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COMBAT STATS - THREAD.

Posted by Game MasterFor group 0
Game Master
GM, 1761 posts
Storyteller
Eclipse d20
Wed 10 Jul 2019
at 01:14
  • msg #1

COMBAT STATS - THREAD

Character Name

Hit Points: xxx
DR: ?/?
Armor Class: x
Initiative: x
Move: 30′ (Ground and Flight).

Fortitude: +x
Reflex: +x
Will: +x

Attacks:
Normal Attack: +x/+x/+x,  xdy+z, Crit 20/x2, 5′ Reach.
?

Anything else special to note (Aura's, passive SQs, Spells active, etc.)





Template for Posting Combat Actions

ROUND - x (indicated by GM)

INITIATIVE: xx
HP: xx of yy
DR: x/y
AC: xx (Any special bonuses)
Special Notes:

ACTIONS:
Full/Standard:
Move (If Full not used):
Free:

<All rolls from the log here>

Please use the coordinates WHEN available. e.g. Move from A5 to B6 (5' step used)

Fluff Text: <Whatever RP you wish to embellish here>




Sample of a combat thread: link to a message in this game
This message was last edited by the GM at 23:02, Sat 13 July 2019.
John D'Oh
player, 56 posts
Chemist and Forgemaster
Wed 10 Jul 2019
at 06:34
  • msg #2

Re: COMBAT STATS - THREAD

John D'oh

Hit Points: 42
DR: 4/Physical attacks
Armor Class: 20
Initiative: +2
Move: 30'; (Ground).

Fortitude: +5
Reflex: +3
Will: +2
Attacks:
Greathammer: +13 or +11/+11, 1d12+6, Crit 19-20/x4, Bludgeoning; +2 on Opposed checks to Sunder weapons or Shields.
Javelins: +8, 1d8+4, Crit 20/×2, Range 30',Piercing

Special: Immune to Magic Missiles
Weapon Expertise/Power Attack
Martial Arts, Occult skill:Gadgetry
Darkvision 60' (Goggles)
This message was last edited by the player at 19:21, Tue 28 Apr 2020.
Quinn Yeshkerson
player, 27 posts
Guardsman
Who can refuse this face?
Wed 10 Jul 2019
at 10:30
  • msg #3

Re: COMBAT STATS - THREAD

Quinn Yeshkerson

Hit Points: 27/27 + 16
DR: ---
Armor Class: 28 = (10 + 3 Armor + 1 Dex + 6 Shield + 4 Natural + 4 Insight)
Initiative: +1
Move: 30'

Fortitude: +7 = (+2 Base + 1 Con +4 Insight)
Reflex: +6 = (+2 Base + 0 Dex +4 Insight)
Will: +7 = (+3 Base + 0 Wis +4 Insight)

Attacks:
Dagger: +1,  1d4-1, Crit 19-20/x2, 5′ Reach; 10' Throw distance
Light Crossbow: +4,  1d8, Crit 19-20/x2, 80′ Range

Anything else special to note
Force Screen (+6 Shield Bonus for ~10 minutes once fighting starts)
Defensive Precognition (+4 Insight to AC and Saves for ~10 minutes once fighting starts)
Bones of Iron (16 temporary HP for ~9 minutes once fighting starts; can't be refreshed until duration expires)
Bones of Iron (+4 Natural Armor for ~9 minutes once fighting starts)
This message was last edited by the player at 22:08, Mon 04 May 2020.
Gerad Waelhlem
player, 72 posts
Channeler Of Mysteries
Occult Dabbler
Wed 10 Jul 2019
at 17:39
  • msg #4

Re: COMBAT STATS - THREAD

Gerad Waelhlem

Pretty much all of this varies with what he's hosting, what options he's chosen for the duration of the summons, and what he's cast. At the moment his selection is heavily defensive since he didn't know what the group might have to deal with.

Hit Points: Currently 25
Damage Reduction: Currently none.
Armor Class: Currently 20
Initiative: +2 (I think that one is fairly stable).
Movement: Currently 30 (Ground)

Saves: Fort +4, Ref +2, Will +2
Physical Attacks: Sword, +1, 1d8, Crit 19-20/x2
Longbow, +3, 1d8, Crit 20/x3

Entity-Related Boost: Currently on Hit Points (changes with a new summoning).
Limited-Use Defensive Effects: Critical Hit Negation (6/Week), Forest Ward (somewhat reduce incoming damage as an immediate action) 5/Day but no more than once per round.
Basic Tactics: While defensively focused Gerad tends to act as general support;
  • If the physical combatants are holding off the enemy, it's stay back and cast something (usually entangling effects to hinder the enemy, defensive illusions, and occasional minor fear and hypnotic effects).
  • If the physical fighters are having a hard time, he will move up to help them out.
  • If someone is going after the other more magical types, he will move to defend them.
  • If someone is down but alive, try to protect them from further harm and hope that someone handy has immediate healing available. If they seem at risk of death, try to use first aid to stabilize them if at all possible.

Alorna Shaw
player, 21 posts
Abjurant Adept
Occult Vigilante
Wed 10 Jul 2019
at 21:54
  • msg #5

Re: COMBAT STATS - THREAD

Hit Points: 33
DR: Want it for X-mas
Armor Class: 22 (w/Mage Armor, commonly on)
Initiative: +2
Move: 30'

Fortitude:+4
Reflex: +3
Will: +4
Luck 5/5 saves only

Attacks:
Attacks: +12* or +10*/+10*(+3BAB+5Cha +3 Comp +1* (Enh),extra +2 versus Evil Opponents)
Damage:2d6(WeaponBasewithNew  MoonTransform)  +6*(Enh  +  ChaMod)+2d6  (Holy)+2d6 (SneakAttack)  +3d6(Electrical).
Critical: 19-20, +2d6+6 or +2d6+8 versus Evil Opponents.
Special   Notes:   Disarm.   2Lb.   Weapon   Design:   One-HandedMartial,  20  GP/6  DP.  Damage  2  (1d6),  Improved  Critical  Threat3 (19-20), Disarm 1. Basically an Athame / Sai / Pointy MagiciansWand with a crescent moon handguard.
Other-

Wolf of the Moon:
Str 25, Dex 15, Con 18, Int 8, Wis 12, Cha 10!Speed 50', Initiative +2,
HD 7d8, HP 84, AC 23 (Touch 15, Flat-Footed 17).
Attack / Grapple +5/+16 (Bite +12, 1d8+10 + Trip, 5' Reach).
Low-Light Vision, Scent,
Fort +10, Ref +9, Will +8
Listen +8, Move Silently +4, Spot +8, Survival +2
Alertness, Run, Track, Weapon Focus (Bite), and Evasion.
Spell-Sharing with Master up to one mile.
GrantofAidwith+3BonusUses, Specialized in Hit Points for DoubleEffect (2d8+5 per use) (9 CP).
This message was last edited by the player at 00:11, Thu 30 Apr 2020.
Khorolf Skullsplitter
player, 16 posts
Sun 14 Jul 2019
at 06:36
  • msg #6

Re: COMBAT STATS - THREAD

Khorolf Skullsplitter

Level 2 Update

Hit Points: 56/56
DR: 0/- (Northern Storm Style with Greatsword 2/-)
Armor Class: 16
Initiative: +2
Move: 60'; Ground

Fortitude: +4
Reflex: +3
Will: +1
Luck with +4 Bonus Uses, Specialized in Saving Throws

Attacks:
Greatsword: +15 or (+13/+13/+13) 3d8+9, Crit 17-20/x2, 10' Reach, 3 AoO. Quick Draw.
Unarmed Bear Style: +11 or (+9/+9/+9), 1d10 +5 (Normal or nonlethal as desired), Crit 20/x2, 10' Reach, Improved Grapple, Improved Bull Rush. Gains automatic Trip ("Throw") on a critical hit when grappling, considered armed when unarmed. Extra +4 to attack when Grappling.

When Berserk:
Greatsword: +18 or +16/+16/+16, 3d8+13
Bear Style: +14 or +12/+12/+12, 1d10+8. Still an extra +4 to attack(s) when Grappling.


Special: Berserker with Odinpower, Enduring, and +3 Bonus Uses (17 CP). +6 Str, +6 Con, +1 Will for 5 Rounds (L/3 +4) times daily. Does not suffer fatigue afterwards.
This message was last edited by the GM at 02:13, Mon 30 Sept 2019.
Deindrix (Shinoskay)
player, 83 posts
Thu 29 Aug 2019
at 08:38
  • msg #7

Re: COMBAT STATS - THREAD

Deindrix

Hit Points: 30/30
DR: 0
Armor Class: 14
Initiative: +2
Move: 30′ (Ground and Flight).

Fortitude: +4
Reflex: +3
Will: +1

Attacks:
Normal Attack: +x/+x/+x,  xdy+z, Crit 20/x2, 5′ Reach.

Quarterstaff: +2 to hit/damage, 1d6+1, Crit 20/x2

Thrown Dagger: +3 (+1 BAB +2 Dex), 1d4+1 (Str), Crit 19-20/x3, 10' range increment.

Anything else special to note (Aura's, passive SQs, Spells active, etc.)
This message was last edited by the player at 03:53, Wed 04 Sept 2019.
Neron Winterstorm
PC, 16 posts
Sun 12 Apr 2020
at 22:16
  • msg #8

Re: COMBAT STATS - THREAD

Neron

Hit Points: 50/50
DR: 2/- (incl energy)
Armor Class: 24 Dragon (25 Elf)
Initiative: +2
Move: 60′ (Ground and Flight).

Fortitude: +11
Reflex: +7
Will: +6

Attacks:
Normal Attack: +10/+10,  1d8+9, Crit 20/x2, 10′ Reach (dragon)  5' Reach (elf)

Animal-bothering aura
30' cone, 4d6 cold damage every 1d4 rounds
  Alternately, any lv 1 or 2 Conj/Trans spell
Gerad Waelhlem
player, 380 posts
Channeler Of Mysteries
Occult Dabbler
Mon 20 Apr 2020
at 07:31
  • msg #9

Re: COMBAT STATS - THREAD

Initiative: 1d20+2
HP: 54/54
DR: 0/- (6/- with Cloak of Nägi’jakoh’tunik)
AC: 22

Actions:
  • Standard Action: Usually Spellcasting.
  • Move Action:
  • Immediate Action (If needed): Defensive Shield to reduce incoming damage by 15 (5 available) or 25 (2 available).
  • Reflex Action: Triggered if needed to 1) ground out a major incoming spell or psionic power, 2) pull someone out of the way of an overwhelming attack, or 3) avoid a really massive attack on himself.
  • Not An Action: Counter mind-affecting attacks directed at him.

Current Power 68/60 (2 spent on Good Hope, +10 from  Nägi’jakoh’tunik), 5 uses of Rite Of Chi.

Special Notes: Detect Ma'at.

From Nägi’jakoh’tunik: Detect Trickery, Judgement Aura, access to The Adamant Will, The Inner Eye, Witchsight, and Witchfire, +2d6 Sneak Attack.
This message was last edited by the player at 02:06, Wed 29 Apr 2020.
Raven
player, 146 posts
Dark Stranger
Mon 20 Apr 2020
at 14:33
  • msg #10

Re: COMBAT STATS - THREAD

Raven

HP: 42 of 42
AC: 23 (Mage Armor+4, Force Shield +4, +3 Martial Arts)

Fort: +1
Ref: +3
Will: +5

Special Notes:
23/23 PP
36/36 Infliction Pool
24/24 Iron Bones Pool
12/12 Deep Reserve
6/6 Inner Strength

Usual Attacks: +3 Staff 1d6-1; +5 Infliction (1/2/3PP - 6/10/14d4 +1 -d8)
This message was last edited by the player at 00:30, Thu 30 Apr 2020.
Khorolf Skullsplitter
player, 75 posts
Fri 24 Apr 2020
at 02:21
  • msg #11

Re: COMBAT STATS - THREAD

Khorolf Skullsplitter

Level Three

Hit Points: 81/81, +30 Temporary when Berserk
DR: 10/Natural Weapons or Energy, 5/Energy otherwise
Armor Class: 17
Initiative: +3
Move: 60'; Ground

Fortitude: +5
Reflex: +4
Will: +2
Luck, only for Attacks and Saving Throws. +4 Bonus Uses, Specialized in Saving Throws

Attacks:
Greatsword: +17 or (+15/+15/+15) 3d8+10, Crit 17-20/x2, 10' Reach, 3 AoO. Quick Draw.
Unarmed Bear Style: +15 or +13/+13/+13 (+7 BAB +6 Str), 1d10+6 (Normal or nonlethal as desired), Crit 20/x2, 10' Reach, Improved Grapple, Improved Bull Rush. Gains automatic Trip ("Throw") on a critical hit when grappling, considered armed when unarmed. Extra +4 to attack(s) when Grappling.

When Berserk:
Greatsword: +21 or +19/+19/+19, 3d8+16
Bear Style: +17 or +15/+15/+15, 1d10+10. Extra +4 to attack(s) when Grappling.

Special: Berserker with Odinpower, Enduring, and +3 Bonus Uses (17 CP). +8 Str, +4 Con, +1 Will for 5 Rounds (L/3 +4) times daily. Does not suffer fatigue afterwards. Curse or Blindness / Deafness effect with an attack 3/Day (Will save DC 14 to resist), Luck for Attacks 4/Day. Seven as needed uses of Heavy Fortification.
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