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

Game Master Deadly secret


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Nandita hits with 2nd and 3rd attack and does some damage. Assuming since the weapon is called merciful it's non-lethal damage.

As it may or may not matter during this combat, it will matter a lot in the future ones. Please state what type of damage you are doing. This includes if it's cold iron or magic or yadda yadda.

Kurasu tries to stand up. The monk will take an AoO CMD 34
Trip shang gou: 1d20 + 29 ⇒ (5) + 29 = 34 vs CMD
Success, Kurasu does not stand up and is falling again from the cliff. You may make a reflex save to catch the wall and hang from it (aka prone); otherwise fall to the water. DC 21

You still have a move action or standard action left while you're prone. Of course you can't cast spells if it requires both your hands.


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

Damn I forgot it's possible to substitute combat maneuvers for AoO. Well let's try again then.

Reflex Save: 1d20 + 9 ⇒ (14) + 9 = 23

Gladly Kurasu was able to cling to the cliff wall once more. In a pinch he tries to cast a spell.

Standard action to cast Blessing of Fervor on himself and his allies. As far as I know having one hand free does suffice to fulfill the somatic requirements of a spell, correct me if I am wrong.

Not casting defensibly, provoking another attack of opportunity from the monk if he does have one.

Concentration Check in Case of Receiving Damage While Casting: 1d20 + 16 ⇒ (20) + 16 = 36


I believe you have to had one had free to do the somatic and the other hand needs to have the material component which is your divine focus. So I don't think you can. Are there alternative things you'd like to try?


female CN Human Fighter Cad lvl11, constant Deathwatch in 30ft cone HP 103/103 |AC-19 T-15 FF-16 | F+10, R+6, W+3 |CMB+15 (16 disarm & steal) (18 dirty trick no AoO) CMD 28 (29 vs disarm & steak)(30 dirty trick) | Init+3 | +2 att & dmg vs. those who hit me since my last turn| if I hit someone denied dex immeadiat action to dirty trick with attack | swift action to change improved weapon dmg crit 19/20x2 | snatch and throw back arrows once per round

Yes it is non lethal. Sorry


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

If I am not able to cast with one free hand I will crawl to G12, possibly provoking an attack of opportunity


Kurasu casts blessing of fervor while hanging from the wall.

Round 2

══════════════

Up next, Sol!

Combat Tracker:
Combat Tracker
Round 2
══════════════
21.02 - Sol Drakescale
17.07 - Shang Gou Monk (blue)
16.07 - Shang Gou Monk (orange)
14.12 - Radrick Anon
12.07 - Orometsu Yasi
09.07 - Shang Gou Monk (green)
06.03 - Nandita Bachchan
04.04 - Kurasu
---Round End---


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

Oh, right. Monks...
Seeing his fire have little effect, Sol charges across the cliff face to meet his foes head-on. As he moves, he lets out a roar of fury, and his vision narrows to show him only his target.
Bite, Rage, Fervor: 1d20 + 23 ⇒ (6) + 23 = 291d8 + 16 + 1d6 + 1d6 ⇒ (4) + 16 + (4) + (4) = 28
24 nonlethal from merciful enchantment, and 4 fire.
Choosing the +2 to attack, AC, and Reflex bonus from blessing of fervor, and I've updated the stats on my top to account for it.


So which one were you attacking?


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, forgot to clarify that I meant to attack Orometsu. Also, I think my bite counts as magic due to my dragon-iness.


Sol attacks and does some damage.

Shang Gou Monk (blue) will charge at Radrick with a trip attempt CMD 38 this does not provoke as you are in TD
Trip with shang gou: 1d20 + 31 ⇒ (3) + 31 = 34
Miss

Shang Gou Monk (orange) will charge at Sol with a trip attempt CMD 34
Trip with shang gou: 1d20 + 31 ⇒ (2) + 31 = 33
Miss

══════════════

Up next, Radrick!

Combat Tracker:
Combat Tracker
Round 2
══════════════
21.02 - Sol Drakescale
17.07 - Shang Gou Monk (blue)
16.07 - Shang Gou Monk (orange)

14.12 - Radrick Anon
12.07 - Orometsu Yasi
09.07 - Shang Gou Monk (green)
06.03 - Nandita Bachchan
04.04 - Kurasu
---Round End---


|| 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

Guess I need to word things better. I will never use total defense when I am expecting to be getting AoOs and using Greater Trip. I said I was taking a defensive stance, more for show than anything.... following your post for the other minks. I would have posted a correction but have been offline for work and travel. BTW: Using an AoO on a prone person standing up happens before the stand up, so re-tripping doesn't work.

Since the other monk had closed with him, Radrick tries to send the man to his knees. 5' step, then using Sweeping Maneuver to try and trip both men. One point of Ki for Reliable Maneuver on the Blue one.

Trip Attempt Blue: 1d20 + 26 ⇒ (17) + 26 = 43
Trip Attempt Blue: 1d20 + 26 ⇒ (4) + 26 = 30

Trip Attempt Orange: 1d20 + 26 ⇒ (17) + 26 = 43


You're right, that was ment to be an attack not a trip. Of course that was my bad and I'm fully aware of the rules.

Kurasu as I made a mistake did you want to move? and the monks attack with a dice roll of 5 will miss your AC


Are you supposed to have a penalty on the 2nd attempt? Is your AC 22 or 26?


GM Screen:
1d20 ⇒ 111d20 ⇒ 8

Radrick trips blue and he begins to fall. But he saves on the reflex and is now prone.

Radrick trips orange and he begins to fall. He fails the reflex and falls to the water. Just as he's about to hit the water, he begins to feather fall.

Orometsu will charge at Radrick and provokes an AoO from you. AC 26
Melee nodachi: 1d20 + 20 ⇒ (7) + 20 = 27 15-20/x2
Hits
1d10 + 10 ⇒ (10) + 10 = 20 slashing damage plus 1d6 ⇒ 2 cold damage

Monk (green) will 5 ft step down, use a swift action then full round Nandita CMD 28
Trip: 1d20 + 14 ⇒ (5) + 14 = 19
Fails

══════════════

Up next, Nandita!

Combat Tracker:
Combat Tracker
Round 2
══════════════
21.02 - Sol Drakescale
17.07 - Shang Gou Monk (blue)
16.07 - Shang Gou Monk (orange)
14.12 - Radrick Anon
12.07 - Orometsu Yasi
09.07 - Shang Gou Monk (green)

06.03 - Nandita Bachchan
04.04 - Kurasu
---Round End---


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

No problem. Yeah, 5 ft step to G12 if that is ok for you.

My current Ac is 22
EDIT: never mind. You meant Radrick


Yeah sorry just juggling a lot of things atm in real life and just making some mistakes. Yeah I just assume it's the latter. Also, seemed to cut off the full round. Let me get the rest of the attacks posted here in a min.


Second attack on Nandita on AC 19?
Melee shang gou: 1d20 + 5 ⇒ (18) + 5 = 23 20/x2
If it hits
1d4 + 3 ⇒ (4) + 3 = 7 lethal magic slashing damage


female CN Human Fighter Cad lvl11, constant Deathwatch in 30ft cone HP 103/103 |AC-19 T-15 FF-16 | F+10, R+6, W+3 |CMB+15 (16 disarm & steal) (18 dirty trick no AoO) CMD 28 (29 vs disarm & steak)(30 dirty trick) | Init+3 | +2 att & dmg vs. those who hit me since my last turn| if I hit someone denied dex immeadiat action to dirty trick with attack | swift action to change improved weapon dmg crit 19/20x2 | snatch and throw back arrows once per round

All non lethal and against the guy in green. Do you double the roll or roll twice on crits?

Grinning at her opposite, "Gods I love mages."

merciful short sword: 1d20 + 15 ⇒ (14) + 15 = 29
damage: 1d6 + 6 + 1d6 ⇒ (4) + 6 + (4) = 14

merciful short sword: 1d20 + 15 ⇒ (18) + 15 = 33
Crit Confirm: 1d20 + 15 ⇒ (19) + 15 = 34
damage: 1d6 + 6 + 1d6 ⇒ (3) + 6 + (4) = 13

merciful short sword: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d6 + 6 + 1d6 ⇒ (3) + 6 + (3) = 12

merciful short sword: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 6 + 1d6 ⇒ (6) + 6 + (4) = 16

merciful short sword: 1d20 + 5 ⇒ (17) + 5 = 22
Critical Confirm: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 + 6 + 1d6 ⇒ (3) + 6 + (6) = 15

merciful short sword: 1d20 + 15 ⇒ (11) + 15 = 26
damage: 1d6 + 6 + 1d6 ⇒ (5) + 6 + (4) = 15


Nandita hits on the 1st, 2nd, 3rd & 6th attack. Despite it being non-lethal damage, you bust him up so bad he falls unconscious falling from the cliff. His wounds are no longer bruises and became real damage as you can see blood dripping from them. He hits the water, the crowd gasps on the boats.

══════════════

Up next, Kurasu!

Combat Tracker:
Combat Tracker
Round 2
══════════════
21.02 - Sol Drakescale
17.07 - Shang Gou Monk (blue)
16.07 - Shang Gou Monk (orange)
14.12 - Radrick Anon
12.07 - Orometsu Yasi
09.07 - Shang Gou Monk (green)
06.03 - Nandita Bachchan

04.04 - Kurasu
---Round End---


|| 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

Standard AC is 22, plus the temp mods is 26. Should I just leave the 22 and leave the modifiers after?

As I read it both attacks are at the regular numbers: Sweeping Maneuver (Ex): At 11th level, a maneuver master can make two combat maneuvers as a standard action, as long as neither maneuver requires the maneuver master to move. He may perform two identical maneuvers against two adjacent enemies, or he may perform two different combat maneuvers against the same target. This ability replaces diamond body.

AoO: 1d20 + 13 ⇒ (6) + 13 = 19
Oh well....


OK gotcha. Ah ok not familiar with the class so just asking. You can leave it as is if you like it that way.

Radrick misses with the AoO


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

Kurasu utters a short prayer to Hei Feng, then he moves the cliff upwards and towards the last standing foes, placing himself in an ideal flanking position. He pauses for a moment to concentrate and channels the destructive energies of his Deity in preparation for his next move.

Blessing of Fervor: increased speed by 30ft / Swift Action; uses a point of fervor to cast Divine Favor on himself / Move Action: moves to E 20 / Standard Action: activates Warpriest Blessing of Destruction Destructive Attacks on himself


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
GM Deadly Secret wrote:
He hits the water, the crowd gasps on the boats.

IIrc, weren't there some sorcerers whose job it was to cast feather fall on falling people?

I have the spell so I could theoretically do it, but I'm in a bloodrage so it wouldn't make much sense for me to be helping enemies... :/


Kurasu moves and casts.

Round 3

══════════════

Up next, Sol!

Combat Tracker:
Combat Tracker
Round 3
══════════════
21.02 - Sol Drakescale
17.07 - Shang Gou Monk (blue)
16.07 - Shang Gou Monk (orange)
14.12 - Radrick Anon
12.07 - Orometsu Yasi
09.07 - Shang Gou Monk (green)
06.03 - Nandita Bachchan
04.04 - Kurasu
---Round End---


yes you were told that there was a saftey measure in place.


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

His original target gone, Sol instead claws and bites at the enemy monk next to him.
Bite; Claw; Claw: 1d20 + 23 ⇒ (15) + 23 = 381d20 + 23 ⇒ (18) + 23 = 411d20 + 23 ⇒ (12) + 23 = 351d8 + 16 + 1d6 + 1d6 ⇒ (8) + 16 + (6) + (1) = 312d6 + 11 + 1d6 + 1d6 ⇒ (6, 2) + 11 + (5) + (4) = 282d6 + 11 + 1d6 + 1d6 ⇒ (5, 3) + 11 + (1) + (4) = 24
That's 30 nonlethal and 1 fire; 24 nonlethal and 4 acid, and then 20 nonlethal and 4 acid. Sol will stop attacking once his opponent is unconscious.
Using blessing of fervor to gain +2 to AC, Reflex, and attack rolls.


Sol full rounds the monk and he falls unconscious. You watch him fall and once again, he hits the water making a splash and everyone gasps down at the boats on the water.

══════════════

Up next, Radrick!

Combat Tracker:
Combat Tracker
Round 3
══════════════
21.02 - Sol Drakescale
14.12 - Radrick Anon
12.07 - Orometsu Yasi
09.07 - Shang Gou Monk (green)
06.03 - Nandita Bachchan
04.04 - Kurasu
---Round End---


|| 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

With the pain of the strike from the strange weapon Radrick wants to stop the woman. With a quick thought he again draws from his inner energy and swings a pair of martial maneuvers at Orometsu.

Again using Sweeping Maneuver, both attacks on Orometsu, first to disarm, then to trip with the point of Ki for Reliable Maneuver going to the disarm attack.

Disarm Attack: 1d20 + 24 ⇒ (1) + 24 = 25
Disarm Attack: 1d20 + 24 ⇒ (8) + 24 = 32

Trip Attack: 1d20 + 26 ⇒ (17) + 26 = 43

Both attempts are without any weapon. If the disarm works I can take the weapon from Orometsu and I'll have it in hand for the trip attack. If I fail the Trip by 10 or more and also failed the disarm, then I fall.... If I have the weapon and fail the trip by 10 or more I can then drop it and not fall.


GM Screen:
1d20 ⇒ 11

Radrick disarms her and then trips her. She tries to hold on DC 20
She fails to hold on and falls. You hear her splash hard into the water as the crowd is disturbed.

Out of Combat!

What do you each do?


|| 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 his opponent fall, and splash hard into the water, Radrick starts down the cliff face. "Come on guys. They may need some help. And somebody needs to answer about why the protective magics failed."

Moving down the cliff as fast as possible without seriously risking falling. Calling out to the members of the other team to see if they are in need of help. My swim skill is only +6 but I have 100' of rope. I anyone appears to be unconscious I'll have somebody anchor the line and swim out to whoever needs saving. ?? Where are the officials?


female CN Human Fighter Cad lvl11, constant Deathwatch in 30ft cone HP 103/103 |AC-19 T-15 FF-16 | F+10, R+6, W+3 |CMB+15 (16 disarm & steal) (18 dirty trick no AoO) CMD 28 (29 vs disarm & steak)(30 dirty trick) | Init+3 | +2 att & dmg vs. those who hit me since my last turn| if I hit someone denied dex immeadiat action to dirty trick with attack | swift action to change improved weapon dmg crit 19/20x2 | snatch and throw back arrows once per round

"Supposed to be mages for that!" Already moving down the cliff while voicing the complant.

Same thing. As quickly as she can get down to the water and jumping in after either tying the rope onto something or getting one of the others to do so.


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 comes out of his bloodrage, nods, and begins to climb down the cliff face.


You all climb down the cliff to the water. Some people are diving from their boats to swim to some of the unconscious fighters. Some of you perhaps jump in and grab onto the floating fighters and bring them to boats and assist the people with getting them into the boats for recovery. The audience seems to be calming down and a lot of the boats are returning to the shores.

Marthysan looks down the cliff and after you get everyone to safety he shouts, "I hate to rush you, but if you would please return the slippers to us. You have your tournament match starting within minutes and you need to hurry to the Grand Pavilion for the rules of the fight. We can take it from here and get them some aid and start an investigation."


|| 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 returns the weapon to Orometsu, then climbs up to Marthysan to return the slippers. "Surely we won't be disqualified for common decency. We were concerned for the other team."

On the way to the next tournament he asks if anyone is hurt and if Kurasu could use a spell for some healing. I think I was only hit once for 22. ??

Getting out two potions before the next fight. Mage Armor I'll take right before we arrive. Holding Bull's Strength to take as they are explaining the rules. I got the potions but keep forgetting to use them....


female CN Human Fighter Cad lvl11, constant Deathwatch in 30ft cone HP 103/103 |AC-19 T-15 FF-16 | F+10, R+6, W+3 |CMB+15 (16 disarm & steal) (18 dirty trick no AoO) CMD 28 (29 vs disarm & steak)(30 dirty trick) | Init+3 | +2 att & dmg vs. those who hit me since my last turn| if I hit someone denied dex immeadiat action to dirty trick with attack | swift action to change improved weapon dmg crit 19/20x2 | snatch and throw back arrows once per round

Shaking her head and mumbling, "Pretty sure no one is supposed to die but we would hate to keep the audience waiting... Stupid people.."

Trailing behind Radrick and returning her slippers. Smiling at Sol, "That was fun until the whole people almost dying thing."


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

Kuarsu channels more energy form his deity into himself surrounding him with a barrier of swirling winds. After this he jumps down the cliff and floats slowly down to one of the boats.

Using Major Blessing of Wind (Windbarrier) which surrounds him with a wall of winds and grants him the benefit of feather fall for 1min.

After returning his slippers the Tengu would ask if any of his friends are in need of healing.

Healing Radrick, loosing 1 Lesser Restoration for Cure Spells

Moderate Cure Wounds: 2d8 + 10 ⇒ (4, 7) + 10 = 21

Then Kurasu mumbles a few disgruntled sounds and follows his companions towards the Grand Pavillon.


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 climbs back up the cliff and returns his slippers.
"Fun, until people almost died. I'd expected better safety measures here."


The roar of the crowd in the Grand Pavilion is deafening, even compared to the tumult yesterday. Where previously the fight stage was bare, it now sports three pillars of wood and iron, each supporting two wooden platforms connected by rope ladders.

In the center of the arena stand three towershaped scaffolds constructed of wood and metal. Tangles of rope ladders connect two fighting platforms, one 20 feet above the ground and the other 40 feet above it. Both levels of the towers are identical and utilize the same map.

The map will show each floor of the tower. If you’re having a hard time understanding it, let me know. Make sure you remember to roll performances when appropriate, I will do my best to remind you if you qualify for any.

Combat Performance

The Emissary permits your team and your opponent 1 minute to prepare for battle. 10 rounds. You may cast any spell, but make sure you take note on what round and what it’s duration is when the combat starts. You may not move until Combat starts on Round 11, yes targets still can be FF if you beat them in initiative. Also, you are not allowed to fly in this combat as it is a test of skill.

Grand Pavilion Three Towers Map You will need to specify what square you want to move to.

Initiative
Radrick Anon 1d20 + 12 ⇒ (14) + 12 = 26
Kurasu 1d20 + 2 ⇒ (13) + 2 = 15
Nandita Bachchan 1d20 + 3 ⇒ (17) + 3 = 20
Sol Drakescale 1d20 + 2 ⇒ (12) + 2 = 14
Ganyavesha 1d20 + 9 ⇒ (3) + 9 = 12

Ganyavesha gets to start on the top of a platform before combat starts. A large woman moves up to the larger pillar and begins climbing to the very top and looks down at you all as she appears very ready for this fight.

══════════════

Up first, Radrick!

Combat Tracker:
Combat Tracker
Round 1
══════════════
26.12 - Radrick Anon
20.03 - Nandita Bachchan
14.02 - Sol Drakescale
12.09 - Vanyavesha
12.04 - Kurasu
---Round End---


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 the emissary explains the rules of the tournament Kurasu states to his companions, "Since we were granted some time to prepare I would advise you to stay close to me during the preparation so I can distribute my deity's blessings among you."

Is it possible that you made a mistake in placing me last in the initiative order or did I miss something.


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

So if we have spells to cast should we post them all now or are we doing pre-combat in initiative order?


|| 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 quaffs his potion of strength, then notices the large woman climbing. He grins and retrieves another potion (Enlarge Person) while waiting, drinking it just a moment before the 'go'. As the team 'preps, Kurasu casting his magic and such he glances at the structure. "Wood. Probably not safe for your breath attack Sol. Everybody try to stay close. If you're close enough to me and I trip someone you can sucker punch them...."

Once the team gets the 'go' he strides toward the towers with the team looking for how they are supposed to climb it.

Only one opponent? I'll be delaying to be moving with the others. Did the large lady climb the rope ladders? Watching to see which appear to be strong enough or I'll plan to follow her route up.


I will have a more dedicated post later but I wanted to be clear. You're being held outside of the ring and is allowed to cast 10 rounds of spells or actions if you want. Then the combat starts on round 1 aka round 11 and you step into the ring. (this is so you can manage your rounds per spell as combat may or may not be short and duration are a thing.) She was allowed to start on the top tower as you're not. You may not move during these 10 rounds of buffing. When it is your turn, you may take your normal combat actions. So as of right now, your tokens are where I placed them as round 1 begins. Is there any questions?

Yes Kurasu, it appears I had a typo when putting them in order so that will be fixed. I actually can't edit the campaign tab anymore.

Please state your buffs and numbers at the bottom of each of your posts as a spoiler so when I'm doing my thing I do it right. So go ahead and spend those 10 rounds buffing up. Then Radrick may take his turn as he is first to act.

Also take note that if you're climbing the ropes, you must roll climb checks and you will be reduced down to your climb speeds. If you read the description again, it will indicate how high up each platform is.


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

10rds of casting und distributing blessings:

Round 1

Fullround Action casting and applying Communal Resist Energy Electricity 30min for Radrick, Sol, Nandita / 20min for myself.

Round 2

Standard Action casting Shield of Faith on Radrick granting him a +3 deflection bonus for 11min (note that deflection bonus to AC also applies to CMD).

Round 3

Fullround Action casting and applying Communal Protection from Law 3min for Radrick, Sol, Nandita / 2min for myself. Swift Action enter Crane Stance

Round 4

Standard Action using Blessing of Destruction (Heart of Carnage) on Nandita for 1 minute, the ally gains a +4 insight bonus on attack rolls made to confirm critical hits and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit.

Round 5

Standard Action using Blessing of Destruction (Heart of Carnage) on Kurasu for 1 minute, the ally gains a +4 insight bonus on attack rolls made to confirm critical hits and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit.

Round 6

Standard Action using Blessing of Destruction (Destructive Attacks) on Nandita granting a +5 morale bonus on weapon damage rolls for 1min.

Round 7

Standard Action using Blessing of Destruction (Destructive Attacks) on Sol granting a +5 morale bonus on weapon damage rolls for 1min.

Round 8

Standard Action using Blessing of Destruction (Destructive Attacks) on Kurasu granting a +5 morale bonus on weapon damage rolls for 1min.

Round 9

Standard Action casting Greater Stunning Barrier on Kurasu for 11 rounds.

Round 10

Standard Action casting Divine Favor on Kurasu for 1min.

Buffs and their remaining duration at round 11 =>

Radrick's Buffs:

Resist Energy Electricity 30 for 289rds.

Protection from Law for 21rds.

Shield of Faith (+3 deflection bonus) for 102rds.

Sol's Buffs:

Resist Energy Electricity 30 for 289rds.

Protection from Law for 21rds.

+5 morale bonus on weapon damage rolls for 6rds.

Nandita's Buffs:

Resist Energy Electricity 30 for 289rds.

Protection from Law for 21rds.

+5 morale bonus on weapon damage rolls for 5rds.

+4 insight bonus on attack rolls made to confirm critical hits and a 50% chance to treat any critical hit or sneak attack as a normal hit for 3rds.

Kurasu's Buffs:

Resist Energy Electricity 30 for 189rds.

Protection from Law for 11rds.

+5 morale bonus on weapon damage rolls for 7rds.

+4 insight bonus on attack rolls made to confirm critical hits and a 50% chance to treat any critical hit or sneak attack as a normal hit for 4rds.

Greater Stunning Barrier (DC18) for 9rds.

Divine Favor for 9rds.


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

Spells:
1. Enlarge Person
2. Shield
3. Ironskin
4. Mirror image
Keeping a 1st level spell around in case we need feather fall.
Durations are all 1 minunte per level, so they'll last more than 50 rounds each.

So that's a total of +7 to AC, and enlarge person affects lots of other stats in various ways, stats at the top are updated.


|| 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's buffs were just potions. Mage Armor which actually just adds 2 since it won't stack with the Magic Vestment.(1 hour) Bull's Strength for +4 to strength for 3 minutes, and Enlarge which only lasts for 1 minute.

Once the Rope is down, Radrick will run forward, jump up and grab the ropes to climb to the first level, then wait for the others.
Jump check with 1 Ki used: 1d20 + 18 + 11 + 20 + 12 ⇒ (9) + 18 + 11 + 20 + 12 = 70 (+18 skill, +11 Monk adds level to Jump, +20 from Ki, +12 for speed above 30')
DC20 Reflex save to grab the ropes to finish the climb: 1d20 + 15 ⇒ (8) + 15 = 23
Climb check if needed?: 1d20 + 10 ⇒ (16) + 10 = 26

70/4 is 17.5 feet jumped. Not sure how my size would affect that? But does that plus the grab and climb get me up to the first level? (Once we are allowed to move)


female CN Human Fighter Cad lvl11, constant Deathwatch in 30ft cone HP 103/103 |AC-19 T-15 FF-16 | F+10, R+6, W+3 |CMB+15 (16 disarm & steal) (18 dirty trick no AoO) CMD 28 (29 vs disarm & steak)(30 dirty trick) | Init+3 | +2 att & dmg vs. those who hit me since my last turn| if I hit someone denied dex immeadiat action to dirty trick with attack | swift action to change improved weapon dmg crit 19/20x2 | snatch and throw back arrows once per round

Looking up, way up, "Gonna hurt if anyone falls."

Patting her bag and digging around before pulling out two potions, "I hate falling."

Starting to float a few inches, "I'm gonna keep her distracted so she can't mess with you guys while you climb."

Buffs Fly 27 rounds
Enlarge person 9 round
Also can we buy potions here cause I still have that 2000gp of free money


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

@Nandita remember flying will disqualify our team in this challenge.


OK, whew this once is complicated due to all the prebuffing and what not so sorry if I miss anything just remind me and we will clarify.

Radrick moves jumps moves. Yeah all that is fine due to the size, so is anyone else large and I can resize token and to what square did you want to end up at? first level is floor 2.

══════════════

Up next, Nandita!

Combat Tracker:
Combat Tracker
Round 1
══════════════
26.12 - Radrick Anon
20.03 - Nandita Bachchan
14.02 - Sol Drakescale
12.09 - Vanyavesha
12.04 - Kurasu
---Round End---


female CN Human Fighter Cad lvl11, constant Deathwatch in 30ft cone HP 103/103 |AC-19 T-15 FF-16 | F+10, R+6, W+3 |CMB+15 (16 disarm & steal) (18 dirty trick no AoO) CMD 28 (29 vs disarm & steak)(30 dirty trick) | Init+3 | +2 att & dmg vs. those who hit me since my last turn| if I hit someone denied dex immeadiat action to dirty trick with attack | swift action to change improved weapon dmg crit 19/20x2 | snatch and throw back arrows once per round

I missed that. Can I say that didn't happen since we were told it is not allowed? I will happily trade it for spider climb. Which would make my buffs: Spider climb. 9 min
enlarge person 9 rounds
haste 9 rounds as I take it on round 10
With a climb speed of 50ft now I should be able to get up to the second platform with a double move. And i cannot seem to figure out the height of the third platform.


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

GM Deadly Secret wrote:
In the center of the arena stand three towershaped scaffolds constructed of wood and metal. Tangles of rope ladders connect two fighting platforms, one 20 feet above the ground and the other 40 feet above it. Both levels of the towers are identical and utilize the same map.

@Nandita I think that's what you are looking for :D

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The Ruby Phoenix Tournament Play by Post Build Rules

- Starting at LVL 11
- 2 Traits, no drawbacks
- 82,000 gp (do not spend all your money on one big item, please spread it out)
- All Races 16 or lower RP
- All classes are allowed except for 3rd party, Occult, Summoner or Vigilante.
- This is a Martial Arts Tournament. So your builds will be based on martial fighting. Casting is allowed but only damage spells are looked down upon.
- No Evil alignments
- 20 point buy for stats
- We are using Unchained Background Skills, just because we can.
- No animal companions or summons.
- Familiars are allowed.
- This is a tournament with the idea you’re not going to kill the contestants. It is frowned upon and can even disqualify you. It is encouraged to use non-lethal means to fight and also encouraged to use performance feats as there will be a crowd to hype up. However, there will be moments where lethal means are necessary and sometimes inflicted upon you.
- Like real tables, sometimes players can't make it and I have to NPC them. I will have a 3 day rule. If we are waiting for you to post and it has been 3 days, I will NPC your character to keep the game moving. If you don't post for a week and you don't explain to the table why, we will assume you are no longer interested in playing.
- This tournament assumes the party that entered will be the party that finishes. If a player suddenly stops playing, I will NPC their character as best I can with perhaps some modifications. We will not be recruiting to fill in anybody who quits.
- Submitting a character is a contract that you plan (with the best of your ability) to play the whole tournament through with your team.

The sorceress Hao Jin left an indelible mark upon the land of Tian Xia. Throughout her centuries-long life, Hao Jin—a devout follower of Abadar, god of contracts, wealth, and order—set out to amass her own First Vault, a collection of those items she deemed most perfect or wondrous in all the world.

Among the many Abadaran pacts and contracts that dictated Hao Jin’s life was her carefully contracted agreement with the temple of Abadar in Goka regarding the fate of her collection in the event of her eventual death. Fearful that her treasures would fall into the wrong hands or simply be lost to history, Hao Jin left strict instructions that were she not to set foot within the temple for 10 years and a day, on the 10 year anniversary of that occasion, an epic competition of martial arts was to be held, overseen by the city’s Abadaran clergy; the winning team would be allowed to choose a single item as a prize for their victory. Not only would this prevent the collection from immediately being broken up, but it also ensured her life’s work would attain its own legendary immortality through the prestige the contest would bring.

During her lifetime, many who knew of her will attempted to end her life prematurely, and many succeeded. But Hao Jin had contingencies in place to such a degree that even her most cunning and careful wouldbe assassins underestimated her ability to return from the dead. Each time an enemy killed her, she miraculously emerged unscathed days later, her red hair a shade more vibrant than before her death. Her ability to overcome death and the resemblance her hair soon had to an animated, flickering flame earned Hao Jin the nickname Ruby Phoenix, and over the centuries of her life, many believed her to be truly immortal.

Yet in 6891 ic (Imperial Calendar; 4391 ar), a recordkeeper at Goka’s Grand Bank of Abadar informed the archbanker that a decade and a day had passed since the Ruby Phoenix last visited the temple. The conditions of her will had been met. As no one had seen nor heard from the sorceress for several years, she was assumed to have finally met her end, and the preparations were made to conduct the first Ruby Phoenix Tournament 10 years later. That tournament also established the office of the Emissary, an Abadaran official appointed for life to run the proceedings.

Each decennial since, the greatest champions from across Golarion have vied for the victors’ spot, and most contestants have competed honorably and passionately. A decade ago, however, the Ruby Phoenix Tournament was the subject of a terrible scandal that resulted in the first disqualification of a contestant in over a century.

The Ruby Phoenix Tournament takes place on an island in the wide harbor of Goka, an independent city-state on Tian Xia’s western coast. Goka lies at the one break in the nearly impassable Wall of Heaven Mountains, making it a hub of culture and trade between Tian Xia and Casmaron, Vudra, and the lands of the Inner Sea region far to the west.

You travel to the Xielan Island to compete in the Ruby Phoenix Tournament, an exclusive martial arts competition held every 10 years to test the world’s greatest warriors. The island is home to a quaint fishing village, but otherwise appears largely abandoned, save for the trappings of the decennial tournament.

Regardless of how the you hear of the Ruby Phoenix Tournament, the adventure assumes that you have already won one of the prized spots in the competition in a previous qualifier.

If there was ever a time to make a cohesive working party of 4, now is the time. Try to take advantage of the fact that you are a team.

The module will start with your team getting on the ferry to get to the island, unless you have other ways to arrive.


No androids.


Please discuss in the discussion thread, thank you.


Male Arrancar

yeah, thought the link was to the discussion thread. just realized it was the gameplay. sorry!

hey guys! i was thinking about playing a counterspelling arcanist or wizard, but i'll play whatever if someone else had their heart set on arcane caster.

edit: i just realized it's a martial tournament. did you mean to say that only damaging spells are looked down upon or that the use of non-damaging spells is frowned upon?


You can bring them, but it is looked down upon. But no rules say you can't.


Male Worm That Walks Cleric of Barbatos

Hello Everyone :D thanks for having me

If possible I would like to play a Tengu Warpriest (Sacred Fist) of Hei Feng (CN Patreon God of the Tengu Race; god of the sea, storms, thunder, and wind of the Tian Xia Pantheon). My idea would be to wield a Nine-Ring Broadsword utilizing its monk weapon quality so i can use it for my flurry of blows and put an emphasis on performance combat, since I have found this really flavorful magic item called "Crackling Tassel" which goes well with the theme of the character and gives me a nice bonus to performance combat checks and crane style fighting.

The role I would fill in a team would be a supportive melee character with the ability to adapt and react to a lot of different situations while rallying the crowd and gaining us their favor.

That character sounds like a lot of fun to play in my opinion, I'll be fleshing him out a little bit today, but I want to wait until everyone got a chance to state what they would like to play, before I finish/post him. If someone else is hellbent on playing a cleric or warpriest I'd be willing to come up with something else ;D

Also it's a team effort, maybe we could get a ton of synergy with some teamwork feats?

- Probably the Teamwork Feat Broken Wing Gambit would be fun, I'd fight defensively with Cranestyle and Broken Wing Gambit and every time someone tries to attack us all the others would get a attack of opportunity, that paired with maybe something like Combat Reflexes or Paired Opportunist sounds hella strong. Also Wounded Paw Gambit if we have ranged Damage Dealers ^^

- Intercept Charge sounds nice too, kinda messes with the enemies advance.

- Out of the Sun would be a nasty surprise coupled with a Rogue.

What do you think? Those are a lot of feats, especially for classes without bonus feats, but I'd be willing to give it a try and take about 1-2 teamwork feats if one or more of you are game :D

Any other Ideas for group synergy?

I can't wait to hear what you guys and girls want to play!

Two Questions I have;
- for monks and rogues unchained or not (because I'd have to read into those rules)?
- how do we calculate hp? 1stHD full, then half / roll them up / something entirely different?

With best regards
Nemroider


Male Arrancar

interesting. in light of the more martial focus of the scenario, i was also considering monk. though i was planning on going unchained monk and dealing damage. i'm also willing to coordinate some teamwork feats.


@Nemroider - yes unchained is allowed. HP is max level 1 and average every level after that rounded up every other level. d8 classes get 4 every level after 1st.


Correction on my earlier statement; I ment 5 hp every level after 1 for d8 classes. d6 takes 4 hp every level after 1.


Still waiting for the other 2 to accept. I'll give them some time but for the most part all 4 players for this table has been selected.


|| 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

Hi all, count me in!

Cuatroespada, if you've got a good idea for an arcanist type, feel free. Casters are my favorite but I'll play anything that works well with the party.

Nemroider, are you thinking of doing a pair of monk-style fighters with teamwork feats? I would be interested but would have to do some quick reading. I've looked at the teamwork feats in the past but never got a chance to play them.


Male Worm That Walks Cleric of Barbatos

Hey Radrick :D

Not necessarily monks, I think almost any melee class would work with Broken Wing Gambit and Paired Opportunist , Combat Reflexes would be the icing on the cake of course.

Imagine everyone using Broken Wing Gambit, when the enemy attacks anyone, all others in range would get a AoO, which would lead to all others in range to make an AoO and so forth at a +4 bonus to hit. I think it would work best with 2 characters soloing on 1 enemy, it's an ideal scenario of course and I don't know if we'd be able to use it all that often, just sounds awesome in my head. Also the enemy would have to be kind of stupid to fall for the trap more than once, in addition it is not viable for any ranged chars or casters. Plus there is the disadvantage of taking more dmg more often.
Maybe it is worth a thought on the melee chars in the group or I am imagining it way better than it is gonna turn out. What do you think?

The other Team work feats I was thinking about would be coordinated charge which would require at least two full BAB melee characters in the group who specialize heavily on Team Work Feats or a Pack Rager Barbarian xD but I don't think we will be encountering any Gnolls or Orcs in this Tournament ^^

Maybe Intercept Charge to protect a vulnerable caster or ranged fight from being charged, is not too bad of an idea, but I think at this level the opponents will have other ways to get into melee than to charge head on into the enemies :P

Just collecting some thoughts, maybe you do have an idea that you do really like. I think we can work something out.

I like the thought of our group having fought in the qualifiers and having adapted to each others styles of combat tho ^^


Male Arrancar

well if someone plays a cavalier (order of the bro dragon or cockatrice would be ideal) the rest of us need to invest less in teamwork feats.

i would be willing to play a cavalier.


Male Worm That Walks Cleric of Barbatos

@cuatroespada if u want to play a cavalier thats great :D i guess you are right.

Do we know if these arena fights are big enough for mounts/ Do we know if mounts are allowed to fight along their master during the Tournament? Or would that be part of the no animal companion rule ? A cavalier without a mount is only so so useful, is there a archetype for cavalier without mount? maybe the sword saint samurai?


No mounts or companions are allowed in the fights. If you want to have one that is fine, just not allowed as an entry.


I am also setting your character development deadline 7/17/2018

This deadline might be extended because we have not heard from 'Captain collateral damage' yet.


Male Arrancar

yeah, if i do a cavalier it will probably be a daring champion. trades out mount and related stuff for swashbuckler stuff.

but i'm still pretty up in the air about what to play. if everyone is interested in playing a melee character and we're going to use teamwork feats i'll feel more inclined to do cavalier or maybe fighter with Cavalier VMC.


Male Human

I'm here, just been a bit busy so I forgot to make a post here. :/
I currently have a bloodrager/dragon disciple character who's at level 10, but I'm willing to play whatever suits the party best. :)


|| 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

Nemroider, What do you think about a Tandem Trip build? With Greater Trip it generates AoO's. Would that stack with Paired Opportunists?


Male Worm That Walks Cleric of Barbatos

I guess it would be flavorful to go full melee party, since it is a martial art tournament and all. I do suspect we will have to deal with flying enemies at some point tho, not uncommon for 11th level. So if we have abilities to beat those I think we can go full melee otherwise we will need ranged dmg of some sort. Just something we will probably have to consider.
If I'll stick with the character concept in my mind I'll be able to fly for like 1 encounter per day, but that is about it.

If everyone wants to do melee I think we can make that work, if someone wants to play something else other than melee fighters they are more than welcome to do so in my opinion :D

Radrick if you are willing to go for a trip build you can certainly count on my support with the tandem trip feat which sounds really nice, tho I myself do not really want to invest to heavily in the trip feat chain, since as a warpriest I am already very multi ability dependant and I don't think I will be able to muster the intelligence to go for combat expertise. As for Paired Opportunist, we will get 1 AoO at +4 to hit, but I do not think we will get multiple AoO out of one trip due to the wording of the feat. Maybe I am wrong...

A Dragon Disciple sounds awesome :)


Male Arrancar

well i also considered doing a luring musketeer cavalier with a gunslinger dip which would give us some range and still allow us to coordinate teamwork feats.

if you were planning on grabbing broken wing gambit, then we could get wounded paw too.


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

Alright, going to level this character up, double check the math and maybe make a few changes, and write a new background. :)


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

So I have done some building and my Feat list can support two Teamwork Feats at 5th and 9th level.

So any Combination of Paired Opportunist/ Tandem Trip/ Broken Wing Gambit would be doable. Alternatively I could do Broken Wing Gambit into Broken Paw Gambit.

What do you guys think, do you want to go for some teamwork feats or do you need your feats otherwise?

best regards,
Nemroider


Characters Submitted

Captain collateral damage - Sol Drakescale - Bloodrager/Dragon Disciple


Male Arrancar

if you guys pick up some teamwork feats, i suggest outflank and paired opportunist.

couldn't work out a ranged build that granted useful teamwork feats for you guys. ended up using tactician to grant some teamwork feats that help me at range. depending on what you guys want to do though i might still change it up. as of right now though i have a switch hitting luring musketeer cavalier build worked up.


|| 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

I took Tandem Trip and Paired Opportunists.

I was going to take Disorienting Maneuver but I'll switch to Outflank instead.


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

So I will be taking what exactly now? Tandem Trip and Paired Opportunist or Paired Opportunist and Outflank?


Male Arrancar

okay, so i have two cavalier builds for you guys.

the first is the luring musketeer and is a high damage dealing switch hitter (w/dazzling display for a little support).

the other is a bow using luring musketeer that is mostly supportive, but will be a significant boost to your ACs as well as granting a pseudo charge (or an ac bonus or attack bonus) once per combat.

i'm totally down to play either, so you guys can pick. feel free to ask anything about either. i can post the full builds for you if you want them.

edit: also, the reason i suggested outflank and paired opportunist is that the hit bonus from outflank is maybe only slightly less good than roll two take the better for the person doing the tripping and much better for the other person. i think it makes less sense to have more than one of you seriously invested in trip, so this way the teamwork feats you have equally benefit whatever fighting styles you choose for your characters. but that's just my 2¢.


Male Worm That Walks Cleric of Barbatos

Okay I see now, makes sense :D good input

I don't know what Radrick has been brewing together so far, but I am not a high damage dealer. I went for a fight active Warpriest being able to adapt depending on the types of foe we encounter with a lot of buffs (mainly to self-buff with fervor) and also resist energy communal and blessing of fervor. Also a bit of healing and due to spontaneous casting and fervor if needed.

So I think a dmg dealer would be neat, based on my evaluation. But I do not know how high dmg / defensive / supportive our other group chars are.

What kind of bonus to AC (dodge, morale, etc.) would your supportive char grant us?


Male Arrancar

+7 untyped via aid another. (maybe +8 depending on second trait)

also, GM DS, it says above that lethality is discouraged, does that mean we should seriously consider investing in the ability to do non-lethal damage or that we should simply refrain from killing anyone except where appropriate?


Just don't kill. The crowd likes honest fights.


|| 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

OK, So my build is not high damage. I knock them down and disarm, (sweeping maneuver lets me do both as a standard action) then sucker punch when they try to get up. Rinse and repeat. A heavy hitter to keep them down would be good, keeping in mind to not kill.... BTW, Greater Trip gives anyone in range an AoO as they go down! So whoever is teaming with me may be getting some AoO's.

As for non-lethal, a monk using unarmed strike chooses between lethal or non-lethal damage. My weapons are for tripping and disarming attacks which deal no damage.

I'm AC22 before getting any buffs from anyone.

Other question: After covering my equipment I have 4600 GP left over. Any suggestions?

And can anyone cover healing between events?


Male Worm That Walks Cleric of Barbatos

+8 dayum xD

Awesome,so for teaming up with you I have Paired Opportunist, Outflank and Combat Reflexes at +2 I think we should be good with that?

I can cover the healing easily, about the same as a level 8 cleric spellwise, plus I can channel 4d6 energy AoE depending on how many fervor uses I have left at the end of the day.
Though I do not know how many fights we have to expect per day. Mind you I do not have level 5 spells yet, so no raise dead...

Mh can't think of anything in particular right now, maybe some flavor stuff (e.g. I went for a tengu drinking jug).


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)

yeah, i saw overwatch style and cover fire and thought it would be fun to do the thing with the aid bonuses...

looks like Dahn Long will be the better fit though since we need damage and Ji-Min doesn't really deal any.


Characters & Marching Order
Captain collateral damage - Sol Drakescale - Bloodrager, Dragon Disciple
Nemroider - Kurasu - Warpriest
AGM Lemming - Radrick Anon - Monk
cuatroespada - Tran Danh Long - Gunslinger, Cavalier

OK, let's get your marching order set. Most of the time you will be put in the ring top to bottom or left to right, on occasion double stacked 2 in front and 2 in back. Please come up with an order you'd like to be placed.

Make sure your characters are up to date as of Wednesday morning when I put up our first post.


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

My suggestion would be as follows:

1. Sol - because he has the most hitpoints and I think AC wise we are kinda all equal
2. Radrick - because he has good movement and maneuvers
3. Kruasu - because I want to stay next to Radrick (but do not want to be in the front row due to probably casting a Spell in the first round of combat)
4. Danh - Ranged Fighter

So our marching orders would be:

12
34

1234

1
2
3
4

any other ideas or amendments?


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)

could you deactivate cuatroespada from the campaign so Danh shows up at the top of my alias list please?

and that seems fine for a marching order.


Male Arrancar

hey Radrick it looks like you have 3 teamwork feats. i haven't seen Kurasu's build since it isn't up yet, but from what we've been told there was only room for 2 teamwork feats in it so you might be wasting one unless i'm missing something. just fyi

EDIT: also, since we still have time to tweak, have you considered a level of brawler so you can have a flex feat that can become various maneuver feats as you need?


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

where should i post the char sheet? haven't seen anyone elses so far, so i have pmed the DM

edit: oh right I just edit the Alias, my bad xD

its true I have Paired Opportunist and Outflank.

I don't think brawler can be taken together with monk since it is a hybrid class of monk and fighter, which can not multi-class with their parent classes as far as I am informed.


That is correct you cannot, because Brawler has monk as one of its parent classes. Just like you can't multi-class fighter and brawler.


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)

actually, that was something they did during the playtest, but the final release didn't have that rule.

Da Rulez wrote:
Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don’t stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline). The new classes presented here are all hybrids of two existing core or base classes.


Fair enough, but I do find that a cheesy way to get around things. Do what you please.


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)

not to be combative, but i'm not sure what things it's "getting around" here... it's just using the normal multiclassing rules.


Players have an obsession with Martial Flex, and it's just something you guys tend to do. You can if you want but there is no need to overly optimize for this module.


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)

oh okay you were talking about martial flexibility specifically. i guess i get that, but to me it seems less like people are obsessed with martial flex and more like the system encourages specialization to the point that many tactical choices cease to be realistic options very quickly if they aren't your specialty. martial flex sort of fixes that and allows you to continue choosing your actions based on tactics rather than having to say "disarming (or whathaveyou) would be way better right now if i stood a chance at pulling it off, but i'm specced to trip, so i guess i'll do that."


|| 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

At 11th level Monk I get Sweeping Maneuver as a standard action. That's what lets me trip and disarm at the same time.

I think I will remove Tandem Trip. Even if someone else had done it the benefit isn't that great for me. I get the roll twice and take the better number from Reliable Maneuver. I think instead I should take some other "Improved XXXXX", then if someone tries to use it on me I get an AoO before they get their attack, from Maneuver Defense. Thoughts? Improved Grapple?

Main weakness I see with this build is against other than people and a lack of ranged offense.


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)

what about reposition? it'll help you and kurasa maintain a flank.

also, and this really isn't a huge deal to me because touch ac and sol is melee, but prone targets are harder to shoot.


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

Being Grappled does indeed suck, but monk CMD should be pretty high even without the +2, the additional AoO is awesome tho.

As for suggestions/ ideas; does vicious stomp stack with improved trip? deflect arrows would give you an edge over ranged foes. Can't think of anything else but improved grapple seems perfectly fine too.

edit: true reposition sounds good too. well i guess he will not be able to trip all the enemies in a fight at once, so I suspect there will be a fair amount of standing targets to aim at :D


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)

oh i just had an idea. i don't really need enfilading fire. i grabbed it because i realized i was never going to use whatever i had before.

anyway, i can get paired opportunists in that spot and give it to everyone during combat. that way sol (and me when i melee) can benefit from the attacks of opportunity you guys generate for each other with outflank if we're all on the same target. mostly it helps you guys help sol do damage better increasing the overall teamwork synergy of the team.

edit: i meant to suggest broken wing gambit for you guys in place of paired opportunists if i take it to grant to everyone which i think i should. i need the help in melee more than at range.


|| 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

Hmmm.... I like reposition. It works great with Outflank just like Trip works with Paired Opportunists if they try to stand back up. Maybe I should drop Greater Trip and take both.... ??

That all sounds great, but gotta remember that we aren't supposed to kill!

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