The Ruby Phoenix Tournament with GM Deadly Secret - Table 3 (Inactive)

Game Master Deadly secret


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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, no androids.
  • 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, but not allowed to fight.
  • 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.

  • Scarab Sages

    I'm here and planning on building a bloodrager brawler. Though, if need be, I can build something else.


    The concept I was considering revolved around a warsighted ascetic oracle dipping into scaled fist unmonk.

    If you go for brawler, Saashaa, we could use Martial Flexibility to pick up teamwork feats on the spot.


    Male Human Teacher (Adults) 1

    Hello!

    I was planning on doing something ranged, though I'm not sure if that is allowed. I mean I'm not sure what do you mean exactly by "martial fighting". Weapons allowed?

    Also, you mention damage spells. Does that ban buffing spells, or just control/debuffs?


    Yeah so the words martial arts is a bit misleading. There will be a lot of martial fighters at the tournament, but not all contestants are martial. Also, I will be modifying their builds based on your builds so it will vary. What I can tell you is the crowd will influence your rolls and if they aren't happy with how you fight you will take penalties and if they like what you're doing you get bonuses. They don't like cheap combat such as pure damage spells, that's the easy way. So nothing says you can't be a spell caster, it just will influence how the crowd reacts.


    Male Human Teacher (Adults) 1

    Then I'll have to ask the rest of the team. Guys, do you want me to play an archer or would you rather not raise bad feelings among the public?


    All 4 players have been invited. Your character development deadline 7/19/2018


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    Hello! Thanks for having me in this one.

    @Jereru: I say go for archer if you want to, bud. Sounds fine to me.

    I've got a question about this: All Races 16 or lower RP

    Does that mean we have to create a race? Or does that mean we can just build something with 16 RP?

    I'm not really familiar with RP points but they look kind of cool. I've got a dwarf monk that I think fits pretty good for this one. So if I use the RP bit, can I just build whatever and call it a dwarf?

    And as far as the RP goes, there is Standard, Advanced, and Monstrous. Which ones can we use/not use?


    No race creating or modifying races. You just may not select any races that are higher than 16 RP, such as Gargoyles and so on. You can visit this site to get a better idea what RP certain races are; Races.


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    Oooooh, okay. I was thinking we had to do the whole RP thing. Cool then. Just a good ol' dwarf it is. That's way easier.


    Jereru wrote:
    Then I'll have to ask the rest of the team. Guys, do you want me to play an archer or would you rather not raise bad feelings among the public?

    No problem with going ranged (actually, since dealing with flying creatures is a not-so-uncommon occurence at 11th level, I'd go as far as saying that having a ranged specialist is something of a must-have). If you want to give it a martial vibe, you might want to consider the Zen Archer archetype.

    If it's dealing lethal damage to your opponents you're worried about, you can pick a bow with the merciful special ability and that should do the trick ;)


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    I don't really get Performance feats. How does that work exactly?

    The reason I ask is this:

    Whenever a combatant has a chance to affect the crowd’s attitude, she makes a performance combat check. The check is a Charisma ability check modified by the base attack bonus of the character plus any ranks the character has in Perform (act), Perform (comedy), or Perform (dance), whichever is highest. Making a performance combat check is usually a swift action, triggered when a combatant performs a trigger action (see the Affecting the Crowd’s Attitude section).

    Okay, say you have a +2 in Cha, you're 11th level and you have 11 ranks in Perform(act).

    Does that mean you have a +24 to your Performance check? Because in herolabs, I set this up to see what my dwarf would have. If I put 11 ranks in any of those Perform skills, it shows he has a +8 total. Instead of -1, +11, +11 which is +21.

    I'm just trying to figure out how this is suppose to be calculated because I'm at a loss.

    And what does "modified" mean exactly?


    So your forumla is: +11 (ranks) +2 (CHA) = 13 + 11 (BAB)

    Herolab won't show performance numbers when it comes to this stuff. If you bring a performance feat, the numbers may vary depending on what the feat does.


    There's a table right under your quoted text which should clarify the issue: having +0 BAB gives you no bonus, between +1 and +5 gives you +1, +6 to +10 results in a +2 and so on. Same with ranks in Perform.

    In your example, your dwarf should have +2 (CHA) + 3 (+11 BAB) + 3 (11 ranks in Perform) = +8

    Hope that helped ;)


    Ah thank you for pointing out there is table.

    Scarab Sages

    As for playing a ranged character, I would say that, though a Zen Archer may be the best archer, it might fit the setting better to be a straight fighter. Going with the point blank master and other 'weapon training' like feats would allow the use of a bow in melee. I always imagined this fighting style to look pretty cool.
    ^
    Just my thoughts..I'm by no means telling you what to do.


    Male Human Teacher (Adults) 1

    Thank you for the ideas! I totally forgot about the Merciful enchantment, that's a nice solution. As for the class, I've tried several times to build an Arsenal Chaplain Warpriest, and this could be the one; a guardian of the temple who's set on winning the tournament to bring glory and fame to his god and congregation.


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
    Limnen_euron wrote:

    There's a table right under your quoted text which should clarify the issue: having +0 BAB gives you no bonus, between +1 and +5 gives you +1, +6 to +10 results in a +2 and so on. Same with ranks in Perform.

    In your example, your dwarf should have +2 (CHA) + 3 (+11 BAB) + 3 (11 ranks in Perform) = +8

    Hope that helped ;)

    That table! Man you know I ignored that.

    I read this at the bottom of the paragraph, "(see the Affecting the Crowd’s Attitude section)" and just figured it was referring to the crowds and paid it no mind. (That's what I get for not paying more attention) :P

    Thanks!

    And Merciful is a GREAT idea. Perfect for this one for sure.


    Male Human Teacher (Adults) 1

    Oh, btw, what do we do with HP? (1/2)+1?


    Max 1st and average round up. So D6 is 5, D8 is 6 and D10 alternates 6,5,6

    Scarab Sages

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    "Maximum Effort!"

    mostly complete build:
    Bloodrager 9 (spelleater) (BL Destined)/ Brawler 2
    str 14 +2
    dex 14 +2
    con 24 +7
    int 13 +1
    wis 14 +2
    cha 7 -2

    HP : 162 (195 raging) (77 con + 9 fcb + 11 toughness + 10 lvl1 + 55 lvl2-11) + (33 raging)
    AC 26 (+9 armor + 3 Luck +2 Dex +2 def)

    for +24 = 9 + 10 + 5
    ref +13 = 6 + 2 + 5
    will +10 = 3 + 2 + 5

    feats
    (race) Endurance
    1 Power attack
    3 Toughness
    5 Antagonize
    (6 BL)Weapon Focus (unarmed)
    7 Raging Vitality
    9 Fast Healer
    (9 BL) Diehard
    11 Deathless Initiate
    (2 Br) Second Wind

    27 rnds rage / day

    Alternate Racial Traits
    Sacred Tattoo
    Shaman’s Apprentice

    Traits
    Sun-Blessed
    Fates Favored

    3.1k gold

    Gear bought

    belt of con +6
    celestial armor
    amulet of mighty +1 neck
    shawl of life-keeping
    talisman (lesser) (life’s breath) neck
    sandals of interception
    ring of deflection +2

    wait so a D8 is 6 per and a D10 is less than 6 per?


    I'm a bit puzzled: shouldn't 1d6 average to 3.5, rounding up to 4? Same with 1d8 ==> 5 and 1d10 ==> 6...

    (with alternating between rounding up and down amounting to going for non-rounded average)


    Just pick average and round up and we will settle that.

    I run things how my real life table runs things, and I would rather not cause a "rules" conflict.


    Ok I think I nailed the crunch down. If you have any advice, or suggested features for better synergy and coordination – they would be more than welcome!

    Ahnika, Championess of Falyna:

    Female Angel-Blooded Aasimar dual-cursed Oracle 9 / Unchained Monk (scaled fist) 2
    LG Medium M outsider (native) / humanoid (human)
    Initiative +2; Senses darkvision 60 ft.; Perception +12
    =============================
    DEFENSE
    =============================
    AC 28, touch 22, flat-footed 24 (+6 armour, +2 Dex, +6 Cha, +3 deflection, +1 dodge)
    hp 69 (9d8+2d10+11)
    Fort +10, Ref +12, Will +7 (+15 vs. charm and compulsion effects); +2 vs. sleep, paralysis, and stunning effects
    Defensive Abilities evasion Resist acid 5, cold 5, electricity 5
    =============================
    OFFENSE
    =============================
    Speed 30 ft.
    Melee unarmed strike flurry of blows +17/+17/+12 (1d10+14/+11/+11)
    Special Attacks flurry of blows, stunning fist (4/day, DC 21)
    Spell-Like Abilities (CL 11th; concentration +17)
        1/day—alter self
        3/day—divine favor
        at will—light
    Oracle Spells Known (CL 11th; concentration +17)
        4th (5/day)—air walk, cure critical wounds, divine power, ethereal fists
        3rd (7/day)—bestow curse (DC 19), cure serious wounds, dispel magic, prayer, remove curse
        2nd (8/day)—bear’s endurance, cat’s grace, cure moderate wounds, inflict moderate wounds, ironskin, oracle’s burden (DC 18)
        1st (8/day)—bless, cure light wounds, embrace destiny, entropic shield, ill omen, inflict light wounds (DC 17), protection from evil
        0 (at will)—create water, detect magic, detect poison, enhanced diplomacy, guidance, mending, read magic
    Mystery ascetic
    =============================
    STATISTICS
    =============================
    Strength 22 (+6), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 7 (-2), Charisma 22 (+6)
    Base Atk +8; CMB +14 (+25 grapple); CMD 36 (42 vs. grapple)
    Feats Celestial Obedience (Falyna), Dodge, Dragon Ferocity, Dragon Style, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Power Attack, Stunning Fist, Weapon Focus (Unarmed Strike)
    Skills 64+22 ranks (36 oracle, 8 monk, 11 Int, 9 favoured class, 22 background); ACP
        Acrobatics +21 (+11 rank, +2 Dex, +3 class, +5 competence)
        Craft (jewelry) +10 (+6 rank, +1 Int, +3 class)
        Diplomacy +15 (+6 rank, +6 Cha, +3 class)
        Intimidate +20 (+11 rank, +6 Cha, +3 class)
        Knowledge (planes) +9 (+3 rank, +1 Int, +3 class, +2 racial)
        Heal +0 (-2 Wis, +2 racial)
        Linguistics +6 (+5 rank, +1 Int)
        Perception +12 (+11 rank, +3 class, -2 Wis)
        Perform (dance) +20 (+11 rank, +3 cha, +3 class)
        Stealth +16 (+11 rank, +2 Dex, +3 class)
        Spellcraft +15 (+11 rank, +1 Int, +3 class)
    Traits Irrepressible, Magical Knack
    Languages Celestial, Common, Minkaian, Osiriani, Polyglot, Tien, Vudrani
    SQ oracle curse (clouded vision, tongues), revelations (ascetic armour, martial disciple, misfortune, spellstrike)
    Alternative Racial Traits halo
    =============================
    EQUIPMENT
    =============================
    Weapons
    Armour
    Worn monk's outfit, amulet of mighty fists +2, armbands of the brawler, belt of giant strength +4, boots of elvenkind, cloak of resistance +3, gauntlets of the skilled maneuver (grapple), headband of alluring charisma +4, ring of protection +3

    For simplicity's sake, boni from Dragon Style are already accounted for, and so is Prophetic Armour (it's not permanent, but it lasts 1 hour/level and I assume we won't be fighting for more than 9 hours straight).

    If given time to prepare, she would cast/activate the following spells/effects: Divine Power, Prayer, Bless, Ironskin, Cat's Grace, Bear's Endurance, Alter Self (for +2 size bonus to STR) and Power Attack (she has enough spell slots to do it 3 times per day).

    In order not to recalculate her stats every time, I pre-copiled an updated character sheet which factors in all the buffing.

    Ahnika, Championess of Falyna (Super Sayan mode):

    Female Angel-Blooded Aasimar dual-cursed Oracle 9 / Unchained Monk (scaled fist) 2
    LG Medium M outsider (native) / humanoid (human)
    Initiative +4; Senses darkvision 60 ft.; Perception +13
    =============================
    DEFENSE
    =============================
    AC 36, touch 24, flat-footed 30 (+6 armour, +6 natural, +4 Dex, +6 Cha, +3 deflection, +1 dodge)
    hp 102 (9d8+2d10+44)
    Fort +13, Ref +14, Will +8 (+16 vs. charm and compulsion effects); +2 vs. sleep, paralysis, and stunning effects
    =============================
    OFFENSE
    =============================
    Melee unarmed strike flurry of blows +22/+22/+22/+17 (1d10+25/+21/+21/+21)
    =============================
    STATISTICS
    =============================
    Strength 22 (+6), Dexterity 18 (+4), Constitution 16 (+3), Intelligence 12 (+1), Wisdom 7 (-2), Charisma 22 (+6)
    Base Atk +8; CMB +18 (+29 grapple); CMD 39 (45 vs. grapple)

    Also, this is embarassing but I have to ask: is clothing free? :)
    (Because I managed to spend exactly 82000 gp and I was left with no penny to spare)


    Submitted Characters

    Saashaa - Bloodrager, Brawler
    Limnen_euron - Ahnika, Championess of Falyna - Oracle, Monk


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    Can we combine magic items if we can cover the cost?

    For instance: Say we have a ring of protection +2 (8,000g) and a ring of sustenance (2500g). Can we combine those two if we pay the x1.5 the cost of the RoS - which would be 3750g and would bring the total cost to 11,750.

    I'm not totally certain I want to go this route but I figure I better ask just in case. I tend to flip flop these kinds of things around in my mind so I was just wondering.


    Nope.


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

    By the way, this is the guy I'm gonna be bringing: Darnak

    I still got to get his mechanics updated(working on it in herolabs) and copied over but this is who it will be. Will have it done in the next day or two.


    1 person marked this as a favorite.
    Male Human Teacher (Adults) 1

    Hou Wong Xia is ready to compete. He is the protector of a remote temple of Qi Zhong, and comes here to obtain fame and glory for his cult, which is on the verge of disappearing due to lack of resources.


    Submitted Characters

    Jereru - Hou Wong Xia - Warpriest
    Javell DeLeon - Darnak Deepstone - Monk

    Scarab Sages

    Would it be possible to reserve a spot for a friend? Or is it just 4?


    Only 4

    Scarab Sages

    1 person marked this as a favorite.

    More finished:
    Deathless
    Bloodrager 9 (spelleater) (BL Destined)/ Brawler (Mutagenic Mauler)2
    str 14 +2 (+4 rage)
    dex 14 +2
    con 24 +7 (+6 rage)(+4 mutagen)
    int 13 +1
    wis 14 +2
    cha 7 -2 (-2 Mutagen)
    HP : 228 (77 con + 9 fcb + 11 toughness + 10 lvl1 + 55 lvl2-11) + (33 raging)(+33 mutagen)
    AC 26 (+9 armor + 3 Luck +2 Dex +2 def) [-2 rage][+2 mutagen]

    for +26 = 9 + 12 + 5
    ref +13 = 6 + 2 + 5
    will +10 = 3 + 2 + 5

    BAB +11
    CMB +15
    CMD 30

    full melee +12/+12/+7/+2 (1d6+11 B)
    melee +14 (1d6+11 B)

    some skills

    feats
    (race) Endurance
    1 Power attack
    3 Toughness
    5 Antagonize
    (6 BL)Weapon Focus (unarmed)
    7 Raging Vitality
    9 Fast Healer
    (9 BL) Diehard
    11 Deathless Initiate
    (2 Br) Second Wind

    27 rnds rage / day (+4 str, +4 con, fast healing 2) psst! because of faster healer, it's actually fast healing 8

    Alternate Racial Traits
    Sacred Tattoo
    Shaman’s Apprentice

    Traits
    Sun-Blessed
    Fates Favored

    3k gold

    Gear bought

    belt of con +6
    celestial armor
    amulet of mighty +1 neck
    shawl of life-keeping
    talisman (lesser) (life’s breath) neck
    sandals of interception
    ring of deflection +2
    Mask (50g) [full head]
    Flame Retardant Outfit (50gp)[red]

    I can buy you some clothes.

    A little background:
    Kendis Filzenthrarson, a.k.a Deathless, (Yes Filzenthrarson. No joke. His mother insisted. His mother, who deeply loved his father….I am getting side tracked. I’ll continue..) has had a pretty rough go of it all. Actually "rough go" really doesn’t do it justice. His life has been complete ****. (Yeah I censored. You may ask why intentionally censor if I could just pick another word and not waste all this time? One, stop asking questions and just let me tell this story and two, because such a word begins to explain the magnitude of what I speak. Where was I? Ah yes, I was getting to..) His father was the root of Kendis’ troubles in life. His father, (Guess what his name was…yup, you guessed it...) Filzenthrar, was an alchemist, an objectively good one at that. (Now, to be clear my use of “good” in this instance does not refer to his morality, but his skill, because moralistically speaking..) Filzenthrar was also evil as ****. Up until Kendis was 5ish he basically lived with his mother who loved him and his father more deeply than ever thought possible (But this is not a love story, so don’t get your hopes up!). On that 5ish years old day, Kendis was playing outside by himself, entertaining himself (As no one would play with an evil alchemist’s son. But seriously, I know some of you would say, “I’d play with him!” No you wouldn’t his dad is insane! And evil! Get off your high horse!..anyway..) as he usually did when he went to go find his mother. She wasn’t where she normally was in the house so he searched all over. She wasn’t anywhere to be found. Then he looked at his father’s lab at the top of the hill they lived on. The lights were on and a lot of lights could be seen, maybe his mom had gone there. (Let’s pause a moment. Did anyone think, “What?! His lab is on the top of the hill and the family home was at the bottom? There could be floods or something!” Yup! I dun told you he was evil) His mother had told him never to bother his father in there. (Actually, he was specifically told not to ever go in there) So (of course) he went in there. There were terrible smells, beakers, vials, tables, so many things. Before he saw much however, he heard a couple footsteps, a “Perfect, just what I needed.”, and immediately blacked out.
    He finally awoke to the jolt of being carried over a shoulder as it seemed he was exiting the lab. He quickly looked back to see his father dead on the floor with several big gashes and a few burn marks. The lab was all messed up, and on fire. And a person sized mound of what looked like red meat on a table (Yep, that’s all your gonna get. You’re welcome). Looking at his captors he saw people he had only heard about in stories. These were adventurers! But they had killed his father! And, speaking of..where was his mother? So he asked. His question was not followed up by silence, per’se, just several rounds of wrenching. Maybe they were sick? Kendis got sick sometimes and it caused him to throw up. They must be sick. And one of them would cry whenever they looked at him. She wore some cloth robes that had the same symbol scattered everywhere on it. Kendis thought it looked silly but eh..They never did answer his question about his mother, quite adamantly actually. But they took him with them wherever they travelled. (I’mma stop here because there is so much more to tell, but I’ll leave that for another time…)

    Personality:

    A little continuation to the backstory…
    Kendis was told what had happened eventually and as such lost all faith in…well anything really. He gave a metaphorical middle finger to the gods, his father, and that adventuring party (Because apparently a simple casting of confusion is a TPK. Thanks fighter and barbarian!) Anywho, After that he pretty much just went into business for himself. He’d take quests that were intended for full groups and succeed easily. Apparently he just couldn’t die, weird huh? Oh and many tried, fret not.

    So his personality is, as you’d expect of a person who gave a finger to all and thinks he can’t die. That being said, he has a great wit and a….’good?’ , albeit dark, sense of humor. Truly a great balance to a team full of “do good-ery, goody two-shoes wearing, justicy justicers”.


    Female Aasimar (Angel-blooded) Monk 2 / Oracle 9 | HP 64/69 {status: OK} | AC 27 Tch 21 FF 25 | CMD 35 FF 33 (+6 grpl) | F +12 R +14 W +9 (+17 chrm, cmpl) | Init +2 | Perc +14

    So to sum it up we have

  • Kendis the Deathless: the (ultimate) tank. He can take an inane amount of damage and dish out a respectable amount of it in return.

  • Darnak Deepstone: tank / tripper / disarmer / dps. Be it through tripping, disarming, or simply knocking down an opponent, he controls the battlefield. A bulwark against the storm.

  • Hou Wong Xia: ranged dps / buffer. Death from the sky (the wings are a nice touch), plus a robust assortment of buffing spells. Between him and Ahnika, enough to carry the party through a whole day of fighting.

  • Ahnika, Championess of Falayna: dps / buff - debuff / grappler / scout - party face (?). Like Hou Wong Xia, she brings the standard array of buffing spells to the table, and some debuffs too (like bestow curse which she can deliver as part of an unarmed attack via Spellstrike). Her dps is decent but she's a bit of a glass cannon, especially before buffing, so she'll rely on Darnak and especially Kendis to engage first. Air walk can help us dealing with flying foes, and though not particularly built for it, her high CHA means she can act as the party face if no-one else is willing to step up to the role (though beware of her 7 WIS!).

    We might also try to interweave our background a bit to justify our initial interactions. For instance, both Darnak and Ahnika are practitioners of the Dragon Style. Maybe they met in a monastery in Tian-Xia that taught it? Or maybe he taught it to her? In addition, Ahnika and Hou Wong Xia are both aasimars, so they probably clicked naturally.

    (On a related note: Ahnika suffers from the curse of tongues, meaning she can only speak Celestial during combat. With Linguistics being a background skill, might it be worth having everyone understand it for better coordination? Not wanting to impose anything on anyone, just throwing this out...)

    Also, we need a team name!


  • HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

    Wong Xia speaks celestial. During combat, he can either rely on swift actions to buff himself while delivering arrows from turn 1, or cast a pair of buffs from above to the whole party before relying on ranged attacks to finish the opposition.

    Wong was given to the monastery as a baby. He's spent most of his life there, but he has met all kinds of practitioners who've been visiting the temple during its golden age. Now there are not as many visitors as before, but still some of them like to learn some healing arts from the followers of Qi Zhong.

    In the area around the temple, people know Wong very well and treat him with respect but with a familiar attitude. Only when he ventured far from his land did he notice strange behaviours in people towards him, specially when his wings are apparent. Knowing someone belonging to the same heritage is something new and exciting for him.

    Now, my spells memorized are just the standard array for any given day. I'll have a look at which spells you can cast as an oracle, Ahnika, and try to memorize some different ones to not step on each other's toes. The team will benefit from it.

    Team name? I'm so bad with names!


    Characters & Marching Order
    Jereru - Hou Wong Xia - Warpriest
    Javell DeLeon - Darnak Deepstone - Monk
    Saashaa - Deathless - Bloodrager, Brawler
    Ahnika, Chapioness of Falayna - Oracle, Unchained Monk

    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 Friday morning when I put up our first post.

    Also, come up with a team name.

    Please dot and delete the gameplay thread with your character alias. Make sure you have the picture you want so I can pull them as tokens.

    Scarab Sages

    Hahah....! Respectable amount of damage....It is decent at best

    I will be switching my Sun-Blessed for Bruising Intellect. With my Cha so low, I still need Antagonize to work. I'll work on my skills (which I believe is the only thing left).


    Hello players,

    You may not have noticed by now, but I am a bit of a perfectionist and tend to over achieve. I do this to make things easier, quicker and overall smoother for myself and everyone I GM for. I think that if everyone puts this code in Classes/Levels field on your alias page, it will greatly help me. I would like you to have these numbers as your active numbers. So if I drain your will, I want to see that will save number be modified here. If you guys can do that for me I would very much appreciate it.

    template: x represents number

    HP x/x | ACx tchx FFx | CMDx/FFx | Fx Rx Wx

    ---------------
    If you want you can add extra info after that code but not necessary.


    HP 233/233 | AC26 tch17 FF24 | CMD 30/FF 28 | F+26 R+13 W+10 | Rage 25/27 | 1st 2/2, 2nd 1/1 | Init +2

    Think I got it ironed out.

    I would say Deathless-->Darnak-->Ahnika-->Hou

    ooops, I need to do me bloodrager spells

    done


    HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

    I already did something similar. Is it ok that way, or do you want me to change it? I have no problem with that.


    I need the FFCMD and what is the (34)


    Female Aasimar (Angel-blooded) Monk 2 / Oracle 9 | HP 64/69 {status: OK} | AC 27 Tch 21 FF 25 | CMD 35 FF 33 (+6 grpl) | F +12 R +14 W +9 (+17 chrm, cmpl) | Init +2 | Perc +14

    Is this ^ ok?

    The number in parentheses next to the Will save is the bonus vs. charm and compulsion effects due to the irrepressible trait which allows CHA to be added intead of WIS.

    Also, CMD vs. grapple is 6 higher due to celestial obedience and improved grapple.


    ok cool ty

    Could you just add into your code +6 grpl next to your CMD


    Female Aasimar (Angel-blooded) Monk 2 / Oracle 9 | HP 64/69 {status: OK} | AC 27 Tch 21 FF 25 | CMD 35 FF 33 (+6 grpl) | F +12 R +14 W +9 (+17 chrm, cmpl) | Init +2 | Perc +14

    Done (there was no space left in the string so I removed the part about darkvision).

    On that note, there's also a +2 bonus to saves vs. sleep, paralysis, and stunning effects I didn't manage to insert – though that's probably more situational.

    EDIT: there's also another header that can be found in my profile under a spoiler, it refers to her buffed stats. I'll copy it here for reference

    Monk 2 / Oracle 9 | HP 102/102 {status: OK} | AC 36 (Tch 24 FF 31) | CMD 39 (FF 34), +6 vs. grapple | F +14 R +16 W +9 (+17) | Init +4 | Perc +14

    I was meaning to ask: will we be given time to prepare before combat begins? I'm talking in particular about 1 round/level spells, since I understand at level 11 1 minute/level spells last long enough that can be cast comfortably in advance.


    you dont' have to spell out grapple, you can shorten it to like gpl or grpl and you don't need vs. either.

    so just +6 grpl


    Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
    Deathless wrote:

    Think I got it ironed out.

    I would say Deathless-->Darnak-->Ahnika-->Hou

    Sounds good.

    Name? How about 'The Odd Squad'. :)(Sorry, couldn't resist. My kiddos love that show)

    Maybe 'The Supreme Brawlers'. Or 'The Vagabonds'. 'The Maraud Squad'(Probably a bit much). :P

    The Renegades. The New Warriors. The Elite(That way, every opponent starts out jealous). :)

    How about 'Guardians of freakin' Golarian'. To bad one of us isn't named Drax. ;)

    Big Bad Brawlers.
    We eat losers for lunch. (HA-HA! Yeah, sorry. Okay, back on track.)

    Yeah I stole pretty much all these. I just googled 'team names' and from what I found slapped some of them on here.

    I'll ponder something tomorrow and see if I can't come up with something fitting. Hopefully by then one of you will have already came up with one. :P


    HP 81/91 | AC 25 (T 17, FF 20) | CMD 28 (FF 23) (+6 sunder&disarm) | F +13, R +11, W +13 (+2 vs Evil)| Fervor 4/8 | Status: VoM: Cha, VoB: Dex, -5 Str, +4 Hit&Dmg

    I'll change it when I get home (editing from the phone sucks). The 34 is the value Vs disarm and sunder. I'll make it clearer.


    HP 233/233 | AC26 tch17 FF24 | CMD 30/FF 28 | F+26 R+13 W+10 | Rage 25/27 | 1st 2/2, 2nd 1/1 | Init +2

    Fists of fury?


    Female Aasimar (Angel-blooded) Monk 2 / Oracle 9 | HP 64/69 {status: OK} | AC 27 Tch 21 FF 25 | CMD 35 FF 33 (+6 grpl) | F +12 R +14 W +9 (+17 chrm, cmpl) | Init +2 | Perc +14

    Since it looks like 3 out of the 4 of us picked Fate's Favourite as a trait, something reminiscent of the fact that destiny's supposedly on our side? Like The Coils of Fate?

    The Evertide if we feel like waxing poetic.

    Deathless wrote:
    Fists of fury?

    I like this!


    Still waiting on one player to dot and delete the gameplay thread and I'll get you started as soon as that happens.

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