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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Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (97 rounds remaining)

Nice moves toward the broken wall.She motions for Kenshiro to walk West down the dock.
Standard action:Shoot Bob-Omb! with light crossbow Damage: 1d20 + 6 ⇒ (17) + 6 = 231d6 ⇒ 5
Movement: 30ft X26 to AB24
Current Stats::
AC:19 Touch: 13 Flat Footed: 16


Perception: 1d20 + 3 ⇒ (19) + 3 = 22

Current Buffs::
Resistance (5 rounds remaining)

Johnny takes position in the middle of his team.
Movement: 30ft X28 to Z24
Current Stats::
AC:14 Touch: 13 Flat Footed: 11


Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Current Buffs::
Resistance (5 rounds remaining)

Kenshiro walks further up the dock to investigate.
Movement: 30ft X27 to Z23
Current Stats::
AC:20 Touch: 11 Flat Footed: 17


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

Readied action roll:
Trip: 1d20 + 3 ⇒ (4) + 3 = 7


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

Hammer Bro continues his path to flank the original targets, ignoring the commotion behind him that Bob-Omb! has found himself in.

Movement: 20ft Q20-N21
Movement: 20ft N21-L23

Current stats:

AC 18, touch 12, flat-footed 16, CMD 19
Senses darkvision 60 ft
Defensive Abilities ferocity
Weaknesses light sensitivity

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 sneers at the Tengu's attempts to intimidate him, having eaten Tengu on more than one occasion in his life. In return he charges forward, the rage inside him bursting forth in a nearly physical manner. Covering the distance quickly, Broozer attempts to use his massive tusks to eviscerate the Tengu. Before he gets to the Tengu, an unexpected opponent reaches out from around the corner and attempts to trip Broozer. Without ever consciously acknowledging the attempt, Broozer steps over the trip attempt and sideswipes the second opponent with one of his tusks, before finally carrying on into the Tengu.

Free action: Rage
- +2 to melee attack, +2 to melee damage, +2 Will save, +2 HP, -2 AC
Move action: 15ft J15-G15

Trip attempt triggers attack of opportunity
Gore attack of opportunity vs Tawum: 1d20 + 8 ⇒ (10) + 8 = 18
Gore rage damage: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13 Extra +1 is from Axe to Grind trait
Trip attempt 7 vs CMD 16 fails

Standard action: Attack
Gore attack with power attack vs Qul Vozo: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23 -2 is from Cruelty trait
Gore rage damage: 1d6 + 9 + 1 ⇒ (1) + 9 + 1 = 11 Extra +1 is from Axe to Grind trait

Current stats:

AC 11, touch 11, flat-footed 10, CMD 17
AC 9, touch 9, flat-footed 8, CMD 16
Senses
low-light vision
Rage remaining: 7 rounds


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! lets loose his readied arrow as Nice comes into view, but he is too hasty and the shot goes wide. His eyes widen as Nice returns fire with a bolt from her crossbow, obviously able to see through the dim light, but he is not able to move out of the way quickly enough to avoid it.

Instead, he grits his teeth through the pain, and fires twice in quick succession and then calls out a warning to Hammer Bro.

Full attack action: Flurry attack.
Free action: yell

In Orcish:

"Three coming up behind you. Watch your back."

Attack #1: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d4 - 1 ⇒ (3) - 1 = 2

Attack #2: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Total damage is 0, neither attack beats Nice's AC.

Current stats:

Stealth DC27
AC 17, touch 17, flat-footed 11, CMD 14 (16 vs. grapple)
Senses darkvision 60 ft
Arrows remaining: 16/20


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 his ally go down at the tusks of Broozer, Qul vozo takes a swing at the boar, hoping to land a solid strike.

Standard action: Attack
attack vs Broozer: 1d20 + 4 ⇒ (13) + 4 = 17
attack damage: 1d6 + 2 ⇒ (1) + 2 = 3

5-ft step:F15- D15

Current stats:

Str:14
Dex:10
Con:14
Int:12
Wis:10
Cha:14
Current HP:2 (13-11)
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: 9 minutes 54 seconds

seeing Broozer begin to round the corner, Kvit moves behind a wall attempting to disguise his presence.
Stealth: 1d20 + 10 ⇒ (2) + 10 = 12

DC19 to hear Bob-omb! yelling: 1d20 + 5 ⇒ (5) + 5 = 10
kvit hears noise in the distance but can't quite make anything out

move action:10ft F21-E20
Stealth as part of move action
Standard action: draw crossbow

Current stats:

Str:8
Dex:22
Con:14
Int:20
Wis:8
Cha:8
Current HP:10
Fort:4
Ref:8(6+2)
Will:-1(0-1)
AC 21(17+2+2)/Touch 16/Flat-Footed 16
Bombs: 8/8
Bolts: 30/30


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

Active effects:
None

Escaping the wereboar's attack by inches, Tawum responds in kind with a blow of his own.
Standard action: attack
Attack vs Broozer: 1d20 + 3 ⇒ (12) + 3 = 15
Damage vs Broozer: 1d6 + 1 ⇒ (2) + 1 = 3

Current position: F16

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 15(14+1)/Touch 14/Flat-Footed 10


AC:19 Touch: 13 Flat Footed: 16 ; Low-Light Vision ; HP:11 ; Perception +4

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (96 rounds remaining)

While reloading the crossbow Nice speaks to her allys. Once loaded she takes the shot.
Gnoll:
Having heard Bob-Ombs! warning "You're heading the right way, hurry down the boardwalk."

Standard action:Shoot Bomb-Omb!Damage: 1d20 + 4 ⇒ (9) + 4 = 131d8 ⇒ 4
Movement: Reload Light Crossbow


AC:14 Touch: 13 Flat Footed: 11 ; Normal Vision ; HP 11 ; Perception +3

Current Buffs::
Resistance (4 rounds remaining)

Trusting Bob-Omb! to Nice Johnny rushes down the boardwalk with Kenshiro.
Standard action:Extra Move action taken.
Movement: 60ft Z24 to T20


AC:20 Touch: 11 Flat Footed: 17 ; Darkvision ; HP 12 ; Perception +4

Current Buffs::
Resistance (4 rounds remaining)

Following Nice's order Kenshiro rushes down the boardwalk with Johnny.
Standard action:Extra Move action taken.
Movement: 60ft Z23to Q20


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

Hammer Bro sees some opponents coming up behind him, but continues to make haste to cover Broozer's back. Once the first group is gone, they can turn their attention to the remainders. Hammer Bro catches up to the ratfolk alchemist while it was distracted by Broozer fighting its teammates.

Move action: 20ft L23-H23
Move action: 20ft H23-F20

Current stats:

Base stats
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:

Shifted + Rage (7 rounds remaining)

Lost in the rage gripping him, Broozer steps into the reach of both opponents but attempts to strike them down first.

5ft step: G15-F15
Full attack action:
Gore attack vs Qul Vozo: 1d20 + 7 ⇒ (20) + 7 = 27
Vs parry attempt from Qul Vozo [1d20+4-2 = (8)+4-2 = 10] - Parry fails
Gore crit confirmation attack: 1d20 + 7 ⇒ (10) + 7 = 17 Crit confirmation fails
Gore damage: 1d6 + 9 ⇒ (5) + 9 = 14
Hoof attack vs Tawum: 1d20 + 3 ⇒ (15) + 3 = 18
Gore damage: 1d4 + 6 ⇒ (2) + 6 = 8
Hoof attack vs Tawum: 1d20 + 3 ⇒ (7) + 3 = 10
Gore damage: 1d4 + 6 ⇒ (3) + 6 = 9
Total damage Qul Vozo: 14
Total damage Tawum: 8

Current stats:

See Rage


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! continues to pelt the team he can see with arrows, but to no effect.

Full attack action (flurry)
Attack vs Nice: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Attack vs Johnny: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d4 - 1 ⇒ (4) - 1 = 3

Current stats:

See Base
Arrows remaining: 15


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

Having been gored on the tusks of broozer, Qul Vozo falls to the ground.

Movement: Fall to the ground bleeding at D15
DC10 to stop bleeding out: 1d20 - 1 + 2 ⇒ (1) - 1 + 2 = 2

Current stats:

Str:14
Dex:10
Con:14
Int:12
Wis:10
Cha:14
Current HP:-1
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: 9 minutes 48 seconds

Being suddenly set upon by Hammer Bro, Kvit steps back and looses a bolt from his crossbow

5-ft step from E20-D20
Attack against Hammer Bro: 1d20 + 5 ⇒ (5) + 5 = 10

suprised by the sudden appearance of a second opponent, Kvit misses his target by a large margin.

Current position: D20

Current stats:

Str:8
Dex:22
Con:14
Int:20
Wis:8
Cha:8
Current HP:10
Fort:4
Ref:8(6+2)
Will:-1(0-1)
AC 21(17+2+2)/Touch 16/Flat-Footed 16


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

Active effects:
none

Taking a heavy blow from Broozer and seeing his ally fall, Tawum makes a last ditch effort to down his foe.

Attack on Broozer: 1d20 + 3 ⇒ (9) + 3 = 12
attack damage: 1d6 + 1 ⇒ (1) + 1 = 2

Current position: F16

Current stats:

Str:10
Dex:16
Con:16
Int:12
Wis:16
Cha:8
Current HP:3
Fort:5
Ref:5
Will:6
CMB:+3
CMD:14
AC 15(14+1)/Touch 14/Flat-Footed 11


AC:23 Touch: 13 Flat Footed: 16 ; Low-Light Vision ; HP:11 ; Perception +4

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (95 rounds remaining); Shield (+4 to AC and force touch attacks, negates magic missile)(9 rounds remaining)

Nice drinks another vial while catching up to her teammates.
Standard action:Imbibe Extract
Movement: 30ft AB24 to X22


AC:14 Touch: 13 Flat Footed: 11 ; Normal Vision ; HP 11 ; Perception +3

Current Buffs::
Resistance (3 rounds remaining)

Hurries with Kenshiro to catch up to their target.
Movement: 60ft T20 to J23
Standard action:Extra Move action taken


AC:20 Touch: 11 Flat Footed: 17 ; Darkvision ; HP 12 ; Perception +4

Current Buffs::
Resistance (3 rounds remaining)

Kenshiro rushes ahead to attack the target they can reach.
Movement: 60ft Q20 to H23
Standard action:Extra Move action taken


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

Hammer Bro's chosen foe steps back and fires its crossbow wildly, the bolt embedding itself in a nearby wall. Hammer Bro grins at his opponents maneuver and steps forward with his sledge, easily splattering the ratfolk's brains across the woodwork.

5ft step: F20-E20
Standard action: Power attack

Power Attack vs Kvit: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d6 + 13 ⇒ (5, 6) + 13 = 24

Current stats:

Base stats
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

Will vs DC14 Confusion (10 + 1/2 lvl + base CON mod: 1d20 + 3 ⇒ (11) + 3 = 14 Forgot to roll after knocking out Qul Vozo
Success.

Active effects:

Shifted + Rage (6/8 rounds remaining)

Broozer's focus shifts for a second after Qul Vozo goes down, but he refocuses quickly and launches a full assault at the remaining target.

Full attack vs AC 15 Tawum
Gore attack: 1d20 + 7 ⇒ (5) + 7 = 12
Gore damage: 1d6 + 9 ⇒ (6) + 9 = 15
Hoof attack: 1d20 + 3 ⇒ (3) + 3 = 6
Hoof damage: 1d4 + 6 ⇒ (4) + 6 = 10
Hoof attack: 1d20 + 3 ⇒ (17) + 3 = 20
Hoof damage: 1d4 + 6 ⇒ (2) + 6 = 8

The injured opponent deftly maneuvers out of the way of the first two attacks, but the second kick catches him squarely on the side of the head and he goes down.

Will vs DC14 Confusion (10 + 1/2 lvl + base CON mod: 1d20 + 3 ⇒ (13) + 3 = 16 Success

Current stats:

See Rage


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!, frustrated with his lack of accuracy thus far - disregarding that his target seems to be more wily than most others - decides to take his time on the next attack, hoping to finally score a good hit and keep this one away from his companions.

Standard action: attack
Attack vs Nice: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 - 1 ⇒ (3) - 1 = 2

Current stats:

See Base
Arrows remaining: 14


Perception: 1d20 + 3 ⇒ (1) + 3 = 4
AC:14 Touch: 13 Flat Footed: 11 ; Normal Vision ; HP 11 ; Perception +3

Current Buffs::
Resistance (2 rounds remaining)

Hearing the sound of battle ahead, Johnny moves into a support position and prepares himself.
Movement: 15ft J23to L24
Standard action: Ready Action
Readied Action:
Cast Grease on H23 if an enemy moves into the square


AC:23 Touch: 13 Flat Footed: 16 ; Low-Light Vision ; HP:9 ; Perception +4

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (94 rounds remaining); Shield (+4 to AC and force touch attacks, negates magic missile)(8 rounds remaining)

Nice reloads and fires another shot on Bob-omb!
Standard action:Shoot Bob-Omb!
Movement: Reload Light Crossbow
Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d8 + 1 ⇒ (4) + 1 = 5


AC:21 Touch: 12 Flat Footed: 17 ; Darkvision ; HP 12 ; Perception +4

Current Buffs::
Resistance (2 rounds remaining); War Blessing (+1 dodge to AC)(9 rounds remaining)

Kenshiro takes a step back to receive a blessing from his god before the battle ahead.
Movement: 15ft H23 to J23
Standard action: Blessing


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

Hammer Bro sees the first of a new set of opponents back out of view to the south. He locks eyes with Broozer and gestures towards the same. With half a glance to Kvit's body, Hammer Bro makes his way towards the new foes, ensuring he's in their view before he swings his hammer violently, sloughing off the remainder of Kvit's head, the gore splattering the wall and deck behind him as he moves.

Move action: 20ft E20-F23

Current stats:

See Base
Rage remaining: 5/6 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:

Shifted + Rage (5/8 rounds remaining)

Broozer acknowledges Hammer Bro's direction and begins making his way through the corridors again.

Move action: 40ft F15-L17
Move action: 40ft L17-M22

Current stats:

See Shift+Rage


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! narrows his eyes at the ineffectual exchange between himself and Nice, but keeps firing arrows, hoping he'll catch his opponent before he gets caught himself.

Standard action: attack
Attack vs Nice: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 - 1 ⇒ (3) - 1 = 2

Current stats:

See Base
Arrows remaining: 13


AC:23 Touch: 13 Flat Footed: 16 ; Low-Light Vision ; HP:9 ; Perception +4

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (93 rounds remaining); Shield (+4 to AC and force touch attacks, negates magic missile)(7 rounds remaining)

Sick of being turned into a pincushion, Nice drops the shortbow and begins walking. Her hands quickly rummage through her bag until she suddenly throws a cobbled together bomb at Bob-Omb!
Standard action:Create and Throw Bomb at Bob-Omb!
Movement: 30ft X22 to S20
Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Nice's eyes gleam as she watches the flames engulf Bob-Omb!


AC:14 Touch: 13 Flat Footed: 11 ; Normal Vision ; HP 11 ; Perception +3

Current Buffs::
Resistance (1 rounds remaining)

Johnny moves further back and again prepares himself. There he yells to Kenshiro.
Gnoll:
Attack the one behind you!

Movement: 15ft L24 to K26
Standard action: Ready Action
Readied Action:
Cast Grease on H23 if an enemy moves into the square I23 (DC15 Reflex)


AC:21 Touch: 12 Flat Footed: 17 ; Darkvision ; HP 12 ; Perception +4

Current Buffs::
Resistance (1 rounds remaining); War Blessing (+1 dodge to AC)(8 rounds remaining)

Kenshiro turns and moves to strike Broozer.
Movement: 15ft K23 to L22
Standard action: Attack Broozer
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 2d6 + 6 ⇒ (2, 6) + 6 = 14


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:

Shifted + Rage (5/8 rounds remaining)

In Kenshiro's rush to attack Broozer, Kenshiro left his guard open to a surprise attack from Broozer.

Attack of opportunity - Gore power attack: 1d20 + 7 ⇒ (14) + 7 = 21
Gore damage: 1d6 + 9 + 1 ⇒ (4) + 9 + 1 = 14 +1 from Axe to Grind trait

Current stats:

See Shift+Rage


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

Hammer Bro sees Kenshiro rush Broozer, and sees Broozer literally gut Kenshiro in turn, and focuses on the sole remaining opponent.

move action: 20ft F23-J23
Reflex vs DC15: 1d20 + 2 ⇒ (7) + 2 = 9 Prone on H23

Unfortunately, Hammer Bro tries too hard to split his attention between Kenshiro and Broozer's fight and Johnny's movements, and Hammer Bro doesn't notice Johnny casting a spell to slip him up. Hammer Bro falls to the ground but is quick to get up.

Move action: stand on H23

Current stats:

See Base
Rage remaining: 5 rounds
Current HP: 15/15


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:

Shifted + Rage (4/8 rounds remaining)

Broozer lets Kenshiro's body fall to the side as he moves around it, attempting to make his way towards Johnny as HB slips on Johnny's spell.

DC14 Will vs Confusion: 1d20 + 3 ⇒ (4) + 3 = 7 Fails - per Wild Rager, required to attack nearest creature. 20ft movement to Johnny, 25ft movement to Hammer Bro. Moving/attacking Johnny.

Move action: 25ft M22-L25
Gore attack: 1d20 + 8 ⇒ (6) + 8 = 14
Gore damage: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10

New save rolled at the end of each turn.
DC14 Will vs Confusion: 1d20 + 3 ⇒ (6) + 3 = 9 Fails - next turn, roll as per Confusion spell. Rounds spent confused do not count against rounds of rage used, but can't use rage powers during confusion (keep rage stats though).

Current stats:

See Shift+Rage
Current HP: 10/18


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! is engulfed in the flames of Nice's bomb, but is not out of the game yet!
0hp = disabled, but not yet dying

Instead of wasting what could be his last shot, Bob-Omb! moves back over the top ridge of the roof to give himself some cover.

Movement does not reduce HP during disabled.
Move action: 15ft U17-U14

Current stats:

See Base - note +4 to AC for cover using the top angle of the roof.
Arrows remaining: 13
Current HP: 0/8


AC:14 Touch: 13 Flat Footed: 11 ; Normal Vision ; HP 11 ; Perception +3

Current Buffs::

Johnny clings to life and turns tail to run from the beast in front of him.
Full round action: Withdraw
Movement: 60ft K26 to H31


AC:18 (14 from melee, 22 from ranged) Touch: 11 Flat Footed: 17 ; Darkvision ; HP 12 ; Perception +4

Current Buffs::
War Blessing (+1 insight to Attack)(7 rounds remaining)

Death Save: 1d20 + 3 + 2 - 2 ⇒ (10) + 3 + 2 - 2 = 13
Consciousness Save: 1d20 + 3 + 2 - 2 ⇒ (8) + 3 + 2 - 2 = 11
(+2 to saves - Sacred Tattoo + Fate's Favored)
Kenshiro turns to Broozer and yells/ooc]
[ooc]Standard action: Ready Action

Readied Action:
Attack Broozer if he comes within range (Last ditch effort!)Attack: 1d20 + 5 + 1 - 4 ⇒ (19) + 5 + 1 - 4 = 21(+1 from war blessing, -4 from prone) Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14


AC:23 Touch: 13 Flat Footed: 16 ; Low-Light Vision ; HP:9 ; Perception +4

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (92 rounds remaining); Shield (+4 to AC and force touch attacks, negates magic missile)(6 rounds remaining)

Nice takes a step forward while hastily crafting another bomb. She takes aim at Broozer.
Standard action:Ready Action

Readied Action: Throw bomb at Broozer when Johnny is out of range.
Movement: 5ft T20 to R20
Attack: 1d20 + 7 ⇒ (2) + 7 = 9 (reduced for range)
Damage: 1d6 + 2 ⇒ (3) + 2 = 5


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

Hammer Bro watches Johnny flee from Broozer, but knows there's nothing he can do for that at the moment. Instead, Hammer Bro bides his time, waiting to see how Broozer's confused actions play out before deciding on his next move.

Delay turn.

Current stats:

See Base
Rage remaining: 5 rounds
Current HP: 15/15


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:

Shifted + Rage (4/8 rounds remaining) previous round doesn't count against rage rounds due to Wild Rager confusion

Confusion: 1d100 ⇒ 93
76-100 - Attacks nearest creature

Broozer, under the grips of Confusion, hears Kenshiro challenge and rushes in to finish the job.

Move action: 10ft L25-L23

Unfortunately, he runs afoul of Kenshiro's last-ditch attack, and takes Kenshiro's greatsword to his gut and he falls to the ground, a look of surprise etched on his face as he collapses.
Readied attack 21 vs AC 9 hits. Damage 14 brings Broozer from 10 to -4.

Current stats:

See Shift
HP: -4/18 turns into -6/16 as the rage ends.
See helpless condition for stat modifiers.

Notes:

Cruelty: -2 to attack active combatants if dying/helpless within 30ft


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

Hammer Bro sees Broozer fall to Kenshiro's attack and charges in to finally finish him off.

Full round action: charge 20ft H23-K23
Acrobatics vs DC10 to move half speed in Grease: 1d20 - 3 ⇒ (19) - 3 = 16
Due to half speed, movement from H23-I23 is 10ft. I23-K23 is 10ft as normal.

Power Attack vs Kenshiro: 1d20 + 8 + 2 + 4 - 4 - 1 ⇒ (10) + 8 + 2 + 4 - 4 - 1 = 19
+2 for charge, +4 vs prone, -4 for the Cover bonus to Kenshiro's AC, -1 for power attack
Damage: 2d6 + 13 ⇒ (5, 5) + 13 = 23

With a satisfying splat, Kenshiro's head is crushed underneath Hammer Bro's hammer.

Current stats:

See Base
NOTE: AC-2 from charge
Rage remaining: 5 rounds


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! rests against the roof, barely peeking his eyes over to keep overwatch, waiting for the perfect moment to strike.

No action

Current stats:

See Base - note +4 to AC for cover using the top angle of the roof.
Arrows remaining: 13
Current HP: 0/8


AC:23 Touch: 13 Flat Footed: 16 ; Low-Light Vision ; HP:9 ; Perception +4

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (91 rounds remaining); Shield (+4 to AC and force touch attacks, negates magic missile)(5 rounds remaining)

Witnessing the death of Kenshiro, Nice runs forward with a hastily made bomb. She launches the bomb at Hammer Bro
Standard action:Throw Bomb at Hammer Bro
Movement: 30ft R20 to P24
Attack: 1d20 + 4 + 2 + 1 + 1 + 1 - 2 ⇒ (19) + 4 + 2 + 1 + 1 + 1 - 2 = 26
(Mutagen(+2), Point-Blank Shot(+1),Firebug (+1), Throw Anything (+1), Range increment(-2))
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
(Point Blank Shot(+1), Focused Burn (+1))

Nice cannot help but crack a smile as the bomb explodes on contact with Hammer Bro.


AC:14 Touch: 13 Flat Footed: 11 ; Normal Vision ; HP 11 ; Perception +3

Current Buffs::

Johnny slows just enough to pull out a weapon.
Standard Action (move action): Draw Weapon (Light Crossbow)
Movement: 30ft H31 to K34


Very Dead


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:

Shifted + Rage (4/8 rounds remaining) previous round doesn't count against rage rounds due to Wild Rager confusion

DC10 CON save to stabilize: 1d20 + 4 ⇒ (20) + 4 = 24
Oh, sure. There's a crit...
DC10 CON save to regain consciousness: 1d20 + 4 ⇒ (6) + 4 = 10

Move action: roll off the pier into the water. Swim deep enough to not be seen.
DC 10 Swim check to move half speed: 1d20 + 9 ⇒ (17) + 9 = 26
Can hold breath up to 2x CON score rounds (38 rounds)
Maximum movement due to swimming and disabled is 20ft.

Movement:
10ft down and 10ft towards Nice.

Current stats:

See Shift
HP: -4/16
Disabled but conscious

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