The Arena Outer Tower of Hanzou and Brice


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Sovereign Court

Hanzou wrote:
Declaring I will be using a Hero Point for +8 on the Fortitude save.

I figured you would, and I made sure to target the area between the two pillars because I only had a general sense of your location.

Edit: you didn't even need the Hero Point! That was an awesome roll.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Saves to determine what I can do.

Reflex 1d20 + 14 ⇒ (18) + 14 = 32
Fortitude 1d20 + 13 ⇒ (20) + 13 = 33


Aasimar 7 Bard (Sound Striker) / 4 Ninja

And I appreciate your consideration of such. Looks like I didn't need the boost, but watch me have failed it if I had not used it.

How high are you off the ground. All you said was below the imp.

Sovereign Court

When I said I first moved to L12 I said I was 10ft up. I haven't adjusted my height since. Also, the effects of the Dust wear off after this round correct?


Aasimar 7 Bard (Sound Striker) / 4 Ninja

At the end of the round? I do believe so. I've always hated how durations are kept.

Seeing his chance and knowing his Dust would last for at least a little longer, Hanzou would take his chances. Quickly he would move up (E12) and start to shout words that seem to strike his foe as truly and accurately as his Wakizashi. (Move action to move up, Standard action to use Weird Words for Slashing Damage on Brice, striking with Sneak Attack and declaring Pressure Points for Strength Damage.)

Attack 1 1d20 + 13 ⇒ (10) + 13 = 23
Damage 1d8 + 5 ⇒ (2) + 5 = 7 (Fort save of 17 for half damage)
Attack 2 1d20 + 13 ⇒ (12) + 13 = 25
Damage 1d8 + 5 ⇒ (7) + 5 = 12 (Fort save of 17 for half damage)
Attack 3 1d20 + 13 ⇒ (5) + 13 = 18
Damage 1d8 + 5 ⇒ (8) + 5 = 13 (Fort save of 17 for half damage)
Attack 4 1d20 + 13 ⇒ (16) + 13 = 29
Damage 1d8 + 5 ⇒ (2) + 5 = 7 (Fort save of 17 for half damage)
Attack 5 1d20 + 13 ⇒ (12) + 13 = 25
Damage 1d8 + 5 ⇒ (6) + 5 = 11 (Fort save of 17 for half damage)
Attack 6 1d20 + 13 ⇒ (12) + 13 = 25
Damage 1d8 + 5 ⇒ (7) + 5 = 12 (Fort save of 17 for half damage)
Attack 7 1d20 + 13 ⇒ (16) + 13 = 29
Damage 1d8 + 5 ⇒ (2) + 5 = 7 (Fort save of 17 for half damage)
Attack 8 1d20 + 13 ⇒ (9) + 13 = 22
Damage 1d8 + 5 ⇒ (2) + 5 = 7 (Fort save of 17 for half damage)
Attack 9 1d20 + 13 ⇒ (11) + 13 = 24
Damage 1d8 + 5 ⇒ (7) + 5 = 12 (Fort save of 17 for half damage)
Attack 10 1d20 + 13 ⇒ (19) + 13 = 32
Damage 1d8 + 5 ⇒ (4) + 5 = 9 (Fort save of 17 for half damage)

I can't remember, but do you get a +2 to hit for being Invisible? And I think I was calculating your flat-footed touch ac at 11, is that correct?


Oops, sorry I forgot the sneak attack damage...give me one sec and I'll calculate it in this post.

Sneak Attack 1 3d6 ⇒ (4, 5, 1) = 10
Sneak Attack 2 3d6 ⇒ (2, 3, 3) = 8
Sneak Attack 3 3d6 ⇒ (1, 5, 3) = 9
Sneak Attack 4 3d6 ⇒ (5, 6, 3) = 14
Sneak Attack 5 3d6 ⇒ (4, 6, 5) = 15
Sneak Attack 6 3d6 ⇒ (3, 6, 4) = 13
Sneak Attack 7 3d6 ⇒ (6, 2, 3) = 11
Sneak Attack 8 3d6 ⇒ (2, 4, 3) = 9
Sneak Attack 9 3d6 ⇒ (5, 5, 6) = 16
Sneak Attack 10 3d6 ⇒ (4, 5, 1) = 10


So calculating out the damage...

Damage for Attack 1 7 + 10 = 17 Half 8
Damage for Attack 2 12 + 8 = 20 Half 10
Damage for Attack 3 13 + 9 = 22 Half 11
Damage for Attack 4 7 + 14 = 21 Half 10
Damage for Attack 5 11 + 15 = 26 Half 13
Damage for Attack 6 12 + 13 = 25 Half 12
Damage for Attack 7 7 + 11 = 18 Half 9
Damage for Attack 8 7 + 9 = 16 Half 8
Damage for Attack 9 12 + 16 = 28 Half 14
Damage for Attack 10 9 + 10 = 19 Half 9


I think I just flat out killed Brice considering I do believe every attack hit and I'm calculating min damage (You save for everything) at 104 damage. Not to mention the 10 Str Damage to drop your Strength to 0 considering you dropped it with your Cognaton.


M Tiefling Mindchemist 10/Master of Many Styles 1

Well, that sucks. Are you sure you can target me with each one? Anyways here comes my saves.
Fort Save: 1d20 + 14 ⇒ (10) + 14 = 24 1
Fort Save: 1d20 + 14 ⇒ (19) + 14 = 33 2
Fort Save: 1d20 + 14 ⇒ (10) + 14 = 24 3
Fort Save: 1d20 + 14 ⇒ (18) + 14 = 32 4
Fort Save: 1d20 + 14 ⇒ (9) + 14 = 23 5
Fort Save: 1d20 + 14 ⇒ (7) + 14 = 21 6
Fort Save: 1d20 + 14 ⇒ (17) + 14 = 31 7
Fort Save: 1d20 + 14 ⇒ (12) + 14 = 26 8
Fort Save: 1d20 + 14 ⇒ (2) + 14 = 16 9
Fort Save: 1d20 + 14 ⇒ (3) + 14 = 17 10

Brice Falls to the ground unconscious. Seeing this his Imp rushes down to him Move Action and attempts to administer first aid to him. I am making this check with a Hero Point for +8. If Brice is healed Needs a 15 on the check He will stand Standard and move fly away (N12 30ft High) Move Action

Heal Check: 1d20 + 13 ⇒ (2) + 13 = 15

Edit: Thank God for that +8 on the roll.


The Necropolis - Day - Late Morning - Tomb Day One

Yes you get a +2 and Brice looses his dex bonus.

Sovereign Court

I think the pressure points in instead of the SA damage. Also, you would only get 2d6 not 3d6 since you are a 4th level ninja.

Sovereign Court

Nvm, you do get the Pressure Points buy you only get 2d6 not 3d6 unless you have an item I'm not familiar with.


Aasimar 7 Bard (Sound Striker) / 4 Ninja
Weird Words wrote:
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

It says each one affects one target within 30 feet. I was not reading anything about them not being able to target the same target.


The Necropolis - Day - Late Morning - Tomb Day One

Shouldn't you only get 7 attacks not 10.It's for bard levels not total levels


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Oh man, sorry about that. I'll recalculate, but I did forget my equipment. Each loses a d6, but gains +4 from Sniper Goggles. So I'll remove the highest roll for each and add +4 damage.

Been awhile since I looked at it so I forgot a few things.


Setting the Stage wrote:
Shouldn't you only get 7 attacks not 10.It's for bard levels not total levels

Aasimar Bard Favored Class choice.

Sovereign Court

Well I still died. That was impressive, getting 10 attacks as a single action seems a bit excessive. As it is written that works and was damn good, but I feel that this is something that should be discussed in some thread somewhere else at a later date.

Also, loot my body. It has scrolls that might come in handy later *Cough*Anti-Magic Field*Cough*


Sneak Attack 1 3d6 ⇒ (4, 5, 1) = 10 - 5 + 4 = 9
Sneak Attack 2 3d6 ⇒ (2, 3, 3) = 8 - 3 + 4 = 9
Sneak Attack 3 3d6 ⇒ (1, 5, 3) = 9 - 5 + 4 = 8
Sneak Attack 4 3d6 ⇒ (5, 6, 3) = 14 - 6 + 4 = 12
Sneak Attack 5 3d6 ⇒ (4, 6, 5) = 15 - 6 + 4 = 13
Sneak Attack 6 3d6 ⇒ (3, 6, 4) = 13 - 6 + 4 = 11
Sneak Attack 7 3d6 ⇒ (6, 2, 3) = 11 - 6 + 4 = 9
Sneak Attack 8 3d6 ⇒ (2, 4, 3) = 9 - 4 + 4 = 9
Sneak Attack 9 3d6 ⇒ (5, 5, 6) = 16 - 6 + 4 = 14
Sneak Attack 10 3d6 ⇒ (4, 5, 1) = 10 - 5 + 4 = 9

So calculating out the damage...

Damage for Attack 1 7 + 9 = 16 Half 8
Damage for Attack 2 12 + 9 = 21 Half 10
Damage for Attack 3 13 + 8 = 21 Half 10
Damage for Attack 4 7 + 12 = 19 Half 9
Damage for Attack 5 11 + 13 = 24 Half 12
Damage for Attack 6 12 + 11 = 23 Half 11
Damage for Attack 7 7 + 9 = 16 Half 8
Damage for Attack 8 7 + 9 = 16 Half 8
Damage for Attack 9 12 + 14 = 26 Half 13
Damage for Attack 10 9 + 9 = 18 Half 9

Min Damage 8 + 10 + 10 + 9 + 12 + 11 + 8 + 8 + 13 + 9 = 98


The Necropolis - Day - Late Morning - Tomb Day One

Attack from invisible isn't flat footed. Just loose dex and you get +2


Setting the Stage wrote:
Attack from invisible isn't flat footed. Just loose dex and you get +2

That is true, are you trying to tell me that he would prevent the Sneak Attack?


Please Don't Kill Me wrote:

Well I still died. That was impressive, getting 10 attacks as a single action seems a bit excessive. As it is written that works and was damn good, but I feel that this is something that should be discussed in some thread somewhere else at a later date.

Also, loot my body. It has scrolls that might come in handy later *Cough*Anti-Magic Field*Cough*

Sound Striker bard is extremely ridiculous.


And sorry about the miscalculation on the sneak attack. Its just been awhile since I've looked everything over for Hanzou.


The Necropolis - Day - Late Morning - Tomb Day One

no you would still get the sneak attack. it is more a AC difference. i;m finally on my pc. yeah it worked as you said.

Sovereign Court

Just want to see what would have happened. Full Attack with haste.

Attack 1: 1d20 + 17 ⇒ (11) + 17 = 28
Attack 2: 1d20 + 17 ⇒ (9) + 17 = 26
Attack 3: 1d20 + 12 ⇒ (1) + 12 = 13

Damage 1: 5d6 + 24 ⇒ (3, 6, 3, 6, 3) + 24 = 45 Kirin Strike
Damage 2: 5d6 + 8 ⇒ (1, 1, 4, 5, 5) + 8 = 24
Damage 3: 5d6 + 8 ⇒ (2, 3, 2, 5, 4) + 8 = 24


The Necropolis - Day - Late Morning - Tomb Day One

Hanzou stands over the slain tiefling his blood pooling on the floor when the rune raises from Brice's body. A glow spreads across the body and lifts it into the air. With a clap of thunder the body and rune disappear from sight.

The rushing returns along with the pain as the rune seems to reknit Brice's body and return it to life. With a sudden stop Brice land on the rocky ground of the cliffs from which it all started. He has returned. His Imp flies down to him,"Poor Master, You'll get him next time!!" he screeches shaking his fists at the obelisk.

It is morning and the sea is calm.

The herald is gone but his crystal obelisk remains though dull and lifeless. You survive to fight another day...

Hanzou blinks away the light and looks around. The closed gate beckons. He remembers the Heralds words. That blood is the key. The floor where Brice was is covered in his blood is now the key to the next tower.


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Alright and thanks for calling that out. I do need to keep in mind what Flat-Footed is.

Seeing the imp's attempt to save its master, Hanzou would speak simply. "Surrender now or you and your master will die here."

(Free action to speak, Standard Action to ready to use Sound Strike if the Imp does anything but surrender.)


Please Don't Kill Me wrote:

Just want to see what would have happened. Full Attack with haste.

[dice=Attack 1]1d20+17
[dice=Attack 2]1d20+17
[dice=Attack 3]1d20+12

[dice=Damage 1]5d6+24 Kirin Strike
[dice=Damage 2]5d6+8
[dice=Damage 3]5d6+8

You would have messed him up pretty hard, but Kirin Strike requires a Swift Action to identify before you can start using it and he would have been invisible during your turn so there was a chance you would have missed him even if you did pin point his square.


I need to head out. I'll respond again tomorrow.

Good match though Please Don't Kill Me and you horrified me with that Stink Bomb for a moment.

Sovereign Court

I'm using a Two Hero Point for two +8s

Bluf Attempt: 1d20 + 10 ⇒ (11) + 10 = 21
The Imp bows his head and speaks My master told me to read something to the one that killed him, please let me read it for you. He reaches into his bag and retrieves a document and quickly reads from it. UMD Check: 1d20 + 24 ⇒ (10) + 24 = 34

Hopefully I can get it off... if I do it is an Anti Magic Field.

Sovereign Court

Joshua Hirtz wrote:

I need to head out. I'll respond again tomorrow.

Good match though Please Don't Kill Me and you horrified me with that Stink Bomb for a moment.

You had more than a 50% chance to fail with that +8 :P Damn you! I'll exact my revenge in the other arena.


Aasimar 7 Bard (Sound Striker) / 4 Ninja
Please Don't Kill Me wrote:

I'm using a Two Hero Point for two +8s

[dice=Bluf Attempt]1d20+10
The Imp bows his head and speaks My master told me to read something to the one that killed him, please let me read it for you. He reaches into his bag and retrieves a document and quickly reads from it. [dice=UMD Check]1d20+24

Hopefully I can get it off... if I do it is an Anti Magic Field.

Is there some type of special effect your going for here? Preventing Brice from being removed from the tower? Or putting the Imp and Hanzou on more even grounds of trying to kill each other?

Please Don't Kill Me wrote:
Joshua Hirtz wrote:

I need to head out. I'll respond again tomorrow.

Good match though Please Don't Kill Me and you horrified me with that Stink Bomb for a moment.

You had more than a 50% chance to fail with that +8 :P Damn you! I'll exact my revenge in the other arena.

And yeah, this would have been a completely different match had I failed that Fort Save earlier.

Sovereign Court

Hanzou wrote:
Is there some type of special effect your going for here? Preventing Brice from being removed from the tower? Or putting the Imp and Hanzou on more even grounds of trying to kill each other?

He is going to try and kill you. Hopefully he thinks that if he can his master may come back to him.


Aasimar 7 Bard (Sound Striker) / 4 Ninja
Please Don't Kill Me wrote:
Hanzou wrote:
Is there some type of special effect your going for here? Preventing Brice from being removed from the tower? Or putting the Imp and Hanzou on more even grounds of trying to kill each other?
He is going to try and kill you. Hopefully he thinks that if he can his master may come back to him.

The game was called and you two were transported outside and do you think he could stand up to the ten touch attacks coming his way before he can get the spell off? I readied for if he did anything but surrender.

Sovereign Court

Damn, didn't realise we both got teleported out. But if he survived the first on slaught (possible with his improved evasion) the antimgic field would have shut you down. Then he could pelt you from above with alchemical weapons until you died or engage you in melee where you could only hit him on a nat 20.

Sovereign Court

Ugh, this is what I get for posting without enogh sleep. Impoved evasion requires a ref save and those were forrtsso he would have died epicly...


Aasimar 7 Bard (Sound Striker) / 4 Ninja

Its a Fort save for half, so improved evasion means nothing. The anti-magic field might prevent his weird words from working for a bit, but that would not prevent him from disappearing out of sight. And I'm sure he could find something of use if the imp tried to fly upwards. Perhaps something on Brice.

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