Advanced Playtest "Ruby Phoenix Tourney" (Inactive)

Game Master WerePox47


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Inner Sanctum

ALrighty ill check in tm.. Gotta go to bed..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

reflex save: 1d20 + 14 ⇒ (13) + 14 = 27 pass

He will once again activate dragon style, then fly up and strike at the dragon.
power attack, fighting defensively

to hit: 1d20 + 17 ⇒ (9) + 17 = 26 damage: 1d10 + 1d6 + 19 ⇒ (6) + (5) + 19 = 30

likely this provokes

His AC is 29


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

it looks like there eis someone next to bel still?

Bel attempts to end the fool

1d20 + 21 - 2 - 3 ⇒ (14) + 21 - 2 - 3 = 30 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (4) + 10 + 7 + 6 + 2 + 1 = 30
1d20 + 16 - 2 - 3 ⇒ (7) + 16 - 2 - 3 = 18 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (3) + 10 + 7 + 6 + 2 + 1 = 29
1d20 + 11 - 2 - 3 ⇒ (19) + 11 - 2 - 3 = 25 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (4) + 10 + 7 + 6 + 2 + 1 = 30

to confirm 1d20 + 11 - 2 - 3 ⇒ (12) + 11 - 2 - 3 = 18 for 1d6 + 7 + 6 + 2 + 1 ⇒ (1) + 7 + 6 + 2 + 1 = 17

if that confirms he gets a free disarm 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25 disarm, if successful weapon flies 15 ft

note I am not using Comabt expertise, so only shaken


dead.

Reflex: 1d20 + 6 ⇒ (2) + 6 = 8 gosh...


dead.

Oh, and by the way, electricity, hun?


Inner Sanctum

I never said anything about electricity.. I said it was a blueish colored dragon.. The Emissary told you all it was a Brine Dragon, but noone did any research or question asking.. Heck the I even told you the bodies of the other team were burnt up with acid.. Bug your attack misses and yes it does provoke.. I was unclear about the dragons movement so ill give you this one.. His speed is 200' so he would have breathed and been well outa range for any counterattack.. I realize i didnt move him far enough on the map..

Bel the gut in front of you is paste after Kuras gets done with him.. You may retcon your actions..

Thomas Reflex: 1d20 + 14 ⇒ (1) + 14 = 15 Fail..

Thomas HP 61/103

Round 2 Thomas flies up to the dragon and attacks
Attack: 1d20 + 24 ⇒ (3) + 24 = 27
Dam: 1d4 + 16 ⇒ (2) + 16 = 18

Dragon AoO on Bug from Round 1

Dragon Bite: 1d20 + 21 ⇒ (10) + 21 = 31
Damage: 2d6 + 25 ⇒ (1, 3) + 25 = 29

Dragon AoO on Round 2.. This one goes to whoever comes at him first.. Bel you have to honors, if not Thomas will..

1d20 + 21 ⇒ (14) + 21 = 35
2d6 + 25 ⇒ (2, 3) + 25 = 30

DM Only:

DEFENSE
AC 33, touch 11, flat-footed 31
HP 175/175
Fort +13, Ref +11, Will +12
DR 5/magic; Immune acid, paralysis, sleep; SR 22
OFFENSE
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +25 (2d6+17), 2 claws +25 (1d8+12), tail slap +20 (1d8+17), 2 wings +20 (1d6+7)
PA -4/+8
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks breath weapon (80-ft. line, 12d6 acid, DC 21)
Spell-Like Abilities (CL 14th; concentration +17)
At will—control water, obscuring mist, speak with animals (fish only), water breathing
Spells Known (CL 7th; concentration +10)
3rd (5/day)—aqueous orb (DC 16), sleet storm (DC 16)
2nd (7/day)—alter self, invisibility, slipstream
1st (7/day)—color spray (DC 14), feather fall, flare burst (DC 14), ray of enfeeblement (DC 14), touch of the sea
0 (at will)—detect magic, detect poison, mage hand, open/close, prestidigitation, read magic, resistance
STATISTICS
Str 30, Dex 11, Con 19, Int 19, Wis 16, Cha 17
Base Atk +14; CMB +25; CMD 35 (39 vs. trip)
Feats Hover, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (swim), Vital Strike
Skills Bluff +20, Diplomacy +20, Fly +11, Heal +20, Knowledge (arcana and nature) +21, Perception +20, Sense Motive +20, Survival +20, Swim +41
Languages Aquan, Common, Draconic, Elven, Halfling
SQ water breathing
Bracers of AC +4, Ring of Prot +2, Amulet of Mighty Fists +2

Init Order
Resha
Bel
Thomas
Seventh
Dragon
Bug
Kuras

Bel you can retcon your round 2, Thomas has gone, Seventh your up.. Remember your are currently in a silence..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

I would happen to forgot to put crane style back up.


dead.

I know Pox, but someone said... I'm just joking, since there's no way we could have prevented that...

Seventh uses the Blessing of the Fervor and his Fervor ability to silently-swiftly cast Cure Moderate Wounds on self, and then moves and attacks the dragon (since the GM is so nice!), taking an AoO for the team!
Burning Admonishing Ray: 2d8 + 10 ⇒ (8, 2) + 10 = 20
Gimme gimme blood plz!: 1d20 + 25 - 3 ⇒ (8) + 25 - 3 = 30! Damage: 2d10 + 19 ⇒ (7, 5) + 19 = 31


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Takes out potion and drinks it, now he can fly...


dead.

I believe we've already done that Belsiard. Everyone. That's how we got to the ship anyway...


Inner Sanctum

Indeed Bel.. You already had drank the potion.. Seventh the Dragon had already burned its AoO for the round.. I also assume you threw the silence rock before you cast a spell yes? Your attack misses btw..

The Dragon looks at the odds against it and snaps out 1d4 ⇒ 4 assuming Bel flies and attacks it.. At Seventh..

Attack: 1d20 + 21 ⇒ (6) + 21 = 27 But misses.. It then turns and flies away towards the south..

Anyone in melee with it can make an AoO as it departs.. It ends up 200' away and still flying..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

power attack, dragon style, fighting defensively
to hit: 1d20 + 17 ⇒ (2) + 17 = 19 nevermind

switch back to crane style

"We need to get under cover or this thing is gonna slaughter us. "

Is there some building we can get into so we don't get strafed into goo?


Inner Sanctum

The interior of the boats would provide cover for a while.. He could easily destroy these boats though..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

How solid are the docks? Are there any stone buildings anywhere nearby?


Inner Sanctum

If you get back to the shore there are buildings you could retreat too.. I'll say its 1d100 + 150 ⇒ (67) + 150 = 217 feet to the nearest building that could give decent cover for any amount of time..


dead.

There are the ships...
I still got the silence spell, Blessing of the Fervor allows me to cast it as if with the Silent Spell feat... I'll throw it away later, thanks for the tip.

Gimme gimme blood in AoO plx!: 1d20 + 25 - 3 ⇒ (9) + 25 - 3 = 31 Damage: 1d10 + 19 ⇒ (9) + 19 = 28


Inner Sanctum

Your attack comes close, but misses as well..


Inner Sanctum

Waiting on Kuras and then new round..


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Kuras will travel into the boat after the woman who ran, and he will look for the paladin as well.

perception: 1d20 + 34 ⇒ (3) + 34 = 37


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

and this is why I asked to be botted for this week…

Bel moves up and attacks the dragon then LAST round

1d20 + 21 - 2 - 3 ⇒ (7) + 21 - 2 - 3 = 23 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (1) + 10 + 7 + 6 + 2 + 1 = 27

missed


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Well at least on the positive side, dragons fly badly enough that we should be able to get under cover before he makes another run.


Inner Sanctum

Well i had botted you up until you posted this morning.. And yes Bug if you moved x3 speed next round he will not get back in time to breath on you all..

Kuras you enter the hull of the boat and find sailors huddled.. They seem scared and beg you to spare them stating they were only doing what they were paid to do.. You find no trace of the woman, but you do find an empty potion bottle on the floor..

So i need everyones action for round 3.. Is it run and hide or something else?


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Bug will be getting under cover at the sturdy building on the shore.


Inner Sanctum

As you reach the santuary of teh building you look in the direction of the dragon and sure enough he's coming back for another strafe..


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

since I am on, doesn't that provoke since I attacked him


dead.

Seventh draws a scroll and casts Invisibility Purge inside the ship, to guarantee the woman is not here!
"We came here to look for Marthysan, but I don't see him, do you?"


Inner Sanctum

Thomas drawed his round 2 AoO

One of the huddled sailor's speaks up.. "They kept the prisoner on the other boat.."

Thomas enters the other ship and soon discovers a bound and unconcious Marthysan lying in there.. In a boot locker he discovers his gear..

Bel i assume you do not stay out in the middle.. As the dragon makes his way back over its obvious you all do not wish to fight.. He turns and flies to the west, disappearing from sight shortly after..

Combat over..

Seventh you cast your spell and look around, but the woman isnt there..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

We surely don't want to fight on a dragon's terms.


Inner Sanctum

No doubt, Yall handled that fight rather well imo.. Sucks he didnt see yall earlier.. That team was all 11th level too and didnt really even get actions..

The one fighter type that wasn't melted is carrying:

+2 Fullplate
+2 Ring of Prot
+2 greataxe
+2 Belt of Str
masterwork throwing axe
potion of cure serious
122 gp

What's the plan now? Go after the dragon or return to the Pavilion?


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

yerp. I would use that ring of protection, though I did get the slippers

I wouldn't mind killing that stupid dragon at some point.


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

"I imagine we'll have to deal with the dragon eventually. It's just a lot more survivable to do it on our terms. "


Inner Sanctum

Ill take it as yall are not pursuing him atm..

After you release Marthysan and wake him up he explains Risha's group had kidnapped him to trade him to the Golden Legion, which leaders want him dead and the tournament destroyed.. The trade was supposed to strengthen the Legion and the Aspis Consortium's ties.. After gathering his gear he heads back with you to explain it all to the Emissary.. The Emissary frowns and proceeds to tell a story.. In the last Ruby Phoenix Tournament, a sorceress from Lingshen was disqualified just prior to the final round for cheating. She swore vengeance upon her competitor, the de facto victor Marthysan the Righteous. While some believe she may strike soon, the event happened a decade ago, and many believe the sorceress
has forgotten about the perceived slight or moved on. He can only guess that it is her that's causing alL this trouble..

The rest of the night goes uneventful, unless yall wanna do something else..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Uneventful night sounds good.


Inner Sanctum

If nothing else wants to be done we will move to the next day..

The morning comes and you guys find out that you get a bye in your main fight today due to your opponents were killed by you the previous night.. This puts your team into the finals against Gomwai, the half-orc brawler and his crew.. They sport familiar tattoos..

This moves you to your exhibition match of the day..

GM Only:

AC 27, touch 10, flat-footed 26
hp 200/200; regeneration 5 (acid or fire)
Fort +18, Ref +9, Will +16
Immune Fire
SR 26
OFFENSE
Speed 30 ft.
Melee +4 orc double axe +26/26/+26/+21/+21/+16/+16/+11/+11 (2d6+24/19–20)
Rend 1d10+12 1/Rd
Space 10 ft.; Reach 10 ft.
Special Attacks double weapon mastery, spellstrike
Spell-Like Abilities (CL 14th; concentration +19)
Constant—see invisibility
4/day—chill touch (DC 15), dimension door, fireball (DC 17),
haste, shocking grasp
1/day—black tentacles, stoneskin, wall of fire, polar ray
STATISTICS
Str 26, Dex 12, Con 20, Int 13, Wis 16, Cha 18
Base Atk +18; CMB +27; CMD 41
Feats Combat Casting, Improved Initiative, Power Attack, Toughness, Two Weapon Rend, Great Fort, Lightning Reflexes, Iron Will, Combat Reflexes
Skills Bluff +20, Disguise +20, Intimidate +20, Knowledge
(planes) +18, Perception +24, Sense Motive +20, Spellcraft
+18; Racial Modifiers +4 Perception
Languages Common, Giant, Orc, Tien
SQ change shape (Large humanoid, alter self ), ward off distractions
Gear banded mail, +4 orc double axe
SPECIAL ABILITIES
Double Weapon Mastery (Ex) An atamahuta fights with an
orc double axe. While making a full attack, an atamahuta controls its arms with both heads and does not take a
penalty on attack or damage rolls for attacking with a
double weapon.
Spellstrike (Su) An atamahuta can imbue its weapon with
magical properties using its spell-like abilities. Whenever
an atamahuta casts a spell with a range of “touch” from its
spell-like abilities, it can deliver the spell through any weapon
it is holding as part of a free melee attack at its highest base
attack bonus as part of casting its spell. If successful, this
melee attack deals its normal damage as well as the effects of
the spell. This attack uses the weapon’s critical threat range,
but the spell effect only deals double damage on a successful
critical hit, while the weapon damage uses its own critical
multiplier.

It will be held in the main arena.. There are no rounds to buff and when the curtain drops your opponent appears to be an Ettin.. With a large Orc Double Axe.. It roars at you.. Roll a Sense Motive DC 24.. If you make it you know this is not a normal ettin and may roll Know Planes

Init:

1d20 + 8 ⇒ (8) + 8 = 16
Thorne Init: 1d20 + 8 ⇒ (16) + 8 = 24
Belsiard Init: 1d20 + 9 ⇒ (7) + 9 = 16
Seventh Init: 1d20 + 7 ⇒ (8) + 7 = 15
Kuras Init: 1d20 + 1 ⇒ (8) + 1 = 9
Bug Init: 1d20 + 3 ⇒ (13) + 3 = 16

Init Order
Thomas
Ettin
Bel
Bug
Seventh
Kuras

Thomas is up first.. He moves up and activates his favored target on the giant..

DC 18 Spellcraft:
Haste

The giant casts a spell and then twirls its double axe like a whirlwind.. Its very intimidating.. Perhaps yall should pass on this exhibition..


dead.

I want that ring Bel, since I got nothing so far. Do you mind?

Sense Motive: 1d20 + 8 ⇒ (6) + 8 = 14
Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25
Pass? No thank you.

Seventh instantly summons his Sacred Armor, moves closer to the enemy with shield and sword and casts Blessing of the Fervor on his allies. "Form a line Thomas!"


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Sense Motive: 1d20 + 20 ⇒ (16) + 20 = 36
Spellcraft: 1d20 + 14 ⇒ (6) + 14 = 20

Let's smoke this creature!

Kuras throws a hand out at the creature, and unleashes some lightning at it.

Casting Chain Lightning at the creature DC 21 reflex.

SR roll if needed: 1d20 + 11 ⇒ (20) + 11 = 31

Damage: 11d6 ⇒ (2, 3, 3, 4, 4, 4, 2, 3, 3, 4, 6) = 38 Lightning damage


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

ok


Inner Sanctum

Reflex: 1d20 + 9 ⇒ (18) + 9 = 27 Pass

[spoiler=GM Only]
181/200
[/dice]

Bug and Bel your up..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Bug will use martial maneuvers to add greater weapon focus unarmed, lunge , and move forward. He will also activate crane style.

Then he readies an action to lunge at a target fighting defensively if one comes within reach.


Inner Sanctum

Sweet spoiler i did there.. Wonder how many hps it has left? lol..

Ill assume Bel moves up into formation and readies a parry riposte thing..

Top of the round Thomas falls back into formation as directed.. Cant work the map at work so will someone move him please..

The creature starts casting again

DC 19 Spellcraft:
Stoneskin

GM Only:

AC 27, touch 10, flat-footed 26
hp 186/200; regeneration 5 (acid or fire)
Fort +18, Ref +9, Will +16
Immune Fire
SR 26
OFFENSE
Speed 30 ft.
Melee +4 orc double axe +26/26/+26/+21/+21/+16/+16/+11/+11 (2d6+24/19–20)
Rend 1d10+12 1/Rd
Space 10 ft.; Reach 10 ft.
Special Attacks double weapon mastery, spellstrike
Spell-Like Abilities (CL 14th; concentration +19)
Constant—see invisibility
3/day—chill touch (DC 15)(3), dimension door(3), fireball (DC 17)(3),
haste(2), shocking grasp(3)
1/day—black tentacles, cone of cold (DC 19), wall of fire
STATISTICS
Str 26, Dex 12, Con 20, Int 13, Wis 16, Cha 18
Base Atk +18; CMB +27; CMD 41
Feats Combat Casting, Improved Initiative, Power Attack, Toughness, Two Weapon Rend, Great Fort, Lightning Reflexes, Iron Will, Combat Reflexes
Skills Bluff +20, Disguise +20, Intimidate +20, Knowledge
(planes) +18, Perception +24, Sense Motive +20, Spellcraft
+18; Racial Modifiers +4 Perception
Languages Common, Giant, Orc, Tien
SQ change shape (Large humanoid, alter self ), ward off distractions
Gear banded mail, +4 orc double axe
SPECIAL ABILITIES
Double Weapon Mastery (Ex) An atamahuta fights with an
orc double axe. While making a full attack, an atamahuta controls its arms with both heads and does not take a
penalty on attack or damage rolls for attacking with a
double weapon.
Spellstrike (Su) An atamahuta can imbue its weapon with
magical properties using its spell-like abilities. Whenever
an atamahuta casts a spell with a range of “touch” from its
spell-like abilities, it can deliver the spell through any weapon
it is holding as part of a free melee attack at its highest base
attack bonus as part of casting its spell. If successful, this
melee attack deals its normal damage as well as the effects of
the spell. This attack uses the weapon’s critical threat range,
but the spell effect only deals double damage on a successful
critical hit, while the weapon damage uses its own critical
multiplier.

Afterwards it moves up 10', content to play yalls game for now.. The rest of yall are up..


dead.

The map is the Grand Arena, folks.
Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12

Seventh activates his Dominance Aura and issues a command to it:
"Drop!" DC 19 or drop weapons
He then moves closer, falling in formation?

"Are you ready folks?"


Inner Sanctum

Will: 1d20 + 16 ⇒ (4) + 16 = 20 Shakes off your command..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Bug will move up and attack
fighting defensively, power attack, crane style

to hit: 1d20 + 17 ⇒ (10) + 17 = 27 damage: 1d10 + 17 ⇒ (9) + 17 = 26

Assuming there was an AoO on the way in (though I suspect someone else will have gone in first given my initiative), crane wing deflects , crane riposte

to hit: 1d20 + 17 ⇒ (20) + 17 = 37 damage: 1d10 + 17 ⇒ (3) + 17 = 20
confirm: 1d20 + 17 ⇒ (6) + 17 = 23 damage: 1d10 + 17 ⇒ (7) + 17 = 24 likely not


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

dm, for future, since you are botting me often until the end of the week. the parry riposte is an immediate action, then aoo it happens every time I am next to someone, it does not mean I cannot attack…though i double moved to get there this round/ooc]

I assume he cast defensively?

next round
1d20 + 21 - 2 - 3 ⇒ (15) + 21 - 2 - 3 = 31 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (1) + 10 + 7 + 6 + 2 + 1 = 27
1d20 + 16 - 2 - 3 ⇒ (4) + 16 - 2 - 3 = 15 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (2) + 10 + 7 + 6 + 2 + 1 = 28
1d20 + 11 - 2 - 3 ⇒ (1) + 11 - 2 - 3 = 7 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (4) + 10 + 7 + 6 + 2 + 1 = 30

to confirm
1d20 + 21 - 2 - 3 ⇒ (5) + 21 - 2 - 3 = 21 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (5) + 10 + 7 + 6 + 2 + 1 = 31

[ooc] this dice roller hates this character


Inner Sanctum

Bel yor first round you moved up with the rest.. The 2nd round you would have ben able to move up and attack if you wish..

1d20 + 16 ⇒ (11) + 16 = 27 miss

As you move up the thing attacks you..

Your Parry.. 1d20 + 16 ⇒ (10) + 16 = 26 Fails

1d20 + 26 ⇒ (5) + 26 = 31 Hit
2d6 + 24 ⇒ (4, 4) + 24 = 32

Bug it does attack as you approach and you deflect it and return fire hits.. Your main attack misses though..

Init Order
Thomas
Ettin
Bel
Bug
Seventh
Kuras

Kuras is up then round 3..

GM Only:

AC 27/28(haste), touch 11, flat-footed 26
hp 166/200; regeneration 5 (acid or fire)
Fort +18, Ref +9, Will +16
Immune Fire
SR 26
OFFENSE
Speed 30 ft.
Melee +4 orc double axe +26/26/+26/+21/+21/+16/+16/+11/+11 (2d6+24/19–20)
Rend 1d10+12 1/Rd
Space 10 ft.; Reach 10 ft.
Special Attacks double weapon mastery, spellstrike
Spell-Like Abilities (CL 14th; concentration +19)
Constant—see invisibility
3/day—chill touch (DC 15)(3), dimension door(3), fireball (DC 17)(3),
haste(2), shocking grasp(3)
1/day—black tentacles, cone of cold (DC 19), wall of fire
STATISTICS
Str 26, Dex 12, Con 20, Int 13, Wis 16, Cha 18
Base Atk +18; CMB +27; CMD 41
Feats Combat Casting, Improved Initiative, Power Attack, Toughness, Two Weapon Rend, Great Fort, Lightning Reflexes, Iron Will, Combat Reflexes
Skills Bluff +20, Disguise +20, Intimidate +20, Knowledge
(planes) +18, Perception +24, Sense Motive +20, Spellcraft
+18; Racial Modifiers +4 Perception
Languages Common, Giant, Orc, Tien
SQ change shape (Large humanoid, alter self ), ward off distractions
Gear banded mail, +4 orc double axe
SPECIAL ABILITIES
Double Weapon Mastery (Ex) An atamahuta fights with an
orc double axe. While making a full attack, an atamahuta controls its arms with both heads and does not take a
penalty on attack or damage rolls for attacking with a
double weapon.
Spellstrike (Su) An atamahuta can imbue its weapon with
magical properties using its spell-like abilities. Whenever
an atamahuta casts a spell with a range of “touch” from its
spell-like abilities, it can deliver the spell through any weapon
it is holding as part of a free melee attack at its highest base
attack bonus as part of casting its spell. If successful, this
melee attack deals its normal damage as well as the effects of
the spell. This attack uses the weapon’s critical threat range,
but the spell effect only deals double damage on a successful
critical hit, while the weapon damage uses its own critical
multiplier.


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Kuras will throw out his hands once again and try to get as much magic off of this creature as possible.

casting dispel magic greater it will dispel the two highest effects that it can

caster level check: 1d20 + 11 ⇒ (19) + 11 = 30

Sr roll if needed: 1d20 + 11 ⇒ (16) + 11 = 27

Edit: kuras will also move 30 ft closer to the creature.


Inner Sanctum

The creature frowns as its spells are striped from it..

Thomas moves up to engauge the creature..

1d20 + 24 ⇒ (1) + 24 = 25 But stumbles.. The creature takes a swing at him as he approaches

1d20 + 25 ⇒ (15) + 25 = 40
2d6 + 24 ⇒ (2, 3) + 24 = 29

Thomas HP 42/103
Bel HP 16/93 Panche Used 3

On the creatures turn it casts a spell defensively(which is auto success for the spell level) and unleashes 3 attacks at each of the 3 PCs around it.. At the same time it discharges the spell at 1d3 ⇒ 3 Bel..

PC Numbers:

Thomas 1
Bug 2
Bel 3
Seventh 4
Kuras 5

Thomas: 1d20 + 25 ⇒ (10) + 25 = 35 hit
Thomas: 1d20 + 15 ⇒ (3) + 15 = 18
Thomas: 1d20 + 10 ⇒ (13) + 10 = 23

Damage: 2d6 + 24 ⇒ (3, 5) + 24 = 32

Bug: 1d20 + 25 ⇒ (16) + 25 = 41 Assuming your craning this one so make your riposte..
Bug: 1d20 + 20 ⇒ (9) + 20 = 29 hit
Bug: 1d20 + 20 ⇒ (9) + 20 = 29 hit

Damage: 4d6 + 48 ⇒ (2, 4, 4, 1) + 48 = 59

Bel: 1d20 + 25 ⇒ (10) + 25 = 35 hit
Bel: 1d20 + 15 ⇒ (6) + 15 = 21 Attempt to Parry
Bel: 1d20 + 10 ⇒ (13) + 10 = 23 Attempt to Parry

Damage: 2d6 + 24 ⇒ (4, 2) + 24 = 30
Shocking Grasp: 5d6 ⇒ (4, 2, 1, 5, 3) = 15

1d20 + 19 ⇒ (20) + 19 = 39
1d20 + 19 ⇒ (9) + 19 = 28 Both are parried, but only one attack since its an immediate..

1d20 + 21 ⇒ (13) + 21 = 34 hit
1d6 + 26 ⇒ (5) + 26 = 31

GM Only:

AC 27 touch 11, flat-footed 26
hp 141/200; regeneration 5 (acid or fire)
Fort +18, Ref +9, Will +16
Immune Fire
SR 26
OFFENSE
Speed 30 ft.
Melee +4 orc double axe +26/26/+26/+21/+21/+16/+16/+11/+11 (2d6+24/19–20)
Rend 1d10+12 1/Rd
Space 10 ft.; Reach 10 ft.
Special Attacks double weapon mastery, spellstrike
Spell-Like Abilities (CL 14th; concentration +19)
Constant—see invisibility
3/day—chill touch (DC 15)(3), dimension door(3), fireball (DC 17)(3),
haste(2), shocking grasp(2)
1/day—black tentacles, cone of cold (DC 19), wall of fire
STATISTICS
Str 26, Dex 12, Con 20, Int 13, Wis 16, Cha 18
Base Atk +18; CMB +27; CMD 41
Feats Combat Casting, Improved Initiative, Power Attack, Toughness, Two Weapon Rend, Great Fort, Lightning Reflexes, Iron Will, Combat Reflexes
Skills Bluff +20, Disguise +20, Intimidate +20, Knowledge
(planes) +18, Perception +24, Sense Motive +20, Spellcraft
+18; Racial Modifiers +4 Perception
Languages Common, Giant, Orc, Tien
SQ change shape (Large humanoid, alter self ), ward off distractions
Gear banded mail, +4 orc double axe
SPECIAL ABILITIES
Double Weapon Mastery (Ex) An atamahuta fights with an
orc double axe. While making a full attack, an atamahuta controls its arms with both heads and does not take a
penalty on attack or damage rolls for attacking with a
double weapon.
Spellstrike (Su) An atamahuta can imbue its weapon with
magical properties using its spell-like abilities. Whenever
an atamahuta casts a spell with a range of “touch” from its
spell-like abilities, it can deliver the spell through any weapon
it is holding as part of a free melee attack at its highest base
attack bonus as part of casting its spell. If successful, this
melee attack deals its normal damage as well as the effects of
the spell. This attack uses the weapon’s critical threat range,
but the spell effect only deals double damage on a successful
critical hit, while the weapon damage uses its own critical
multiplier.

The rest of yall are up.. You all see some of the creastures wounds close up as well..

On his Turn Bel attacks and hits once, but forgets his extra Fervor attack..

1d20 + 16 ⇒ (3) + 16 = 19 but misses..

Bug, Seventh, Kuras your up..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

riposte
to hit: 1d20 + 17 ⇒ (6) + 17 = 23 miss

flurry, fighting defensively, crane style, power attack
AC 29
HP 44/103

to hit: 1d20 + 15 ⇒ (12) + 15 = 27 damage: 1d10 + 17 ⇒ (6) + 17 = 23
to hit: 1d20 + 15 ⇒ (19) + 15 = 34 damage: 1d10 + 17 ⇒ (5) + 17 = 22
to hit: 1d20 + 10 ⇒ (13) + 10 = 23 miss
to hit: 1d20 + 10 ⇒ (18) + 10 = 28 damage: 1d10 + 17 ⇒ (1) + 17 = 18
to hit: 1d20 + 5 ⇒ (14) + 5 = 19 damage: 1d10 + 17 ⇒ (10) + 17 = 27

sorry just noticed the last attack was too hight. It's a miss


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Ty dm but to quibble but I am able to make as many attacks back as I have aoos and I have combat reflexes. But since you are hitting now worry


Inner Sanctum

I agree you make as many parries as you have AoO's and Panche points but the riposte is an immediate action and your only allowed 1 of those per round.. I didnt try to parry the first attack since you would have need a high number to be successful..

Bug puts the hurt on it.. Missing that dam stoneskin now Kuras.. Dam YOu!

GM:

HP 51/200

The Creature strikes at you Seventh as you approach..

1d20 + 25 ⇒ (19) + 25 = 44
Confirm
1d20 + 25 ⇒ (18) + 25 = 43

Damage: 4d6 + 48 ⇒ (5, 2, 4, 5) + 48 = 64

Ouch is right as he smakes you a good one back lol

Seventh and the monster trade fercious licks, but with the beating Bug gave him he simply cannot stand anymore and crumples..

AND THE CROWD GOES WILD!

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