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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AC:22 Touch: 14 Flat Footed: 18 ; Low-Light Vision ; HP:1; Perception +6
Reflex Save vs Bob-Omb! bomb(DC 14): 1d20 + 7 ⇒ (18) + 7 = 25
1 Health remaining!


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

DC15 reflex save: 1d20 + 7 ⇒ (8) + 7 = 15

Narrowly avoiding most of the splash from Nice's attack, Qul steps up to finish her off.

Attack on Nice: 1d20 + 5 ⇒ (10) + 5 = 15

Qul swings at the air

Current Stats:
See base
HP= 23/26


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) 29 minutes 30 seconds, potion of Cat's Grace (+4 to dex) 2 minutes 36 seconds

Having knocked out Johnny, Tawum spins around and goes for the next opponent he sees.
30ft movement to Bob-omb

Reaching Bob-omb, Tawum makes an attempt to stun him

Attack for Stunning Fist: 1d20 + 4 ⇒ (5) + 4 = 9

Tawum misses his swing having just had to run through a few bodies to reach his opponent.

Current Stats:
AC 20 T 17 FF 16
HP: 16/24
Fort: +6, Ref: +6, Will: +7
CMD 20


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

HP after Nice's attack: 13/20

DC14 Reflex save: 1d20 + 2 + 9 ⇒ (7) + 2 + 9 = 18

HP after Bob-omb's attack: 8/20

HP after Hammer Bro's attack: -15/23

After being pelted by his fellow alchemists, Kvit is killed by a single swing of Hammer Bro's axe.

CON:14
HP:-15
DEAD


AC:17 Touch: 13 Flat Footed: 14 ; Normal Vision ; HP -2 ; Perception +4

Current Buffs::
Resistance (+1 bonus to saves)(4 rounds remaining);Bess(+1 morale on attack and saving throws from fear)(14 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)(Last round - Lingering Performance)

HP: -2

DC 10 Con check for Stabilization:: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19

Johnny is stable / unconscious.


AC:22 Touch: 14 Flat Footed: 18 ; Low-Light Vision ; HP:1; Perception +6

Current Buffs::
Resistance (+1 bonus to saves)(4 rounds remaining);Bless(+1 morale on attack and saving throws from fear)(14 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)(Last round - Lingering Performance); Mutagen (+4str, +2 natural armor, -2 int)(96 rounds remain)

Barely clinging to life, Nice strikes back at Qul Vozo.

Move Action: Draw Morningstar
Standard Action: Attack Qul Vozo
Free Action: 5-foot step West

Attack:: 1d20 + 3 + 1 + 1 + 1 ⇒ (19) + 3 + 1 + 1 + 1 = 25
BAB (+1), Bless (+1), Inspire Courage (+1)
Damage:: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Inspire Courage (+1)


AC:25 Touch: 13 Flat Footed: 19 ; Darkvision ; HP 5 ; Perception +5

Current Buffs::
Bless(+1 morale on attack and saving throws from fear)(14 rounds remaining);Shield(+4 shield bonus to AC)(14 rounds remain); Divine Favor (+2 attack and damage(bonus +1 from Fates Favored))(5 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)(Last round - Lingering Performance); Shield of Faith (+2 deflection bonus to AC)(16 rounds remain)

HP: -5
DC 10 Con check for Stabilization:: 1d20 + 3 - 5 ⇒ (20) + 3 - 5 = 18

Kenshiro is stable / unconscious.


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

DC10 to Stabalize: 1d20 + 2 - 12 ⇒ (15) + 2 - 12 = 5
HP:-13 CON:14


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) (594 rounds remaining)
Potion of Cat's Grace (+4 Dex) (24 rounds remaining)
Extract of Shield (+4 Shield AC) (14 rounds remaining)

Bob-Omb! knows he's probably going to be killed by Tawum, but lobs a grenade into the other room with hope to pave the way for Hammer Bro to finish off the rest.

5ft step NE
Bomb attack vs touch AC vs Qul Vozo: 1d20 + 8 ⇒ (15) + 8 = 23
Bomb fire damage: 1d6 + 4 ⇒ (3) + 4 = 7
Bomb fire splash damage: 1d1 + 4 ⇒ (1) + 4 = 5 DC14 reflex save for half
Reflex save from Nice, Kvit, Kenshiro
Move action: draw Kukri

Current stats:

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


AC:22 Touch: 14 Flat Footed: 18 ; Low-Light Vision ; HP:-4; Perception +6

Current Buffs::
Resistance (+1 bonus to saves)(3 rounds remaining);Bless(+1 morale on attack and saving throws from fear)(13 rounds remaining); Mutagen (+4str, +2 natural armor, -2 int)(95 rounds remain)

DC 14 Reflex Save: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Resistance(+1)

Nice is knocked unconscious by the blast.


AC:25 Touch: 13 Flat Footed: 19 ; Darkvision ; HP -10 ; Perception +5

Current Buffs::
Bless(+1 morale on attack and saving throws from fear)(13 rounds remaining);Shield(+4 shield bonus to AC)(13 rounds remain); Divine Favor (+2 attack and damage(bonus +1 from Fates Favored))(4 rounds remaining); Shield of Faith (+2 deflection bonus to AC)(15 rounds remain)

DC 14 Reflex Save: 1d20 - 5 ⇒ (6) - 5 = 1
Unconscious (-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) (24 rounds)

Hammer Bro is high on power at this point barely registers Bob-Omb!'s recent attack cast flames across several enemies. He closes the distance with Qul Vozo as the remnants of those flames flicker out and takes a mighty swing with his axe.

Free action: 5ft step N
Free action: Rage
Attack vs Qul Vozo: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 4d6 + 13 ⇒ (1, 6, 1, 5) + 13 = 26
Free action: End rage

But misses, instead carving a great chunk out of the wall next to them.

Current stats:

See Base
Rage remaining 4 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:

Allnight (immune to fatigue) (8 hours)
Effortless Armor (Does not impact speed, reduce armor check penalty by 1) (24 rounds)

HP: -15, CON 19
DC 10 Con check for Stabilization: 1d20 + 4 - 15 ⇒ (4) + 4 - 15 = -7 Failed. -1 HP
Note that previous turn would have stabilized at -10 instead of taking the -1 however, the bomb damage would have brought him to -15 and forced a new save here.

Current stats:

See Shifted
Rage remaining: 6/10
HP remaining: -16/32 (CON 19)


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

Seeing Nice fall, Qul turns to swing at Hammer Bro

Attack on Hammer Bro: 1d20 + 5 ⇒ (20) + 5 = 25

damage: 1d6 + 2 ⇒ (2) + 2 = 4

confirmation: 1d20 + 5 ⇒ (8) + 5 = 13

Qul lands a blow on Hammer Bro but fails to make the most of it

Current Stats:
See base
HP: 23/26

Assume Hammer Bro attacks again

Parry roll:
Parry: 1d20 + 5 ⇒ (11) + 5 = 16


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) 29 minutes 24 seconds, potion of Cat's Grace (+4 to dex) 2 minutes 30 seconds

Tawum moves to Bob-omb and takes another swing

attack on Bob-omb!: 1d20 + 6 ⇒ (3) + 6 = 9

Tawum swings wide again.

Current Stats:
AC 22 T 19 FF 16
HP:16/24
Fort: +6, Ref: +8, Will: +7
CMD 20


AC:22 Touch: 14 Flat Footed: 18 ; Low-Light Vision ; HP:13; Perception +6

Current Buffs::
Resistance (+1 bonus to saves)(3 rounds remaining);Bless(+1 morale on attack and saving throws from fear)(13 rounds remaining); Mutagen (+4str, +2 natural armor, -2 int)(95 rounds remain)

HP: -4
DC 10 Con check for Stabilization:: 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13

Nice is stable / unconscious.


AC:25 Touch: 13 Flat Footed: 19 ; Darkvision ; HP -11 ; Perception +5

Current Buffs::
Bless(+1 morale on attack and saving throws from fear)(13 rounds remaining);Shield(+4 shield bonus to AC)(13 rounds remain); Divine Favor (+2 attack and damage(bonus +1 from Fates Favored))(4 rounds remaining); Shield of Faith (+2 deflection bonus to AC)(15 rounds remain)

HP: -10
DC 10 Con check for Stabilization: 1d20 + 3 - 10 ⇒ (2) + 3 - 10 = -5


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) (594 rounds remaining)
Potion of Cat's Grace (+4 Dex) (24 rounds remaining)
Extract of Shield (+4 Shield AC) (14 rounds remaining)

Bob-Omb! decides he's not a fan of being crowded and steps away from Tawum's effective range, moving out of the corner and disappearing into the house, yelling at Hammer Bro "I gotta move!"

Withdraw action, up to 60ft movement (see map)
Acrobatics vs CMD to move through threatened area without provoking attack of opportunity: 1d20 + 11 ⇒ (9) + 11 = 20

Current stats:

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


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) (23 rounds)

Hammer Bro hears Bob-Omb!'s parting words but decides to try to finish the job and remove at least one remaining enemy. Hefting his mighty axe again, he takes another swing.

Free action: Rage
Standard action: attack
attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 4d6 + 13 ⇒ (1, 2, 3, 6) + 13 = 25
Free action: End rage
Move action: 30ft

Hammer Bro powers through the parry attempt and easily cleaves into Qul Vozo with his axe. Satisfied, he moves towards the back of the house to meet up with Bob-Omb!

Current stats:

See Base
Rage remaining 3 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:

Allnight (immune to fatigue) (8 hours)
Effortless Armor (Does not impact speed, reduce armor check penalty by 1) (23 rounds)

Broozer remains on the ground, shuddering as his body shuts down.

DC10 CON check to stabilize: 1d20 + 4 - 16 ⇒ (7) + 4 - 16 = -5
Fails. -1 HP

Current stats:

See Shifted
Rage remaining: 6/10
HP remaining: -17/32 (CON 19)


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

Qul Vozo drops to the ground and begins to bleed out

HP:-2/26 (Con 14)
DC10 to stabalize: 1d20 + 2 - 2 ⇒ (11) + 2 - 2 = 11

Qul has stabalized but is unconscious

Current HP:-2


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) 29 minutes 18 seconds, potion of Cat's Grace (+4 to dex) 2 minutes 24 seconds

seeing the enemies leave the room, Tawum moves to his closest ally, hoping he is alive, Taking a swig from his potion along the way

Move Action: move 10ft to Qul Vozo
Standard Action: drinks potion

potion of CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Current Stats:
AC 22 T 19 FF 16
HP:24/24
Fort: +6, Ref: +8, Will: +7
CMD 20


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) (592 rounds remaining)
Potion of Cat's Grace (+4 Dex) (22 rounds remaining)
Extract of Shield (+4 Shield AC) (12 rounds remaining)

Bob-Omb! watches from one door as Hammer Bro comes through the other and looks back behind him waiting for... nothing. Bob-Omb! catches HB's eye and motions for them both to go back the way they came and take the offensive instead of waiting for Tawum to come up with a plan. Bob-Omb! catches Tawum checking his teammates and lobs another bomb at Tawum and the pile of bodies nearby.

Move action: 30ft
Standard action: throw bomb
Bomb attack vs touch vs Tawum: 1d20 + 8 ⇒ (13) + 8 = 21
Fire damage: 1d6 + 4 ⇒ (6) + 4 = 10
Fire splash damage, DC14 reflex for half: 1d1 + 4 ⇒ (1) + 4 = 5
Reflex required from Broozer, Kenshiro, Qul Vozo

Current stats:

AC 27 T 19 FF 19
Fort: +4, Ref: +13, Will: +2
CMD +16 (+18 vs grapple)
Arrows remaining: 20
Bombs remaining: 1


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) (22 rounds)

Hammer Bro moves back the way he came and smiles as he sees Tawum looking towards Bob-Omb! Hammer Bro swings his axe in a massive arc...

Move 30ft
Standard action: attack
Free action: rage
Axe attack: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
-4 for cover
Axe damage: 4d6 + 13 ⇒ (4, 3, 3, 5) + 13 = 28
Free action: end rage

But misjudges the swing and crashes into nearly the same spot he did when swinging against Qul Vozo earlier in the fight.

Current stats:

See Base
Rage remaining 1 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:

Allnight (immune to fatigue) (8 hours)
Effortless Armor (Does not impact speed, reduce armor check penalty by 1) (22 rounds)

DC 14 Reflex save from splash: 1d20 - 4 ⇒ (19) - 4 = 15
2 damage from successful save reduces HP to -19/32. CON 19. Broozer dies.

Current stats:

See Shifted
Rage remaining: 6/10
HP remaining: -19/32 (CON 19)


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

DC14 reflex save: 1d20 - 4 ⇒ (15) - 4 = 11

Qul takes 5 damage and begins to bleed again

Current HP: -7/26 CON:14


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) 29 minutes 16 seconds, potion of Cat's Grace (+4 to dex) 2 minutes 18 seconds

Hoping to move out of Bob-Omb!s range, Qul moves further into the room and swings at Hammer Bro

Free action: 5ft step
Standard action: attack

attack on Hammer Bro: 1d20 + 6 ⇒ (13) + 6 = 19

damage: 1d6 + 1 ⇒ (6) + 1 = 7

Current Stats:
AC 20 T 17 FF 16
Current HP: 14/24
Fort: +6, Ref: +6, Will: +7
CMD 20


HP: -16
DC 14 Reflex Save: 1d20 - 5 ⇒ (18) - 5 = 13

Unconscious (-5)

Kenshiro has perished.


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) (591 rounds remaining)
Potion of Cat's Grace (+4 Dex) (21 rounds remaining)
Extract of Shield (+4 Shield AC) (11 rounds remaining)

Bob-Omb! moves into the room of his original confrontation with Tawum and barely seeing Hammer Bro around the corner, and is willing to give Hammer Bro the opportunity to finish the fight first, but with a warning, "If you don't kill him, let me know!"

Readied action:

Final bomb vs Touch AC vs Tawum: 1d20 + 8 ⇒ (11) + 8 = 19
Fire damage: 1d6 + 4 ⇒ (3) + 4 = 7
Fire splash damage, DC14 Reflex for half: 1d1 + 4 ⇒ (1) + 4 = 5

Current stats:

AC 27 T 19 FF 19
Fort: +4, Ref: +13, Will: +2
CMD +16 (+18 vs grapple)
Arrows remaining: 20
Bombs remaining: 1 0 if readied action triggers


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) (21 rounds)

Hammer Bro tries to shrug off Tawum's attack, but it pushes his own swing wide. "He's still up!" Hammer Bro calls out to Bob-Omb! before stepping back, as warned.

Free action: Rage
Rage power attack: 1d20 + 8 ⇒ (1) + 8 = 9
Rage power attack damage: 4d6 + 13 ⇒ (4, 1, 4, 3) + 13 = 25
Free action: End Rage
Free action: 5ft step South

Knowing he has become frustrated instead of angry, Hammer Bro drops the axe and pulls out his hammer instead.
Free action: drop axe
Move action: Unholster hammer

Current stats:

See Base
Rage remaining 0 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

Readied action triggers
Final bomb vs Touch AC vs Tawum: 1d20 + 8 ⇒ (11) + 8 = 19
Fire damage: 1d6 + 4 ⇒ (3) + 4 = 7
Fire splash damage, DC14 Reflex for half: 1d1 + 4 ⇒ (1) + 4 = 5
Reflex save required from Nice - if failed, status change to dying again


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) 29 minutes 06 seconds, potion of Cat's Grace (+4 to dex) 2 minutes 12 seconds

Tawum moves forward with Hammer Bro and attempts to stun him
free action: 5ft step south
Standard action: Stunning Fist

attack on Hammer Bro: 1d20 + 6 ⇒ (11) + 6 = 17

Tawum misjudged the distance and doesn't quite connect with Hammer Bro

Current Stats:
AC 20 T 17 FF 16
Current HP: 07/24
Fort: +6, Ref: +6, Will: +7
CMD 20
Stunning Fist: 0/2


DC 14 Reflex Save: 1d20 + 3 - 5 ⇒ (1) + 3 - 5 = -1

Base save (+3), Unconscious (-5)

Nice is dying.

DC 10 Con check for Stabilization:: 1d20 + 2 - 9 ⇒ (3) + 2 - 9 = -4

HP: -10


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) (591 rounds remaining)
Potion of Cat's Grace (+4 Dex) (21 rounds remaining)
Extract of Shield (+4 Shield AC) (11 rounds remaining)

Bob, now out of Bombs takes a quick sidestep to the northeast and fires two arrows in quick succession at Tawum's back, but the wall previously splintered by Hammer Bro provides just enough cover to prevent the arrow from finding its mark.

Bow attack: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Bow attack: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15

Current stats:

AC 27 T 19 FF 19
Fort: +4, Ref: +13, Will: +2
CMD +16 (+18 vs grapple)
Arrows remaining: 18
Bombs remaining: 0


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) (20 rounds)

Hammer bro is finally beginning to calm down and enjoy the back-and-forth of his fight with Tawum, but Bob-Omb!'s arrows, though they went wide, provided just enough distraction for Hammer Bro to land a decisive hit, sending Tawum to the ground unconscious.

Hammer power attack: 1d20 + 10 - 1 ⇒ (19) + 10 - 1 = 28
Power attack damage: 2d6 + 10 + 3 ⇒ (4, 5) + 10 + 3 = 22

Current stats:

See Base
Rage remaining 0 rounds


Final opponent has been incapacitated.
All unconscious contestants bleed out:
Tawum loses 2 HP and dies. Nice loses 4 HP and dies. Johnny loses 12 HP and dies.
Round two has concluded.

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

Character and Team Totals:
Bob-Omb! - 17
Broozer - 10
Hammer Bro - 20
Spenser: 47

Johnny - 11
Nice - 11
Qul Vozo - 6
Dalton: 28

Kvit - 0
Kenshiro - 7
Tawum - 11
Waldo: 18
Player Totals:
Jest3r: 25
Dtot: 12
Chemic: 8

Round three. Roll initiative!


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 + 11 ⇒ (16) + 11 = 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 ⇒ (3) + 3 = 6


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 + 3 ⇒ (18) + 3 = 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 ⇒ (11) + 4 = 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

Initiative: 1d20 + 6 ⇒ (6) + 6 = 12


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

Initiative: 1d20 + 3 ⇒ (10) + 3 = 13


Initiative:: 1d20 + 6 ⇒ (12) + 6 = 18


Initiative:: 1d20 + 5 ⇒ (18) + 5 = 23


Initiative:: 1d20 + 1 ⇒ (4) + 1 = 5


Round 3

Initiative order:
(Team avg 18)
Bob-Omb!
Hammer Bro
Broozer

(Team avg 15)
Johnny Gold
Nice Hollyrock
Kenshiro Orcishish

(Team avg 13)
Kvit
Tawum
Qul Vozo

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:

Extract: L1 Reduce (10 rounds)
Potion: Cat's Grace (10 rounds)
Potion: Mage Armor (1 hour)

As appears to be the norm, Bob-Omb! appears first in the new arena, quiver of arrows at his hip and bow in his hand, a small kukri strapped to one forearm, a wand strapped to the other, and several small vials hanging from his belt, ready to be consumed or thrown at a moment's notice.

Unusually, Bob-Omb! appears to have been shrunk to approximately one-half of his normal size.

Current stats:

AC 25
Touch 21
Flat-footed 16
CMD 16 (18 vs. grapple)
HP 24
Fort +6
Ref +16
Will +3


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:

Potion: Allnight (8 hours)
Wand: Effortless Armor CL3 (30 rounds)
Wand: Enlarge Person CL2 (20 rounds)

Shortly following Bob-Omb!, Hammer Bro appears into the arena at twice his normal size, with his hammer and his axe grown similarly - at its current size, Hammer Bro's axe could have squished Bob-Omb! without issue.

Similar to Bob-Omb!, Hammer Bro has a wand strapped to each forearm, his hammer tied at his side to his belt, and the massive axe in-hand.

Current Stats:

AC 16
Touch 10
Flat-footed 15
CMD 22
HP 38/38
Fort +8
Ref +2
Will +2

Tracking:

Rage: 6/6 remaining


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:

Potion: Allnight (8 hours)
Wand: Effortless Armor CL3 (30 rounds)
Wand: Enlarge Person CL2 (20 rounds)

Finally, Broozer appears in the field next to his teammates. Unlike either of them, he carries no additional gear aside from a single vial in his hands, but he is in his shifted form - two massive tusks jutting out from his jaw and two hooves in place of feet - and he too appears to have been enlarged.

Current Stats:

AC 15
Touch 9
Flat-footed 15
CMD 19 (+4 vs bull rush and trip)
HP 44/44
Fort +10
Ref +4
Will +2

Tracking:

Rage: 10/10 remaining


AC:19 Touch: 13 Flat Footed: 16 ; Normal Vision ; HP 33 ; Perception +5

Current Buffs::
Bless (+1 morale on attack, +1 saving throw against fear affects)(29 rounds remaining),Resistance (+1 resistance bonus on saves)(9 rounds remaining)

Johnny steps out from behind a tree, seemingly writing something into the back of his shield.

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