[IC] League of Extraordinary Merchants vs Lyolf's Legion

Started by Throndir, June 06, 2016, 08:05:44 PM

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Dan-e

Markus reloads his crossbow, steadies it. "Yes, yes I know Charles, I should be quite sure of this shot before I take it!" Markus shrugged. "Either way I'm sure we'll upset someone enough to draw that attention you crave soon enough!" as he looked back down the sight.

Markus attempts a shot at the closest opponent, Jin, using the "Horizon Wind Lancet".
atk:
Rolled 1d20+11 : 18 + 11, total 29
dmg
Rolled 1d8+1 : 1 + 1, total 2
Rolled 3d6 : 1, 4, 1, total 6

Throndir

Lyolf to take their turn.

QuoteGrid Map: Roll20.net

Battle Log
Spoiler
Round 1 begins.
Serena uses Potion of Barkskin +5
Lyolf casts shield.
Uli goes forward and readies an action of some sort.
Zultar fullround attacks Garret and deals 10 damage.
Garret uses Potion of Barkskin +5
Jin moves forward. Uli's readied action triggers and deals 13 damage.
Round 1 ends, round 2 begins
Serena gets an Animus point. Serena uses cure light wounds on Garret healing 6, then moves north 40 ft. jumping over caltrops with a successful acrobatics.
Markus attacks and hits, dealing 6 damage to Jin.
[close]

Audience Attitudes
Spoiler
The League of Extraordinary Merchants: Friendly (+1 atk, +1 dmg)
Lyolf's Legion: Hostile (-2 atk, -2 dmg)
Note: Do NOT add attitude modifiers to your rolls. Roll normally.
[close]

Guild Member Votes
Spoiler
Kin's Fan Club: 0
Lyolf's Legion: 0
[close]

Initiative Order
Spoiler
Serena: 28
Markus: 27
Lyolf: 19
Zultar: 16
Garret: 10
Jin: 5
[close]

Damage Taken and Status
Spoiler
Markus: 0, stance of piercing rays
Serena: 0, 30 AC, inner sphere stance, barkskin +5
Lyolf: 0, formless dance, shield (cast on round 1), current stealth roll: 27
Zultar: 0, stance of aggression,
Garret: 4, 29 AC, barskin +5
Jin: 19, stance of the defending shell
[close]

Current Resources
Spoiler
Serena:
Spoiler
Animus: 6
Elemental Attunement: Fire
Available Maneuvers: Disturbing Blow, Shards of Iron Strike, Bronze Knuckle, Dimensional Strike, Inner Sense
Withheld Maneuvers: Swift Claws
[close]
[close]

Resources Spent
Spoiler
Markus:
Serena: Cure Light Wounds x1
Lyolf:
Zultar:
Garret:
Jin:
[close]

Gladiator Rules
Spoiler
Gladiators and the Crowd
A gladiatorial fight follows the normal rules for combat in the D&D game, with one exception: The presence of the crowd can inspire or demoralize a gladiator. Treat the crowd as a single NPC, and use its attitude toward each gladiator to track the morale bonus or penalty he receives. If the crowd is friendly toward a gladiator, that gladiator gets a +1 morale bonus on attack and damage rolls. If the crowd is helpful, the gladiator gets a +2 morale bonus on attack and damage rolls. An indifferent or unfriendly crowd confers no bonus or penalty, but a crowd that's hostile to a gladiator confers a -1 penalty on attack and damage rolls. Unless a particular gladiator is exceptionally well known, the crowd starts indifferent to both combatants. Each gladiator typically makes a Perform (weapon drill) check (see the section on skills near the end of Chapter 3) before the fight begins, using the check result in an attempt to influence the crowd (as described under Influencing NPC Attitudes on page 72 of the Player's Handbook). Once the fight begins, only certain actions change the crowd's attitude, as described in the table below. Note that the crowd's attitude toward each gladiator is tracked separately. It's possible for two inept gladiators to both be loathed by the spectators, and two veteran gladiators can both have the crowd on its feet cheering them on.

Table 4–4: Gladiator Crowd Reaction
SituationCheckConsequence 1
Gladiator rolls natural 1 on attack rollAttitude toward gladiator worsens
Gladiator confirms critical hitAttitude toward gladiator improves
Successful feint in combatBluff vs. Sense Motive2 Attitude toward opponent worsens
Successful demoralize opponentIntimidate vs. level check2 Attitude toward opponent worsens
Successful tumble through enemy squareDC 25 TumbleAttitude toward you improves
Successful Perform (weapon drill) checkDC 20 PerformAttitude toward you improves
Destroy opponent's weaponSee sunder rulesAttitude toward you improves
Trip opponentSee trip rulesAttitude toward you improves 3
Disarm opponentSee disarm rulesAttitude toward you improves 3
Pin an opponentSee grapple rulesAttitude toward you improves, attitude toward opponent worsens
Bull rush opponent 10 feet4 See bull rush rulesAttitude toward you improves
Gladiator caught cheatingAttitude toward gladiator worsens by two steps
1 All attitude changes are one step (for example, indifferent to unfriendly) unless otherwise noted.
2 Special modifi ers apply to this check. See the appropriate skill description in the Player's Handbook.
3 If you are tripped or disarmed yourself in a failed attempt, the attitude toward you worsens.
4 If you fall prone during a failed attempt, the attitude toward you worsens.
[close]

Lance

From now on, I'll start using lines to show where characters are prior to their movement. This may come in handy later on.

Actions

Lyolf
Move: As shown in the grid map
Swift: Dark Claim on Jin, recovering Shadow Feather Strike
Standard: Basic attack against Jin
Free: Stealth in generated gloom
Uli
Move: As shown in the grid map
Standard: Shadow Feather Strike against Jin
[close]
"A wish? Okay, genie, make me a ham sandwich."

Throndir

Zultar to take their turn. Zultar will be doing a charge against Jin if no moves specified by Thursday evening.

Throndir

Zultar taking turn:
Rage: Active (+4 str, effective +2 atk, +2 dmg)
Stance of Aggression: Active (-2 AC, +1d6 damage per attack)
Swift: Cyclops Helmet for nat 20.
Fullround: Drawing falchion while charging with Raging Hunter Pounce at Jin

Spoiler
Discipline: Primal Fury (Strike); Level: 2
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

With the ferocity of a raging great cat, the disciple of Primal Fury provides the very real fear that users of this discipline are known to inspire with their reckless assault techniques of offense over all. The initiator makes a charge attack and makes a full attack at the end of the charge against the target creature. He must focus all of these attacks against a single target, and if the target is brought to 0 or fewer hit points, then any remaining attacks are lost as the initiator savages the foe's body with the remaining attacks.
[close]

Attack 1
Nat 20
Rolled 2d4+12 : 3, 3 + 12, total 18
stance of aggression 1d6 : 3, total 3
fire 1d6 : 1, total 1
Crit confirm:
Rolled 1d20+15 : 12 + 15, total 27

Attack 2
Rolled 1d20+10 : 11 + 10, total 21
dmg 2d4+12 : 2, 1 + 12, total 15
stance of aggression 1d6 : 2, total 2
fire 1d6 : 1, total 1

Bite
Rolled 1d20+9 : 10 + 9, total 19
Rolled 1d4+4 : 4 + 4, total 8
stance of aggression 1d6 : 1, total 1

Gore
Rolled 1d20+9 : 10 + 9, total 19
Rolled 1d8+4 : 8 + 4, total 12
stance of aggression 1d6 : 4, total 4

Throndir


Throndir

Garret to take their turn.

QuoteGrid Map: Roll20.net

Battle Log
Spoiler
Round 1 begins.
Serena uses Potion of Barkskin +5
Lyolf casts shield.
Uli goes forward and readies an action of some sort.
Zultar fullround attacks Garret and deals 10 damage.
Garret uses Potion of Barkskin +5
Jin moves forward. Uli's readied action triggers and deals 13 damage.
Round 1 ends, round 2 begins
Serena gets an Animus point. Serena uses cure light wounds on Garret healing 6, then moves north 40 ft. jumping over caltrops with a successful acrobatics.
Markus attacks and hits, dealing 6 damage to Jin.
Zultar charges hits, dealing 42 damage.
[close]

Audience Attitudes
Spoiler
The League of Extraordinary Merchants: Friendly (+1 atk, +1 dmg)
Lyolf's Legion: Hostile (-2 atk, -2 dmg)
Note: Do NOT add attitude modifiers to your rolls. Roll normally.
[close]

Guild Member Votes
Spoiler
Kin's Fan Club: 0
Lyolf's Legion: 0
[close]

Initiative Order
Spoiler
Serena: 28
Markus: 27
Lyolf: 19
Zultar: 16
Garret: 10
Jin: 5
[close]

Damage Taken and Status
Spoiler
Markus: 0, stance of piercing rays
Serena: 0, 30 AC, inner sphere stance, barkskin +5
Lyolf: 0, formless dance, shield (cast on round 1), current stealth roll: 27
Zultar: 0, stance of aggression,
Garret: 4, 29 AC, barskin +5
Jin: 61, stance of the defending shell
[close]

Current Resources
Spoiler
Serena:
Spoiler
Animus: 6
Elemental Attunement: Fire
Available Maneuvers: Disturbing Blow, Shards of Iron Strike, Bronze Knuckle, Dimensional Strike, Inner Sense
Withheld Maneuvers: Swift Claws
[close]
[close]

Resources Spent
Spoiler
Markus:
Serena: Cure Light Wounds x1
Lyolf:
Zultar:
Garret:
Jin:
[close]

Gladiator Rules
Spoiler
Gladiators and the Crowd
A gladiatorial fight follows the normal rules for combat in the D&D game, with one exception: The presence of the crowd can inspire or demoralize a gladiator. Treat the crowd as a single NPC, and use its attitude toward each gladiator to track the morale bonus or penalty he receives. If the crowd is friendly toward a gladiator, that gladiator gets a +1 morale bonus on attack and damage rolls. If the crowd is helpful, the gladiator gets a +2 morale bonus on attack and damage rolls. An indifferent or unfriendly crowd confers no bonus or penalty, but a crowd that's hostile to a gladiator confers a -1 penalty on attack and damage rolls. Unless a particular gladiator is exceptionally well known, the crowd starts indifferent to both combatants. Each gladiator typically makes a Perform (weapon drill) check (see the section on skills near the end of Chapter 3) before the fight begins, using the check result in an attempt to influence the crowd (as described under Influencing NPC Attitudes on page 72 of the Player's Handbook). Once the fight begins, only certain actions change the crowd's attitude, as described in the table below. Note that the crowd's attitude toward each gladiator is tracked separately. It's possible for two inept gladiators to both be loathed by the spectators, and two veteran gladiators can both have the crowd on its feet cheering them on.

Table 4–4: Gladiator Crowd Reaction
SituationCheckConsequence 1
Gladiator rolls natural 1 on attack rollAttitude toward gladiator worsens
Gladiator confirms critical hitAttitude toward gladiator improves
Successful feint in combatBluff vs. Sense Motive2 Attitude toward opponent worsens
Successful demoralize opponentIntimidate vs. level check2 Attitude toward opponent worsens
Successful tumble through enemy squareDC 25 TumbleAttitude toward you improves
Successful Perform (weapon drill) checkDC 20 PerformAttitude toward you improves
Destroy opponent's weaponSee sunder rulesAttitude toward you improves
Trip opponentSee trip rulesAttitude toward you improves 3
Disarm opponentSee disarm rulesAttitude toward you improves 3
Pin an opponentSee grapple rulesAttitude toward you improves, attitude toward opponent worsens
Bull rush opponent 10 feet4 See bull rush rulesAttitude toward you improves
Gladiator caught cheatingAttitude toward gladiator worsens by two steps
1 All attitude changes are one step (for example, indifferent to unfriendly) unless otherwise noted.
2 Special modifi ers apply to this check. See the appropriate skill description in the Player's Handbook.
3 If you are tripped or disarmed yourself in a failed attempt, the attitude toward you worsens.
4 If you fall prone during a failed attempt, the attitude toward you worsens.
[close]

Mysticsage

Grey slips his gloves on and stared at the caltrops scattered at his feet and smirked. If they thought that only his armor was special there would be quite surprised. Jumping from one foot to the other he looked over at Markus and gave wink. Jumping in place like this was hard but add in a front flip or two and you could get quite a lot of distance. He made a side spinning flip one after the other before landing on his feet and running forward.


Acrobatics check for extra movement
Rolled 1d20+14 : 7 + 14, total 21

Move the complete 30 feet

will either give a +2 to his raiper or preferably jins armor if he can get in range with the check

Mysticsage


http://www.d20pfsrd.com/skills/acrobatics#move-through-threatened-area
Grey moves 40 feet in total avoiding caltrops
jin gets that +2 to ac

Throndir

Map updated.

Jin to take their turn.

QuoteGrid Map: Roll20.net

Battle Log
Spoiler
Round 1 begins.
Serena uses Potion of Barkskin +5
Lyolf casts shield.
Uli goes forward and readies an action of some sort.
Zultar fullround attacks Garret and deals 10 damage.
Garret uses Potion of Barkskin +5
Jin moves forward. Uli's readied action triggers and deals 13 damage.
Round 1 ends, round 2 begins
Serena gets an Animus point. Serena uses cure light wounds on Garret healing 6, then moves north 40 ft. jumping over caltrops with a successful acrobatics.
Markus attacks and hits, dealing 6 damage to Jin.
Zultar charges hits, dealing 42 damage.
Garret move forward 40 ft. grants +2 armor to Jin
[close]

Audience Attitudes
Spoiler
The League of Extraordinary Merchants: Friendly (+1 atk, +1 dmg)
Lyolf's Legion: Hostile (-2 atk, -2 dmg)
Note: Do NOT add attitude modifiers to your rolls. Roll normally.
[close]

Guild Member Votes
Spoiler
Kin's Fan Club: 0
Lyolf's Legion: 0
[close]

Initiative Order
Spoiler
Serena: 28
Markus: 27
Lyolf: 19
Zultar: 16
Garret: 10
Jin: 5
[close]

Damage Taken and Status
Spoiler
Markus: 0, stance of piercing rays
Serena: 0, 30 AC, inner sphere stance, barkskin +5
Lyolf: 0, formless dance, shield (cast on round 1), current stealth roll: 27
Zultar: 0, stance of aggression,
Garret: 4, 29 AC, barskin +5
Jin: 61, stance of the defending shell, +2 AC affected by Garret's enhancement pool
[close]

Current Resources
Spoiler
Serena:
Spoiler
Animus: 6
Elemental Attunement: Fire
Available Maneuvers: Disturbing Blow, Shards of Iron Strike, Bronze Knuckle, Dimensional Strike, Inner Sense
Withheld Maneuvers: Swift Claws
[close]
[close]

Resources Spent
Spoiler
Markus:
Serena: Cure Light Wounds x1
Lyolf:
Zultar:
Garret:
Jin:
[close]

Gladiator Rules
Spoiler
Gladiators and the Crowd
A gladiatorial fight follows the normal rules for combat in the D&D game, with one exception: The presence of the crowd can inspire or demoralize a gladiator. Treat the crowd as a single NPC, and use its attitude toward each gladiator to track the morale bonus or penalty he receives. If the crowd is friendly toward a gladiator, that gladiator gets a +1 morale bonus on attack and damage rolls. If the crowd is helpful, the gladiator gets a +2 morale bonus on attack and damage rolls. An indifferent or unfriendly crowd confers no bonus or penalty, but a crowd that's hostile to a gladiator confers a -1 penalty on attack and damage rolls. Unless a particular gladiator is exceptionally well known, the crowd starts indifferent to both combatants. Each gladiator typically makes a Perform (weapon drill) check (see the section on skills near the end of Chapter 3) before the fight begins, using the check result in an attempt to influence the crowd (as described under Influencing NPC Attitudes on page 72 of the Player's Handbook). Once the fight begins, only certain actions change the crowd's attitude, as described in the table below. Note that the crowd's attitude toward each gladiator is tracked separately. It's possible for two inept gladiators to both be loathed by the spectators, and two veteran gladiators can both have the crowd on its feet cheering them on.

Table 4–4: Gladiator Crowd Reaction
SituationCheckConsequence 1
Gladiator rolls natural 1 on attack rollAttitude toward gladiator worsens
Gladiator confirms critical hitAttitude toward gladiator improves
Successful feint in combatBluff vs. Sense Motive2 Attitude toward opponent worsens
Successful demoralize opponentIntimidate vs. level check2 Attitude toward opponent worsens
Successful tumble through enemy squareDC 25 TumbleAttitude toward you improves
Successful Perform (weapon drill) checkDC 20 PerformAttitude toward you improves
Destroy opponent's weaponSee sunder rulesAttitude toward you improves
Trip opponentSee trip rulesAttitude toward you improves 3
Disarm opponentSee disarm rulesAttitude toward you improves 3
Pin an opponentSee grapple rulesAttitude toward you improves, attitude toward opponent worsens
Bull rush opponent 10 feet4 See bull rush rulesAttitude toward you improves
Gladiator caught cheatingAttitude toward gladiator worsens by two steps
1 All attitude changes are one step (for example, indifferent to unfriendly) unless otherwise noted.
2 Special modifi ers apply to this check. See the appropriate skill description in the Player's Handbook.
3 If you are tripped or disarmed yourself in a failed attempt, the attitude toward you worsens.
4 If you fall prone during a failed attempt, the attitude toward you worsens.
[close]

Lance

Actions

Free: Incarnum Radiance, Lightning Gauntlets to next melee attack, Martial Power
Swift: Silver Crane's Blessing
Standard: Silver Knight's Blade against Zultar
Move: Moving to provide better flanking opportunities (as shown in grid map)
[close]
"A wish? Okay, genie, make me a ham sandwich."

Lance


Flame Mantle:
Rolled 5d6 : 5, 4, 4, 5, 5, total 23

Attacks [+2 Incarnum Radiance, +3 Incarnate Avatar, -3 Martial Power]:
Rolled 1d20+13 : 1 + 13, total 14
Damage (Weapon):
Rolled 1d6+6 : 5 + 6, total 11
Damage (Flaming):
Rolled 1d6 : 2, total 2
Damage (Elemental Assault):
Rolled 1d6 : 3, total 3
Damage (Lightning Gauntlets):
Rolled 3d6 : 2, 6, 4, total 12
Damage/Heal (Silver Knight's Blade):
Rolled 4d6 : 2, 1, 2, 4, total 9
Heal (Silver Crane's Blessing):
Rolled 2d6+3 : 2, 3 + 3, total 8
Temp HP: 9
"A wish? Okay, genie, make me a ham sandwich."

Lance

Forgot to post Lyolf/Uli's rolls. Will do so now. Jin prolly dies.

Quote from: Lyolf

Attack [+3 Accursed Will, +2 Obsidian Reflection]:
Rolled 1d20+16 : 10 + 16, total 26
Damage (Weapon) [+2 Obsidian Reflection]:
Rolled 1d8+2 : 4 + 2, total 6
Damage (Shock):
Rolled 1d6 : 2, total 2
Damage (Frost):
Rolled 1d6 : 6, total 6
Damage (Flame):
Rolled 1d6 : 6, total 6
Damage (Elemental Assault):
Rolled 1d6 : 5, total 5

Quote from: Uli

Attack vs Touch [+1 High Ground, +1 Dark Focus]:
Rolled 1d20+13 : 5 + 13, total 18
Damage (Shadow Feather) [+1 Dark Focus]:
Rolled 4d6+6 : 6, 3, 4, 3 + 6, total 22
"A wish? Okay, genie, make me a ham sandwich."

Lance


Yup, the Jin's dead.

Lyolf's Stealth:
Rolled 1d20+22 : 15 + 22, total 37
"A wish? Okay, genie, make me a ham sandwich."

Mysticsage

Serena runs foward watching the armored giant begin to falter she quickly rushed in at full force toward zultar planning for the next stage of her attack. Jin had bout them an opening and that was all she truly needed to at least attempt at evening the odds. Rushing forward into Zultars range her fist glowed bright as she slammed foward like a freight train fists alight with a mixture of fire and light not givng anyone a chance to respond.


Using acrobatic check to high jump to zultar and get a high ground bonus
gain +4 bonus for 40 ft of movement
Rolled 1d20+17 : 20 + 17, total 37

Using 4 anima points activate elemental attunement and give +6 to attack roll will add myself

Using Disturbing blow to make next d20 roll have a -4 and turning this into a stunning fist

if hit must make a dc 17 fort save or be stunned
Attack Disturbing Stunning fist
Rolled 1d20+14 : 19 + 14, total 33

Damage Fire
Rolled 1d6 : 3, total 3
bleed
Rolled 1d4 : 1, total 1