Katalina
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taq persvek ibafarshan
Posts: 361
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Post by Katalina on Dec 17, 2015 20:27:57 GMT
*Bow already in hand she turns just in time to see them hit their highest point she reaches for her quivver trying to focus through the swirl of brandy vision*
*Rapid shot with a -4 penalty for the drink and +1 for within 30ft: Atk rolls - 38, 29, 28, 15*
"*laughs* 3 out of 4 isn't bad, Polinia would have got the last one so I must train harder. Well maybe not tonight *giggles*.
*reaching out for the brandy at her feet she takes a deep drink* Ok, so it's your turn again *With a very deep breath she lets out a deep whistle, a few minutes later Kapesk and Ryna come trotting into the yard* You have to stay on Kepesks back *throws her head back in laughter, then trips over thin air spilling arrows everywhere. As her companions come over Kepesk nudging herfondly and Ryna just licking her face she hauls herself to her feet to fuss them*"
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Post by Olathgolst on Dec 18, 2015 14:58:33 GMT
Olathgost leans on Fidelis as he drinks deep from a bottle of brandy watching the scene play out.
"It's like watching a child at play" shouting through a hearty laugh.
"Is ori as much fun when she drinks..."
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Katalina
Moderator
taq persvek ibafarshan
Posts: 361
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Post by Katalina on Dec 19, 2015 0:32:03 GMT
*laughs* Orie is great fun, she loves to play and has been known to lead me in a prank or 2. Although I have never really got drunk with her, I was to young although we she did manage to aquire the odd bottle of wine or brandy. Daddy was the one who got me to like brandy tho *smiles happily*, he used to let me have a small sip sometimes when he took me to my bed. I bet Orie would be a riot about now *laughs* Come on then, lets see you stay on Kepesk's back
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Post by Olathgolst on Dec 22, 2015 16:23:00 GMT
With another sip and a deep breath olathgolst climbs onto kapesk. He takes the reigns hoping kapesk will be nice.
( -4 for alcohol and unknown modifier for kapesk helping or hindering olathgolst. Total of 23.)
Olathgolst seems to start well
"Woooooaaaahhhh..."
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Katalina
Moderator
taq persvek ibafarshan
Posts: 361
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Post by Katalina on Dec 22, 2015 18:12:22 GMT
*Looks on swaying slightly* "Impressive, your riding position is solid and you have some skill at following her movements"
*Whittles Kepesk with a glint in her eye*
*DM can we have a ride dc for staying on Kepesk when she's trying to buck him off*
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DM
Administrator
Rule Zero
Posts: 121
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Post by DM on Dec 23, 2015 21:33:30 GMT
DC25
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Post by Olathgolst on Dec 24, 2015 15:38:38 GMT
(Total of 10)
Olathgolst seems to take to the sky majestically like a bird before hitting the wall like a brick.
He proceeds to lay still for a while...
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Katalina
Moderator
taq persvek ibafarshan
Posts: 361
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Post by Katalina on Dec 24, 2015 16:00:56 GMT
*Laughs heartily between tears, then she realises he isn't moving and runs at full pelt with Ryna pacing her to his side*
*places her hands on the sides his face with a worried look and invokes Bahamut's blessing, (Cure Light Wounds - 2 + 5 = 7)*
*Kepesk nudges him and Ryna licks his face, as Kat pulls him up to a sitting position and promptly puts a bottle of brandy under his nose*
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Post by Olathgolst on Dec 25, 2015 23:23:13 GMT
*After a while olathgolst takes the brandy and burst into laughter, pushing kat playfully*
"hahahaa ohhh got you Kat ohhh you are WAAYY too easy....*
*fussing Ryna and Kapesk in turn he takes a sip for brandy*
"what was that, haven't fealt a warmth like that since I was in the presence of Bahamut himself...."
*Awaits kat retaliation*
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Katalina
Moderator
taq persvek ibafarshan
Posts: 361
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Post by Katalina on Dec 25, 2015 23:48:32 GMT
*an angry look flashes over her, but then she bursts out laughing*
"I really thought you were hurt *says scornfully*, that was a healing spell granted me by Bahamut. I'm no cleric like my father but the great dragon does grant me some power. Sits down next to him, so whats next? I am hungry"
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Post by Olathgolst on Dec 26, 2015 0:32:40 GMT
*smiles at kat and puts an arm around her*
"ah you really are young in your heart. The power granted by a God is no small feat. hmmmm well lets...."
*olathgolst turns to the wall, runs up the stairs and launches straight off the wall with a somersault yelling*
"KEEP UP!"
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Katalina
Moderator
taq persvek ibafarshan
Posts: 361
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Post by Katalina on Dec 26, 2015 16:03:49 GMT
*laughing Kat spring up with him, without the graceful somersault*
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Post by Olathgolst on Dec 26, 2015 21:24:00 GMT
*olathgolst stops next to a tree near where kat had her archery duel. He sits and starts packing a pipe to smoke*
Thought the peace of nature would suit you right now*
*smiling he takes another swig of brandy*
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DM
Administrator
Rule Zero
Posts: 121
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Post by DM on Dec 26, 2015 21:50:31 GMT
OK, if Kat and Olathgolst have a race, use the following...
A character can run for a number of rounds equal to CON score. After this time a DC15(+1 cumulative modifier for each additional round) FORT save is required per round or take d6 non lethal damage
All characters involved in the chase must make opposed CON checks. Whoever loses the CON check loses 5 feet on their opponent in addition to their run movement allowance.
Difficult terrain requires double movement and a DC10 balance check or fall over.
When a character has negated the distance between themselves and the other character, the pursuer can make an attack classed as a charge action. The pursued can only stop to defend themselves.
You are flat footed while running unless you have the run feat.
Any character struck with a physical attack (but not magic) while running must make a balance check equal to the damage dealt, or fall over.
If you run half your run distance you are allowed a move or standard action but must still make the same CON check to gain any distance.
Any tumble checks are made at -10 when at full speed as per the tumble skill description.
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DM
Administrator
Rule Zero
Posts: 121
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Post by DM on Dec 26, 2015 21:56:34 GMT
Here is the course... If you don't understand the rules, just bypass it. This is just for fun afterall!
Stationary Wagon 10 feet Tumble dc20 to go under at half speed/Go around and lose 10'/Small characters can go under. Failed checks indicate a fall.
Stationary Cart 40 feet Tumble dc20 to go over at half speed/Tumble dc15 to go under at half speed/Jump dc20/Go around and lose 10'/Small characters can go under. Failed checks indicate a fall.
Muck 60 feet Difficult terrain and Balance dc15 or slip and fall.
Livestock (small) 30 feet Tumble dc10 to pass through at half speed or be stopped. Jump dc10 or fall.
Muck 10 feet Difficult terrain and Balance dc15 or slip and fall.
Fence (high) 50 feet (Stopped) Climb dc17 to climb at quarter speed, dc22 at half speed, dc37 at full speed/Jump dc26/Smash through STR dc20. Any fail results in a fall and d6 damage
Crowd 60 feet Difficult terrain. Tumble dc15 at half speed or be stopped and DC15 Strength or Balance check or fall (Small creatures fail rather than stopped). If fallen, make a Reflex save DC15 to avoid 2d6 trample damage. Offers Cover. Huge creatures can push through with a DC15 Strength check. If movement ends in square, become “herded” (-2 attack/ACP/Lose DEX to AC and require DC10 concentration checks). A character who tries to resist a crowd in this manner must make a DC15 Reflex save. Success indicates that he takes the same penalties as for being in a stationary crowd, except that the action constitutes violent motion (requiring a DC 15 Concentration check to cast spells). Failure indicates that the PC loses all actions for the round and is subjected to a trip attack. The crowd has a +8 bonus on the opposed attack roll to resolve the trip attack. If the character is knocked prone, he is trampled for 2d6 points of damage.
Clear 40 feet No hinderance
Steep steps/incline (up) 20 feet Difficult terrain, Balance dc10 at half speed, Balance dc15 at full speed or can be jumped. Fail indicates a fall for 3d6 damage.
Clear 20 feet No hinderance
Fence (high) 30 feet (Stopped) Climb dc17 to climb at quarter speed, dc22 at half speed, dc37 at full speed/Jump dc26/Smash through STR dc20. Any fail results in a fall and d6 damage
Clear 30 feet No hinderance
Clear 20 feet No hinderance
Stone wall (low) 60 feet (Stopped) Climb dc13 to climb at quarter speed, dc18 at half speed, dc33 at full speed/Jump dc26/Smash through STR dc30. Any fail results in a fall and 1d6 damage.
Clear 20 feet No hinderance
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