The Fool's Tournament

Game Master Pocket, the Fool

A simple combat-only tournament for learning combat rules and character-building.


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The tournament has begun. Roll initiative.


Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity

Initiative: 1d20 + 2 ⇒ (5) + 2 = 7


Base+Shifted+buff Stats: AC 23, touch 10, flat-footed 23, CMD 22 (26 vs. bull rush, 26 vs. trip); HP 86; Fort +13, Ref +7, Will +4; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5 | +Rage Stats: AC 21, touch 8, flat-footed 21, CMD 24 (28 vs. bull rush, 28 vs. trip); HP 98; Fort +13, Ref +6, Will +6; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6


Base+Buffed Stats: AC 35, touch 25, flat-footed 24, CMD 21 (23 vs. grapple); HP 48; Fort +7, Ref +19, Will +3; Init +8; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +7

Initiative: 1d20 + 8 ⇒ (13) + 8 = 21


Base Stats: AC 20, touch 16, flat-footed 16, CMD 16/12FF; HP 50; Init +4; Senses: darkvision 60 ft.; Perception +10

initiative: 1d20 + 4 ⇒ (13) + 4 = 17


Base Stats: AC 22, touch 16, flat-footed 17, CMD 25; HP 65; Init +6; Senses: Lowlight vision; Perception +8; Special: Panache: 2/2

Initative: 1d20 + 4 ⇒ (18) + 4 = 22


Initiative: 1d20 + 5 ⇒ (3) + 5 = 8


Initiative: 1d20 + 1 ⇒ (3) + 1 = 4


Initiative: 1d20 + 6 ⇒ (16) + 6 = 22


Base Stats: AC 20, touch 20, flat-footed 16, CMD 22; HP 60; Init +3; Senses: Low-Light Vision; Perception +13

1d20 + 3 = (8) + 3 = 11


Initiative order:
Qul Vozo
Kvit
Tawum

Nice Hollyrock
Johnny Gold
Kenshiro Orcishish

Bob-Omb!
Hammer Bro
Broozer

Map link: https://docs.google.com/drawings/d/1Gnsk6OkdGg78UdTkXq6dg73ScbVw-siYbW-Ogj8 hJ_o/edit?usp=sharing


Base Stats: AC 22, touch 16, flat-footed 17, CMD 25; HP 65; Init +6; Senses: Lowlight vision; Perception +8; Special: Panache: 2/2

Current Buffs: None

A young Tengu enters into a house on the left of the dilapidated dock at G20.


Base Stats: AC 20, touch 16, flat-footed 16, CMD 16/12FF; HP 50; Init +4; Senses: darkvision 60 ft.; Perception +10

Current Buffs: None

Following close behind moves a ratling, glass containers with unknown contents clinking softly at his belt, to I20


Base Stats: AC 20, touch 20, flat-footed 16, CMD 22; HP 60; Init +3; Senses: Low-Light Vision; Perception +13

Current Buffs: None

Taking up the rear is a Catfolk, moving to H19


Current Buffs:
Resistance

A Half-Orc slows at AF35 as he warily eyes the boardwalk.


Current Buffs:
Resistance

Absentmindedly plucking the strings of a lute, the Human bumps into the Half-Orc in AG35


Current Buffs: None
The Elf moves up beside the Half Orc (AF34) to scour the buildings for signs of life


Base+Buffed Stats: AC 35, touch 25, flat-footed 24, CMD 21 (23 vs. grapple); HP 48; Fort +7, Ref +19, Will +3; Init +8; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +7

Current buffs:
none

A small goblinoid with a bow in one hand appears on the roof of one of the central buildings, providing overwatch on his teammates and on the other sides of the waterways. He has very little other gear, just a quiver of arrows and some cloth clothing.
location: Z-18

Current stats:

AC 17, touch 17, flat-footed 11


Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity

Current buffs:

None

Immediately following the goblin, a full-blooded Orc appears in the shadows nearby wielding a very crude hammer and wearing chainmail armor that glints in the moonlight when seen from the right angle.
location: AA-16

Current stats:

AC 18, touch 12, flat-footed 16


Base+Shifted+buff Stats: AC 23, touch 10, flat-footed 23, CMD 22 (26 vs. bull rush, 26 vs. trip); HP 86; Fort +13, Ref +7, Will +4; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5 | +Rage Stats: AC 21, touch 8, flat-footed 21, CMD 24 (28 vs. bull rush, 28 vs. trip); HP 98; Fort +13, Ref +6, Will +6; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5

Current buffs:

None

Following his two comrades, what appears to be a partially shifted werebeast with massive tusks and hooves arrives next to the orc.
location: AB-16

Current stats:

AC 11, touch 11, flat-footed 10


Base Stats: AC 22, touch 16, flat-footed 17, CMD 25; HP 65; Init +6; Senses: Lowlight vision; Perception +8; Special: Panache: 2/2

Current Buffs:
None

moving cautiously out of the house, Qul Vozo moves to K23

Current stats:
AC 20/Touch 15/Flat-Footed 15


Base Stats: AC 20, touch 16, flat-footed 16, CMD 16/12FF; HP 50; Init +4; Senses: darkvision 60 ft.; Perception +10

Current buffs:
None

Kvit moves to a window to scan for enemies
location: M19

Current stats:
AC 17/Touch 14/Flat-Footed 14


Base Stats: AC 20, touch 20, flat-footed 16, CMD 22; HP 60; Init +3; Senses: Low-Light Vision; Perception +13

Current buffs:
None

Tawum follows close behind Qul Vozo
location: I22

Current stats:
AC 14/Touch 14/Flat-Footed 10


Current Buffs:
Resistance (Round 8)

Not spotting anyone in the buildings, Nice moves to AB34 to keep an eye on the rear.
Current Stats:
AC:17 Touch: 13 Flat Footed: 14


Current Buffs:

Johnny meanders past the Half-Orc to AA35. He keeps a careful eye on the water below.
Current Stats:
AC:14 Touch: 13 Flat Footed: 11


Current Buffs:
Resistance (Round 8)

Kenshiro carefully moves forward along the planks to AB35.
Current Stats:
AC:18 Touch: 11 Flat Footed: 17


Base+Buffed Stats: AC 35, touch 25, flat-footed 24, CMD 21 (23 vs. grapple); HP 48; Fort +7, Ref +19, Will +3; Init +8; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +7

Current Buffs:

none

Bob-Omb! catches the barest glimpse of one of his opponents coming around the corner of a building on the other side of the waterway. He whistles and gestures to his teammates to point them in the right direction so that at least they're aware, even if they can't engage just yet.
Simultaneously, Bob-Omb! pulls an arrow from his quiver, knocks it, and lets it fly at the opponent, hoping his eyes aren't tricking him in the dim light.

Free action: whistle/gesture to teammates
Standard action: Single ranged attack (note 20% miss chance in dim light, plus +4 to AC for cover from the side of the building)
Attack 1 with longbow vs Qul Voso, AC 20+4: 1d20 + 6 ⇒ (11) + 6 = 17
Miss chance 20%: 1d100 ⇒ 13 20 or less would cause a miss no matter the result of the attack roll.

Bob-Omb!'s hasty attempt to draw first blood falls short and with a small thunk, his arrow digs into one of the planks near the target's feet. Grumbling in frustration, Bob-Omb! moves slightly down the north side of the roof, counting on the dim light and the cover of the roof to conceal him.

Move action: 5ft step to W14 to W13
No action: Stealth as part of movement (allowed by dim light and cover)
Stealth: 1d20 + 20 ⇒ (16) + 20 = 36

Current stats:

Stealth DC 36 - you must have line of line of sight and roll perception better than 36 to see (or have line of sight and dim light or darkvision)
AC 17, touch 17, flat-footed 11
Arrows remaining: 19/20


Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity

Active effects:

none

At Bob-Omb!'s signal, with a quick nod to his compatriot, Hammer Bro decides he doesn't particularly like his chances of making a jump over the water in his current armor; he decides instead to - literally - make his way through the abandoned house immediately to his south. He enters through the front door, lines himself up, and charges at the back wall, putting in all of his rage into the movement, and lowering his shoulder in an attempt to rush through it.

Free action: Rage - +4 STR, +4 CON, +2 Will saves, -2 AC
DC10 Strength check to break through the wall: 1d20 + 8 ⇒ (2) + 8 = 10

With a crunch and a series of loud snaps, the rotted wood breaks away and Hammer Bro finishes his charge just beyond the wall, looking back only to see shards of wood sprayed across the walkway. Satisfied, he lets go of his anger, knowing he'll need to conserve his strength for the upcoming fights.

Free action: End rage - Fatigued for the next two rounds (-2 STR, -2 DEX)
Movement: 40ft - AA-16 to AC-23

Current stats:

AC 18, touch 12, flat-footed 16
Fatigued 2 rounds remaining: AC 17, touch 11, flat-footed 14

Rage remaining: 5 rounds


Base+Shifted+buff Stats: AC 23, touch 10, flat-footed 23, CMD 22 (26 vs. bull rush, 26 vs. trip); HP 86; Fort +13, Ref +7, Will +4; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5 | +Rage Stats: AC 21, touch 8, flat-footed 21, CMD 24 (28 vs. bull rush, 28 vs. trip); HP 98; Fort +13, Ref +6, Will +6; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5

Active effects:

none

With Hammer Bro going south, Broozer heads north for the flank, trusting in Bob-Omb! to keep the opposing team's attention for long enough for him to make his way around.

Movement: 40ft - AB-16 to Y-10
Movement: 40ft - Y-10 to S-8

Current stats:

AC 11, touch 11, flat-footed 10


Base Stats: AC 22, touch 16, flat-footed 17, CMD 25; HP 65; Init +6; Senses: Lowlight vision; Perception +8; Special: Panache: 2/2

Active effects:
None

Seeing the arrow sunk into the plank at his feet. Qul Vozo quickly backs up into the safety of the wall.

Movement: 30ft K23 to F21

Current stats:
AC 20/Touch 15/Flat-Footed 15


Base Stats: AC 20, touch 16, flat-footed 16, CMD 16/12FF; HP 50; Init +4; Senses: darkvision 60 ft.; Perception +10

Active effects:
None

Seeing his team move away and no enemies in sight, Kvit moves away from the window so as not to be left behind.

Movement: 20ft: M19 to J21

Current stats:
AC 17/Touch 14/Flat-Footed 14


Base Stats: AC 20, touch 20, flat-footed 16, CMD 22; HP 60; Init +3; Senses: Low-Light Vision; Perception +13

Active effects:
None

DC20 to hear Hammer Bro breaking a wall: 1d20 + 9 ⇒ (17) + 9 = 26

Seeing the arrow sunk into the plank and hearing the cracking of timber and crash of a wall coming from across the water. Tawum follows his Tengu friend, not wanting to be caught out alone.

Movement: 25ft: I22 to G22

Current stats:
AC 14/Touch 14/Flat-Footed 10


Current Buffs:
Mutagen (+4dex,+2 natural armor bonus, -2wis) (99 rounds remaining)

Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Hearing the commotion, Nice heads North to investigate. Taking a swig from one of her bottles she motions for teammates to follow.
Standard Action: Imbibe Mutagen
Free Action: Gesture to teammates
Movement: 30ft AB34 to Z30
Current Stats:
AC:19 Touch: 13 Flat Footed: 16


Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Current Buffs:
Resistance (7 rounds remaining)

Johnny whirls around and follows Nice.
Movement: 30ft AA35 to AB30
Current Stats:
AC:14 Touch: 13 Flat Footed: 11


Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Current Buffs:
Resistance (7 rounds remaining)

Kenshiro readies his weapon as he turns to follow Nice.
Standard action(taking Move Action in place of standard): Draw Greatsword
Movement: 30ft AB35 to AA30
Current Stats:
AC:18 Touch: 11 Flat Footed: 17


Base+Buffed Stats: AC 35, touch 25, flat-footed 24, CMD 21 (23 vs. grapple); HP 48; Fort +7, Ref +19, Will +3; Init +8; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +7

Active effects:

None

Bob-Omb! sees the first of his foes retreat - most likely to regroup - and decides to take advantage of the moment. Knowing, based on the ruckus he caused just a few seconds ago, that one of his teammates should be coming into view shortly, Bob-Omb! repositions himself to cover both of the major lines of sight and readies himself. Almost as an afterthought, Bob-Omb! calls out in a sibilant, almost hissing language that carries much further that someone would expect it to.

Free action: speak

In Shadowtongue language (if you have it you can peek):

"Broozer! I only saw one, but he stayed on your side."

Move action: 25ft W13-T17
DC7 Acrobatics to maintain balance on sloped roof: 1d20 + 10 ⇒ (1) + 10 = 11
Stealth: 1d20 + 20 ⇒ (7) + 20 = 27
Standard action: Ready action

Readied action (no peeking!):

Attack vs first foe in line of sight.
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
20% Miss chance if further than 60ft away: 1d100 ⇒ 52 hit
Damage: 1d4 - 1 ⇒ (2) - 1 = 1

Current Stats:

Stealth DC 27
AC 17, touch 17, flat-footed 11
Arrows remaining: 19/20


Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity

Active effects:

Fatigued (1 round remaining)

Hammer Bro continues to catch his breath and makes his way along what appears to be the most obvious route to his destination.

Move action: 20ft AC23-Z24
Move action: 20ft Z24-X22

Current Stats:

AC 18, touch 12, flat-footed 16
Fatigued AC 17, touch 11, flat-footed 14
Rage remaining: 5 rounds


Base+Shifted+buff Stats: AC 23, touch 10, flat-footed 23, CMD 22 (26 vs. bull rush, 26 vs. trip); HP 86; Fort +13, Ref +7, Will +4; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5 | +Rage Stats: AC 21, touch 8, flat-footed 21, CMD 24 (28 vs. bull rush, 28 vs. trip); HP 98; Fort +13, Ref +6, Will +6; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5

Active effects:

None

Broozer continues to make his way towards the opponents that Bob-Omb! had indicated should be nearby.

Move action: 40ft S8-N7
Move action: 35ft N7-L12
DC10 Acrobatics to jump from L10 to L12: 1d20 + 9 ⇒ (18) + 9 = 27

Current Stats:

AC 11, touch 11, flat-footed 10


Base Stats: AC 22, touch 16, flat-footed 17, CMD 25; HP 65; Init +6; Senses: Lowlight vision; Perception +8; Special: Panache: 2/2

Active effects:
None

Aware of possible enemies around every corner, Qul Vozo draws his weapon in preparation.

Movement: 30ft F21 to F16
Part of move action (bab +1): draws wakazashi

Current stats:
AC 20/Touch 15/Flat-Footed 15


Base Stats: AC 20, touch 16, flat-footed 16, CMD 16/12FF; HP 50; Init +4; Senses: darkvision 60 ft.; Perception +10

Active effects:
None

Taking one look at the wall and deciding it best to keep moving, Kvit scurries to keep up with his larger friends.

Movement: 20ft J21 to H23

Current stats:
AC 17/Touch 14/Flat-Footed 10


Base Stats: AC 20, touch 20, flat-footed 16, CMD 22; HP 60; Init +3; Senses: Low-Light Vision; Perception +13

Active effects:
None

Stealth: 1d20 + 5 ⇒ (15) + 5 = 20

Moving behind Qul Vozo, Tawum moves from shadow to shadow, switching to the Snapping Turtle Style

Movement: 15ft: G22 to F20
Stealth as part of move action
Swift action: Switching into Snapping Turtle Style

Current stats:
Stealth DC: 20
AC 14+1 shield bonus/Touch 14/Flat-Footed 10


Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (98 rounds remaining)

Nice continues to move toward the action, bow now drawn.
Standard action(taking Move Action in place of standard):Draw Light Crossbow
Movement: 30ft Z30 to X26
Current Stats::
AC:19 Touch: 13 Flat Footed: 16


Current Buffs::
Resistance (6 rounds remaining)

Johnny follows the team, a fiddle appearing in his hands.
Standard action: Summon Instrument
Movement: 30ft AB30 to X28
Current Stats::
AC:14 Touch: 13 Flat Footed: 11


Current Buffs::
Resistance (6 rounds remaining), Shield of Faith (9 rounds remaining)

Kenshiro casts a spell on himself as he moves into position.
Standard action:Casts a spell
Spell::
Shield of Faith

Movement: 30ft AB35 to X27
Current Stats::
AC:20 Touch: 13 Flat Footed: 17


Base+Buffed Stats: AC 35, touch 25, flat-footed 24, CMD 21 (23 vs. grapple); HP 48; Fort +7, Ref +19, Will +3; Init +8; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +7

Active effects:

None

Bob-Omb! very briefly sees one of his teammates take the jump across a waterway to the north of the known enemies, and another circling around to the south, and knows his best option is to remain in place as overwatch. So he readies himself again.

Standard action: Ready action
Because of no movement and no action taken that would break stealth, previous roll stands. Stealth DC27

Readied action:

Snipe Attack vs first foe in line of sight.
Attack: 1d20 + 7 ⇒ (4) + 7 = 11
20% Miss chance if further than 60ft away: 1d100 ⇒ 31 Hit
Damage: 1d4 - 1 ⇒ (1) - 1 = 0 0 lethal damage becomes 1 nonlethal damage
Stealth to re-enter stealth via Snipe rules: 1d20 + 20 ⇒ (4) + 20 = 24

Current Stats:

Stealth DC27
AC 17, touch 17, flat-footed 11
Arrows remaining: 19/20


Base+buffs: AC 18, touch 11, flat-footed 17, CMD 26; HP 80; Fort +10, Ref +3, Will +4 (+1 vs fear); Init +4; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity | Base+buffs+Rage: AC 16, touch 9, flat-footed 15, CMD 23; HP 92; Fort +12, Ref +3, Will +6 (+1 vs fear); Init +4; Senses:blindsight 40ft.; darkvision 60 ft.; Perception +8; Defensive Abilities: ferocity; Weaknesses: light sensitivity

Active effects:

Fatigued (ended)

Hammer Bro swings his hammer side to side in anticipation and nods silently to Bob-Omb! as he passes under Bob-Omb!'s watchful eye, continuing to make his way towards the location Bob-Omb! indicated previously.

Move action: 20ft X22-U20
Move action: 20ft U20-Q20

Current Stats:

AC 18, touch 12, flat-footed 16
Rage remaining: 5 rounds


Base+Shifted+buff Stats: AC 23, touch 10, flat-footed 23, CMD 22 (26 vs. bull rush, 26 vs. trip); HP 86; Fort +13, Ref +7, Will +4; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5 | +Rage Stats: AC 21, touch 8, flat-footed 21, CMD 24 (28 vs. bull rush, 28 vs. trip); HP 98; Fort +13, Ref +6, Will +6; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5

Active effects:

None

Broozer continues his search for the enemies he knows are nearby. Maneuvering through the corridors between the houses, he catches a glimpse of one of his opponents coming around another corner. Assuming that his opponent can see him even through the dim light, Broozer waves and beckons him forth.

Line of sight from J14 and J15 can see into E16. Low light vision means no concealment provided by dim light (stealth is ineffective and no miss chance on attacks)
Move action: 25ft L12-J15
Standard action: Ready action

Readied action:

If an enemy comes towards him from F15, Broozer will take a move action and continue down the path.
Move action: 30ft J15-N17

Current Stats:

AC 11, touch 11, flat-footed 10


Base Stats: AC 22, touch 16, flat-footed 17, CMD 25; HP 65; Init +6; Senses: Lowlight vision; Perception +8; Special: Panache: 2/2

Active effects:
None

Intimidate: 1d20 + 2 ⇒ (1) + 2 = 3

stepping around the corner, Qul Vozo catches sight of what appears to be an upright boar and attempts to demoralize it

"Hey there you!... Pig... thing... *Caw!*

Movement: 5ft F16 to F15
Standard Action: attempt to intimidate Broozer (failed miserably)

Current stats:

Str:14
Dex:10
Con:14
Int:12
Wis:10
Cha:14
Current HP:13
Fort:2
Ref:6
Will:0(+2 vs charm)
AC 20/Touch 15/Flat-Footed 15


Base Stats: AC 20, touch 16, flat-footed 16, CMD 16/12FF; HP 50; Init +4; Senses: darkvision 60 ft.; Perception +10

Active effects:
Mutagen (10 minutes)(+4 dex/-2 wis, +2 nat armor)

Hearing his feathered companion's valiant attempt to challenge an enemy, Kvit hurries along drinking his Mutagen along the way, Feeling ever more dexterous.

Movement:15ft H23 to F21
Standard Action: Drink Mutagen (+4 dex/-2 Wis +2 natural armor)

Current stats:

Str:8
Dex:22 (18+4)
Con:14
Int:20
Wis:8 (10-2)
Cha:8
Current HP:10
Fort:4
Ref:6
Will:0
AC 19(17+2)/Touch 14/Flat-Footed 14


Base Stats: AC 20, touch 20, flat-footed 16, CMD 22; HP 60; Init +3; Senses: Low-Light Vision; Perception +13

Active effects:
None

Moving out of stealth, Tawum closes the gap to his companion, preparing for an opportunity to strike.

Movement:20ft F20 to F16
Standard Action:Readied action

readied action:
on condition=enemy comes to within 5 feet;
Tawum attempts to trip enemy;

Current stats:

Str:10
Dex:16
Con:16
Int:12
Wis:16
Cha:8
Current HP:11
Fort:5
Ref:5
Will:6
CMB:+3
CMD:14
AC 19(17+2)/Touch 14/Flat-Footed 14

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