The Ruby Phoenix Tournament with GM Deadly Secret - Table 2 (Inactive)

Game Master Deadly secret


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Male Human Gunslinger 1/ Cavalier 10 | HP: 99/99 | AC: 23 T: 14 FF: 20 | CMD: 31 T: 28 | Fort/Ref/Will: +15/+13/+8 (+11 vs charm/compulsion effects) | Init: +6 | Perception: +19 | Sense Motive: +0 | Status: Blessing of Fervor (+2 Attack, +2 AC/Reflex)

"I think I'm going to stay a bit longer. I'll ask around about the dragon," Danh Long says gesturing to the staff for another drink.


Male Nagaji Bloodrager 5/Dragon Disciple 6 Init +1; AC 36/T 12/FF 35; (Imp Uncanny Dodge) CMD 31/FF 30 hp 131; Fort +13, Ref +7, Will +7; Perception +10

Sol nods to his companions. "Yes, I'll head to the Inn as well.
It's usually not a great idea to mess with dragons."
he says with a small grin.
I'm probably not going to have an opportunity to post for the next few days, sorry.


Male Human Gunslinger 1/ Cavalier 10 | HP: 99/99 | AC: 23 T: 14 FF: 20 | CMD: 31 T: 28 | Fort/Ref/Will: +15/+13/+8 (+11 vs charm/compulsion effects) | Init: +6 | Perception: +19 | Sense Motive: +0 | Status: Blessing of Fervor (+2 Attack, +2 AC/Reflex)

Dahn Long bids his teammates a good night, grabs his drink, and begins to wander around the noodle house looking for the loudest patrons. He figures those with the loudest mouths also have the loosest lips.

Taking 10 on Diplomacy (Gather Information) for a 13.


Dahn was not able to acquire any useful information and enjoys the evening having talk with the contestants and travelers. Many stories of their travels. You learn that a lot of the contestants have no desire to fight a dragon.


Male Human Gunslinger 1/ Cavalier 10 | HP: 99/99 | AC: 23 T: 14 FF: 20 | CMD: 31 T: 28 | Fort/Ref/Will: +15/+13/+8 (+11 vs charm/compulsion effects) | Init: +6 | Perception: +19 | Sense Motive: +0 | Status: Blessing of Fervor (+2 Attack, +2 AC/Reflex)

Much later and considerably drunker, Danh Long heads to bed.


It seems as if all of New Harbor wakes before dawn. Even as the dull orange sun creeps slowly over the eastern horizon, the fishermen have already crowded into their boats. They move swiftly, like blackened silhouettes dancing against dawn’s watercolor pallet, eerily silent except for the shuffling of ropes and oars, and the caws of their trained cormorants.

Finding your way to the Grand Pavilion should pose no challenge to you, who find a steady stream of boats carrying contestants and observers who can afford passage across the bay to the seaside arena, while droves of locals follow the coastal path to the pavilion. The Grand Pavilion and surrounding fairgrounds lie deep within the cove, and feature a massive and elaborate combat arena specifically constructed for the tournament. Scores of colorful tents cram the grounds spreading from the wood almost to the water. A line of spectators stretches from the Grand Pavilion, waiting to enter the arena. Contestants are given priority, and red- and orange-clad monks usher the eclectic collection of warriors and battlemages into the arena to stand before the Emissary.

Before you are allowed to enter the Grand Pavilion, you must sign an entrance contract before an Abadaran cleric. On the contract, you must write their team name, and the name of each member of the team. They must also each sign their names to the contests’ five simple rules, which are:

  • The commands of the Emissary and his agents are to be obeyed at all times, and the Emissary's word is final. None shall take violent action against the Emissary or his agents.
  • No contestant may leave Xielan Island until the conclusion of the tournament for any reason.
  • Once a round has begun, no contestant may receive any aid, be it magical or mundane, from anyone not participating in the round as a contestant.
  • Should any contestant yield to a foe and forfeit the battle, failure of other contestants to honor that forfeit will result in immediate disqualification.
  • No contestant shall loot the body of a fallen foe.
  • All contestants agree that there shall be no ties; only one team may be named the champions.

Map: The Grand Pavilion


Male Human Gunslinger 1/ Cavalier 10 | HP: 99/99 | AC: 23 T: 14 FF: 20 | CMD: 31 T: 28 | Fort/Ref/Will: +15/+13/+8 (+11 vs charm/compulsion effects) | Init: +6 | Perception: +19 | Sense Motive: +0 | Status: Blessing of Fervor (+2 Attack, +2 AC/Reflex)

Dahn Long signs with the rest of Crashing Waves.


|| Temp effects: 8/8 Ki Points remaining. | 10/10 rounds of Haste Available | Level loss: -8 HP. -1 to all ability checks, attack rolls and combat maneuver checks. -1 to AC and Outflank feat and sweeping maneuver is lost HP 91/91(83/83) | AC22 tch22 FF17 | CMD28/FF23 | F+13 R+15 W+13 | CMD +2 Disarm/Grapple/Reposition +4 Trip and all Grant an AoO | | Performance Combat +6 | Acrobatics+19 | Escape Artist +19 | Perception+17 | Stealth+17

Radrick signs along with Danh, then steps back to watch as the other groups come through.

Watching to see if any seem disrespectful while reviewing and signing the contract. Perception/Sense Motive: 1d20 + 17 ⇒ (13) + 17 = 30 Just watching. Both skills are at the same level.


You don't see anything disrespectful.


Male Tengu Warpriest of Hei Feng | HP: 70/70 | AC22 tch20 FF19 I CMD34/FF32 |F10 R9 W14 (+5 vs enchantment effects) | Init: +2 | Perception: +19 I Sense Motive +18

After Kurasu has done his morning meditation, he would interchange information with his teammates about the things he found out and what the ruckus with the dragon was about.

Continuing his morning routine the Tengu asks of his Deity; what weather is to be expected during the following days and to bless his vestment in preparation of the upcoming fight and offers to do the same with Radricks cloths.

Kurasu would prepare Freedom of Movement instead of Air Walk, and a second Magic Vestment instead of a Prayer. He would proceed to cast Read Weather, Magic Vestment (11h,+2AC) on his robes and also a second time on Radricks clothing if he is given the permission to do so.

When they arrive at the Pavillon, the Tengu would read the rule-set of the competition with narrowed eyes and proceed to sign afterwards.


|| Temp effects: 8/8 Ki Points remaining. | 10/10 rounds of Haste Available | Level loss: -8 HP. -1 to all ability checks, attack rolls and combat maneuver checks. -1 to AC and Outflank feat and sweeping maneuver is lost HP 91/91(83/83) | AC22 tch22 FF17 | CMD28/FF23 | F+13 R+15 W+13 | CMD +2 Disarm/Grapple/Reposition +4 Trip and all Grant an AoO | | Performance Combat +6 | Acrobatics+19 | Escape Artist +19 | Perception+17 | Stealth+17

Radrick nods to Kurasu, "I haven't seen any ruling indicating that such an enchantment would violate any rules."


Once we get the last signature, we begin!


|| Temp effects: 8/8 Ki Points remaining. | 10/10 rounds of Haste Available | Level loss: -8 HP. -1 to all ability checks, attack rolls and combat maneuver checks. -1 to AC and Outflank feat and sweeping maneuver is lost HP 91/91(83/83) | AC22 tch22 FF17 | CMD28/FF23 | F+13 R+15 W+13 | CMD +2 Disarm/Grapple/Reposition +4 Trip and all Grant an AoO | | Performance Combat +6 | Acrobatics+19 | Escape Artist +19 | Perception+17 | Stealth+17

Once Kurasu casts his spell Radrick motions the group together, "Remember to play to the crowd. As we enter the arena area, be the spectacle. They'll remember and cheer for us rather our opponent."

"Danh, How does your ability work that temporarily gives us all the teamwork ability? How long does it last? And what do you have to do? Is it something to activate before combat, or right at the start? I'll be working to trip our opponents or drag them between myself and others that get a sucker punch because of their lack of balance. Think position when possible."


Male Tengu Warpriest of Hei Feng | HP: 70/70 | AC22 tch20 FF19 I CMD34/FF32 |F10 R9 W14 (+5 vs enchantment effects) | Init: +2 | Perception: +19 I Sense Motive +18

With a poised glint in his eyes Kurasu adds; " Don't worry my friend. If there is something I am good at, it's drawing attention. I have a few flashy tricks up my sleeve... " he grasp the Stormlure around his neck.

" Keep in mind though, that I will only heal you guys when it's absolutely necessary or when you are in the risk of going down... the crowd is not too fond of magical healing during such events. It takes away the built up tensions, so I hope it is okay for you if I tend to your wounds after the battle is done."


|| Temp effects: 8/8 Ki Points remaining. | 10/10 rounds of Haste Available | Level loss: -8 HP. -1 to all ability checks, attack rolls and combat maneuver checks. -1 to AC and Outflank feat and sweeping maneuver is lost HP 91/91(83/83) | AC22 tch22 FF17 | CMD28/FF23 | F+13 R+15 W+13 | CMD +2 Disarm/Grapple/Reposition +4 Trip and all Grant an AoO | | Performance Combat +6 | Acrobatics+19 | Escape Artist +19 | Perception+17 | Stealth+17

"Healing during the contest shouldn't be necessary if the others follow the rules. Once an opponent yields they are no longer to be targeted under penalty of forfeiture."


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
Radrick Anon 1d20 + 12 ⇒ (2) + 12 = 14
Kurasu 1d20 + 2 ⇒ (11) + 2 = 13
Danh Long 1d20 + 6 ⇒ (12) + 6 = 18
Sol Drakescale 1d20 + 2 ⇒ (19) + 2 = 21
Devilspawn Tiefling 1d20 + 6 ⇒ (13) + 6 = 19
Human (red) 1d20 + 7 ⇒ (14) + 7 = 21
Human (orange) 1d20 + 7 ⇒ (8) + 7 = 15
Human (yellow) 1d20 + 7 ⇒ (5) + 7 = 12

Combat Tracker:

Round 1

21:07 - Human (red)

21:02 - Sol Drakescale

19:06 - Devilspawn Tiefling

18:06 - Danh Long

15:07 - Human (orange)

14:12 - Radrick Anon

13:02 - Kurasu

12:07 - Human (yellow)

First up, Human (red)!

I'll have his post up in a bit. Just want to get this out of the way and then I can think about what the monk will do. Good luck all!


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.

Human (red) takes a swift action to activate an (Su) ability.
He charges at Radrick FFAC 19
Monks Spade Melee: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 x2/20
Hits
1d6 + 4 ⇒ (2) + 4 = 6 magic & piercing damage

Up next, Sol!


|| Temp effects: 8/8 Ki Points remaining. | 10/10 rounds of Haste Available | Level loss: -8 HP. -1 to all ability checks, attack rolls and combat maneuver checks. -1 to AC and Outflank feat and sweeping maneuver is lost HP 91/91(83/83) | AC22 tch22 FF17 | CMD28/FF23 | F+13 R+15 W+13 | CMD +2 Disarm/Grapple/Reposition +4 Trip and all Grant an AoO | | Performance Combat +6 | Acrobatics+19 | Escape Artist +19 | Perception+17 | Stealth+17

What is the scale of the map? 5' squares?


yes


Male Nagaji Bloodrager 5/Dragon Disciple 6 Init +1; AC 36/T 12/FF 35; (Imp Uncanny Dodge) CMD 31/FF 30 hp 131; Fort +13, Ref +7, Will +7; Perception +10

Sol steps around his opponent to get into a better position, and then lets his instinctual rage take over.
His claws and fangs begin to tear at his enemy, and he lets out a furious draconic roar.
Claw; claw; bite: 1d20 + 22 ⇒ (6) + 22 = 281d20 + 22 ⇒ (11) + 22 = 331d20 + 22 ⇒ (20) + 22 = 421d20 + 22 ⇒ (16) + 22 = 382d6 + 17 + 1d6 + 1d6 ⇒ (6, 2) + 17 + (5) + (6) = 362d6 + 17 + 1d6 + 1d6 ⇒ (1, 2) + 17 + (3) + (2) = 251d8 + 25 + 1d6 + 1d6 ⇒ (4) + 25 + (1) + (6) = 361d8 + 25 + 1d6 + 1d6 ⇒ (7) + 25 + (1) + (4) = 37
5-foot stepping forward to get into flanking, bloodraging, then power attacking.
Ummmmm.... That's a lot of damage...


In the future, can you break your attacks up into different lines so it's easier to read.

Sol kills the man and the crowd gasps. You hear a few boos but mostly silence.

Up next, Tiefling. I'll have her post up later, I'm kinda busy tonight.


Male Human

I'm back. I was going to write up a post tonight but I'd like for Elia to level up (I've PM'd her) and I'm kinda tired, so I will write one in the morning.
As a reminder, everyone has 6 weeks of free time, and a ship came, so if you want a specific item you can place an order.


Male Human Gunslinger 1/ Cavalier 10 | HP: 99/99 | AC: 23 T: 14 FF: 20 | CMD: 31 T: 28 | Fort/Ref/Will: +15/+13/+8 (+11 vs charm/compulsion effects) | Init: +6 | Perception: +19 | Sense Motive: +0 | Status: Blessing of Fervor (+2 Attack, +2 AC/Reflex)

So... a couple of things. Sol does nonlethal due to his merciful amulet of mighty fists, so that would need to be CON+2xHP damage to kill the target. Also, I'm counting 4 attack and damage rolls there, but Sol only has 3 natural attacks. The three top damage rolls total 109, so... I'm guessing that wouldn't actually be fatal unless I missed something?

Also, normally, you can stop attacking and forfeit the rest of your full attack at any time, so unless Sol intended to kill his first opponent in a rage, he should be able to simply refrain once his opponent falls if the damage of the attack that drops them doesn't kill them outright.


Sol crit that's why you see 4 attacks. Please be descriptive about what type of damage your attacks are doing to avoid any confusion. And yes that killed the monk.

The woman casts a spell.

Up next, Danh!


Male Human Gunslinger 1/ Cavalier 10 | HP: 99/99 | AC: 23 T: 14 FF: 20 | CMD: 31 T: 28 | Fort/Ref/Will: +15/+13/+8 (+11 vs charm/compulsion effects) | Init: +6 | Perception: +19 | Sense Motive: +0 | Status: Blessing of Fervor (+2 Attack, +2 AC/Reflex)

Yikes! Glad I grabbed merciful as well then or this could have been a blood bath.

"Sol! Calm down, friend. We're not here to kill anyone, remember!" Danh Long whispers to the nagaji.

Hoping to shift attention away from the gruesome spectacle, he moves toward the center of the arena (move action to [T, 20]) and makes his own dazzling display (standard action), daring his foes to approach him as he draws his nodachi.

Intimidate: 1d20 + 17 ⇒ (15) + 17 = 32

I'm going to hold off on granting Paired Opportunists with Tactician. I can only use it three times a day and it seems like we might be able to get by without it this fight. Either way it's a swift action to use, so if it seems like we need the edge a little later, I'll use it.


Male Nagaji Bloodrager 5/Dragon Disciple 6 Init +1; AC 36/T 12/FF 35; (Imp Uncanny Dodge) CMD 31/FF 30 hp 131; Fort +13, Ref +7, Will +7; Perception +10

Oops, my above post was in the wrong thread, sorry.
The fourth roll is because of a crit.
Sol would have stopped attacking once his opponent went down, (if that's possible during a rage) and I do have merciful on my natural weapons. (adding an additional d6)


The man goes down & dies on the 3rd hit. Any performances will affect the next round.

Human (orange) does a swift action and you can see her in a fighting stance.

Up next, Radrick!


|| Temp effects: 8/8 Ki Points remaining. | 10/10 rounds of Haste Available | Level loss: -8 HP. -1 to all ability checks, attack rolls and combat maneuver checks. -1 to AC and Outflank feat and sweeping maneuver is lost HP 91/91(83/83) | AC22 tch22 FF17 | CMD28/FF23 | F+13 R+15 W+13 | CMD +2 Disarm/Grapple/Reposition +4 Trip and all Grant an AoO | | Performance Combat +6 | Acrobatics+19 | Escape Artist +19 | Perception+17 | Stealth+17

Seeing the man go down and hearing the response of the audience Radrick decides to play to the crowd. Moving forward in an elaborate dance he draws his Nunchaka and spins them in a dance of combat with imaginary opponents, arriving at a point beside Dahn Long and taking a martial stance.

Not sure on the rolls, specifics on actions as follows: Free action to activate the boots of speed. Moving and drawing the nunchaka as my move action. Performance as standard action, dropping the nunchaka at the end of the dance once I am in position. Also activating my Longarm Bracers as a swift action.

Performance: 1d20 + 6 ⇒ (2) + 6 = 8

Any issues? The bracers are to allow me an AoO if the enemy approach. The plan is to use a Trip Maneuver if they do approach.

Hmm... So much for my dance. The dice hate me!


Up next, Kurasu!


Male Tengu Warpriest of Hei Feng | HP: 70/70 | AC22 tch20 FF19 I CMD34/FF32 |F10 R9 W14 (+5 vs enchantment effects) | Init: +2 | Perception: +19 I Sense Motive +18

Well that was certainly not how it was supposed to go, so much for me thinking we'd be the team least likely to drop an opponent for good. Poor lad, hopefully the tournament has a powerful cleric handy...
Kurasu thinks while a silent curse escapes his beak, then focuses his attention towards the ongoing fight.

The Tengu moves to the middle of the battlefield and casts Blessing of Fervor on his teammates and himself, as well as surrounding himself with an barely visible magical field.

If the man looks obviously dead, Kurasu would move to R19 while drawing his Nine-Ring Broadsword [move], then casts Blessing of Fervor on himself and his allies [standard], then he uses up a point of fervor to cast Greater Stunning Barrier (DC 18) on himself as a swift action [swift].

If the man looks somewhat savable he would instead spend his turn to spontaneously cast a cure medium wounds (in place of 1 resist energy) on the man.

I guess that would be a Heal Check to see if he looks obviously dead in a free action (?) Heal: 1d20 + 5 ⇒ (6) + 5 = 11 if Kurasu is not sure wehther the man is savabel or not, he would like to go for sure and try to heal him.

And Cure Medium Wounds: 2d8 + 10 ⇒ (6, 6) + 10 = 22


The yellow monk does a swift action and you can see them in a stance.

Up next, Sol!


Male Human Gunslinger 1/ Cavalier 10 | HP: 99/99 | AC: 23 T: 14 FF: 20 | CMD: 31 T: 28 | Fort/Ref/Will: +15/+13/+8 (+11 vs charm/compulsion effects) | Init: +6 | Perception: +19 | Sense Motive: +0 | Status: Blessing of Fervor (+2 Attack, +2 AC/Reflex)

Do they look shaken?


You can see on the combat tracker


Male Nagaji Bloodrager 5/Dragon Disciple 6 Init +1; AC 36/T 12/FF 35; (Imp Uncanny Dodge) CMD 31/FF 30 hp 131; Fort +13, Ref +7, Will +7; Perception +10

Ouch. That was a very poorly timed crit. :(
Still in a bloodthirsty rage, Sol is oblivious to his fallen foe. He instead advances on his remaining opponents and roars a few arcane words, suddenly causing numerous duplicates of himself to split off from himself.
Moving forward to the rest of the group, then casting mirror image Mirror images: 1d4 + 2 ⇒ (2) + 2 = 4


The Tiefling casts another spell.

Up next, Danh!


Male Human Gunslinger 1/ Cavalier 10 | HP: 99/99 | AC: 23 T: 14 FF: 20 | CMD: 31 T: 28 | Fort/Ref/Will: +15/+13/+8 (+11 vs charm/compulsion effects) | Init: +6 | Perception: +19 | Sense Motive: +0 | Status: Blessing of Fervor (+2 Attack, +2 AC/Reflex)

Seeing that their opponents are content to hang back and let him and his allies approach, Danh Long drops his nodachi (free action), takes a step up (5.ft step), draws his pistol, and unleashes a volley (full round action) at one of the humans (yellow).

1st Pistol Attack: 1d20 + 15 ⇒ (5) + 15 = 20 vs touch AC
Pistol Damage: 1d8 + 1d6 + 8 ⇒ (8) + (6) + 8 = 22 nonlethal

2nd Pistol Attack: 1d20 + 10 ⇒ (12) + 10 = 22 vs touch AC
Pistol Damage: 1d8 + 1d6 + 8 ⇒ (1) + (4) + 8 = 13 nonlethal

3rd Pistol Attack: 1d20 + 5 ⇒ (7) + 5 = 12 vs touch AC
Pistol Damage: 1d8 + 1d6 + 8 ⇒ (8) + (1) + 8 = 17 nonlethal

If two or more hit, I'll make the swift action Performance check.

Performance Combat: 1d20 + 6 ⇒ (15) + 6 = 21 +2 if all three hit.


Danh’s first two bullets hit the monk and he’s still standing.

Human (orange) moves up to Danh and attempts to disarm him CMD 31 (this would provoke but you have ranged weapon)
CMB: 1d20 + 13 ⇒ (20) + 13 = 33
Success, Danh's weapon is now on the ground.

Up next, Radrick!


|| Temp effects: 8/8 Ki Points remaining. | 10/10 rounds of Haste Available | Level loss: -8 HP. -1 to all ability checks, attack rolls and combat maneuver checks. -1 to AC and Outflank feat and sweeping maneuver is lost HP 91/91(83/83) | AC22 tch22 FF17 | CMD28/FF23 | F+13 R+15 W+13 | CMD +2 Disarm/Grapple/Reposition +4 Trip and all Grant an AoO | | Performance Combat +6 | Acrobatics+19 | Escape Artist +19 | Perception+17 | Stealth+17

Seeing Dahn disarmed Radrick decides he needs help. He rolls around the gunslinger Move S20->T20->U20->V20 and attempt to trip the monk.(Orange)

Using 1 point of Ki for Reliable Maneuver,(swift action) and Blessing of Fervor: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Trip Attack 1st roll: 1d20 + 26 ⇒ (17) + 26 = 43
Trip Attack 2nd roll: 1d20 + 26 ⇒ (19) + 26 = 45

If successful it would provoke an AoO for Danh. Not sure how that would apply since he has been disarmed.... ??


S20 is not adjacent, do you have reach?


|| Temp effects: 8/8 Ki Points remaining. | 10/10 rounds of Haste Available | Level loss: -8 HP. -1 to all ability checks, attack rolls and combat maneuver checks. -1 to AC and Outflank feat and sweeping maneuver is lost HP 91/91(83/83) | AC22 tch22 FF17 | CMD28/FF23 | F+13 R+15 W+13 | CMD +2 Disarm/Grapple/Reposition +4 Trip and all Grant an AoO | | Performance Combat +6 | Acrobatics+19 | Escape Artist +19 | Perception+17 | Stealth+17

Typo... Meant to end on V21. S20->T20->U20->V21. (Diagonal in front of orange monk on U22) The effect of the long arm bracers ended at the beginning of my turn and it takes a swift action to activate. I used my swift action on Reliable Maneuver. Plus I didn't want to let our opponents know about that since none of them approached me while it was active last turn.


The human (orange) takes an attack of opportunity with it’s reach weapon the meteor hammer AC 26
meteor hammer melee: 1d20 + 10 ⇒ (14) + 10 = 24 19-20/x2
Miss

You then trip the monk and it is now prone.

Danh does not have unarmed strike and can not AoO

Up next, Kurasu!


Male Tengu Warpriest of Hei Feng | HP: 70/70 | AC22 tch20 FF19 I CMD34/FF32 |F10 R9 W14 (+5 vs enchantment effects) | Init: +2 | Perception: +19 I Sense Motive +18

"Alright, time to get in the spotlight aswell..." ; the Tengu thought, hoping to gain a bit of the crowds favor back with a flashy trick. Taking +2 to AC and Reflex Saves from Blessing of Fervor

Kurasu starts to sprint towards the east end of the arena (move action to S22) , at the end of his movement he leaps into the air with smile on his face, while whispering the command words to activate his Shoes of Lightning Leaping . In an instant Kurasu transforms into a flash of lightning which hits both the Tiefling and the Man standing beside her. With a roguish glint in his eyes the Tengu manifests at the end of the lightning in an artful manner. Standard Action to activate Shoes of Lightning Leaping leaping through S23-24 and T25-26 appearing in T27, dealing electricity damage to both of them. Making a performance combat check in a swift action due to producing a visible electricity effect.

Electricity Damage: 6d6 ⇒ (6, 5, 2, 4, 2, 6) = 25

Performance Combat: 1d20 + 9 ⇒ (13) + 9 = 22


Kurasu uses his magic item to attempt to damage his foes DC14 Reflex half
Human (yellow) Reflex: 1d20 + 8 ⇒ (8) + 8 = 16 Evades and takes no damage.
Tiefling Reflex: 1d20 + 6 ⇒ (2) + 6 = 8 Fails but resists some of the damage.

Human (yellow) uses a standard action and you can see some of his wounds heal up. He does not move.

The crowd has mixed feelings. Some of them still seem to be upset about the killing attack. However, with the combined efforts of Danh and Kurasu, a number of them cheer as you do your moves.

Up next, Sol!


Male Nagaji Bloodrager 5/Dragon Disciple 6 Init +1; AC 36/T 12/FF 35; (Imp Uncanny Dodge) CMD 31/FF 30 hp 131; Fort +13, Ref +7, Will +7; Perception +10

The many Sols move across the battlefield to engage the yellow-clad monk. His fangs blaze with draconic fire as he snaps at his foe.
Bite: 1d20 + 20 ⇒ (6) + 20 = 261d8 + 25 + 1d6 + 1d6 ⇒ (5) + 25 + (2) + (5) = 37
Using blessing of fervor to gain +2 to attacks, AC, and reflex saves, moving up to human (yellow) and power attacking.


Sol misses.

The Tiefling 5 ft steps then casts another spell defensively and succeeds.

This spell causes her hand to glow with a pale blue radiance.
She reaches to touch Kurasu Touch 14
melee touch: 1d20 + 5 ⇒ (7) + 5 = 12
Miss due to being shaken.

Up next, Danh!


Male Human Gunslinger 1/ Cavalier 10 | HP: 99/99 | AC: 23 T: 14 FF: 20 | CMD: 31 T: 28 | Fort/Ref/Will: +15/+13/+8 (+11 vs charm/compulsion effects) | Init: +6 | Perception: +19 | Sense Motive: +0 | Status: Blessing of Fervor (+2 Attack, +2 AC/Reflex)

Using Blessing of Fervor's +2 attack, AC, and reflex saves this turn. Current AC: 25; T: 16; FF: 22; Current Reflex +15

Danh Long reaches down for his gun (move action), then takes a step back (5-ft step to S22) and fires a shot (standard action) at the opponent Sol is fighting (yellow).

Pistol vs. Touch AC: 1d20 + 17 ⇒ (5) + 17 = 22
Pistol Damage: 1d8 + 1d6 + 11 ⇒ (8) + (1) + 11 = 20 nonlethal; using Focused Aim for +CHA mod damage (swift action); 2/3 Grit remaining

Performance Check: 1d20 + 6 ⇒ (15) + 6 = 21 In case that happens to drop the guy.


Human (orange) takes an attack of opportunity with the reach weapon while Danh fires a ranged attack. (Combat Reflexes) AC 25
1d20 + 7 ⇒ (6) + 7 = 13 20/x2
Miss

Dan fires a shot at Human (yellow) and hits. He takes the damage.

Human (orange) will free action drop the meteor hammer, swift action and full round flurry Radrick AC 26
melee unarmed ki attack: 1d20 + 7 ⇒ (4) + 7 = 11 20/x2
melee unarmed haste: 1d20 + 7 ⇒ (17) + 7 = 24 20/x2
melee unarmed 1: 1d20 + 7 ⇒ (3) + 7 = 10 20/x2
melee unarmed 2: 1d20 + 7 ⇒ (18) + 7 = 25 20/x2
melee unarmed 3: 1d20 + 2 ⇒ (4) + 2 = 6 20/x2
melee unarmed 4: 1d20 + 2 ⇒ (16) + 2 = 18 20/x2
Miss

Up next, Radrick!


|| Temp effects: 8/8 Ki Points remaining. | 10/10 rounds of Haste Available | Level loss: -8 HP. -1 to all ability checks, attack rolls and combat maneuver checks. -1 to AC and Outflank feat and sweeping maneuver is lost HP 91/91(83/83) | AC22 tch22 FF17 | CMD28/FF23 | F+13 R+15 W+13 | CMD +2 Disarm/Grapple/Reposition +4 Trip and all Grant an AoO | | Performance Combat +6 | Acrobatics+19 | Escape Artist +19 | Perception+17 | Stealth+17

Is Orange monk still prone?

Radrick watches the other monk striking at him but fortunately is able to dodge the attacks. He clicks his heels together again and focuses his full round of attacks on the prone man.

Free action to activate the boots of speed again. Keeping the +2 from Fervor. 5' step to U21 and attack.

First Attack: 1d20 + 8 + 5 + 1 + 1 + 2 + 4 ⇒ (5) + 8 + 5 + 1 + 1 + 2 + 4 = 26 (BAB,DEX,Haste,Amulet,Fervor,Prone)
Damage: 2d8 + 2 + 1 + 2 ⇒ (2, 3) + 2 + 1 + 2 = 10 (STR,Amulet,Fervor)

Haste Bonus Attack: 1d20 + 8 + 5 + 1 + 1 + 2 + 4 ⇒ (2) + 8 + 5 + 1 + 1 + 2 + 4 = 23 (BAB,DEX,Haste,Amulet,Fervor,Prone)
Damage: 2d8 + 2 + 1 + 2 ⇒ (5, 8) + 2 + 1 + 2 = 18 (STR,Amulet,Fervor)

Second Attack: 1d20 + 3 + 5 + 1 + 1 + 2 + 4 ⇒ (6) + 3 + 5 + 1 + 1 + 2 + 4 = 22 (BAB,DEX,Haste,Amulet,Fervor,Prone)
Damage: 2d8 + 2 + 1 + 2 ⇒ (2, 2) + 2 + 1 + 2 = 9 (STR,Amulet,Fervor)

Note: I choose the damage (if any) to be nonlethal, and stop immediately if he drops unconscious. I don't get a flurry of blows.(flurry of maneuvers) If any of my bonuses are wrong, please let me know.


Yes the monk is still prone. Also, don't add bonus to your attack for the target being prone, that is for me to remove from his AC.

All of your attacks hit and the monk is still up.

Up next, Kurasu!


Male Tengu Warpriest of Hei Feng | HP: 70/70 | AC22 tch20 FF19 I CMD34/FF32 |F10 R9 W14 (+5 vs enchantment effects) | Init: +2 | Perception: +19 I Sense Motive +18

"Whoa there." Kurasu utteres surprised as the Tiefling tries to get a hold of the slick Tengu with her glowing hand. "Better make sure not to get hit by this, I have a very bad feeling"

To minimize the chance of getting struck Kurasu takes on the Stance of the Crane and would attempt to deal out some damage with his Nine-Ring Broadsword to disrupt the Tieflings concentration.

Taking the bonus attack from Blessing of Fervor, Swift action shifting into Crane Style ( Crane Style , Crane Wing ), fighting defensively and taking a full round action to flurry of blow the Tiefling wth my Nine-Ring Broadsword.

Current AC due to fighting defensively with Crane Style is AC28 tch26 FF21 getting a penalty to hit at -2 and a general +4 dodge bonus (+2 fighting defensively, +1 due to 3ranks in acrobatics, +1 Crane Style) and adding an additional +4 dodge bonus vs melee attacks (not included), this bonus is negated after a melee attack misses Kurasu by 4 or less.

fighting defensively, being hasted by blessing of fervor, doing a +1 shocking nine-ring broadsword flurry of blows +11/+11/+11/+6/+6 (1d8+7 /19-20 /x3 plus 1d6 electricity) damage will be magic, slashing and lethal . Stopping my attacks if the Tiefling falls unconcious.

Blessing of Fervor Bonus Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Sword Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Electricity Damage from Shocking Enhancement: 1d6 ⇒ 2

First Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Sword Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Electricity Damage from Shocking Enhancement: 1d6 ⇒ 5

Second Attack: 1d20 + 11 ⇒ (8) + 11 = 19
Sword Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Electricity Damage from Shocking Enhancement: 1d6 ⇒ 5

Third Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Sword Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Electricity Damage from Shocking Enhancement: 1d6 ⇒ 2

Fourth Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Sword Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Electricity Damage from Shocking Enhancement: 1d6 ⇒ 5

---------------------------------------------------------------

Threat for Crit on First Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Additional Sword Damage in Case of Crit: 2d8 + 14 ⇒ (5, 1) + 14 = 20
Performance Combat Check in Case of Crit: 1d20 + 9 ⇒ (11) + 9 = 20

Mandatory Performance Combat Check due to Natural 1 on Third Attack: 1d20 + 9 ⇒ (10) + 9 = 19

Performance Combat Check in Case of Dropping the Tiefling Unconcious: 1d20 + 9 ⇒ (20) + 9 = 29

EDIT I have messed up my boni to hit with the third and fourth attack, both should be +6 instead of +7/11.

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