Advanced Playtest "Ruby Phoenix Tourney" (Inactive)

Game Master WerePox47


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Inner Sanctum

Its the Thugs turn, but im busy today.. I should be able to post later though..


Inner Sanctum

The last remaining Thug weighs his options and withdraws from combat.. Running like a b$&#*..

Int Order
Emissary
Sorcerer
Thomas
Wizard
Marthysan
Bug
Bel
Kuras

The Emissary keeps hoping around..

Reflex: 1d20 + 12 ⇒ (8) + 12 = 20
Reflex: 1d20 + 12 ⇒ (20) + 12 = 32

Damage: 3d6 + 6 ⇒ (5, 3, 1) + 6 = 15

The Sorcerer looks at the retreating Thug, but then looks at the Wizard and stays.. She moves up and casts Fear DC 21 will.. Hits everyone but Kuras..

Thomas Will: 1d20 + 4 ⇒ (9) + 4 = 13 He takes off running again..

The Wizard steps back 5' and casts a Wall of Force, enclosing all but Thomas in it.. She then quickens a magic missile into Marthysan..

GM Only:

Marthysan 79/121

MM: 5d4 + 5 ⇒ (4, 2, 3, 3, 4) + 5 = 21

Marthysan moves up and attacks the wizard furiously..

1d20 + 31 ⇒ (1) + 31 = 32
1d20 + 31 ⇒ (11) + 31 = 42
1d20 + 26 ⇒ (16) + 26 = 42
1d20 + 21 ⇒ (13) + 21 = 34

1d8 ⇒ 8
1d8 ⇒ 5 image
1d6 ⇒ 3 image
1d10 ⇒ 7 image

4 total of her left now..

Bug, Bel and Kuras are up.. You all are inside a Wall of Force..


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 pull out a potion of fly and drink it. Round over.


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

Bel does the same


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 turns into a giant ant and begins to burrow into the ground.

Casting Vermin shape 2, and turning into a Ant Lion, Giant. Then burrowing 10 ft. into the ground.


Inner Sanctum

Lol, right on Kuras.. Bug and Bel just incase you didn't realize you all are in a cube.. There is no flying out of it, although borrowing out is certainly an option.. A good one actually.. Oh i need those fear saves from last round Bug and Bel.. DC 21 Will..

The Emissary dodges again.. Starting to look worried..

1d20 + 12 ⇒ (7) + 12 = 19
1d20 + 12 ⇒ (12) + 12 = 24

3d6 + 6 ⇒ (3, 5, 3) + 6 = 17

Init Order
Emissary
Sorcerer
Thomas
Wizard
Marthysan
Bug
Bel
Kuras

The Sorcerer moves her gaze to Marthysan seeing as the party is stuck.. She summons 2 lightning balls on him..

Marthysan Reflex: 1d20 + 12 ⇒ (18) + 12 = 30
Marthysan Reflex: 1d20 + 12 ⇒ (6) + 12 = 18

3d6 + 6 ⇒ (6, 3, 1) + 6 = 16

GM Only:

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 (0/day)—fear (DC 21), ball lightning (DC 23), shocking image, stoneskin
3rd (3/day)—displacement, haste, fireball (DC 22), fly
2nd (6/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.

The wizard flies back 5' and casts a cone of cold at Marthysan.. And then quickens another magic missile..

Reflex: 1d20 + 12 ⇒ (18) + 12 = 30 And the man just stays strong and somehow avoids all the damage.. Lol @ Ring of Evasion

MM: 5d4 + 5 ⇒ (1, 1, 1, 3, 4) + 5 = 15

Marthysan retaliates..

1d20 + 31 ⇒ (1) + 31 = 32
1d20 + 31 ⇒ (2) + 31 = 33
1d20 + 26 ⇒ (3) + 26 = 29
1d20 + 21 ⇒ (19) + 21 = 40

1d4 ⇒ 1 image
1d6 ⇒ 6 Hit
1d100 ⇒ 59 Hit

Confirm Crit
1d20 + 21 ⇒ (19) + 21 = 40

Finally Marthysan makes it through the wizards dfense and connects hard..

Damage: 2d10 + 80 ⇒ (4, 2) + 80 = 86 + Stagger: 1d4 + 1 ⇒ (4) + 1 = 5

Wizard Fort: 1d20 + 15 ⇒ (7) + 15 = 22 fails..

He finishes with a quickened Loh
7d6 ⇒ (1, 6, 6, 4, 4, 5, 3) = 29

GM Only:

Marthysan 86/122
Wizard 56/142


Inner Sanctum

Yall 3 are up again..


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

The spell doesn't work that way- you can't make a cube:
from the SRD
The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.
You can make a pen, but you can't make a box.
This is not to mention there's no way the caster could do that much area:
The walls take 11 10x10 sections (one per level) but the roof at 25x30 feet is 750 square feet, requiring 8 more sections. You would need to be level 19 to make such a box were it allowed- if the caster were level 19 we'd be dead already

So to sum up, I will fly out of the pen because it can't be a box. fly adjacent to the caster and give grapple a shot:

blessing of fervor to attack/ac/reflex, fighting defensively
grapple: 1d20 + 27 ⇒ (18) + 27 = 45 imagine there are still mirror images though

will save: 1d20 + 12 ⇒ (18) + 12 = 30


dead.

Ganbatte!


Inner Sanctum

For some reason i thought it worked like forcecage.. It has become quite obvious that if i make a mistake someone here will know it so ive gotten used to it lol.. With this in mind you could have a different action last round Kuras.. Still need to see those 2 fear saves Bel and Bug..

1d6 ⇒ 6 Grapple Hits
1d100 ⇒ 35 But his concealment negates you..


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

No problem we all make mistakes. Kuras just wanted to finally get some use out of that Vermin shape 2.


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

Heck, even I run into rules I don't know and I'm known around my parts as a rules expert. But if wall of force could do forcecage, you wouldn't need that spell. Actually though the reason they make wall of force not be able to do horizontal walls was that since it is infinitely thin, people back in 1st and 2nd would set them up like an invisible cutting blade in front of charging enemies.


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 + 6 ⇒ (1) + 3 + 6 = 10


Inner Sanctum

Bel you would be over in the corner with Thomas.. Well forcecage has the slotted version that you can still hit the people through with spells and ranged... Regardless..

Bug Will: 1d20 + 12 ⇒ (20) + 12 = 32 You make the fear save..


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 appended the will save to my post, but I made it as well.


Inner Sanctum

Kuras can redo his last round then hes up this round..


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

Not going to change round actions because I finally got some use from that Vermin shape 2. Also Kuras has total cover right now, so he's happy with that.

Kuras begins to burrow towards the wizard on the steps.

15 ft. and now ready to next turn surprise the wizard with an attack from below.


Inner Sanctum

The Emissary dodges again..

Reflex: 1d20 + 12 ⇒ (10) + 12 = 22
Reflex: 1d20 + 12 ⇒ (12) + 12 = 24

The Sorcerer casts magic missle at Marthysan..

MM: 5d4 + 5 ⇒ (4, 2, 3, 4, 1) + 5 = 19

Init Order
Emissary
Sorcerer
Wizard
Marthysan
Bug
Kuras

The wizard 5' steps back and casts Baleful polymorph on Kuras.. DC 22 Fort, if fail DC 22 will..

Marthysan moves up and attacks him again..

1d20 + 31 ⇒ (9) + 31 = 40
1d20 + 31 ⇒ (19) + 31 = 50
1d20 + 26 ⇒ (13) + 26 = 39
1d20 + 21 ⇒ (8) + 21 = 29

1d6 ⇒ 2 image
1d2 ⇒ 2 hit
1d100 ⇒ 91 hit
1d2 ⇒ 1 image

The wizard now has no images, but still a 50% miss chance..

confirm: 1d20 + 31 ⇒ (12) + 31 = 43 hit
Damage: 2d10 + 80 ⇒ (10, 3) + 80 = 93

Marthysan slips through the wizards defenses again and splits her in twain with another massive crit..

Bug and Kuras can go.. Kuras needs to make that fort save..

The only visible enemy is the sorcerer now..


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 quite sure who moved me on the map. I was over by the guy in the dark hat last round. Of course I still don't know who it is (though it must be the sorc since he's still on the map).

Fly over to the sorc and try a grapple.

grapple: 1d20 + 27 ⇒ (14) + 27 = 41

undoubtedly there are myriad defenses and that failed, but I really have little enough idea of what is really occurring on this battlefield evidently

Also as an aside, Kuras is underground so the only visible target would be me.

fort save: 1d20 + 16 ⇒ (14) + 16 = 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

How could the wizard see Kuras? He is still 10 ft. underground with total cover, and total concealment.

Assuming that Kuras was not the target he will begin to move towards the last known position that he knew about the sorcerer since he can't sere right now.

20 ft. closer, and can now pinpoint the location of the sorcerer with tremorsense.


Unnamed

Dude +80


Inner Sanctum

You said you charged the wizard and grappled him Bug, but you moved to the sorcerer.. So i moved you to where the wizard was, which is now dead due to Marthysan critting her to death.. Sorry for the confusion..
Indeed Kuras could not have been targeted with him underground.. Sorry..
And yes +80.. 13th level paladin with +5 weapon, power attacking, 24 str.. +10 str, +12 power attack, +5 weapon, +13 smite = +40 damage x2 for a crit = +80 damage.. I actually forgot to roll the holy damage on his 2 landing attacks which is moot seeing as he killed her anyways..

Bug you hit the Sorcerer, but he is blurry..

Miss: 1d100 ⇒ 12 and you come up short.. Didnt you swap in blindfight? If so 1d100 ⇒ 95 Hit

You put the bear hug on him and a fear comes into his eyes.. "I surrender.. Dont kill me!"

Combat is over guys.. Congrats on surviving the Sister's Woo..

At the wizards death the forcecage surrounding the Emissary dissolves and he comes hopping out, quite sprite like for his age, avoiding the balls till they dissipate moments later..

As the smoke settles there are dead people everywhere.. Emissary bodyguards, physicians, and arcane casters along with many tattooed thugs.. In the end the thugs moral broke at their leaders deaths and what numbers survived fled.. Seventh is raised from the dead for no cost due yalls valiant efforts in defeating the Golden Legion and the following day the Emissary declares yall winners of this years Ruby Phoenix Tournament..

After the celebration the Emissary and the archbanker of the Grand Bank of Abadar approaches the group to escort them to Hao Jin’s fabled collection. Located in a massive underground vault beneath the
Abadaran bank, the legendary collection contains wonders beyond the ability to be catalogued. The group is collectively permitted a single item from the collection, which includes countless artifacts both
minor and major, and nonmagical items of incredible beauty and value from throughout history. Basically any none unique item, including artifacts, can be found here.. Since i spiced this up quite abit i will allow you each to pick one item as long as it isn't an artifact.. If yall want an artifact you can only pick 1.. Theres also the enemies gear if yall wish to collect it..

This is kinda the end of the module although i suppose you all could still go slay the dragon and there are some other things on the island to do if yall wish.. If not than its been fun.. Thanks for putting up with my absences and mistakes.. I had a good time for my first online Gming experience..


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

Thanks for running it. I will say that unless there are some good archetypes, there's just no way I will run a brawler again. It's definitely a sub par class.


dead.

Thanks! It was a nice one!

As the clerics try to Raise Seventh from the dead, something do not work properly and the spell fails. They concluded the warpriest's spirit is unwilling to return, and so they let it be. Indeed, he had a nice life and wanted to have died as a hero!


dead.

Unless you all want to slay the dragon, then he is willing to return.

He he.


Unnamed

I wouldn't run a buckler in pbp again the parry is hard to do


Inner Sanctum

From what i saw the Shaman and Warpriest are both pretty solid.. The swashbuckler has great damage potential but doesn't stand up in a toe to toe fight.. The slayer is similar but needs hella attention to its will saves.. The brawler seems not so good.. A fighter or a monk would be better imo.. I wish someone would have played the arcanist, although i have a feeling it would be very similar to a wizard.. I think the bloodrager would have been solid as well..


Unnamed

I have a blood ranger in pfs just made level 2 but I really like


Inner Sanctum

Yea i tried a Warpriest, but he died first session lol.. Gonna make another one but a ranged one i think..


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

Truth be told, I could make a hell of a better brawler with the brawler archetype coupled with a monk. The class really has some bad issues. The flurry without a mechanism for keeping your to hit up, doesn't help much. The damage is only so-so. The defenses are lousy (good reflex? Really? bad AC). The best thing I had to stay alive was crane style and that has been nerfed into good, so it would no longer keep me alive. I guess I could try snake style, but that one is focused on a single target so groups would shred me. At the very least they need an archetype like master of many styles or something.

Honestly just a plain vanilla fighter would have been worlds more effective.

I did the DPR for the brawler during the discussions on the forums, and it was simply sub par. You give up significant damage vs. a fighter along with the ability to have a good AC and in exchange you get slightly better skills and a good reflex save. That's a lousy trade.

At least the slayer and swashbuckler have decent damage output even if they are soft. The brawler is soft and gets nothing for it.

Sure, there is the grab a feat, any feat trick, but as you saw that was fairly worthless in practice without better knowledge of what you are up against, and the duration and number of uses a day are far too limited. Given that for many good abilities you need a number of feats in a series, it really runs out in a hurry.


dead.

I can't complain about the warpriest. It's a fairly decent class, powerful and versatile, but the blessings could be better explained. You get lost in some of those...


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

Shaman is nice. It seems very versatile with the ability to change your wandering hex. The only problem is that most mysteries are useless.

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