 
  {table]|A_|B_|C_
  1|||
  2||S|
  3|||
  4|||[/table]
  
  There is a door at C-4, south side.
   
  
  
  DM notes: 
   Spoiler 
   Sheet 
   
conversations: term1nally s1ck:
conversations: human
conversations:  First of al I knack my knuckles, grab the torch and look around me. After that I am going te become serious and use the following plan:
  
  I will go right every turn possible. If I have allready been there I will go straight till I get to the next possible turn. Doors in the hallway have priority and I will open them and look inside.
  I will be in wolf form most of the time, liquid sunlight will be in my mouth (as light). In case of battle, drop sunlight out of mouth and fight.
  
  Open the door and change to wolfform.
conversations: Duskranger:
conversations: human
conversations:  Huh.
  
  No trap detection?
  
  Anyway, you start by making a reflex save.
conversations: term1nally s1ck:
conversations: human
conversations:  Nah, searching ain't his thing, stupid, but true. I forgot about those kind of things.
  
  Maybe he can try to smell the traps after this time.
  
  reflex: (1d20+2)[ 7 ] 
conversations: Duskranger:
conversations: human
conversations:  (2d6)[ 4 ]  falling damage.
  
  You can climb out easily.
  
  You find a door.
conversations: term1nally s1ck:
conversations: human
conversations:  Can I open the door in wolfform, or must I first become human, open the door, than become wolf?
  
  Anyway the door will be opened, and transforming into an animal is a at will action (so I guess ist's a free action).
conversations: Duskranger:
conversations: human
conversations:  Wolfy can open it with his teeth.
  Opening the door reveals the following room:
   
   Spoiler 
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3||||1|
  4|||||
  5||||| [/table]
  There is a door at B5, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
  Initiative: (1d20)[ 4 ] 
   
conversations: term1nally s1ck:
conversations: human
conversations:  Initiative:  (1d20+2)[ 17 ] 
  
  Roll for manoeuvers:  (2d5)[ 5 ][ 2 ](7)  (these are numbered on the sheet, will edit the names in here.)
  
  The manouvers I get are:
  
  2. Stone Bones
  5. Leading the attack
  
  In my turn I will attack, if I hit succesfully I will heal 2 damage because of my stance.
  
  I will attack (using normal moveaction):
  
  Attackroll:  (1d20+5)[ 8 ] 
  Damage:  (1d6+4)[ 9 ]  (if bite grants 1,5 str damage it's +6)
  
  If threat:
   
   Spoiler 
  
  Attackroll:  (1d20+5)[ 20 ] 
  Damage:  (1d6+4)[ 8 ]  (if bite grants 1,5 str damage it's +6)
   
  
  
  In animal form my strength is 18, my AC is 16 and my move speed is 50 ft.
conversations: Duskranger:
conversations: human
conversations:  It yells STEELY STRIKE and hits you.
  
   (d20+9)[ 29 ]  for  (2d6+6)[ 17 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  Confirming.
  
   (d20+9)[ 18 ]  for  (2d6+6)[ 17 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  I die, I want to try again
conversations: Duskranger:
conversations: human
conversations:  Same starting room.
  
  Also, woah on the 34 damage crit.
conversations: term1nally s1ck:
conversations: human
conversations:  Same routine, but with a carefull searchcheck (of:  (1d20+1)[ 11 ]  (at least he tries)).
  
  And nice crit indeed.
conversations: Duskranger:
conversations: human
conversations:  same things happen..
  
  Your character does know any OoC knowledge, by the way. Maybe you could jump over the pit trap before triggering it?
conversations: term1nally s1ck:
conversations: human
conversations:  In  that case yeah, I try to jump with a jumpcheck:  (1d20+6)[ 18 ] 
  
  
  I didn't know my char knew that. So therefore the searchcheck.
  
  Let's see if this is a good jumper or a bad one (by the way it's +2 for every 10' base speed above 30 right? Because else it's +4 not +6)
conversations: Duskranger:
conversations: human
conversations:  (you could take 10 to make it easily)
  
  You hop over the trap with ease.
  
  Opening the door reveals the following room:
   
   Spoiler 
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3||||1|
  4|||||
  5||||| [/table]
  There is a door at B5, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
  Initiative: (1d20)[ 7 ] 
   
conversations: term1nally s1ck:
conversations: human
conversations:  Thanks for the tip about taking 10.
  
  Inititative:  (1d20+2)[ 5 ] 
  
  Manouvers: [rollv]2d5[/rollv]
  
  I will use the same tactic as before, using a normal move action to come close and than try to bite the orc.
  
  Attackroll:  (1d20+5)[ 13 ] 
  Damage:  (1d6+4)[ 8 ] 
  
  In case of threat:
   
   Spoiler 
  
  Confirmroll:  (1d20+5)[ 12 ] 
  Damage:  (1d6+4)[ 10 ] 
   
conversations: Duskranger:
conversations: human
conversations:  Manouvers:  (2d5)[ 3 ][ 3 ](6) 
  
  And that are the: charging minotaur. And another which I can't roll right now.
conversations: Duskranger:
conversations: human
conversations:  It will charge you.
  
   (d20+7)[ 21 ]  for  (2d6+6)[ 15 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  I posted my turn allready, and according to me I fail to bite him, so it's your turn again.
conversations: Duskranger:
conversations: human
conversations:  He'll yell STEELY STRIKE and swing again
  
   (d20+9)[ 19 ]  for  (2d6+6)[ 12 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  Well dead again, try again in this case. Same works I think
conversations: Duskranger:
conversations: human
conversations:  DOUBLE KILL.
  
  Opening the door reveals the following room:
   
   Spoiler 
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3||||1|
  4|||||
  5||||| [/table]
  There is a door at B5, and another at B1. There is an orc in the middle of the room. It holds a Ripper and wears a chainmail, as well as a pair of goggles.
  Initiative: (1d20)[ 18 ] 
   
conversations: term1nally s1ck:
conversations: human
conversations:  Initiative:  (1d20+2)[ 10 ] 
  
  Manouevers:  (2d5)[ 2 ][ 4 ](6) 
  
  I get:
  2. Stone Bones
  4. Douse the Flames
conversations: Duskranger:
conversations: human
conversations:  cHAAARGE.
  
   (d20+7)[ 25 ]  for  (2d6+6)[ 9 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  I attack using the Stone Bones manouever, if it hits I will get DR 5/adamantine
  
  And off course the +2 hp from my stance.
  
  (5 foot step if necessary)
  attackroll:  (1d20+5)[ 15 ] 
  Damage:  (1d6+4)[ 9 ] 
   
   Spoiler 
  
  if threat:
  Confirmroll:  (1d20+5)[ 15 ] 
  Damage:  (1d6+4)[ 6 ] 
  
  For the next round my manouver:  (1d5)[ 1 ] 
  And I get the Crusaders Strike
   
conversations: Duskranger:
conversations: human
conversations:  Miss.
  
  STEELY STRIKE
  
   (d20+9)[ 16 ]  for  (2d6+6)[ 9 ] 
conversations: term1nally s1ck:
conversations: human
conversations:  Can the ripper attack in closecombat? Or did the orc do a 5' step. Anyhow I attack him or at least try with a crusaders strike.
  
  Attackroll:  (1d20+5)[ 22 ] 
  Damage:  (1d6+4)[ 8 ] 
  
  If hit I regain:  (1d6+1)[ 6 ]  + 2 (for stance) hp.
conversations: Duskranger:
conversations: human
conversations:  it's not a reach weapon.
  
  You hit.
  
  The Orc will yell STONE BONES and attack.
  
  Then he dies.
  
   (d20+5)[ 13 ]  for  (2d6+6)[ 15 ] 
  
  If you live: 150XP, chainmail, ripper, sundark goggles, 500sp.
conversations: term1nally s1ck:
conversations: human
conversations:  I guess I may not coup du grace him for another 2 hp (if allowed I will do that with a bite and than change back in human form, else I will change back immediatly).
  
  And I am alive and finally killed him. My missstreak was never this high. Well, I pack the stuff, transform in wolf form go out of the door I came in and go on the same way as before.
conversations: Duskranger:
conversations: human
conversations:  Searchcheck for traps:  (1d20+1)[ 12 ] 
  Move Silently:  (1d20+2)[ 15 ] 
conversations: Duskranger:
conversations: human
conversations:  You may have the extra 2 HP.
  
  Continuing on, you make a reflex save.
conversations: term1nally s1ck:
conversations: human
conversations:  Reflexsave:  (1d20+2)[ 17 ] 
conversations: Duskranger:
conversations: human
conversations:  You manage to avoid falling down a pit.
  
  even further on, make another reflex save.
conversations: term1nally s1ck:
conversations: human
conversations:  Reflexsave:  (1d20+2)[ 18 ] 
conversations: Duskranger:
conversations: human
conversations:  Again, you pass, and avoid falling down the pit.
  
  You turn north, after 20' north you turn 30' west, go 5' south and have to make another reflex save.
conversations: term1nally s1ck:
conversations: human
conversations:  Reflex numero too much😁:  (1d20+2)[ 5 ] 
  
  We all saw that one coming now didn't we
conversations: Duskranger:
conversations: human
conversations:  (2d6)[ 11 ]  falling damage.
conversations: term1nally s1ck:
conversations: human
conversations:  I cast Cure Light Wounds on myself for  (1d8+1)[ 6 ]  hp. After that I will move on.
  
  -7 hp is not the best way to go on😁
conversations: Duskranger:
conversations: human
conversations:  5' more south, 30' west, 10' north, and 5' west...you're at a dead end. Bet you're gonna love me for that. 😛
conversations: term1nally s1ck:
conversations: human
conversations:  Searchcheck for a secret door  (1d20+1)[ 18 ] 
  
  One big plus about this all is the fact that I know where the pits are in this part. I can jump over them. Well, backtrack and go left once after that same routine.
conversations: Duskranger:
conversations: human
conversations:  The wall is a secret door. It is, by your reckoning, also the wall of the orc's room.
conversations: term1nally s1ck:
conversations: human
conversations:  Like I said backtrack and at the end of the way go right, if possible.
conversations: Duskranger:
conversations: human
conversations:  I take by the way 10 on jump checks if possible for a grand total of 16
conversations: Duskranger:
conversations: human
conversations:  So...the other door from the orc's room?
conversations: term1nally s1ck:
conversations: human
conversations:  No, going back before I found the door. Jump over the trap that I fell in to. and than take the first corner right.
conversations: Duskranger:
conversations: human
conversations:  You find a door, with a red and white bullseye in front of it.
conversations: term1nally s1ck:
conversations: human
conversations:  I leave the door for what it is, jump over the bullseye and go on.
conversations: Duskranger:
conversations: human
conversations:  You find another door.
conversations: term1nally s1ck:
conversations: human
conversations:  I open it with my mouth (claws without opposable thumbs are useless for them I'm afraid)
conversations: Duskranger:
conversations: human
conversations:  Opening the door reveals the following room: 
   Spoiler 
  
  {table]|A_|B_|C_|D_|E_
  1|||||
  2|||||
  3|H|B|||
  4|||||[/table]
  There is a door at A-2, another at E-4, south side and another at E-3. There is a human wearing a chain shirt and holding a longsword standing behind a beast with patchy dark fur that covers its unhealthy shrunken black skin in some places. Open sores dot its hide and a feral, catlike head glances with it's blank eyes at the wall in front of it.
  Initiative: (1d20+2)[ 15 ] 
   
  
  
  E3 door.
conversations: term1nally s1ck:
conversations: human
conversations:  Initiative:  (1d20+2)[ 9 ] 
  
  Manouevers:  (2d5)[ 2 ][ 3 ](5) 
  
  Stone Bones and Charging Minotaur it is.
  
  PS: your turn 😁
conversations: Duskranger:
conversations: human
conversations:  The beast blinks out of existence as the human fires a ray at you:
  
   (d20+2)[ 5 ]  vs flatfooted touch +4 for cover for  (d3)[ 1 ]  cold damage.
  
  He then strides forward into the room.
conversations: term1nally s1ck:
conversations: human
conversations:  I use the charging minotaur to Bull Rush the opponent.
  
  Strength check:  (1d20+6)[ 24 ]  (+4 str, +2 charge)
  
  If it hits I do  (2d6+4)[ 7 ] damage and push him back 5 feet+ 5 per 5 my str-check exceeds his.
  
  Next manoeuver:  (1d5)[ 3 ] 
  
  It's another charging minotaur
  
  + if I win it's an attack so +2 hp + an attack of oppurtunity
conversations: Duskranger:
conversations: human
conversations:  (d20-1)[ 17 ] 
  
  Damn good idea. He's  probably  trapped in the corner.
  
  You don't get the same maneuver twice, they get used up, then refreshed when all have been granted.
  
  He moves away, take your AoO, then if he survives, he casts color spray, make a will save.
conversations: term1nally s1ck:
conversations: human
conversations:  Reroll manouever:  (3d5)[ 9 ]  (first one not a 2 or a 3 I take)
  
  Attack of Oppurtunity:
  Attackroll:  (1d20+6)[ 8 ]  (+4 strength, +1 weapon focus, +1 BAB)
  Damage:  (1d6+4)[ 8 ] 
conversations: Duskranger:
conversations: human
conversations:  Because the last turn will probably miss:
  
  Manouvers:  (3d5)[ 3 ][ 2 ][ 4 ](9)  Same rules as before.
  
  Will save:  (1d20+5)[ 12 ] 
  
  This probably will mean a failure and so I die ( I guess at least). If I die I would like to make some small changes to this char (taking up a flaw or two for example, and after that taking a feat or two)
conversations: Duskranger:
conversations: human
conversations:  Yeah, you're pretty much guaranteed to be dead.
  
   (2d4)[ 8 ]  unconscious.
  
   (2d8-2)[ 14 ] 
   (2d8-2)[ 5 ] 
   (2d8-2)[ 1 ] 
   (2d8-2)[ 9 ] 
   (2d8-2)[ 12 ] 
  
  as required...
  
  EDIT: Yeah dead. Well, if you wish, just tell me the changes here and we'll run it again, you don't need to re-submit unless you're changing a class.
conversations: term1nally s1ck:
conversations: human
conversations:  Actually I wanted to make it a dwarven druid
  
  Take up the flaws shaky and inattentive
  
  Shaky gives the feat: Weapon focus (bite)
  Inattentive gives the feat: Improved Natural Armor
conversations: Duskranger:
conversations: human
conversations:  If you're changing classes/ability scores/race, I'm gonna have to ask you to re-submit. I'll try and get you checked quickly, we'll have a total of 3 DMs soon, so it'll be much easier.
conversations: term1nally s1ck:
conversations: human
conversations:  Okiedokie I will re-submit this char. I have died a bit too much atm.
conversations: Duskranger: