Advanced Playtest "Ruby Phoenix Tourney" (Inactive)

Game Master WerePox47


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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

Am I up again? Sorry all out of sorts ATM. I can post again in a few hours


dead.

I do believe it's the creature's turn. That's what I'm waiting for, at least. But by now Pox is way deep in his beauty sleep. ^_^


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

Pox did say that it could die from Thomas's hits and all three of them hit, so it might be dead.


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

i hope you can heal us Seventh!


dead.

Monster's turn man, there's nothing I can do right now, hang in there. We will heal after this m%&%@+!+%@+$ has been dealt with.


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

i know:)


Inner Sanctum

Thomas's other 2 attacks kill the monster. Your out of combat..

Busy today so posting will be light..


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

Belsiard stumbles out of the arena.

That could have gone better. Seventh I don't suppose you can remove this magical weakness I am dealing with? Con Damage 2

10d20 ⇒ (17, 12, 17, 18, 8, 6, 16, 16, 18, 5) = 133 It takes Belsiard a while, but he finally manages to get his Infernal Healing wand to activate enough to heal him after a lesser restore if we it can be cast


dead.

Seventh ends up his Sacred Weapon buff and turns to see the place. He takes a look at the remains of the monster before looking at the others. "Everyone ok? Well, I have enough only for one of us. We better look for a wand to do that. Here, let me help you with that wand."

Unless asked for something he swiftly exit the pit by the monster's exit, but only after he lay low for a while. He doesn't want to impress too much....

Fell free to use the wand's charges (CLW), I'm not going to use personal spells to heal us, although we need a second level wand (restoration lesser) to heal the party. I'm 3 Con down and have only one restoration spell prepared.


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 walks up to Thomas, and heals him twice.

"Once for your health, and once for the healing."

Lesser, restoration, and a maximized CSW

Con healed: 1d4 ⇒ 3

And then get 36 HP.


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

"Thank you."


dead.

Seventh uses the Lesser restoration on himself, since they are not going to buy a wand...
Con healed: 1d4 ⇒ 3 Back to full.

"Let me check if we're going to face anything else today before converting my spells."


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 not feeling all too perky myself. Got some cuts, and I think whatever was in that stinky cloud has gotten to me. "

Down 3 con and 19 HP besides.


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 walks over.

"Healing for you too brother."

Using a CLw, and another CLW and maximizing the second.

CLW: 1d8 + 5 ⇒ (2) + 5 = 7 +13 Healing.


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. Now I just gotta find someone who can cure that fog's effect. "

should have enough money for the spell in question (2900 gp to spare)


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

You could buy a wand of it for that amount.


Inner Sanctum

Ill be posting the next day tm morn.. Sorry was super busy today.. You can purchase a wand of lesser resto if u wish, or for the spells to be cast..


dead.

The wand would be much better bug, since the price for each spell is much lower. I'll pay 900 gold of it, since it seems only the two of us have any money. It's basically all I got.


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

I will throw in 200 as well


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

Might as well then.


Inner Sanctum

After a long first day you guys are beat and upon returning to the noodle shop you find a rather nicely appointed apartment, complete with 5 separate bedrooms and a common area.. Your sleep and deep and before long the sum is coming up once again..

I assume you all are fully healed etc.. I hope the first day's challenges showed you that you need to be prepared for anything in this competition..

As day 2 starts out the 32 remaining teams gather at the pavilion and await the new day's challenges.. The Emissary greets you all and when your team is up you all are told your first match will not be until later in the morning, so if you have anything you wish to do you have time.. Options include watching fights, an archery contest, or searching the island.. Just let me know if yall wanna compete or go searching..

If you wait it out you all get to see a variety of fights.. One such fight you all notice a familiar blonde haired Avistani women and her team defeat another group of pathfinders from Absalom.. This gives yall an opportunity to see their fighting style.. Ill explain more on this when its time

When the time comes for yalls bout Marthysan finds you all and escorts you to an area known as the Wall of Seven Winds.. Its a 120' Vertical cliff overlooking the harbor..

Several boats are anchored in the harbor below.. Waiting anxiously to watch The Spider Fight..

Marathysan hands each of you a pair of Slipper's of Spider Climbing and instructs you to put them on.. This fight will take place of the cliff face.. You will be fighting Orometsu Yasi, known as the White Warrior, as well as a band of monks to even the odds. He explains that if you loose contact with the cliff face and fall you are eliminated, but a pair of sorcerers will cast feather fall on you if this happens..

Your opponents bow to your group before heading over the edge of the cliff.. They await 60' above the water for you.. Any questions? If not ill roll up init and we can get this going..


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

Thomas will watch the earlier bouts and is excited for their third fight. Roll that initiative!


Inner Sanctum

Lets see if anyone wants to do the Archery before we get this going..


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

ill give it a whirl +17 to hit but no archery feats and I won't use any abilities on the contest


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 be changing out some spells after the first day, and having Kuras, and Richard watch the fights.


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

No interest in archery here. I'd have to burn too many martial maneuvers to be any good.


Inner Sanctum

Ok Bel the Archery contest has 3 targets.. All are at no penalty distances and each contain five colored circles that are worth different point values.. Target 1st target has no miss chance but is worth the least.. The 2nd target has a 20% miss chance and is worth more.. The 3rd target has a 50% miss chance and is worth the most.. The 2nd and 3rd target have a blur and displacement effect on them so any means you might have to negate that can be used.. Well besides dispelling them..

Target 1 values are

AC Value
White 20 1 point
Black 23 2 points
Blue 25 3 points
Red 27 4 point
Yellow 30 5 points

Target 2 - 20% Miss Chance

White 20 2 points
Black 23 3 points
Blue 25 4 points
Red 27 5 points
Yellow 30 6 points

Target 3 - 50% Miss Chance

White 20 4 points
Black 23 5 points
Blue 25 7 points
Red 27 9 points
Yellow 30 11 points

You are given 10 arrows and a Masterwork Longbow.. Object is to score the most points with your 10 arrows..

With the Mwk Longbow you would have +18 to hit Bel.. The first value is the colors AC and the second is what its worth..


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

First 4 arrows at target one then 3 at the others

1d20 + 18 ⇒ (12) + 18 = 30
1d20 + 18 ⇒ (7) + 18 = 25
1d20 + 18 ⇒ (20) + 18 = 38
1d20 + 18 ⇒ (7) + 18 = 25

1d20 + 18 ⇒ (1) + 18 = 19 1-20miss 1d100 ⇒ 53
1d20 + 18 ⇒ (8) + 18 = 26 1-20miss 1d100 ⇒ 62
1d20 + 18 ⇒ (6) + 18 = 24 1-20miss 1d100 ⇒ 20

1d20 + 18 ⇒ (13) + 18 = 31 1-50 miss 1d100 ⇒ 78
1d20 + 18 ⇒ (19) + 18 = 37 1-50 miss 1d100 ⇒ 91
1d20 + 18 ⇒ (9) + 18 = 27 1-50 miss 1d100 ⇒ 7


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

43 pts if my math is right


dead.

Seventh will watch the fights to check their enemies' abilities and see if the other groups' challenges are the same level as theirs.

"Good Luck Bel!"


Inner Sanctum

You are easily in 1st place till a slender elven male steps to the line.. He pulls an exceptional looking bow from his back and looses arrows with fluid motion.. All at the 3rd target.. Everyone but 1 hits..

1d20 + 24 ⇒ (7) + 24 = 31
1d20 + 24 ⇒ (3) + 24 = 27
1d20 + 24 ⇒ (18) + 24 = 42
1d20 + 24 ⇒ (14) + 24 = 38
1d20 + 24 ⇒ (4) + 24 = 28
1d20 + 24 ⇒ (1) + 24 = 25
1d20 + 24 ⇒ (10) + 24 = 34
1d20 + 24 ⇒ (12) + 24 = 36
1d20 + 24 ⇒ (17) + 24 = 41
1d20 + 24 ⇒ (18) + 24 = 42

It obvious to you he is trained specifically in archery and his bow has some sort of enchantment negating the miss chance..Regardless you win second handily and for your efforts you receive..

4d100 ⇒ (73, 2, 8, 6) = 89

1 Evil outsider slaying arrow
1 Aberration slaying arrow
and 2 Animal slaying arrows..

Now onward to the cliffs..


Inner Sanctum

Init:

Thorne Init: 1d20 + 8 ⇒ (17) + 8 = 25
Belsiard Init: 1d20 + 9 ⇒ (17) + 9 = 26
Seventh Init: 1d20 + 7 ⇒ (20) + 7 = 27
Kuras Init: 1d20 + 1 ⇒ (16) + 1 = 17
Bug Init: 1d20 + 3 ⇒ (6) + 3 = 9

Oro: 1d20 + 7 ⇒ (8) + 7 = 15
Monks: 1d20 + 7 ⇒ (10) + 7 = 17

Gimme a second to get a map up

Ok here's a map, try not to laugh.. I need some schooling on making cool s#$!..

S#~$ty Map

You guys are on a vertical ledge 60-70' above the water.. The chick is wielding a frosty looking nodachi.. The monks have some crazy looking reach weapons..

Init Order:
Seventh
Bel
Thorne
Monks
Oro
Bug

GOGO!


dead.

This will be so funny!

Seventh moves into a better position while drawing his Scimitar. He activates his Dominance Aura, then issues a command to the northernmost monk:
"Jump!" DC 19 or obey. If they jump they will fall, right? By the way, I do realize "Command" doesn't have "Jump" as one of the usable commands, but I do believe it's simple enough to make it possible, right? Otherwise if it is not possible, I'll choose Flee.

Dominance Aura (major):
At 10th level, as a standard action you may surround yourself with a tangible aura of charisma for 1 minute. While this is active, once per round as a swift action you may issue a command (as the command spell) to one creature within 30 feet, who must
succeed at a Will saving throw or submit for 1 round.

"Careful now, don't be reckless or they will trip you to lose contact with the wall."

Defending Bone is active, by the way.


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

So where is Kuras in the initiative?


dead.

OMG that's so mean! They left you out!
I believe you're after the monks, but the GM would certainly let you go first to compensate for his evil acts ^_^ right?


Inner Sanctum

Sorry its been yet another long moving day.. Finally done though.. Just in time to drive 10 hrs tm going o my parents.. Your after the monks in init Kuras.. Sorry..

Seventh I see nothing wrong with that command personally.. Its very situational so why not..

Monk Will: 1d20 + 12 ⇒ (11) + 12 = 23 Makes it..

Bel and Thomas your 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

Delay until after the monks.


Inner Sanctum

Driving all days fellas.. Ill post tonight


dead.

Bel?


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

Sorry it didn't show up as any updates!


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 will ready an attack for any foe that comes within reach as well as a parry and riposte

Attack (with piranha and CE makes AC 29

1d20 + 20 - 2 - 3 ⇒ (15) + 20 - 2 - 3 = 30 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (3) + 10 + 7 + 6 + 2 + 1 = 29
to confirm 1d20 + 20 - 2 - 3 ⇒ (9) + 20 - 2 - 3 = 24 for 1d6 + 7 + 6 + 2 + 1 ⇒ (1) + 7 + 6 + 2 + 1 = 17

Parry the first attack against him

1d20 + 20 - 2 - 3 ⇒ (13) + 20 - 2 - 3 = 28

Riposte
1d20 + 20 - 2 - 3 ⇒ (8) + 20 - 2 - 3 = 23 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (1) + 10 + 7 + 6 + 2 + 1 = 27


Inner Sanctum

Sorry guys.. Long day..

Seeing you guys go on the defensive the monks rush forward with their reach weapons, trying to dislodge the group..

Seventh Trip: 1d20 + 14 ⇒ (5) + 14 = 19
Seventh Trip: 1d20 + 14 ⇒ (16) + 14 = 30
Bug Trip: 1d20 + 14 ⇒ (17) + 14 = 31
Thomas Trip: 1d20 + 14 ⇒ (11) + 14 = 25

Seventh you are tripped sir.. Need to make a DC 22 reflex or fall..

Thomas your cmd is off.. I believe it is 26, so are not tripped..

Kuras your up..


dead.

I'm confused about some things, now that it does matter I would like to check this:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD.

So, when I'm using my sacred weapons my BAB rises up to my HD, so it would be 10:
Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice.
Then I would have 10+10+5str+1dex+1deflection+2luck+1dodge+1insight= 31 CMD. BUT I'm not sure if I would count as a full BAB for Combat Maneuver Defense purposes. How would you rule it, master?

^_^ In any case:
Reflex: 1d20 + 6 ⇒ (6) + 6 = 12


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

Thomas is somewhat baffled that another monk would get close enough to get stabbed again. Little did he know that Thomas had recanted his wicked ways and would not kill him on purpose.

Swift Action: Study the two closest monks.
Free Action: Step up to the closest monk.

He twirls one of his kukri rapidly to shine sunlight into one of the monk's eyes.

Bluff: 1d20 + 14 + 3 ⇒ (5) + 14 + 3 = 22 If Bluff succeeds the monk loses dexterity bonus. What is their flatfooted modifier?

The First Cut Is the Deepest . . .: 1d20 + 11 + 3 ⇒ (7) + 11 + 3 = 21
Damage: 1d4 + 7 + 3 ⇒ (1) + 7 + 3 = 11
Sneak Attack: 3d6 ⇒ (1, 2, 2) = 5

. . . Baby, I Know: 1d20 + 16 + 3 ⇒ (15) + 16 + 3 = 34
Damage: 1d4 + 7 + 3 ⇒ (1) + 7 + 3 = 11
Sneak Attack: 3d6 ⇒ (6, 5, 5) = 16

. . . Baby, I Know (confirmation): 1d20 + 16 + 3 ⇒ (2) + 16 + 3 = 21
Damage: 1d4 + 7 + 3 ⇒ (4) + 7 + 3 = 14

. . . Baby, I Know: 1d20 + 11 + 3 ⇒ (3) + 11 + 3 = 17
Damage: 1d4 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Sneak Attack: 3d6 ⇒ (4, 5, 6) = 15

. . . Baby, I Know: 1d20 + 6 + 3 ⇒ (15) + 6 + 3 = 24
Damage: 1d4 + 7 + 3 ⇒ (4) + 7 + 3 = 14
Sneak Attack: 3d6 ⇒ (3, 1, 5) = 9

. . . Baby, I Know (confirmation): 1d20 + 6 + 3 ⇒ (12) + 6 + 3 = 21
Damage: 1d4 + 7 + 3 ⇒ (1) + 7 + 3 = 11


Inner Sanctum

Considering your weapon enhancement or feats don't go into your cmd i would say the weapon has nothing to do with the bab portion of cmd.. This is the first time ive seen this come up.. I do know monks dont add their flurry bab into their cmd and that pretty close if not the same thing.. I ask everyone elses opinion before ruling but as of now im leaning towards you falling.. Off the bed now though..


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

My understanding is that you include weapon bonus to cmb. I have never heard of it for cmd


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

Weapon bonus applies to CMD if it is a relevant maneuver. If someone is trying to sunder, disarm, or steal your weapon, then the weapon enhancement counts (as would the situational BAB from this class). Since he doesn't walk on his weapon, it is irrelevant to trip attacks.

Oh, and though it didn't matter that attack, my CMD against trip from martial maneuver feats and the class bonus to combat maneuvers, is 41 (+4 from the feats, +1 from the class ability). The 32 CMD is without fighting defensively.

However I was flat footed when tripped, so I do have less than the 32, so I need to make the save.

reflex save: 1d20 + 14 ⇒ (10) + 14 = 24 pass

Try to trip the adjacent monk while activating fighting defensively (crane style is active when initiative starts due to combat style mastery, but since I'm not yet fighting defensively, it's rather moot).
trip attack: 1d20 + 20 ⇒ (14) + 20 = 34 likely
trip attack: 1d20 + 15 ⇒ (9) + 15 = 24 not likely


Inner Sanctum

Afew things about the fall guys.. The DC is 15+1 for every 10' above the water you are.. Seventh was 70' up so a dc 22.. BUg yours would be less..

Monks
AC 20, Touch 18, FF 16

Oro
AC 24, Touch 16, FF 20

Thomas you succeed in bluffing the monk.. He leaves himself open for a terrible amount of attacks and is rended asunder, falling from the cliff, DEAD!

Bug is successful in tripping one..

Reflex: 1d20 + 9 ⇒ (4) + 9 = 13 vs DC 20

He falls taking 1d6 ⇒ 4 because of his slow fall.. He starts swimming towards the cliff..

Seventh you get tripped and loose your grip, falling.. The sorcerers above appear to be casting a spell, but nothing happens as you plummet..

Take 7d6 ⇒ (3, 5, 1, 4, 2, 4, 4) = 23

Now you need to make a swim check to get back to the wall.. If you wish to continue that is..

Oro charges Bug..

Attack: 1d20 + 19 ⇒ (7) + 19 = 26
Damage: 1d10 + 21 ⇒ (4) + 21 = 25
Cold Dam: 1d6 ⇒ 2

And puts a deep gash across his chest..


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

Belsiard moves up to Bug (acro if needed 1d20 + 20 ⇒ (7) + 20 = 27) and attempts to disarm him

1d20 + 25 - 2 ⇒ (15) + 25 - 2 = 38 disarm, if successful weapon flies 15 ft, in this case into the water

then he readies a parry and riposte

parry 1d20 + 25 - 2 - 3 ⇒ (4) + 25 - 2 - 3 = 24

riposte 1d20 + 25 - 2 - 3 ⇒ (13) + 25 - 2 - 3 = 33 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (5) + 10 + 7 + 6 + 2 + 1 = 31

AC=29

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