Advanced Playtest "Ruby Phoenix Tourney" (Inactive)

Game Master WerePox47


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dead.

Since Kuras dispelled the monster's magic and the creature is strong willed, Seventh uses a fervor to swiftly cast Divine Favor on self, and with his Blessing of the Fervor empowering his movement, he moves up to it and strikes with a Vital Strike!
PA Vital Strike!: 1d20 + 20 + 4 - 3 ⇒ (18) + 20 + 4 - 3 = 39! Damage: 2d10 + 18 ⇒ (8, 9) + 18 = 35
Confirmation!: 1d20 + 20 + 4 - 3 ⇒ (12) + 20 + 4 - 3 = 33! Damage: 1d10 + 18 ⇒ (10) + 18 = 28

Ouch!


Inner Sanctum

See prvious page.. Combat over..

For besting the beast the group is awarded a pair of Boots of Speed..


dead.

Ohh.... you ninja'edited me, hun? Evil gm...

Stepping over the fallen creature, Seventh raises his blood-stained sword, watching the crowd go wild!


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 smiles at his accomplishment, but lets the others take the glory this time.

I suggest that either bug or belsiard gets the boots, also kuras will be purchasing 500 gold worth of diamond dust.


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've already got a couple of toys. I imagine Belisard would want them.


Inner Sanctum

For the groups final test, the Emissary wished to assess your mental capabilities instead of your physical prowess, which has been well tested throughout the Ruby Phoenix Tournament. In this test, a stone pillar is placed in each corner of the fight stage. On each pillar is carved a line from a riddle; the group must read all four, place them in
order, and solve the riddle to pass the test. The Emissary grants
the group 2 minutes to solve the riddle. Im just gonna go round by round with this, so that gives you all 20 rounds to piece together the riddle and sovle the puzzle.. If team members get disabled the other party memebers can continue on, trying to get the rest of the pieces..

Round 1

As the group approaches the 1st stone pillar, and before they can read the portion of text written on it, a symbol flashes and you all need to make DC 20 Will saves or be stunned for 1d6 ⇒ 2 rounds..

Should you make the save

TEXT:
"You build more of me each day"


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

Also, can I grab that fullplate +2 we got off the fighter? It is +1 more than my old one.

EDIT: Nevermind my Fullplate is actually +2 already, I was looking at my Sword. Also, seeing the challenge now are we allowed to go to a pillar ahead of another one or do we have to do them in order?


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

will save: 1d20 + 10 ⇒ (14) + 10 = 24


Inner Sanctum

Bel Will+Charmed: 1d20 + 9 ⇒ (6) + 9 = 15

Thomas Will: 1d20 + 4 ⇒ (12) + 4 = 16

Both are stunned.. If you pass and read the text you may continue to the next totem.. It takes 1 round to get to the next totem..

Bel next action Round 4
Thomas next action Round 4

Bug makes it to the next totem on round 3


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's will save: 1d20 + 12 ⇒ (19) + 12 = 31

If we are allowed to go the totems out of order Kuras will run to the third one, and try to read that one so he can yell it out to Bug. If not then he will just try to follow Bug as soon as he can.


Inner Sanctum

The totems must be done in order..

Bug, Kuras, and Seventh at Totem #2 on Round 3

Bel and Thomas stun/feared until Round 14

Seventh Will: 1d20 + 13 ⇒ (8) + 13 = 21

Arriving at Totem #2 another Symbol goes off, all in 60' make a DC 19 Will or be panicked for 11 rounds..

If you make it..

TEXT:
"The oldest are the first to perish"

Bel+charm: 1d20 + 9 ⇒ (6) + 9 = 15
Thomas: 1d20 + 4 ⇒ (6) + 4 = 10

Ok unless the spells are removed Bel and Thomas are out until Round 14


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

will: 1d20 + 10 ⇒ (20) + 10 = 30


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 is going to walk up to the emissary and give what he thinks the answer is.

"Is the answer Memories?"


Inner Sanctum

You guessed that after reading "You build more each day?"? Because you didnt make no save to read the 2nd one.. I can understand that guss with the 2nd sentence, but not with just the 1st.. Make the will save and you can ask the Emissary..


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

Will save: 1d20 + 12 ⇒ (18) + 12 = 30


Inner Sanctum

The Emissary laughs aloud and says.. "Very good, very good.. The answer is indeed Memories.."

For completing the match the Emissary invites you all to stay at his manse for the night and shall prepare a feast for you and the other finalist, Gomwai.. On the marrow is the championship match.. Get your rest he says..

You all gain the benefits of a Hero's Feast after eating the feast the following morning.. I would also advise you use your Incense of Meditation Kuras, as it will be your last chance to do so..


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

Alright I will use it this night.


Inner Sanctum

The next morning at breakfast you all get a look at your opponents for the day.. Gomwai is a thick muscled hobgoblin with many tattoo's and it looks like the rest of his crew are 3 thugs and 2 robed figures, all humans.. One of the robed figures is wearing a breastplate, the other has no armor on..

GOnna take me a bit to get this one set up, so itll prob be tm before i get it posted.. Just a heads up there will be a 5 round prep time before the combat starts so be thinking about yours spells.. Remember you all have hero's feast active as well.. Roll 1d8+6 for bonus hps..

1d8 + 6 ⇒ (7) + 6 = 13


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 might have to get some more potions. Do we have time for that?


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

Going to be changing some of my spells on account of the incense of meditation.


Inner Sanctum

Youll have time in the morning to get consumables


dead.

Whoa that was fast... I didn't even get time to use Swallow your fear...

HP: 1d8 + 6 ⇒ (4) + 6 = 10


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 pick up another potion of fly to replace his used ones. He will also pick up some smoke pellets:smog as well.


Inner Sanctum

Ok once in the arena yall see your opponents are across from you..

The buffing rounds start and the 2 robed figures start casting and the other 4 start drinking potions..

GM Only:

Male hobgoblin monk 13
LE Medium humanoid (goblinoid)
Init +10; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 39, touch 28, flat-footed 32 (+6 armor, +3 deflection, +6 Dex,
+1 dodge, +4 monk, +4 Wis, +5 natural)
hp 159/159
Fort +21, Ref +20, Will +19; +2 vs. enchantment
SR 23 Resist Elec 20
Defensive Abilities improved evasion; Immune disease, fear, poison
OFFENSE
Speed 120 ft./Fly 90'
Flurry of blows +26/+26/+26/+21/+21/+16/+16/+11 (2d8+13 plus 1d6 nonlethal)
PA -3/+6
Special Attacks flurry of blows, stunning fist (14/day, DC 23)
STATISTICS
Str 22, Dex 22, Con 20, Int 10, Wis 18, Cha 8
Base Atk +9; CMB +26(+30 Trip); CMD 42(46 Trip)
(35 vs. bull rush, grapple, trip)
Feats Dodge, Greater Trip, Whirlwind Attack, Improved Initiative, Improved Trip, Improved Unarmed Strike, Ability Focus(stunning fist), Spring Attack, Mobility, Power Attack, Stunning Fist, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +17 (+28 when jumping), Climb +15, Intimidate +16, Sense Motive +9, Stealth +19
Languages Goblin, Tien
SQ diamond body, fast movement, highjump, ki pool (10 points, lawful, magic), maneuver training, purity of body, slow fall 50 ft., still mind, wholeness of body, abundant step, diamond body
Combat Gear potion of cure serious wounds
Other Gear merciful amulet of mighty fists +3, belt of physical perfection +4, bracers of armor +6, ring of protection +3, monk’s robes, +3 cloak of resistance 600 gp
Special Abilities
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
Ki Pool: 10/10 Extra Attack 1, Dim Door 2
Stunning Fist: 13/13 Stun 1 Round or Staggered 1d6+1 Rounds (DC 22 Fort)
Spells Active: Fly, Barkskin, Greater Heroism, Haste

(3)Male human fighter 3 (weapon master)/rogue 7 (scout)
NE Medium humanoid (human)
Init +7; Senses Perception +11
DEFENSE
AC 24, touch 16, flat-footed 20
hp 113/113
Fort +13, Ref +14, Will +9
Resist Elec 20
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee +1 Merciful Earthbreaker +24/+24/+19 3d6+12 20x3
PA -3/+9
Ranged Mwk Throwing Dagger(3) +18/+18/+13 1d4+5
Special Attacks sneak attack 4d6+8/FF 8d6+16
STATISTICS
Str 20, Dex 16, Con 18, Int 13, Wis 12, Cha 10
Base Atk +8; CMD 28(36 Disarm)
Feats Dodge, Iron Will, Power Attack, Toughness, Weapon Focus (earthbreaker), Outflank*, Sap adept, Sap master, Improved Init
Skills Acrobatics +14, Climb +14, Escape Artist +4, Intimidate +12,
Knowledge (local) +13, Perception +11, Ride +14, Sleight of
Hand +14, Stealth +16, Swim +13
Languages Common, Tien
SQ frightening, rogue talents (combat trick, resiliency,
offensive defense*)
Combat Gear potion of cure serious
Other Gear +2 earthbreaker, +2 breastplate, ring of protection +2, gloves of dueling, +2 cloak of resistance, +4 belt of str

Spells: Bear's Endurance, Heroism, Haste, Blessing of Fervor, Airwalk, Hero's Feast

Human Sorcerer 10
LE Medium humanoid (human)
Init +7; Senses Perception +1
--------------------
Defense
--------------------
AC 31, touch 17, flat-footed 26 (+6 armor, +3 Dex, +4 natural, +2 deflection)
hp 115/115, Stoneskin 100/100, 50% Miss Chance
Fort +11, Ref +9, Will +11
Resist electricity 20
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bloodline arcana: draconic, breath weapon, claws
Sorcerer Spells Known (CL 10th; concentration +17):
5th (4/day)—lightning arc (DC 24)
4th (4/day)—fear (DC 21), ball lightning (DC 23), shocking image, stoneskin
3rd (6/day)—displacement, haste, fireball (DC 22), fly
2nd (8/day)—resist energy, false life, scorching ray, glitterdust (DC 19), burning arc (DC 21)
1st (8/day)—liberating command, silent image (DC 18), magic missile, shield, mage armor, mud ball (DC 18)
0 (at will)—acid splash, open/close (DC 17), daze (DC 17), detect magic, touch of fatigue (DC 17), read magic, jolt, penumbra, root
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 16, Int 10, Wis 12, Cha 24
Base Atk +5; CMB +4; CMD 19
Feats Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation), Toughness
Skills Knowledge (arcana) +13, Spellcraft +13, Use Magic Device +20
Languages Common
SQ bloodlines (draconic [blue dragon [electricity]])
Combat Gear Elemental metamagic rod (electricity) (3/day); Other Gear Amulet of natural armor +2, Belt of physical might (Dex & Con +2), Bracers of armor +6, Cloak of resistance +3, Headband of alluring charisma +4, Ring of protection +2, 150 GP
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
Breath Weapon (1/day) (DC 22) (Su) 1/day, Breath Weapon deals 10d6 Electricity damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Electricity (10)
Elemental metamagic rod (electricity) (3/day)
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Magic Claws (10 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

Airwalk, Spell Immune(Invis Purge, Silence), Blessing of Fervor, Greater Invis, Shocking Image, False Life, Displacement, Fly, Shield

Human Cleric 10
LE Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 31, touch 17, flat-footed 27 (+10 armor, +4 shield, +2 Dex, +3 Deflect)
hp 106/106
Fort +12, Ref +8, Will +16
Resist Elec 20
SR 22
Defensive Abilities copy cat (su), master's illusion
--------------------
Offense
--------------------
Speed 20 ft.
Melee +2 heavy mace +13/+8 (1d8+6/×2)
Ranged Touch +13
Special Attacks channel energy
Spell-Like Abilities
10 rounds/day—master's illusion
9/day—bit of luck, copy cat (su)
Cleric Spells Prepared (CL 10th; concentration +16):
5th (3/day)—flame strike (DC 21)
4th (4/day)—unholy blight (DC 20)
3rd (4/day)—protection from energy, invisibility purge, blindness/deafness (DC 19)
2nd (6/day)—dread bolt (DC 18), sound burst (x2) (DC 18), invisibility, hold person (DC 18), grace (x2)
1st (6/day)—liberating command, murderous command (DC 17), shield of faith, true strike, sanctuary (DC 17)
0 (at will)—stabilize, detect magic, detect poison, guidance
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 8, Wis 22, Cha 18
Base Atk +7; CMB +8; CMD 20
Feats Extend Spell, Extra Channel, Extra Channel, Improved Initiative, Selective Channeling, Toughness
Skills Diplomacy +12, Heal +12, Sense Motive +17, Spellcraft +6
Languages Common
SQ aura, domains (luck, trickery), good fortune, spontaneous casting
Combat Gear Quicken metamagic rod (lesser) (3/day); Other Gear +4 Breastplate, +3 Light steel shield, +2 Heavy mace, Cloak of resistance +3, Headband of mental prowess (Wis & Cha +4), 150 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Negative Energy 5d6 (11/day) (DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (9/day) (Sp) Create a single mirror image duplicate
Extend Spell Spell duration lasts twice as normal. +1 Level.
Good Fortune (1/day) (Ex) Reroll a die.
Master's Illusion (10 rounds/day) (DC 21) (Sp) Use veil as a spell-like ability.
Quicken metamagic rod (lesser) (3/day)

Spells Active: Shield of Faith, Freedom of Movement, Airwalk, Spell Immune(Invis Purge, Silence), Blessing of Fervor, Greater Invis

The non-armored one casts: The first spell is on the armored caster..

Spellcraft DC 19:
Spell Imunity

Spellcraft DC 19:
Spell Immunity

Spellcraft DC 19:
Shock Shield

Spellcraft DC 18:
Displacement

Spellcraft DC 19:
Greater Invis

After his last spell he goes invis.

The Armored one casts:

Spellcraft DC 20:
Communal Air Walk

Spellcraft DC 18:
Communal Resist Energy

Spellcraft DC 18:
Prayer

Spellcraft DC 19:
Greater Invis

Spellcraft DC 19:
Extended Blessing of Fervor

He too goes Invis..

Unless yalls team casts prayer you all will have -1hit/dam/saves for 10 rounds..

Init:

Sorc Init: 1d20 + 7 ⇒ (17) + 7 = 24
Gom Init: 1d20 + 10 ⇒ (18) + 10 = 28
Cleric Init: 1d20 + 6 ⇒ (6) + 6 = 12
Thugs Init: 1d20 + 7 ⇒ (15) + 7 = 22
Thorne Init: 1d20 + 8 ⇒ (2) + 8 = 10
Belsiard Init: 1d20 + 9 ⇒ (11) + 9 = 20
Seventh Init: 1d20 + 7 ⇒ (11) + 7 = 18
Kuras Init: 1d20 + 1 ⇒ (2) + 1 = 3
Bug Init: 1d20 + 3 ⇒ (8) + 3 = 11

The Thugs are wielding Earthbreakers and Gomwai is barefisted..

Init Order:
Gomwai
Sorc
Thugs
Bel
Seventh
Cleric
Bug
Thomas
Kuras


Inner Sanctum

Yall may have your 5 rounds to buff before we start..


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

Still deciding what buffs to use, but I will place up the spellcraft checks now. Also, seeing as how Richard can't be in the competition I assume that one of us has the wafinder of revelation now correct?

Spellcraft: 1d20 + 14 ⇒ (8) + 14 = 22
Spellcraft: 1d20 + 14 ⇒ (20) + 14 = 34
Spellcraft: 1d20 + 14 ⇒ (7) + 14 = 21
Spellcraft: 1d20 + 14 ⇒ (18) + 14 = 32
Spellcraft: 1d20 + 14 ⇒ (20) + 14 = 34

Spellcraft: 1d20 + 14 ⇒ (6) + 14 = 20
Spellcraft: 1d20 + 14 ⇒ (9) + 14 = 23
Spellcraft: 1d20 + 14 ⇒ (12) + 14 = 26
Spellcraft: 1d20 + 14 ⇒ (4) + 14 = 18
Spellcraft: 1d20 + 14 ⇒ (14) + 14 = 28


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

Activate my deliquescent gloves.

Use martial maneuvers to add blindfighting.


dead.

Seventh also replenishes his Fly Potion (2 on stock). Defending Bone is already active.
Stop being such money-savers and drink some potions or use some scrolls, folks! (Bear's Endurance, Enlarge Person, Fly, Invisibility, Use a Haste Scroll, Heroism, Invisibility Purge, Glitterdust...) This is the final fight! I'm having a hard time here being a caster with 4th level spells max...

Round 1: Casts Owl's Wisdom (Swift Action - Using one Fervor point) and Protection from Energy Communal (fire 120 points);
Round 2: Enhances Sacred Armor (+4)(swift action) and drinks a fly potion (standard);
Round 3: Casts Divine Favor (Swift Action - Using one Fervor point) and Resist Energy Communal (Lightning - 30 points/hit)(standard);
Round 4: Casts Shield of Dawn (Swift Action - using one Fervor point) and activates Dominance Aura (standard action);
Round 5: Enhances Sacred Weapon (+4 Keen)(Swift action) and casts Blessing of the Fervor (Standard);

They used:
Spellcraft: 1d20 + 7 ⇒ (3) + 7 = 10
Spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23 Spell Immunity!
Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20 Greater Invisibility!

Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24 Air Walk!
Spellcraft: 1d20 + 7 ⇒ (2) + 7 = 9
Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12
Spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23 Greater Invisibility!
Spellcraft: 1d20 + 7 ⇒ (1) + 7 = 8

Remaining:
  • Blessing of the Fervor 11/11
  • Sacred Weapon 11/11
  • Sacred Armor 109/110
  • Dominance Aura 09/10
  • Shield of Dawn 10/11
  • Protection from Energy 120hp (fire)
  • Resist Energy 30hp/round
  • Divine Favor 08/10
  • Fly 47/50
  • Owl's Wisdom 106/110

  • Inner Sanctum

    Ok once Kuras has his spells locked in we'll start this final showdown.. Feel free to retcon any purchases you might have made.. Potions of Heroism and whatever other advantages you think might could get.. Let me know when yall are ready to continue..


    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 might as well grab a heroism and a bears endurance then and I'll guzzle those before we start.


    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

    Preparation, and already had Magic Vestment up.

    Round 1: Stoneskin Communal on everybody, and draw blade
    Round 2: Vengeful Comets
    Round 3: Divine Power
    Round 4: Cape of Wasps
    Round 5: Aspect of the Wolf, and swift action blade now bane versus goblinoids

    Taking the +2 to attacks, AC, and reflex saves from blessing of Fervor

    DR 10/Adamantium 0/110 | AC 28 | Resist Lightning 30 | Protection from Fire 120 points


    Inner Sanctum

    Ok now that we're set for this..

    Init Order:
    Gomwai
    Sorc
    Thugs
    Bel
    Seventh
    Cleric
    Bug
    Thomas
    Kuras

    Round 1

    Very arrogant like Gomwai flies up and in front of his Thugs and taunts you all by cracking his knuckles and smiling..

    Yall hear some arcane casting, but see nothing..

    DC 18 Spellcraft:
    Haste[/dice]

    The 3 thugs fly up and flank Gomwai on all sides..

    Bel and Seventh you up!

    [spoiler=GM Only]
    Male hobgoblin monk 13
    LE Medium humanoid (goblinoid)
    Init +10; Senses darkvision 60 ft.; Perception +4
    DEFENSE
    AC 39, touch 28, flat-footed 32 (+6 armor, +3 deflection, +6 Dex,
    +1 dodge, +4 monk, +4 Wis, +5 natural)
    hp 159/159
    Fort +21, Ref +20, Will +19; +2 vs. enchantment
    SR 23 Resist Elec 20
    Defensive Abilities improved evasion; Immune disease, fear, poison
    OFFENSE
    Speed 120 ft./Fly 90'
    Flurry of blows +26/+26/+26/+21/+21/+16/+16/+11 (2d8+13 plus 1d6 nonlethal)
    PA -3/+6
    Special Attacks flurry of blows, stunning fist (14/day, DC 23)
    STATISTICS
    Str 22, Dex 22, Con 20, Int 10, Wis 18, Cha 8
    Base Atk +9; CMB +26(+30 Trip); CMD 42(46 Trip)
    (35 vs. bull rush, grapple, trip)
    Feats Dodge, Greater Trip, Whirlwind Attack, Improved Initiative, Improved Trip, Improved Unarmed Strike, Ability Focus(stunning fist), Spring Attack, Mobility, Power Attack, Stunning Fist, Toughness, Weapon Focus (unarmed strike)
    Skills Acrobatics +17 (+28 when jumping), Climb +15, Intimidate +16, Sense Motive +9, Stealth +19
    Languages Goblin, Tien
    SQ diamond body, fast movement, highjump, ki pool (10 points, lawful, magic), maneuver training, purity of body, slow fall 50 ft., still mind, wholeness of body, abundant step, diamond body
    Combat Gear potion of cure serious wounds
    Other Gear merciful amulet of mighty fists +3, belt of physical perfection +4, bracers of armor +6, ring of protection +3, monk’s robes, +3 cloak of resistance 600 gp
    Special Abilities
    Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
    Ki Pool: 10/10 Extra Attack 1, Dim Door 2
    Stunning Fist: 13/13 Stun 1 Round or Staggered 1d6+1 Rounds (DC 22 Fort)
    Spells Active: Fly, Barkskin, Greater Heroism, Haste
    (3)Male human fighter 3 (weapon master)/rogue 7 (scout)
    NE Medium humanoid (human)
    Init +7; Senses Perception +11
    DEFENSE
    AC 24, touch 16, flat-footed 20
    hp 113/113
    Fort +13, Ref +14, Will +9
    Resist Elec 20
    Defensive Abilities evasion
    OFFENSE
    Speed 30 ft.
    Melee +1 Merciful Earthbreaker +24/+24/+19 3d6+12 20x3
    PA -3/+9
    Ranged Mwk Throwing Dagger(3) +18/+18/+13 1d4+5
    Special Attacks sneak attack 4d6+8/FF 8d6+16
    STATISTICS
    Str 20, Dex 16, Con 18, Int 13, Wis 12, Cha 10
    Base Atk +8; CMD 28(36 Disarm)
    Feats Dodge, Iron Will, Power Attack, Toughness, Weapon Focus (earthbreaker), Outflank*, Sap adept, Sap master, Improved Init
    Skills Acrobatics +14, Climb +14, Escape Artist +4, Intimidate +12,
    Knowledge (local) +13, Perception +11, Ride +14, Sleight of
    Hand +14, Stealth +16, Swim +13
    Languages Common, Tien
    SQ frightening, rogue talents (combat trick, resiliency,
    offensive defense*)
    Combat Gear potion of cure serious
    Other Gear +2 earthbreaker, +2 breastplate, ring of protection +2, gloves of dueling, +2 cloak of resistance, +4 belt of str

    Spells: Bear's Endurance, Heroism, Haste, Blessing of Fervor, Airwalk, Hero's Feast

    Human Sorcerer 10
    LE Medium humanoid (human)
    Init +7; Senses Perception +1
    --------------------
    Defense
    --------------------
    AC 31, touch 17, flat-footed 26 (+6 armor, +3 Dex, +4 natural, +2 deflection)
    hp 115/115, Stoneskin 100/100, 50% Miss Chance
    Fort +11, Ref +9, Will +11
    Resist electricity 20
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Special Attacks bloodline arcana: draconic, breath weapon, claws
    Sorcerer Spells Known (CL 10th; concentration +17):
    5th (4/day)—lightning arc (DC 24)
    4th (4/day)—fear (DC 21), ball lightning (DC 23), shocking image, stoneskin
    3rd (6/day)—displacement, haste, fireball (DC 22), fly
    2nd (8/day)—resist energy, false life, scorching ray, glitterdust (DC 19), burning arc (DC 21)
    1st (8/day)—liberating command, silent image (DC 18), magic missile, shield, mage armor, mud ball (DC 18)
    0 (at will)—acid splash, open/close (DC 17), daze (DC 17), detect magic, touch of fatigue (DC 17), read magic, jolt, penumbra, root
    --------------------
    Statistics
    --------------------
    Str 8, Dex 16, Con 16, Int 10, Wis 12, Cha 24
    Base Atk +5; CMB +4; CMD 19
    Feats Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation), Toughness
    Skills Knowledge (arcana) +13, Spellcraft +13, Use Magic Device +20
    Languages Common
    SQ bloodlines (draconic [blue dragon [electricity]])
    Combat Gear Elemental metamagic rod (electricity) (3/day); Other Gear Amulet of natural armor +2, Belt of physical might (Dex & Con +2), Bracers of armor +6, Cloak of resistance +3, Headband of alluring charisma +4, Ring of protection +2, 150 GP
    --------------------
    Special Abilities
    --------------------
    Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
    Breath Weapon (1/day) (DC 22) (Su) 1/day, Breath Weapon deals 10d6 Electricity damage
    Combat Casting +4 to Concentration checks to cast while on the defensive.
    Damage Resistance, Electricity (10)
    Elemental metamagic rod (electricity) (3/day)
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
    Magic Claws (10 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage.
    Quicken Spell Cast a spell as a swift action. +4 Levels.
    Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

    Airwalk, Spell Immune(Invis Purge, Silence), Blessing of Fervor, Greater Invis, Shocking Image, False Life, Displacement, Fly, Shield

    Human Cleric 10
    LE Medium humanoid (human)
    Init +6; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 31, touch 17, flat-footed 27 (+10 armor, +4 shield, +2 Dex, +3 Deflect)
    hp 106/106
    Fort +12, Ref +8, Will +16
    Resist Elec 20
    SR 22
    Defensive Abilities copy cat (su), master's illusion
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee +2 heavy mace +13/+8 (1d8+6/×2)
    Ranged Touch +13
    Special Attacks channel energy
    Spell-Like Abilities
    10 rounds/day—master's illusion
    9/day—bit of luck, copy cat (su)
    Cleric Spells Prepared (CL 10th; concentration +16):
    5th (3/day)—flame strike (DC 21)
    4th (4/day)—unholy blight (DC 20)
    3rd (4/day)—protection from energy, invisibility purge, blindness/deafness (DC 19)
    2nd (6/day)—dread bolt (DC 18), sound burst (x2) (DC 18), invisibility, hold person (DC 18), grace (x2)
    1st (6/day)—liberating command, murderous command (DC 17), shield of faith, true strike, sanctuary (DC 17)
    0 (at will)—stabilize, detect magic, detect poison, guidance
    --------------------
    Statistics
    --------------------
    Str 12, Dex 14, Con 14, Int 8, Wis 22, Cha 18
    Base Atk +7; CMB +8; CMD 20
    Feats Extend Spell, Extra Channel, Extra Channel, Improved Initiative, Selective Channeling, Toughness
    Skills Diplomacy +12, Heal +12, Sense Motive +17, Spellcraft +6
    Languages Common
    SQ aura, domains (luck, trickery), good fortune, spontaneous casting
    Combat Gear Quicken metamagic rod (lesser) (3/day); Other Gear +4 Breastplate, +3 Light steel shield, +2 Heavy mace, Cloak of resistance +3, Headband of mental prowess (Wis & Cha +4), 150 GP
    --------------------
    Special Abilities
    --------------------
    Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
    Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
    Cleric Channel Negative Energy 5d6 (11/day) (DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
    Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
    Copy Cat (Su) (9/day) (Sp) Create a single mirror image duplicate
    Extend Spell Spell duration lasts twice as normal. +1 Level.
    Good Fortune (1/day) (Ex) Reroll a die.
    Master's Illusion (10 rounds/day) (DC 21) (Sp) Use veil as a spell-like ability.
    Quicken metamagic rod (lesser) (3/day)

    Spells Active: Shield of Faith, Freedom of Movement, Airwalk, Spell Immune(Invis Purge, Silence), Blessing of Fervor, Greater Invis


    Inner Sanctum

    Ok so i messed up my spoiler fro round 1 lemme run that back

    Gomwai taunts yalls and moves up..

    Some arcane chanting happens

    DC 18 Spellcraft:
    Haste

    His Thugs move up on his flanks and twirl their earthbreakers..

    Bel and Seventh are up.

    GM Only:

    Male hobgoblin monk 13
    LE Medium humanoid (goblinoid)
    Init +10; Senses darkvision 60 ft.; Perception +4
    DEFENSE
    AC 39, touch 28, flat-footed 32 (+6 armor, +3 deflection, +6 Dex,
    +1 dodge, +4 monk, +4 Wis, +5 natural)
    hp 159/159
    Fort +21, Ref +20, Will +19; +2 vs. enchantment
    SR 23 Resist Elec 20
    Defensive Abilities improved evasion; Immune disease, fear, poison
    OFFENSE
    Speed 120 ft./Fly 90'
    Flurry of blows +26/+26/+26/+21/+21/+16/+16/+11 (2d8+13 plus 1d6 nonlethal)
    PA -3/+6
    Special Attacks flurry of blows, stunning fist (14/day, DC 23)
    STATISTICS
    Str 22, Dex 22, Con 20, Int 10, Wis 18, Cha 8
    Base Atk +9; CMB +26(+30 Trip); CMD 42(46 Trip)
    (35 vs. bull rush, grapple, trip)
    Feats Dodge, Greater Trip, Whirlwind Attack, Improved Initiative, Improved Trip, Improved Unarmed Strike, Ability Focus(stunning fist), Spring Attack, Mobility, Power Attack, Stunning Fist, Toughness, Weapon Focus (unarmed strike)
    Skills Acrobatics +17 (+28 when jumping), Climb +15, Intimidate +16, Sense Motive +9, Stealth +19
    Languages Goblin, Tien
    SQ diamond body, fast movement, highjump, ki pool (10 points, lawful, magic), maneuver training, purity of body, slow fall 50 ft., still mind, wholeness of body, abundant step, diamond body
    Combat Gear potion of cure serious wounds
    Other Gear merciful amulet of mighty fists +3, belt of physical perfection +4, bracers of armor +6, ring of protection +3, monk’s robes, +3 cloak of resistance 600 gp
    Special Abilities
    Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
    Ki Pool: 10/10 Extra Attack 1, Dim Door 2
    Stunning Fist: 13/13 Stun 1 Round or Staggered 1d6+1 Rounds (DC 22 Fort)
    Spells Active: Fly, Barkskin, Greater Heroism, Haste
    (3)Male human fighter 3 (weapon master)/rogue 7 (scout)
    NE Medium humanoid (human)
    Init +7; Senses Perception +11
    DEFENSE
    AC 24, touch 16, flat-footed 20
    hp 113/113
    Fort +13, Ref +14, Will +9
    Resist Elec 20
    Defensive Abilities evasion
    OFFENSE
    Speed 30 ft.
    Melee +1 Merciful Earthbreaker +24/+24/+19 3d6+12 20x3
    PA -3/+9
    Ranged Mwk Throwing Dagger(3) +18/+18/+13 1d4+5
    Special Attacks sneak attack 4d6+8/FF 8d6+16
    STATISTICS
    Str 20, Dex 16, Con 18, Int 13, Wis 12, Cha 10
    Base Atk +8; CMD 28(36 Disarm)
    Feats Dodge, Iron Will, Power Attack, Toughness, Weapon Focus (earthbreaker), Outflank*, Sap adept, Sap master, Improved Init
    Skills Acrobatics +14, Climb +14, Escape Artist +4, Intimidate +12,
    Knowledge (local) +13, Perception +11, Ride +14, Sleight of
    Hand +14, Stealth +16, Swim +13
    Languages Common, Tien
    SQ frightening, rogue talents (combat trick, resiliency,
    offensive defense*)
    Combat Gear potion of cure serious
    Other Gear +2 earthbreaker, +2 breastplate, ring of protection +2, gloves of dueling, +2 cloak of resistance, +4 belt of str

    Spells: Bear's Endurance, Heroism, Haste, Blessing of Fervor, Airwalk, Hero's Feast

    Human Sorcerer 10
    LE Medium humanoid (human)
    Init +7; Senses Perception +1
    --------------------
    Defense
    --------------------
    AC 31, touch 17, flat-footed 26 (+6 armor, +3 Dex, +4 natural, +2 deflection)
    hp 115/115, Stoneskin 100/100, 50% Miss Chance
    Fort +11, Ref +9, Will +11
    Resist electricity 20
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Special Attacks bloodline arcana: draconic, breath weapon, claws
    Sorcerer Spells Known (CL 10th; concentration +17):
    5th (4/day)—lightning arc (DC 24)
    4th (4/day)—fear (DC 21), ball lightning (DC 23), shocking image, stoneskin
    3rd (5/day)—displacement, haste, fireball (DC 22), fly
    2nd (8/day)—resist energy, false life, scorching ray, glitterdust (DC 19), burning arc (DC 21)
    1st (8/day)—liberating command, silent image (DC 18), magic missile, shield, mage armor, mud ball (DC 18)
    0 (at will)—acid splash, open/close (DC 17), daze (DC 17), detect magic, touch of fatigue (DC 17), read magic, jolt, penumbra, root
    --------------------
    Statistics
    --------------------
    Str 8, Dex 16, Con 16, Int 10, Wis 12, Cha 24
    Base Atk +5; CMB +4; CMD 19
    Feats Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation), Toughness
    Skills Knowledge (arcana) +13, Spellcraft +13, Use Magic Device +20
    Languages Common
    SQ bloodlines (draconic [blue dragon [electricity]])
    Combat Gear Elemental metamagic rod (electricity) (3/day); Other Gear Amulet of natural armor +2, Belt of physical might (Dex & Con +2), Bracers of armor +6, Cloak of resistance +3, Headband of alluring charisma +4, Ring of protection +2, 150 GP
    --------------------
    Special Abilities
    --------------------
    Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
    Breath Weapon (1/day) (DC 22) (Su) 1/day, Breath Weapon deals 10d6 Electricity damage
    Combat Casting +4 to Concentration checks to cast while on the defensive.
    Damage Resistance, Electricity (10)
    Elemental metamagic rod (electricity) (3/day)
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
    Magic Claws (10 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage.
    Quicken Spell Cast a spell as a swift action. +4 Levels.
    Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

    Airwalk, Spell Immune(Invis Purge, Silence), Blessing of Fervor, Greater Invis, Shocking Image, False Life, Displacement, Fly, Shield

    Human Cleric 10
    LE Medium humanoid (human)
    Init +6; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 31, touch 17, flat-footed 27 (+10 armor, +4 shield, +2 Dex, +3 Deflect)
    hp 106/106
    Fort +12, Ref +8, Will +16
    Resist Elec 20
    SR 22
    Defensive Abilities copy cat (su), master's illusion
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee +2 heavy mace +13/+8 (1d8+6/×2)
    Ranged Touch +13
    Special Attacks channel energy
    Spell-Like Abilities
    10 rounds/day—master's illusion
    9/day—bit of luck, copy cat (su)
    Cleric Spells Prepared (CL 10th; concentration +16):
    5th (3/day)—flame strike (DC 21)
    4th (4/day)—unholy blight (DC 20)
    3rd (4/day)—protection from energy, invisibility purge, blindness/deafness (DC 19)
    2nd (6/day)—dread bolt (DC 18), sound burst (x2) (DC 18), invisibility, hold person (DC 18), grace (x2)
    1st (6/day)—liberating command, murderous command (DC 17), shield of faith, true strike, sanctuary (DC 17)
    0 (at will)—stabilize, detect magic, detect poison, guidance
    --------------------
    Statistics
    --------------------
    Str 12, Dex 14, Con 14, Int 8, Wis 22, Cha 18
    Base Atk +7; CMB +8; CMD 20
    Feats Extend Spell, Extra Channel, Extra Channel, Improved Initiative, Selective Channeling, Toughness
    Skills Diplomacy +12, Heal +12, Sense Motive +17, Spellcraft +6
    Languages Common
    SQ aura, domains (luck, trickery), good fortune, spontaneous casting
    Combat Gear Quicken metamagic rod (lesser) (3/day); Other Gear +4 Breastplate, +3 Light steel shield, +2 Heavy mace, Cloak of resistance +3, Headband of mental prowess (Wis & Cha +4), 150 GP
    --------------------
    Special Abilities
    --------------------
    Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
    Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
    Cleric Channel Negative Energy 5d6 (11/day) (DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
    Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
    Copy Cat (Su) (9/day) (Sp) Create a single mirror image duplicate
    Extend Spell Spell duration lasts twice as normal. +1 Level.
    Good Fortune (1/day) (Ex) Reroll a die.
    Master's Illusion (10 rounds/day) (DC 21) (Sp) Use veil as a spell-like ability.
    Quicken metamagic rod (lesser) (3/day)

    Spells Active: Shield of Faith, Freedom of Movement, Airwalk, Spell Immune(Invis Purge, Silence), Blessing of Fervor, Greater Invis


    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

    Spellcraft: 1d20 + 14 ⇒ (6) + 14 = 20 Haste


    dead.

    Spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23
    Seventh rushes ahead as if he were to charge the Hobgoblin, but suddenly stops, lifting a clod of dust, then casts a spell you all know:
    "Invisibility Purge!"
    As the creatures at the back became visible, he issues an order to the southernmost Mook/Monk:
    "Flee!" DC 20 Will save or obey!

    Remaining:
    Blessing of the Fervor 10/11
    Sacred Weapon 10/11
    Sacred Armor 108/110
    Dominance Aura 08/10
    Shield of Dawn 09/11
    Protection from Energy 120hp (fire)
    Resist Energy 30hp/round
    Divine Favor 07/10
    Fly 46/50
    Owl's Wisdom 105/110
    Defending Bone DR 5/bludgeoning - 50/50
    Stoneskin DR 10/Adamantium - 110/110


    Inner Sanctum

    You can take away the purge circle.. As you cast it the 2 invisible people stay that way..


    dead.

    Weird. I'm not sure what is happening, but if they used Spell Immunity for Invisibility Purge, I believe you made a mistake. Invisibility Purge is a spell that does not allow Spell Resistance to work, so Spell Immunity does not work against it.

    Otherwise we're screwed team.


    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

    Actually I do have the smoke pellets: smog. That's a nice mundane way of pinning down an invisible target.


    Inner Sanctum

    Yea i didnt see the no spell resistance so a bit of retconning here as they would have known.. One of the sorc spells would have been different in the buff round..

    DC 19 Spellcraft:
    Lesser Globe

    Thug Will: 1d20 + 9 ⇒ (11) + 9 = 20 Makes it..

    Somewhere near the back you all here casting again..

    Everyone but Kuras needs to make a Will save DC 20..

    Unholy Blight: 5d8 ⇒ (3, 5, 6, 7, 4) = 25 Saves for 1/2 and no Sickened.. If fail full damage plus 1d4 ⇒ 2 rounds of sickened.. If you not good take 1/2 damage, 1/4 on a save and no sickened required..

    Bel Save: 1d20 + 6 ⇒ (1) + 6 = 7 for 1/4
    Thomas Save: 1d20 + 3 ⇒ (11) + 3 = 14 for 1/4

    Init Order:
    Gomwai
    Sorc
    Thugs
    Bel
    Seventh
    Cleric
    Bug
    Thomas
    Kuras

    Thomas moves up alongside the rest.. Kuras and Bug your up..

    GM Only:

    Male hobgoblin monk 13
    LE Medium humanoid (goblinoid)
    Init +10; Senses darkvision 60 ft.; Perception +4
    DEFENSE
    AC 39, touch 28, flat-footed 32 (+6 armor, +3 deflection, +6 Dex,
    +1 dodge, +4 monk, +4 Wis, +5 natural)
    hp 159/159
    Fort +21, Ref +20, Will +19; +2 vs. enchantment
    SR 23 Resist Elec 20
    Defensive Abilities improved evasion; Immune disease, fear, poison
    OFFENSE
    Speed 120 ft./Fly 90'
    Flurry of blows +26/+26/+26/+21/+21/+16/+16/+11 (2d8+13 plus 1d6 nonlethal)
    PA -3/+6
    Special Attacks flurry of blows, stunning fist (14/day, DC 23)
    STATISTICS
    Str 22, Dex 22, Con 20, Int 10, Wis 18, Cha 8
    Base Atk +9; CMB +26(+30 Trip); CMD 42(46 Trip)
    (35 vs. bull rush, grapple, trip)
    Feats Dodge, Greater Trip, Whirlwind Attack, Improved Initiative, Improved Trip, Improved Unarmed Strike, Ability Focus(stunning fist), Spring Attack, Mobility, Power Attack, Stunning Fist, Toughness, Weapon Focus (unarmed strike)
    Skills Acrobatics +17 (+28 when jumping), Climb +15, Intimidate +16, Sense Motive +9, Stealth +19
    Languages Goblin, Tien
    SQ diamond body, fast movement, highjump, ki pool (10 points, lawful, magic), maneuver training, purity of body, slow fall 50 ft., still mind, wholeness of body, abundant step, diamond body
    Combat Gear potion of cure serious wounds
    Other Gear merciful amulet of mighty fists +3, belt of physical perfection +4, bracers of armor +6, ring of protection +3, monk’s robes, +3 cloak of resistance 600 gp
    Special Abilities
    Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
    Ki Pool: 10/10 Extra Attack 1, Dim Door 2
    Stunning Fist: 13/13 Stun 1 Round or Staggered 1d6+1 Rounds (DC 22 Fort)
    Spells Active: Fly, Barkskin, Greater Heroism, Haste
    (3)Male human fighter 3 (weapon master)/rogue 7 (scout)
    NE Medium humanoid (human)
    Init +7; Senses Perception +11
    DEFENSE
    AC 24, touch 16, flat-footed 20
    hp 113/113
    Fort +13, Ref +14, Will +9
    Resist Elec 20
    Defensive Abilities evasion
    OFFENSE
    Speed 30 ft.
    Melee +1 Merciful Earthbreaker +24/+24/+19 3d6+12 20x3
    PA -3/+9
    Ranged Mwk Throwing Dagger(3) +18/+18/+13 1d4+5
    Special Attacks sneak attack 4d6+8/FF 8d6+16
    STATISTICS
    Str 20, Dex 16, Con 18, Int 13, Wis 12, Cha 10
    Base Atk +8; CMD 28(36 Disarm)
    Feats Dodge, Iron Will, Power Attack, Toughness, Weapon Focus (earthbreaker), Outflank*, Sap adept, Sap master, Improved Init
    Skills Acrobatics +14, Climb +14, Escape Artist +4, Intimidate +12,
    Knowledge (local) +13, Perception +11, Ride +14, Sleight of
    Hand +14, Stealth +16, Swim +13
    Languages Common, Tien
    SQ frightening, rogue talents (combat trick, resiliency,
    offensive defense*)
    Combat Gear potion of cure serious
    Other Gear +2 earthbreaker, +2 breastplate, ring of protection +2, gloves of dueling, +2 cloak of resistance, +4 belt of str
    Spells: Bear's Endurance, Heroism, Haste, Blessing of Fervor, Airwalk, Hero's Feast

    Human Sorcerer 10
    LE Medium humanoid (human)
    Init +7; Senses Perception +1
    --------------------
    Defense
    --------------------
    AC 31, touch 17, flat-footed 26 (+6 armor, +3 Dex, +4 natural, +2 deflection)
    hp 115/115, Stoneskin 100/100, 50% Miss Chance
    Fort +11, Ref +9, Will +11
    Resist electricity 20
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Special Attacks bloodline arcana: draconic, breath weapon, claws
    Sorcerer Spells Known (CL 10th; concentration +17):
    5th (4/day)—lightning arc (DC 24)
    4th (4/day)—fear (DC 21), ball lightning (DC 23), shocking image, stoneskin
    3rd (5/day)—displacement, haste, fireball (DC 22), fly
    2nd (8/day)—resist energy, false life, scorching ray, glitterdust (DC 19), burning arc (DC 21)
    1st (8/day)—liberating command, silent image (DC 18), magic missile, shield, mage armor, mud ball (DC 18)
    0 (at will)—acid splash, open/close (DC 17), daze (DC 17), detect magic, touch of fatigue (DC 17), read magic, jolt, penumbra, root
    --------------------
    Statistics
    --------------------
    Str 8, Dex 16, Con 16, Int 10, Wis 12, Cha 24
    Base Atk +5; CMB +4; CMD 19
    Feats Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation), Toughness
    Skills Knowledge (arcana) +13, Spellcraft +13, Use Magic Device +20
    Languages Common
    SQ bloodlines (draconic [blue dragon [electricity]])
    Combat Gear Elemental metamagic rod (electricity) (3/day); Other Gear Amulet of natural armor +2, Belt of physical might (Dex & Con +2), Bracers of armor +6, Cloak of resistance +3, Headband of alluring charisma +4, Ring of protection +2, 150 GP
    --------------------
    Special Abilities
    --------------------
    Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
    Breath Weapon (1/day) (DC 22) (Su) 1/day, Breath Weapon deals 10d6 Electricity damage
    Combat Casting +4 to Concentration checks to cast while on the defensive.
    Damage Resistance, Electricity (10)
    Elemental metamagic rod (electricity) (3/day)
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
    Magic Claws (10 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage.
    Quicken Spell Cast a spell as a swift action. +4 Levels.
    Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

    Airwalk, Spell Immune(Invis Purge, Silence), Blessing of Fervor, Greater Invis, Shocking Image, False Life, Displacement, Fly, Shield

    Human Cleric 10
    LE Medium humanoid (human)
    Init +6; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 31, touch 17, flat-footed 27 (+10 armor, +4 shield, +2 Dex, +3 Deflect)
    hp 106/106
    Fort +12, Ref +8, Will +16
    Resist Elec 20
    SR 22
    Defensive Abilities copy cat (su), master's illusion
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee +2 heavy mace +13/+8 (1d8+6/×2)
    Ranged Touch +13
    Special Attacks channel energy
    Spell-Like Abilities
    10 rounds/day—master's illusion
    9/day—bit of luck, copy cat (su)
    Cleric Spells Prepared (CL 10th; concentration +16):
    5th (3/day)—flame strike (DC 21)
    4th (4/day)—unholy blight (DC 20)
    3rd (4/day)—protection from energy, invisibility purge, blindness/deafness (DC 19)
    2nd (6/day)—dread bolt (DC 18), sound burst (x2) (DC 18), invisibility, hold person (DC 18), grace (x2)
    1st (6/day)—liberating command, murderous command (DC 17), shield of faith, true strike, sanctuary (DC 17)
    0 (at will)—stabilize, detect magic, detect poison, guidance
    --------------------
    Statistics
    --------------------
    Str 12, Dex 14, Con 14, Int 8, Wis 22, Cha 18
    Base Atk +7; CMB +8; CMD 20
    Feats Extend Spell, Extra Channel, Extra Channel, Improved Initiative, Selective Channeling, Toughness
    Skills Diplomacy +12, Heal +12, Sense Motive +17, Spellcraft +6
    Languages Common
    SQ aura, domains (luck, trickery), good fortune, spontaneous casting
    Combat Gear Quicken metamagic rod (lesser) (3/day); Other Gear +4 Breastplate, +3 Light steel shield, +2 Heavy mace, Cloak of resistance +3, Headband of mental prowess (Wis & Cha +4), 150 GP
    --------------------
    Special Abilities
    --------------------
    Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
    Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
    Cleric Channel Negative Energy 5d6 (11/day) (DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
    Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
    Copy Cat (Su) (9/day) (Sp) Create a single mirror image duplicate
    Extend Spell Spell duration lasts twice as normal. +1 Level.
    Good Fortune (1/day) (Ex) Reroll a die.
    Master's Illusion (10 rounds/day) (DC 21) (Sp) Use veil as a spell-like ability.
    Quicken metamagic rod (lesser) (3/day)

    Spells Active: Shield of Faith, Freedom of Movement, Airwalk, Spell Immune(Invis Purge, Silence), Blessing of Fervor, Greater Invis

    Thomas Hp 91/103
    Bel Hp 81/93


    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

    will save: 1d20 + 12 ⇒ (6) + 12 = 18 fail
    Activate dragon style
    Move up to the line and ready an action to attack an adversary who comes adjacent.
    swift action to pick up greater weapon focus(unarmed)
    if the attack goes off:
    power attack, fighting defensively

    to hit: 1d20 + 17 ⇒ (5) + 17 = 22 damage: 1d10 + 1d6 + 19 ⇒ (2) + (6) + 19 = 27

    switch to crane style


    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 moves forward, and throws out his hand electricity flowing from it towards the men.

    Casting a maximized Chain Lightning at all the enemies Kuras can see. The main hobgoblin is the first target so he has to make a DC 21 reflex saving throw. The saving throw for the rest of the targets Kuras can see is 19.

    66 electricity damage to those who fail 33 to those who succeed.


    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

    F*%# I didn't have any updates marked


    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

    looks like i still get to act?

    Bel clicks his boots of speed

    he moves forward and parries any attack at him

    parry 1d20 + 21 + 1 - 2 - 3 ⇒ (18) + 21 + 1 - 2 - 3 = 35
    riposte 1d20 + 21 + 1 - 2 - 3 ⇒ (18) + 21 + 1 - 2 - 3 = 35 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (2) + 10 + 7 + 6 + 2 + 1 = 28

    then he attacks

    1d20 + 21 + 1 - 2 - 3 ⇒ (11) + 21 + 1 - 2 - 3 = 28 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (6) + 10 + 7 + 6 + 2 + 1 = 32


    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

    edit the parry riposte will be a threat 1d20 + 21 + 1 - 2 - 3 ⇒ (10) + 21 + 1 - 2 - 3 = 27 for 1d6 + 7 + 6 + 2 + 1 ⇒ (4) + 7 + 6 + 2 + 1 = 20


    Inner Sanctum

    Atm guys my labtop is down and im not doin this from my phone.. Its just to much.. I will get back on it asap guys.. Sorry..


    dead.

    laptops... go figure... I believe it's something the paizo website does!


    Inner Sanctum

    Ok fellas lets see if we can make some progress today..

    Bel moves up and delievers a well placed strike on a Thug.. He grunts and takes it..

    Kuras lights up the joint.. But it ends up being just a firework show as all damage is avoided..

    Gom SR: 1d20 + 11 ⇒ (2) + 11 = 13 No bueno..
    Thug #1: 1d20 + 14 ⇒ (17) + 14 = 31 Saves takes 0 with evasion
    Thug #2: 1d20 + 14 ⇒ (19) + 14 = 33 Saves takes 0 with evasion
    Thug #3: 1d20 + 14 ⇒ (12) + 14 = 26 Saves takes 0 with evasion

    Sorry aoe and evasion doesn't mix well..

    Round 1 Recap
    Gom moved up
    Sorc cast Haste
    Thugs moved up
    Bel moved up and put a hit on a Thug
    Seventh casts Invis Purge and tried to make a Thug Flee
    Cleric cast Unholy Blight
    Bug moved up
    Thomas moved up
    Kuras cast Chain Lt

    Round 2

    Init Order:
    Gomwai
    Sorc
    Thugs
    Bel
    Seventh
    Cleric
    Bug
    Thomas
    Kuras

    Having a traget present itself Gomwai 5' steps and Flurries at Bel, burning a Ki point for an extra attack..

    Flurry-PA: 1d20 + 23 ⇒ (13) + 23 = 36
    Flurry-PA: 1d20 + 23 ⇒ (4) + 23 = 27
    Flurry-PA: 1d20 + 23 ⇒ (5) + 23 = 28
    Flurry-PA: 1d20 + 23 ⇒ (8) + 23 = 31
    Flurry-PA: 1d20 + 18 ⇒ (1) + 18 = 19
    Flurry-PA: 1d20 + 18 ⇒ (1) + 18 = 19
    Flurry-PA: 1d20 + 13 ⇒ (19) + 13 = 32
    Flurry-PA: 1d20 + 13 ⇒ (17) + 13 = 30
    Flurry-PA: 1d20 + 8 ⇒ (5) + 8 = 13

    On the first attack Bel attempts a parry but just fails to knock it off target.. Overall pretty lucky here considering her coulda KO'd you easily for giving him a full attack like that.. Assuming your AC is still 33 here with choosing the AC from Fervor.. Correct me if im wrong..

    Damage: 2d8 + 1d6 + 19 ⇒ (2, 8) + (4) + 19 = 33 Need a Fort DC 22 or be staggered for 1d6 + 1 ⇒ (5) + 1 = 6 rounds.. Damage is Non-Lethal BTW

    The thug in front of you also attacks..

    Attack-PA: 1d20 + 21 ⇒ (10) + 21 = 31
    Attack-PA: 1d20 + 21 ⇒ (8) + 21 = 29
    Attack-PA: 1d20 + 16 ⇒ (14) + 16 = 30 Avoids all the attacks

    The other 2 Thugs move forward 2 squares and ready attacks..

    From the back you hear some chanting and an arc of lightning forms between Kuras and Seventh damaging them and all in between them..

    Elec Dam: 10d6 + 10 ⇒ (3, 4, 5, 6, 5, 2, 6, 6, 6, 2) + 10 = 55 DC 24 Reflex for 1/2 and then 5 magic missles appear fly towards Bel, striking him in the chest..

    MM: 5d4 + 5 ⇒ (1, 3, 4, 2, 4) + 5 = 19 (Bel HPS 41/106, unless some more buffs were had.. I added the 13 from Hero's Feast.. Not sure if yall used Bear's End potions or w/e.. Remember Heros feast gives a +1 to hit as well..)

    Sorry for the gang up here Bel, but these guys are out to win it..

    Bel and Seventh are up!

    GM Only:

    Male hobgoblin monk 13
    LE Medium humanoid (goblinoid)
    Init +10; Senses darkvision 60 ft.; Perception +4
    DEFENSE
    AC 39, touch 28, flat-footed 32 (+6 armor, +3 deflection, +6 Dex,
    +1 dodge, +4 monk, +4 Wis, +5 natural)
    hp 159/159
    Fort +21, Ref +20, Will +19; +2 vs. enchantment
    SR 23 Resist Elec 20
    Defensive Abilities improved evasion; Immune disease, fear, poison
    OFFENSE
    Speed 120 ft./Fly 90'
    Flurry of blows +26/+26/+26/+21/+21/+16/+16/+11 (2d8+13 plus 1d6 nonlethal)
    PA -3/+6
    Special Attacks flurry of blows, stunning fist (14/day, DC 23)
    STATISTICS
    Str 22, Dex 22, Con 20, Int 10, Wis 18, Cha 8
    Base Atk +9; CMB +26(+30 Trip); CMD 42(46 Trip)
    (35 vs. bull rush, grapple, trip)
    Feats Dodge, Greater Trip, Whirlwind Attack, Improved Initiative, Improved Trip, Improved Unarmed Strike, Ability Focus(stunning fist), Spring Attack, Mobility, Power Attack, Stunning Fist, Toughness, Weapon Focus (unarmed strike)
    Skills Acrobatics +17 (+28 when jumping), Climb +15, Intimidate +16, Sense Motive +9, Stealth +19
    Languages Goblin, Tien
    SQ diamond body, fast movement, highjump, ki pool (10 points, lawful, magic), maneuver training, purity of body, slow fall 50 ft., still mind, wholeness of body, abundant step, diamond body
    Combat Gear potion of cure serious wounds
    Other Gear merciful amulet of mighty fists +3, belt of physical perfection +4, bracers of armor +6, ring of protection +3, monk’s robes, +3 cloak of resistance 600 gp
    Special Abilities
    Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
    Ki Pool: 9/10 Extra Attack 1, Dim Door 2
    Stunning Fist: 12/13 Stun 1 Round or Staggered 1d6+1 Rounds (DC 22 Fort)
    Spells Active: Fly, Barkskin, Greater Heroism, Haste

    (3)Male human fighter 3 (weapon master)/rogue 7 (scout)
    NE Medium humanoid (human)
    Init +7; Senses Perception +11
    DEFENSE
    AC 24, touch 16, flat-footed 20
    hp 113/113
    Fort +13, Ref +14, Will +9
    Resist Elec 20
    Defensive Abilities evasion
    OFFENSE
    Speed 30 ft.
    Melee +1 Merciful Earthbreaker +24/+24/+19 3d6+12 20x3
    PA -3/+9
    Ranged Mwk Throwing Dagger(3) +18/+18/+13 1d4+5
    Special Attacks sneak attack 4d6+8/FF 8d6+16
    STATISTICS
    Str 20, Dex 16, Con 18, Int 13, Wis 12, Cha 10
    Base Atk +8; CMD 28(36 Disarm)
    Feats Dodge, Iron Will, Power Attack, Toughness, Weapon Focus (earthbreaker), Outflank*, Sap adept, Sap master, Improved Init
    Skills Acrobatics +14, Climb +14, Escape Artist +4, Intimidate +12,
    Knowledge (local) +13, Perception +11, Ride +14, Sleight of
    Hand +14, Stealth +16, Swim +13
    Languages Common, Tien
    SQ frightening, rogue talents (combat trick, resiliency,
    offensive defense*)
    Combat Gear potion of cure serious
    Other Gear +2 earthbreaker, +2 breastplate, ring of protection +2, gloves of dueling, +2 cloak of resistance, +4 belt of str
    Spells: Bear's Endurance, Heroism, Haste, Blessing of Fervor, Airwalk, Hero's Feast

    Human Sorcerer 10
    LE Medium humanoid (human)
    Init +7; Senses Perception +1
    --------------------
    Defense
    --------------------
    AC 31, touch 17, flat-footed 26 (+6 armor, +3 Dex, +4 natural, +2 deflection)
    hp 115/115, Stoneskin 100/100, 50% Miss Chance
    Fort +11, Ref +9, Will +11
    Resist electricity 20
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Special Attacks bloodline arcana: draconic, breath weapon, claws
    Sorcerer Spells Known (CL 10th; concentration +17):
    5th (2/day)—lightning arc (DC 24)
    4th (4/day)—fear (DC 21), ball lightning (DC 23), shocking image, stoneskin
    3rd (5/day)—displacement, haste, fireball (DC 22), fly
    2nd (8/day)—resist energy, false life, scorching ray, glitterdust (DC 19), burning arc (DC 21)
    1st (8/day)—liberating command, silent image (DC 18), magic missile, shield, mage armor, mud ball (DC 18)
    0 (at will)—acid splash, open/close (DC 17), daze (DC 17), detect magic, touch of fatigue (DC 17), read magic, jolt, penumbra, root
    --------------------
    Statistics
    --------------------
    Str 8, Dex 16, Con 16, Int 10, Wis 12, Cha 24
    Base Atk +5; CMB +4; CMD 19
    Feats Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Spell Focus (evocation), Toughness
    Skills Knowledge (arcana) +13, Spellcraft +13, Use Magic Device +20
    Languages Common
    SQ bloodlines (draconic [blue dragon [electricity]])
    Combat Gear Elemental metamagic rod (electricity) (3/day); Other Gear Amulet of natural armor +2, Belt of physical might (Dex & Con +2), Bracers of armor +6, Cloak of resistance +3, Headband of alluring charisma +4, Ring of protection +2, 150 GP
    --------------------
    Special Abilities
    --------------------
    Bloodline Arcana: Draconic (Ex) +1 damage per die for [Electricity] spells.
    Breath Weapon (1/day) (DC 22) (Su) 1/day, Breath Weapon deals 10d6 Electricity damage
    Combat Casting +4 to Concentration checks to cast while on the defensive.
    Damage Resistance, Electricity (10)
    Elemental metamagic rod (electricity) (3/day)
    Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
    Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
    Magic Claws (10 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage.
    Quicken Spell Cast a spell as a swift action. +4 Levels.
    Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

    Airwalk, Spell Immune(Invis Purge, Silence), Blessing of Fervor, Greater Invis, Shocking Image, False Life, Displacement, Fly, Shield

    Human Cleric 10
    LE Medium humanoid (human)
    Init +6; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 31, touch 17, flat-footed 27 (+10 armor, +4 shield, +2 Dex, +3 Deflect)
    hp 106/106
    Fort +12, Ref +8, Will +16
    Resist Elec 20
    SR 22
    Defensive Abilities copy cat (su), master's illusion
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee +2 heavy mace +13/+8 (1d8+6/×2)
    Ranged Touch +13
    Special Attacks channel energy
    Spell-Like Abilities
    10 rounds/day—master's illusion
    9/day—bit of luck, copy cat (su)
    Cleric Spells Prepared (CL 10th; concentration +16):
    5th (3/day)—flame strike (DC 21)
    4th (4/day)—unholy blight (DC 20)
    3rd (4/day)—protection from energy, invisibility purge, blindness/deafness (DC 19)
    2nd (6/day)—dread bolt (DC 18), sound burst (x2) (DC 18), invisibility, hold person (DC 18), grace (x2)
    1st (6/day)—liberating command, murderous command (DC 17), shield of faith, true strike, sanctuary (DC 17)
    0 (at will)—stabilize, detect magic, detect poison, guidance
    --------------------
    Statistics
    --------------------
    Str 12, Dex 14, Con 14, Int 8, Wis 22, Cha 18
    Base Atk +7; CMB +8; CMD 20
    Feats Extend Spell, Extra Channel, Extra Channel, Improved Initiative, Selective Channeling, Toughness
    Skills Diplomacy +12, Heal +12, Sense Motive +17, Spellcraft +6
    Languages Common
    SQ aura, domains (luck, trickery), good fortune, spontaneous casting
    Combat Gear Quicken metamagic rod (lesser) (3/day); Other Gear +4 Breastplate, +3 Light steel shield, +2 Heavy mace, Cloak of resistance +3, Headband of mental prowess (Wis & Cha +4), 150 GP
    --------------------
    Special Abilities
    --------------------
    Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
    Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
    Cleric Channel Negative Energy 5d6 (11/day) (DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
    Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
    Copy Cat (Su) (9/day) (Sp) Create a single mirror image duplicate
    Extend Spell Spell duration lasts twice as normal. +1 Level.
    Good Fortune (1/day) (Ex) Reroll a die.
    Master's Illusion (10 rounds/day) (DC 21) (Sp) Use veil as a spell-like ability.
    Quicken metamagic rod (lesser) (3/day)

    Spells Active: Shield of Faith, Freedom of Movement, Airwalk, Spell Immune(Invis Purge, Silence), Blessing of Fervor, Greater Invis

    GM Only:

    Gom 159/159
    Thug #1 81/113
    Thug #2 113/113
    Thug #3 113/113
    Cleric 106/106
    Sorc 115/115
    Thomas 104/103
    Bel 41/93


    dead.

    Reflex: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 Seventh takes the lightning strike, but most of the damage is thankfully stopped by his Resist Energy Spell.
    You all ignore 30 points of lightning damage/Attack, folks.

    Seventh moves up to even the fight Belsiard proposed, attacks the thug and issues an order to him, trying to make the man flee (taking AoOs in the meantime) since it could full attack Belsiard now.
    "Flee!" DC 20 and don't be so lucky this time!
    Vital PA Defensive: 1d20 + 21 + 5 + 2 - 2 - 3 - 4 ⇒ (8) + 21 + 5 + 2 - 2 - 3 - 4 = 27! Damage: 2d10 + 20 ⇒ (10, 2) + 20 = 32 Treated as Adamantium, btw.

    AC 38 for the round. Blessing as defense/attack. Shield of Dawn active.

    Remaining:
  • Blessing of the Fervor 9/11
  • Sacred Weapon 9/11
  • Sacred Armor 108/110
  • Dominance Aura 07/10
  • Shield of Dawn 09/11
  • Protection from Energy 120hp (fire)
  • Resist Energy 30hp/round (lightning)
  • Divine Favor 07/10
  • Fly 46/50
  • Owl's Wisdom 105/110
  • Defending Bone DR 5/bludgeoning - 50/50
  • Stoneskin DR 10/Adamantium - 110/110
  • Sickened 01/02

  • dead.

    By the way, everyone is under the effect of Kuras' Stoneskin (DR 10/adamantium), although I'm not sure the hobgoblins attacks won't ignore that...
    EDIT: Monks only ignore DR/Adamantine on lvl 16 ^_^


    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: 1d20 + 16 ⇒ (9) + 16 = 25 pass
    no damage after energy resistance.

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