Battle Royale - Match 7 - Darius Blackfire vs. Orion


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Fort Save for MW Adamantine Nodachi: 1d20 + 43 ⇒ (20) + 43 = 63


Who knows? Wouldn't you like to know...

Damage Roll (For saving vs. Disintegrate): 5d6 ⇒ (1, 1, 1, 2, 5) = 10

So, that leaves three hp left on your Nodachi, correct? Since Adamantine weapons gain a third more HP than the original, and I can't find anything that says masterwork adds to the HP total of an item.


(Sorry about the delay, waiting on a ruling from the DM on something.)


Targeting an item for damage is done by the sunder mechanic.

Quote:

Sunder

You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition (see Conditions). If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.

If the intent was to just be able to target items(attended) at will by using hit point damage this mechanic would not be needed. The only way I know of that allows an item to be targeted with ranged attacks is the fighter(archer archetype)

Quote:


Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer's arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer's CMD –4). This ability replaces armor training 1, 2, 3, and 4.

Disintegrate can attack objects, just like an archer can, but I see nothing that says it gets a rules exception allowing it to target attended items.

Compare to "rusting grasp" which specifies it can be used against attended objects.

Quote:

Any iron or iron alloy item you touch crumbles into rust. If the item is so large that it cannot fit within a 3-foot radius, a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.

You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of AC gained from metal armor (to the maximum amount of protection the armor offers) through corrosion.

Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed. Striking at an opponent's weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.

Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage + 1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.

PS:I don't think it makes sense for the sunder ability to even exist. I think it would make more sense if you could just target items if you want just by making an attack roll, but that is neither here nor there.

PS2:Scorching Ray would be good for attacking items if we could use ray attacks against them.

Orion you may redo your action.


Who knows? Wouldn't you like to know...

Ah, I see. So he would have to be holding his weapon in order for me to use disintegrate it. Good to know. Instead of using Disintegrate, I will just drop a Freezing Sphere. DC 28, roll twice and take the lowest.

GM Only:
Using one of my charges on my Rod of Persist.


Actually disintegrate would need language that is similar to the rusting grasp spell that states it can target attended items. Even though his sword is not in hand, it is still an attended item. The way the rules are written, sunder is the only way to target an attended item for damage. That is why rusting grasp is written the way it is.


Who knows? Wouldn't you like to know...

Hrm...that makes things a little more difficult, but not much more.


Ok so changed action, DM has informed me that the saving throw roll I made can be kept. First Save would be a 20+25=45 Reflex.

Reflex Saving throw: 1d20 + 25 ⇒ (8) + 25 = 33

(What is the damage for your spell?)


Who knows? Wouldn't you like to know...

Whoops! Forgot to roll it. 15d6 ⇒ (2, 2, 5, 5, 4, 2, 4, 2, 1, 3, 1, 3, 5, 4, 3) = 46


(Damage halved and marked down.)

Round 14
Init 10

Pinpointing the place where he detects Orion's movements he continues to touch down at the bottom of the pit and unleashes a full attack of Arrows at him from his Composite Longbow. The arrows glow with brilliant energy, flying right through any armor or shields mundane or magical to strike at Orion.

Damage type from Starting turn inside Rift, acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic: 1d8 ⇒ 2
Damage from the rift: 6d6 ⇒ (5, 1, 3, 2, 4, 5) = 20
Reflex save for half: 1d20 + 25 ⇒ (14) + 25 = 39

DM Only:
Darius has DR 10/Bludgeoning and Good so with half damage from reflex he successfully takes no damage from the rift this round.

Attack #1: 1d20 + 25 ⇒ (4) + 25 = 29 Damage: 1d8 + 8 ⇒ (3) + 8 = 11 Miss Chance(1-50 is a miss): 1d100 ⇒ 63

Attack #2: 1d20 + 20 ⇒ (20) + 20 = 40 Damage: 1d8 + 8 ⇒ (4) + 8 = 12 Miss Chance(1-50 is a miss): 1d100 ⇒ 35

Attack #3: 1d20 + 15 ⇒ (10) + 15 = 25 Damage: 1d8 + 8 ⇒ (7) + 8 = 15 Miss Chance(1-50 is a miss): 1d100 ⇒ 66

Attack #4: 1d20 + 10 ⇒ (20) + 10 = 30 Damage: 1d8 + 8 ⇒ (5) + 8 = 13 Miss Chance(1-50 is a miss): 1d100 ⇒ 11


(Sadly those crit threats both missed due to concealment. What round were the rifts of ruins each cast in btw?)


Who knows? Wouldn't you like to know...

Uh...you fell in the same rift as you did last time, correct? The one with the 20 ft of water in it?


(Just ignore the shooting you then.) Darius sinks to the bottom and makes himself prone while he waits for the rift spell to run dry.


Who knows? Wouldn't you like to know...

Alright then.

Five magic missiles shoot down toward Darius, hitting him with a mildly forceful onslaught. On one side of the field, a rift closes with a violent shudder. Afterwords, the ferns of a forest floor return in that five foot stretch...as if nothing ever happened.

Damage (from Magic Missile): 5d4 + 5 ⇒ (1, 4, 4, 2, 2) + 5 = 18

Stealth check (after spell casting): 1d20 + 53 ⇒ (16) + 53 = 69

GM Only:
Moving 5 ft down.


Round 15
Init 10

Darius does move much as the missiles strike, continuing the wait.

Damage type from Starting turn inside Rift, acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic: 1d8 ⇒ 4
Damage from the rift: 6d6 ⇒ (2, 2, 5, 3, 1, 6) = 19
Reflex save for half: 1d20 + 25 ⇒ (7) + 25 = 32

Swift action Touch of Corruption: 10d6 + 20 ⇒ (6, 4, 4, 5, 1, 1, 1, 3, 6, 2) + 20 = 53

DM Only:
Readying action to shoot Orion as soon as his invisibility fades. Swift action to Touch of Corruption self.


Who knows? Wouldn't you like to know...

I have never built an Anti-Paladin before, so I have to ask: Where are you getting the bonus negative energy damage?


A feat.


Who knows? Wouldn't you like to know...

Ah, I see.

More magical missiles shoot out, even as another pit closes.

Damage from Magic Missile: 5d4 + 5 ⇒ (1, 4, 3, 1, 2) + 5 = 16

No stealth check, as Darius seems content to just chill at the bottom of a pond?


Round 16
Init 10

Darius continues to lay prone.

Perception: 1d20 + 40 ⇒ (12) + 40 = 52

Damage type from Starting turn inside Rift, acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic: 1d8 ⇒ 4
Damage from the rift: 6d6 ⇒ (6, 6, 1, 1, 5, 3) = 22
Reflex save for half: 1d20 + 25 ⇒ (3) + 25 = 28

DM Only:
Ready action to shoot at Orion if he pinpoints location and the rift ends.


Who knows? Wouldn't you like to know...

Orion sends forth another barrage of missiles as a third of the six pits closes. Those who are above water would be able to hear some math, as Orion calculates the remain time on the last three pits (one of which Darius is in).

Damage from Magic Missile: 5d4 + 5 ⇒ (2, 4, 1, 1, 4) + 5 = 17

No stealth check, since Darius seems to think the bottom of the Rift will become a new Summer Home.


Orion, he can still see out of the rift, and make perception checks.
I am just making sure you did not make a stealth because you thought he could not perceive you.


Who knows? Wouldn't you like to know...

Nah, I didn't make the stealth check because he doesn't appear to be doing anything...just laying there. If I didn't see him flinch and dodge, and occasionally use touch of corruption on himself, I would assume him dead. Still invisible, just using it for the Miss Chance at this point...and waiting for the time when these rifts close. I could hurry it along, but why stop the free damage?


(So auto failing on your stealth?)

Round 17
Init 10

Darius looks up to where he has determined his foe must be, smiling as Orion lets down his guard. He continued to wait for his chance, the pitiful missiles and pit mere scratches in this game that would be determined by the one who could outlast the others resources.

Perception: 1d20 + 40 ⇒ (6) + 40 = 46

Damage type from Starting turn inside Rift, acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic: 1d8 ⇒ 6
Damage from the rift: 6d6 ⇒ (4, 4, 6, 2, 1, 4) = 21
Reflex save for half: 1d20 + 25 ⇒ (12) + 25 = 37

Swift action ToC: 10d6 + 20 ⇒ (5, 6, 6, 3, 4, 1, 1, 3, 4, 5) + 20 = 58

DM Only:
Std action to activate my boots but not moving yet from prone. Swift action to heal.


Who knows? Wouldn't you like to know...

Well, its a DC 20 to find an invisible creature, but since I am casting spells, it isn't hard to find me.


Who knows? Wouldn't you like to know...

Another burst of magic missiles. No other rifts close, however.

GM Only:
Rift on Darius's right will close on Round 20, Rift on Darius's Left will close on round 21, Rift Darius is in will close on Round 22...Unless I change things around a bit.

Damage: 5d4 + 5 ⇒ (2, 2, 4, 1, 2) + 5 = 16

Still no stealth check.


Round 18
Init 10

Suddenly Darius springs into action surging up out of the pit with flight and making his way to the two strips of solid land where he lands on the ground his bow aimed at Orion.

Perception: 1d20 + 40 ⇒ (11) + 40 = 51

Damage type from Starting turn inside Rift, acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic: 1d8 ⇒ 8
Damage from the rift: 6d6 ⇒ (5, 5, 2, 6, 5, 4) = 27
Reflex save for half: 1d20 + 25 ⇒ (13) + 25 = 38

DM only:
Two flight actions will get me there ready to shoot him and attempt to track his movements.


(Note: I went back into the history to check something and discovered I made a slight mistake in my round number calculation. It should be round 19. I'll reflect this in my next post. Does this match up with your round tracking Orion? Greater invis would have been round 12 from my perspective.)


(Edit from last post: That just means now on your turn its round 20 of the battle so far.)


Who knows? Wouldn't you like to know...

Understood. Just conferred things with the GM and I need to check my spell list before I post. Take a look later on this evening for it.


(No worries. Things should get faster as we each just hit each other with spell and weapons.)


Who knows? Wouldn't you like to know...

Round 20

Tapping out the last of his high end magic, Darius loses track of Orion even as the sky above the arena is filled with clouds. The clouds look odd though, red lightning flashes between them and they seem malevolent. The pits seem to have vanished though.

Darius, you can roll a Knowledge: Planes check to identify the clouds.

Last Ninth Level Spell: Time Stop.

Duration: 1d4 + 1 ⇒ (1) + 1 = 2

Yikes. Well, not as long as I wanted, but it will do the trick.

GM Only:
Use two seventh level spell slots to cast Summon Monster VII. I took two five foot steps during the casting to place myself at 30 ft high. The summons are 55 ft above Darius. The summons are Fiendish Greater Lightning Elementals.

Stealth Check: 1d20 + 53 - 20 ⇒ (15) + 53 - 20 = 48


(Btw I do appreciate the time stop in view, there is no way for me to stop it just helps track things.)

Round 20
Init 10

Darius suddenly finds the environment changed but his keen senses alert him to Orion's stealthy movement. He turns to track him if he is still in the sky and unleashes a full attack of arrows at him.

Perception: 1d20 + 40 ⇒ (8) + 40 = 48

(All Attacks possess the brilliant Energy enhancement so ignore any armor or shield bonuses even if magically granted.)
Attack #1: 1d20 + 25 ⇒ (12) + 25 = 37 Damage: 1d8 + 8 ⇒ (4) + 8 = 12 Miss Chance(1-50 is a miss): 1d100 ⇒ 9

Attack #2: 1d20 + 20 ⇒ (11) + 20 = 31 Damage: 1d8 + 8 ⇒ (3) + 8 = 11 Miss Chance(1-50 is a miss): 1d100 ⇒ 67

Attack #3: 1d20 + 15 ⇒ (8) + 15 = 23 Damage: 1d8 + 8 ⇒ (1) + 8 = 9 Miss Chance(1-50 is a miss): 1d100 ⇒ 2

Attack #4: 1d20 + 10 ⇒ (2) + 10 = 12 Damage: 1d8 + 8 ⇒ (5) + 8 = 13 Miss Chance(1-50 is a miss): 1d100 ⇒ 99


Who knows? Wouldn't you like to know...

Well...you end up hitting me once. It has been noted.

A flushing of magic hits Darius, destroying his magical flight, followed by the pair of storm clouds leaping down, emitting sounds of thunder and lightning as they attempt to leave Darius prone...and weaponless.

Orion attempts to vanish in the thunder and bright bursts of lightning.

Dispel Check on the flight: 1d20 + 20 ⇒ (20) + 20 = 40

Cloud One's Trip Attempt: 1d20 + 21 + 3 + 10 + 2 + 1 ⇒ (19) + 21 + 3 + 10 + 2 + 1 = 56

Cloud Two's Disarm Attempt: 1d20 + 21 + 3 + 10 + 2 + 1 + 4 ⇒ (10) + 21 + 3 + 10 + 2 + 1 + 4 = 51

GM Only:
To make sense of the Lightning Elemental's bonuses: They have a +21 CMB, +3 because Darius is wearing Metal Armor, +10 because they charged and made a respective trip or disarm, +2 from the Charge, +1 from having high ground. The +4 on the Disarm attempt is from what I assume is Darius being prone on the ground.

Orion moves within 15 feet of Darius, less than half his flying movement.

Both Storm Clouds are 15 ft above Darius, and the Disarm one is currently holding Darius's bow, since he isn't holding anything else.

Stealth Check (not while casting, but after): 1d20 + 53 ⇒ (11) + 53 = 64


(After DM double checks all that for me here is my action to keep things moving.)

Round 21
Init 10

Darius lets out a laugh despite his current seemingly bad predicament. "Hiding behind your monsters scared little man? AS YOU SHOULD BE!" He casts defensively from his current position A powerful blast of fear, hitting both of the creatures.

(I will roll the Casting defensively if requested but with +30 vs dc 23 I don't think I can fail on a natural 1 based on what Watcher said earlier. DC would be 23.)

Both creatures are hit by a Fear spell(As would Orion if he were in the 30 foot cone but without a map unless the DM can calculate your position or your within 30 feet above me there is very little I can do to prove it would). Will saves please.

If both are panicked Darius will retrieve his bow while prone. Then on their turn both will take no actions but to flee from him at top speed which would probably be a flying run out of the arena for the next 17 rounds.

If one or both somehow make the save then he will draw his sword while still one the ground.


Who knows? Wouldn't you like to know...

Going to get the rolls out of the way now:

Storm Cloud 1: 1d20 + 6 ⇒ (6) + 6 = 12

Storm Cloud 2: 1d20 + 6 ⇒ (11) + 6 = 17

As for Orion, he is not in the 30 ft cone.


(Both Fail the DC and are Panicked for 17 rounds per the Fear spell.)


Who knows? Wouldn't you like to know...

Clever monkey...

The storm clouds fly away, screaming like metal shearing. Darius appears to be doing nothing, however.

GM Only:
Move action: Put away rod of persist, second move action, fly up 10 feet and over 5.

Stealth Check: 1d20 + 53 ⇒ (6) + 53 = 59


Round 22
Init 10

Darius stands up his bow in hand and notches another arrow listening and looking for any signs of the spell caster. Unfortunately he doesn't see anything so he holds his arrow ready for the opportunity.

(Would it be too much trouble to ask where each last location he pinpointed you was? It does make some difference since he can aim spells there if you don't move and range is a factor.)

Perception: 1d20 + 40 ⇒ (4) + 40 = 44

DM Only:
Move action stand up. Std action ready action to shoot Orion if he becomes pinpointed or visible.


Who knows? Wouldn't you like to know...

Last place was over the pit you were in...so roughly 15 feet away and 30 ft up by my best guess.

Again, nothing seems to happen...

GM Only:
Move action, pull out Lesser Rod of Reach Spell, other move action is to fly 20 feet and hover below the ground, approximately 20 ft from Darius.

Stealth Check: 1d20 + 53 ⇒ (18) + 53 = 71


Round 23
Init 10

Darius continues to search for Orion waiting for him to slip up or his invisibility to fade. He also seems to be doing nothing.

(Perception impossible.)

DM Only:
Readied Action to Shoot Orion once he becomes a valid target.


Who knows? Wouldn't you like to know...

And here we go...

A black ray shoots out from near the ground, hitting with full force against the anti-paladin. The person who shot the ray vanishes once again.

Ranged Touch Attack (Vampiric Touch): 1d20 + 21 ⇒ (20) + 21 = 41

Critical Confirmation: 1d20 + 21 ⇒ (11) + 21 = 32

Rolling against Fortification (if any, low is in my favor): 1d100 ⇒ 1

Damage Roll (double if critical success): 10d6 ⇒ (4, 1, 3, 6, 4, 1, 5, 5, 5, 2) = 36

Stealth Check (after shooting the Vampiric Touch): 1d20 + 53 ⇒ (15) + 53 = 68

GM Only:
Moving 15 ft toward Darius and 10 ft up. Ranged Vampiric (sp?) Touch from the rod of lesser Reach Spell.


(Just waiting on DM for something that will affect next action.)


Round 24
Init Changed to 27

Readied action triggers in response to Orion attacking him with his reach spell. Init is changed to 1 before Orion's action.

Darius whirls suddenly and fires a single shot straight at Orion as the ray strikes him in the chest. The ray seem like a solid hit that would draw the life force from any man...yet Orion receives nothing(do not gain any HP or temp HPs from Vamp touch, spell has no effect). He just begins to laugh. "More! Come on surely you haven't run out of spells yet! I am at your mercy and yet you are so weak...after I have slain you I think I will track down your family and enjoy their screams while I torture them slowly for such a pitiful performance! I think for that one I'll slowly drain the life from your mother."

Perception: 1d20 + 40 ⇒ (8) + 40 = 48

Attack #1: 1d20 + 25 ⇒ (11) + 25 = 36 Damage: 1d8 + 8 ⇒ (3) + 8 = 11 Miss Chance(1-50 is a miss): 1d100 ⇒ 35

-----------------------------------------

Round 25
Init 27

Darius notches another arrow and waits for the sorcerer's next trick.

Perception for next stealth check: 1d20 + 40 ⇒ (7) + 40 = 47

DM Only:
Ready another action to attack when Orion becomes a valid target.


Orion your vampiric touch spell fails to give you any additional hit points.


Who knows? Wouldn't you like to know...

It was a gamble...but it tells me he isn't alive.

Darius appears to do nothing once more, but he does throw up a spell you recognize, one Darius has thrown up multiple times on himself...Spell Turning. Orion then vanishes at that point.

Spell Levels gained from Spell Turning: 1d4 + 6 ⇒ (2) + 6 = 8

Stealth Check: 1d20 + 53 ⇒ (7) + 53 = 60

GM Only:
I fly to 35 ft above Darius.


Round 26
Init 27

Darius turns and fires more arrows at Orion, seeming to track him almost impossibly.

Perception: 1d20 + 40 ⇒ (20) + 40 = 60

(Brilliant Energy Quality on all attacks)
Attack #1: 1d20 + 25 ⇒ (19) + 25 = 44 Damage: 1d8 + 8 ⇒ (4) + 8 = 12 Miss Chance(1-50 is a miss): 1d100 ⇒ 1

Attack #2: 1d20 + 20 ⇒ (11) + 20 = 31 Damage: 1d8 + 8 ⇒ (4) + 8 = 12 Miss Chance(1-50 is a miss): 1d100 ⇒ 62

Attack #3: 1d20 + 15 ⇒ (16) + 15 = 31 Damage: 1d8 + 8 ⇒ (6) + 8 = 14 Miss Chance(1-50 is a miss): 1d100 ⇒ 51

Attack #4: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 1d8 + 8 ⇒ (4) + 8 = 12 Miss Chance(1-50 is a miss): 1d100 ⇒ 67


Who knows? Wouldn't you like to know...

A sphere of Force appears approximately 40 ft above Darius and those with good hearing can hear the chanting of a summoning spell.

Immediate action: Emergency Force Sphere. The hemisphere is underneath Orion, allowing him complete protection from the arrows. Unless this is ruled on differently, it should be good to stay hanging in the middle of the air.

GM Only:
Five foot flight step up, then cast Emergency Force Sphere. Casting Summon Monster VII, summoning 1d3 huge lightning elementals.

Getting this out of the way now: 1d3 ⇒ 2


(Emergency Force sphere must be Centered on you per the spell.)


Who knows? Wouldn't you like to know...

It is. I just made it so instead of being like a cup turned upside down, its a cup turned rightside up, with me inside it.


Spellcraft: 1d20 + 24 ⇒ (7) + 24 = 31 What summoning spell?

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