Recent Posts

Pages: 1 2 3 4 5 [6] 7 8 9 10
51
FIGHT! / Re: Unlighted Land Tournament Round 4 (Schrodinger's Ninja vs Aweron)
« Last post by Aweron on May 16, 2019, 09:54:10 AM »
CON Save 1d20+7 : 3 + 7, total 10
CON Save 1d20+7 : 11 + 7, total 18
CON Save 1d20+7 : 17 + 7, total 24
CON Save 1d20+7 : 12 + 7, total 19
52
FIGHT! / Re: Unlighted Land Tournament Round 3 (Harbinger vs Isitaris)
« Last post by Harbinger on May 16, 2019, 09:48:47 AM »
The fight was over when you cast mental prison. Everything after was you playing a cat, and me being your mouse.


Yes, my character is disintegrated.
53
FIGHT! / Re: Unlighted Land Tournament Round 3 (Harbinger vs Isitaris)
« Last post by Isitaris on May 16, 2019, 09:29:56 AM »
[Careful, the save is at the end of your turn, I could still have continued with my turn. I'll just say I didn't do anything else last turn]

His opponent unable to move, Nakor ends the fight with a Disintegrate ray.

Disintegrate - Force damage 13d6+40 : 1, 1, 5, 6, 6, 6, 2, 1, 4, 4, 6, 2, 2 + 40, total 86


[Casts Disintegrate 7th level - Paralysed means auto fail on DEX saves. I assume your character dies?]

Spoiler: show

Disintegrate
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
54
Concentration save (DC10) 1d20+7 : 9 + 7, total 16
Concentration save (DC10) 1d20+7 : 13 + 7, total 20
Concentration save (DC10) 1d20+7 : 2 + 7, total 9
Concentration save (DC10) 1d20+7 : 10 + 7, total 17
55
FIGHT! / Re: Unlighted Land Tournament Round 4 (Schrodinger's Ninja vs Aweron)
« Last post by Aweron on May 15, 2019, 03:46:24 PM »
[All of those hit. By the way, didn't mention this the first time you damaged me (because I got confused with the order of being hit and incapacitated), but every time you damage me, you take 4 psychic damage from Scornful Rebuke. I think you should've taken 8 damage from the first round you hit me twice, but being stunned threw me off, so I'll let you make the call if you wanna retcon that.

But regardless of that, you take 16 psychic damage from last round.]

Scornful Rebuke
Whenever a creature hits you with an attack, it takes +4 psychic damage if you’re not incapacitated.

[As an action, he'll keep trying to hit you with 2 attacks. Again, might add smite in the next post.]

Greataxe to hit 1d20+9 : 11 + 9, total 20
Disadvantage 1d20+9 : 5 + 9, total 14
Slashing damage 1d12+4 : 5 + 4, total 9
Radiant damage 1d8 : 6, total 6

Greataxe to hit 1d20+9 : 5 + 9, total 14
Disadvantage 1d20+9 : 14 + 9, total 23
Slashing damage 1d12+4 : 11 + 4, total 15
Radiant damage 1d8 : 6, total 6
56
The Tortle sticks out his tongue and chuckles silently before again striking at you with his weapons and kicks.
Nunchuck Attack 1d20+10 : 9 + 10, total 19
Nunchuck Attack advantage 1d20+10 : 16 + 10, total 26
Bludgeoning Damage 1d8+5 : 2 + 5, total 7

Nunchuck Attack 1d20+10 : 8 + 10, total 18
Nunchuck Attack advantage 1d20+10 : 12 + 10, total 22
Bludgeoning Damage 1d8+5 : 8 + 5, total 13

Bonus action: Flurry of Blows (-1 Ki)
Unarmed Attack 1d20+10 : 12 + 10, total 22
Unarmed Attack advantage 1d20+10 : 5 + 10, total 15
Bludgeoning Damage 1d8+5 : 7 + 5, total 12

Unarmed Attack 1d20+10 : 10 + 10, total 20
Unarmed Attack advantage 1d20+10 : 12 + 10, total 22
Bludgeoning Damage 1d8+5 : 1 + 5, total 6


[I just realized that with you prone you have disadvantage on attack rolls anyway. Oops! Wasted a Ki point. Oh well!

Either way, you can't stand up or move unless you break the grapple first using an action. Silence is still going.]
57
FIGHT! / Re: Unlighted Land Tournament Round 4 (Schrodinger's Ninja vs Aweron)
« Last post by Aweron on May 15, 2019, 02:06:48 PM »
The Half-Orc, displeased that his opponent remains steadfast, starts swinging his greataxe at him while constricted.

[2 attacks as an action, imbued with improved divine smite by default, and might use smites if these hit.]

Greataxe to hit 1d20+9 : 7 + 9, total 16
Disadvantage 1d20+9 : 7 + 9, total 16
Slashing damage 1d12+4 : 5 + 4, total 9
Radiant damage 1d8 : 2, total 2

Greataxe to hit 1d20+9 : 5 + 9, total 14
Disadvantage 1d20+9 : 15 + 9, total 24
Slashing damage 1d12+4 : 5 + 4, total 9
Radiant damage 1d8 : 3, total 3


Improved Divine Smite
Whenever you hit with a melee weapon, the target takes an extra 1d8 radiant damage.

58
Concentration save (DC10) 1d20+7 : 14 + 7, total 21

The tortle closes his eyes for a moment and finds his spiritual center. When he opens his eyes again no fear is evident.

Spoiler: show
Action: Stillness of Mind-You can use an action to end one effect on yourself that is causing you to be charmed or frightened.
Bonus Action: Patient Defense (-1 Ki)

I took 8 damage at the beginning of my turn, so I rolled a concentration save for Silence.
59
WIS saving throw (DC 17) 1d20+8 : 1 + 8, total 9
60
FIGHT! / Re: Unlighted Land Tournament Round 4 (Schrodinger's Ninja vs Aweron)
« Last post by Aweron on May 15, 2019, 01:42:33 PM »
As Gul'ragg comes back to his senses, you see his eyes bulge with anger and the whites of his eyes become red with blood. His mouth opens wide as if he roars at you and although you hear nothing, you still feel the intensity of his breath and focused rage on you. Fear tries to overtake you as you imagine what horrendous noise your opponent is attempting to produce.

[Using Channel Divinity - Conquering Presence DC17 WIS as an action. This would also proc Aura of Conquest.]

Spoiler: show
Conquering Presence
As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 17) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns.

Aura of Conquest
While you are conscious, all frightened creatures within 10 ft. have their speed reduced to 0 and take 8 psychic damage if starting their turn in the aura.
Pages: 1 2 3 4 5 [6] 7 8 9 10