The Tournament of Gorum (Inactive)

Game Master Zotsune

The annual Tournament of Gorum is taking place and you have been selected as a participate will you accept?


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Male Human Unarmed Fighter

Hercule walks onto the stage and pleases the crowd by acting like a boss.
"Lets have a good match ya hear?"

combat:

HP: -0 AC: 22
Init: 1d20 + 2 ⇒ (2) + 2 = 4


Male Lava Gnome Level 7 Titan Mauler

Bob simply nods and then quickly quaffs his potion. He then draws his bow, knocks an arrow and keeps his eyes glued to his opponent.

combat:
HP -0 / AC 31
Free action: Nod
-Fighting Defensively-
Standard Action: Drink Potion
Move Action: Draw weapon
Free action: load arrow


Male Human Unarmed Fighter

Hercule charges forward 60ft.

"I'm coming for you little buddy!"


Male Lava Gnome Level 7 Titan Mauler

"Die!" Bob shouts as a brilliant flash of light appears directly in front of Hercule's eyes, With that he drops his bow and arrow and draws his sword as he moves back about 5' or so.

The magical screens show the rage building in Bob's eyes. "ahhhHHHHH!"

combat info:
HP -0 / AC 27
Hercule needs to make a Fortitude save DC 12 or be dazzled for 10 rounds

Standard action: Spell-like ability: Flare
Move action: move backwards 5'
Free action w/ Move action: Draw weapon
Free action: enter rage


Male Lava Gnome Level 7 Titan Mauler

swift action performance check:
1d20 + 4 ⇒ (3) + 4 = 7 DC 19

immediate performance check:
1d20 + 4 ⇒ (14) + 4 = 18
DC 14


Male Human Unarmed Fighter

Combat:

Fort Save: 1d20 + 9 ⇒ (17) + 9 = 26
Hercule charges his new prey and attempts to punch.
Charge: 1d20 + 16 ⇒ (2) + 16 = 18
Damage: 1d3 + 10 ⇒ (1) + 10 = 11
AC = 20
Forgot to add Dragon Style last fight...


The crowd boos at Bob's attempt to dazzle his opponent You are now knocked down one notch.


Male Lava Gnome Level 7 Titan Mauler

Hercule's blows bounce harmlessly off Bob's shield. In retaliation Bob's sword started to glow red as he swung at the unarmored fighter.

combat info:
HP -0 / AC 27

Full round action: ATTACK!!!

attack 1: 1d20 + 16 ⇒ (10) + 16 = 26
damage if hit: 1d10 + 7 ⇒ (9) + 7 = 161d6 ⇒ 1

attack 2: 1d20 + 11 ⇒ (9) + 11 = 20
damage if hit: 1d10 + 7 ⇒ (5) + 7 = 121d6 ⇒ 6


Male Lava Gnome Level 7 Titan Mauler

swift action performance check multiple hits:
1d20 + 5 ⇒ (19) + 5 = 24 DC 19

immediate performance check first blood:
1d20 + 5 ⇒ (10) + 5 = 15
DC 24


You gain the crowds favor then lose it immediately after...

You do gain a victory point but then you are knocked down to friendly status.


Male Human Unarmed Fighter

"That hurt! Meanie you are gonna get it now!"

Combat:

Grapple: 1d20 + 19 ⇒ (17) + 19 = 36
Performance Check: 1d20 + 6 ⇒ (19) + 6 = 25 DC 19


The crowd is thrilled of Hercule's grappling of Bob!


Male Lava Gnome Level 7 Titan Mauler

"AARRRRRGGGGHHHHH!" Bob yells as the unarmed fighter wraps himself around the little gnome. However, instead of trying to break free, Bob swings at the now exposed back of his grappler!

combat info:
HP -0 / AC 27 / CMD 23

Full round action: ATTACK!!!

attack 1: 1d20 + 16 ⇒ (5) + 16 = 21
damage if hit: 1d10 + 7 ⇒ (7) + 7 = 14

attack 2: 1d20 + 11 ⇒ (11) + 11 = 22
damage if hit: 1d10 + 7 ⇒ (1) + 7 = 8


-2 to attack rolls because you are grappled... So neither hit. You can try to break the grapple with a grapple check or an escape artist check. DC=CMD


Male Human Unarmed Fighter

Combat:

"It's over!"
Maintain Grapple While Moving.: 1d20 + 20 ⇒ (20) + 20 = 40
Forcibly moving Bob 30ft. closer to the edge as per what I can do while grappling an opponent (normally it is only half speed however because of the Greater Grapple feat I can do this twice and only have to use one roll!)


Bob you are now 5ft. away from being thrown out of the ring.


Male Human Unarmed Fighter

Grapple re-roll: 1d20 + 20 ⇒ (5) + 20 = 25


Male Lava Gnome Level 7 Titan Mauler

Even in his fury Bob sees the edge of the ring approaching. Bob does his best to shift around to turn the tables and perhaps knock his opponent out of the ring instead... either way, so much for a good fight!

Combat Info:
HP -0 / AC 27 / CMD 25

Standard action: reverse grapple

grapple check: 1d20 + 12 ⇒ (3) + 12 = 15


Male Human Unarmed Fighter

Combat:

Grapple Check to move you 5ft. more: 1d20 + 32 ⇒ (13) + 32 = 45
You never got out of the grapple so I add a +5 to the check.

Hercule claps his hands as if removing dust from them.
"Told you I'd win! I'm the greatest fighter in the world!"


The crowd looks a little displeased with Hercule after he threw Bob out of the ring but they cheered anyway knowing that the next fight would be starting soon.

"Well a ring out is a ring out so Hercule is the winner. Next Fight: Azoth vs. Dakar!"


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

Don't feel too bad Bob... I still have to fight Mr. Flying Hobgoblin w/o a ranged weapon...

Azoth again walks out onto the field, his armor clanging, his shield in front of him, and a potion in his hand.

"Let's get this over with."

Initiative: 1d20 + 5 ⇒ (16) + 5 = 21


I know I'm the only caster, but am I seriously the only character with ranged capabilities?

Dakar walks to his starting position, pulls out a scroll, and assumes a ready position. His dragon companion flies down, lands on his shoulder, and retrieves a wand.

Initiative: 1d20 + 9 ⇒ (7) + 9 = 16


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

Thank Gorum I won initiative! If it even ends up making a difference... GM, am I correct that I still have my Victory Point from last match?

Azoth sees his opponent, and remembers what happens to the last guy that fought him. He runs at his opponent, dropping his potion 10 feet from him, and drawing his katana before the last step.

Combat:

Full Round Action: Run
Free Action: Drop Item
Part of Movement: Draw Weapon
Current AC: 26


Dakar steps back, reads his scroll, and vanishes.

Combat:
5ft step
Standard: read scroll of fly
Dragon: use wand of vanish


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

There are a couple of ways that I can pinpoint you without even rolling... 1. with a 5'step, you can't move anymore, so you have to be in the square you moved into before you went invisible. 2. I can see your tracks. I am going to go ahead and roll as if you are pinpointed, if the GM disapproves, I will retcon. But I can tell you our VC has ruled about this in our area for PFS stuff...

Combat:

No Action: 5'step in direction that Dakar moved before vanishing.
Full Round Action: Full Attack, Power Attack
Attack 1: 1d20 + 13 ⇒ (7) + 13 = 20
Damage 1: 1d8 + 13 ⇒ (4) + 13 = 17
Miss 1: 1d100 ⇒ 8
Attack 2: 1d20 + 8 ⇒ (19) + 8 = 27
Crit Confirm: 1d20 + 8 ⇒ (14) + 8 = 22
Damage 2: 1d8 + 13 ⇒ (1) + 13 = 14
Crit Damage: 1d8 + 13 ⇒ (6) + 13 = 19


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

Miss 2: 1d100 ⇒ 78


Okay the concealment checks do they have to be higher than the number or lower than the number... Like a 25% chance of success would be rolling 75 or under or would it be that you have to roll 25 or higher to succeed? Never had to deal with it before. Also Dakar you weren't the only ranged person but TMR got out early.

Liberty's Edge

Male Human Gamer 12/Game Designer 1

The assumption is generally for 50% that 1-50 is a miss and 51-100 is a hit. In other words, high is good, low is bad. That was the assumption I was going with... So my first attack would miss, the second would hit.


Yeah, that's what I usually go with as well. Means the crit hit... Also, at the moment, I'm easy to pinpoint since the faerie dragon on my shoulder is still visible. ;-)

-33HP; AC 17/16/14 (+2 vs. AoOs, spells, SLAs, etc.)

Azoth's blade turns crimson with blood as his second blow seems to have scored a serious injury on his invisible opponent. A moment later, the dragon steps back and vanishes. Dakar reappears 25ft in the air - along with 6 identical friends.

Combat Stuff:
Familiar Action: 5ft back and cast greater invisibility
Dakar Swift: Activate Kirin Style
Knowledge Check DC 22: 1d20 + 17 ⇒ (14) + 17 = 31
Dakar Move: Fly 30ft away (end up 25ft in the air)
Dakar Standard: cast mirror image
Illusory Doubles: 1d4 + 2 ⇒ (4) + 2 = 6


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

When you move away, do I get an AoO, or no? Lol I didn't think about the familiar :p


Familiar did a 5ft step, so it's safe. I was invisible when I moved, so I think I'm safe, too. :-)


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

Actually, I think I get a perception check... GM, do you know? I could see it either way honestly. Perception check to try, or just don't would make sense.


GM Ruling:
This is what I found on the subject:
RedDogMT wrote:

If the character cannot perceive the invisible wizard, the wizard's movement does not provoke.

The Perception DC to detect the unmoving Wizard is 20. If the wizard is moving at half speed, DC15, and at full speed, DC 10. The Wizard could choose to use Stealth for an additional bonus as well.

I would give a +2 bonus to Perception to the character whose square the Wizard is moving through. I think this is reasonable since it should be easier for the character to detect someone moving through his square as opposed to an adjacent one.

If the character does not succeed at the Perception check, the wizard skates by without notice. If the character makes the Perception check, he can attempt an AAO with a 50% miss chance. If the AAO hits, besides doing damage, the Wizard's movement is stopped.

If the Wizard were to use Acrobatics, the character would be considered to be flat-footed and could not apply his dexterity to his CMD. I would also say that using Acrobatics would also make the Wizard easier to detect...maybe a -5 to the Perception DC.

Now granted this is a different subject as this pertains to an invisible wizard moving through someone's square so add 5 to the perception checks given here if that makes any sense.


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

from the [url=http://paizo.com/pathfinderRPG/prd/glossary.html#_invisibility]invisibility condition rules, I think the DC is 10 when he is not moving through my square. Based on this ruling, he is moving through 2 squares that potentially provoke (1 to go up, putting him adjacently above, 1 to move up and out of my reach). Unfortunately, I did not put any ranks into Perception because I am foolish.

Perception: 1d20 ⇒ 6
Perception: 1d20 ⇒ 1
Doesn't matter lol

Azoth doesn't notice his invisible opponent leaving engagement, until he appears with 6 clones. He steps forward and attacks the familiar.

Combat:

No Action:5' Step
Full Round Action: Full Attack
Attack1: 1d20 + 15 ⇒ (20) + 15 = 35
CritConfirm: 1d20 + 15 ⇒ (2) + 15 = 17
Damage1: 1d8 + 9 ⇒ (3) + 9 = 12
Crit Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Attack2: 1d20 + 10 ⇒ (13) + 10 = 23
Damage2: 1d8 + 9 ⇒ (6) + 9 = 15


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

My performance check for the crit on you, and now the familiar assuming the crit confirms

Perform(Act): 1d20 + 7 ⇒ (8) + 7 = 15
Perform(Act): 1d20 + 7 ⇒ (14) + 7 = 21


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

don't forget the famliar is invisible as well


Yeah, the dragon 5ft straight back and turned invisible.


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

Ah, yes.

Miss1: 1d100 ⇒ 74 Hit
Miss2: 1d100 ⇒ 26 Miss


You failed the first perform by 4 but succeeded the second so you are now Helpful status Azoth.


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

Sweet!


Dakar: -33HP
Familiar: -12HP

The invisible dragon whimpers as Azoth's first strike hits its mark. Then it goes silent. In unison, the seven Dakars fire rays of fire from their hands. Fortunately for Azoth, they all miss. He glares and pulls out a potion.

Combat Stuff:
Dragon stealths to Dakar. (even with the movement penalties, he has well over a +20 mod, so I'm not going to bother rolling).

Dakar Standard: cast scorching ray
Dakar Move: pull potion of cure serious wounds (unlabeled so the audience won't identify it)

Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Attack 2: 1d20 + 6 ⇒ (5) + 6 = 11


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

Azoth moves back to wear he drops his potion and picks it up, sheathing his katana on the way. "Come down here and fight me like a man!"


All seven Dakars shoot multiple force missiles at Azoth, hitting him for 14 points of damage. Then he disappears.

Combat:
Magic Missiles: 4d4 + 6 ⇒ (3, 1, 3, 1) + 6 = 14
Invisible familiar flies to Dakar and uses wand of vanish


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

"Coward!" Azoth drinks his potion and then draws his katana again.

Combat:

Drink potion of bull's strength


The Dakars reappear 30ft to the left of his previous position - still flying - and throws snowballs at Azoth. take 30pts cold damage and make a Fort DC 16 to avoid being staggered for 1 round

Combat:
Move 30ft to the left (maintain 25ft elevation)
Standard: cast snowball
Snowball: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 5d6 + 10 ⇒ (2, 5, 2, 6, 5) + 10 = 30
Familiar recasts greater invisibility


Male Human (Varisian Paladin | HP 15/15|AC 17|T 10| FF 17|CMD 14|Fort +4|Ref+0|Will +2|Perc +0|Init +10|
Abilites/Magic:
Smite Evil 1/1

The snowball lands a little ways away from Azoth, and he remains unaffected. Azoth moves 30 feet further away and raises his shield in front of himself. Total Defense. Current AC 32


Thought your Touch AC was a 15 last round. Would have hit you right on the nose.

Undeterred, the Dakar duplicates launch another snowball at Azoth. Hits Touch AC 24 for 24pts cold damage. Fort DC 16 to avoid staggered for 1 round At the same time, Azoth's katana becomes covered with slimy grease. Reflex DC 14 to avoid dropping the weapon

Combat:
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 5d6 + 10 ⇒ (1, 4, 4, 2, 3) + 10 = 24
Familiar casts grease


"Azoth forfeits leaving Dakar the winner!"

The stage is cleaned and set up for the final match: Hercule vs. Dakar.

Please forgive me for not doing this sooner.

"And here you have it folks the final match: Mr. Hercule vs. Dakar!"

The Crowd roars as the contestants take to the stage.


Male Human Unarmed Fighter

"So you like going invisible eh? I'm going to end your cheating right here, right now!"

Hercule is holding a bag from his belt.


As usual, Dakar remains silent as he pulls out a scroll. His dragon perches on his shoulder and pulls a wand.

Initiative: 1d20 + 9 ⇒ (7) + 9 = 16

Combat:
Dakar pulls scroll of fly
Dragon pulls wand of vanish

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