The Ruby Phoenix Tournament with GM Deadly Secret - Table 1 (Inactive)

Game Master Deadly secret


51 to 100 of 428 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

HP: 52/85 | AC: 29 | T: 18 | FF: 22 | CMD: 24, FF: 17 | F: 8, R: 19, W: 11 | Init: +9 | Perception +15

"Happy to sign." Aayahlla bounces front and center looking over the contract and rules.

"Um, guys. What's our team name?" She thinks a few moments.

"How about Slumbering Dragons?"

Feel free to throw a suggestion and then we can vote :)

Scarab Sages

HP 71/71 | AC22, T17, FF15 | F: +8, R: +12, W: +6 | CMD 23 | DD +18, Acr/Sth +15, Perc/SM +13, Knw L +11, Surv +10| Init +9[11] | Rapier +14/+9, d6-1; Pistol +16/+1(17/12), d8+7(8)| Grit 2/2 | Active:

I thought we'd agreed on 'The Silence'? Say'ri asks as she signs her name neatly. I'm not really much of a dragon. Unless we want to be the Slumbering Daemons?

She has the outer rifts mystery - once she gets her revelation on she's going to look Scary!


Male Human Trap Breaker Alchemist 7/Master Chymist 4 | HP 116/116 | AC 24 tch 14 FF 21 | CMD 27/FF 24 | F 12 R 12 W 7 | +2 vs mind affecting, +2 vs fear | Init 3 | Perception 15

"I'm good with either one, though I will note that we are not particularly draconic or daemonic," Guilliam said as he signed Égaré's name in a far neater hand than the bestial fellow would have used.


Male Human Fighter 11 HP 99/103 | DR 3/- | AC 35 T 19 FF 27 | CMD 29 FF 21 (+4 vs disarm or sunder) | Fort 10 Ref 12 Will 9 +4 vs fear, +2 vs divination (+4 all vs drop weapons) | Init 9 | Perc 11

Takeshi carefully signs his name, using the spelling he had taken over the years rather than the one his parents had chosen for him. 吉田岳死. 'The Silence' does seem a little more fitting for the group...


Map: The Grand Pavilion

In the grandstands, a tenuous hush falls upon the immense and eager crowd. Moments later, the curtains part, revealing the Emissary flanked by the oni Kiang Zhen and the previous Ruby Phoenix Champion, the half-elf paladin Marthysan the Righteous. Behind the Emissary, like motionless statues, stand no less than a dozen qinggong monks—his mystic disciples and bodyguards. As all watch rapt, the Emissary rises and addresses the crowd.

“I am Sifu Xho Nuo—Emissary of the Ruby Phoenix Tournament and guardian of the legacy of Hao Jin, the once immortal sorceress in whose name you are gathered here to battle. To honor the Grandmaster’s legacy, I stand before you to carry out her final will: the thirty-first decennial Ruby Phoenix Tournament. Without further delay, we begin our first round of the contest. May the worthiest win!”

Upon his final words, the crowd erupts into clamorous applause, and the contestants scatter for their respective seats or positions throughout the pavilion. Your team is escorted by a group of silent usher monks and directed to the center of the fight stage to face you first opponents.

As a reminder, you can not leave the white box. Literally…. There is a wall of force. You may deal lethal damage and cast spells. Remember to play to the crowd if you want those sweet bonuses and avoid penalties. You will not know what these bonuses are, but I will give you hints by how the crowd is reacting to you each round. You may cast spells on yourself that last 10 min/CL or longer, anything that requires 1 min/CL or rounds won’t be allowed until round 1.

Initiative
Takeshi Yoshida 1d20 + 9 ⇒ (20) + 9 = 29
Égaré 1d20 + 3 ⇒ (14) + 3 = 17
Aayalla Rand 1d20 + 12 ⇒ (17) + 12 = 29 assume the banner is out +4 if banner is out in both hands, -1 cognatogen
Say'ri Al Bashere 1d20 + 3 ⇒ (4) + 3 = 7
Tiefling (Black) 1d20 + 6 ⇒ (11) + 6 = 17
Monk (Red) 1d20 + 7 ⇒ (7) + 7 = 14
Monk (Orange) 1d20 + 7 ⇒ (13) + 7 = 20
Monk (Yellow) 1d20 + 7 ⇒ (19) + 7 = 26

Combat Tracker:

Round 1

29.16 - Aayalla Rand

29.09 - Takeshi Yoshida

26.07 - Monk (Yellow)

20.07 - Monk (Orange)

17.06 - Tiefling (Black)

17.03 - Égaré

14.07 - Monk (Red)

7.03 - Say'ri Al Bashere

---Round End---

Up first, Aayalla!

Scarab Sages

HP 71/71 | AC22, T17, FF15 | F: +8, R: +12, W: +6 | CMD 23 | DD +18, Acr/Sth +15, Perc/SM +13, Knw L +11, Surv +10| Init +9[11] | Rapier +14/+9, d6-1; Pistol +16/+1(17/12), d8+7(8)| Grit 2/2 | Active:

Say'ri only has 2 10min/lvl buffs - resist energy and FoM. So say if you'd like either cast on you beforehand.

A tactical note too - Say'ri best buff spell requires everyone to be within 25ft of each other when she casts it, so good group tactics on round 1 is not to spread out too far!

I need about 15 combat rounds to apply all my buffs - if we ever get that kind of time then the party will be absolutely insane!


HP: 52/85 | AC: 29 | T: 18 | FF: 22 | CMD: 24, FF: 17 | F: 8, R: 19, W: 11 | Init: +9 | Perception +15

Aayalla enters with Freedom of Movement and See invisibility up.
She doesn't have Flag bearer, that was the archer so init +9, she ties yellow monk but has higher init mod so ges first. She enters with weapon and horn in hand. Takeshie goes first


Then in that case, can you review your numbers on the campaign tab under dice rolls and let me know the changes. So that is 26.09 then.

Up first, Takeshi!


HP: 52/85 | AC: 29 | T: 18 | FF: 22 | CMD: 24, FF: 17 | F: 8, R: 19, W: 11 | Init: +9 | Perception +15

Yep. Class: Bard 10/Swasshbuckler 1
Init: +9
Fort: +8
Ref: +19
Will: +11 (+15 if touch of rage active)


Male Human Fighter 11 HP 99/103 | DR 3/- | AC 35 T 19 FF 27 | CMD 29 FF 21 (+4 vs disarm or sunder) | Fort 10 Ref 12 Will 9 +4 vs fear, +2 vs divination (+4 all vs drop weapons) | Init 9 | Perc 11

Not quite dumb enough to rush straight in and do all the moving work for his opponents, Takeshi nevertheless springs forward towards his foes. As he moves, his arms cross over his chest to draw his two magical kukris. He moves just far enough that someone less used to the armor might not be able to go much further, hoping to catch the first opponent to approach him unawares with a quick slash.

Move to Q20 and then ready an action to attack the first enemy that comes within range.

Readied attack (nonlethal): 1d20 + 27 ⇒ (10) + 27 = 37
Damage: 1d10 + 15 ⇒ (6) + 15 = 21


Takeshi moves and readies an action.

Up next, Aayalla!


If I ever provoke an attack of opportunity, state it and take the roll when you notice. It will be up to you to manage that. If you don’t take it, I won’t bring it up. Sometimes your AoO will down the target before it gets its attacks off. I will always consider this.

Devilspawn Tiefling is holding a longsword. A longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in).

Human (red) is holding a monks spade. This weapon is a double weapon polearm. One side is fitted with a broad, shovel-like sharpened blade while the opposite side is fitted with a crescent blade that juts out like a pair of bull’s horns.

Human (orange) is holding a meteor hammer. This weapon consists of one or two spherical weights attached by a 10-foot chain. You whirl the weights and wrap them around an opponent’s body.

Human (yellow) is holding a seven-branched sword. This unusual sword has a straight 2-foot-long blade with six shorter L-shaped blades protruding, three on each side in a staggered pattern.


Male Human? Trap Breaker Alchemist 7/Master Chymist 4 | HP 111/116 | AC 28 tch 15 FF 25 | CMD 31| F 14(16) R 14 (16) W 9(11) | +2 vs mind, +2 vs fear | Init 3 | Perception 15 (17) | Active: OD

It is worth noting that Égaré is the form that enters the arena. Orchid's Drop, False Life, and Heroism are active. I'll make the relevant notes in my stat line
Pre-Fight False Life: 1d10 + 9 ⇒ (7) + 9 = 16


HP: 52/85 | AC: 29 | T: 18 | FF: 22 | CMD: 24, FF: 17 | F: 8, R: 19, W: 11 | Init: +9 | Perception +15

Sorry normal posting resumes tomorrow :) Let's see what these guys got :)

Aayalla watches things start to unfold, she won't leave Takeshi out on his own. She brings the horn to her lips blowing it loudly for the crowd to hears as she begins moving with grace and deadly precision. Knowing the first strike can gain favor she darts forward.

Swift: Start Battle Dance with Horn Blow.
Move: Move to S20
Standard: Bladed Dash to U25

Attack Non Lethal: 1d20 + 29 + 4 - 4 ⇒ (3) + 29 + 4 - 4 = 32
Damage: 1d6 + 20 ⇒ (3) + 20 = 23

Performance Combat: 1d20 + 9 ⇒ (20) + 9 = 29

Parry and Riposte:

Aayalla will parry the first attack from any of the enemies. She will Riposte on the Tiefling.

Parry 1: 1d20 + 29 ⇒ (10) + 29 = 39
Parry 2: 1d20 + 29 ⇒ (13) + 29 = 42
Parry 3: 1d20 + 29 ⇒ (14) + 29 = 43

Riposte: 1d20 + 29 - 4 ⇒ (9) + 29 - 4 = 34
Damage: 1d6 + 20 ⇒ (3) + 20 = 23

This is assuming the monks move in to surround and attack me. Either way saving Riposte for the Tiefling.


Aayalla hits the tiefling and she resists some of the damage. You notice her skin is like stone.

Monk (yellow) delays her turn.

Monk (orange) delays his turn.

Tiefling (black) 5ft steps to S26 and will cast a spell.

Spellcraft
Aayalla 1d20 + 15 ⇒ (1) + 15 = 16
Say’ri 1d20 + 15 ⇒ (12) + 15 = 27

Say'ri:
You know she just cast haste on her party.

Monk (yellow) uses a swift action, then attempts to acrobatics jump past Aayalla CMD 24
1d20 + 24 - 5 ⇒ (14) + 24 - 5 = 33
Success and now she attacks Aayalla AC 29
Melee: 1d20 + 12 ⇒ (5) + 12 = 17 20/x3
Miss

Monk (orange) uses a swift action, then 5 ft steps and attacks with the Meteor Hammer AC 29
Melee: 1d20 + 14 ⇒ (1) + 14 = 15 19-20/x2
Melee: 1d20 + 9 ⇒ (2) + 9 = 11 19-20/x2
Both miss!

Up next, Égaré!


Forgot the haste attack 1d20 + 14 ⇒ (3) + 14 = 17
Miss


Male Human? Trap Breaker Alchemist 7/Master Chymist 4 | HP 111/116 | AC 28 tch 15 FF 25 | CMD 31| F 14(16) R 14 (16) W 9(11) | +2 vs mind, +2 vs fear | Init 3 | Perception 15 (17) | Active: OD

Chugging a Shield extract, moving forward 30ft

Égaré pulls out a small vial and knocks it back as her lumbers towards the enemy ranks.


I did some reading on Parry and I am not sure why you rolled multiple rolls. But it does not appear you have combat reflexes and you can only Parry once per round because it counts as your AoO. Considering that you called it, you used a parry for the first attack Human (yellow). Please spend 1 panache point.

Human (red) will move through his ally square, use a swift action and attack Aayalla AC 29
Melee: 1d20 + 14 ⇒ (11) + 14 = 25 20/x2
Miss

Up next, Say'ri!


HP: 52/85 | AC: 29 | T: 18 | FF: 22 | CMD: 24, FF: 17 | F: 8, R: 19, W: 11 | Init: +9 | Perception +15

Nope your totally right, I brain farted and forgot it took AoO, so yeah I would have parried the first attack. Won't worry about doing a riposte this round as I thought I was going to be able to do it to the tiefling. Been a while since playing a swashbuckler. Sorry for the confusion. :)

Tracking Fight 1:

Spells Cast: Bladed Dash, See Invisibility, Freedom of Movement

Bardic Performace: 31/32 rnds remain

Panache: 3/4

Scarab Sages

HP 71/71 | AC22, T17, FF15 | F: +8, R: +12, W: +6 | CMD 23 | DD +18, Acr/Sth +15, Perc/SM +13, Knw L +11, Surv +10| Init +9[11] | Rapier +14/+9, d6-1; Pistol +16/+1(17/12), d8+7(8)| Grit 2/2 | Active:

Say'ri goes in with Freedom of Movement, Demonhide and Demon Wings going.

Say'ri leaps into the air, gaining a good twenty feet or more of height as she casts a spell on Akhentepi which cancels the sound around him.

Akhentepi then peels away from his mistress, disappearing from view as he does so and takes up his place above and slightly behind the tiefling, intent on foiling her spellcasting.

Akhentepi uses his SLA to become invisible and shadow the tiefling. If the tiefling manages to take any offensive action against Akhentepi Say'ri will use Misfortune to force her to roll twice. :)

I'm assuming we've fought together often enough that everyone knows that this is Say'ri's standard opening tactic.


To be fair I didn't check your character sheet on the intent of using the familiar as improved and a phychopomp. I guess I'll have to allow it now, but the familiars were only allowed for the sake of the wizard or whomever getting their full stats. I'll be more clear next time. There is a reason summons and companions were not allowed in combat. If this does not greatly hinder your build I would prefer you don't use it. If it does, then go ahead it was my mistake after all.

Round 2
The crowd is reacting to Aayalla's dancing and cheer a bit.

Up next, Takeshi!

Scarab Sages

HP 71/71 | AC22, T17, FF15 | F: +8, R: +12, W: +6 | CMD 23 | DD +18, Acr/Sth +15, Perc/SM +13, Knw L +11, Surv +10| Init +9[11] | Rapier +14/+9, d6-1; Pistol +16/+1(17/12), d8+7(8)| Grit 2/2 | Active:

The plan is to use him as a delivery system - if it's a problem I can go back to the drawing board and find a different couple of feats though. I've had a familiar with every incarnation of this character but I don't have to if you prefer that I just didn't. :)


It's just only 4 are allowed into the ring. So that was the intent on that. The familiar wasn't supposed to fight. It's up to you.


Male Human Fighter 11 HP 99/103 | DR 3/- | AC 35 T 19 FF 27 | CMD 29 FF 21 (+4 vs disarm or sunder) | Fort 10 Ref 12 Will 9 +4 vs fear, +2 vs divination (+4 all vs drop weapons) | Init 9 | Perc 11

Say'ri just cast Silence, right? I mean, if you just need a target, you can cast things on Takeshi and then he can stick to the spellcaster since his Attack With Sword spell doesn't have any verbal components. Though I don't think Say'ri was planning on using her familiar to fight; just to stay close to the spellcaster with things like Silence on it to hinder spellcasting, right?

Takeshi grimaces as his hope of luring the enemy closer fails as they all choose to surround Aayalla instead. He does, however, smile at their enemies' apparent incompetence, failing to land even a single blow.

As he moves forward, he directs his thoughts to Egare. Take out the orange one first? He seems to be the only one we could easily flank for now. As he gets in position, he takes a swing at the chosen target, relying on Akhentepi to keep the tiefling shut down.

Move to R26. If the orange monk has reach, this provokes an AoO from him.
Attack vs Orange: 1d20 + 27 ⇒ (9) + 27 = 36
Damage (non-lethal): 1d10 + 15 ⇒ (9) + 15 = 24

@Egare: Reminder (since it's been a while since character builds), if you flank with me, you get a +4 to attack from our teamwork feat instead of the normal +2 flanking bonus and will get an AoO if I crit on the opponent. You obviously don't have to if you don't want to, but I wanted to make sure you hadn't forgotten. :-)


HP: 52/85 | AC: 29 | T: 18 | FF: 22 | CMD: 24, FF: 17 | F: 8, R: 19, W: 11 | Init: +9 | Perception +15

Stone skin or something. I will leave the caster then. Bring down the others first.

Aayalla continues dancing, stepping down against the arena wall she attacks the monk with the Seven Branched Sword.

Attack 1: 1d20 + 29 - 4 ⇒ (16) + 29 - 4 = 41
Attack 2: 1d20 + 24 - 4 ⇒ (19) + 24 - 4 = 39

Damage Attack 1: 1d6 + 20 ⇒ (4) + 20 = 24 Non Lethal
Damage Attack 2: 1d6 + 20 ⇒ (3) + 20 = 23 Non Lethal

Attack 1 Confirmation: 1d20 + 29 - 4 ⇒ (4) + 29 - 4 = 29
Attack 2 Confirmation: 1d20 + 24 - 4 ⇒ (19) + 24 - 4 = 39

Damage Attack 1 if Crit: 1d6 + 20 ⇒ (3) + 20 = 23
Damage Attack 2 if Crit: 1d6 + 20 ⇒ (3) + 20 = 23

Swift Performance Check for multiple hits: 1d20 + 11 ⇒ (12) + 11 = 23
Free Performance Check for Crit Confirmation: 1d20 + 9 ⇒ (20) + 9 = 29
Free Performance Check for Crit Confirmation: 1d20 + 9 ⇒ (10) + 9 = 19


Free: 5' Step to V26
Free: Maintain Performance
Full Attack
Swift: Performance Combat for multiple hits
Free: Performance Combat for Critical Confirmation
Free: Performance Combat for Critical Confirmation

Gain 1 Panache back from Critical Hit.

Aayalla hair flips and swirls delivering the flat of her blade to vital spots on her opponent. She is truly in her element as each move plays to the crowd. The begin to roar as they watch the young woman.

Parry and Riposte:

Aayalla will Parry and Riposte on the first attack directed at her this round.

Parry: 1d20 + 29 ⇒ (7) + 29 = 36

Riposte: 1d20 + 29 - 4 ⇒ (1) + 29 - 4 = 26
Damage: 1d6 + 20 ⇒ (2) + 20 = 22 Non Lethal

Tracking Fight 1:

Spells Cast: Bladed Dash, See Invisibility, Freedom of Movement

Bardic Performace: 30/32 rnds remain

Panache: 4/4


Takeshi provokes from the human (orange) AC 35
Melee: 1d20 + 12 ⇒ (8) + 12 = 20 19-20/x2
Miss

Takeshi hits human (orange) and he takes some damage.

Aayalla hits with all attacks and crits. She falls to the ground unconscious.

The tiefling (black) will delay her turn.

Human (yellow) is unconscious.

Human (orange) 5 ft steps, uses a swift action and full rounds Takeshi AC 35
Melee ki: 1d20 + 12 ⇒ (10) + 12 = 22 19-20/x2
Melee haste: 1d20 + 12 ⇒ (6) + 12 = 18 19-20/x2
Melee 1: 1d20 + 12 ⇒ (16) + 12 = 28 19-20/x2
Melee 2: 1d20 + 7 ⇒ (17) + 7 = 24 19-20/x2
All miss

The tiefling (black) 5 ft steps and full rounds Takeshi AC 35
Melee haste: 1d20 + 17 ⇒ (2) + 17 = 19 19-20/x2
Melee 1: 1d20 + 17 ⇒ (8) + 17 = 25 19-20/x2
Melee 2: 1d20 + 12 ⇒ (6) + 12 = 18 19-20/x2
All miss

Up next, Égaré!


Male Human Fighter 11 HP 99/103 | DR 3/- | AC 35 T 19 FF 27 | CMD 29 FF 21 (+4 vs disarm or sunder) | Fort 10 Ref 12 Will 9 +4 vs fear, +2 vs divination (+4 all vs drop weapons) | Init 9 | Perc 11

Takeshi's lip twitch in the barest hint of a smile as he dodges some blows, swats others away with his blades, and lets still other bounce harmlessly off of his armor. For now he ignores the tiefling, instead focusing his attention on the monk who had moved away from his. His eyes seem to say, "Come back little mouse. I'm not done playing with you."

Keeping his eyes on his prey, he watches Egare move in his periphery. I think I may have scared the poor guy, oh dear. Perhaps you should teach him how unwise it is to turn his back on you and focus his attention on me, Egare. There's a note of amusement in his mental voice.

Scarab Sages

HP 71/71 | AC22, T17, FF15 | F: +8, R: +12, W: +6 | CMD 23 | DD +18, Acr/Sth +15, Perc/SM +13, Knw L +11, Surv +10| Init +9[11] | Rapier +14/+9, d6-1; Pistol +16/+1(17/12), d8+7(8)| Grit 2/2 | Active:

Small retcon - Silence is on Takeshi, not my familiar. :)


Male Human? Trap Breaker Alchemist 7/Master Chymist 4 | HP 111/116 | AC 28 tch 15 FF 25 | CMD 31| F 14(16) R 14 (16) W 9(11) | +2 vs mind, +2 vs fear | Init 3 | Perception 15 (17) | Active: OD

Moving up and targeting orange's weapon, probably taking an AoO for movement
Sunder 1 (Claw, PA): 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 1d8 + 13 ⇒ (7) + 13 = 20

Sunder 2 (Claw, PA): 1d20 + 19 ⇒ (15) + 19 = 34
Damage: 1d8 + 13 ⇒ (4) + 13 = 17

Sunder 3 (Bite, PA): 1d20 + 19 ⇒ (8) + 19 = 27
Damage: 2d6 + 13 ⇒ (5, 6) + 13 = 24
If the weapon breaks, wielder takes remaining damage

Performance Combat: 1d20 + 7 ⇒ (10) + 7 = 17

Égaré grins and dramatically rolls up his sleeves as he stalks forward, revealing the horrible spurs of bone that protruded from his elbows and along his fingers. Then he fell upon the monk with rending claws and gnashing teeth.


Égaré moves and provokes and the human (orange) attacks AC32
Melee: 1d20 + 12 ⇒ (12) + 12 = 24 19-20/x2

Égaré hits with attack 1 and attack 2. The weapon still is in his hands and does not appear to be broken.

Human (red) moves around and moves to attack Égaré AC32
Melee: 1d20 + 12 ⇒ (1) + 12 = 13 19-20/x2

Up next, Say’ri!

Scarab Sages

HP 71/71 | AC22, T17, FF15 | F: +8, R: +12, W: +6 | CMD 23 | DD +18, Acr/Sth +15, Perc/SM +13, Knw L +11, Surv +10| Init +9[11] | Rapier +14/+9, d6-1; Pistol +16/+1(17/12), d8+7(8)| Grit 2/2 | Active:

Say'ri swoops across the arena (to T24), channels her magic and unleashes one of her most potent spells into her companions Blessing of Fervor. As they move with immense speed she casts a fierce eye across the crowd.

Aklo, Internal Monologue:
I may not please you, but I will not lose either!

Blessing of Fervor:
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

-Increase its speed by 30 feet.
-Stand up as a swift action without provoking an attack of opportunity.
-Make one extra attack as part of a full attack action, using its highest base attack bonus.
-Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
-Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.


Say'ri moves.

Round 3
The crowd is confused on the silence of battle, some of them are cheering and some of them seem to be waiting for something grand.

Up next, Takeshi!


Male Human Fighter 11 HP 99/103 | DR 3/- | AC 35 T 19 FF 27 | CMD 29 FF 21 (+4 vs disarm or sunder) | Fort 10 Ref 12 Will 9 +4 vs fear, +2 vs divination (+4 all vs drop weapons) | Init 9 | Perc 11

Bonded mind, Aklo:
I don't think they can understand you, darlin'. Takeshi's mental voice has an almost lazy drawl to it that contrasts quite a bit with the excited look in his eyes and he feels the waves of energy pass through him from Sayi'ri spell.

5ft step to R25 for flanking on orange and then using Blessing of Fervor for an extra attack

TWF, TW Grace, flanking with outflank, all damage non-lethal
Main hand 1: 1d20 + 23 + 4 ⇒ (1) + 23 + 4 = 28

Off hand 1: 1d20 + 23 + 4 ⇒ (18) + 23 + 4 = 45
Damage: 1d10 + 11 ⇒ (7) + 11 = 18

Main hand, BoF: 1d20 + 23 + 4 ⇒ (17) + 23 + 4 = 44
Damage: 1d10 + 15 ⇒ (8) + 15 = 23

Main hand 2: 1d20 + 18 + 4 ⇒ (19) + 18 + 4 = 41
Damage: 1d10 + 15 ⇒ (3) + 15 = 18

I'm assuming from Egare's miss that his AC is at least 28, so these all miss
Off hand 2: 1d20 + 18 + 4 ⇒ (2) + 18 + 4 = 24
Main hand 3: 1d20 + 13 + 4 ⇒ (1) + 13 + 4 = 18
Off hand 3: 1d20 + 13 + 4 ⇒ (5) + 13 + 4 = 22

Confirm crit, off hand 1: 1d20 + 23 + 4 ⇒ (14) + 23 + 4 = 41
Crit damage: 1d10 + 11 ⇒ (7) + 11 = 18

Confirm crit, main hand BoF: 1d20 + 23 + 4 ⇒ (3) + 23 + 4 = 30
Crit damage: 1d10 + 15 ⇒ (3) + 15 = 18

Confirm crit, main hand 2: 1d20 + 18 + 4 ⇒ (17) + 18 + 4 = 39
Crit damage: 1d10 + 15 ⇒ (8) + 15 = 23

For every crit that is confirmed, Egare gets an AoO

Performance checks (correct me if I'm doing this wrong; I've never done performance combat before). Also not sure if I can use my ranks in Prof(Gladiator) to help at all with these checks.
Mandatory nat 1: 1d20 + 3 ⇒ (8) + 3 = 11
Free crit? 1: 1d20 + 3 ⇒ (2) + 3 = 5
Free crit? 2: 1d20 + 3 ⇒ (19) + 3 = 22
Free crit? 3: 1d20 + 3 ⇒ (10) + 3 = 13
Mandatory nat 1: 1d20 + 3 ⇒ (3) + 3 = 6
Swift multiple attacks: 1d20 + 3 ⇒ (6) + 3 = 9 +2 for every attack that hits past the second one

Scarab Sages

HP 71/71 | AC22, T17, FF15 | F: +8, R: +12, W: +6 | CMD 23 | DD +18, Acr/Sth +15, Perc/SM +13, Knw L +11, Surv +10| Init +9[11] | Rapier +14/+9, d6-1; Pistol +16/+1(17/12), d8+7(8)| Grit 2/2 | Active:

Say'ri mentally applauds as Takeshi blurs into a whirl of flying steel.


HP: 52/85 | AC: 29 | T: 18 | FF: 22 | CMD: 24, FF: 17 | F: 8, R: 19, W: 11 | Init: +9 | Perception +15

Aayalla takes the +2 attack/AC/Reflex saves this round.

Knocking her opponent unconscious she charges in not to disappoint the crowd and doing her best to keep them entertained in loo of the silence.

Charge on Tiefling to S28: 1d20 + 29 + 2 + 2 - 4 ⇒ (7) + 29 + 2 + 2 - 4 = 36
Damage: 1d6 + 20 ⇒ (4) + 20 = 24 Non Lethal

Performance Combat swift action from charge: 1d20 + 12 ⇒ (8) + 12 = 20

Free: Maintain Performance
Full: Charge
Swift: Performance Combat

Parry & Riposte:

If attacked Aayalla will parry and riposte the first attack at her.

Parry: 1d20 + 29 + 2 ⇒ (16) + 29 + 2 = 47
Riposte: 1d20 + 29 + 2 - 4 ⇒ (9) + 29 + 2 - 4 = 36
Damage: 1d6 + 20 ⇒ (3) + 20 = 23


Takeshi hits human (orange) and he falls unconscious.

Aayalla charges teifling (black) and hits. Some of the damage was resisted due to the stone like skin.

Human (yellow) & human (orange) are unconscious.

The tiefling says ”We forfeit.” She looks really disappointed in her team.

Up next, Égaré! Do you accept the forfeit?


Male Human Fighter 11 HP 99/103 | DR 3/- | AC 35 T 19 FF 27 | CMD 29 FF 21 (+4 vs disarm or sunder) | Fort 10 Ref 12 Will 9 +4 vs fear, +2 vs divination (+4 all vs drop weapons) | Init 9 | Perc 11

Takeshi looks ready to charge the tiefling when he sees her mouth form the words "forfeit". His lips twitch in mild annoyance that she cut things short, but he dutifully relays the message to both Egare and Say'ri (repeating in Aklo for the latter). The 'Monks of the Enduring Spirit' are not so enduring and have forfeited. It sounded suspiciously like there might be an eye roll thrown in. He relaxes his posture somewhat, still prepared to continue and defend himself in case the other team planned to cheat but otherwise not obviously aggressive. He does his best to wave at Aayalla and mime his message to her in the silence that envelopes them all.


The monks usher you out of the fighting arena and they rush in to pick up the two unconscious humans. The tiefling rudely rushes out of the arena, pushing past anyone in her way. The announcer begins to announce the next combatants.

You are informed to stay in the area, exhibitions will open up soon and you're welcome to enter.

For besting the Monks of the Enduring Spirit, the Emissary rewards you with a stone of luck under the effects of a magic aura spell, making it appear as a mundane stone.

Feel free to do any healing or casting of spells. You are informed you will have your second match tomorrow. For now, would you like to participate in a breaking competition.

The Emissary’s monks need time to set up the elaborate fight stage between matches. He amuses the crowd during these intermissions by hosting tests of skill, strength, fortitude, and will.

In this challenge, items of various hardness are placed on stone pedestals positioned about the arena. Competitors must race about the ring, and using their bare hands, feet, and heads, smash as many of the objects as possible. Objects must be broken with a single attack, and objects that are damaged but not broken are replaced with new materials after each attempt. If a contestant fails to break an object, he takes damage instead.

Who wants to join? There are 8 items to break.


Male Human Fighter 11 HP 99/103 | DR 3/- | AC 35 T 19 FF 27 | CMD 29 FF 21 (+4 vs disarm or sunder) | Fort 10 Ref 12 Will 9 +4 vs fear, +2 vs divination (+4 all vs drop weapons) | Init 9 | Perc 11

Takeshi stealths his blades and helps the monks to pick up their unconscious foes.

"A rock breaking tournament? Sounds like a perfect test of of your strength Egare. I think I will sit out."

If there are any other fights going on, Takeshi will attempt to go scope out the competition (or attempt to eavesdrop on people talking about other fights). Or failing that, try to look at what's being set up to get an idea if the arena will be different tomorrow. Or if that's a no-go, just watch the rock breaking competition to see who is skilled in unarmed strikes.


Right now the only thing going on is the 'breaking' contest.

Scarab Sages

HP 71/71 | AC22, T17, FF15 | F: +8, R: +12, W: +6 | CMD 23 | DD +18, Acr/Sth +15, Perc/SM +13, Knw L +11, Surv +10| Init +9[11] | Rapier +14/+9, d6-1; Pistol +16/+1(17/12), d8+7(8)| Grit 2/2 | Active:

This is not Say'ri's thing!

As the blackness retreats from the corners of her vision, Say'ri descends slowly to the floor and her wings vanish, although she is still clad in the massive daemonic armor that seems to dwarf her frame.
It's basically power armor - think about how silly small Space Marine heads without the helmets on look and you're about there.

Well that didn't take very long. I could have sat it out all together! She snorts, mentally.

While she watched competitors assembling for the breaking she speaks again, keeping her telepathy as reined in as possible to avoid eavesdroppers. So, what changes do we need to make for next time? Silence worked well, what did you lot think of my second spell - lead with that next time?


Male Human? Trap Breaker Alchemist 7/Master Chymist 4 | HP 111/116 | AC 28 tch 15 FF 25 | CMD 31| F 14(16) R 14 (16) W 9(11) | +2 vs mind, +2 vs fear | Init 3 | Perception 15 (17) | Active: OD

I take it the rock breaking needs 8 attacks and 8 damage rolls to pass?


You don't have to roll to hit, all you have to do is either roll your unarmed strike damage (single) or a STR check to break the object

When you are ready to enter the contest, you may wait in line. Other contestants race around and some break items and some don’t. The items are replaced with new ones and it is now your turn.

You must break in this order.

  • Coconut with hands
  • Ice Block with arms
  • Metal bar with head
  • Quarterstaff with feet
  • River stone with fingers
  • Stacked boards with hands
  • Stacked bricks with hands
  • Stacked clay tiles with hands

Scarab Sages

HP 71/71 | AC22, T17, FF15 | F: +8, R: +12, W: +6 | CMD 23 | DD +18, Acr/Sth +15, Perc/SM +13, Knw L +11, Surv +10| Init +9[11] | Rapier +14/+9, d6-1; Pistol +16/+1(17/12), d8+7(8)| Grit 2/2 | Active:

Are buffs allowed beforehand? If so Say'ri can help! :D

Divine Power, Divine Favor, Righteous Might, anything else you'd want Egare?


Yes


Male Human? Trap Breaker Alchemist 7/Master Chymist 4 | HP 111/116 | AC 28 tch 15 FF 25 | CMD 31| F 14(16) R 14 (16) W 9(11) | +2 vs mind, +2 vs fear | Init 3 | Perception 15 (17) | Active: OD

Égaré is technically covered in armor spikes from his Bone-Spur Mutagen (think DC’s Doomsday if you need a frame of reference) and then there are his claws. Could I use any of these in place of an unarmed attack?

EDIT: Anything to increase his raw damage or strength checks would be appreciated


You may only make unarmed attacks, with no help from armor spikes. You may buff yourself up as much as you want and even power attack if you have it. But it will be with the body parts listed above, aka unarmed attack or STR check.

Scarab Sages

HP 71/71 | AC22, T17, FF15 | F: +8, R: +12, W: +6 | CMD 23 | DD +18, Acr/Sth +15, Perc/SM +13, Knw L +11, Surv +10| Init +9[11] | Rapier +14/+9, d6-1; Pistol +16/+1(17/12), d8+7(8)| Grit 2/2 | Active:

Just before Egare's turn to enter the ring Say'ri places a hand on one of his bone spikes and holds it firmly for fifteen seconds or so. When she lets go Egare swells, his already impressive height increasing until he towers over the arena.

Divine Power:
You gain a +1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks for every three caster levels you have (maximum +6). You also gain 1 temporary hit point per caster level. +3 bonus for you.

Whenever you make a full-attack action, you can make an additional attack at your full base attack bonus, plus any appropriate modifiers. This additional attack is not cumulative with similar effects, such as haste or weapons with the speed special ability.

Righteous Might:
Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. [b]You gain a +4 size bonus to Strength and Constitution and take a -2 penalty to your Dexterity. You gain a +2 enhancement bonus to your natural armor.[b] You gain DR 5/evil. Your size modifier for AC and attacks changes as appropriate to your new size category (see Table: Size Modifiers). This spell doesn’t change your speed. Determine space and reach as appropriate to your new size.

All equipment you wear or carry is similarly enlarged by the spell. Melee weapons deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack.

That should help :)


Male Human? Trap Breaker Alchemist 7/Master Chymist 4 | HP 111/116 | AC 28 tch 15 FF 25 | CMD 31| F 14(16) R 14 (16) W 9(11) | +2 vs mind, +2 vs fear | Init 3 | Perception 15 (17) | Active: OD

Égaré cannot help but laugh as his already considerable strength increases under the magic of his erstwhile comrade. He stretches and pops various joints with glee, the sound more akin to the sound of breaking tree branches than anything that should come out of a human body. He had not gotten a chance to really stretch his muscles in the fight.

Then the challenge begins...

Coconut with hands (Claws): 2d6 + 19 ⇒ (3, 5) + 19 = 27
Ice block with arms (Strength Check): 1d20 + 12 ⇒ (9) + 12 = 21
Metal bar with head (Strength Check): 1d20 + 12 ⇒ (3) + 12 = 15
Quarterstaff with feet (Strength Check): 1d20 + 12 ⇒ (17) + 12 = 29
River stone with fingers (Claws): 2d6 + 19 ⇒ (5, 1) + 19 = 25
Stacked boards with hands (Claws): 2d6 + 19 ⇒ (6, 1) + 19 = 26
Stacked bricks (Claws): 2d6 + 19 ⇒ (6, 4) + 19 = 29
Stacked clay tiles (Claws): 2d6 + 19 ⇒ (1, 4) + 19 = 24


You break the the Coconut with your hands

You break the ice block with your arms

You do not break the metal bar with your head and instead take 2d8 ⇒ (6, 4) = 10 damage

You break the quarterstaff with your feet

You break the river stone with your fingers

You break the stacked boards with your hands

You break the stacked bricks with your hands and instead take 1d6 ⇒ 4 damage

You break the stacked clay tiles with your hands

The monks usher you out of the ring to prepare for the next guy. Unfortunately you did not win.

51 to 100 of 428 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Ruby Phoenix Tournament with GM Deadly Secret - Table 1 All Messageboards

Want to post a reply? Sign in.