Arena of the Gods (Inactive)

Game Master Reckless

Mythic monsters vs crazy powerful PCs.


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Female Human Inquisitor 20 AC 37 T21 FF 32 saves F25 R17 W30 hp 206/206 melee 25+5 ranged 21 Init 22 Perc 34

GM:
Swift action: Maddie activates her judgements (protection +5 sacred bonus AC; purity +5 saves - double against curses, disease, poison -; piercing +7 concentration and spell resistance checks).
Then she moves on her right side to put the (North?) pillar between her and the enemy on her left side (South?), so as to get cover from him;
then she casts Blistering Invective (Reflex DC 22) against the enemy in front of her.

Intimidate check for Blistering Invective and fire damage: 1d20 + 52 ⇒ (2) + 52 = 541d10 ⇒ 2. If it's demoralized and it fails its save it catches fire.
edit: Inquisitor Slayer ability: protection. AC sacred bonus becomes +6.

Liberty's Edge

Male Human Commoner 2

Wu and Rafael:

As you work on light and prep, something strikes at each of you out of the darkness.

Wu: 1d20 + 11 ⇒ (18) + 11 = 29 versus flat-footed touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (12) + 26 = 38 to pull you 5' closer (plus 5' per 5 over CMD.) Roper spends Mythic Point:If you fail the save for Strength damage, you are also paralyzed for 1 round.

Rafael: 1d20 + 11 ⇒ (17) + 11 = 28 versus flat-footed touch AC for 1d6 ⇒ 1 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (7) + 26 = 33 to pull you 5' closer (plus 5' per 5 over CMD.) Roper spends Mythic Point:If you fail the save for Strength damage, you are also paralyzed for 1 round.

Worse News you are also each in the area effect of an antimagic field (60' line) CL 15

Liberty's Edge

Male Human Commoner 2

Maddie:

1d20 + 5 ⇒ (12) + 5 = 17Fails its save, is demoralized (shaken 6 rounds) and catches fire! Vulnerable to fire, takes 3 damage.

It turns to face you, catching you in a line of antimagic field CL15, and snaps out at you with a crapton of tendrils.

Tendril #1 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25 versus touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (11) + 26 - 2 = 35 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #2 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12 versus touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (6) + 26 - 2 = 30 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #3 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27 versus touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (1) + 26 - 2 = 25 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #4 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26 versus touch AC for 1d6 ⇒ 1 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (2) + 26 - 2 = 26 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #5 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28 versus touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (19) + 26 - 2 = 43 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #6 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12 versus touch AC for 1d6 ⇒ 5 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (19) + 26 - 2 = 43 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #7 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28 versus touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (10) + 26 - 2 = 34 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #8 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29 versus touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (3) + 26 - 2 = 27 to pull you 5' closer (plus 5' per 5 over CMD.)
Edit: Crit confirm 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14 additional 1d6 ⇒ 3

Tendril #9 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20 versus touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (17) + 26 - 2 = 41 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #10 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21 versus touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (5) + 26 - 2 = 29 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #11 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24 versus touch AC for 1d6 ⇒ 3 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (20) + 26 - 2 = 44 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #12 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22 versus touch AC for 1d6 ⇒ 2 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 2 ⇒ (18) + 26 - 2 = 42 to pull you 5' closer (plus 5' per 5 over CMD.)

The other one moves a double move of 20'. Hiding behind the pillar was a good idea, it seems.


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

GM:
fort save: 1d20 + 19 ⇒ (19) + 19 = 38 That incorporates removing everything downed by an anti-magic field

In an anti-magic field, my flat footed CMB is 40 vs. grapple.

He will activate dragon style and pummeling style, and charge the critter unleashing a massive blow.

I'm a bit unclear if mutagen is affected by anti-magic field or not

In the anti magic field I should be +19 (BAB)+ 13 (Str, assuming mutagen still works) +2(focus, gr forcus), +1 weapon training -2 flurry= +33

If mutagen doesn't work, subtract 3 from to hit and 6 from damage for each attack.

dragon style, pummeling style
to hit: 1d20 + 33 ⇒ (3) + 33 = 36 damage: 2d8 + 21 ⇒ (6, 2) + 21 = 29
to hit: 1d20 + 33 ⇒ (16) + 33 = 49 damage: 2d8 + 21 ⇒ (1, 1) + 21 = 23
to hit: 1d20 + 28 ⇒ (10) + 28 = 38 damage: 2d8 + 21 ⇒ (8, 4) + 21 = 33
to hit: 1d20 + 28 ⇒ (18) + 28 = 46 damage: 2d8 + 21 ⇒ (7, 2) + 21 = 30
to hit: 1d20 + 23 ⇒ (3) + 23 = 26 damage: 2d8 + 21 ⇒ (4, 3) + 21 = 28
to hit: 1d20 + 23 ⇒ (20) + 23 = 43 damage: 2d8 + 21 ⇒ (2, 8) + 21 = 31
to hit: 1d20 + 18 ⇒ (12) + 18 = 30 damage: 2d8 + 21 ⇒ (3, 8) + 21 = 32

confirm: 1d20 + 37 ⇒ (16) + 37 = 53

Ok, now owing to how pummeling style works:
A) All the attacks are added up and DR applied once.
B) Since I critted once and likely confirmed it, all the successful hits count as criticals.

Not sure what the AC is, so it's a bit hard to figure out the crit bonus damage, but I can make the rolls.
damage: 2d8 + 21 ⇒ (3, 2) + 21 = 26
damage: 2d8 + 21 ⇒ (8, 6) + 21 = 35
damage: 2d8 + 21 ⇒ (8, 3) + 21 = 32
damage: 2d8 + 21 ⇒ (7, 4) + 21 = 32
damage: 2d8 + 21 ⇒ (5, 8) + 21 = 34
damage: 2d8 + 21 ⇒ (8, 2) + 21 = 31
damage: 2d8 + 21 ⇒ (3, 2) + 21 = 26

AC <=26 : 216+216= 432
AC <=30: 370
AC <=36: 312
AC <=38: 257

That seems high enough for AC ranges.

Liberty's Edge

Male Human Commoner 2
Wu Cheng wrote:

** spoiler omitted **

The only problem I see is

Spoiler:
The antimagic field turned off both Rafael's lights, too, so you're back in darkness and if you don't have line of sight at the start of your turn you cannot charge.

With the mutagen, it's an alchemical bonus, so it shouldn't be affected by antimagic.


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

GM:
Well I do have blind fighting and dragon style. The former means I don't have to make an acrobatics check to move full speed in darkness. There's no actual rule that I can't charge while not seeing. I just can't do it without an acrobatics check to fall down (under blindness). Dragon style means I can charge through difficult terrain or allies. Between the two, I expect I should be able to do it. Since the critter is attacking, it's only a DC 20 perception check to locate, which I cannot fail.

Now I do have a miss chance, so that I should roll.

high is good
miss chance: 1d100 ⇒ 88 hit


Female Human Inquisitor 20 AC 37 T21 FF 32 saves F25 R17 W30 hp 206/206 melee 25+5 ranged 21 Init 22 Perc 34

GM:
Maddie's touch AC is 12 in an antimagic field, so that's 12 hits. CMD is (10+15+6+2)=33 so Maddie is pulled 50 feet closer if I'm not mistaken.

12 Fortitude saves (add +16 to each d20, fails on a roll of 11 or less)
Fort: 12d20 ⇒ (6, 3, 12, 5, 15, 8, 12, 9, 5, 9, 15, 17) = 116
Failed saves 1, 2, 4, 6, 8, 9, 10 for total Str damage= 30

Inside the antimagic field Maddie's Str is 22 so she's at -8 and unconscious.

I guess Maddie's knowledge roll wasn't high enough to know about the antimagic field and the (I suppose) blindsight ability?


There is a rule that you must see the target of your charge. Also Mutagen is an SU ability so does not work in antimagic field.

Liberty's Edge

Male Human Commoner 2
Wu Cheng wrote:
There's no actual rule that I can't charge while not seeing.

There are at least two such rules, under charge and under darkness. Moved to discussion. Good news, however, under the current circumstances I'm allowing the charge.

However:

AoO from 10' reach as you charge.
1d20 + 20 ⇒ (10) + 20 = 30 for 4d8 + 18 ⇒ (6, 2, 7, 7) + 18 = 40

and then
block attacks 1d20 + 20 ⇒ (17) + 20 = 37 doesn't beat your attack

Next, miss chances, not miss chance. You're pooling damage from the attacks that hit and that has yet to be determined until you roll all your miss chances.


fort save 1d20 + 18 ⇒ (17) + 18 = 35


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

GM:
OK, miss chances: 6 more -high good as always
miss chance: 1d100 ⇒ 89
miss chance: 1d100 ⇒ 85
miss chance: 1d100 ⇒ 89
miss chance: 1d100 ⇒ 76
miss chance: 1d100 ⇒ 71
miss chance: 1d100 ⇒ 32 and again since I have blindfighting miss chance: 1d100 ⇒ 35 miss

Crazy set of rolls.
adjust the damage above down by 58.

taking into account no mutagen

Ok, damage drops another 72, so 130 from above totals also AC numbers shift down by 3

Liberty's Edge

Male Human Commoner 2
Rafael Destarrie wrote:
Also Mutagen is an SU ability so does not work in antimagic field.

Sorry, but this is correct. (Reading description forgot to look for the SU) Please adjust for this as well.


oops, seems I forgot to take Blind Fight, how stupid of me......

Liberty's Edge

Male Human Commoner 2

Maddie:

Madeleine "Maddie" Greyheart wrote:
I guess Maddie's knowledge roll wasn't high enough to know about the antimagic field and the (I suppose) blindsight ability?

They don't have blindsight, but since you cast a spell targeting a creature, invisibility ended.

You asked to know creature type and subtype, deadliest attack, and weakest save as your first three pieces of information and I supplied that info based on your check.

Sorry about the abrupt defeat.

Liberty's Edge

Male Human Commoner 2
Rafael Destarrie wrote:
fort save 1d20+18

without your belt, it drops another 3, but that still passes...


So my flat footed CMD was 31.

Rafael feels himself pulled forward. Following the direction of the pull, he will double move away from the attack.

I automatically make the acrobatics check, let me know when I am out of the antimagic field.

Liberty's Edge

Male Human Commoner 2

Wu and Rafael:

Rafael follows the wall away from the attack. You get light! Here's a map. The current AM fields are highlighted, but they will probably change as the Ropers go...
Wu is still in the AM field. Please don't forget to adjust for reduced stats due to magic item suppression.

The northern roper acts first, turning its gaze (& AM field) towards Wu and lashing out with all twelve lashes!

Tendril #1 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (5) + 26 = 31 to pull you 5' closer (plus 5' per 5 over CMD.)
Crit Confirm: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16 NOPE!

Tendril #2 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13 miss

Tendril #3 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22 versus AMF touch AC for 1d6 ⇒ 3 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 - 4 ⇒ (9) + 26 - 4 = 31 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #4 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10 versus AMF touch AC MISS

Tendril #5 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (11) + 26 = 37 to pull you 5' closer (plus 5' per 5 over CMD.) This is a pull not a grapple, vs basic AMF CMD, pulls you north

Tendril #6 1d20 + 11 ⇒ (3) + 11 = 14 versus AMF touch AC miss

Tendril #7 1d20 + 11 ⇒ (20) + 11 = 31 versus AMF touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (10) + 26 = 36 to pull you 5' closer (plus 5' per 5 over CMD.)
Crit Confirm: 1d20 + 11 ⇒ (8) + 11 = 19 for extra 1d6 ⇒ 5

Tendril #8 1d20 + 11 ⇒ (9) + 11 = 20 versus AMF touch AC for 1d6 ⇒ 2 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (2) + 26 = 28 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #9 1d20 + 11 ⇒ (15) + 11 = 26 versus AMF touch AC for 1d6 ⇒ 3 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (5) + 26 = 31 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #10 1d20 + 11 ⇒ (13) + 11 = 24 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (16) + 26 = 42 to pull you 5' closer (plus 5' per 5 over CMD.)

Tendril #11 1d20 + 11 ⇒ (4) + 11 = 15 versus AMF touch AC for miss

Tendril #12 1d20 + 11 ⇒ (6) + 11 = 17 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save. If hit is scored, CMB 1d20 + 26 ⇒ (14) + 26 = 40 to pull you 5' closer (plus 5' per 5 over CMD.)

The southern Roper, freed from Wu's threat, turns its gaze back towards Rafael and lashes out at him with its tendrils, although it makes no attempt to move him with them.

Tendril #1 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save.

Tendril #2 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15 versus AMF touch AC for 1d6 ⇒ 2 Strength damage unless DC 28 Fort Save.

Tendril #3 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save.

Tendril #4 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 versus AMF touch AC for 1d6 ⇒ 1 Strength damage unless DC 28 Fort Save.

Tendril #5 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15 versus AMF touch AC for 1d6 ⇒ 2 Strength damage unless DC 28 Fort Save.

Tendril #6 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23 versus AMF touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save.

Tendril #7 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 versus AMF touch AC for 1d6 ⇒ 2 Strength damage unless DC 28 Fort Save.

Tendril #8 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13 versus AMF touch AC for 1d6 ⇒ 1 Strength damage unless DC 28 Fort Save.

Tendril #9 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 versus AMF touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save.

Tendril #10 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19 versus AMF touch AC for 1d6 ⇒ 6 Strength damage unless DC 28 Fort Save.

Tendril #11 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25 versus AMF touch AC for 1d6 ⇒ 4 Strength damage unless DC 28 Fort Save.

Tendril #12 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16 versus AMF touch AC for 1d6 ⇒ 1 Strength damage unless DC 28 Fort Save.

Liberty's Edge

Male Human Commoner 2

Valgrim and Pharnmournx:

As you step through the gate, you are plunged into darkness. Thankfully, you can see in such. ten feet away to the north and south are two large pillars. Ahead 30' to the west, you see a large sloping pit where a sarcophagus, probably 40' tall if you were to stand it up, lies unearthed. At the nearest corners of the pit, two creatures stir to life, their single red eyes fixing their gaze in your direction.

Initiatives
Pharnmournx 1d20 + 16 ⇒ (17) + 16 = 33
Valgrim 1d20 + 8 ⇒ (9) + 8 = 17
Ropers 1d20 + 5 ⇒ (11) + 5 = 16

You get to act before they look turn on you. map


Male Drow Sorcerer (crossblooded [Abyssal/Arcane]) 20

Valgrim and GM:
Pharnmournx immediately springs into action, barking orders. "Valgrim, left; Motol right!". A tiny demonic figure emerges from underneath Pharnmournx's coat and draws his wand of enervation, targeting it at the creature on the right. Chanting a simple spell so quickly that one would hardly even notice it, Pharnmournx causes Valgrim to become a hulking giant. Then, she proceeds to cast another spell, bringing an orb of pure negative energy into being on top of the creature to her right. She and Motol take cover behind the north pillar.

I want Motol's enervation to go off first. Then, I'm casting orb of void (Fort DC 33 or negative level) and quickened enlarge person.

Motol's ranged touch attack: 1d20 + 14 ⇒ (15) + 14 = 29


Female Human Inquisitor 20 AC 37 T21 FF 32 saves F25 R17 W30 hp 206/206 melee 25+5 ranged 21 Init 22 Perc 34
Reckless wrote:


** spoiler omitted **

GM:
Apologies, I wrote that a what was about 3 or 4 in the morning and didn't express my thoughts clearly enough. I supposed they had blinsight since they came to life as soon as Maddie entered the place, even if she had cast invisibility; therefore, I also supposed that a Greater Invisibility would have made no difference.

Also, what made their attacks so deadly was exactly the antimagic field, otherwise a 28 Fort check wouldn't have been a problem (edit: and a lot of those hits would have been misses). That's a gap of information that made a significant difference, imho.

Sovereign Court

Male
Melee:
Scimitar + 2(1d6+2/18-20x2) /Longbow+4 (1d8+1/x3)
Inquisitor 1 NG (Half Elf) [Init: +3][Perception: +7] [AC: 18 FF: 13, T15] [HP: 10/10] [Fort: +4, Ref: +3, Will: +5]

GM and the Drow and if anyone else is curious, like I can stop you from reading:
Unused to taking orders from a Drow Valgrim nonetheless prepares for combat and suddenly becomes enlarged due to the Drows magiks. He grabs his holy symbol and casts a spell at the left Roper Spear of Purity-ranged touch..Spear of Purity: 1d20 + 17 ⇒ (2) + 17 = 19...DMG: 5d8 ⇒ (1, 1, 6, 6, 5) = 19..WILL save for 1/2; DC:20...as a swift action Valgrim empowers his now enlarged falchion to sheathe it in fire and then advances 30 ft against the left Roper...muttering "And so it begins"
if enlarged from his 'partner' Valgrim is +2 STR, -2 DEX, -1 AC, -1 Atk rolls and when added to his buffs he is 40 STR, 12 DEX, AC:51 FF:46 T:25, Saves +7, FH 2,

cant manipulate my icon on the map so please move me accordingly.


How far did I have to move to get out of AMF? If it was a single move, I still had an action (which was to take total defense) and to pull out a sunrod (while moving) and swift action to enter Crane Style..

Also, knowledge (Dungeoneering) to identify creatures?

Know (dungeoneering) 1d20 + 31 ⇒ (11) + 31 = 42

Liberty's Edge

Male Human Commoner 2

Valgrim and Pharnmournx:

Please include caster level checks to defeat SR with each of your spells. Please roll the d4 for the enervation, and when rolling vs SR for that, remember to use the wand's caster level.

How many negative levels the north roper has will affect its rolls, so I need those before continuing with saves,etc.

Liberty's Edge

Male Human Commoner 2
Rafael Destarrie wrote:

How far did I have to move to get out of AMF? If it was a single move, I still had an action (which was to take total defense) and to pull out a sunrod (while moving) and swift action to enter Crane Style..

Also, knowledge (Dungeoneering) to identify creatures?

Know (dungeoneering) 42

You moved 40' (you could still move further if you want)

You have identified the Mythic Ropers and get 3 pieces of information with that result. What do you wish to know?


Yes, but how far did I move before getting out of AMF? If it was 30' or less, I would do the above. As to the information, DR? Vulnerabilities? and immune to fear?

Sovereign Court

Male
Melee:
Scimitar + 2(1d6+2/18-20x2) /Longbow+4 (1d8+1/x3)
Inquisitor 1 NG (Half Elf) [Init: +3][Perception: +7] [AC: 18 FF: 13, T15] [HP: 10/10] [Fort: +4, Ref: +3, Will: +5]

CL Check: 1d20 + 20 ⇒ (17) + 20 = 37


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

GM:

fort saves: 1d20 + 19 ⇒ (2) + 19 = 21 -4 str
fort saves: 1d20 + 19 ⇒ (20) + 19 = 39 pass
fort saves: 1d20 + 19 ⇒ (13) + 19 = 32 pass
fort saves: 1d20 + 19 ⇒ (4) + 19 = 23 -4
fort saves: 1d20 + 19 ⇒ (9) + 19 = 28 pass
fort saves: 1d20 + 19 ⇒ (2) + 19 = 21-3
fort saves: 1d20 + 19 ⇒ (9) + 19 = 28 pass
fort saves: 1d20 + 19 ⇒ (16) + 19 = 35 pass

Str down 11 more, so 19 str.

Considering I'd rather be in melee, I don't actually care if he pulls me in. I won't resist. (Not to mention I'm bloody sick of AM field calculations, even Hero Lab doesn't have an option for that I can find).

Since the roper is kind enough to bring me into melee range, I might as well oblige him.

dragon style, pummeling style
to hit: 1d20 + 25 ⇒ (5) + 25 = 30 damage: 2d8 + 13 ⇒ (1, 5) + 13 = 19
to hit: 1d20 + 25 ⇒ (18) + 25 = 43 damage: 2d8 + 13 ⇒ (1, 2) + 13 = 16
to hit: 1d20 + 20 ⇒ (3) + 20 = 23 damage: 2d8 + 13 ⇒ (2, 5) + 13 = 20
to hit: 1d20 + 20 ⇒ (1) + 20 = 21 damage: 2d8 + 13 ⇒ (6, 5) + 13 = 24
to hit: 1d20 + 15 ⇒ (2) + 15 = 17 damage: 2d8 + 13 ⇒ (3, 4) + 13 = 20
to hit: 1d20 + 15 ⇒ (2) + 15 = 17 damage: 2d8 + 13 ⇒ (8, 6) + 13 = 27
to hit: 1d20 + 10 ⇒ (7) + 10 = 17 damage: 2d8 + 13 ⇒ (7, 5) + 13 = 25


I just unequip all of my magic items to see my AMF condition. I also added a masterwork version of my sword to switch for those lost bonuses as well (I just subtract my armor's enhancement bonus manually).


Do we have hero points?


I am going to assume that I moved out of the AMF in my 1st 30' of movement. Is the object in the bottom right corner a structure that can block line of sight?

Liberty's Edge

Male Human Commoner 2
Rafael Destarrie wrote:
I am going to assume that I moved out of the AMF in my 1st 30' of movement. Is the object in the bottom right corner a structure that can block line of sight?

Actually, looking at the map again, you would have hit the gap between the two fields after backing up 15' towards the entry. Do you see the gap on the map? Rafael could take his actions there, instead of re-entering the field and emerging on the other side.

The object south is tall enough to hide behind (about 5' high), yes.

No Hero Points.


thank you, I put my 3 questions up on that same post, the most important one to me is the one about immunity to fear.


Rafael will move behind the pillar to the south and then he will strike the tip of the sunrod.

Sorry, Wu, without light I can do almost nothing. However, next round will be entertaining. If you can hold out one more round we are OK. I also have a wand of restoration (not lesser) so I will be able to remove all of your ability damage in a single round, as well as a wand of cure serious wounds. The sunrod is not magical and the radius of light is 30' instead of the 20' of a torch, as well as being one more level of light higher than a torch.


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

No complaints. You seem better prepared for this mess than I am.


Valuable lesson, have sunrod on before entering :) Sunrods are great, they last 6 hours and are just an alchemical item so they are unaffected by dispel or other similar effects.

Liberty's Edge

Male Human Commoner 2

Also, as long as you beat the Ropers, you can then restore Wu even if the damage overcomes him. And he put a great deal of hurt on that first one.


I am such a dumbass! I forgot, my sword glows as a torch......


Male Drow Sorcerer (crossblooded [Abyssal/Arcane]) 20

CL Check, wand: 1d20 + 7 ⇒ (18) + 7 = 25 CL check, Pharnmournx: 1d20 + 22 ⇒ (6) + 22 = 28 negative levels: 1d4 ⇒ 1

Edit: I don't see any SR on Valgrim's profile, but (just in case) here's a CL check for enlarge person::

CL Check: 1d20 + 22 ⇒ (14) + 22 = 36


Wu Cheng wrote:
No complaints. You seem better prepared for this mess than I am.

I did plan to be fighting in AMFs :) as it is my main defense (my ring) against 20th level caster types in duels :) It is also the reason I wasn't worried about Ashe's build as I knew that between the AMF and my Confounding Duelist ability I would completely shut his character off :)


"Wu, if you have any means of adding fire to your attacks, they are vulnerable to it!"

My sword overcomes their DR at least :)


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

as an Ex ability my unarmed strikes count as everything short of adamantine.

Liberty's Edge

Male Human Commoner 2

Valgrim and Pharnmournx:

Unfortunately, both the wand and the orb fail to penetrate the creature's SR. Vlagrim has more luck with the spear: Will Save for half 1d20 + 13 ⇒ (20) + 13 = 33 (Mythic Iron Will roll twice and take better roll 1d20 + 13 ⇒ (7) + 13 = 20), creature takes 9 points of good energy damage.

The Southern Roper unleashes its 60' line of Antimagic Field at Valgrim(free action) and bites at him

Bite 1d20 + 20 ⇒ (13) + 20 = 33 for 4d8 + 18 ⇒ (8, 7, 4, 3) + 18 = 40 damage.

The Northern Roper, losing Pharnmournx behind the column, turns southward to strike out at Valgrim with its tendrils.

Tendril #1 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11 vs. AMF touch AC for 1d6 ⇒ 3 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (12) + 26 - 4 = 34 to pull you 5' north (+5' for every 5 it beats your AMF CMD by) MISS

Tendril #2 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20 vs. AMF touch AC for 1d6 ⇒ 3 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (15) + 26 - 4 = 37 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)

Tendril #3 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25 vs. AMF touch AC for 1d6 ⇒ 1 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (8) + 26 - 4 = 30 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)

Tendril #4 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23 vs. AMF touch AC for 1d6 ⇒ 6 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (6) + 26 - 4 = 28 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)

Tendril #5 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10 vs. AMF touch AC for 1d6 ⇒ 5 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (5) + 26 - 4 = 27 to pull you 5' north (+5' for every 5 it beats your AMF CMD by) MISS

Tendril #6 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19 vs. AMF touch AC for 1d6 ⇒ 5 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (20) + 26 - 4 = 42 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)

Tendril #7 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24 vs. AMF touch AC for 1d6 ⇒ 5 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (13) + 26 - 4 = 35 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)

Tendril #8 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 vs. AMF touch AC for 1d6 ⇒ 3 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (10) + 26 - 4 = 32 to pull you 5' north (+5' for every 5 it beats your AMF CMD by) ??

Tendril #9 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 vs. AMF touch AC for 1d6 ⇒ 6 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (14) + 26 - 4 = 36 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)??

Tendril #10 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12 vs. AMF touch AC for 1d6 ⇒ 1 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (17) + 26 - 4 = 39 to pull you 5' north (+5' for every 5 it beats your AMF CMD by) MISS

Tendril #11 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25 vs. AMF touch AC for 1d6 ⇒ 6 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (10) + 26 - 4 = 32 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)

Tendril #12 Ranged Touch Attack 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23 vs. AMF touch AC for 1d6 ⇒ 3 Strength Damage unless you make a DC 28 Fort Save plus CMB 1d20 + 26 - 4 ⇒ (8) + 26 - 4 = 30 to pull you 5' north (+5' for every 5 it beats your AMF CMD by)


DR/Epic requires a weapon with an enhancement bonus plus it's abilities to be +6 or greater. You have the amulet +5, I'm surprised you didn't add any abilities to it like ghost touch or others.


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

Amulets are constrained with a maximum +5 bonus. You can't add any more. Though I do have pummeling style, so I just hit like clustered shots anyway.


Really? Are you sure?

EDIT: Oops, nevermind I just looked it up. I never realized that (I have never used them before).


You could always get a monk weapon and add the Ki Focus ability (+1) that allows you to do all of you unarmed attack abilities with that weapon.


Yeah, Pummeling Style is awesome


Male HP 248/257 AC 47, T 25, FF 40, Fort +29, Ref +31, Will +25, Init +15, Percept +35

I already built everything around unarmed strikes. I have brawling armor, and a trait which also gives an unarmed bonus. I'm not really that worried about it with pummeling style.

Sovereign Court

Male
Melee:
Scimitar + 2(1d6+2/18-20x2) /Longbow+4 (1d8+1/x3)
Inquisitor 1 NG (Half Elf) [Init: +3][Perception: +7] [AC: 18 FF: 13, T15] [HP: 10/10] [Fort: +4, Ref: +3, Will: +5]

GM:
Valgrim takes the 40 points of Damage
FORT: 1d20 + 25 ⇒ (3) + 25 = 28
FORT: 1d20 + 25 ⇒ (2) + 25 = 27
FORT: 1d20 + 25 ⇒ (9) + 25 = 34
FORT: 1d20 + 25 ⇒ (2) + 25 = 27
FORT: 1d20 + 25 ⇒ (9) + 25 = 34
FORT: 1d20 + 25 ⇒ (1) + 25 = 26
FORT: 1d20 + 25 ⇒ (19) + 25 = 44
FORT: 1d20 + 25 ⇒ (17) + 25 = 42
FORT: 1d20 + 25 ⇒ (6) + 25 = 31

three fails so -9 to STR


just waiting on the ropers :)

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