Advanced Playtest "Ruby Phoenix Tourney" (Inactive)

Game Master WerePox47


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Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

It was a busy enough day yesterday, I'm inclined to wait for the match.


dead.

Can we interrogate the ones we captured?

"So, folks, something doesn't seem right here. They attacked us outside the tournament, and are still alive, since the DM prevented us from committing such an evil act. We should expose their plans before they get the upper hand on us, but we need more information!"


Inner Sanctum

Been busy this morning.. Post coming soon..


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

working on my level this morning!


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

level?


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8
GM Pox wrote:

Ok so you guys surely disable the one Seventh willed to return.. As these guys fall there wounds close automatically so none of them are actually dead.. So you have 4 thugs to potentially interrogate and take their gear, which ill get to tm since its bedtime..

Feel free to reset your spell lists and go ahead and level to 11th..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Ahh, didn't see that. Thanks.


Inner Sanctum

Before he leaves he heals you all some..

I dunno how far yall are down so..

Heal Kuras: 20d6 ⇒ (2, 5, 6, 5, 6, 3, 2, 4, 2, 6, 1, 5, 3, 5, 1, 1, 1, 6, 4, 1) = 69 He touches you 4 times..
Heal Bug: 5d6 ⇒ (3, 5, 4, 2, 5) = 19
Heal Seventh: 5d6 ⇒ (4, 6, 3, 5, 3) = 21
Thomas: 5d6 ⇒ (1, 4, 3, 3, 1) = 12
Bel: 5d6 ⇒ (2, 6, 2, 3, 3) = 16

And then burns out..

For the next fight we will be using the muddy looking landscape at the bottom of the Grand Pavilion map.. Please move all tokens to one side there as i cannnot while at woek.. Seventh can you please add 4 swarms in random locations in the water and a single medium opponent on the far end.. You all will have 3 rounds to buff before the fight starts.. The dark areas on the map are rocks sticking 6" out of the muddy water btw.. Keep in mind you cannot see the swarms..


Inner Sanctum

Opps i forgot about the interrogation.. The thugs openly admit to being Golden Legion, but do not divulge anything else and cannot be intimidated into doing so.. Magical means could garner additional info..

Each of the 4 have:
+1 weapon
+1 ring of prot
+2 studded leather
x6 mwk throwing darts
x2 mwk dagger
potion of bear's endurance
x2 potion of cure mod

You all have time to sell stuff and purchase things before your match.. All items are sold for 1/2 no haggling, and things purchased with book prices..


Inner Sanctum

Lemme know when everyone is ready to fight please..

Ill wing Thomas's level up till Ixos can get his comp fixed..


Inner Sanctum

Make that 6 swarms please Seventh.. They are medium in size..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

So aggregate in stuff:
8k in weapons
8k in rings
16k in armor
7.2k in darts
1.2 k in daggers

figure we'll keep the potions.

40.4k before selling.
20.2k once sold. Five people
4040 GP per after sales.

I have some money left over from building initially and with the new money am buying a swarmbane clasp (which sure sounds cheesy given that I know of the fight, but I usually get those eventually for people with AOEs). It is kept in my haversack, and not normally worn.


dead.

Ok then... Map updated.

Seventh is going to buy another fly potion and an invisibility purge scroll, aside from preparing some other spell to take a more supportive role. Will decide what to cast in a while. Are we allowed to fly?


Inner Sanctum

Like all the other fights the main stage is surrounded by a wall of force, so inside anything goes.. Bug your character would have no knowledge of the fight before the fight starts.. If your character is buying that item regardless thats fine though.. Im gonna wait till i get off in a couple hours to post the fight since im sure people are still leveling and i cant access the map here.. Any other questions feel free to ask..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

I usually end up buying that clasp since otherwise I end up fighting things I can't hurt at all sometimes. If I had more money I'd probably get the golembane scarab as well.


dead.

I'm ready!


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Kuras would like to do one thing before the arena fight, and that is inquire to if there are any oaks that live around this part of the world.

Otherwise I'm good to go.


dead.

Seventh has cast Defending Bone previous to combat, since it last for hours. Rounds of casting:
Rnd 1: Drinks Fly Potion
Rnd 2: Activates Aura of Dominance
Rnd 3: Divine Favor + Sacred Armor (+2 - AC 30)


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

1d20 + 8 ⇒ (10) + 8 = 18
1d20 + 8 ⇒ (14) + 8 = 22

tries twice for his scroll, then drinks fly potion


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

No idea what I'll be facing so no real prep here. Not going to waste a potion when I can just jump from rock to rock.


Inner Sanctum

GM Only:

Male human witch 8/bloatmage 6
N Medium humanoid (human)
Init +2; Senses Perception +5
DEFENSE
AC 22, touch 17, flat-footed 16
hp 115 (14d6+65)
Fort +7, Ref +7, Will +10
Weaknesses hemophilia
OFFENSE
Speed 20 ft., fly 30 ft. (good)
Melee mwk quarterstaff +6/+1 (1d6–1)
Range Touch +10, Melee Touch +8
Special Attacks hexes (DC 19), (charm [2 steps, 4 rounds], disguise
[8 hours], evil eye [–4, 7 rounds], misfortune [2 rounds],
cackle
Witch Spells Prepared (CL 14th; concentration +19/+23)
7th-Chain Lightning(DC 22), Waves of Ecstasy(DC 24)
6th—Greater Dispel Magic(3 targets, +14), Quickened Blindness(DC 18)
5th—dominate person (DC 23), feeblemind (DC 23), Quickened ray of enfeeblement
4th—confusion (DC 22), lesser geas (DC 22), phantasmal killer (DC 20), poison (DC 20)
3rd—dispel magic, pain strike(2)(DC 19), suggestion (DC 19)
2nd—alter self, fester* (DC 18), touch of idiocy (DC 18)
1st—burning hands (DC 17), charm person (DC 19), cure light
wounds, ray of enfeeblement (DC 17)(2)
0 (at will)—detect poison, detect magic, guidance, message
Patron Deception
STATISTICS
Str 8, Dex 16, Con 15, Int 20, Wis 10, Cha 14
Base Atk +6; CMB +5; CMD 19
Feats Bloatmage Initiate, Combat Casting, Dodge, Greater
Spell Focus (enchantment), Spell Focus(enchantment), Toughness, Improved Init, Quicken Spell
Skills Bluff +7, Craft (alchemy) +13, Diplomacy +11, Disguise +8,
Fly +16, Intimidate +11, Knowledge (arcana) +13, Knowledge
(history) +13, Knowledge (planes) +13, Linguistics +9,
Perception +5, Stealth +11, Survival +5, Use Magic Device +10
Languages Abyssal, Celestial, Common, Tien, tongues
SQ bloat (2/day, 2d4), blood pool (6), corpulence, witch’s
familiar (pig named Xinai)
Combat Gear potion of cure serious wounds, scroll of heightened
hold person (3rd level), wand of lightning bolt (20 charges); Other Gear masterwork quarterstaff, belt of mighty con/dex +2, cloak of resistance +3, ring of protection +3, Headband of Int +2, 50 gp
SPECIAL ABILITIES
Bloat (Ex) Twice per day, Hok Fong can exert himself as a free
action to instantly gain 2d4 extra blood points, but doing so
puts him at great risk (see blood pool, below).
Blood Pool (Su) Hok Fong can spend a blood point at the
time of casting a spell to recall it immediately afterward as
if it had not been cast. If Hok Fong ever has more blood
points than his bloatmage level but fewer than twice his
bloatmage level, he gains the sickened condition until his
blood pool falls to or below his bloatmage level. If he ever
has twice his bloatmage level or higher in blood points,
he immediately flies into a homicidal rage, striking out
randomly with his most damaging attacks and abilities
at friends and foes alike for 1d6 rounds or until his blood
pool is reduced to 0 (whichever comes first). At the end of
his rage, his blood pool drops to 0, his hit points drop to –1.

Spells Cast:
Cloak of Dreams(DC 23)
Overland Flight
Mage Armor
Blink
Invisibility

The image is fitting as your opponent is cowled and has a wand in her hand.. Her spells casts are:

DC 17 Spellcraft:
Invis

DC 18 Spellcraft:
Blink

DC 21 Spellcraft:
Cloak of Dreams

Init:

Thorne Init: 1d20 + 8 ⇒ (10) + 8 = 18
Belsiard Init: 1d20 + 9 ⇒ (4) + 9 = 13
Seventh Init: 1d20 + 7 ⇒ (5) + 7 = 12
Kuras Init: 1d20 + 1 ⇒ (17) + 1 = 18
Bug Init: 1d20 + 3 ⇒ (17) + 3 = 20
Chick: 1d20 + 8 ⇒ (2) + 8 = 10

The whole crew is first.. Before she went invis she was floating about 20' up..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

ok bug will pull out his potion of fly, and guzzle it. Then he will swift action activate blindsight with martial maneuvers.


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Preparation spells
Resinous Skin, draw blade
Cape of Wasps
Enlarge Person

Spellcraft 1: 1d20 + 14 ⇒ (15) + 14 = 29
Spellcraft 2: 1d20 + 14 ⇒ (13) + 14 = 27
Spellcraft 3: 1d20 + 14 ⇒ (12) + 14 = 26

Perception to notice an invisible person: 1d20 + 31 ⇒ (19) + 31 = 50


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

so who has that way finder?


dead.

Spellcraft DC 17: 1d20 + 7 ⇒ (9) + 7 = 16
Spellcraft DC 18: 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft DC 21: 1d20 + 7 ⇒ (19) + 7 = 26

Seventh flies up and ahead, and since it's clear the opponent is not there he casts "Invisibility Purge!"
Negates all kind of invisibility on a 55 foot radius from the priest.

I should have a freaking bonus to identify Invisibility being cast already!


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Bel will fly up and attack the now purged baddie

1d20 + 21 - 2 - 3 ⇒ (6) + 21 - 2 - 3 = 22 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (4) + 10 + 7 + 6 + 2 + 1 = 30

FFS


dead.

"Carefull Belsiard! Don't go near her! She's got a powerful spell active!"

Altough it's probably too late...


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Thanks for the warning…blarrrrgh!


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

i went ahead and checked the spoiler to see what i need to save against

[ooc] will save using charmed 1d20 + 6 + 3 ⇒ (14) + 6 + 3 = 23 using charmed[/dice]


Inner Sanctum

As your spell goes off the woman becomes visible again.. As Bel closes of the woman to attack he feels a spell wash over him.. Make me a will save, its an enchantment effect..

Can you unlock urself from the invis purge Seventh.. I understand that the whole thing is purged atm..


dead.

This is one of the fights where a bit of bad luck would f+%% you up!


Inner Sanctum

You think about going to sleep but manage not too.. I believe Kuras is up..

Your attack hits btw..


Inner Sanctum

GM Only:

AC 22
85/115

Special Attacks hexes (DC 19), (charm [2 steps, 4 rounds], disguise
[8 hours], evil eye [–4, 7 rounds], misfortune [2 rounds],
cackle
Witch Spells Prepared (CL 14th; concentration +19/+23)
7th-Chain Lightning(DC 22), Waves of Ecstasy(DC 24)
6th—Greater Dispel Magic(3 targets, +14), Quickened Blindness(DC 18)
5th—dominate person (DC 23), feeblemind (DC 23), Quickened ray of enfeeblement
4th—confusion (DC 22), lesser geas (DC 22), phantasmal killer (DC 20), poison (DC 20)
3rd—dispel magic, pain strike(2)(DC 19), suggestion (DC 19)
2nd—alter self, fester* (DC 18), touch of idiocy (DC 18)
1st—burning hands (DC 17), charm person (DC 19), cure light
wounds, ray of enfeeblement (DC 17)(2)


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

I use my free intimidate and use a Panache point for a free disarm

intimidate 1d20 + 12 ⇒ (14) + 12 = 26

disarm 1d20 + 26 - 2 ⇒ (2) + 26 - 2 = 26 disarm, if successful weapon flies 15 ft


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Something on my screen isn't working as I cannot see her token.

Kuras moves over to Thomas and casts fly upon him.


Inner Sanctum

I dunno.. I can see her on mine..

Bel you intimidate her and disarm her wand..


Inner Sanctum

Hearing about the nasty spell around her Thomas will instead pull his newly purchased bow out and target her with it.. He flies 10' up.. Swift action for bonus damage..

+1 Bow Attacks: 1d20 + 21 - 4 ⇒ (15) + 21 - 4 = 32
+1 Bow Attacks: 1d20 + 16 - 4 ⇒ (19) + 16 - 4 = 31
+1 Bow Attacks: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13

Damage: 2d8 + 8 ⇒ (2, 5) + 8 = 15

GM Only:

AC 22
115/115
Special Attacks hexes (DC 19), (charm [2 steps, 4 rounds], disguise
[8 hours], evil eye [–4, 7 rounds], misfortune [2 rounds],
cackle
Witch Spells Prepared (CL 14th; concentration +19/+23)
7th-Chain Lightning(DC 22), Waves of Ecstasy(DC 24)
6th—Greater Dispel Magic(+14), Quickened Blindness(DC 18)
5th—dominate person (DC 23), feeblemind (DC 23), Quickened ray of enfeeblement
4th—confusion (DC 22), lesser geas (DC 22), phantasmal killer (DC 20), poison (DC 20)
3rd—dispel magic, pain strike(2)(DC 19), suggestion (DC 19)
2nd—alter self, fester* (DC 18), touch of idiocy (DC 18)
1st—burning hands (DC 17), charm person (DC 19), cure light
wounds, ray of enfeeblement (DC 17)(2)

bloat (2/day, 2d4), blood pool (4)

Taking multiple hits before she can act throws her off.. She flies 5' away from Bel and starts casting.. She quickens a spell and aims it towards Bel.. She then centers a Greater Dispel Magic on the smiley face hitting all of yall except Bell..

Caster Level Check: 1d20 + 14 ⇒ (19) + 14 = 33

Everyone except Bel loses their highest level spell active.. Thomas's fly ends and he falls to the water below..

Bel give me a Fort Save, DC 18

If you fail:
GO BLIND!

No Peeking:

1d20 + 4 ⇒ (9) + 4 = 13

Waiting to see what spells are lost before I continue.. Not yalls turn just yet though..


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

1d20 + 7 + 3 ⇒ (18) + 7 + 3 = 28 using charmed


Inner Sanctum

S~!@ i forgot about her Blink Spell.. Yall need to be rolling 50% miss chance vs her..

Miss Chances so far.. High always good..: 4d100 ⇒ (39, 8, 44, 20) = 111 Oh dang.. Apparently noone has land a blow on her yet.. And she still has her wand..

Spell Activate Chances: 2d100 ⇒ (65, 37) = 102 Both her spells go off..


Inner Sanctum

You shake off the urge to go blind, for now.. You can roll your attacks if you wish because the other stuff isnt gonna affect you.. You need to make another sleepy roll on your turn though.. DC 23 Will.. That is if you engage her in melee again..


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

OK, so on the next turn I'll drink the other fly potion.


dead.

Well, Fly is a potion of a 3rd level spell, which would give it CL 5th, I believe, but Defending bone is a 2nd level spell that was cast on my caster level (11) and it would be affected if I'm not mistaken. I just don't know which one would. Aura of Dominance (Su) is also active, as is Divine Favor (1st level) and Sacred Armor (Su).

Seventh Off to bed next turn:
Seventh approaches the woman (six squares), issues a command and casts his own Dispel Magic on her.
"Approach!" DC 19 Will or Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Dispel Magic: 1d20 + 11 ⇒ (14) + 11 = 25

Impressive. I say I'll sleep and posts start bursting around...


Inner Sanctum

That's fair, but this round you fall and land in waist deep stinky, muddy water.. Pretty sure Kuras and Seventh have higher spells than their flys going so ill go ahead.. As yall hit the water you notice movement coming towards you..

A mass of wriggling black creatures each the size of a man's finger stirs the stagnant water before enveloping you..

Leech Swarm Damage: 2d6 ⇒ (4, 2) = 6 +poison DC 15 and also need a distraction save DC 15.. As you begin your turn with them in your space you take Str and Con Damage: 1d3 ⇒ 3 Its damage so you only loos 11 hps for now.. And only -1 attacks etc..

Thomas pulls a potion to drink as well taking..

2d6 ⇒ (1, 4) = 5
1d3 ⇒ 1

FOrt: 1d20 + 9 ⇒ (14) + 9 = 23
FOrt: 1d20 + 9 ⇒ (17) + 9 = 26

Thomas 98/103


Inner Sanctum

Ok so dispel does hit the highest caster level spell so all those spells would be the same caster level except the fly pot so its good.. Random roll for what's dispelled then..

1d4 ⇒ 2 In order of how you listed them it would be the Aura that is dispelled..


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Aura of Dominance and Sacred armor are both Supernatural abilities so they couldn't be affected. I'm not sure on which spell would be dispeled.


Inner Sanctum

Ah ok so its your divine favor thats gone instead..

Your dispel also hits the mark so something she has is now gone..

1d4 ⇒ 4

Will: 1d20 + 10 ⇒ (6) + 10 = 16

GM Only:

Init +2; Senses Perception +5
DEFENSE
AC 22, touch 17, flat-footed 16
hp 115 (14d6+65)
Fort +7, Ref +7, Will +10
Weaknesses hemophilia
OFFENSE
Speed 20 ft., fly 30 ft. (good)
Melee mwk quarterstaff +6/+1 (1d6–1)
Range Touch +10, Melee Touch +8
Special Attacks hexes (DC 19), (charm [2 steps, 4 rounds], disguise
[8 hours], evil eye [–4, 7 rounds], misfortune [2 rounds],
cackle
Witch Spells Prepared (CL 14th; concentration +19/+23)
7th-Chain Lightning(DC 22), Waves of Ecstasy(DC 24)
6th—Greater Dispel Magic(3 targets, +14), Quickened Blindness(DC 18)
5th—dominate person (DC 23), feeblemind (DC 23), Quickened ray of enfeeblement
4th—confusion (DC 22), lesser geas (DC 22), phantasmal killer (DC 20), poison (DC 20)
3rd—dispel magic, pain strike(2)(DC 19), suggestion (DC 19)
2nd—alter self, fester* (DC 18), touch of idiocy (DC 18)
1st—burning hands (DC 17), charm person (DC 19), cure light
wounds, ray of enfeeblement (DC 17)(2)
0 (at will)—detect poison, detect magic, guidance, message
Patron Deception
STATISTICS
Str 8, Dex 16, Con 15, Int 20, Wis 10, Cha 14
Base Atk +6; CMB +5; CMD 19
Feats Bloatmage Initiate, Combat Casting, Dodge, Greater
Spell Focus (enchantment), Spell Focus(enchantment), Toughness, Improved Init, Quicken Spell
Skills Bluff +7, Craft (alchemy) +13, Diplomacy +11, Disguise +8,
Fly +16, Intimidate +11, Knowledge (arcana) +13, Knowledge
(history) +13, Knowledge (planes) +13, Linguistics +9,
Perception +5, Stealth +11, Survival +5, Use Magic Device +10
Languages Abyssal, Celestial, Common, Tien, tongues
SQ bloat (2/day, 2d4), blood pool (6), corpulence, witch’s
familiar (pig named Xinai)

Cloak of Dreams(DC 23)
Overland Flight
Mage Armor

She stops blinking and flies towards Seventh.. And with her right next to him he needs to make a Will save, DC 23.. Since this could be crucial ill wait and let him roll his save.. Imma head to bed so ill catch up with round 2 tm.. Which by the way all of you can act in..


Male Human Paladin 7 (Oath of Vengeance) HP 67/67 | AC 20 | T 10 | FF 20 | CMD 21 | Fort +12 | Ref +7 | Will +10 | Init +2 | Perc +11 | Sense Motive +10

Wait don't Thomas, Myself, and Belsiard still need to make our round 2 actions?

EDIT: Kuras would lose his Cape of Wasps, and his ability to fly is a Supernatural ability so it can't be dispeled, but it doesn't work in an antimagic field.


Inner Sanctum

It is indeed yalls turn for round 2 actions.. Her casting was her 1st round.. And it appears Seventh has screwed her out of her 2nd round with the movement, so she's still by Bel and missing her Blink spell :(.. Her round 2 will be moving to Seventh.. Man that Aura just brutalized her.. Heading to BEd..


dead.

Summary:
Before Combat:

  • Seventh (Fly Potion, Dominance Aura, Divine Favor + Sacred Armor)
  • Kuras (Resinous Skin, Cape of Wasps, Enlarge Person)
  • Thomas
  • Belsiard (scroll, fly potion)
  • Bug (fly potion)
  • Chick (Fly, Invi, Blink, Cloak)

    Round 1:

  • Seventh - casts Invisibility Purge
  • Kuras - casts fly on Thomas
  • Thomas - Attacks with bow
  • Belsiard - Charges + Intimidate + Disarm
  • Bug - Nothing
  • Chick - Greater Dispel + Blindness

    Round 2:

  • Seventh - casts Dispel Magic (plus Destructive Dispel)
  • Kuras -
  • Thomas -
  • Belsiard -
  • Bug - Drinks another potion
  • Chick - Acting already and charging 7th??

    I guess you are right folks... I gave the order intending to have plenty of applies between us, so she would take AoOs ^_^
    Besides, there's the Destructive Dispel DC 17 for her to pass, that I forgot to mention, sorry.

    [ooc]If everything goes wrong and I need the Will save, here it is:
    Will Save: 1d20 + 13 ⇒ (9) + 13 = 22 So close!


  • Skills:
    Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
    Gnome Earth Elemental Sorcerer 4
    Stats:
    ; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

    1d20 + 21 - 2 - 3 ⇒ (6) + 21 - 2 - 3 = 22 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (2) + 10 + 7 + 6 + 2 + 1 = 28
    1d20 + 16 - 2 - 3 ⇒ (16) + 16 - 2 - 3 = 27 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (2) + 10 + 7 + 6 + 2 + 1 = 28
    1d20 + 11 - 2 - 3 ⇒ (15) + 11 - 2 - 3 = 21 for 1d6 + 10 + 7 + 6 + 2 + 1 ⇒ (4) + 10 + 7 + 6 + 2 + 1 = 30

    Confirming
    1d20 + 16 - 2 - 3 ⇒ (16) + 16 - 2 - 3 = 27 for 1d6 + 7 + 6 + 2 + 1 ⇒ (4) + 7 + 6 + 2 + 1 = 20
    1d20 + 11 - 2 - 3 ⇒ (9) + 11 - 2 - 3 = 15 for 1d6 + 7 + 6 + 2 + 1 ⇒ (3) + 7 + 6 + 2 + 1 = 19

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