[IC] Two and a Half Men vs League of Extraordinary Merchants

Started by Throndir, May 07, 2016, 09:43:00 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Throndir

I think it's +16 rather than +20. Also you're missing a 2d6 from your flame enchantment and energy assault. Correct me if I'm wrong:

3d6 (large greatsword)
+1 (+1 enchantment bonus)
+2 (weapon spec)
+1 (weapon training)
+12 (x2 str bonus due to Overhand Chop, rather than x1.5)
+1d6 fire (flame enchantment)
+1d6 fire (energy assault)

Ryine to confirm, and also to roll 2d6.

Throndir

Ryine
Dashing forward, you swing your overly large weapon, Eclipse, and mash it into Serena. The blow was hard, and coupled with the licking flames, was enough to bring her down. Immediately the teleportation badge activated, and soon enough Serena was gone.

Everyone
"DEATH! First one for today!" The excitement in his voice was hard not to notice.

QuoteI think movement is off, you should be at 40 ft. total due to medium armor (20 ft.). It can still reach Serena, though I am moving you to infront of Jin.

Grid Map: Roll20.net

Battle Log
Spoiler
Garret moves 30 ft. north and attacks Nyuko but misses.
Ryine charges in front of Jin and attacks Serena dealing 32 damage, taking down Serena.
[close]

Audience Attitudes
Spoiler
Two and a Half Men: Friendly
League of Extraordinary Merchants: Friendly
[close]

Guild Member Votes
Spoiler
Two and a Half Men: 0
League of Extraordinary Merchants: 1
[close]

Initiative Order
Spoiler
Grey: 28
Ryine: 24
Jin: 22
Nyuko: 16
Serena: 7
Wolfrin: ?
[close]

Damage Taken and Status
Spoiler
Grey: 0
Ryine: 0,
Jin: 0, flat-footed
Nyuko: 0, flat-footed
Serena: 32
Wolfrin: 0, flat-footed
[close]

Resources Spent
Spoiler
Grey:
Ryine:
Jin:
Nyuko:
Serena:
Wolfrin:
[close]

Wolfrin to roll CHA/Perform and Initiative.
Jin or Nyuko to take their turns.

Lance



While some may believe a good offense to be a good defense, Jin had never once considered the notion. After all, what use was all the "offense" in the world to one who was dead? Jin sighed, his merchandise long packed away and his attempts at some free advertising momentarily concluded. Furthermore, to take lives was no way near as meaningful as saving them. Yet heroes are not as often praised by the people they save but by the "monsters" they kill. The warrior who performed a mass genocide of a young goblin den was far more likely to be remembered in song than the lone guardsman who gave his life to protect the town that had long since mocked and downplayed his deeds in favor of the warrior's glorious actions.

The mentioned warrior need only to kill and kill again and he would be secured a spot in legend; the guardsman, however, would be lucky if he was allowed a shallow unadorned grave known only to the few lives who watched him fall.

In the end, not only does the simple act of slaying those one did not agree with take less willpower and resolve than an act of protection, it paid better too; thus, to slay indiscriminately and without remorse was a solid path to becoming a "hero."

...And that was why Jin so vehemently disagreed with the notion.

Such a path was suited more for the common brigand than an esteemed member of Galas'nor. At any rate, he had joined the guild not to take lives, but to save them. Let all fame and glory go to the "blades," "maws," and "heroes" in the world. The armored merchant had long decided that even if he must bear the world's hatred, he would still follow the path of the unsung guardsman and protect those in need of his aid.

Thus, Jin charged forth, mustering his cry above the chaotic din of battle, not as a blade... but as a Shield of Galas'nor.


Actions

Initial Stance: Stance of the Defending Shell
Active Soulmelds: Mantle of Flame (4/4), Incarnate Avatar (3/3), Therapeutic Mantle (0/3), Lightning Gauntlets (2/3 Chakra Bind on Hands)

Free Action: Using Lightning Gauntlets to augment next melee attack, Activating Incarnum Radiance for +2 attack for 8 rounds, taking a -3 penalty to attack rolls for 9 temporary HP via Martial Power, and also applying Armiger's Mark on Ryine which will cause him to take a -4 penalty to attack anyone other than Jin for 3 rounds
Swift Action: Jin activates Encouraging Roar, granting a +2 to attack and damage for himself and his allies until the start of his next turn.
Standard Action: Then, Jin initiates Silver Knight's Blade against Ryine, using the heal component on Grey for kicks and giggles.
Move Action: Finally Jin moves 5 ft NW and 15 ft North from his current position (This should provoke an Attack of Opportunity as normal) so that Grey is still under his Aegis

Stance of the Defending Shell

Discipline: Iron Tortoise (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

An Iron Tortoise disciple learns a valuable stance that forms the core of their discipline, that being the nature of the unbreakable wall. By focusing one's attention to defense with their shield, their martial skill improves their defense. The initiator gains an additional +1 bonus to his shield AC while in this stance, and this bonus increases by +1 for every 4 initiator levels he possesses after 1st level (+2 at 5th, +3 at 9th, +4 at 13th, and to a maximum of +5 at 17th level).
[close]

Mantle of Flame

Descriptors: Fire
Classes: Incarnate
Chakra: Shoulders
Saving Throw: See text

You shape incarnum into a cloak of wispy blue fame. The cloak covers your arms and almost closes in front of you, where a band of fire crosses over your heart to connect the cloak's two edges. The fire does not harm you, though it keeps you as warm and dry as any heavy cloak in cold or rainy weather.A thirst for vengeance burns like fire in many souls, and a mantle of flamegives that metaphor literal truth: vengeance turned to flame.
While you wear your mantle of flame, any creature that strikes you with its body or a hand-held weapon deals normal damage, but at the same time, the attacker takes 1d6 points of fire damage. Creatures wielding weapons with exceptional reach, such as long spears, are not subject to this damage if they attack you.
The mantle of flame grants shadowy illumination in your space, but provides no further lighting.
Essentia: Every point of essentia you invest in your mantle of flame increases the damage dealt by 1d6 points.

Chakra Bind (Shoulders)
Your mantle of flame burns particularly brightly around your shoulders, forming a high collar behind your head and neck.As a standard action, you can briefly expand the mantle of flame to encompass all adjacent squares. Any creatures in those squares take damage as if they had attacked you with a handheld weapon (Reflex half). The mantle of flame then returns to its normal effect.
[close]
Incarnate Avatar

Descriptors: Chaotic, evil, good, or lawful
Classes: Incarnate
Chakra: Soul
Saving Throw: None

You gather incarnum around you to form a second body encasing your own, a physical form superimposed over your body, clothing, and armor. In form, it resembles one of the most powerful champions of your alignment: a slaad, inevitable, angel, or yugoloth. Its movements—even its facial expressions—are in perfect synchronization with your own, so that in every way you appear to be the imposing avatar of your alignment's ideals.Incarnates channel soul energy that conforms to the ideals of their alignment, so in some ways this soulmeld exemplifies the nature of the incarnate class. The incarnum used to shape an incarnate avatar comes from the outer-planar embodiments of the incarnate's alignment and takes their form. In shaping this meld, incarnates hope to transcend their own mortal frames and attain the perfect embodiment of their alignment ideals represented by the avatar.
The appearance of your incarnate avatar depends on your alignment.
Chaos: Your incarnate avatar resembles a blue slaad. The slaad form is hulking and brutish, with enormous claws and a toothy maw.
Evil: Your incarnate avatar has the form of a nycaloth: a four-armed, gargoylelike humanoid with green skin and (nonfunctional) batlike wings.
Good: Your incarnate avatar takes the form of an astral deva, with pearl-white skin and (nonfunctional) white-feathered wings.
Law: Your incarnate avatar resembles a marut, a powerful humanoid form with golden armor over an onyx body.
Unlike other soulmelds, the incarnate avatar provides no benefit without the investment of essentia. Incarnate avatar is treated as a chaotic, evil, good, or lawful effect, based on your alignment.
Essentia: Investing essentia in your incarnate avatar gives you a specific benefit depending on your alignment.
Chaos: You gain a +1 insight bonus on ranged attack rolls for every point of essentia that you invest in this soulmeld.
Evil: You gain a +2 insight bonus on melee damage rolls for every point of essentia that you invest in this soulmeld.
Good: You gain a +1 insight bonus to your Armor Class for every point of essentia that you invest in this soulmeld.
Law: You gain a +1 insight bonus on melee attack rolls for every point of essentia that you invest in this soulmeld.

Chakra Bind (Soul)
Your body transforms into the appearance of your incarnate avatar. There is no longer any distinction between its hands and yours,
its feet and yours, its heart and yours. You are imbued with the purest essence of your alignment—it fills your soul and spurs you
to action. At the same time, it grants you greater power to help you live out your convictions.
You gain an ability based on your alignment.
Chaos: You gain an enhancement bonus of +30 feet to your base land speed.
Evil: You can fly at a speed of 30 feet (good maneuver-ability).
Good: You can fly at a speed of 30 feet (good maneuver-ability).
Law: You gain immunity to daze, paralysis, petrification, and stun, as well as to any magical effect that would slow you.
[close]
Therapeutic Mantle

Descriptors: None
Classes: Incarnate, soulborn
Chakra: Shoulders
Saving Throw: None

A sheath of incarnum energy surrounds your body and is slowly absorbed into your skin. As healing magic is applied to you, the affected area sparkles with tiny blue motes.The spirit energy of incarnum resonates with life energy. This soulmeld amplifies spells and effects that repair the physical form.
You shape incarnum into a sheath of energy that sinks into your skin and helps to focus healing magic that targets you. Whenever you are the target of a spell or effect that heals hit point damage, the spell heals additional damage equal to its spell level. For example, if you are targeted by a cure serious wounds spell cast by a 7th-level cleric, you would be healed of 3d8+10 points of damage (7 points for the cleric's caster level and 3 points for the spell's level).
Essentia: Every point of essentia invested increases the additional healing by 2 more hit points.

Chakra Bind (Shoulders)
Focused outward, incarnum from the mantle bonds with the healing magic you conjure. Healing spells you cast are accompanied
by blue-white motes of incarnum energy. When bound to your shoulders chakra, therapeutic mantleincreases the potency of healing spells that you cast. You gain an insight bonus (equal to the number of points of essentia invested in the soulmeld) to your caster level when casting spells of the healing subschool.
[close]
Lightning Gaunlets

Descriptors: Electricity
Classes: Incarnate
Chakra: Hands
Saving Throw: None

Incarnum forms into a pair of metallic gloves that hover around your hands and any other gloves or gauntlets you wear. Blue arcs of electricity crackle between the fingers and spark between the gloves when you bring your hands close to each other.Nodoka the North Star, a good incarnate of recent times, is said to have earned her sobriquet through the use of this soulmeld, creating such a bright flare of electrical power in a battle with a beholder that her allies were able to locate her by following the glow on the horizon.
While wearing lightning gauntlets, you can deal 1d6 points of electricity damage with a successful melee touch attack (a standard action).
Essentia: Every point of essentia you invest in your lightning gauntlets increases the damage dealt by 1d6 points.

Chakra Bind (Hands)
Your lightning gauntlets settle firmly around your hands. When you grip a weapon, electricity courses up its length and crackles at
its tip. A lingering scent of ozone clings to you.You can add the electricity damage dealt by lightning gauntlets to one attack per round made with a handheld weapon, unarmed strike, or any natural attack using your hands (such as a slam or claw), but this requires a normal melee attack rather than a touch attack. You must announce that you are using the lightning gauntlets before making the attack; if you miss, you can't use them again until your next turn.
[close]
Incarnum Radiance

Incarnum Radiance (Su): As an incarnate, you fuse incarnum with your very soul. You can tap into your incarnum-fused soul to activate a visible radiant aura of power, granting you an increase in a particular area of prowess. You can activate this ability as a free action once per day at 3rd level, twice per day at 8th level, and one additional time per day for every five levels gained thereafter (3/day at 13th level and 4/day at 18th). This effect lasts for a number of rounds equal to 3 + your Constitution modifier (minimum 1 round).
Good: Your body shines with silvery light. You gain a +1 bonus to AC; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level).
Evil: An ash-gray aura surrounds you. You gain a +2 bonus on melee damage rolls; this bonus improves by 2 for every five levels gained (+4 at 5th level, +6 at 10th, +8 at 15th, and +10 at 20th level).
Lawful: You glow with a blood-red corona. You gain a +1 bonus on melee attack rolls; this bonus improves by 1 for every five levels gained (+2 at 5th level, +3 at 10th, +4 at 15th, and +5 at 20th level).
Chaotic: A faint green nimbus surrounds your body. You gain a 10-foot increase to your base land speed. This is considered a bonus. This increase improves by 10 feet for every five levels gained (+20 at 5th level, +30 at 10th, +40 at 15th, and +50 at 20th level).
[close]
Martial Power

You are able to instinctively call upon reserves of untapped power within yourself to defend yourself.

Prerequisite(s): Constitution 13, knowledge of at least one maneuver or stance.

Benefit(s): You can choose to take a -1 penalty on attack rolls and combat maneuver checks to gain 2 temporary hit points. This bonus is increased by half (50%) when you are using a shield of any kind. When your base attack bonus reaches +3 and every +2 thereafter, the penalty increases by -1 and the temporary hit point bonus increases by 2. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon, or when you are initiating a maneuver. The penalty to attack rolls and temporary hit points gained from use of this feat last until the start of your next turn.

Special: Martial Power can be used in place of Combat Expertise to qualify for a feat, prestige class, or other special ability. You can take both this feat and Combat Expertise.
[close]
Armiger's Mark

At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder's indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to the warder's Intelligence modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her Intelligence modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + Intelligence modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger's marks overlap (do not stack).

At 9th level, the warder may expend two uses of her armiger's mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + Intelligence modifier) against the warder's mark ability or suffer the penalties of being marked for a number of rounds equal to the warder's Intelligence modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence.

At 16th level, the armiger's mark improves to allow her to recover an expended maneuver whenever she reduces a marked opponent's hit points to 0 or less (this can only trigger once per marked opponent).
[close]
Encouraging Roar

Discipline: Golden Lion (Boost); Level: 1
Initiation Action: 1 swift action
Range: 30-ft.
Target: Allies
Duration: One round

DESCRIPTION

The disciple lets out shouts of encouragement to bolster his allies in battle. All allies within 30-ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round.
[close]
Silver Knight's Blade

Discipline: Silver Crane (Strike) [good]; Level: 3
Prerequisite(s): One Silver Crane Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

DESCRIPTION

Those graced with the blessings of the Silver Crane are both terrors to their foes and heroes to their fellows. This strike inflicts an additional 4d6 points of sacred damage and heals a like amount of damage to either the initiator or to a single ally within 30-ft of the martial disciple.
[close]
Aegis

At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).

At 6th level, her aegis' range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft..
[close]
[close]
"A wish? Okay, genie, make me a ham sandwich."

Lance

"I may have failed to protect the guild-member directly under my wing, but I will not let her sacrifice go in vain. Victory is still at hand and it is my duty to see it achieved."


Attack:
Rolled 1d20+15 : 10 + 15, total 25
Damage (Weapon):
Rolled 1d6+8 : 2 + 8, total 10
Damage (Flaming Enchant):
Rolled 1d6 : 3, total 3
Damage (Elemental Assault: Fire):
Rolled 1d6 : 6, total 6
Damage (Lightning Gauntlets):
Rolled 3d6 : 6, 5, 2, total 13
Damage/Heal (Silver Knight's Blade):
Rolled 4d6 : 1, 6, 6, 5, total 18
"A wish? Okay, genie, make me a ham sandwich."

Throndir

Ryine to roll Fortitude or die (teleport out)
Ryine to take attack of opportunity as well vs Jin.
DM RP post when the above is rolled.
QuoteIf you ever sustain a single attack that deals an amount of damage equal to half your total hit points (minimum 50 points of damage) or more and it doesn't kill you outright, you must make a DC 15 Fortitude save. If this saving throw fails, you die regardless of your current hit points. If you take half your total hit points or more in damage from multiple attacks, no one of which dealt more than half your total hit points (minimum 50), the massive damage rule does not apply.

QuoteGrid Map: Roll20.net

Battle Log
Spoiler
Garret moves 30 ft. north and attacks Nyuko but misses.
Ryine charges in front of Jin and attacks Serena dealing 32 damage, taking down Serena.
Jin does a whole lot of stuff, deals 50 damage to Ryine, and moves north triggering an AoO.
[close]

Audience Attitudes
Spoiler
Two and a Half Men: Friendly
League of Extraordinary Merchants: Friendly
[close]

Guild Member Votes
Spoiler
Two and a Half Men: 0
League of Extraordinary Merchants: 1
[close]

Initiative Order
Spoiler
Grey: 28
Ryine: 24
Jin: 22
Nyuko: 16
Serena: 7
Wolfrin: ?
[close]

Damage Taken and Status
Spoiler
Grey: 0, affected by encouraging roar (+2 atk, +2 dmg), affected by aegis (+1 AC, +1 will)
Ryine: 50, affected by armigar's mark (3 rounds from Jin's turn)
Jin: 0, stance of the defending shell (+1 AC), mantle of flame (3d6 fire retribution dmg), incarnum radiance (+3 atk), martial power (-3 atk, +9 HP), therapeutic mantle, lightning gauntlets (+3d6 lightning dmg)
Nyuko: 0, flat-footed
Serena: 32
Wolfrin: 0, flat-footed
[close]

Resources Spent
Spoiler
Grey:
Ryine:
Jin:
Nyuko:
Serena:
Wolfrin:
[close]

Wolfrin to roll CHA/Perform and Initiative.
Nyuko or Wolfrin to take their turns.

Wolfrin Fenris

Spoiler
Dont have access to a computer so im not doing the rp part of the posts unfortunately. If time allows in the next couple weeks, I will try to add in some rp for the actions but I cant make promises unfortunately XD. Also any misspelling or odd grammar or what have you is just my tablet thinking its smarter than me XD.
[close]

Spoiler
initiative
Rolled 1d20+2 : 5 + 2, total 7
Charisma
Rolled 1d20-2 : 4 - 2, total 2
[close]

Spoiler
Wolfrin casts growth spurt on Buddy. Buddy then moves 15ft forward (stopping adjacent to Grey) and attacks Grey.
Attack roll
Rolled 1d20+11 : 14 + 11, total 25
Damage rolls if it hits 1d6+5 for bite, 1d6 for Buddys ice damage.
Rolled 1d6+5 : 2 + 5, total 7
Rolled 1d6 : 1, total 1
Wolfrin moves 25 feet to his right, Drawing Wolf's Fang as a Free Action (wielding 1 handed) and using his magical Thorn Pouch to withdraw an acorn as a swift action.
[close]
BEEP

Nyuko Nyun

Spoiler
Fullround Action: Nyuko activates Dervish Dance.
Nyuko moves west of Grey to flank him with Buddy, and attacks.
Rolled 1d20+14 : 12 + 14, total 26
Rolled 1d6+10 : 4 + 10, total 14
cold 1d6 : 2, total 2
energy assault 1d6 : 6, total 6
sneak attack 2d6 : 4, 2, total 6
Then moves 5 ft. south, and attacks, still retaining flanking bonus.
Rolled 1d20+14 : 16 + 14, total 30
Rolled 1d6+10 : 1 + 10, total 11
cold 1d6 : 2, total 2
energy assault 1d6 : 2, total 2
sneak attack 2d6 : 6, 5, total 11

Dervish Dance
A dervish can become a whirling dancer of death a certain number of times per day. While in this dervish dance, she can take a full attack action (for melee attacks only) and still move up to her speed. However, the dervish must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). The dervish is subject to attacks of opportunity while dancing, but may tumble normally as part of her move. A dervish prevented from completing her move is also prevented from finishing her full attack.
If a dervish wields a slashing weapon while in a dervish dance, she gains a bonus on her attack and damage rolls. This bonus is +1 at 1st level, and it increases by an extra +1 at every odd-numbered level thereafter.
A dervish may only perform a dervish dance while wielding a slashing weapon (she may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield. While dancing, a dervish cannot use skills or abilities that involve concentration or require her to remain still, such as Move Silently, Hide, or Search. A dervish with the bardic music ability can, however, sing while she dances, and a dervish can also use the Combat Expertise feat while in a dance. A dervish cannot perform a dervish dance while under the effect of a rage or frenzy ability.
A dervish can perform a dervish dance only once per encounter. A dervish dance lasts 1 round for every two ranks of Perform (dance) that the character has. At the end of a dervish dance, the character becomes fatigued for the duration of the encounter (unless she is a 9th-level dervish, at which point this limitation no longer applies).
[close]
[close]

Nyuko Nyun

Spoiler
Crit confirm on second attack. Threat 15-20.
Rolled 1d20+14 : 8 + 14, total 22
[close]

Nyuko Nyun

Spoiler
Acrobatics for moving out of threatened range, DC 20, if failed Garret gets an AoO.
Rolled 1d20+15 : 13 + 15, total 28
[close]

Nyuko Nyun

The catboy felt strange seeing her mentor rushed and defeated by a strike from Ryine. True, he was on his own team, but Nyuko wanted to show Serena his new weapons in action at least. He calmed himself though - something which took a lot of training for the usually vigorous fighter. And as he deflected the attack from him from one of their guild mates, Garret, he prepped his stance and began a similar whirling dance as he did in the beginning during their introductions.

At the same time he dashed forward, leaping up into the air with his primary hand leading the way, he managed to score a hit on Garret. The cold enchantments immediately took effect, but Nyuko didn't pause to look at the damage done, he continued to move forward, stepping up again to kick off another whirl, this time with his off-hand leading. That too connected as well, but unlike its sister blade, this one crackled in electricity.

Oath

AOO and Fort Save


Attack roll:
Rolled 1d20+16 : 15 + 16, total 31

If hit:
Rolled 3d6+20 : 1, 3, 2 + 20, total 26
Fire damage: [roll]2d6{/roll]

Fort save:
Rolled 1d20+11 : 15 + 11, total 26

[close]

Oath

Ryine winces after Jin's attack, he's still standing but he know he doesn't have much left in the tank. He roars in fury, doing the only thing he can: Swinging away.

rolls


Messed up fire damage roll in previous post evidently, so here's an actual roll of it, sorry jo!
Rolled 2d6 : 2, 1, total 3

Full attack!

Attack 1:
Rolled 1d20+16 : 19 + 16, total 35
Damage, if hit.
Rolled 3d6+16 : 1, 4, 5 + 16, total 26
Fire damage:
Rolled 2d6 : 2, 4, total 6

Attack 2:
Rolled 1d20+11 : 6 + 11, total 17
Damage, if hit.
Rolled 3d6+16 : 4, 4, 5 + 16, total 29
Fire damage:
Rolled 2d6 : 1, 1, total 2

Spoiler
[close]
[close]

Oath

crit confirm on attack #1

Confirmation roll:
Rolled 1d20+16 : 10 + 16, total 26
extra damage, if confirmed.
Rolled 3d6+16 : 1, 5, 3 + 16, total 25
Flaming burst:
Rolled 1d10 : 9, total 9
[close]

Throndir

Cutting out the second attack for Ryine, as you need to move up to be able to hit Jin.

Throndir

"This match has been faster than the rest of the fights thus far!"

"Raining DEATH DEATH DEATH!" The crowd cheered along with him, excited to see how the rest of the match to unfold.

QuoteGrid Map: Roll20.net

Battle Log
Spoiler
Garret moves 30 ft. north and attacks Nyuko but misses.
Ryine charges in front of Jin and attacks Serena dealing 32 damage, taking down Serena.
Jin does a whole lot of stuff, deals 50 damage to Ryine, and moves north triggering an AoO.
Ryine takes the AoO, hitting Jin and dealing 25 damage to Jin.
Wolfrin casts growth spurt on Buddy, and moves east. Buddy moves south and attacks Garret dealing 8 damage.
Audience attitude for Two and a Half Men lowers due to Wolfrin's low roll.
Nyuko activates Dervish Dance, heading south, flanking Garret, and dealing 54 damage, taking down Garret.
Round 1 ends, round 2 begins.
Ryine moves up and attacks Jin dealing 32 damage.
[close]

Audience Attitudes
Spoiler
Two and a Half Men: Indifferent
League of Extraordinary Merchants: Friendly
[close]

Guild Member Votes
Spoiler
Two and a Half Men: 0
League of Extraordinary Merchants: 1
[close]

Initiative Order
Spoiler
Grey: 28
Ryine: 24
Jin: 54
Nyuko: 16
Serena: 7
Wolfrin: 7
[close]

Damage Taken and Status
Spoiler
Grey: 62
Ryine: 50, affected by armigar's mark (3 rounds from Jin's turn)
Jin: 25, stance of the defending shell (+1 AC), mantle of flame (5d6 fire retribution dmg), incarnum radiance (+3 atk), martial power (-3 atk, +9 HP), therapeutic mantle, lightning gauntlets (+3d6 lightning dmg)
Nyuko: 0, flat-footed
Serena: 32
Wolfrin: 0, flat-footed
[close]

Resources Spent
Spoiler
Grey:
Ryine:
Jin:
Nyuko: Dervish Dance
Serena:
Wolfrin:
[close]

Jin to roll retribution fire dmg with mantle of flame.
Jin to take their turn.