Princess Isis and Bast |
half of 7 is 3.5 so 3. I lose 1 str per 2 ability damage. So -1 str only lowers damage per arrow by 1. So 5 per arrow instead of 6. Which is what I put into my rolls. If any of that does not look correct let me know.I will try to also include my round counter.
Got it, looks good.
Dora D Asplora |
Round 3
Dora, continues sing (free) an inspiring while riding Boots forward (move), closer to Ward, and will cast haste spell (std).
"♪♫♪♫ Shoot the lizard with arrows like a blizzard!!! ♪♫ " (inspired +2 atk/+2 dmg)
The spell should get all party members except for Pad (unless he moves closer).
Gerri |
Round 3
Realizing he can't knock a flying creature prone, Gerri switches back to his trusted explosive bombs.
Explosive Bomb, vs Touch AC, Fire: 1d20 + 11 + 2 + 1 ⇒ (16) + 11 + 2 + 1 = 30
damage, Fire: 5d6 + 8 + 2 ⇒ (3, 6, 5, 4, 5) + 8 + 2 = 33
10' radius burst, excluding others from burst(up to 8 sqaures), target is on fire from direct hit, Full round DC23 Ref to extinguish
Hasted, Explosive Bomb, vs Touch AC, Fire: 1d20 + 11 + 2 + 1 ⇒ (5) + 11 + 2 + 1 = 19
damage, Fire: 5d6 + 8 + 2 ⇒ (4, 1, 1, 4, 5) + 8 + 2 = 25
10' radius burst, excluding others from burst(up to 8 sqaures), target is on fire from direct hit, Full round DC23 Ref to extinguish
2nd, Explosive Bomb, vs Touch AC, Fire: 1d20 + 6 + 2 + 1 ⇒ (8) + 6 + 2 + 1 = 17
damage, Fire: 5d6 + 8 + 2 ⇒ (6, 2, 3, 2, 3) + 8 + 2 = 26
10' radius burst, excluding others from burst(up to 8 sqaures), target is on fire from direct hit, Full round DC23 Ref to extinguish
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: See Invisibility, 110 min; Haste, 9 rds; Inspired Courage, (Rounds)
Pad The Pyro |
Surprise Round: Improved Invisible on self
Round 1: Move towards Savage and cast Protection from Evil on Savage
Round 2: Cast Spell Resistance on Savage
Round 3: See Invisible no longer necessary, therefore changing action.
Pad casts Fly (12 min) on Savage and tells him,"Ask him politely to give us the bracelet. If he refuses, then teach him to share."
DM PeteZero |
Gerri manages to bring the Nagaji down
too messy to tidy up, and she is not really a challenge ;)
Yon Loi’s becomes less festive with each passing night, perhaps because each day sees more contestants eliminated from the contest, or because of the uncharacteristically dismal weather. In any case, you find the noodle house largely vacant when you arrive to meet Marthysan. When 9
p.m. rolls around, the paladin is nowhere to be found, and the door opens to a false alarm as a stumbling-drunk local wanders in for a late meal.
The disturbance are used by some thugs, to jump on you.
Initiatives:
Initiative Dora: 1d20 + 4 ⇒ (4) + 4 = 8
Initiative Gerri: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Isis: 1d20 + 10 ⇒ (6) + 10 = 16
Initiative Ward: 1d20 + 5 ⇒ (20) + 5 = 25
Initiative Pad: 1d20 + 6 ⇒ (8) + 6 = 14
Initiative Savage: 1d20 + 9 ⇒ (14) + 9 = 23
Initiative Thugs: 1d20 + 2 ⇒ (9) + 2 = 11
Initiatives:
Ward Savage Isis Pad Thugs Gerri Dora
Map: Noodle house
Pad The Pyro |
Pad will cast Haste on the party and move 15' south adjacent to Savage, his favorite Barbiguard. "No need to get pushy. There is plenty of room here to share a drink. There is also plenty of room at the cementary if you dare to fight us."
Ward Ama |
Round 1 Init 25
"It's rude to interrupt a man while he is eating."
Ward will draw his bow and step away from the closest bandit. He will use blunt arrows and try to knock the thug unconscious.
shot 1: 1d20 + 20 - 4 ⇒ (5) + 20 - 4 = 21 damage: 2d8 + 12 ⇒ (7, 6) + 12 = 25
shot 2: 1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 27 damage: 1d8 + 6 ⇒ (6) + 6 = 12
shot 3: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19 damage: 1d8 + 6 ⇒ (3) + 6 = 9
That is all nonlethal damage. Ward is suspicious of the drunk and will detect evil on him as a free action.
Princess Isis and Bast |
Round 1, Init 16
Isis, sadly tethered to gravity like a commoner, invokes her ability to fly and soars up 15' into the air, out of the reach of the ruffians who would ruin dinner.
Savage Vengeance |
RD.1 Init. 23
Savage rages and jumps on the table in front of the SE thug and finally tests out his shiny new sword.
power attack: 1d20 + 17 ⇒ (9) + 17 = 26
damage: 2d6 + 21 ⇒ (2, 2) + 21 = 25
Savage holds nothing back, he was trying to enjoy some fish head soup.
[Ooc] 21 rage 24AC 163/163
Ward Ama |
Pad The Pyro |
I assumed they were flat footed and didn't have combat reflexes feat. And I was too lazy to announce auto success on defensive casting.. Concentration: 1d20 + 22 ⇒ (6) + 22 = 28. DC 22 (10 + damage + spell level)
DM PeteZero |
Savage hits, but he is not dead yet, the others step up and attack:
vs Ward: 1d20 + 14 ⇒ (8) + 14 = 22 1d10 + 4 + 3d6 ⇒ (1) + 4 + (3, 4, 5) = 17
1d20 + 9 ⇒ (11) + 9 = 20 1d10 + 4 + 4d6 ⇒ (1) + 4 + (3, 3, 5, 2) = 18
1d20 + 14 ⇒ (15) + 14 = 29 1d10 + 3d6 ⇒ (1) + (2, 1, 4) = 8
1d20 + 9 ⇒ (18) + 9 = 27 1d10 + 4 + 4d6 ⇒ (10) + 4 + (3, 4, 5, 1) = 27
Ward is sickened for 3 rounds if hit
vs Gerri: 1d20 + 14 ⇒ (15) + 14 = 29 1d10 + 4 + 3d6 ⇒ (9) + 4 + (3, 2, 2) = 20
Gerri is sickened for 3 rounds if hit
thug3 - 51 damage
group is up
Ward Ama |
I goofed a little bit. I could not detect evil as it is a move action which you stated I used to draw my bow. Also I still have -1 str so subtract 2 damage from thug 3, unless he is human then it'll balance out.
Dora D Asplora |
Dora as move will sing...
""♪♫♪♫ Right is might, so fight, fight fight!!! ♪♫ " (inspired +2 atk/+2 dmg) ."
She will also grab her staffsling (another move).
Pad The Pyro |
Round 2
"Gerri, are you feeling okay? Fish soup on a weak stomach will keep you in the outhouse for hours." Pad delays after Savage and moves within 20' of his foe and casts Fire Snake underneath the 3 thugs and shapes it to avoid his companions and furniture. Defensive casting just in case.
Reflex DC 27 halves, Concentration: 15d6 + 15 ⇒ (1, 6, 5, 3, 2, 2, 1, 3, 4, 2, 5, 5, 4, 6, 2) + 15 = 661d20 + 22 + 3 ⇒ (4) + 22 + 3 = 29
---------------------------------------------------------------------
On Going Effects:Mage Armor, Haste
Gerri |
"Oh must unscrupulous thug, you would attack me while I enjoy my noodles and fish. That is not an action I can let stand."
Gerri steps diagonally away from the thug and tosses bombs at the thug.
Explosive bomb, touch ac: 1d20 + 11 + 1 + 1 + 2 - 2 ⇒ (5) + 11 + 1 + 1 + 2 - 2 = 18
fire damage: 5d6 + 8 + 2 + 1 ⇒ (5, 5, 2, 6, 6) + 8 + 2 + 1 = 35
10' radius, exclude 8squares, dc23 to extinguish as fullround
hasted, force bomb, touch ac: 1d20 + 11 + 1 + 1 + 2 - 2 ⇒ (1) + 11 + 1 + 1 + 2 - 2 = 14
force damage: 5d4 + 8 + 2 + 1 ⇒ (2, 3, 1, 4, 3) + 8 + 2 + 1 = 24
5' radius, exclude 8squares, dc23 to avoid knock prone
2nd,force bomb, touch ac: 1d20 + 6 + 1 + 1 + 2 - 2 ⇒ (13) + 6 + 1 + 1 + 2 - 2 = 21
force damage: 5d4 + 8 + 2 + 1 ⇒ (1, 4, 4, 3, 1) + 8 + 2 + 1 = 24
5' radius, exclude 8squares, dc23 to avoid knock prone
all attacks vs thug next to gerri start position.
DM PeteZero |
Gerri tosses some bombs, and together with Pad's attack, you have no problem in taking them out.
Marthysan the Righteous arrives at the noodle house only minutes after the conclusion of the fight. He explains the reason for his tardiness and apologizes for the attack.
”My apologies for being late, but the boat that I planned to take from the Grand Pavilion back to New Harbor left without me and I had to travel back on foot. These are agents of the Golden League and I must report this to the Emissary. This just confirms my suspicions. Be vigilant and cautious,” he warns you and quickly departs to catch a ferry across the bay.
Day Four
By the start of the fourth day of the competition, only eight teams of contestants remain. With fewer exhibitions to entertain the crowds throughout the day the Emissary tries to keep you as busy as possible.
Overnight, Abadaran clerics and wizards in the Emissary’s service employed spells such as stone shape, transmute rock to mud, and create water to fill the fight stage with a pool of watery mud, effectively transforming the ring into a giant swamp. Several islands of dark stone rise 6 inches out of the 4-foot-deep morass. Treat the mud as a deep bog for purposes of movement and concealment.
Ward Ama |
Before turning in for the night Ward heals himself of the days injuries.
Restoration,lesser: 1d4 ⇒ 1
Pearl of power level 1
Restoration,lesser: 1d4 ⇒ 1
Lay on hands: 5d6 ⇒ (2, 4, 3, 5, 4) = 18
Lay on hands: 5d6 ⇒ (4, 5, 1, 2, 1) = 13
Gerri |
Gerri will make an extract of Lesser Restoration for Ward before going to bed and let him use his Pearl of Power (1st) also if needed. Then he will heal himself with various Curing Extracts.
Extract Lesser Restoration: 1d4 ⇒ 4
Pearl of Power, Ward's Lesser Restoration: 1d4 ⇒ 4
4' deep mud?!?! Dang.
New day, so if you want to use any extracts let me know. I have 3 Alchemical Allocations available.
If we have a minute to prepare again for this fight, Gerri will create a extract of Monstrous Physique I and drink it, turning in to a Charda.
Princess Isis and Bast |
After the rude interruption of last night's dinner, Isis is no mood to wade about in the mud (like a common mortal) and casts both Overland Flight and Mage Armor in the morning. An extended Heroism will follow shortly thereafter.
"Don't you worry, Bast. I'll keep you out of the mud," Isis says Bast while one is doing their hair for the day while the other is licking herself in unusual places. "Contests in the mud. How very unclean, huh Bastie?"
Despite her displeasure, Isis is at the arena well ahead of the onset, examining the preparations and looking for surprises.
"Savage, dearie, do try to keep from splashing mud about when you're on one of your rampages. I promised to keep Bast clean," Isis says to Savage while petting over her shoulder and into the nook of her cowl.
Pad The Pyro |
Prebuff
HP 86/86
AC 19 (21 vs evil)
"But Princess Isis, a mud bath can perform wonders on your skin. Will you join me after our contest for a relaxing celebratory spa day? As much as I love burning things, it can be scarring by causing burns, severe dry skin and early wrinkles. We should take precautionary measures in the dangerous vocation we have selected."
Pad will also fly 30' above the bog. Beforehand, he will cast Spectral Hand and hold the charge of Force Punch (with intensified metamagic feat) before the competition along with the buffs below.
-------------------------------------------------------------------------
Fly 12 min, Protection from Evil 12 min, Spell Resistance 12 min, Spectral Hand 12 min, Shield 12 min, Mage Armor (12 hr), See Invisibility (2 hr), Resist Energy Fire DR 30 (2 hr), Heroism (2 hr), Stoneskin 120/120 hp (2 hr), Freedom of Movement (perm)
Ward Ama |
Ward will keep an eye on the tournament grounds, looking for anything suspicious or out of place on rocks or mud.
He will take 20 on his perception check for a 30 perception.
He will then take Savage a side out of ear shot of the group.
Before the event starts he will cast aspect of the falcon from his wand.
Dora D Asplora |
I just realized Dora's post from a few days ago does not appear or boards ate it.
Dora will be riding Boots. She casts prot v evil on her and Boots and rage on the wolf as prep buffs as well.
"Bootsie, no rolling in the mud and shaking it everywhere like last time. This is a serious competition . "
Dora D Asplora |
"Master Pad, if you have any extra to recommend, Boots and I would appreciate being more 'heroic' in these fights. " Dora smiles at the gnome as she climbs into her saddle on the wolf.
Gerri |
Gerri is ready, he is standing with the others as a Charda.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Monstrous Physique I, (Charda), 10 min
DM PeteZero |
And with this and a big gong the combat is opened. Everyone except Dora goes first, and already you hear that the vrowd is wondering, if it will take longer than a round, and bets are placed, one betting Hok won't be able to act, others, yes he will. But, you have no idea how the ratio is, and which bet received more.
Initiatives:
Initiative Dora: 1d20 + 4 ⇒ (1) + 4 = 5
Initiative Gerri: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative Isis: 1d20 + 10 ⇒ (19) + 10 = 29
Initiative Ward: 1d20 + 5 ⇒ (17) + 5 = 22
Initiative Pad: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative Savage: 1d20 + 9 ⇒ (3) + 9 = 12
Initiative Hok: 1d20 + 2 ⇒ (4) + 2 = 6
Gerri |
Round 1, Init 19
Gerri moves into the combat area of the arena and prepares to throw a bomb when Hok steps in to the combat zone.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Monstrous Physique I, (Charda), 10 min
Ward Ama |
Round 1, Init 22
Ward will jump out to the first rock and draw his bow. He readies two arrows in his bow and aims at his opponent. He does not fire at this time, but instead he waits until Hok enters the combat area.
Readied action to shoot Hok with many shot and deadly aim.
Pad The Pyro |
Prebuff
HP 86/86
AC 19 (21 vs evil)Pad will also fly 30' above the bog. Beforehand, he will cast Spectral Hand and hold the charge of Force Punch (with intensified metamagic feat) before the competition along with the buffs below.
-------------------------------------------------------------------------
Fly 12 min, Protection from Evil 12 min, Spell Resistance 12 min, Spectral Hand 12 min, Shield 12 min, Mage Armor (12 hr), See Invisibility (2 hr), Resist Energy Fire DR 30 (2 hr), Heroism (2 hr), Stoneskin 120/120 hp (2 hr), Freedom of Movement (perm)
Move action to fly up 30 ft. Standard action to ready vs movement into arena. During movement, Intensified Force Punch by Spectral Hand. Swift action performance check.
Touch attack, Fort DC25, Perform, Caster check: 1d20 + 10 ⇒ (11) + 10 = 2114d4 ⇒ (2, 3, 2, 4, 1, 2, 2, 4, 3, 3, 3, 1, 4, 2) = 361d20 + 14 ⇒ (8) + 14 = 221d20 + 16 ⇒ (7) + 16 = 23Savage Vengeance |
Savage rages and leaps on the first rock W-W-SW-W-W
acro: 1d20 + 25 ⇒ (2) + 25 = 27
The follows it up with another jump
acro: 1d20 + 25 ⇒ (10) + 25 = 35W-W-W-W-W-W
Ward Ama |
DM PeteZero |
Pad tries to touch the mage, who seems to be blinking in and out of existence. 1d100 ⇒ 21 51-100 is a hit.
Then he casts trying to overcome Pad's SR 1d20 + 13 ⇒ (19) + 13 = 32
and flies up
if successful, Pad needs to make a WILL save with -4
whole group is up
Ward Ama |
Ward had a readied action against his opponent as well
Ward takes his shot as his opponent makes his move into the ring.
Ranged: 1d20 + 20 + 2 - 3 ⇒ (19) + 20 + 2 - 3 = 38 damage: 2d8 + 12 + 6 ⇒ (7, 3) + 12 + 6 = 28
miss chance, high is a hit: 1d100 ⇒ 44
It misses, was a crit threat too.
Round 2, init 22
Ward moves south to put some distance between him and Gerri. Looking to the heavens he call out, "Erastil grant me your divine power to guide my arrows." Immediately his bow begins to glow brightly.
Ward's longbow is now +5 and seeking