[Jornathel] Challenge Ladder

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

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Throndir

[info]Jorn to confirm movements. Scorching Ray has a range of 25 ft. +5 ft/2 levels. So a max of 40 ft. at your current level. To make the above work, I'm going to have you Delay your initiative until the creature runs at 60 ft., then have you 5 ft. step forward to be in range, and finally cast Scorching Ray.

The drawback of this however, is now your initiative happens after the enemy. Let me know if this is fine, or if you want to do something else.[/info]
You had a chance to act first, and you began preparing your spell. The large creature was still too far away for your own spell to take affect, so you held the spell as you watched the beast run closer. Sytheer on the other hand, didn't have that limitation, and a blast of three orbs of magic shot forth from your companion, hitting the large creature square on the chest. You noted that the wounds had already begun to close. Something you remember innate to hydra.

Finally as the creature was close enough, you unleashed your spell, scorching the beast with a ray of fire.

[info]Player to move.[/info]

QuoteLog
[spoiler]Player has Heroism during preparation
Player casts Shield during initiative roll.
Round 1 begins
Player delays initiative.
Sytheer casts Magic Missile dealing 10 damage.
Enemy regenerates then runs 60 ft. ahead. Enemy is 45 ft. away.
Player 5 ft. steps forward, and casts Scorching Ray dealing 15 damage. Enemy is 40 ft. away
Round 1 ends, round 2 begins
[/spoiler]

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

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

Damage Taken and Status
[spoiler]Player: 0, Heroism (start of tier 4), Shield (all of tier 4 only)
Sytheer:
Enemy: 20[/spoiler]

Daily Resources Used
[spoiler]Player: Heroism x1, Shield x1, Scorching Ray x1
Sytheer: Magic Missile (CL 5) x1[/spoiler]

Refreshes Remaining: 5

Manzokushi

#31
QuoteI agree Throndir, we can go with the new order as posted above.

Jorn hesitated to begin his assault preferring to not waste time with a lesser spell armament. This was a creature that was certainly not meant to be trifled with. With a mental nod to Sytheer the two casters began their second assault. Jorn knew that if he waited, that if he slowed his progress that this battle could quickly turn out of his favor.

His hand began to weave a fiery pattern directing his attack at the body of the creature.

Quote
Jorn does not move from his position.

Sytheer attempts to flank the creature as it closes on Jornathel.


[spoiler]
Casting Scorching Ray

To Hit:
This dice roll has been tampered with!
Rolled 1d20+12 : 9 + 12, total 21

If Succesful
This dice roll has been tampered with!
Rolled 4d6 : 1, 6, 3, 6, total 16

Cast Defensively: Concentration DC Check: 15 +4 = DC 19
This dice roll has been tampered with!
Rolled 1d20+13 : 15 + 13, total 28

Sytheer cast Magic Missile
This dice roll has been tampered with!
Rolled 3d4+3 : 2, 4, 3 + 3, total 12
[/spoiler]

Throndir

[info]Correct me if I'm wrong, but as I understand the Cath Shee you posted, it has 1 Magic Missile at CL 3 (2 bolts of magic), and another at CL 5 (3 bolts of magic).[/info]

As the large lumbering hydra continued to close in. Sytheer blast off another set of magic missiles, hitting their target. It seemed to flinch from the attack, though you notice its wounds regenerating again. Its five heads loomed closer, as each of them struck out. You managed to duck and roll out of the way for the first three, however the fourth head managed to bite you, and as the last head attack, you barely had enough time to step out of the way as your Shield spell took care of the rest by deflecting its head.

You started casting your spell again, and when you finished a blast of fire scorched the creature.

QuoteLog
[spoiler]Player has Heroism during preparation
Player casts Shield during initiative roll.
Round 1 begins
Player delays initiative.
Sytheer casts Magic Missile dealing 10 damage.
Enemy regenerates then runs 60 ft. ahead. Enemy is 45 ft. away.
Player 5 ft. steps forward, and casts Scorching Ray dealing 15 damage. Enemy is 40 ft. away
Round 1 ends, round 2 begins
Sytheer casts Magic Missile dealing 8 damage.
Enemy regenerates, charges and deals 7 damage. Enemy is 5 ft away, and is adjacent.
Player succeeds defensive casting and casts Scorching Ray, hits and deals 16 damage.
Round 2 ends, round 3 begins.
[/spoiler]

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

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

Damage Taken and Status
[spoiler]Player: 7, Heroism (all of tier 4 only), Shield (all of tier 4 only)
Sytheer:
Enemy: 39[/spoiler]

Daily Resources Used
[spoiler]Player: Heroism x1, Shield x1, Scorching Ray x2
Sytheer: Magic Missile (CL 5) x1, Magic Missile (CL 3) x1[/spoiler]

Refreshes Remaining: 5

Manzokushi

QuoteCorrect the actual Cath Shee is a CL 7 creature. So it scales down based on the level of the caster, since Familiar HD are based on Caster Level. Since I am a 6th level caster my Familiar is a considered a 6 HD creature.
[spoiler]If a Cath Shee should become a familiar and the caster is lower than 7th level its abilities shall match the owner. Assume all spell-like abilities are zero then consult the progression chart below.

3rd Level: Spell-like abilities: Blink 1/day, Faerie Fire 1/day, Magic Missile 1/day as a 3rd lvl caster
Feat: Weapon Finesse (claws)   
Conferred to the master: +2 bonuses on Spot and Listen checks.

5th Level: Spell-like abilities: Blink 1/day, Faerie Fire 1/day, Magic Missile 1/day as a 5th lvl caster
Feat: Alertness
Grants the master a +1 to Attack Rolls.

7th Level: Spell-like abilities: Blink 1/day, Invisibility, Greater 1/day as a 7th lvl caster
Feat: Improved Evasion   

Master Receives:  +3 on Spot Checks

Maxed Out at 7th Level:

Spell-Like abilities: (CL 7th; Concentration +4)

3/day: Blink
2/day: Faerie Fire
2/day: Magic Missle
1/day: Invisibility, Greater
[/spoiler]


Throndir

[info]Feel free to take your turn, just wanted to verify.[/info]

Manzokushi

Jorn was cautious of approaching the beast but it was already too close to risk further spell casting. His feline companion had taken this time to move behind the hydra allowing the companions to at least flank the beast.

Navigating around the heads, Jorn struck for the body. The creature appeared to be weaker and wasting time with the heads would simply give it more time to regenerate.
[spoiler]
QuoteFlanking the Hydra
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.

Using swift action to activate: Arcane Edge

To Hit:  (+2 Heroism, +2 Flanking)
[blockquote]Rolled 1d20+14 : 12 + 14, total 26[/blockquote]
Damage if Struck:
[blockquote]Rolled 1d20+7 : 7 + 7, total 14[/blockquote]

Sytheer attempts to leap onto the Hydra to strike from behind:
To Hit with Claw1
[blockquote]Rolled 1d20+11 : 9 + 11, total 20[/blockquote]
To Hit with Claw2
[blockquote]Rolled 1d20+11 : 1 + 11, total 12[/blockquote]
If both Strike Bite
[blockquote]Rolled 1d20+11 : 15 + 11, total 26[/blockquote]

Claw 1 Damage
[blockquote]Rolled 1d4+2 : 4 + 2, total 6[/blockquote]
Claw 2 Damage
[blockquote]Rolled 1d4+2 : 3 + 2, total 5[/blockquote]
Bite Damage
[blockquote]Rolled 1d6+2 : 6 + 2, total 8[/blockquote]

[/spoiler]

Throndir

As Sytheer stepped forward, getting into position, you took the queue as well as both of you began to surround the creature. A moment after that step both you and Sytheer struck out. Your blade slashing, and Sytheer's claws raking deeply into the already-injured beast. Its wounds had begun to closeup, but the assault was too much for it, and after one more loud roar it fell unconscious as a dazzling light took it leaving the arena empty.

[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: 636 exp, and a magical item to be picked up at end of the day[/info]

QuoteLog
[spoiler]
[/spoiler]

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

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

Damage Taken and Status
[spoiler]Player: 7, Heroism (all of tier 4 only), Shield (all of tier 4 only)
Sytheer: [/spoiler]

Daily Resources Used
[spoiler]Player: Heroism x1, Shield x1, Scorching Ray x2
Sytheer: Magic Missile (CL 5) x1, Magic Missile (CL 3) x1[/spoiler]

Refreshes Remaining: 5

Manzokushi

I am going to burn a reset before going into the next match up.

Throndir

#38
[info]Mention what spells/abilities you'll have up (minimum 1 hour duration). Also you've picked up this item below. I've updated your inventory.

Ranseur Of The Gargoyle
Aura faint transmutation; CL 5th
Slot none; Price 4,310 gp; Weight 12 lbs.

DESCRIPTION

A ranseur of the gargoyle appears to have a head crafted of obsidian, but is in fact as hard and resilient as steel. This weapon functions as a +1 ranseur that grants a +4 bonus on disarm checks rather than the typical +2 bonus a ranseur grants. Up to 5 times per day as a swift action, the wielder of a ranseur of the gargoyle can cause its skin to harden for 1 round, gaining a +2 enhancement bonus to its natural armor score.


CONSTRUCTION

Requirements Craft Magic Arms and Armor, barkskin; Cost 2,310 gp

Guild price: 862 gp[/info]


Manzokushi

Preparations for next Match

[spoiler]Spells prepared before entering the arena: Heroism and Shield.[/spoiler]

Throndir

#40
An hour later as the arena was cleared up and you ushered back in, on the other side of the arena was a large creature of some sort. From your point of view, it looked like some sort of pile of flesh and blubber. It looked rotting, though you couldn't quite decide if it was undead or not. The most prominent feature of this rotting blob of flesh was a large and gaping maw filled with sharp teeth. There was a much larger crowd than even last match, and though it wasn't quite as full as during the time the Tournaments ran, it was getting there.


[info]Roll perform and initiative![/info]
QuoteLog
[spoiler]
[/spoiler]

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

Initiative Order
[spoiler][/spoiler]

Damage Taken and Status
[spoiler]Player: 0, Heroism (all of tier 5 only)
Sytheer: [/spoiler]

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

Refreshes Remaining: 4

Manzokushi

With his luck continuing to be intact Jorn whispered another prayer to his great lady.

"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]

Jorn's voice though firm held a bit of fear, "Sytheer my friend I worry for our next challenge. This creature appears to be something from horrors and nightmares. The very nature of this creature appears to be quite horrifying."

Sytheer's hackles had risen, "The Lady will continue to guide us, though this thing appears to be from the very depths."


Jornathel raised his voice to the crowd, "Victory is a shout one makes when their battle is sure and swift. Instead I ask that you cheer to our battle. It shall be glorious indeed!"

[spoiler]
Perform Check
[blockquote]Rolled 1d20+8 : 6 + 8, total 14[/blockquote]

Jorn's Initiative Check
[blockquote]Rolled 1d20+4 : 8 + 4, total 12[/blockquote]

Jorn's Knowledge Check: Arcana
[blockquote]Rolled 1d20+11 : 9 + 11, total 20[/blockquote]

Jorn's Knowledge Check: Dungeoneering
[blockquote]Rolled 1d20+8 : 4 + 8, total 12[/blockquote]

Sytheer's Initiative Check
[blockquote]Rolled 1d20+8 : 2 + 8, total 10[/blockquote]

Sytheer's Knowledge Check: Arcana
[blockquote]Rolled 1d20+6 : 17 + 6, total 23[/blockquote]

Sytheer's Knowledge Check: Dungeoneering
[blockquote]Rolled 1d20+3 : 8 + 3, total 11[/blockquote]
[/spoiler]

Throndir

Neither you nor Sytheer were able to figure out what kind of creature it was. You both had a clear understanding of arcane creatures, but this glob of flesh did not seem to fit into any of the categories you knew of. You could smell a distinct odor in the air, and likely, it came from that beast that now stared at you.

As you shouted to the crowd to appease them, quite a few of them cheered. Your way of rallying the crowd was a fresh of breath air for the folks in the audience, and even now they begun to chant your name specifically. Though you still see many people bearing flags with your guild's emblem on it. Only few adventurers made it this far after all, with a large chunk of them being from the Guild of Galas'nor.

[info]Mage Armor doesn't stack due to your current armor. Normally, the Shield spell would have too short a duration to count, but I'll treat it as the spell you cast when you roll your initiative due to your class ability.

Initiative order: Jorn > Enemy > Sytheer

Jorn to take his turn (and Sytheer)[/info]
QuoteLog
[spoiler]Round 1 begins
[/spoiler]

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

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

Damage Taken and Status
[spoiler]Player: 0, Heroism (all of tier 5 only), Shield (all of tier 5 only)
Sytheer: [/spoiler]

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

Refreshes Remaining: 4

Manzokushi

QuoteSorry about the spell mix up. I had copied and pasted from the last match. Just to have a starting base line and forgot to replace the spell.

The elf was not certain he wished to engauge this thing in melee. He might be better served to face it in retreat. If it moved anything like prior creatures it could potentially be quite swift. The plan that he communicated to Sytheer was simply to keep a line of retreat and if the beast closed in to quickly to collapse into a flanking position. This way they could maximize each others capabilities.

"Sytheer my friend, let us taunt our foe and ridding this thing with missiles. "

Drawing his blade with one hand his other shaping arcane runes into the air, azure energy streaking with each pass.

[spoiler]
Jornathel casting:

Magic Missile
[blockquote]Rolled 3d4+3 : 2, 1, 3 + 3, total 9[/blockquote]


Seether

Move Action: Shift left of Jorn's starting to make a wide circle of the creature.

Casting:
Magic Missle
[blockquote]Rolled 3d4+3 : 4, 4, 3 + 3, total 14[/blockquote]
[/spoiler]

Throndir

The glob of flesh with the maw began to move its body towards you. It seemed to both roll, and jump in the air as it did so. It made a fairly fast pace as the bolts of magic both you and Sytheer crashed straight into the creature's large and nauseating body. The creature was still a good distance away, but already the light stench you had smelled earlier had indeed gotten worse.

QuoteLog
[spoiler]Round 1 begins
Player casts Magic Missile at enemy and deals 9 damage.
Enemy runs 80 ft. closer. Enemy is 40 ft. away
Sytheer moves 30 ft. NW, and casts Magic Missile dealing 14 damage.
Round 1 ends, round 2 begins
[/spoiler]

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

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

Damage Taken and Status
[spoiler]Player: 0, Heroism (all of tier 5 only), Shield (all of tier 5 only)
Sytheer:
Enemy: 23[/spoiler]

Daily Resources Used
[spoiler]Player: Heroism x1, Shield x1, Magic Missile x1
Sytheer: Magic Missile CL5 x1[/spoiler]

Refreshes Remaining: 4