Advanced Playtest "Ruby Phoenix Tourney" (Inactive)

Game Master WerePox47


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Male Half-Elf Cleric (Blossoming Light) 4 l HP: 32/32 l AC: 10/T: 10/FF: 10 l Fort: +4, Ref: +1, W: +7 (+9 against Enchantment) l Init: +4 l Per: +12; Lowlight Vision l Movement: 30
Seventh wrote:

After they surrender Seventh will Stabilize the enemies, to guarantee they will not die too. He approaches Thomas enraged, with weapon still in hand. "How stupid are you!?! Are you happy now dumbass? Did you thought your jest would come out unnoticed? Now the whole freaking tournament will focus on our abilities and be trying to kill us! What did you expect killing the man like that?" He walks away before he cannot control his anger anymore.

Who is hurt? How long till our next fight?

I would definitely like that stone with Fate's favored ^_^ I vote to let Thomas out of the draw as punishment.

Thomas rolls his eyes so hard you would think he was Angela Bassett sassing Jessica Lange.

No, Pox is right, I wouldn't have done it if I were playing a good or neutral character. Nor do I play PFS. This was sold to me as do you want to run through some combat, and no you don't need to create a real character with motivations etc. The only reason I had him do it in the first place was because I was looking for character motivations for a knife-happy slayer. I'm willing to say Thomas was never evil, and retcon the whole thing (murdering), or just go with it, not do it again, and just think that Seventh is a pushy busybody who should mind his own damn business. :-) Whichever is fine with me.


Inner Sanctum

1d5 ⇒ 2 Looks like Bug wins the stone unless he wishes to let someone else have it..

Ok basically you have 1 chance to either smash it with unarmed damage or burst it with a str check..

Hit Break Body Failure
Object Hardness Points DC Part Damage
Coconut 5 15 16 hands 1d6
Ice block 0 20 18 arms 1d8
Metal bar 10 30 25 head 2d8
Quarterstaff 5 10 12 feet 1d8
River stone 8 15 21 fingers 1 Dex
Stacked boards 5 15 15 hands 1d4
Stacked bricks 8 30 23 hands 1d6
Clay tiles 8 15 18 hands 1d4

First number is hardness, or the number you subtract from your damage before its applied.. 2nd is hps, in which you must deal 1/2 after hardness to break it.. 3rd is break dc, 4th is body part used, 5th is failure damage..

Pretty sure you can do em all with the metal bar being the toughest.. You would have to do 25 damage on a none crit attack for it..

If you roll its break dc it bypasses its hardness and breaks, but thats a str check..


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

Is it a single hit?

Also will take the stone.


Inner Sanctum

1 hit per item.. So you would need an 8 on the die to break the bar in one shot with power attack.. The Objects Ac is 0 so u auto hit but i will allow you to roll and see if you get any crits..

Just roll 8 attack rolls and power attack damage and ill tell yea if you win.. Unless you wanna try str checks.. There might also be some combat feats that help with breaking s@#+, i dunno

As far as Thomas goes will leave it as is with nomore unnecc killing..


dead.

Objects are immune to nonlethal damage and to critical hits.
I'm such an a%@#@@&!


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

How many can I try? I figure I ought to warm up.

Coconut
damage: 1d10 + 17 ⇒ (1) + 17 = 18 smashed

Ice Block

damage: 1d10 + 17 ⇒ (2) + 17 = 19 smashed easily

Clay tiles

damage: 1d10 + 17 ⇒ (4) + 17 = 21 smashed

River stone

damage: 1d10 + 17 ⇒ (6) + 17 = 23 smashed

stacked bricks

damage: 1d10 + 17 ⇒ (10) + 17 = 27 broken

metal bar (doubtful)
spend another use of desperate battler via martial maneuvers

damage: 1d10 + 18 ⇒ (7) + 18 = 25 squeaked it out


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

sorry, just picked some of the harder ones to do, do you want me to roll for the other easy ones?


Inner Sanctum

The metal bar was the hard one..

Bug tears through the breaking competition with ease and wins himself a Cl 15 potion of stoneskin..

Ill bbl to post the next part..


Inner Sanctum

After the group watches Bug dominate the breaking competiton and claim his prize they head off to and exibition match in which the Emissary will randomly select monsters for the remaining 32 teams..

Yalls group draws The Headless One.. Entering a small pit yall see a hulking headless corpse clutching a pair of massive axes.. A grotesquely skinned face streches across the creatures chest..

Know Religion DC 22:

This is a Shenzuhou.. More info depending on your roll..

Init:

Team Initiatives:

Thorne Init: 1d20 + 8 ⇒ (12) + 8 = 20
Belsiard Init: 1d20 + 9 ⇒ (14) + 9 = 23
Seventh Init: 1d20 + 7 ⇒ (3) + 7 = 10
Kuras Init: 1d20 + 1 ⇒ (17) + 1 = 18
Bug Init: 1d20 + 3 ⇒ (3) + 3 = 6
Headless One: 1d20 + 3 ⇒ (19) + 3 = 22

Bel your up..

Spellcasters I will allow 1 round a free casting as yall are hurried into the pit after the selection was made.. All but your 1 hour/level buffs have worn off from the previous fight..


dead.

K.Religion: 1d20 + 6 ⇒ (14) + 6 = 20
In my head that's a Dulahan!
I'll use Divine Favor before combat, then. Defending Bone is still active.


Inner Sanctum

Forgot to mention this guy is large.. Also you can leave the pit to exit the fight if you need to, but there is no surrender to this guy.. He wants your head.. Obviously exiting takes you out of the fight..

I dont have access to draw it but the pit is roughly the size of half the main fighting stage.. It's 20' deep if that matters..

As the team enters the pit you all notice the odd looking creature dressed in flowered robes from the noodle shop standing above the pit on the opposite side.. She watches you as you enter the pit.. She appears to say a few words and the creature enters a battle stance..


dead.

Holy lord! And how do we "exit" it?
Tell me how many squares does the pit takes and I'll set it.


Inner Sanctum

Call it 8x8 squares.. There is an entrance at each end of the pit, one on yalls end and one on his.. It uphill so double movement to get out.. They are each 3 squares long..


dead.

OK! Map is set to the right of the previous one. Same link.


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

"That guy looks a bit unfriendly. "


dead.

"Really? I can't read his poker face."


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

"It's in his stance. He seems pissed. Anyway, it is a long face. "


dead.

Seventh sees some text that wasn't in the thread a few moments before, and thus he puts a hand over his mouth and sends a kiss to the weird looking woman. He also tries to identify what she did.
Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15

"Well, I'm open to suggestions on how to behead this guy." ^_^


Inner Sanctum

You get the basic sense that she controls the creature.. And yea sorry I use the edit function alot..

The Creature has a meany face, but its located its stomach.. Imajine a jackolantern face..

Oh and i forgot to metion the 1d4 ⇒ 2 shriveled up heads that are tied to his belt.. He has plenty of room for more..


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

on a layover! posting shortly


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

super short layover so little time for tactics here!

Bel quickly advances then attacks, hoping to draw first blood, and that it does not have combat reflexes

1d20 + 20 - 2 - 3 ⇒ (17) + 20 - 2 - 3 = 32 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (2) + 10 + 7 + 6 + 2 + 1 = 28
to confirm 1d20 + 20 - 2 - 3 ⇒ (1) + 20 - 2 - 3 = 16 for 1d6 + 7 + 6 + 2 + 1 ⇒ (4) + 7 + 6 + 2 + 1 = 20

Parry:

1d20 + 20 - 2 - 3 ⇒ (14) + 20 - 2 - 3 = 29 if that is more than his first attack then riposte

1d20 + 20 - 2 - 3 ⇒ (11) + 20 - 2 - 3 = 26 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (3) + 10 + 7 + 6 + 2 + 1 = 29

AC is 29


Inner Sanctum

Bel darts in and stabs the creature good, but fails to confirm..

AC 29, Touch 14, FF 24

No Peeking:

133/161

The creature takes a 5' step to his right and very quickly mumbles a few arcane words and everything in a 20' radius goes pitch black.. You all here a few more arcane words spoken but see nothing.. basically besides the corners the whole pit is in darkness now.. The other spell overlaps the same area..

Spellcraft DC 17:

First spell was a quickened darkness spell

Spellcraft DC 20:

Second spell was a cloudkill spell

Everyone but Bug and Kuras needs to make a DC 20 Fort save..

Failure means 1d4 ⇒ 1 Con Damage, Save = Half.. This round if you save you take none i believe

For every 2 points of con damage you take -1 fort save and loose 10hps..

The rest of the group is up!


Male Half-Elf Cleric (Blossoming Light) 4 l HP: 32/32 l AC: 10/T: 10/FF: 10 l Fort: +4, Ref: +1, W: +7 (+9 against Enchantment) l Init: +4 l Per: +12; Lowlight Vision l Movement: 30

Fortitude: 1d20 + 9 ⇒ (3) + 9 = 12

Swift Action: Study.

Acrobatics to move into position: 1d20 + 19 ⇒ (2) + 19 = 21

Attack: 1d20 + 18 + 2 + 3 ⇒ (12) + 18 + 2 + 3 = 35
Damage: 1d4 + 7 + 3 ⇒ (1) + 7 + 3 = 11
Sneak Attack: 3d6 ⇒ (3, 6, 2) = 11


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

Bug will use martial maneuvers to pick up blindfighting as a swift action.

You probably need to look at the illumination rules. Depending on the current state of illumination, the area went from either bright (we are outside right?) to normal, or normal to dim (20% miss chance), though I'm not exactly sure how that would interact with the fogging effects of cloudkill. The latter will restrict vision beyond 5'

He will then move up and try to beat on the target.

fortitude save: 1d20 + 13 ⇒ (6) + 13 = 19 Ow.

power attack, fighting defensively, dragon style active.

to hit: 1d20 + 14 ⇒ (9) + 14 = 23 miss
free action, switch to crane style.


Inner Sanctum

You move up Thomas, but fail to bypass the creatures CMD so your movement is cut short.. You can still attack, in which you hit, but no sneak as you did not reach a flanking position.. You also incur a miss chance with darkness and cloudkill spell, the darkness you negate with your darkvision, but you still have a 20%..

Miss Chance, High is Good: 1d100 ⇒ 19 A Miss!

AoO on you: 1d20 + 20 ⇒ (18) + 20 = 38
Damage: 2d6 + 11 ⇒ (2, 6) + 11 = 19

Also Thomas your hps were back to max before this fight.. Yall had time to heal in between fights..

The fight took place in the afternoon.. There were 38 fights today with yalls being the first, so it went from dim to darkness.. 50% miss, unless you have darkvision.. 20% from the fog if you do.. High is always good on miss chances btw..

Yall feel free to correct me if im wrong about that..

As far as the miss chances go, way i understand it is you take the worst of the effects in play.. Therefore if you dont have darkvision you get a 50% miss, if you do a 20% chance.. Also isnt there an improved and greater blindfighting that would help you even more Bug?


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

Yes, you are correct, you take the worst of the concealment penalties which are in place. Also, yes there are higher blindfighting feats up the chain, but I have already expended most of my martial maneuvers for the day. At 10th level I get 5 minutes of use total, and each feat picked up blows a minute. I blew 3 minutes worth in the first fight, and 1 minute on the breaking. After playing this guy I am definitely in the camp that says martial maneuvers is a neat trick, but is very limited because of the stupid quantities of prerequisites in feat chains.


Inner Sanctum

Right on.. Yeah its nice.. Would you like me to add a change suggestion to my notes?

Also good luck on this guys.. This dude is a tough one.. But i suppose it should be since it has 5 10th level pcs on it.. It only has a mild change to it from the original too..


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 really sure what I would see as a solution. Maybe a minute per level instead or perhaps something which made chains cost less. Right now I rather think you can make a better brawler with the fighter archetype.


dead.

I AM FREAKING PISSED OFF! WHERE THE F#~+ IS MY DAYLIGHT SCROLL?

Spellcraft 1: 1d20 + 5 ⇒ (3) + 5 = 8
Spellcraft 2: 1d20 + 5 ⇒ (12) + 5 = 17
Fortitude: 1d20 + 10 ⇒ (9) + 10 = 19 Loses 1 Con but no hit points since it's a 13 Con.

Seventh uses a scroll of Darkvision and moves closer to the thing (4 squares).


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

Kuras will tap Seventh's shield before he goes forward increasing his durability.

Casting Magic vestment on Seventh, so treat your shield as +2 AC better.

Kuras will then move around to the side unsure of where the creature is.


Inner Sanctum

Init Order
Bel
Monster
Thorne
Kuras
Seventh
Bug

Bel your up! It's dark and stinky where ur at..


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

That is so begging for an inappropriate comment. But I won't bring up Mr. Lemmywinks. Really I won't.


Inner Sanctum

Lol yea i figured i would get something funny outa that..


Inner Sanctum

Kuras need that save for moving into the cloudkill.. Keep up with your con damage please..

Gonna pause Bel for a moment because while im sure he'll do some damage hes not gonna kill the thing..

Everyone needs to make the fort save again DC 20 or 1d4 ⇒ 4 con damage, save for 1/2.. This is poison btw, so if u have resistance to it or immunities apply etc etc..

For those of you who can see the creature it lashes out with its axes swiftly attacking mutiple targets..

Bel Attacks: 1d20 + 20 ⇒ (8) + 20 = 28 Due to blindness hits
Bel Attacks: 1d20 + 20 ⇒ (19) + 20 = 39 Hits
Damage: 2d6 + 11 ⇒ (6, 4) + 11 = 21
Damage: 2d6 + 11 ⇒ (4, 3) + 11 = 18
Rend: 1d10 + 16 ⇒ (3) + 16 = 19

Bug Attacks: 1d20 + 15 ⇒ (17) + 15 = 32 Hits
Bug Attacks: 1d20 + 15 ⇒ (13) + 15 = 28 Hits
Damage: 2d6 + 11 ⇒ (4, 6) + 11 = 21
Damage: 2d6 + 11 ⇒ (6, 2) + 11 = 19

Thomas Attacks: 1d20 + 10 ⇒ (11) + 10 = 21 Miss
Thomas Attacks: 1d20 + 10 ⇒ (18) + 10 = 28 Hit
Damage: 2d6 + 11 ⇒ (5, 1) + 11 = 17

Gonna submit a question to you guys..

Question:

Copied/Pasted:

Two-Weapon Rend (Combat)
Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.
Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

Ok i believe the intention here is that you cant rend the same opponent more than once per round.. Not that you cant rend different opponents in the same round.. Thoughts? Pfs strictly uses raw not rai so i should prob not..


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

First hit on bug get batted away with crane style.

when it gets to him:
flurry, fighting defensively, no PA
to hit: 1d20 + 15 ⇒ (4) + 15 = 19 miss
to hit: 1d20 + 15 ⇒ (7) + 15 = 22 miss
to hit: 1d20 + 10 ⇒ (5) + 10 = 15 miss
to hit: 1d20 + 10 ⇒ (11) + 10 = 21 miss

fort save: 1d20 + 13 ⇒ (14) + 13 = 27

65/94 HP


Inner Sanctum

Not a good time for poo poo rolls..

You all feel the wind pickup outdoors and perhaps someone has smiled upon your match as the cloud is dispersed.. The 4/2 if save con applies but it will be the last roll..


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'm at 65 since you only lose HP from con damage if it is in even numbers, so 1 never hurts you, but 2 does


Male Half-Elf Cleric (Blossoming Light) 4 l HP: 32/32 l AC: 10/T: 10/FF: 10 l Fort: +4, Ref: +1, W: +7 (+9 against Enchantment) l Init: +4 l Per: +12; Lowlight Vision l Movement: 30

Fortitude: 1d20 + 9 ⇒ (9) + 9 = 18

Thomas will feint the beast to better slice it! His kukri weave in confusing patterns.

Bluff: 1d20 + 14 + 3 ⇒ (14) + 14 + 3 = 31

Slices, Slices for everyone!: 1d20 + 11 + 3 + 2 ⇒ (13) + 11 + 3 + 2 = 29
Damage: 1d4 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Sneak attack: 3d6 ⇒ (2, 6, 1) = 9

Slices, Slices for everyone!: 1d20 + 16 + 3 + 2 ⇒ (1) + 16 + 3 + 2 = 22

Slices, Slices for everyone!: 1d20 + 11 + 3 + 2 ⇒ (10) + 11 + 3 + 2 = 26
Damage: 1d4 + 7 + 3 ⇒ (3) + 7 + 3 = 13
Sneak attack: 3d6 ⇒ (5, 6, 1) = 12

Slices, Slices for everyone!: 1d20 + 6 + 3 + 2 ⇒ (16) + 6 + 3 + 2 = 27
Damage: 1d4 + 7 + 3 ⇒ (3) + 7 + 3 = 13
Sneak attack: 3d6 ⇒ (5, 1, 3) = 9

Slices, Slices for everyone! (Confirmation): 1d20 + 6 + 3 + 2 ⇒ (5) + 6 + 3 + 2 = 16

HP: 38


dead.

Fort Save: 1d20 + 10 ⇒ (11) + 10 = 21

Seventh says a quick prayer, enhancing his sword (+4 Keen), steps to the side (Do I flank it there?) at attacks the diabolic creature:
1st Attack: 1d20 + 20 + 4 + 2 - 3 ⇒ (17) + 20 + 4 + 2 - 3 = 40! Damage: 1d10 + 9 + 6 ⇒ (10) + 9 + 6 = 25
2nd Attack: 1d20 + 15 + 4 + 2 - 3 ⇒ (2) + 15 + 4 + 2 - 3 = 20! Damage: 1d10 + 9 + 6 ⇒ (3) + 9 + 6 = 18
Confirm: 1d20 + 20 + 4 + 2 - 3 ⇒ (2) + 20 + 4 + 2 - 3 = 25! Damage: 1d10 + 9 + 6 ⇒ (1) + 9 + 6 = 16

HP 73/73; AC 33


dead.

Do you mind stepping up one square Bel?


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

Where exactly is the darkness, and cloudkill on the map? Also, if this is like the cloudkill spell wouldn't Kuras only need to make one save? The couldkill spell says you need to make the save on the caster's turn.

Fort save 1: 1d20 + 6 ⇒ (18) + 6 = 24
Fort Save 2 if needed: 1d20 + 6 ⇒ (13) + 6 = 19


Inner Sanctum

The creature has had 2 turns.. So 2 saves.. You failed the 2nd, so you take 4 con damage.. The darkness is the black circle, which is pretty much the whole fighting spot.. The cloudkill was dispersed at the end of round 2 so some miss chances are needed from Seventh and Thomas..

Thomas Miss: 1d100 ⇒ 93

Seventh: 1d100 ⇒ 76

You each land and hit on the monster..

GM:

41 hps

Gonna post for Bel to move this along.. Using his normal attack routine..

Fort 1: 1d20 + 7 ⇒ (9) + 7 = 16
Fort 2: 1d20 + 7 ⇒ (10) + 7 = 17
Fails both and takes 5 con damage..

Attack: 1d20 + 17 ⇒ (10) + 17 = 27
Attack: 1d20 + 12 ⇒ (2) + 12 = 14

But he whiffs.

Next round Bel dumps some of his power thrust for more accuracy..

Attack: 1d20 + 20 ⇒ (10) + 20 = 30
Attack: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d6 + 20 ⇒ (1) + 20 = 21
Damage: 1d6 + 20 ⇒ (5) + 20 = 25

Confirm: 1d20 + 15 ⇒ (1) + 15 = 16

Miss: 1d100 ⇒ 72
Miss: 1d100 ⇒ 99

Both Hit!

Creatures turn..


Male Half-Elf Cleric (Blossoming Light) 4 l HP: 32/32 l AC: 10/T: 10/FF: 10 l Fort: +4, Ref: +1, W: +7 (+9 against Enchantment) l Init: +4 l Per: +12; Lowlight Vision l Movement: 30

I actually land three hits because the monster is flatfooted to me.


dead.

Is it our turn or the creature's?


Inner Sanctum

Your right Thomas, roll a miss chance for both.. You could kill it and stop it from another round


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

Jeez I take one flight and I get wrecked!

Dm I would have used my charm to add 3 to my fort saves can I retcon that?


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 would give me 2 con


Inner Sanctum

Sure.. Yea i didnt know all ur abilities i was just tryin to keep it movin.. I was gonna retreat with u this round lol


Male Half-Elf Cleric (Blossoming Light) 4 l HP: 32/32 l AC: 10/T: 10/FF: 10 l Fort: +4, Ref: +1, W: +7 (+9 against Enchantment) l Init: +4 l Per: +12; Lowlight Vision l Movement: 30

1d100 ⇒ 73
1d100 ⇒ 65

Both hits.


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, before I turn in, I'll do my roll:
same as last time
to hit: 1d20 + 15 ⇒ (6) + 15 = 21 miss
to hit: 1d20 + 15 ⇒ (14) + 15 = 29 damage: 1d10 + 10 ⇒ (8) + 10 = 18
to hit: 1d20 + 10 ⇒ (15) + 10 = 25 miss
to hit: 1d20 + 10 ⇒ (15) + 10 = 25 miss

miss chance: 1d100 ⇒ 12
again from blind fighting
miss chance: 1d100 ⇒ 53 hit

so for all that dice work, 18 damage.

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