[Serena] Challenge Ladder

Started by Mysticsage, May 27, 2016, 03:59:41 PM

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Throndir

[info]Double check your char sheet, and put in the default elemental attunement Serena has. For now I will just assume that she changed her elemental attunement to fire during the introductory round.[/info]

Throndir

#76
[info]Elemental Attunement
Whenever she initiates a maneuver that deals damage, she may spend one point of animus as part of its initiation action to change all damage the maneuver deals to her active element's associated energy type.

Some clarifications will probably need to be decided by the group later, but some questions arise:
1) Is a boost which increase damage considered to be a 'maneuver that deals damage'? I feel as if its a maneuever that increases damage, but not necessary being the one that actually does the damage. A strike is usually what deals damage.
2) Does base damage from a weapon, or even if its enchanted with, say, an acid enchant, be considered part of the 'all damage the maneuever deals'? Eg, is it just the extra 2d6 a maneuever does that changes its elements, or is it literally everything else in the attack? (Base, enchantment, special abilities (like flaming, frost, unholy, bleed, etc)

I think you made these two assumptions, so we'll go with that, later on we'll clarify.

Full text:
Elemental Attunement (Su): A mystic contains
incredible elemental power within her body, surging
energies that constantly flow through her blood and
muscle. Bringing these energies to bear is as easy as
breathing for a mystic, shifting the flow of power with
the subtle movements of her martial stances. When a
mystic readies her maneuvers, she may select one of
the following elements (and associated energy type) to
be her active element: air (electricity), earth (acid), fire
(fire), and water (cold).
After readying maneuvers, a mystic can change her
active element by taking a standard action to focus
inwards, or by expending one point of animus as a
free action while assuming a new stance. Whenever
she initiates a maneuver that deals damage, she may
spend one point of animus as part of its initiation action
to change all damage the maneuver deals to her active
element's associated energy type. For example, if a
mystic whose active element is currently Air initiated
the Cursed Fate Veiled Moon strike, she could spend one
point of animus to change her attack's damage (including
the strike's bonus damage) to from her weapon's normal
damage type to electricity damage.
13
Path of War Expanded
If the mystic has access to the Elemental Flux discipline,
then her active element from this class feature is
the same as her active element for Elemental Flux
maneuvers. If she is psionic, she can change her active
energy type whenever she changes her active element,
and vice versa. Her active energy type need not match
her active element.
[/info]
You moved up closer as you readied one of your boosts, when you got into range you unleashed your attacks and scorched the creature. The mound of flesh attempted to attack back, but it only missed.

QuoteLog
[spoiler]Round 1 begins
Player moves 40 ft. Enemy is 70 ft away.
Enemy starts running, and moves 60 ft. closer. Enemy is 10 ft. away. Serena fails fort save. Serena is now sickened.
Round 1 ends, round 2 begins.
Player uses 1 Animus to change her abilities to fire. Attacks and deals 17 damage. Sickened duration updated.
Enemy attacks and misses.[/spoiler]

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

Initiative Order
[spoiler]Player
Enemy[/spoiler]

Damage Taken and Status
[spoiler]Player: 0, Potion of Barkskin (1 hours from start of tier 5), sickened (9 rounds)
Enemy: 17[/spoiler]

Encounter Resources Used
[spoiler]Total earned Animus: 6
Current Maneuvers: Sin Dips Low, Knuckle to the Blade, Disturbing Blow, Shards of Iron Strike
Player: Animus Used: 1[/spoiler]

Daily Resources Used
[spoiler]Player: Sun Metal x2, Daylight racial, Gentle Rest x2[/spoiler]

Refreshes Remaining: 6

Karma Used: 15

Mysticsage

[info]forgot to add strengh modifier to damage so current damage is 17[/info]

Mysticsage

Serena dodges back with a twirl and continues her onslaught of burning fists planning to cauterize the wounds as she makes not allowing the stench of death to push her off her onslaught She slams her full weight into the blow sending quivering waves up its body and throw off its rhythms.

[info]
Serena using disturbing blow minus 4 on next d20 roll
Attack
[blockquote]Rolled 1d20+8 : 9 + 8, total 17[/blockquote]

Damage
[blockquote]Rolled 1d6+3 : 6 + 3, total 9[/blockquote]
[/info]

Mysticsage

[okay]Rolling for next maneuver gained
[blockquote]Rolled 1d4 : 3, total 3[/blockquote]
[/okay]

Throndir

[info]I actually made a mistake on your maneuver earning. I counted non-readied maneuevers, it should have only been for readied ones. Here's the new chart for this round, going forward. I'll also reroll for Sun Dips Low and Knuckle to the Blade, as those were never readied maneuvers to begin with.

Reroll results, you earned:
Dimension Strike at end of round 1.
Inner Sense at end of round 2.
Gained back Disturbing Blow at end of round 3.

(Sorry its so messy, next time we have another battle, I think it'll go cleaner).

Also given from the shoutbox convo, so I'll be tweaking the damage done to the creature, as you used a boost, which did not affect base damage of your fists.
Linwelin: Strikes = full. Boost = only boost. Counters = full, if damaging. Stances = none, not maneuver.[/info]
You attacked but your fists missed. The nauseating feeling you had was all it took to slow your movements enough for the creature to get out of the way. The monster attacked, but it missed as well.

QuoteLog
[spoiler]Round 1 begins. Player Animus Total: 5
Player moves 40 ft. Enemy is 70 ft away.
Enemy starts running, and moves 60 ft. closer. Enemy is 10 ft. away. Serena fails fort save. Serena is now sickened.
Round 1 ends, round 2 begins. Player earns 1 Animus point. Total: 6
Player uses 1 Animus to change her abilities to fire. Attacks and deals 8 fire damage damage. Sickened duration updated. Enemy is bleeding 2.
Enemy takes 2 bleed damage. Enemy attacks and misses.
Round 2 ends, round 3 begins. Player earns 1 Animus point. Total: 7
Player attacks and misses.
Enemy takes 2 bleed damage. Enemy attacks and misses.[/spoiler]

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

Initiative Order
[spoiler]Player
Enemy[/spoiler]

Damage Taken and Status
[spoiler]Player: 0, Potion of Barkskin (1 hours from start of tier 5), sickened (8 rounds)
Enemy: 12, bleed: 2[/spoiler]

Encounter Resources Used
[spoiler]Total earned Animus: 7
Current Maneuvers: Disturbing Blow, Shards of Iron Strike, Dimension Strike, Inner Sense
Player: Animus Used: 1[/spoiler]

Daily Resources Used
[spoiler]Player: Sun Metal x2, Daylight racial, Gentle Rest x2[/spoiler]

Maneuvers that can be earned at end of round
1=Swift Claws
2=Bronze Knuckles

Refreshes Remaining: 6

Karma Used: 15

Mysticsage

Serena undaunted continues her onslaught without faulteing dancing around the worms attacks as best as she could manage. Charging her spiritual energy into the next blow she hit at the worm's living essence. Her fist shown in a brilliance burst of fire and light as she attempted to make contact. Then she made a quick movement as she kicked into the opening she had made
[info]
Using dimensonal strike and turning it to fire damage worm is flatfooted when resolving this attack
all damage done is fire damage due to strike
Attack 1 with flatfooted ac
[blockquote]Rolled 1d20+8 : 8 + 8, total 16[/blockquote]

Damage fire
[blockquote]Rolled 1d6+3 : 5 + 3, total 8[/blockquote]

bleed
[blockquote]Rolled 1d4 : 1, total 1[/blockquote]

Offhand kick
Attack 2
[blockquote]Rolled 1d20+8 : 7 + 8, total 15[/blockquote]

Damage
[blockquote]Rolled 1d6+3 : 6 + 3, total 9[/blockquote]

bleed
[blockquote]Rolled 1d4 : 1, total 1[/blockquote]


Hit
[/info]

Mysticsage

[info]-1 on second attack and -2 on damage[/info]

Mysticsage

[okay] get swift claws back next round all manuvers are reset and must be rolled for fresh[/okay]

Throndir

[info]Can't allow that off-hand attack, as you did not do a fullround attack action.[/info]

QuoteLog
[spoiler]Round 1 begins. Player Animus Total: 5
Player moves 40 ft. Enemy is 70 ft away.
Enemy starts running, and moves 60 ft. closer. Enemy is 10 ft. away. Serena fails fort save. Serena is now sickened.
Round 1 ends, round 2 begins. Player earns 1 Animus point. Total: 6
Player uses 1 Animus to change her abilities to fire. Attacks and deals 8 fire damage damage. Sickened duration updated. Enemy is bleeding 2.
Enemy takes 2 bleed damage. Enemy attacks and misses.
Round 2 ends, round 3 begins. Player earns 1 Animus point. Total: 7
Player attacks and misses.
Enemy takes 2 bleed damage. Enemy attacks and misses.
Round 3 ends, round 4 begins. Player earns 1 Animus point. Total: 8
Player uses 1 Animus to change her abilities to fire. Uses dimensional strike, attacks and deals 9 fire damage damage. Sickened duration updated. Enemy is bleeding 2.
Enemy takes 2 bleed damage. Enemy attacks and misses.[/spoiler]

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

Initiative Order
[spoiler]Player
Enemy[/spoiler]

Damage Taken and Status
[spoiler]Player: 0, Potion of Barkskin (1 hour from start of tier 5), sickened (7 rounds)
Enemy: 23, bleed: 2[/spoiler]

Encounter Resources Used
[spoiler]Total earned Animus: 8
Current Maneuvers: Disturbing Blow, Shards of Iron Strike, Inner Sense, Swift Claws
Used Maneuvers: Dimension Strike
Withheld Maneuvers:
Player: Animus Used: 1[/spoiler]

Daily Resources Used
[spoiler]Player: Sun Metal x2, Daylight racial, Gentle Rest x2[/spoiler]

Refreshes Remaining: 6

Karma Used: 15

Mysticsage

Serena took her chance to go all out this thing was really beginning to piss her off it was time to show this damn worm the real meaning of pain with a true storm of blows. It was time to begin the combo and get this show on the road. Her fists glowed with her usual power but this time it flashed ever brighter as she began her assault this close to an enemy she could truly open up.

[info]
Using swift claws and flurry of blows to make 4 attacks. As a full round action

swift actions still allowed boosting with brass knuckles ignores DR adds 2d6

Attack 1
[blockquote]Rolled 1d20+8 : 9 + 8, total 17[/blockquote]
Damage
[blockquote]Rolled 3d6+3 : 5, 4, 2 + 3, total 14[/blockquote]
Bleed
[blockquote]Rolled 1d4 : 4, total 4[/blockquote]

Attack 2
[blockquote]Rolled 1d20+8 : 16 + 8, total 24[/blockquote]
Damage
[blockquote]Rolled 3d6+3 : 1, 5, 3 + 3, total 12[/blockquote]
Bleed
[blockquote]Rolled 1d4 : 1, total 1[/blockquote]

Attack 3
[blockquote]Rolled 1d20+9 : 18 + 9, total 27[/blockquote]
Damage
[blockquote]Rolled 3d6+4 : 6, 4, 1 + 4, total 15[/blockquote]
Bleed
[blockquote]Rolled 1d4 : 2, total 2[/blockquote]

Attack 4
[blockquote]Rolled 1d20+9 : 15 + 9, total 24[/blockquote]
Damage
[blockquote]Rolled 3d6+4 : 5, 3, 6 + 4, total 18[/blockquote]
Bleed
[blockquote]Rolled 1d4 : 3, total 3[/blockquote]
[/info]

Throndir

[info]Is there a specific ability that lets you use both Flurry of Blows (a Full Round Action) and Swift Claws (Standard Action) on the same round?[/info]

Mysticsage

[info]I'll look it up its been a while just call it a flurry and ignore the 4th attack lol[/info]

Throndir

[info]Another thing to check? Monk 3 gives you just +1 extra attacks in a full round attack action. Due to her BAB below +6, she only has 1 attack per round, even with full attack. Wouldn't this just be 2 attacks in flurry of blows, not 3?[/info]

Mysticsage

[info]your right so just the first two then. Must have looked at the ki pool rules and gotten things mixed up[/info]