DM Forgedawn |
Since everyone has dotted in discussion, I believe it's safe to begin the RP.
You've been traveling with a trade caravan for several weeks to reach the town of Aragock, each of you having received an invitation to go to the Sun Festival, an exclusive festival that typically only includes the commoners and noblemen of the town. An outsider receiving an invitation is considered a great honor, and people who receive one have either done a great deed or are needed by a nobleman for a job.
Having arrived in town, you can see the festival has already started, with colorful stalls and several competitions around the town. Several of the stalls are selling exotic equipment and magical weapons at outrageously low prices, several of the stall owners appearing to be adventurers who have brought back loot and are hoping to make a quick profit. Several of the stalls are also selling foods, both familiar and exotic, both in look and flavor. Towards the center of the town is the main event, the Sun Arena, where people can fight different golems for large cash prizes.
You may now RP. I will have a list of items you can buy along with a list of competitions you can do up soon.
DM Forgedawn |
Fullblade: 25 gp
Elven Longsword: 65 gp
Elven Glaive: 75 gp
+1 Longsword: 245 gp
Flaming Longsword: 365 gp
The Citadel Longsword: 1055 gp
+1 Greataxe: 265 gp
Frost Dagger: 376 gp
+1 Longbow: 267 gp
+2 Fullblade: 567 gp
The Sun Fullblade: 1567 gp
+1 Throwing Cards (Function as +1 thrown kunais): 25 gp each
+2 Fullplate: 2567 gp
+1 Mithral Chain Shirt: 1768 gp
Admantium Breast-Plate: 1475 gp
Leaf Armor: 345 gp
+1 Leaf Armor: 879 gp
Red Dragon Scale-Mail: 1357 gp
Blue Dragon Scale-Mail: 1146 gp
Minotaur Hide Studded Leather: 695 gp
Archery Contest
Brawling Contest
Lancing Contest
The Sun Arena
Eating Contest
Mon Feylin |
Mon wanders the tents, her bare arms toned and strong. She looks at one of the weapon stalls and scoffs at the idea that throwing cards are a thing. She glances over the armor but ignores it once she sees its all heavier than she is used to.
Akatsu Horami |
Akatsu wanders around the competitions - he can't help but peek the items for sale, but he's happy with his own gear at the moment and just admires the masterwork items. Yet, on the competitions, he feels it'd be a great opportunity to make some more coins.
What is the "Sun Arena"? How do the contests work?
Akatsu Horami |
The Ifrit signs his name on the sign-up list, then proceeds to the "Waiting" room. Sitting down silently, he ponders for moments. His life was entirely made of fighting for survival - feeding himself included. No matter what, it seemed he was supposed to keep fighting even on his leisure time.
Mon Feylin |
Mon scoffs, like she would ever use magic... she aproaches the bag and examines it... seeking weakness and finding vulnerabilities. What is the material? If the hardness is lesser than 1(like with cloth or paper) Ignore any DR, and get a +2 to attacks against it.
Wiz Check(Exploit Weakness): 1d20 + 3 ⇒ (8) + 3 = 11
She thinks for a moment, wondering if she should forgo attacking to simply break it...
Zeke Fightmaster |
Zeke is smiling and grinning as he gets off the caravan. His first stop in town is a stand offering any sort of hard drinks--he has a small personal store, but he'd rather save it and support the local economy at the same time! He then takes a look around at the competitions available. The eating contest draws his eye, but he contemplates the brawling contest and the Sun Arena as well. Sensei would probably frown on using my skills for show and profit... but then, she frowned on the drinking, too.
Eventually he chuckles to himself, laughing off his hesitations, and steps up to the brawling contest, seeking to test his arm there before moving toward something closer to a real fight in the arena. He comes up to watch before participating, and glances at the female vanara nearby with a grin. "Looking to try your strength? Which one of us do you think will bust it first?"
Mon Feylin |
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Mon doesn't look at Zeke. Me... all I need is one hit... one punch... with that she falls silent, dropping into a battle stance (Tiger Style) her hands are open into claw shapes, and those who look can see she really had claws, although they are currently retracted. Just... One... Punch... Also, are we currently able to use our mythic powers? Having a +20 str bonus to break the sack would make this moment totally awsome.
STR w. Display of Power: 1d20 + 23 ⇒ (20) + 23 = 43(and the bag would completely explode, or at least fly at least 30ft away)
One punch is all it took, as the air around Mon seemed to twist space as she swung with the might of a god...
Zeke Fightmaster |
Zeke laughs aloud and claps Mon on the shoulder. "Truly an epic blow! But BEHOLD! The Truly Awe-Inspiring Tremendous Single-Hit Shattering Perfect Punch, Seventh Iteration!"
The man adopts a low stance and inhales deeply, holding the air and straining as his face turns a deep beet red. His muscles flex and bulge, and a low groaning sound is heard. Then, in the fraction of a second before he strikes, he shifts his footing, placing the power of his entire body behind the punch, and his fist surges forward, slamming into the bag with tremendous force!
Going for damage rather than a sheer Strength check, because I cannot match a 43. I will, however, also use a point of mythic power to activate Blowback, which will send the bag flying if possible. I'm assuming I don't need to roll to hit.
Damage: 1d8 + 1d6 + 16 ⇒ (6) + (5) + 16 = 27
"Ky-AHHHHH!" Zeke heaves a breath regardless of whether the bag bursts or not, and looks down at his fist. "And that's not even full power. I could use a drink, though."
DM Forgedawn |
Zeke punches a large hole through the punching bag, and the ropes holding it in place tear. The judges look to Zeke and Mon as the other contestants back away, defeated.
"Zeke, while that was an impressive display, Mon has shattered theirs. We declare Mon the winner. Mon and Zeke, please attend the prize ceremony tonight at the Sun Arena to claim your prize."
Zeke Fightmaster |
Zeke smiles and nods. "Fair enough. You truly are an astounding fistmonger, my friend." He turns to Mon and gives a small bow. "Might you share with me some secrets of your technique? There are many roads to enlightenment, and one must walk them all to... Wait, no."
He scratches his bald scalp and screws up his face in thought. "Is it, only by walking many paths do we find our destination? Or maybe the road to perfection is as wide as several roads. But then it's still one road... Um, something something, trial and error, jumping from path to path, make a big circle, Nirvana?"
He turns back to the vanara and grins. "In any case, I'd love to know a bit more about how you punch so hard. Maybe tell me about it over a fight down at the arena? Or a drink."
Mon Feylin |
Mon huffs, I always have been... Or at lest that's what I think. I have always have been strong, but where my experience begins is much different. I actually
Learned many styles from monks, Tiger style is my current fancy, the ferocious strikes and two hand attacks. Although I have trained a little in other styles.
She sighs. Perhaps we can spar some to and i can show you my techniques. she says this on the way to the arena.
Zeke Fightmaster |
"Ah, yes! I, too, have trained with the martial masters, learning the ancient styles. My preference is the Dragon, although the Snapping Turtle lends some defenses. It's been some time since I was at the monastery, though..." Zeke shrugs and winks. "I'm not so sure about a sparring match, though. Punching bags is one thing, but I usually don't throw punches at someone for fun."
Akatsu Horami |
Akatsu adopts a defensive posture and focus. Finally, he moves in astonishing speed to engage the enemy.
Fighting defensively and using Combat Expertise with my Madu. As a swift: 1 Mythic Power for Fleet Charge. On the move, using Snake Feint and Improved Feint. My current AC is 29
Bluff (Feint): 1d1 + 13 + 2 - 4 ⇒ (1) + 13 + 2 - 4 = 12 Blistering Feint, Feinting against non-humanoid
Feint goes against the enemy's 10 + Sense Motive skill (or 10+BAB+WIS if higher). It's a skill check so it doesn't fail in a 1. If the feint above miraculously succeeds: enemy takes 1 point of Fire damage
Attack (Fleet Charge): 1d20 + 11 - 1 - 2 + 1 ⇒ (10) + 11 - 1 - 2 + 1 = 19
Damage: 1d6 + 10 + 1 ⇒ (4) + 10 + 1 = 15 1 point is Fire; damage ignores DR
Extra Damage: 3d6 ⇒ (3, 2, 5) = 10 Assuming another two of my allies are engaged with him (gang up), of that the Feint worked and he's FF; damage ignores DR
Now he's in melee, he will full attack with his flurry.
Attack 1 (Flurry): 1d20 + 11 - 1 - 2 - 2 ⇒ (5) + 11 - 1 - 2 - 2 = 11 PA, Flurry
Damage: 1d6 + 6 + 4 + 1 ⇒ (1) + 6 + 4 + 1 = 12 1 point is Fire
Extra Damage: 3d6 ⇒ (6, 5, 5) = 16 Assuming another two of my allies are engaged with him (gang up)
Attack 2 (Flurry): 1d20 + 11 - 1 - 2 - 2 ⇒ (15) + 11 - 1 - 2 - 2 = 21 PA, Flurry
Damage: 1d6 + 6 + 4 + 1 ⇒ (4) + 6 + 4 + 1 = 15 1 point is Fire
Extra Damage: 3d6 ⇒ (3, 5, 6) = 14 Assuming another two of my allies are engaged with him (gang up)
Mon Feylin |
Mon laughs, yes, you just don't use full strength. Nonlethal, its with your fists so... Seems these men don't know the first thing about fighting a golem... First, golem don't think, you can't feint them into that thinking. Second, none of these !em seem to have a magic weapon, and you want to electrocute Iron golems...
DM Forgedawn |
Also, who said the golems would be normal golems. I need homebrew monsters to get stuff done.
The golem's eyes flash a bright red, before making a large sweep attack.
To Hit: 1d20 + 12 ⇒ (15) + 12 = 27
After failing to hit, the golem attempts to pick you up.
Grapple Check: 1d20 + 12 ⇒ (3) + 12 = 15
and after failing that, the golem attempts to headbutt you.
To Hit 2: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 3d6 + 7 ⇒ (6, 1, 2) + 7 = 16
Finally hitting, it removes its head after the fierce headbutt.
Mon Feylin |
Saying this in the sense she has attacked a golem before- after all we are all lvl 5, and that knowledge is basic for the mindless type, which many creatures other than Golems have. I have know (dungeonering) which includes Ooze, they are mindless and after fighting a golem who doesn't think I can deduce that Golems are also mindless. Backdoor logic works unfortunately. You are correct though that I shouldn't know that iron Golems dislike electric attacks.... Although I believe I'm wrong there... So Mon doesn't know for sure, and she is just guessing, after all she doesn't know much about golems, just about how they are made.
Akatsu Horami |
Mon Feylin: this is not how it works. You can't write in your background that you are the strongest dwarf of all and create a sheet with STR 8. Backdoor logic doesn't work and you can't deduce that without the proper knowledge. Oozes are nothing like golems. You don't even have the basic knowledge about it - if you roll a 10, maybe you can guess it's a golem. Anything else is just you abusing player knowledge.
Akatsu adopts a yet more defensive stance and keeps attacking the golem - shocked that the other men didn't even survive a round around him, and can't even stand up to help him flank the construct.
Crane Style
Attack 1 (Flurry): 1d20 + 11 - 1 - 2 - 2 ⇒ (12) + 11 - 1 - 2 - 2 = 18 PA, Flurry
Damage: 1d6 + 6 + 4 + 1 ⇒ (5) + 6 + 4 + 1 = 16 1 point is Fire
Attack 2 (Flurry): 1d20 + 11 - 1 - 2 - 2 ⇒ (19) + 11 - 1 - 2 - 2 = 25 PA, Flurry
Damage: 1d6 + 6 + 4 + 1 ⇒ (5) + 6 + 4 + 1 = 16 1 point is Fire
Akatsu Horami |
Not much I can do here but keep trying to fight :) I hoped the other fighters in the arena with me would be at least doing something, but they dropped like flies! Heh.
Akatsu tries once again to bluff or feint his way. Using his mythical powers, he tries to go around the creature. Not knowing much about the type of creature he was fighting, he focused on doing his usual routine.
Bluff (Feint): 1d20 + 13 + 2 - 4 ⇒ (3) + 13 + 2 - 4 = 14
Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23 To avoid AoO
Attack (Fleet Charge): 1d20 + 11 - 1 - 2 + 1 ⇒ (15) + 11 - 1 - 2 + 1 = 24 PA
Damage: 1d6 + 6 + 4 + 1 ⇒ (6) + 6 + 4 + 1 = 17 1 point is Fire; damage ignores DR
Extra Damage: 3d6 + 1 ⇒ (1, 2, 1) + 1 = 5 In case for whatever reason the bluff succeeds
As he finishes circling around, he tries to flurry again.
Attack 1 (Flurry): 1d20 + 11 - 1 - 2 - 2 ⇒ (1) + 11 - 1 - 2 - 2 = 7 PA, Flurry
Damage: 1d6 + 6 + 4 + 1 ⇒ (3) + 6 + 4 + 1 = 14 1 point is Fire
Attack 2 (Flurry): 1d20 + 11 - 1 - 2 - 2 ⇒ (16) + 11 - 1 - 2 - 2 = 22 PA, Flurry
Damage: 1d6 + 6 + 4 + 1 ⇒ (2) + 6 + 4 + 1 = 13 1 point is Fire
Mon Feylin |
Mon stands and Cries out. That's not good! I'm doing something! she moves through the crowd and jumps into the arenaacrobatics (avoid Fall damage): 1d20 + 12 ⇒ (13) + 12 = 25 she then shouts to The lone standing fighter. I'm here to help!
Initiative (joining the battle): 1d20 + 4 ⇒ (8) + 4 = 12seems I fall last...
Zeke Fightmaster |
"Waitweprobablyshouldn'tohkaynevermind--" Zeke tries to stop his new companion before she leaps into the ring, but is unable to do so. He hurriedly follows behind her, shrugging and smiling sheepishly at those he presses past, and leaps down to follow her, landing lightly on the arena floor.
Acrobatics: 1d20 + 15 ⇒ (18) + 15 = 33
Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
He drains what's left of his drink after landing and brings his hands up, beginning to sway slightly on his feet. "Hope this isn't breaking too many rules, but I've never been one to let someone fight alone."
Mon Feylin |
Mon focuses on the Golem... Looking for weakness Exploit weakness: 1d20 + 3 ⇒ (9) + 3 = 12The DC is 10+ the golem's CR which I'm sure isn't 2
She then focuses and transforms, her body enlarging and becoming a Golem in her own right. She stands at 20ft tall and blasts steam from her body. Using alteration shere and construct form, applying huge size, Construct plating, and the basics for construct form(2 slam attacks, a head, two arms, two legs, Natural armor 5, and attacks considered magical, silver, and cold iron. -2 attack/AC, +8STR,-4DEX,) and spending a point to make the change last 5 minutes. She strides forward, stopping just short of the Golem's reach, putting her in just the place to hit it without it hitting her.Huge size reach
Zeke Fightmaster |
Sorry, my weekend was a living hell, especially yesterday.
Zeke spends little time preparing for the fight; he steps into a powerful stance, takes a deep breath, and dashes forward at speed. When he closes tot he golem and it has an opportunity to strike him, he suddenly staggers and somersaults forward. At first it appears that he's drunkenly stumbled, tripped over his own feet, but then he rolls back to standing and leaps forward without missing a beat. The maneuver may have even avoided the golem's attack entirely! (Swift action to enter Dragon Style, then charging in.)
Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22 versus the golem's CMD, which means it probably didn't succeed here. Particularly if I have to move at full speed, which increases the DC by 10.
Once in close with the creation, Zeke slams his fist into its center, using his momentum to add extra weight and power to the blow! (Charge attack with Dragon Style and Power Attack active.)
Charge Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d8 + 16 ⇒ (6) + 16 = 22
DM Forgedawn |
With the force of your strike, a plate falls off the back of the golem, releasing a mess of massive black spiked chains. The spiked chains rise and lash out at the 3 of you.
Against Akatsu:
Attack 1: 1d20 + 12 ⇒ (11) + 12 = 23
Attack 2: 1d20 + 12 ⇒ (17) + 12 = 29
Attack 3: 1d20 + 12 ⇒ (5) + 12 = 17
No hits.
Against Mon If i'm reading right, your AC is now 17
Attack 1: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 2d8 + 7 ⇒ (2, 1) + 7 = 10
Attack 2: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 2d8 + 7 ⇒ (4, 3) + 7 = 14
Attack 3: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d8 + 7 ⇒ (2, 5) + 7 = 14
38 damage. Ouch.
Against Zeke:
Attack 1: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 2d8 + 7 ⇒ (6, 7) + 7 = 20
Attack 2: 1d20 + 12 ⇒ (3) + 12 = 15
Attack 3: 1d20 + 12 ⇒ (8) + 12 = 20
And 20 damage to Zeke.
Following this, the golem makes a whirring sound.
Party's Turn.
Akatsu Horami |
A little happier to be now surrounded by people who can survive a turn on the arena with the construct monstrosity, Akatsu shakes his head and profusely thanks the newcomers.
I thank you for the bravery. This is a nasty enemy. Be careful, my friends. - his tone is slow and solemn, but his attacks are swift and fiery.
Now engaged in combat with two allies, he hopes his attacks can do a little more effect. He stops trying to feint against the enemy, but keeps fighting on his defensive style.
Attack 1 (Flurry): 1d20 + 11 - 1 - 2 - 2 + 2 ⇒ (6) + 11 - 1 - 2 - 2 + 2 = 14 PA, Flurry
Damage: 1d6 + 6 + 4 + 1 ⇒ (4) + 6 + 4 + 1 = 15 1 point is Fire
Extra Damage: 3d6 ⇒ (5, 5, 2) = 12 Gang Up?
Attack 2 (Flurry): 1d20 + 11 - 1 - 2 - 2 + 2 ⇒ (6) + 11 - 1 - 2 - 2 + 2 = 14 PA, Flurry
Damage: 1d6 + 6 + 4 + 1 ⇒ (6) + 6 + 4 + 1 = 17 1 point is Fire
Extra Damage: 3d6 ⇒ (2, 1, 6) = 9 Gang Up?
My rolls are horrible :) I will hold until both allies are in melee to attack with Gang Up
Mon Feylin |
AC is 10+5natrual+2dex+1Class+1Dodge-2size, My AC 17, also how do the chains hit me 20ft away? Also don't forget my DR.
Mon advances and moves to grapple the golem, using her allies as a distraction.Using Martal flexibility to gain the Gang up combat feat, then because two allies are threatening I am considered flanking. Making a grapple check using dirty fighting to make a grapple without provoking AOO.
Grapple: 1d20 + 13 ⇒ (15) + 13 = 28 once she has a hold on the golem she gets ready to pin next round...