[Jornathel] Challenge Ladder

Started by Throndir, June 05, 2016, 06:47:31 PM

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Manzokushi

Jorn had very little time to react. This was a foe that was capable of getting up close and personal very quickly. He sprang into action preparing his defenses swiftly his hands moving through the arcane symbols without thinking about his actions. Once the barrier was in place he reacted with his favored offensive spell.

Sytheer did the same not hesitating to take the foe head on. Sytheer too enacted her offensive spell, barraging the target with missiles of magical energy. Would attempt to move during these actions placing the fiend between the two companions allowing them to flank this strange beast.

[spoiler]
Jornathel
Cast Mage Armor (+4 AC) utilizing combat readiness
AC temporarily adjusted to 24

Magic Missile as standard attack
This dice roll has been tampered with!
Rolled 3d4+3 : 3, 3, 3 + 3, total 12

Sytheer
Cast Magic Missiles
This dice roll has been tampered with!
Rolled 3d4+3 : 2, 3, 4 + 3, total 12

[/spoiler]

Throndir

To the surprise of the onlooking crowd, you quickly cast a spell on yourself, and shortly after that, both you and Sytheer another barrage of magic missiles. The slime creature then attempted to take that attack of opportunity, but it swung completely out of the way as it landed to your side. It left you open, but instead of quickly striking, it attempted to leap on you again, trying to engulf you.

[info]Player to tale AoO for slime's grapple attempt. Player to take their turn.[/info]

QuoteLog
[spoiler]Round 1 begins. Player casts Mage Armor.
Enemy runs 110 ft forward. Enemy is 5 ft. away/adjacent.
Sytheer uses magic missile.
Player uses magic missile. Triggers AoO, enemy misses.
Round 1 ends, round 2 begins.
Enemy attempts to grapple, and triggers an AoO. Enemy fails to grapple.
[/spoiler]

Audience Attitudes
[spoiler]Player: Friendly[/spoiler]

Initiative Order
[spoiler][/spoiler]

Damage Taken and Status
[spoiler]Player: 0
Sytheer: 7[/spoiler]

Daily Resources Used
[spoiler]Player: Magic Missile x3, Mage Armor x1
Sytheer: Magic Missile x2[/spoiler]

Refreshes Remaining: 6

Player to tale AoO for slime's grapple attempt. Player to take their turn

Manzokushi

Jorn was not prepared for the reactionary ability of this thing which rivaled his own ability to move. He wasted not time in responding to the creature appearing to hesitate. It had attempted to cover him in a wave of its own mass but had erred in the young elf's ability to move.

[spoiler]
Attack of Opportunity:

To Hit:
[blockquote]Rolled 1d20+11 : 2 + 11, total 13[/blockquote]

If Struck
[blockquote]Rolled 1d8+5 : 3 + 5, total 8[/blockquote]

2nd Attack of Opportunity: Deadly Agility

To Hit:
[blockquote]Rolled 1d20+11 : 20 + 11, total 31[/blockquote]

If Struck:
[blockquote]Rolled 1d8+5 : 7 + 5, total 12[/blockquote]
[/spoiler]

After Jorn was able to regain his footing he wasted no time in preparing a follow up attack. The first two strikes had been swift with nimble reaction. He quickly passed his other hand along the blade invoking a piece of natural magical power, which gave the blade a faint white glow. And followed with a powerful attack attempting to cleave the creature in two.


[spoiler]
Attack Swing:

Activating Arcane Strike (+2 Weapon Damage for 1 round) Swift Action to activate
[blockquote]Rolled 1d20+11 : 9 + 11, total 20[/blockquote]

If Struck:
[blockquote]Rolled 1d8+7 : 8 + 7, total 15[/blockquote]
[/spoiler]

Sytheer followed Jorn into the fray, though unhappy with the situation, she chose to protect herself first and foremost. He body began to glow a ghostly-like aura and was quickly surrounded in a haze that made it hard to determine if the feline where here any longer. Its ghostly visage blinking in and out of sight.

[spoiler]
Casting Blink

Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. Blink has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).

[/spoiler]

Throndir

[info]Not seeing how you are getting a 2nd AoO, can you confirm? Deadly Agility below should be about adding your DEX modifier to damage done with light weapons/finessable weapons.

Deadly Agility (Combat)

You have learned how to use your agility to greater purpose in battle.

Prerequisite(s): Weapon Finesse, base attack bonus +1.

Benefit(s): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.

This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons.[/info]

Manzokushi

Sorry I referenced the wrong feat, it should have been Elven Battle Training.

http://www.d20pfsrd.com/feats/racial-feats/elven-battle-training-combat-elf
Quote
You have been specially trained to wield a variety of traditional elven weapons.

Prerequisites: Base attack bonus +1, elf.

Benefit: You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding.

In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes).

Throndir

[info]Ahh, this actually is for enabling more than 1 AoO, like Combat Reflexes, unfortunately, only one AoO is provoked in this instance. You would get your additional AoO on a single round, if the creature did another action which would provoke it, or if, say, another enemy provokes it.

Making an Attack of Opportunity

An attack of opportunity is a single melee attack, and most characters can only make one per round. You don't have to make an attack of opportunity if you don't want to. You make your attack of opportunity at your normal attack bonus, even if you've already attacked in the round.

An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn).

Combat Reflexes and Additional Attacks of Opportunity

If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.[/info]

As the creature lunged forward for its grapple attempt, you quickly struck out at it. But the angle was slightly off, and the glob of green slime managed to evade the attack, rolling on the side of your blade as it swept downwards. You followed up with a cleave shortly after. This time your blade struck true. You saw the acid from the creature splatter forward at that moment.

[info]Player to roll reflex to prevent weapon damage[/info]

It seemed to flinch from the attack, though the unthinking creature continued its assault, leaping up on you again, attempting to engulf you. However, like before, it only flew harmlessly to your side as you quickly side stepped away.

[info]Player to take AoO for slime's grapple attempt.
Player to take their turn.[/info]

QuoteLog
[spoiler]Round 1 begins. Player casts Mage Armor.
Enemy runs 110 ft forward. Enemy is 5 ft. away/adjacent.
Sytheer uses magic missile.
Player uses magic missile. Triggers AoO, enemy misses.
Round 1 ends, round 2 begins.
Enemy attempts to grapple, and triggers an AoO. Enemy fails to grapple. Player takes AoO and misses.
Sytheer 5 ft. steps, and uses Blink.
Player attacks and hits, dealing 15 damage. Player to roll reflex to prevent weapon damage.
Round 2 ends, round 3 begins.
Enemy attempts to grapple, and triggers an AoO. Enemy fails to grapple. Player to take AoO.[/spoiler]

Audience Attitudes
[spoiler]Player: Friendly[/spoiler]

Initiative Order
[spoiler][/spoiler]

Damage Taken and Status
[spoiler]Player: 0
Sytheer: 7
Enemy: 15[/spoiler]

Daily Resources Used
[spoiler]Player: Magic Missile x3, Mage Armor x1
Sytheer: Magic Missile x2, Blink x1[/spoiler]

Refreshes Remaining: 6

Player to roll reflex. Player to take AoO for slime's grapple attempt. Player to take their turn

Manzokushi

#21
Jornathel was surprised to see the creature's blood splatter as a burst of acid. It was both disgusting and terrifying in the same breath.
[spoiler]
Reflex save vs Acid
This dice roll has been tampered with!
Rolled 1d20+6 : 10 + 6, total 16

Attack of Opportunity:

To Hit:
This dice roll has been tampered with!
Rolled 1d20+11 : 11 + 11, total 22

If Struck
This dice roll has been tampered with!
Rolled 1d8+5 : 5 + 5, total 10
[/spoiler]

It was certainly time to wrap this up before the creature did have a chance to eat him. This was turning into a very precarious situation and gambling on the odds was never Jorn's style.

His off hand sprung into action preparing magic worthy of its name. He would scorch this thing from before his eyes.
[spoiler]
Casting Scorching Ray

To Hit:
This dice roll has been tampered with!
Rolled 1d20+10 : 10 + 10, total 20

If Successful
This dice roll has been tampered with!
Rolled 4d6 : 5, 6, 4, 5, total 20

Cast Defensively: Concentration DC Check: 15+4 = DC 19
This dice roll has been tampered with!
Rolled 1d20+11 : 10 + 11, total 21

QuoteConcentration Checks and Casting Spells

To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration Check DCs). If you fail the check, you lose the spell just as if you had cast it to no effect.

[/spoiler]

Sytheer takes a defensive stance. Weary of jumping into a mass that happens to spray acid. But she is prepared should she need to come to the aid of her companion.

Throndir

As the acid started to splatter, you had quickly pulled it back, letting the acid fall away to the ground. You noticed as its 'blood' seemed to melt even the dirt as wisps of smoke wafted slowly where each droplet hit. When it leapt on you, you were prepared, as you stepped away, you unleashed another strike, hitting the creature again.

[info]Player to roll reflex to prevent weapon damage.[/info]

You began casting then, keeping your distance from the creature as it looked for an opening. But none came, instead, your spell was unleashed as a ray of scorching fire blew right into the creature. The green acid it held within its body began to sizzle. You heard a popping, almost bubbly sound as the slime creature was literally cooked alive.

All of a sudden a bright light appeared, as the slime was taken away.

The crowd roared in approval at the defeat.

[info]Let me know if you want to go to next round, and also state all your preparations that might be different than what your character sheet marks as default. Eg, abilities for use, healing potions bought, spells prepared and available, manuevers readied and available, active stance, etc. Spells or abilities that have at least a 1+ hour duration can be pre-cast. Feel free to use consumables in this downtime phase of an hour. Please verify the status log below before we start.

Player earns: 520 exp, and 1140 gold[/info]

QuoteLog
[spoiler]Round 1 begins. Player casts Mage Armor.
Enemy runs 110 ft forward. Enemy is 5 ft. away/adjacent.
Sytheer uses magic missile.
Player uses magic missile. Triggers AoO, enemy misses.
Round 1 ends, round 2 begins.
Enemy attempts to grapple, and triggers an AoO. Enemy fails to grapple. Player takes AoO and misses.
Sytheer 5 ft. steps, and uses Blink.
Player attacks and hits, dealing 15 damage. Player to roll reflex to prevent weapon damage.
Round 2 ends, round 3 begins.
Enemy attempts to grapple, and triggers an AoO. Enemy fails to grapple. Player takes AoO hits and deals 10 damage. Player to roll reflex.
Sytheer uses Total Defense.
Player casts defensively, succeeds and deals 20 damage to the creature. Creature is defeated.
[/spoiler]

Audience Attitudes
[spoiler]Player: Friendly[/spoiler]

Initiative Order
[spoiler][/spoiler]

Damage Taken and Status
[spoiler]Player: 0, Mage Armor (cast at start of tier 3)
Sytheer: 7
Curved blade, elven: Player to roll Reflex[/spoiler]

Daily Resources Used
[spoiler]Player: Magic Missile x3, Mage Armor x1, Scorching Ray x1
Sytheer: Magic Missile x2, Blink x1[/spoiler]

Refreshes Remaining: 6

Player to roll reflex.

Manzokushi

[spoiler]Reflex save vs Acid
[blockquote]Rolled 1d20+6 : 18 + 6, total 24[/blockquote][/spoiler]

This had been one of the tougher matches so far that Jorn had faced. It was certainly time to rest and recoup before traveling further into the rungs. This match had been quite more difficult than he had first expected.

Preparations for next Match

[spoiler]Spells prepared before entering the arena: Heroism, Endure Elements and Mage Armor.[/spoiler]

Throndir

#24
[info]As a sorcerer, all your spells should already be prepared, so you're good I think.

Jorn used up a refresh. We're now on Day 2. All HP recovered, and all daily abilities recovered.[/info]

You spent the rest of the evening healing your wounds, and taking a rest.

When the morning came, you made your way to the arenas again as the organizers began outfitting you with the teleportation badge required for all competitors and beasts. An hour later the arena was cleared and the new challengers placed into combat. You didn't know what to expect, though you knew the fight was to be harder. Soon enough the next opponent was unveiled and before you stood a serpentine creature, like a wingless dragon, but had five heads attached to the body. It towered to maybe 24 ft. in height. Though even that was an estimation as the way the heads moved around and the necks coiled, that it made it difficult to get a good measure. Unlike the other previous rounds however, there was a sizeable crowd to this one. Most of the would-be adventurers had to stop at the fight before, and from here on out were perhaps the toughest the event organizers could get together.


[info]Roll perform and initiative! Also since we jumped right in, feel free to state any preparations beforehand. Remember you can cast any spell on yourself with a duration of atleast 1 hour before the match starts.[/info]

QuoteLog
[spoiler]
[/spoiler]

Audience Attitudes
[spoiler]Player: Friendly[/spoiler]

Initiative Order
[spoiler][/spoiler]

Damage Taken and Status
[spoiler]Player:
Sytheer: [/spoiler]

Daily Resources Used
[spoiler]Player:
Sytheer:[/spoiler]

Refreshes Remaining: 5

Manzokushi

Before going into this match Jorn had no idea what he would be pitted against. This was the worst part of these challenges. You truly did not know how to honestly prepare. It was during this time that Jorn bowed his head to Sytheer's and prayed to his goddess.

"Lady Dehanine, I do not wish to dishonor you this day. Please continue to guide my hands as your servant and grant me strength and courage as I represent our people in battle."


Preparations for next Match

[spoiler]

Mage Armor
AC 21 + 4 = 25

Heroism
The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

[spoiler]Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.[/spoiler]
[/spoiler]

When the companions stepped out into the arena to bask in the morning, they felt prepared for anything. However, nothing could prepare them for facing such a massive creature. Was this even a fair pairing? Jorn chuckled to himself, and looked to Sytheer. He was not certain what they faced though he had heard stories of dragon like creatures with many heads. Something about the heads but he could not recall specifics.

"Well my friend, I hope you are ready, they will get our monies worth today."

Sytheer seemed to tense a bit, "The Lady will guide us in our actions, do not lose faith young one."

Why did the cat sound more noble. It was as if she knew just how to push Jorn to get the most out of his efforts.

Jornathel raised his voice to the crowd, "Everyone, on this day you find yourselves blessed by the magnificence and glory of Lady Dehanine Moonbow, Daughter of the Night Skies, Goddess of the Moon! We do battle today both in her name and for all the great people gathered here to witness this spectacle. Cheer and shout, give courage to the Victor!"

[spoiler]
Perform Check
[blockquote]Rolled 1d20+8 : 16 + 8, total 24[/blockquote]

Initiative Check
[blockquote]Rolled 1d20+4 : 19 + 4, total 23[/blockquote]

Knowledge Check: Arcana
[blockquote]Rolled 1d20+11 : 4 + 11, total 15[/blockquote]

Knowledge Check: Dungeoneering
[blockquote]Rolled 1d20+8 : 19 + 8, total 27[/blockquote]
[/spoiler]

Manzokushi

QuoteForgot to add this:

Sytheer initiative:
[spoiler][blockquote]Rolled 1d20+8 : 4 + 8, total 12[/blockquote][/spoiler]

Throndir

#27
QuoteYou can cast 1 level 1 spell during your initiative roll, so feel free to do that too. Mage Armor and Heroism, being at or above 1 hour duration, was cast before the match started/enemy appeared.

Also assuming Defense > Offense > Special Abilities for knowledge checks unless you specify otherwise.

And didn't catch this last time, but Mage Armor does not stack with your armor, as your armor already gives more than 4 AC. See here and here. Knowing that, I can let you forget that spell for something else on your Sorcerer spells. I would recommend the Shield spell, though it has a shorter duration because you aren't using a shield right now, it will stack.

QuoteArmor/Shield Bonus

Each type of armor grants an armor bonus to Armor Class, while shields grant a shield bonus to Armor Class. The armor bonus from a suit of armor doesn't stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn't stack with other effects that grant a shield bonus.

Throndir

The crowd, much larger than the one against the slime, cheered loudly. The arena wasn't yet entirely full, but this particular one drew in a lot more audiences than the previous fight. There were some who shouted out the name of your guild in their cheer as they eagerly watched the upcoming spectacle.

The large lumbering beast was huge, as you estimated that it took about a space of 15 ft. by 15 ft. Along with its impressive height, was a feat to behold. You began racking your knowledge of any ideas of what it may be and realized it was a magical creature, a Hydra. You recall reading about them in the past during some of your arcane studies.

You saw the large creature begin to make its way towards you. Though, with its large size, it didn't seem to be particularly quick.

[info]DEFENSE

AC 15, touch 9, flat-footed 14 (+1 Dex, +6 natural, –2 size)
hp 47 (5d10+20); fast healing 5
Fort +8, Ref +7, Will +3

Player to take their turn.[/info]

QuoteLog
[spoiler]Player has Heroism during preparation
Player casts Shield during initiative roll.
Round 1 begins
[/spoiler]

Audience Attitudes
[spoiler]Player: Friendly[/spoiler]

Initiative Order
[spoiler]Player
Sytheer
Enemy[/spoiler]

Damage Taken and Status
[spoiler]Player: 0, Heroism (start of tier 4), Shield (all of tier 4 only)
Sytheer: [/spoiler]

Daily Resources Used
[spoiler]Player: Heroism x1, Shield x1
Sytheer:[/spoiler]

Refreshes Remaining: 5

Manzokushi

Jorn was excited that he was able to recall the details of this ancient beast. It was something that he was aware of and also knew the dangers that it could pose if left unchecked. The heads alone posed a serious danger to his health and the young elf was not quite ready to be torn asunder by such a shambling monstrosity. There was precious time to waste, so the sorcerer went straight into casting.

His hand began to weave a fiery pattern while the other drew his blade.


[spoiler][blockquote]Rolled 4d6 : 3, 6, 2, 4, total 15[/blockquote][/spoiler]

Sytheer understood her master's concerns and knew that this was a foe that they had little time to play with such a beast. Immediately Sytheer started initiating her spells of destruction as well.

[spoiler]Magic Missile
[blockquote]Rolled 3d4+3 : 1, 3, 3 + 3, total 10[/blockquote][/spoiler]