[PbP GD VIII] PFS Mod: Ruby Phoenix Tournament (levels 10-12) [GM Uktar]

Game Master Uktar

A tournament-style adventure for 11th-level characters, written by Tim Hitchcock


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The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Mal finishes his dinner and wonders what else is formally planned before the assembled contestants rest for the evening.

You've been an extreme boon Marthysan, thank you. I'm also glad that our competition won't include one of the most famous champions of the Inheritor.

We'll have to do our best to curry favor with the crowd, and I can't speak for my comrades, but I've never surrendered yet, and I don't intend to start here.

Are there any other events planned or does the tournament start tomorrow? If it does, I suggest we go to Marthysan's suite and prepare for the following day. If anyone has any suggestions for preparations we can share them there after both detecting magic and searching for any mundane spying devices.


maps & images for The Ruby Phoenix Tournament |

Interaction with other contestants at the noodle house is not required, and we've hung out there long enough for anyone who wanted to interact to have done so, so moving on....

Marthysan's suite is well appointed and you each have a lush but tastefully decorated bedroom with views of the bay. When you rise in the morning and throw open the shutters on your windows, it looks as if all of the village of New Harbor wakes before dawn. Even as the dull orange sun creeps slowly over the eastern horizon, the fishermen have already crowded into their boats. They move swiftly, like blackened silhouettes dancing against dawn’s watercolor pallet, eerily silent except for the shuffling of ropes and oars, and the caws of their trained cormorants.

Marthysan awaits you at the breakfast. "Eat up, but be quick about it. You don't want to miss the opening exhibition. I'll see you there."

While the breakfast is simple, the food is fresh and tasty. Finding your way to the Grand Pavilion poses no challenge, as you find a steady stream of boats carrying contestants and observers who can afford passage across the bay to the seaside arena, while droves of locals follow the coastal path to the pavilion.

The Grand Pavilion and surrounding fairgrounds lie deep within the cove, and feature a massive and elaborate combat arena specifically constructed for the tournament. Scores of colorful tents cram the grounds spreading from the wood almost to the water. A line of spectators stretches from the Grand Pavilion, waiting to enter the arena. Contestants are given priority, and red- and orange-clad monks usher the eclectic collection of warriors and battlemages into the bowels of the arena. But before you are brought into the Grand Pavilion fight floor itself to stand before the Emissary, each of you is given a contract to sign. It states:

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

There is a place to sign and date the contract at the bottom. A monk stands by each of you, dressed as an agent of the Emissary, ready to bear witness of your signature or placing your mark on the appropriate line.

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Mal wakes early to practice his Toragian rituals and martial katas as he does every morning and asks the Forgefather to bless him in the day’s contests. He then brews his custom draught, samples it and proceeds to the grand pavilion.

Immediately before leaving with his group he says I’d imagine most combatants in this tournament will have a limited reach. I can use magic to augment mine, which will make me into a bulwark that they must get past before they can attack any of you. I suspect this will make it easier for Jeras to find a flank, and Flora can ensure that foes won’t want to remain at a distance. If we face ranged or spell casting combatants we’ll need to advance, but that would be my first preference if no one has another strategy they prefer.

I intend to offer quarter to our fellow contestants, I’ll deal non lethal damage unless they’re resistant to such. I take no disadvantages for doing so and I don’t ask you to do the same.

Umd wand of long arm into Cracked Vibrant Purple Prism IS: 1d20 + 15 ⇒ (9) + 15 = 24

Mal can combine this with sword masters flair to achieve a 15’ reach and has combat reflexes.

He signs and dates the contract and awaits further announcements of matches to come.

Grand Lodge

Male CN Elf Rogue 12 | HP 29/106 (0/17 temp)(111/111) | AC 26 T 17 FF 20 | CMB +8, CMD 26 | F: +14, R: +21; +4 for traps W: +13; +2 vs. enchantment | Init: +9 | Senses low-light vision; Perc: +23 (+29 to locate traps), SM: +6 | Speed 40ft | / | | Active conditions: None.

Jeras signs and writes the date in place.

Is this my doom!?


maps & images for The Ruby Phoenix Tournament |

P.S. Now's the time to prepare spells, etc that you want to have ready for the first day of the Tournament. (Mostly talking to you, Flora and Daathiel.)You will have at least one elimination bout, you will probably be tapped for an exhibition bout of some sort, and there will be some kind of test of skill. There is no better intel than that. Prepare spells, etc, as you see fit.

Feel free to discuss strategy, etc, as something you would've done night before, or this morning over breakfast.

Scarab Sages

M Aasimar Archivist 12 | HP 99/99 | AC 19 T 13 FF 16 CMD 21 | F +10 R +16 W +10 ** | Init +7 | Per +14 | Performance 29/32 | Probable Path 1/1 | Reroll 1/1 | Lore Master 2/2|

Daathiel is a spontaneous caster (bard) so does not prepare spells.

"I will normally begin by giving advice on our opponents and also casting a spell such as Haste. After that, I might resort to using my wand of True Strike combined with my whip to disarm or trip foes, or use magic to counter enemy casters or archers. I will fly to keep out of reach of grounded foes."

Can we actually cast spells on ourselves before our bout, if we know approximately when it is? Or is that considered cheating? Daathiel has 2-hour (10 min/level) spells like Heroism, Heightened Awareness, Echolocation, and Grand Destiny. Might spend the slots to keep Heightened Awareness going during the day.

Daathiel will be quite good at Performance combat, if he gets to trigger a check. His basic check should be a +11, I think (+9 BAB is +2; 11 ranks in Dance are +3; Cha is +6).

He signs the contract.

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

I’m curious about this “unfair advantage” clause in performance combat. Would spell casting trigger it? Using magic items? Flight? Would the tactic I mentioned of using magic to get an extra long reach?

Mal will be ok at performance combat (+5), -2 cha, +2 BAB, +2 luck, +3 competence. It looks like we’ll want to succeed at a check or two then only let Daathiel make checks to get victory points, since missing by 5 makes you drop down.

I’m also curious about prebuffing and hours long buffs.

Grand Lodge

Male CN Elf Rogue 12 | HP 29/106 (0/17 temp)(111/111) | AC 26 T 17 FF 20 | CMB +8, CMD 26 | F: +14, R: +21; +4 for traps W: +13; +2 vs. enchantment | Init: +9 | Senses low-light vision; Perc: +23 (+29 to locate traps), SM: +6 | Speed 40ft | / | | Active conditions: None.

"Guys I need flank to be effective."


maps & images for The Ruby Phoenix Tournament |

There is no published schedule and asking any of the Emissary monks gets a canned reply, "The Emissary declares who shall fight when, as it should be." You get no other reply about any other questions, other than referring to the terms of the contract before you, and bowing to the Emissary's will.

Mal 001 wrote:

I’m curious about this “unfair advantage” clause in performance combat. Would spell casting trigger it? Using magic items? Flight? Would the tactic I mentioned of using magic to get an extra long reach?

Mal will be ok at performance combat (+5), -2 cha, +2 BAB, +2 luck, +3 competence. It looks like we’ll want to succeed at a check or two then only let Daathiel make checks to get victory points, since missing by 5 makes you drop down.

I’m also curious about prebuffing and hours long buffs.

You know you'll be facing a bout some time today, but timing is a bit up in the air. There will be 32 elimination bouts, plus exhibitions and skill tests, so the pacing will be brisk.

Remember that the Base DC for performance combat is at it's lowest when it's in the middle (i.e. highest DC if crowd is Hostile OR Helpful. Then Unfriendly or Friendly. Indifferent has the lowest DC, i.e. easiest to succeed.). If you start racking up victories, the crowd will start with better attitude toward you (and potentially for your foes as well)--which means you'll start fight with boons available, but face higher DCs.
Given the level of competition in these combats, using your own (as in anyone on your team) buffs and magic items would not be any kind of "unfair advantage." Trying to cheat in some fashion, if spotted, would definitely qualify (e.g. picking up fallen foe's equipment, even if it's to use it for their benefit, could be seen as unfair, and might even be considered looting, requiring some kind of fast talk/sleight of hand). Use your own abilities and equipment (again, within the whole team), and you'll be fine. Situationally, things may come up, but it will be obvious. I won't be snookering you (unless an NPC is trying to snooker you...no GM BS.)

The Concordance

Neutral Good Halfling Kineticist 10 (Sheet) (Equipment) | HP: 123/123 (70 nonlethal) | AC: 32 (16 T, 29 F) | Fortification: 35% | CMD: 20 | F: 18, R: 14, W: 8 | Init: 3 | Perc: 22 | Speed 30, swim 20 |
Tracked Resources:
Burn 7/10 | Internal Buffer 0/1 | Reroll 0/1

Without saying anything, Flora signs the contract. For her there was little to do or prepare for, just get in and fight.

Will cast keep watch on the party each night from her wand, so sleep is not necessary

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

That all makes sense, Thanks!

Depending on the amount of time we have once the emissary calls us to fight, Mal will cast Mage Armor, and Heightened Awareness from wands (in that order) before heading to a match, since they should last 1 hour and 10 minutes each.

UMD: 1d20 + 15 ⇒ (8) + 15 = 23

Mal perches on his flying carpet in the grand pavilion and waits for the bouts to begin. He is eager both to see the other contestants and for his own team's first match.


maps & images for The Ruby Phoenix Tournament |

Once all four members of your team have signed the contracts, 2 of the Emissary's monks leads your team into the fight stage of the Grand Pavilion, where you find many other contestants already assembled, each waiting patiently, watching performer acrobats entertain the growing crowd as the audience files into the grandstands. In addition to the 3 contestants you saw last night in the Noodle House, you see Risha smirking from the corner. She offers a mocking salute when your eyes meet. There are just a few among the very large crowd of contestants.

See Map of Grand Pavilion
Don't worry about placement on the map. It's just for reference. If you're actually fighting, I have a closeup of just the fight stage that's better scale.

Judge's Box: You see a small ziggurat whose terraces bloom with flowering cherry trees and white lotus flowers. Last night you heard about how, during matches, the Emissary sits in a great wooden throne carved with the faces of 1,000 kami atop this ziggurat. The throne is sheltered by a bright red canopy from which flow dozens of colorful banners. Flanking the stairs to the raised dais are a pair of menacing foo lion statues, rumored to be powerful guardian spirits that spring to life to defend the Emissary should he ever be threatened. Behind the throne you see a couple of stairwells that descend into the stone ziggurat—clearly it must be some kind of respite or offices for the Emissary. B1
Competitors’ Entrances: Competitors use these passages to enter and depart from the arena. Each has a private alcove where contenders can prepare for their upcoming fights. B3
Common Entrances: Red-lacquered torii gates flank the main entrances into the arena, and are decorated with paper lanterns and prayer chimes. Clearly these are the Common Entrances, where the audience enters. B4
Grandstands: Great earthen tiers support wooden benches that serve as grandstands for the common spectators. The grandstands are hemmed in by blossoming plum trees and artistically placed boulders. B5
Water Pyramid?: A 15-foot-tall stone pyramid has stairs at either side of a central channel cut down the face that empties into a deep trough of water. B6

DC: 10 Knowledge-Engineering:
You deduce that there may be hydraulic devices that could be powered by such a pyramid, though it would probably require a lot of monks hauling buckets of water up the stairs and dumping them into the channel—or some very high level clerics constantly creating water in order to make it flow.
Fight Stage: The center of the arena serves as the 40-foot-by-80-foot fight stage. Around the fight stage’s perimeter stand six wooden scaffolds used to erect and operate fight stages. A permanent wall of force, 6 inches thick and 30 feet tall, surrounds the fight stage, with gaps allowing contestants to enter and exit, providing a barrier that protects the crowd against flying objects and most spell effects. B7


maps & images for The Ruby Phoenix Tournament |

The acrobats finish their routine with an impressive flourish, then they head for the contestant entrances as a hush settles over the crowd and all eyes turn expectantly toward the judges box. The red curtains enclosing the kami throne part, revealing three figures.

In the center, sitting upon the kami throne, clearly must be the Emissary. To his left sits your host and reigning champion of the Ruby Phoenix Tournament, Marthysan the Righteous. To the Emissary's right is an oni named Kiang Zhen. Standing like motionless statues behind the three are a dozen qinggong monks—the Emissary's mystic disciples and bodyguards. As all watch rapt, the Emissary rises and addresses the crowd.
“I am Sifu Xho Nuo—Emissary of the Ruby Phoenix Tournament and guardian of the legacy of Hao Jin, the once immortal sorceress in whose name you are gathered here to battle. To honor the Grandmaster’s legacy, I stand before you to carry out her final will: the thirty-first decennial Ruby Phoenix Tournament. Without further delay, we begin our first round of the contest. May the worthiest win!”

Upon his final words, the crowd erupts into clamorous applause. The Emissary waits with infinite patience for the clamor to die down before raising his hands.

"For the opening bout of the thirty-first decennial Ruby Phoenix Tournament, we shall have the Monks of the Enduring Spirit versus...the Indefatigable Pathfinders!"

As the crowd erupts in another raucous cheer, most of the contestants scatter for their respective seats or positions throughout the pavilion. Your ushered by a couple of the Emissary's minions to one end of the fight stage, while the four Monks of the Enduring Spirit ready themselves on the other side of the area enclosed by the protective Wall of Force. You see one carries a seven-branched sword, one wields a meteor hammer, and the remaining 2 carry monk's spades.

You have about 1 minute to prepare yourselves, i.e. 10 rounds. A couple of your move actions will be consumed in being moved into position by the Emissary's minions, but I doubt that matters, unless you're going overboard in pre-buffs, in which case we'll figure it out.
For this first battle, I'll even let you roll your own iniatives as part of your buffing routine.
Friendly reminder: while this should be the only elimination bout your face today, there's a good chance there may be some kind of exhibition bout, and there's tests of skill that may also come up over the course of the first day of the tourney.

See Map
Blue and Purple have spades. Red has seven-branched sword. Green has meteor hammer.


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Reminder: Performance Combat in effect. Ultimate Combat rules can be found here.
Remember: specific trumps general, i.e. there'll be some variation in how this plays out in module--mostly in form of DCs, and modifiers and the like.
In particular, you should determine your base combat performance modifier, because in some instances you have to make a check (see "Mandatory Checks"). The most relevant sections are "Affecting the Crowd's Attitude", "Swift Action Checks," "Free Action or Immediate Action Checks," and "Mandatory Checks."

Scarab Sages

M Aasimar Archivist 12 | HP 99/99 | AC 19 T 13 FF 16 CMD 21 | F +10 R +16 W +10 ** | Init +7 | Per +14 | Performance 29/32 | Probable Path 1/1 | Reroll 1/1 | Lore Master 2/2|

Daathiel casts four spells and uses one wand charge in his preparation:
Heroism, Heightened Awareness, Mirror Image (1d4 + 4 ⇒ (1) + 4 = 5 images), and Grand Destiny.
He uses a charge of Bestow Grace from his wand (now at 27 charges; +Cha, so +6, sacred bonus to all saves for 4 minutes).

He takes to the air (15' up), holding his wand of True Strike in one hand.

Initiative, dismissing Heightened Awareness): 1d20 + 7 + 4 ⇒ (12) + 7 + 4 = 23

Base Performance Combat check is +11 (neither Heroism nor Grand Destiny applies)
Saves are +18/+24/+18, with extra +2 vs evil, +7 vs charm/compulsion, and +4 vs magic traps, writing, or language-dependent
5 Mirror Images, and flying at 15' up.
Remaining spell slots are 6/5/5/3

If anybody else would like Heroism he can spare the spell slots and prep time.

Grand Lodge

Male CN Elf Rogue 12 | HP 29/106 (0/17 temp)(111/111) | AC 26 T 17 FF 20 | CMB +8, CMD 26 | F: +14, R: +21; +4 for traps W: +13; +2 vs. enchantment | Init: +9 | Senses low-light vision; Perc: +23 (+29 to locate traps), SM: +6 | Speed 40ft | / | | Active conditions: None.

initiative: 1d20 + 9 ⇒ (14) + 9 = 23

Jeras takes out his two daggers and waits for the start of the fight.

@Daathiel - I can use Heroism.

Scarab Sages

M Aasimar Archivist 12 | HP 99/99 | AC 19 T 13 FF 16 CMD 21 | F +10 R +16 W +10 ** | Init +7 | Per +14 | Performance 29/32 | Probable Path 1/1 | Reroll 1/1 | Lore Master 2/2|

Consider it done, Jeras.

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Mal flies into the arena, casting protective wards upon on himself from wands, Mage Armor and Heightened Awareness .

Immediately prior to the bout starting he uses his ioun stone to further augment his abilities, Long Arm . He then steels himself for the battle to begin.

Using Heightened Awareness
Initiative, dismissing Heightened Awareness: 1d20 + 13 + 4 ⇒ (3) + 13 + 4 = 20

On Mal’s turn he will step forward to intercede any foes tries to reach his allies, instantly enter into Crane Style, fly 5’ off the ground, and swiftly activating the blue scarf he holds to further enlarge his reach. He then readies to strike the first foe to come within his reach.

free action (combat style master) enter crane style, 5’ forward, swift activate sword master’s flair, standard fight defensively strike the first opponent in reach

Readed attack (if triggered): 1d20 + 22 ⇒ (10) + 22 = 32
damage, piercing, magic: 1d8 + 12 ⇒ (6) + 12 = 18

I’ll put his attack macro up on top of my character sheet incase anyone attempts to strike him and misses (free AoO) or moves through his threatened reach (15’).

The Concordance

Neutral Good Halfling Kineticist 10 (Sheet) (Equipment) | HP: 123/123 (70 nonlethal) | AC: 32 (16 T, 29 F) | Fortification: 35% | CMD: 20 | F: 18, R: 14, W: 8 | Init: 3 | Perc: 22 | Speed 30, swim 20 |
Tracked Resources:
Burn 7/10 | Internal Buffer 0/1 | Reroll 0/1

Like the others, Flora will use her wand to heighten her awareness before the combat begins.

Initiative: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23


maps & images for The Ruby Phoenix Tournament |

The Monks bow respectfully to the Emissary. Then they turn to you and offer you all a courteous and respectful bow.
The Emissary chops his hand downward, shouting, "BEGIN!"
Then he sits down upon his kami throne.

Current init order. BOLD may act
Jeras
Daathiel
Flora
Mal

Da monks

GM screen:
hmm: 4d20 ⇒ (8, 7, 1, 3) = 19]

Scarab Sages

M Aasimar Archivist 12 | HP 99/99 | AC 19 T 13 FF 16 CMD 21 | F +10 R +16 W +10 ** | Init +7 | Per +14 | Performance 29/32 | Probable Path 1/1 | Reroll 1/1 | Lore Master 2/2|

Daathiel identifies the opponents as (presumably) human.
Knowledge (Local), Lore Master Take 10: 10 + 16 = 26
"Humans! You know the weak points, the solar plexus, the throat, the kidneys..."

Archivist wrote:
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

This grants everybody a +3 insight bonus to AC and attack rolls. Humans as a type do not have (Ex), (Su), or (Sp) abilities, and I believe it doesn't apply to the saves for class-based abilities.

He also casts Haste.

ACTIVE PARTY BUFFS: Naturalist +3, Haste

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Mal will take the actions mentioned in my previous post unless Jeras wants to charge in.

The Concordance

Neutral Good Halfling Kineticist 10 (Sheet) (Equipment) | HP: 123/123 (70 nonlethal) | AC: 32 (16 T, 29 F) | Fortification: 35% | CMD: 20 | F: 18, R: 14, W: 8 | Init: 3 | Perc: 22 | Speed 30, swim 20 |
Tracked Resources:
Burn 7/10 | Internal Buffer 0/1 | Reroll 0/1

Flora steps forward. A cool breeze and the scent of the jungle begins to swell around her. She fires a spear of wood at the monk directly across from her.

5-foot step, gather power, throw and empowered wood blast with extended range at green.

Wood Blast: 1d20 + 19 + 3 ⇒ (1) + 19 + 3 = 23 Damage: 5d6 + 18 ⇒ (2, 2, 5, 5, 3) + 18 = 35

Unfortunately her first blast fizzles entirely under the pressure of a crowd.

Mandatory Performance Check: 1d20 + 6 ⇒ (13) + 6 = 19

Defenses does not include the naturalist bonus against humans (AC 38, 22T, 32 FF, CMD 26)

Grand Lodge

Male CN Elf Rogue 12 | HP 29/106 (0/17 temp)(111/111) | AC 26 T 17 FF 20 | CMB +8, CMD 26 | F: +14, R: +21; +4 for traps W: +13; +2 vs. enchantment | Init: +9 | Senses low-light vision; Perc: +23 (+29 to locate traps), SM: +6 | Speed 40ft | / | | Active conditions: None.

delay

Jeras waits to see how the enemy will move on the field.

"Guys, I will wait for one of them to come closer."

Mal did you move 5ft up or forward or both? If you did move forward can you them move your tokem. Please! I need to see your position so that I can plan my flank.

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Both. I made a diagonal 5' step from my previous position to ontop of Flora. With my 15' reach I should be providing everyone with at least some cover :), as well as getting the +1 from attacking from above.


maps & images for The Ruby Phoenix Tournament |

You hear only a smattering of snickers at Flora's errant attack; it's certainly not the first time the crowd has witnessed first-round jitters. There are also a few jeers that drift down at your defensive posturing, but for the most part, the crowd reeks of indifferent anticipation.

The monk with the meteor hammer arches an eyebrow and nods to the monk with the purple sash. He charges at Flora, raising his monk's spade while screaming an ear-splitting "Keeeya!"

Before he reaches Flora, Mal lashes out with his readied attack, then follows up with a swift kick of opportunity. Both blows hit, but the monk is undeterred.
Mal, you can choose to make a Combat Performance check for first blood.
He slashes down at Flora with the edge of his spade. His efforts prove...ineffectual. After a bit of a cheer for Mal's attacks, there's an audible "awww" when the monk's attack misses.

Meteor hammer man nods to the monk in the blue sash who also wields a spade. He charges Jeras and attacks. Again, Mal lashes out with an backhand of opportunity, his long reach drawing "oooo" from the crowd. The blue-sashed monk's spade strikes home against Jeras, drawing some blood, along with a few cheers.

Meteor hammer nods to seven-branched swordman. He moves up with a little more care, not that it does him much good, as Mal continues to dish out his opportunistic punishment. While he draw blood from the third monk, that monk twists his blade in a blur of motion, and both of Jeras' daggers go flying through the air to drop at his feet. The crowd roars its approval.

Finally, the monk with the meteor hammer acts. He charges forward, eating yet another attack of opportunity from Mal as he attempts to whip his meteor hammer around Jeras' legs in an attempt to trip him. His attack proves much less effective than Mal's.

lotsa dice rollin:
Mal AoO#1: 1d20 + 22 + 3 ⇒ (5) + 22 + 3 = 30
damage, piercing, magic: 1d8 + 12 ⇒ (7) + 12 = 19
spade att: 1d20 ⇒ 15
Slashing dmg: 1d6 ⇒ 4
Mal AoO#2: 1d20 + 22 + 3 ⇒ (9) + 22 + 3 = 34
damage, piercing, magic: 1d8 + 12 ⇒ (1) + 12 = 13
spade att: 1d20 ⇒ 14
Slashing dmg: 1d6 + 5 ⇒ (4) + 5 = 9
Mal AoO#3: 1d20 + 22 + 3 ⇒ (13) + 22 + 3 = 38
damage, piercing, magic: 1d8 + 12 ⇒ (6) + 12 = 18
disarm att: 1d20 ⇒ 20
Mal AoO#4: 1d20 + 22 + 3 ⇒ (5) + 22 + 3 = 30
damage, piercing, magic: 1d8 + 12 ⇒ (2) + 12 = 14
trip att: 1d20 ⇒ 3


maps & images for The Ruby Phoenix Tournament |

Current init order. BOLD may act
Flora
Jeras 9 dmg, disarmed
Mal
Daaethiel

. Purple 37 dmg
. Blue 13 dmg
. Red 18 dmg
. Green 14 dmg

Mal has option of taking free action Combat Performance check for first blood.

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Mal confidently gives a cheer to the audience in the arena as he strikes the Monks coming in to strike his teammates
Free Performance Check: 1d20 + 5 ⇒ (19) + 5 = 24

He proceeds to unleash a flurry of attacks upon the first combatant to rush in Purple, note all of Mal’s damage is non-lethal
Flurry1: 1d20 + 20 + 1 + 1 + 3 ⇒ (11) + 20 + 1 + 1 + 3 = 36
dmg1: 1d8 + 12 ⇒ (2) + 12 = 14
Flurry2: 1d20 + 20 + 1 + 1 + 3 ⇒ (1) + 20 + 1 + 1 + 3 = 26
dmg2: 1d8 + 12 ⇒ (3) + 12 = 15
Flurry3: 1d20 + 20 + 1 + 1 + 3 ⇒ (15) + 20 + 1 + 1 + 3 = 40
dmg3: 1d8 + 12 ⇒ (8) + 12 = 20
haste: 1d20 + 15 + 1 + 1 + 3 ⇒ (1) + 15 + 1 + 1 + 3 = 21
dmghaste: 1d8 + 12 ⇒ (8) + 12 = 20

He seems a bit uneasy in the arena, easily missing two otherwise easy strikes for himself. He attempts to compose himself infront of the crowd.

Mandatory Performance Check: 1d20 + 5 ⇒ (15) + 5 = 20
Mandatory Performance Check: 1d20 + 5 ⇒ (2) + 5 = 7

I’m guessing my first check got the crowd to friendly. I’d choose or not choose to make the swift action performance check (for landing two attacks) depending on the results from the other checks on my turn

Did Jeras CMD include the insight bonus?

Note that if an attack drops purple, he’ll redirect the attack, he also would regain a panache from this and deal an additional 5 points of precision.

current AC is 43 with crane wing dropping if attack is within 4. Any attacks which miss on him provoke.

The Concordance

Neutral Good Halfling Kineticist 10 (Sheet) (Equipment) | HP: 123/123 (70 nonlethal) | AC: 32 (16 T, 29 F) | Fortification: 35% | CMD: 20 | F: 18, R: 14, W: 8 | Init: 3 | Perc: 22 | Speed 30, swim 20 |
Tracked Resources:
Burn 7/10 | Internal Buffer 0/1 | Reroll 0/1

Flora conjures a spike made out of wood and attempts to stab the monks around her with it.

Kinetic blade, full attack against purple until dropped, then green

Wood Knife: 1d20 + 19 + 3 ⇒ (15) + 19 + 3 = 37 Damage: 5d6 + 12 ⇒ (6, 2, 3, 5, 4) + 12 = 32
Wood Knife: 1d20 + 19 + 3 ⇒ (8) + 19 + 3 = 30 Damage: 5d6 + 12 ⇒ (4, 2, 1, 4, 6) + 12 = 29
Wood Knife: 1d20 + 14 + 3 ⇒ (8) + 14 + 3 = 25 Damage: 5d6 + 12 ⇒ (1, 6, 4, 6, 1) + 12 = 30

Scarab Sages

M Aasimar Archivist 12 | HP 99/99 | AC 19 T 13 FF 16 CMD 21 | F +10 R +16 W +10 ** | Init +7 | Per +14 | Performance 29/32 | Probable Path 1/1 | Reroll 1/1 | Lore Master 2/2|

Daathiel activates his wand of True Strike and draws his whip. He maintains his bardic performance.
Automatically makes the DC 15 Fly check to hover.


maps & images for The Ruby Phoenix Tournament |

The crowd roars it's approval at Mal's readied strike drawing "first blood."
His flurry of attacks stagger the monk in the purple sash, though a couple of blows miss badly...perhaps his caution in trying to only inflict nonlethal damage has thrown off his aim. The crowd forgives his first miss, but hiss their disapproval at his second.

Crowd back to indifferent... for now.
Mal, if you wanted to make a check as a swift action, crowd's attitude at that time would be Friendly.

Flora quickly finishes off the purple monk, then creates a couple of gaping wounds on the green monk, who's looking a little green and sickly after taking those wounds. But he remains on his feet.

Flora, you may make a free action check for vanquishing Purple, and a swift action check for multiple hits. Currently indifferent, but if Mal makes a check, that could change.

Jeras, you're up. Green looks much more wounded than the other two.

Grand Lodge

Male CN Elf Rogue 12 | HP 29/106 (0/17 temp)(111/111) | AC 26 T 17 FF 20 | CMB +8, CMD 26 | F: +14, R: +21; +4 for traps W: +13; +2 vs. enchantment | Init: +9 | Senses low-light vision; Perc: +23 (+29 to locate traps), SM: +6 | Speed 40ft | / | | Active conditions: None.

Round 1 out of delay

Jeras pulls out another two daggers nonmagical , steps closer to green and stabs.

dagger -Improved Two-Weapon Fighting : 1d20 + 15 ⇒ (4) + 15 = 19
damage: 1d4 + 8 ⇒ (2) + 8 = 10

dagger -Improved Two-Weapon Fighting : 1d20 + 15 ⇒ (9) + 15 = 24
damage: 1d4 + 8 ⇒ (3) + 8 = 11

Round 2

He continues stabbing the green one.

If green drops he will stab blue one

dagger - Improved Two-Weapon Fighting : 1d20 + 15 ⇒ (4) + 15 = 19
damage: 1d4 + 8 ⇒ (3) + 8 = 11

dagger- Improved Two-Weapon Fighting : 1d20 + 15 ⇒ (19) + 15 = 34
damage: 1d4 + 8 ⇒ (2) + 8 = 10

dagger-Improved Two-Weapon Fighting: 1d20 + 10 ⇒ (4) + 10 = 14
damage: 1d4 + 8 ⇒ (3) + 8 = 11

dagger -Improved Two-Weapon Fighting : 1d20 + 10 ⇒ (13) + 10 = 23
damage: 1d4 + 8 ⇒ (4) + 8 = 12

confirm crit: 1d20 + 15 ⇒ (4) + 15 = 19
damage: 1d4 + 8 ⇒ (2) + 8 = 10

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

I was hoping I'd have a +4 bonus on that perform check to try to get to helpful from 4 hits. I think I'll decline it because the DC goes up by 5 from Indifferent to Friendly.

Mal instead swiftly calls upon Torag's blessing to guide his strikes. Cast divine favor with fervor.

Grand Lodge

Male CN Elf Rogue 12 | HP 29/106 (0/17 temp)(111/111) | AC 26 T 17 FF 20 | CMB +8, CMD 26 | F: +14, R: +21; +4 for traps W: +13; +2 vs. enchantment | Init: +9 | Senses low-light vision; Perc: +23 (+29 to locate traps), SM: +6 | Speed 40ft | / | | Active conditions: None.

Oh I didn't include +3 bonus from Bard and +1 from haste in my rolls and I didn't roll haste attack

dagger - haste attack: : 1d20 + 15 + 1 + 3 ⇒ (9) + 15 + 1 + 3 = 28
damage: 1d4 + 8 ⇒ (1) + 8 = 9


maps & images for The Ruby Phoenix Tournament |

Having been wounded in the first round by Jeras, the green one drops under Flora's assault.
Slight retcon to fit in Jeras' delay. But that delay means Jeras initiative is now after the monks in the second round, because he delayed until they were in range. Flora you have a second free action performance combat check available for dropping 2 of them.

Seeing their friends subdued with some nonlethal blows, although a bit bloodily, the two remaining monks nod with approval and switch to dealing nonlethal damage through a flurry of unarmed strikes.

The monk in the blue sash takes a five-foot step to stand over his fallen comrade before resuming his assault on Jeras, opening with a stunning roundhouse aimed for Jeras head.

flurry#1: 1d20 + 10 ⇒ (18) + 10 = 28
NONLETHAL dmg: 1d10 + 3 ⇒ (3) + 3 = 6
flurry#2: 1d20 + 10 ⇒ (11) + 10 = 21
NONLETHAL dmg: 1d10 + 3 ⇒ (8) + 3 = 11
KI flurry#3: 1d20 + 10 ⇒ (1) + 10 = 11
NONLETHAL dmg: 1d10 + 3 ⇒ (2) + 3 = 5
flurry#4: 1d20 + 5 ⇒ (15) + 5 = 20
NONLETHAL dmg: 1d10 + 3 ⇒ (2) + 3 = 5
flurry#5: 1d20 + 5 ⇒ (2) + 5 = 7
NONLETHAL dmg: 1d10 + 3 ⇒ (8) + 3 = 11

Thanks to the insight provided by his archivist teammate, Jeras emerges unscathed, ducking the roundhouse in the nick of time.

But then the remaining monk steps into the flank and unleashes his own torrent of flying blows. Jeras continues to buck and weave, avoiding most of the assault until finally one elbow catches him on the nose, drawing a little blood despite it's nonlethal intent.
flurry#1: 1d20 + 10 ⇒ (4) + 10 = 14
NONLETHAL dmg: 1d10 + 3 ⇒ (6) + 3 = 9
flurry#2: 1d20 + 10 ⇒ (4) + 10 = 14
NONLETHAL dmg: 1d10 + 3 ⇒ (10) + 3 = 13
KI flurry#3: 1d20 + 10 ⇒ (20) + 10 = 30
NONLETHAL dmg: 1d10 + 3 ⇒ (8) + 3 = 11
flurry#4: 1d20 + 5 ⇒ (6) + 5 = 11
NONLETHAL dmg: 1d10 + 3 ⇒ (7) + 3 = 10
flurry#5: 1d20 + 5 ⇒ (2) + 5 = 7
NONLETHAL dmg: 1d10 + 3 ⇒ (8) + 3 = 11

Confirm?: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
NONLETHAL dmg: 1d10 + 3 ⇒ (6) + 3 = 9
all those were actually at +2, but I was being lazy. only nat-20 hits

Jeras wipes his nose with the back of his hand and looks down at the blood. He smiles and unleashes a series of slashes of his own. Again, he's aided by the insight shouted by his archivist friend, switching his grip with his offhand and managing to land a few more of his blows, including one that penetrates deep into the monk's liver. Though bleeding from wounds all over his body, he does remain on his feet.


maps & images for The Ruby Phoenix Tournament |

Current init order. BOLD may act
Flora
Mal
Daaethiel

. Purple unconscious
. Blue 13NL dmg
. Red 18NL, 52 lethal dmg
. Green unconscious
. Jeras 9 dmg & 11 NL dmg,

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Mal continues his strikes against the monks targetting red first
Flurry1, haste, above, divine favor: 1d20 + 20 + 1 + 1 + 2 ⇒ (9) + 20 + 1 + 1 + 2 = 33 damage: 1d8 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Flurry2, haste, above, divine favor: 1d20 + 20 + 1 + 1 + 2 ⇒ (4) + 20 + 1 + 1 + 2 = 28 damage: 1d8 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Flurry3, haste, above, divine favor: 1d20 + 15 + 1 + 1 + 2 ⇒ (6) + 15 + 1 + 1 + 2 = 25 damage: 1d8 + 12 + 2 ⇒ (1) + 12 + 2 = 15
haste attack, haste, above, divine favor: 1d20 + 20 + 1 + 1 + 2 ⇒ (18) + 20 + 1 + 1 + 2 = 42 damage: 1d8 + 12 + 2 ⇒ (3) + 12 + 2 = 17

Note if Red goes down, he continues the attacks on blue, with a panache regained and 5 more precision damage on each attack. .

Mal smiles as it appear's Torags blessing brought him much in this round. After the torrent of rapid strikes he again cheers at the crowd. He then flies forward to try to offer a potential flank to Jeras. 5' step

Perform, 4 strikes, swift: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22

Scarab Sages

M Aasimar Archivist 12 | HP 99/99 | AC 19 T 13 FF 16 CMD 21 | F +10 R +16 W +10 ** | Init +7 | Per +14 | Performance 29/32 | Probable Path 1/1 | Reroll 1/1 | Lore Master 2/2|

Daathiel moves diagonally (so he is over Flora and 15' up) and uses his whip to trip Blue.

Whip vs CMD, Haste, True Strike, Higher Ground, Heroism: 1d20 + 10 + 1 + 20 + 1 + 2 ⇒ (5) + 10 + 1 + 20 + 1 + 2 = 39
His bardic performance does not stack with True Strike.

Presumably successful few foes, even monks, have a CMD like Mal does he cracks his whip with a flourish as he plays to the crowd.

Performance Combat: 1d20 + 11 ⇒ (1) + 11 = 12
The crowd is not impressed.

Maintaining performance - 3 rounds used.


maps & images for The Ruby Phoenix Tournament |

The crowd's excitement grows as Mal's flurry quickly drops the Red-sashed monk and pummels the Blue Monk.

Mal you have a free action check for vanquishing foe. You can use that first roll, it would not have the +4 bonus, i.e. result=18 v indifferent crowd. Then you can make your swift action check with +4 bonus v Friendly. Or leave it as is.

Daathiel's whip cracks impressively, it's snap echoing through the arena. The lone monk that was still standing...is standing no more. Despite the efficient and effective maneuver, the crowd seems unimpressed...perhaps they were hoping for more of a fight.

Flora, you're up.
[ooc]Current init order. BOLD may act
Flora
Mal
Daaethiel
. Purple unconscious
. Blue 61NL dmg, PRONE
. Red unconscious
. Green unconscious
. Jeras 9 dmg & 11 NL dmg, disarmed

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Mal would have taken the free action against indifferent crowd, and hoped that he could make the first check and maybe use the second get up to helpful with the +4 bonus.

Mal tries to impress the crowd as much as he can as he quickly strikes his foes, dropping one, and lands four blows in a matter of seconds.

swift performance, 4 strikes: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20

Plus one more if the first check was successful, from the friendly crowd.

The Concordance

Neutral Good Halfling Kineticist 10 (Sheet) (Equipment) | HP: 123/123 (70 nonlethal) | AC: 32 (16 T, 29 F) | Fortification: 35% | CMD: 20 | F: 18, R: 14, W: 8 | Init: 3 | Perc: 22 | Speed 30, swim 20 |
Tracked Resources:
Burn 7/10 | Internal Buffer 0/1 | Reroll 0/1

Trying not to overdo it, Flora creates an icicle rather than a blade of wood and stab at the prone monk until he no longer resists.

stopping after the attack that drops the monk.
Includes naturalist and prone.

Cold Knife (touch): 1d20 + 19 + 3 + 4 ⇒ (20) + 19 + 3 + 4 = 46 Damage: 5d6 + 3 ⇒ (4, 5, 5, 4, 2) + 3 = 23
Cold Knife (touch): 1d20 + 19 + 3 + 4 ⇒ (6) + 19 + 3 + 4 = 32 Damage: 5d6 + 3 ⇒ (2, 6, 2, 5, 1) + 3 = 19
Cold Knife (touch): 1d20 + 14 + 3 + 4 ⇒ (10) + 14 + 3 + 4 = 31 Damage: 5d6 + 3 ⇒ (5, 4, 5, 4, 2) + 3 = 23

Her first strike (and possible her last is extra effective.

Confirm (touch): 1d20 + 19 + 3 + 4 ⇒ (18) + 19 + 3 + 4 = 44 Extra Damage: 5d6 + 3 ⇒ (5, 2, 2, 2, 3) + 3 = 17

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Do you want to make a performance check for the critical? Failure doesn’t lower the attitude for crits

On a related note, does winning the performance combat get us anything in the serialized sense or do we need to score victory points by succeeding on check when helpful for it to matter


maps & images for The Ruby Phoenix Tournament |

Tried posting this morning to no avail due to website issues at paizo.com, which reminded me I failed to mention the backup comm I set up when I first created this table. If there are problems getting onto the Gameplay thread for more than a day, please check in on the Discord Text Channel for this game. And in fact, I’d appreciate each player going over there and just dotting/saying hi to let me know you found/have the channel.

The crowd roars its approval at Mal downing the red monk. Sensing the end is near, the excitement in the air grows as Mal continues to unleash his furious flurry, driving the crowd to near delirium as it urges the Pathfinder on to victory. The crack of Daathiel’s whip cuts through the excitement, startling the crowd, snapping it out of its excited buzz. The masses seem mightily unimpressed by the combatant who hovers safely out of harms reach and then merely trips up the enemy, rather than finishing him off. There are even a couple of boos, the crowd believing Daathiel was merely trying to show off, rather than truly engage in combat.

Flora attempts to take the kinder, gentler approach, then knocks the stuffing out of your final enemy with a shot right to his jugular. While the amount of blood that comes spurting out is a bit alarming, you do see him moaning about on the ground unconscious, not too worse for the wear. The crowd surges to its feet, roaring at such a precise and brutal blow ending the bout in definitive fashion. The Emissary rises to his feet and takes a step forward, the crowd slowly quieting down.
”Victors of the inaugural bout of the thirty-first decennial Ruby Phoenix Tournament?” The Emissary thrusts both hands into the air: ”The Pathfinder Paragons!”

Quickly, the Emissary’s monks sweep into the arena and gather up the fallen, helping rouse them and get them off the sands.

All those combat descriptions pure fluff; don’t read game mechanics into it. Mal was able to lift crowd first to Friendly, then Helpful. But Daathiel’s check failed by more than five and dropped them back to Friendly.
FLORA: might as well make 2 checks: Free check for confirmed crit (can’t hurt no matter what), and free check for vanquishing final foe. There can be no downside to making the checks, because you can’t drop attitude all the way to hostile AND then fail another check. (You can’t even get it down to Hostile.) If the first one hits DC: 19, goes to Helpful. If second one hits 24, gain a Victory point. You get a circumstantial bonus of +1 on first, and +2 on the second. You’re basically fishing for a 18-20 followed up by a nat-20, but what the heck. Cannot harm the party at all… And yes, normally a nat-20 wouldn’t technically work when crowd’s Helpful, because it’s not attack roll or save, and you can’t quite hit the DC:24, but fortune favor’s the brave, so GM gonna allow the chance for success this one check.

Regardless: Each of you receive 1 victory point! Congratulations!
This is a serial competition (basically knockout bouts, though not everyone uses nor is required to use nonlethal methods), so if everyone on the team has 3 victory points at the start of a bout, crowd starts as Friendly. Also, remember that Victory Points can be spent to auto-succeed on a performance combat check (unless it’s a check when crowd is Helpful).
Again I’ll refer you to Performance Combat rules. This is a combat tournament, and there probably will be more combat performances in your near future.

The Concordance

Neutral Good Halfling Kineticist 10 (Sheet) (Equipment) | HP: 123/123 (70 nonlethal) | AC: 32 (16 T, 29 F) | Fortification: 35% | CMD: 20 | F: 18, R: 14, W: 8 | Init: 3 | Perc: 22 | Speed 30, swim 20 |
Tracked Resources:
Burn 7/10 | Internal Buffer 0/1 | Reroll 0/1

Check: 1d20 + 1 + 1 ⇒ (14) + 1 + 1 = 16
Check: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Mal gives a small cheer to the crowd at their victory and then bows to the emissary. He then proceeds to briefly fly around the arena, waving at the crowd and exits with his team.

Might as well give them the best show we can. Apparently the crowd's favor can go a long way in this tournament

Mal quietly addresses his comrades Well done lads. Glad we got through the first match without incident. I wonder how long until the next fight.

He turns to Jeras I'm sorry to see that you were unable to find that all important flank. I debating flying around to try to offer you a flank when the monks charged in, but seeing you disarmed I instead chose to flurry against them. Perhaps not the best tactical decision, but nevertheless, we were victorious! It was quite impressive that you were able to recover and still inflict noteworthy strikes without your primary daggers.

He then addresses his other two teammates Those knives are quite potent Flora. Hope to never find myself on the reciving end!

Excellent advice during the match Daathiel. Your words gave me insights into how to defend myself beyond even my normal capabilities

In the crowd again he recharges his ioun stone. He then uses a pearl to recover some of his divine power.

Long arm into IS, pearl of power divine favor

UMD: 1d20 + 15 ⇒ (7) + 15 = 22


maps & images for The Ruby Phoenix Tournament |

As the Emissary's monks clean up the Fight Area, you notice a series of pedestals have been set up all around the arena outside the wall of force marking the fight stage. A series of objects have been set up at each station. While the emissary dines on his morning repast, your friend Marthysan addresses the contestants and the crowd.

"While the fight stage is prepared for the next elimination contest, the Emissary has arranged a demonstration of strength, precision and martial prowess. All of the contestants of the Ruby Phoenix Tournament are welcome to show off their skill.
"In this challenge, items of various hardnesses have been placed on stone pedestals positioned about the arena. Competitors must race about the ring, and using their bare hands, feet, and heads, smash as many of the objects as possible. Objects must be broken with a single attack, and objects that are damaged but not broken are replaced with new materials after each attempt."

For those of you who may want to try this contest, at each station there is an Emissary's minion who will tell you which body part must be used to break the object. You can use that body part to either make an unarmed strike (damage that needs to overcome hardness and do enough damage to give it the "broken" condition, i.e. at least half its hp). Or you can attempt a strength check to "Break" it (DCs vary depending upon object). You do not need to participate, but if you start, there is the expectation you will continue to the end, no matter how bad it goes. Marthysan (and others) mentioned rewards for those who successfully complete skill contests.


maps & images for The Ruby Phoenix Tournament |

About the arena, you see stations that have Coconuts, Ice blocks, Metal bars, Quarterstaves, River stones, Stacked boards, Stacked bricks, and Stacked clay tiles

for anyone who enters the contest--again, purely voluntary:

At each station, you can choose either an unarmed damage roll (no need to make attack) or a break roll, using the indicated body parts. If you want to try something else (i.e. Cheat) you can probably expect either needing to bluff or sleight of hand to get away with it....and it's a very large crowd watching.
Attempts are made in this specific order:
Coconut: hands
Ice block: arms
Metal bar: head
Quarterstaff: feet
River stone: fingers
Stacked boards: hands
Stacked bricks: hands
Stacked clay tiles: hands

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Mal responds to his team I could give it a try. With a few blessings from Torag anything is possible. Is anyone else well positioned to attempt?

The Exchange

Male LG Aasimar Swashbuckler 5, Monk 2, Warpriest 4, Brawler 1 | HP 97/97 | AC 36, T 36, FF 18 | CMD 46 | F +17 R +23 W +17 | Init +13 (+11 without panache) | Perc +24 | Speed 30ft, Fly 40ft Carpet of Flying| Reach 15' | Panache 1/1; Fervor 6/6; Blessings 5/5; Stunning Fist 4/5 | Active Conditions: Snake/crane Style, Greater Magic Weapon (CL13), Haste, Long Arm, Divine Favor

Mal makes an attempt. Before entering the Arena he drinks an elixir, vastly enhancing his reflexes.

Mutagen

Immediately before his first attempt he calls once again upon Torag's blessing.

Standard: Blessing Crafter’s Wrath (for 1 minute his unarmed strike overcomes all hardness and DR for constructs and objects) Swift: Divine Favor; precision damage may not apply, I'm not sure

Coconut: hands Damage, bypassing hardness: 1d8 + 16 + 5 ⇒ (7) + 16 + 5 = 28
Ice block: arms Damage, bypassing hardness: 1d8 + 16 + 5 ⇒ (2) + 16 + 5 = 23
Metal bar: head Damage, bypassing hardness: 1d8 + 16 + 5 ⇒ (1) + 16 + 5 = 22
Quarterstaff: feet Damage, bypassing hardness: 1d8 + 16 + 5 ⇒ (1) + 16 + 5 = 22
River stone: fingers Damage, bypassing hardness: 1d8 + 16 + 5 ⇒ (8) + 16 + 5 = 29
Stacked boards: hands Damage, bypassing hardness: 1d8 + 16 + 5 ⇒ (2) + 16 + 5 = 23
Stacked bricks: hands Damage, bypassing hardness: 1d8 + 16 + 5 ⇒ (7) + 16 + 5 = 28
Stacked clay tiles: hands Damage, bypassing hardness: 1d8 + 16 + 5 ⇒ (5) + 16 + 5 = 26

Grand Lodge

Male CN Elf Rogue 12 | HP 29/106 (0/17 temp)(111/111) | AC 26 T 17 FF 20 | CMB +8, CMD 26 | F: +14, R: +21; +4 for traps W: +13; +2 vs. enchantment | Init: +9 | Senses low-light vision; Perc: +23 (+29 to locate traps), SM: +6 | Speed 40ft | / | | Active conditions: None.

after combat

Jeras return to the place where he was disarmed and picks up his daggers.

"That was first time in my entire life that I was disarmed. I hope it doesn't happen again."

"Mal, maybe it is the time that I start using my potion of fly!" says Jeras to Mal.

Then he pulls out his wand for healing.

UMD: 1d20 + 15 ⇒ (12) + 15 = 27
UMD: 1d8 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 15 ⇒ (19) + 15 = 34
UMD: 1d8 + 1 ⇒ (3) + 1 = 4
UMD: 1d20 + 15 ⇒ (16) + 15 = 31
UMD: 1d8 + 1 ⇒ (8) + 1 = 9

before contest

"I will not participate in this contest. It is to much for me. And you Mal, good luck!"

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