Advanced Playtest "Ruby Phoenix Tourney" (Inactive)

Game Master WerePox47


901 to 950 of 1,032 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

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

1d20 + 7 + 3 ⇒ (17) + 7 + 3 = 27 not staggered


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

1d20 + 21 - 2 - 3 + 1 ⇒ (14) + 21 - 2 - 3 + 1 = 31 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (1) + 10 + 7 + 6 + 2 + 1 = 27
1d20 + 16 - 2 - 3 + 1 ⇒ (17) + 16 - 2 - 3 + 1 = 29 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (4) + 10 + 7 + 6 + 2 + 1 = 30
1d20 + 11 - 2 - 3 + 1 ⇒ (3) + 11 - 2 - 3 + 1 = 10 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (2) + 10 + 7 + 6 + 2 + 1 = 28

to confirm the second attack 1d20 + 16 - 2 - 3 + 1 ⇒ (17) + 16 - 2 - 3 + 1 = 29 for 1d6 + 7 + 6 + 2 + 1 ⇒ (3) + 7 + 6 + 2 + 1 = 19

I will attempt to do my parries next time I am attacked

EDIT forgot my haste attack and my AC is 35

1d20 + 21 - 2 - 3 + 1 ⇒ (18) + 21 - 2 - 3 + 1 = 35 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (3) + 10 + 7 + 6 + 2 + 1 = 29
to confirm 1d20 + 21 - 2 - 3 + 1 ⇒ (1) + 21 - 2 - 3 + 1 = 18 for 1d6 + 7 + 6 + 2 + 1 ⇒ (3) + 7 + 6 + 2 + 1 = 19


Inner Sanctum

Good call on the Stoneskin.. Bel can knock off 10.. Gonna go ahead and dmpc Bel to move things along..

Seventh moves up and hits the Thug hard.. He takes it..

Will: 1d20 + 9 ⇒ (2) + 9 = 11 But fails here and turns to run.. Bel and Seventh get AoO's..

Some chanting is heard from the back again and a column of holy fire erupts on Bel and Seventh..

Flamestrike: 10d6 ⇒ (6, 6, 6, 3, 1, 5, 3, 3, 6, 2) = 41 Reflex DC 21 for half.. No resistance for 20 damage of it..

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)—
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

Alright Bel stabs the shit out of the Thug, who turns to try and run before remembering he's dead..

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

Bug, Thomas, and Kuras are up..


Inner Sanctum

Thomas will move up to attack a Thug, who in return will take his readied action..

Thomas: 1d20 + 23 ⇒ (11) + 23 = 34
Damage: 1d4 + 16 ⇒ (3) + 16 = 19

Thug: 1d20 + 21 ⇒ (12) + 21 = 33
3d6 + 21 ⇒ (4, 5, 5) + 21 = 35

They both trade licks, the Thug hitting considerably harder..

GM Only:

Gom 159/159
Thug #1 Dead
Thug #2 113/113
Thug #3 65/113
Cleric 106/106
Sorc 115/115
Thomas 71/103
Bel 51/93

Can somone move Thomas up plz


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 fave: 1d20 + 16 ⇒ (6) + 16 = 22 pass

protection from fire eats 10 fire damage, and I take 10 holy.

Move up and attack. Blessing of fervor will be used for +2 hit, +2 AC, and +2 reflex saves.

Dragon style, power attack, fighting defensively
to hit: 1d20 + 21 ⇒ (19) + 21 = 40 damage: 1d10 + 1d6 + 19 ⇒ (5) + (5) + 19 = 29

Switch back to crane style.

AC 31
HP 93/103


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

Reflex save 1: 1d20 + 7 ⇒ (2) + 7 = 9

Kuras will move forward, and cast a spell as he gets closer.

Casting Righteous Might, and moving 20 ft. closer.

HP 95/124 DR 10/Adamantine 0/110 Resist electricity 30 Resit fire 120 points


Inner Sanctum

Round 3

Gomwai again focuses on bringing Bel down, burning another ki point for an extra attack.. Considering he only hit once he forgoes power attack this round..

Flurry: 1d20 + 26 ⇒ (18) + 26 = 44
Flurry: 1d20 + 26 ⇒ (13) + 26 = 39
Flurry: 1d20 + 26 ⇒ (6) + 26 = 32
Flurry: 1d20 + 26 ⇒ (12) + 26 = 38
Flurry: 1d20 + 21 ⇒ (5) + 21 = 26
Flurry: 1d20 + 21 ⇒ (13) + 21 = 34
Flurry: 1d20 + 16 ⇒ (6) + 16 = 22
Flurry: 1d20 + 16 ⇒ (9) + 16 = 25
Flurry: 1d20 + 11 ⇒ (18) + 11 = 29

Damage: 2d8 + 1d6 + 13 ⇒ (2, 5) + (5) + 13 = 25 Need a DC 22 Fort or be stunned 1d6 + 1 ⇒ (6) + 1 = 7 rounds..
Damage: 2d8 + 1d6 + 13 ⇒ (5, 8) + (5) + 13 = 31
Damage: 2d8 + 1d6 + 13 ⇒ (8, 6) + (1) + 13 = 28 I count 54 damage with the DR applied, which i think puts Bel to -3, all non-lethal.. Correct me if im wrong Bel..

Chanting from the back is heard.. Everyone needs to make a DC 21 Will save..

If you Fail:

Fear
School necromancy [fear, mind-affecting]; Level bard 3,sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (the heart of a hen or a white feather)
Range 30 ft.
Area cone-shaped burst
Duration 1 round/level or 1 round; see text
Saving Throw Will partial; Spell Resistance yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.

If you make it shaken for 1 round.. This is a mind affecting fear..

The Thugs attack.. This could be retconned depending on will saves..

On Thomas: 1d20 + 21 ⇒ (8) + 21 = 29

Damage: 3d6 + 21 ⇒ (5, 6, 1) + 21 = 33

On Bug: 1d20 + 21 ⇒ (5) + 21 = 26
On Bug: 1d20 + 21 ⇒ (13) + 21 = 34
On Bug: 1d20 + 16 ⇒ (6) + 16 = 22

Damage: 3d6 + 21 ⇒ (4, 3, 3) + 21 = 31

Thomas Will: 1d20 + 4 ⇒ (13) + 4 = 17 Yea he just takes 1 hit as he flees from the field and huddles in the corner..

Bel and Seventh are up, but Bel is down i believe.. And correct me if im wrong..

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: 8/10 Extra Attack 1, Dim Door 2
Stunning Fist: 11/13 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 (3/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)—
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 Dead
Thug #2 113/113
Thug #3 36/113
Cleric 106/106
Sorc 115/115
Thomas 50/103
Bel -13/93


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

that s correct, bel will attempt to parry 2 attacks, the first two to be fair

1d20 + 21 - 2 - 3 + 1 ⇒ (5) + 21 - 2 - 3 + 1 = 22 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (1) + 10 + 7 + 6 + 2 + 1 = 27
1d20 + 21 - 2 - 3 + 1 ⇒ (12) + 21 - 2 - 3 + 1 = 29 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (1) + 10 + 7 + 6 + 2 + 1 = 27

down he goes


Inner Sanctum

About an earlier post Bug the flamestrike didnt target you.. It targeted Seventh and Bel..

Bel Reflex: 1d20 + 19 ⇒ (8) + 19 = 27

Thomas's Elec Reflec: 1d20 + 16 ⇒ (8) + 16 = 24 Both make it so Bel is at -13.. Thomas is still in the corner..

All the sudden its not looking so good for our hero's..


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 ⇒ (11) + 12 = 23 pass

sorry, got confused

The one attack which would have landed is batted away with the good old fashioned crane wing.

crane ripose
to hit: 1d20 + 21 ⇒ (8) + 21 = 29 damage: 1d10 + 1d6 + 17 ⇒ (6) + (4) + 17 = 27


Inner Sanctum

You punch him a good one..

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

Seventh is up..


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 ⇒ (15) + 12 = 27


dead.

Reflex: 1d20 + 6 ⇒ (18) + 6 = 24 Against the Flamestrike. Took 10 damage.
Will: 1d20 + 14 ⇒ (16) + 14 = 30 Against the Fear. Isn't that cone supposed to take her/his allies too?
Crap I could have used those rolls to attack....

With his Headband of Unshakable Resolve, Seventh reduces the severity of the fear effect and does not suffer it at all! He also activates his Unlucky Presence, focusing on the Hobgoblin champion, now that the thug beside him is down!

Unlucky Presence:
Unlucky Presence (minor): At 1st level, as a swift action you can cause an adjacent opponent to become unlucky. If you succeed at a melee touch attack, that opponent takes a –2 penalty on AC against your attacks and saving throws against your spells.

[b]"Luck
PA: 1d20 + 21 + 5 + 2 - 2 ⇒ (14) + 21 + 5 + 2 - 2 = 40! Damage: 1d10 + 14 ⇒ (2) + 14 = 16 So if I hit, for my next attacks he have -2 AC and savings against my stuff.
PA: 1d20 + 21 + 5 + 2 - 2 ⇒ (11) + 21 + 5 + 2 - 2 = 37! Damage: 1d10 + 14 ⇒ (5) + 14 = 19
PA: 1d20 + 21 + 5 + 2 - 2 ⇒ (5) + 21 + 5 + 2 - 2 = 31! Damage: 1d10 + 14 ⇒ (2) + 14 = 16
PA: 1d20 + 21 + 5 + 2 - 2 ⇒ (9) + 21 + 5 + 2 - 2 = 35! Damage: 1d10 + 14 ⇒ (1) + 14 = 15

AC back to 34. Blessing as extra attack.

Remaining:
  • Blessing of the Fervor 09/11
  • Sacred Weapon 09/11
  • Sacred Armor 107/110
  • Dominance Aura 07/10
  • Shield of Dawn 08/11
  • Protection from Energy 120hp (fire)
  • Resist Energy 30hp/round (lightning)
  • Divine Favor 06/10
  • Fly 45/50
  • Owl's Wisdom 104/110
  • Defending Bone DR 5/bludgeoning - 50/50
  • Stoneskin DR 10/Adamantium - 110/110
  • Sickened 00/02

  • Inner Sanctum

    They would have had to save it it had hit them yes.. It didnt..

    Im confused about your attacks Seventh.. I assume your first is your touch attack.. Your bab is +8, +5 str, +7 misc = +20 melee touch i believe.. So you hit touch AC of 34, which hits so he takes -2 for your 3 main attacks.. One is at -5 being an irritative.. The 37 hits, so the hobgob takes his first damage..

    Oh i forgot to tell yall that the sorcerer became visible when he moved to cast fear.. There are 1d4 + 3 ⇒ (1) + 3 = 4 copies of him though..

    The cleric becomes visible behind the wounded Thug, casting a spell and touching him.. He then quickens another spell using a rod..
    3d8 + 10 ⇒ (1, 4, 3) + 10 = 18
    3d8 + 10 ⇒ (3, 5, 8) + 10 = 26

    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)—
    4th (4/day)—unholy blight (DC 20)
    3rd (4/day)—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, Quicken 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)
    Channel Energy 9/9 5d6

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

    GM Only:

    Gom 130/159
    Thug #1 Dead
    Thug #2 113/113
    Thug #3 80/113
    Cleric 106/106
    Sorc 115/115
    Thomas 50/103
    Bel -13/93

    Bug, Thomas, and Kuras are up.. Remember your -2 to hit this round.. Oh and did someone cast Prayer? Because if not thats another -1 hit/dam/saves that yall should be taking..

    Thomas quivers in fear in the corner..


    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

    1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22

    -14

    DEAD


    Inner Sanctum

    All the melee damage was non lethal therefore no bleed.. Magic damage doesnt cause bleed so ur fine


    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 continue to pound on his target.

    Free action switch to dragon style.
    Flurry, power attack, fighting defensively, fervor for +2 to hit, ac, reflex
    to hit: 1d20 + 19 ⇒ (13) + 19 = 32 damage: 1d10 + 1d6 + 19 ⇒ (3) + (5) + 19 = 27
    to hit: 1d20 + 19 ⇒ (10) + 19 = 29 damage: 1d10 + 1d6 + 17 ⇒ (3) + (1) + 17 = 21
    to hit: 1d20 + 14 ⇒ (12) + 14 = 26 damage: 1d10 + 1d6 + 17 ⇒ (3) + (5) + 17 = 25
    to hit: 1d20 + 14 ⇒ (7) + 14 = 21 miss
    to hit: 1d20 + 9 ⇒ (1) + 9 = 10 miss
    free action switch back to crane style

    73 damage to target


    dead.

    Sorry, it was indeed a badly made post. I was in hurry.
    Regarding the Unlucky Presence, it's uncertain how does it work, but so far the most usual way is to make it as a Swift action as part of a normal attack (even if the attack doesn't hit the AC, hitting the touch AC would still "connect" for the bad luck to pass). So that would be the first attack, at full BAB, as was the second, also at full using the blessing of the fervor from an extra attack. The third one should be at -5, while the fourth at -10, but I forgot to change that in the hurry, sorry.
    Anyway, my attack bonus and damage bonus are as follow:

    Attack:
    +11 BAB (with focused weapon I have full BAB)
    +5 from STR
    +4 from the magic of the weapon
    +1 from Weapon Focus
    These four make the +21.
    +5 is from divine favor (+4) and the heroes' feast (+1)
    +2 I'm not sure from where I took that. This was probably the blessing of the fervor on the previous attack but I chose the extra attack this round, so it is wrong (unless there's something else I forgot).
    -2 is from the sickened effect, which does not affect me next round.
    I am not shaken because of the Headband of Unshakable Resolve.

    Damage:
    1d10 is the Sacred Weapon damage (although it's a scimitar)
    +5 is from STR
    +4 is magic
    +1 is heroes' feast
    +4 is divine favor

    I also was going to say:
    "Luck favors the bold!"


    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

    Question does the cleric look like a hobgoblin?


    Inner Sanctum

    Yea i read it as a swift action melee touch attack.. Regardless it works.. This guys AC is high though if you haven't already figured that out.. He's highly buffed..

    Bug puts a pounding on the ole boy and if it had not been for the healing he just received he would have fallen.. He remains standing.. Barely..

    Kuras your go.. Lots of options.. Which one is the best..


    Inner Sanctum

    Everyone but the leader is a Human..


    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 shifts forward, and attacks the cleric.

    Trip attempt: 1d20 + 21 ⇒ (2) + 21 = 23

    Attack 1 w/PA: 1d20 + 19 ⇒ (5) + 19 = 24 +2 if the trip succeeds
    Attack 2 w/Pa: 1d20 + 12 ⇒ (14) + 12 = 26 +2 if the trip succeeds
    Attack 3 w/PA: 1d20 + 17 ⇒ (20) + 17 = 37 +2 if the trip succeeds
    Crit?: 1d20 + 17 ⇒ (12) + 17 = 29 +2 if the trip succeeds

    Damage 1: 4d8 + 24 ⇒ (6, 6, 5, 8) + 24 = 49
    Damage 2: 4d8 + 24 ⇒ (7, 6, 2, 7) + 24 = 46
    Damage 3: 4d8 + 24 ⇒ (4, 3, 5, 5) + 24 = 41
    Crit damage?: 4d8 + 24 ⇒ (6, 5, 2, 1) + 24 = 38


    Inner Sanctum

    Your trip hits the number on the head and the cleric goes down.. A prone creature gets -4 to its AC.. Wheres your +2 coming from?


    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

    Oh I thought the penalty was only -2, and I was including that in the attacks. Is it really -4?


    Inner Sanctum

    Its -4 for being prone.. Well towards melee anyways.. Are you sure you attacks are correct? Remember you have Blessing of Fervor adding +2, Haste giving +1, and Hero's Feast giving +1.. This round thats offset with a -3 and every other round its a -1.. If all is right then the crit confirms, but the man stands..


    dead.

    Where does he have the haste from, by the way? Or do we all and I missed that?


    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 been forgetting the hero's feast. Gotta remember that. I also am not really sure where we'd get haste.


    Inner Sanctum

    Oh that was Bel's boots.. My bad lol.. Heading to bed ill catch up in the morn. There was 13 temp hps from heroes feast as well


    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 doesn't have haste he has rightous might giving him the extra attack. That being said his final totals should all be +1 because of the heroes feast I had forgotten that was active. Also forgot the temp hitpoints.

    HP 108/124 DR 10/Adamantine 0/110 Resist electricity 30 Resit fire 120 points

    EDIT: Okay thought the roll was for Thomas not us all, but I'm happy since it is higher than my roll ^_^


    Inner Sanctum

    I had made the Temp Hps roll and everyone got 13.. With the extra +1 another attack hits the cleric and he is killed outright..

    Ok we're at the top of round 4, which i will get to tm morn..


    dead.

    Nice Kill Kuras. Added 3 hp from the heroes' feast difference.


    Inner Sanctum

    Round 4

    Gomwai frowns as his healer is brought low.. He full attacks Seventh burning a Ki point for an extra attack..

    Init Order:
    Gomwai
    Sorc
    Thugs
    Bel
    Seventh
    Bug
    Thomas
    Kuras

    Flurry: 1d20 + 26 ⇒ (18) + 26 = 44 Hit
    Flurry: 1d20 + 26 ⇒ (14) + 26 = 40 Hit
    Flurry: 1d20 + 26 ⇒ (6) + 26 = 32
    Flurry: 1d20 + 26 ⇒ (11) + 26 = 37 Hit
    Flurry: 1d20 + 21 ⇒ (5) + 21 = 26
    Flurry: 1d20 + 21 ⇒ (5) + 21 = 26
    Flurry: 1d20 + 16 ⇒ (4) + 16 = 20
    Flurry: 1d20 + 16 ⇒ (1) + 16 = 17
    Flurry: 1d20 + 11 ⇒ (15) + 11 = 26

    Damage: 6d8 + 3d6 + 29 ⇒ (1, 5, 5, 1, 6, 1) + (1, 3, 6) + 29 = 58 Subtracting your DR you take 28 damage..

    The Sorcerer moves back 5' and casts an electicball hitting Kuras/Bug and then quickens a magic missle at Kuras..

    Electricball: 10d6 + 10 ⇒ (5, 1, 6, 5, 1, 5, 2, 5, 1, 2) + 10 = 43 DC 23 Reflex for 1/2
    MM: 5d4 + 5 ⇒ (1, 2, 4, 4, 2) + 5 = 18

    1 Thug steps up and attacks Bug, setting up flank for the other..

    Attack: 1d20 + 21 ⇒ (19) + 21 = 40 Craned away.. You may have your riposte.. Maybe youll drop him..
    Attack: 1d20 + 21 ⇒ (16) + 21 = 37 If not this hits..
    Attack: 1d20 + 16 ⇒ (2) + 16 = 18

    damage: 3d6 + 21 ⇒ (5, 5, 5) + 21 = 36

    Attack: 1d20 + 21 ⇒ (4) + 21 = 25 Whats your AC Bug?
    Attack: 1d20 + 21 ⇒ (5) + 21 = 26
    Attack: 1d20 + 16 ⇒ (16) + 16 = 32

    For sure damage: 3d6 + 21 ⇒ (4, 3, 2) + 21 = 30 May be retconned depending..

    After this all resolves it will be Seventh's turn..

    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 (1/day)—lightning arc (DC 24)
    4th (4/day)—fear (DC 21), ball lightning (DC 23), shocking image, stoneskin
    3rd (4/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


    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 + 22 ⇒ (18) + 22 = 40 damage: 1d10 + 1d6 + 17 ⇒ (8) + (6) + 17 = 31

    AC is 31 at the moment (fighting defensively and blessing of fervor to AC).
    reflex save: 1d20 + 18 ⇒ (10) + 18 = 28 pass damage absorbed by electrical resistance.


    Inner Sanctum

    Ok Bug you drop the Thug and are only hit 1 time by the other one.. Suntracting your DR you take 20..

    Seventh, Bug, and Kuras can go..


    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

    86/103 HP (added in heroes feast HP)
    crane style
    administering beatdown to one in front of me
    power attack, flurry, fighting defensively
    to hit: 1d20 + 20 ⇒ (20) + 20 = 40 damage: 1d10 + 1d6 + 17 ⇒ (2) + (6) + 17 = 25
    to hit: 1d20 + 20 ⇒ (19) + 20 = 39 damage: 1d10 + 1d6 + 17 ⇒ (10) + (3) + 17 = 30
    to hit: 1d20 + 15 ⇒ (8) + 15 = 23 miss
    to hit: 1d20 + 15 ⇒ (9) + 15 = 24 damage: 1d10 + 1d6 + 17 ⇒ (3) + (2) + 17 = 22 might have missed
    to hit: 1d20 + 10 ⇒ (15) + 10 = 25 damage: 1d10 + 1d6 + 17 ⇒ (2) + (4) + 17 = 23 might have missed
    confirm: 1d20 + 20 ⇒ (14) + 20 = 34 damage: 1d10 + 17 ⇒ (10) + 17 = 27

    if the target drops at some point, the hits will migrate to the other adjacent target


    Inner Sanctum

    In a whirlwind of attacks Bug puts down both of the remaining Thugs..

    Bad guys have Gomwai and there Sorcerer still in it..

    Seventh and Kuras are still up..


    dead.

    As the Hobgoblin strikes the Warpriest, his Shield of Dawn retaliates with fire tongues, burning the champion with every blood he takes from Seventh!
    Hit 1: 1d6 + 11 ⇒ (2) + 11 = 13
    Hit 2: 1d6 + 11 ⇒ (4) + 11 = 15
    Hit 3: 1d6 + 11 ⇒ (3) + 11 = 14 Unless he is immune to fire damage...

    Even taking just a little damage Seventh is already suffering from his wounds, so he swiftly uses a personal spell and keeps up the attack!
    "Bear's Endurance!" HP from 41/91 to 63/113
    PA Extra Attack: 1d20 + 21 + 5 - 1 ⇒ (20) + 21 + 5 - 1 = 45! Damage: 1d10 + 14 - 1 ⇒ (6) + 14 - 1 = 19
    Confirmation: 1d20 + 21 + 5 - 1 ⇒ (18) + 21 + 5 - 1 = 43! Extra Damage: 1d10 + 14 ⇒ (6) + 14 = 20
    Attack 1: 1d20 + 21 + 5 - 1 ⇒ (6) + 21 + 5 - 1 = 31! Damage: 1d10 + 14 - 1 ⇒ (2) + 14 - 1 = 15
    Attack 2: 1d20 + 16 + 5 - 1 ⇒ (12) + 16 + 5 - 1 = 32! Damage: 1d10 + 14 - 1 ⇒ (9) + 14 - 1 = 22
    Attack 3: 1d20 + 11 + 5 - 1 ⇒ (3) + 11 + 5 - 1 = 18! Damage: 1d10 + 14 - 1 ⇒ (4) + 14 - 1 = 17

    AC 34. Blessing as extra attack.

    Remaining:
  • Blessing of the Fervor 8/11
  • Sacred Weapon 8/11
  • Sacred Armor 106/110
  • Dominance Aura 06/10
  • Shield of Dawn 7/11
  • Protection from Energy 120hp (fire)
  • Resist Energy 30hp/round (lightning)
  • Divine Favor 05/10
  • Fly 44/50
  • Owl's Wisdom 103/110
  • Defending Bone DR 5/bludgeoning - 50/50
  • Stoneskin DR 10/Adamantium - 80/110
  • Sickened 00/02
  • Bear's Endurance 110/110
  • Unholy Prayer X/X

  • Inner Sanctum

    Gomwai takes the fire damage and doesnt like it.. He is also critted and doesnt like that either.. With almost his whole team down you see to look of panic start to form in his eyes..

    GM Only:

    Gom 49/159
    Thug #1 Dead
    Thug #2 Dead
    Thug #3 Dead
    Cleric Dead
    Sorc 115/115
    Thomas 50/103
    Bel -13/93

    Kuras is still up..


    Inner Sanctum

    Dammit I forgot to use stunning fist on you Seventh.. Dammit your lucky..


    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 shifts up to the caster and attempts to trip then attack the man.

    As Kuras has spells cast at him one of the comets around his head peal off and attempt top hit the wizard

    Touch attack 1: 1d20 + 11 ⇒ (2) + 11 = 13

    Damage 1: 1d6 + 3d6 ⇒ (4) + (4, 4, 4) = 16 1d6 cold 3d6 bludgeoning

    Reflex save: 1d20 + 9 ⇒ (8) + 9 = 17

    Trip attempt: 1d20 + 21 ⇒ (18) + 21 = 39

    Attack 1 w/PA: 1d20 + 21 ⇒ (8) + 21 = 29
    Attack 2: 1d20 + 14 ⇒ (2) + 14 = 16
    Attack 3: 1d20 + 17 ⇒ (10) + 17 = 27
    Damage 2: 4d8 + 24 ⇒ (3, 7, 2, 7) + 24 = 43
    Damage 2: 4d8 + 24 ⇒ (8, 3, 8, 4) + 24 = 47
    Damage 3: 4d8 + 24 ⇒ (5, 6, 5, 8) + 24 = 48


    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

    HP 77/124 DR 10/Adamantine 0/110 Resist electricity 30 Resit fire 120 points


    Inner Sanctum

    Ok first off there are 5 of the him.. Mirror Image: 1d10 ⇒ 2 YOur trip attempt misses.. The 29 and the 27 are close enough to possibly bust another image.. 1d8 ⇒ 4 1d6 ⇒ 4.. Ok so there are only 2 of him now.. Your elec resistance keeps from taking any damage as they disappear..


    Inner Sanctum

    Ill be posting the next round tm morn since all i have is my phone atm..


    Inner Sanctum

    Round 5

    Init Order:
    Gomwai
    Sorc
    Seventh
    Bug
    Kuras

    Getting desperate the Hobgoblin goes all out on seventh to subdue him.. He burns a Ki point for a bonus attack and stacks on the stunning fists this time around..

    Flurry: 1d20 + 26 ⇒ (7) + 26 = 33 Using SF
    Flurry: 1d20 + 26 ⇒ (4) + 26 = 30 Using SF
    Flurry: 1d20 + 26 ⇒ (6) + 26 = 32 Using SF
    Flurry: 1d20 + 26 ⇒ (20) + 26 = 46 Using SF Hit and Crit
    Flurry: 1d20 + 21 ⇒ (20) + 21 = 41 Using SF Hit
    Flurry: 1d20 + 21 ⇒ (8) + 21 = 29 Using SF
    Flurry: 1d20 + 16 ⇒ (19) + 16 = 35 Hit
    Flurry: 1d20 + 16 ⇒ (1) + 16 = 17
    Flurry: 1d20 + 11 ⇒ (14) + 11 = 25

    Confirm
    Flurry: 1d20 + 26 ⇒ (12) + 26 = 38
    Flurry: 1d20 + 21 ⇒ (12) + 21 = 33

    Dam: 6d8 + 3d6 + 39 ⇒ (4, 8, 2, 7, 6, 1) + (5, 4, 2) + 39 = 78 Need to make 3 DC 23 Forts or be stunned this round Minus your DR it would be 58 Damage

    The Sorcerer flies over to the opposite side of Gomwai, provoking from you Kuras.. Once there she casts a spell on him..

    DC 18 Spellcraft:
    Displacement
    She then quickens a spells a ball of mud comes flying at Kuras..

    Mudball:

    Mudball
    School conjuration [earth]; Level druid 1, magus 1, sorcerer/wizard 1, witch 1
    CASTING
    Casting Time 1 standard action
    Components V, S
    EFFECT
    Range close (25 ft. + 5 ft./2 levels)
    Effect single fist-sized blob of sticky mud
    Duration instantaneous
    Saving Throw Reflex negates; see text; Spell Resistance no

    DESCRIPTION
    When you cast this spell, you conjure a single ball of sticky mud and launch it at an enemy's face as a ranged touch attack. If the mudball hits, the target is blinded. Each round at the beginning of its turn, a creature blinded by this spell can attempt a Reflex saving throw to shake off the mud, ending the effect. The mudball can also be wiped off by the creature affected by it or by a creature adjacent to the creature affected by it as a standard action.

    Ranged Touch: 1d20 + 13 ⇒ (18) + 13 = 31 Hits.. You are blinded.. Read the spell..

    Its all yalls turns..

    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 6/10 Extra Attack 1, Dim Door 2
    Stunning Fist: 6/13 Stun 1 Round or Staggered 1d6+1 Rounds (DC 22 Fort)
    Spells Active: Fly, Barkskin, Greater Heroism, Haste

    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 (0/day)—lightning arc (DC 24)
    4th (4/day)—fear (DC 21), ball lightning (DC 23), shocking image, stoneskin
    3rd (3/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


    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

    not sure if the map is current or not, and I don't really know who the dark guy in the hat is. Are there still 2 mooks in front of me? I need to figure out what is going on before I decide what to do.


    Inner Sanctum

    Yea sorry i cant update the map at work.. Both mooks are dead, as is the granny looking figure.. The dark hat guy has moved over to the other side of Gomwai..


    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

    OK, updated it then.
    Bug will use martial maneuvers to pick up improved grapple and greater grapple.

    He will then take a 5' diagonal step and grapple the dark hat guy (sorc) while fighting defensively in crane style
    grapple: 1d20 + 25 ⇒ (1) + 25 = 26 derp


    dead.

    Forgive me for asking for clarification again, Pox, but Stunning Fist may be used only once per round, on a called attack. If you miss it the SF is lost. I have a monk in the RL group I run ^_^ Anyway, if there's something else, here are the rolls:
    Fort Save: 1d20 + 12 - 1 ⇒ (18) + 12 - 1 = 29
    Fort Save: 1d20 + 12 - 1 ⇒ (13) + 12 - 1 = 24
    Fort Save: 1d20 + 12 - 1 ⇒ (2) + 12 - 1 = 13

    I'm ignoring the critical hit with the Jingasa, but I guess you already counted that, didn't you? Cause you rolled only 3 times the damage, not counting the critical, and the damage I took would be 48, not 58, with the DR.
    _____________________________
    As the stupid hobgoblin strikes at the Warpriest, it's shield sends forth new tongues of liquid fire!
    Hit 1: 1d6 + 11 ⇒ (3) + 11 = 14
    Hit 2: 1d6 + 11 ⇒ (3) + 11 = 14
    Hit 3: 1d6 + 11 ⇒ (4) + 11 = 15
    _____________________________
    If the warpriest is indeed not stunned and the champion is still standing, Seventh retaliates with lethal force, but only until the Hobgoblin falls, cause he sees no purpose in killing him.
    PA Extra Attack: 1d20 + 21 + 5 - 1 ⇒ (18) + 21 + 5 - 1 = 43! Damage: 1d10 + 14 - 1 ⇒ (5) + 14 - 1 = 18
    Confirmation: 1d20 + 21 + 5 - 1 ⇒ (10) + 21 + 5 - 1 = 35! Extra Damage: 1d10 + 14 ⇒ (1) + 14 = 15
    Attack 1: 1d20 + 21 + 5 - 1 ⇒ (20) + 21 + 5 - 1 = 45! Damage: 1d10 + 14 - 1 ⇒ (9) + 14 - 1 = 22
    Confirmation: 1d20 + 21 + 5 - 1 ⇒ (9) + 21 + 5 - 1 = 34! Extra Damage: 1d10 + 14 ⇒ (5) + 14 = 19
    Attack 2: 1d20 + 16 + 5 - 1 ⇒ (15) + 16 + 5 - 1 = 35! Damage: 1d10 + 14 - 1 ⇒ (2) + 14 - 1 = 15
    Confirmation: 1d20 + 16 + 5 - 1 ⇒ (1) + 16 + 5 - 1 = 21! Extra Damage: 1d10 + 14 ⇒ (7) + 14 = 21
    Attack 3: 1d20 + 11 + 5 - 1 ⇒ (20) + 11 + 5 - 1 = 35! Damage: 1d10 + 14 - 1 ⇒ (4) + 14 - 1 = 17
    Confirmation: 1d20 + 11 + 5 - 1 ⇒ (18) + 11 + 5 - 1 = 33! Extra Damage: 1d10 + 14 ⇒ (8) + 14 = 22

    He also swift heals himself, burning Daylight to do so:
    Daylight: 3d8 + 11 ⇒ (6, 2, 3) + 11 = 22
    AC 34. Blessing as extra attack.


    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

    what happened to Thomas?

    901 to 950 of 1,032 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / Advanced Playtest "Ruby Phoenix Tourney" (Private Invite Only) All Messageboards

    Want to post a reply? Sign in.