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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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 flinches back at Nice's bomb and knows he has no chance to beat her head on. With that in mind, he moves back, intending to stall until a more advantageous situation presents itself.

Move action: 20ft K23-G23
Move action: 20ft G23-F19

Current stats:

See Base
Rage remaining: 5 rounds
Current HP: 8/15


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 Nice engaged in combat with Hammer Bro and takes the opportunity to make one final shot before succumbing to his wounds.

Attack vs Nice: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Crit confirmation vs Nice: 1d20 + 7 ⇒ (1) + 7 = 8
No crit

Standard action takes 1 damage while disabled.

Current stats:

See Base - note +4 to AC for cover using the top angle of the roof.
Dying, unconscious
Arrows remaining: 12
Current HP: -1/8


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

DC10 to stabalize: 1d20 - 13 ⇒ (2) - 13 = -11
Qul Vozo perishes


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

DC10 to stabalize: 1d20 - 5 ⇒ (6) - 5 = 1

DC10 to stabalize: 1d20 - 6 ⇒ (2) - 6 = -4

DC10 to stabalize: 1d20 - 7 ⇒ (4) - 7 = -3

DC10 to stabalize: 1d20 - 8 ⇒ (6) - 8 = -2

DC10 to stabalize: 1d20 - 9 ⇒ (15) - 9 = 6


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

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (90 rounds remaining); Shield (+4 to AC and force touch attacks, negates magic missile)(4 rounds remaining)

Nice pursues Hammer Bro.
Standard Action: Move Action
Movement: 60ft P24 to N18


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

Current Buffs::

Johnny loads the weapon while staying on the move.
Standard Action (move action): Load light crossbow
Movement: 30ft K34 to N31


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:

Fatigued (-2 STR and DEX, no running or charging) - 8 rounds remaining
- unable to rage while fatigued (4 rounds available)

Broozer clings to consciousness, and sees his opponent disappear around the corner. He stands up, visibly weary, and leans against the wall for support.

Move action: Stand

Current stats:

See Shifted
Fatigued (-2 STR and DEX, no running or charging)
HP: -4/16
Disabled but conscious


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 takes his time meandering through the walkways, keeping at the ready.

Move action: 20ft F19-F15

Current stats:

See Base
Rage remaining: 5 rounds
Current HP: 8/15


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

DC10 stabilization: 1d20 - 1 ⇒ (13) - 1 = 12
DC10 to remain conscious: 1d20 - 1 ⇒ (6) - 1 = 5 One consciousness check per hour

Current Stats:

See Base
Stable but unconscious (see helpless)
Arrows remaining: 12
Current HP: -1/8


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

DC10 to stabalize: 1d20 - 10 ⇒ (15) - 10 = 5


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

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (89 rounds remaining); Shield (+4 to AC and force touch attacks, negates magic missile)(3 rounds remaining)

Nice peers around the corner while waiting for backup from Johnny.
Standard action:Ready Action
Readied Action:
Throw bomb at enemy within 20 ft.
Attack: 1d20 + 4 + 2 + 1 + 1 + 1 ⇒ (11) + 4 + 2 + 1 + 1 + 1 = 20
(Mutagen(+2), Point-Blank Shot(+1),Firebug (+1), Throw Anything (+1))
Damage: 1d6 + 1 + 1 + 4 ⇒ (5) + 1 + 1 + 4 = 11
(Point Blank Shot(+1), Focused Burn (+1), Intellect (+4))


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

Current Buffs::

Johnny hurries to catch up to Nice.
Standard action: Move Action
Movement: 60ft N31 to R23
5ft jump is DC 5, Acrobatics is +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

retcon for previous post - I had forgotten that Broozer rolled into the water and moved M23-O23 and 20ft down. Since Broozer was 10ft down, and maximum movement is 20ft, Broozer's most recent movement was 20ft O23-O20 and 5ft up. Picking up there.

Active effects:

Fatigued (-2 STR and DEX, no running or charging) - 7 rounds remaining
- unable to rage while fatigued (4 rounds available)

Broozer knows he's too injured to get the drop on his opponents without having them fall into a trap, so he continues to maneuver into a better positions.

Move action: still 5ft below the surface, move 20ft O20-Q17

Current stats:

See Shifted
Fatigued (-2 STR and DEX, no running or charging)
HP: -4/16
Disabled but conscious


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

Broozer moves into his next position, waiting for anybody to come around a corner.

Move action: 15ft F15-I15
Standard action: Ready action

Readied action:

Attack enemy within melee range
attack: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 2d6 + 10 ⇒ (3, 1) + 10 = 14

Current stats:

See Base
Rage remaining: 5 rounds
Current HP: 8/15


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

DC10 to stabalize: 1d20 - 11 ⇒ (9) - 11 = -2

Current health:-12
Con: 16


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

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (88 rounds remaining); Shield (+4 to AC and force touch attacks, negates magic missile)(2 rounds remaining); Inspire Courage ( +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls)(After Johnny's turn)

With Johnny nearly caught up Nice attempts to climb the building.
Standard action:Move action
Climb (DC15): 1d20 + 1 ⇒ (19) + 1 = 20
The remaining boards maintain their integrity and allow Nice to climb to the roof.


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

Current Buffs::
Inspire Courage (+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls)

Nearing Nice Johnny begins to sing.
Movement: 30ft R23to O20
Standard action: Bardic Performance


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:

Fatigued (-2 STR and DEX, no running or charging) - 7 rounds remaining
- unable to rage while fatigued (3 rounds available)

Broozer continues his slow pace to a nearby dock.

Move action: Move 15ft Q17-Q14 and 5ft up to the surface

Current stats:

See Shifted
Fatigued (-2 STR and DEX, no running or charging)
HP: -4/16
Disabled but conscious


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 (-2 STR and DEX, no running or charging) - 7 rounds remaining
- unable to rage while fatigued (3 rounds available)

Hammer Bro continues his walk through the dock corridors, but seeing a readily defensible spot, moves more swiftly than he would otherwise.

Move action: Move 20ft I15-J12
Move action: Move 20ft J12-N12

Current stats:

See Base
Rage remaining: 5 rounds
Current HP: 8/15


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

DC10 to stabalize: 1d20 - 12 ⇒ (18) - 12 = 6

Current health:-13
Con: 16


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

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (87 rounds remaining); Shield (+4 to AC and force touch attacks, negates magic missile)(1 rounds remaining); Inspire Courage ( +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls)

Nice moves forward while keeping an eye on the corridors below. She signals Johnny with a whistle to move forward.
Standard action: Movement
Movement: 40ft M18 to G16


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

Current Buffs::
Inspire Courage (+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls)

On Nice's signal Johnny moves further into the docks.
Movement: 45ft O20 to J16
Standard action: Movement
Free action: continue song


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:

Fatigued (-2 STR and DEX, no running or charging) - 5 rounds remaining
- unable to rage while fatigued (4 rounds available)

Broozer pulls himself up onto the dock.
DC10 to climb to the dock: 1d20 + 8 ⇒ (19) + 8 = 27 Waste my good rolls on something dumb :(
Move action: Climb (maximum climb speed 10ft) 8ft up to the dock

Current stats:

See Shifted
Fatigued (-2 STR and DEX, no running or charging)
HP: -4/16
Disabled but conscious


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, seeing Broozer pull himself up onto the dock and having confirmed that his back is being watched, moves into a better position to view the one walkway in.

Move action: 15ft N12-K12
Standard action: Ready action

Readied action:

Attack any opponent coming around the corner
attack: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
-4 accounts for AC bonus from being around the corner
damage: 2d6 + 10 ⇒ (3, 1) + 10 = 14

Current stats:

See Base
Rage remaining: 5 rounds
Current HP: 8/15


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

dc10 to stabalize: 1d20 - 13 ⇒ (18) - 13 = 5

Current health:-14
Con: 16


AC:23 Touch: 13 Flat Footed: 16 ; Low-Light Vision ; HP:3 ; Perception +4

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (86 rounds remaining); Inspire Courage ( +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls)

Realizing the roofs are too dilapidated to jump across, Nice climbs off the building.
Standard Action: Move Action
Climb (DC15) : 1d20 + 1 ⇒ (7) + 1 = 8
Nice almost immediately loses her footing and falls to the dock.
Fall Damage : 1d6 ⇒ 5


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

Current Buffs::
Inspire Courage (+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls)

Johnny spots Hammer Bro while moving to the next corner. He takes the shot!
Movement: 10ft J16 to I15
Standard action: Shoot Hammer Bro
Attack: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17(Inspire Courage (+1)) Dim Light(20%miss): 1d100 ⇒ 94Damage: 1d8 ⇒ 1


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:

Fatigued (-2 STR and DEX, no running or charging) - 5 rounds remaining
- unable to rage while fatigued (4 rounds available)

Broozer moves along the dock, looking for the one who attacked Hammer Bro. Broozer sees the attacker, but is not able to reach him before his wounds force him to take pause.

Move action: 40ft P14-J13

Current stats:

See Shifted
Fatigued (-2 STR and DEX, no running or charging)
HP: -4/16
Disabled but conscious


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, hearing the thunk as Johnny's crossbow bolt embeds itself into the wall next to him 17 attack vs 18 AC +4 for cover since less than half is exposed to Johnny, moves past Broozer - who is leaned up against the wall, breathing heavily - and attempts to dodge an attack of opportunity from Johnny before swinging his hammer for the kill.
No acrobatics required to move through ally spaces.

Move action: 20ft K12-J15
Acrobatics vs Johnny's CMD to move through threatened space: 1d20 - 3 ⇒ (7) - 3 = 4
No more -4 to the attack roll for cover, assuming I'm still standing after the AOO
attack: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 2d6 + 10 ⇒ (5, 3) + 10 = 18

Current stats:

See Base
Rage remaining: 5 rounds
Current HP: 8/15


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

DC10 to stabalize: 1d20 - 14 ⇒ (11) - 14 = -3

Current health:-15
Con: 16


AC:19 Touch: 13 Flat Footed: 16 ; Low-Light Vision ; HP:9 ; Perception +4

Current Buffs::
Mutagen (+4dex,+2 natural armor bonus, -2wis) (85 rounds remaining); Inspire Courage ( +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls)(2 rounds remaining from Lingering Performance))

Nice quickly crafts a bomb as she stands to face Hammer Bro. She makes the throw!
Standard Action: Throw Bomb
Attack:: 1d20 + 4 + 2 + 1 + 1 + 1 + 1 ⇒ (11) + 4 + 2 + 1 + 1 + 1 + 1 = 21
Mutagen(+2), Point-Blank Shot(+1),Firebug (+1), Throw Anything (+1), Inspire Courage + Lingering Performance (+1)
Damage:: 1d6 + 4 + 1 + 1 + 1 ⇒ (5) + 4 + 1 + 1 + 1 = 12
Int modifier (+4), Point Blank Shot(+1), Focused Burn (+1),Inspire Courage + Lingering Performance (+1)
A giddy look creeps across her face as the flames wash over Hammer Bro.


Johnny is killed in the blast.


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:

Fatigued (-2 STR and DEX, no running or charging) - 3 rounds remaining
- unable to rage while fatigued (4 rounds available)

Broozer sees the bomb splash against Hammer Bro, sees Hammer Bro look back at Nice, and decides to wait an come in as backup, if needed.

Delay action

Current stats:

See Shifted
Fatigued (-2 STR and DEX, no running or charging)
HP: -4/16
Disabled but conscious


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

HP: -4
Ferocity - loses 1 hp each round in order to forcibly remain conscious and fighting (still staggered)

Hammer Bro flinches slightly as the bomb explodes in his face and as the flash of the explosion clears, Nice can see his eyes roll back into his head as if he's about to collapse. Then Hammer Bro shakes his head and growls as his muscles tense. Using speed it never looked like he'd had before, he closes the distance between them and swings with all of his might.

Standard action: Charge = Move 10ft J15-H15 + Attack
Note charge as a standard action is allowed when actions are restricted (such as during surprise rounds, when staggered, when Slowed), but reduces movement during the charge to base movement speed. Standard it is a full round action but includes double base movement speed.
power attack: 1d20 + 9 + 2 + 2 - 1 ⇒ (10) + 9 + 2 + 2 - 1 = 22
+2 Rage
+2 Charge
-1 Power Attack
damage: 2d6 + 11 + 2 + 3 ⇒ (4, 5) + 11 + 2 + 3 = 25
+2 Rage
+3 Power Attack

Current stats:

See Base+Rage
-2AC from charging
Rage remaining: 5 rounds
Ferocity loses 1 hp each round in order to forcibly remain conscious and fighting (still staggered)
Current HP: -5/15 (+2 HP from rage turns into -3/17)
CON: 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

Active effects:

Fatigued (-2 STR and DEX, no running or charging) - 3 rounds remaining
- unable to rage while fatigued (4 rounds available)

Broozer moves through the bodies, checking for any who still might be breathing. He finds Tawum almost literally on his last breath...

Move action: 35ft J14-F17

Current stats:

See Shifted
Fatigued (-2 STR and DEX, no running or charging)
HP: -4/16
Disabled but conscious


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

dc10 to stabalize: 1d20 - 15 ⇒ (8) - 15 = -7

Tawum has died


Points:
10 - Hammer Bro
8 - Broozer
7 - Bob-Omb!
6 - Tawum
5 - Nice Hollyrock
4 - Johnny Gold
3 - Kenshiro Orcishish
2 - Qul Vozo
0 - Kvit

Character Totals:
Hammer Bro: 10
Broozer: 8
Bob-Omb!: 7
Tawum: 6
Nice Hollyrock: 5
Johnny Gold: 4
Kenshiro Orcishish: 3
Qul Vozo: 2
Kvit: 0

Player Totals:
Jest3r: 25
Dtot: 12
Chemic: 8

Round two. Fight!


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 ⇒ (19) + 8 = 27


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 ⇒ (15) + 3 = 18


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 + 4 ⇒ (17) + 4 = 21


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

Active effects:
Potion of Barkskin (+2 natural armor) 30 minutes, potion of Cat's Grace (+4 to dex) 3 minutes

Initiative: 1d20 + 5 ⇒ (9) + 5 = 14


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

initiative: 1d20 + 4 ⇒ (19) + 4 = 23


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 ⇒ (8) + 4 = 12

rolled a 12


Initiative: 1d20 + 6 ⇒ (9) + 6 = 15


Initiative: 1d20 + 5 ⇒ (18) + 5 = 23


Initiative: 1d20 + 1 ⇒ (1) + 1 = 2


Initiative order:
(Team avg 22)
Bob-Omb!
Hammer Bro
Broozer

(Team avg 16)
Qul Vozo
Tawum
Kvit

(Team avg 13)
Johnny Gold
Nice Hollyrock
Kenshiro Orcishish

Map link


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:

Potion of Mage Armor (+4 Armor AC) (1 hour)
Potion of Cat's Grace (+4 Dex) (3 minutes - 30 rounds)
Extract of Shield (+4 Shield AC) (2 minutes - 20 rounds)

Bob-Omb! appears first in what appears to be a home office. His form shimmers for a moment as multiple magical effects take hold. In one hand, he holds his bow. Latched to one side is a Kukri - he'll not be caught without a melee weapon again - and on the other side, a couple of small vials filled with unidentifiable ingredients.

Current Stats:

AC 27 T 19 FF 19
Fort: +4, Ref: +13, Will: +2
CMD +16 (+18 vs grapple)
Arrows remaining: 20
Bombs remaining: 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:

Allnight (immune to fatigue) (8 hours)
Effortless Armor (Does not impact speed, reduce armor check penalty by 1) (3 minutes - 30 rounds)

Hammer Bro follows Bob-Omb! into the new arena and unshoulders his new axe, testing its weight. A smaller (though by no means small) hammer is strapped to his side, and new chainmail is visible under his shirt, but it appears to move and flex more freely than standard chainmail.

Current Stats:

See Base


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:

Allnight (immune to fatigue) (8 hours)
Effortless Armor (Does not impact speed, reduce armor check penalty by 1) (3 minutes - 30 rounds)

Broozer follows next. No weapon in hand; armor polished enough to be used as a mirror appears to be the sole change to his outfit, though his armor, too, appears to be more free than standard armor of its class.

Current Stats:

See Shifted

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