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Earth's Battle Tower - Martial Playtest - Arena 2

Game Master Joshua Hirtz

Battle Tower Arenas
Battle Tower Reward Chart


1 to 50 of 51 << first < prev | 1 | 2 | next > last >>

Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

This thread is a stage to playtest the Earth's Battle Tower's capabilities.

Arena 2

Opponent Selection: 1d15 ⇒ 12

The number was originally a 6 in the Preview and you have already faced off against number 12 so we are going to proceed with 6 once your ready.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night casts his mage armor and equips his longspear in his preparatory rounds.

He then bows to the crowd once he steps into the arena.

Ready and waiting

Init: 1d20 + 6 ⇒ (17) + 6 = 23


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

Level 2

A ash covered dwarf enters the arena from the opposite side holding a spear. With a similar reserved nature, he bows to the crowd before once more facing his opponent with a a stern look upon his face.

Initiate of Fire's Initiative Roll:
1d20 ⇒ 1

A voice, seemingly the same as the level prior, speaks out above the noise of the crowd. "Once more please put your hands together for our returning contestants. On the left we have Night and on the right we have Initiate of Fire."

The crowd lets out a roar. Spectators from Night's earlier match have shown up to once again witness the mysterious fighter's newest match.

"You may now FIGHT contestants!" the voice shouts from seemingly all directions.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

'Initiate of fire? Is he going to throw fireballs at me? Spellcasters usually don't do so well up close. I should take the initiative and charge at him.'Night thinks to himself.

Assuming 60 ft away

Night switches his longspear to his one handed grip, then charges at the initiate of fire, snapping at his shoulder.

charge: 1d20 + 5 ⇒ (1) + 5 = 6

His teeth snap only air. He quickly re grips his longspear with both hands.

AC 18, I threaten at both 5 and 10 ft. Feel free to roll the AOOs for me. It will be for damage. Bite is 1d6+3,longspear is 1d8+3. +5 to hit.


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

The dwarf turns to the side, allowing the bite pass through the now open air while lining up his own attack with his spear.

Spear Attack: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12 - Hatred is where the extra +1 to attack is coming from since you are a half-orc.

Spear Damage: 1d8 + 3 ⇒ (2) + 3 = 5

The spear glances off of the surrounding eidolon's natural defenses.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night decides to stay in close and personal and continues to bite the dwarf, managing to mangle his shoulder.

bite: 1d20 + 3 ⇒ (19) + 3 = 22
dmg: 1d6 + 3 ⇒ (5) + 3 = 8

Natural attack Bestiary Rules

If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one.

Issue is I truly have only 1 natural attack. My longspear does not threaten at 5 ft and I choose not step back to take my longspear attack during my attack round.

Any AOOs are now taken at a +3


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

The dwarf growls at the beast and tries to push his spear through it's stomach.

Spear Attack: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Spear Damage: 1d8 + 3 ⇒ (8) + 3 = 11

The attack fails to penetrate the beast's rough hide once more.

I would state that the damage would change if you were making an attack with bite and your spear. That would change the dynamics to be being more of an off-hand weapon. In this case, it is being used as a primary weapon.

So this would have been different if you chose to take the bite, 5-foot step, and then attack with your spear. Which to my knowledge is a viable round as well. Last I knew, you could take a 5-foot step between attack. That is if you are only taking one 5-foot step and no further movement occurs without special abilities.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

I choose not to take the 5 ft step. Reason being I wish to keep him threatened at both 5 ft and 10 ft since I suspect he is a spellcaster. I know the damage would change because my natural weapons become secondary(take - 5 to hit, deal 1/2 str dmg) the moment I use a manufactured weapon.

Night stoically shrugs and continues trying to nip the dwarf.

bite: 1d20 + 3 ⇒ (16) + 3 = 19
dmg: 1d6 + 3 ⇒ (4) + 3 = 7


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

It makes sense.

The dwarf sways before his opponent. Seeing no escape route, he lashed out yet again with his spear.

Spear Attack: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12

Spear Damage: 1d8 + 3 ⇒ (2) + 3 = 5

In his weakened state, he seems to lean forward more than stab and his effect has little effect other than to graze against the beast's natural defenses.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night has ranks in spellcraft. I'd like to have a shot at identifying spells cast heh.

Night continues to bite his opponent, trying to bring him down.

bite: 1d20 + 3 ⇒ (10) + 3 = 13


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

I will let you know if he chooses to make one.

Huffing the dwarf wobbles back and forth, his spear seeking an opening upon an opponent he has failed to hit. It was clear that this dwarf was as stubborn as any.

Spear Attack: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Spear Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

”Give up, dwarf – look, you can barely stand.” Night gives a matter-of-fact comment as he continues biting at the dwarf.

bite: 1d20 + 3 ⇒ (3) + 3 = 6


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

The dwarf simply grits his teeth and tries to skewer Night once more.

Spear Attack: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Spear Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

”I guess we’ll have to do it the hard way.”

Night continues biting the dwarf, managing to hit only armor.

bite: 1d20 + 3 ⇒ (3) + 3 = 6


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

Despite not being sure how he remained standing at this point in time, the dwarf did not question it.

Spear Attack: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Spear Damage: 1d8 + 3 ⇒ (2) + 3 = 5


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night snaps at the dwarf again, without much success. Getting impatient and hoping to finish the job, he steps back(5ft) then runs the dwarf through.

bite: 1d20 - 2 ⇒ (4) - 2 = 2

longspear: 1d20 + 3 ⇒ (16) + 3 = 19
dmg: 1d8 + 3 ⇒ (2) + 3 = 5

I threaten him with longspear only now so he can 5ft out of the way and cast


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

With the last effort move, Night impales the dwarf and drops him to the ground. The crowd once more bursts into cheers at the spectacle before the announcer speaks out over them.

"Congratulations once more to Night for his strong display.

You receive an additional 333 gp to spend. Let me know what you would like to do with your downtime and gold. We'll get started with the next match after that.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night quickly stablizies the dwarf before bowing to the crowd.

heal check: 1d20 ⇒ 3
heal check: 1d20 ⇒ 12
heal check: 1d20 ⇒ 4
heal check: 1d20 ⇒ 4
heal check: 1d20 ⇒ 7
heal check: 1d20 ⇒ 8
heal check: 1d20 ⇒ 2
heal check: 1d20 ⇒ 8

"Damn it..."He curses as the bleeding refuses to stop.

heal check: 1d20 ⇒ 9
heal check: 1d20 ⇒ 16

The other heal checks are if he still can be saved...not too much hope about that...

If the dwarf dies:

"I'm sorry. You shouldnt have stubbornly pushed on..."He says sadly to the corpse.

If someone stabilizes the dwarf, or Night managed to eventually get that heal check out:

"Phew."Night heaves a sigh of relief.

If someone helped stablize the dwarf

Night gives the person his heart felt thanks.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

For the next fight since I will probably be asleep.

Prep

Night casts Mage Armor on himself, and equips his longspear.

Actual fight

Night salutes the crowd, then moves into the arena.

init: 1d20 + 8 ⇒ (13) + 8 = 21

Realized my init was a +8 and not a +6, +2 dex,+4 improved init, +2 reactionary


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

For the next fight since I will probably be asleep.

Prep

Night casts Mage Armor on himself, and equips his longspear.

Actual fight

Night salutes the crowd, then moves into the arena.

init: 1d20 + 8 ⇒ (9) + 8 = 17

Realized my init was a +8 and not a +6, +2 dex,+4 improved init, +2 reactionary. Or if you wish, with GM permission, we can switch the init back to +6,then I switch one of my traits for sacred touch. I am VERY tired of not being able to make all those stabilize checks...


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

Random Opponent: 1d16 ⇒ 16

"Beloved attendees, please put your hands together for our next two contestants. On the left we have Night and on the right we have Cautious Mage. Let us see how these two fair against each other."

Cautious Mage Initiative: 1d20 + 5 ⇒ (13) + 5 = 18

You win initiative. We are going off your initial roll.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Hearing the word mage, Night decides to adopt the same tactics the used effectively against the initiate of fire, and charges right at the mage snapping at him after he has switched his longspear to a one handed grip.

charge: 1d20 + 5 ⇒ (17) + 5 = 22
dmg: 1d6 + 3 ⇒ (6) + 3 = 9

He then regrips his longspear with both hands.


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

The cautious mage stumbles backwards under the force of the bite. Now 5-feet away, he attempts to cast defensively.

You can attempt to identify the spell if you wish.

Concentration Check for Defensive Casting: 1d20 + 4 ⇒ (9) + 4 = 13

The spell fails due to the mage's inability to focus.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15

'I knew that was the right thing to do with finger wagglers.'Night thinks to himself as he steps forward to give the mage another bite.

5ft step taken

bite: 1d20 + 6 ⇒ (8) + 6 = 14
dmg on hit: 1d6 + 3 ⇒ (5) + 3 = 8

Same drill


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

The mage once more steps back, but this time attempts to strike Night with his staff which seems to mystically move forward from his hand to lash out.

Attack of opportunity for you before I continue forward.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night snaps at the mage in question, but goes wide.

bite: 1d20 + 3 ⇒ (1) + 3 = 4


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

Quarterstaff Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Quarterstaff Damage: 1d6 ⇒ 1

Night's turn.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night winces as the thrown quarterstaff gives him a light bruise. He then snaps back in retaliation at the mage, falling short.

bite: 1d20 + 3 ⇒ (3) + 3 = 6


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

Once more the mage steps back and attempts to throw his staff...

Attack of opportunity provoked.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night snaps at the staff throwing mage, snapping only air.

bite: 1d20 + 3 ⇒ (5) + 3 = 8

To make things simpler I will roll my turn attack as well. On Night's turn...

Night attempts to bite the mage.

bite: 1d20 + 3 ⇒ (17) + 3 = 20
dmg: 1d6 + 3 ⇒ (5) + 3 = 8


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

And with that, the mage falls to the ground.

"Congratulations for making it through another match. Feel free to take a bow before collecting your winnings."

That is another 333 gp for Night and a level.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Night attempts to stabilize the mage.

Stabilize: 1d20 ⇒ 15

He then bows to the crowd and collects his winnings.

On his downtime, he goes to work as a stablehand.


Max HP: 10 | AC 17; T: 13; FF: 14 | Init: +3 | Fort +4; Ref +7; Will +4 | Perception +4 (Darkvision 60') HP Lost: -0 |
Spell Slots:
-/2

...---...


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

Random Opponent: 1d15 ⇒ 14 I found out that the pirate NPC was built incorrectly so he is being removed from the random opponent's until reworked. That is why the roll is now out of 15 as opposed to 16.

"Please welcome to the arena, Rob! To start his debut, he will be facing off against Mercenary Magician!"

Mercenary Magician's Initiative: 1d20 + 2 ⇒ (9) + 2 = 11


Max HP: 10 | AC 17; T: 13; FF: 14 | Init: +3 | Fort +4; Ref +7; Will +4 | Perception +4 (Darkvision 60') HP Lost: -0 |
Spell Slots:
-/2

Initiative: 1d20 + 3 ⇒ (7) + 3 = 10

Wow, talk about close. I'll go ahead and post my first action to help speed things up.

Rob will activate his luck, then take a step back (if needed) and shoot at the Magician.

Attack Roll: 1d20 + 5 ⇒ (1) + 5 = 6
Damage Roll: 1d6 + 2 ⇒ (4) + 2 = 6


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

Round 1

The mercenary mage starts to close the distance as he throws a bolt of mystic force at Rob.

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Round 2

The mercenary mage stops ten feet away from Rob and throws out a hand, a myriad of colors comes forth to engulf his foe.

Color Spray DC 14 Will Save


Max HP: 10 | AC 17; T: 13; FF: 14 | Init: +3 | Fort +4; Ref +7; Will +4 | Perception +4 (Darkvision 60') HP Lost: -0 |
Spell Slots:
-/2

Will Save: 1d20 + 4 ⇒ (7) + 4 = 11


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

Unconscious, blinded, and stunned duration: 2d4 ⇒ (2, 2) = 4 round/s.

Followed by: Blinded and stunned duration: 1d4 ⇒ 3 round/s.

Followed by: 1 round of being stunned.

Round 3

The mercenary mage once more hurls a missile of force at his downed opponent before moving up to his opponent with staff in hand.

Magic Missile Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Round 4

The mage attempts to crush Rob's skull with his staff.

Coup de grace with staff damage: 2d6 ⇒ (3, 1) = 4


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

I'm assuming you have no way to combat the unconsciousness. If you do, feel free to interrupt where you would. Otherwise the mage continues.

Round 5

Once more the mage brings down his staff upon Rob's head.

Coup de grace with staff damage: 2d6 ⇒ (6, 2) = 8

If unable to interrupt the effect somehow, the match will end there. Rob is healed up and given the chance to use his downtime.


Max HP: 10 | AC 17; T: 13; FF: 14 | Init: +3 | Fort +4; Ref +7; Will +4 | Perception +4 (Darkvision 60') HP Lost: -0 |
Spell Slots:
-/2

Him dealing damage to me would make me conscious. Of course, I would still be stunned and blinded.


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

Can you provide me with where you are pulling that from? Neither color spray nor the unconscious effect found in the glossary state that as being a thing.


Max HP: 10 | AC 17; T: 13; FF: 14 | Init: +3 | Fort +4; Ref +7; Will +4 | Perception +4 (Darkvision 60') HP Lost: -0 |
Spell Slots:
-/2

I had to go and look, but it's under the sleep spell, which is the only other instance I could find in the CRB that makes a character unconscious without knocking them to 0 HP first.


Synthesist 2 | HP 19/19|13 temp AC: 26 (12Tch, 24 Fl) | CMB: +2, CMD: 15 | F:+ 3, R: +4, W: +5; | Init: +8 | Perc: +5, SM: +0 | Speed 40ft | Active conditions: Mage armor

Nope. Unconscious and asleep are two different things.

Helpless

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

Uncounscious

Unconscious creatures are knocked out and helpless. Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.


Max HP: 10 | AC 17; T: 13; FF: 14 | Init: +3 | Fort +4; Ref +7; Will +4 | Perception +4 (Darkvision 60') HP Lost: -0 |
Spell Slots:
-/2

I would counter that every instance of talking about sleep references being unconscious. I'm fine either way, though.


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

Every instance of sleep might reference the unconscious state, but the unconscious state does not always reference sleep. It's like saying every greyhound is a dog and thusly every dog is a greyhound.

The unconscious state is dictated to also be when someone hits below zero hit points. Someone does not wake up from being hit while they are under zero hit points so for this one I have to rule that damage does not awake the character when unconscious from color spray. It's an overpowered spell for first level, but it also it restricted by a save and hit dice limits.

Does Rob have any other way to deal with the unconscious state or shall I call the fight so that we can proceed to the next one?


Max HP: 10 | AC 17; T: 13; FF: 14 | Init: +3 | Fort +4; Ref +7; Will +4 | Perception +4 (Darkvision 60') HP Lost: -0 |
Spell Slots:
-/2

I don't.


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

That is one of the tougher opponent's I've seen at this level for the simple fact of having color spray at a decent DC for this level.

"There you have it, mercenary mage wins. Don't worry folks. Rob will be back up and fighting before you know it.

Random Opponent: 1d15 ⇒ 1

Continuing with Rob's theme of mercenary opponents, he will now face off against savage mercenary.

Savage Mercenary's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9


Max HP: 10 | AC 17; T: 13; FF: 14 | Init: +3 | Fort +4; Ref +7; Will +4 | Perception +4 (Darkvision 60') HP Lost: -0 |
Spell Slots:
-/2

Initiative: 1d20 + 3 ⇒ (12) + 3 = 15

Rob will once again activate his Archeologist's Luck and then fire his bow at the savage mercenary.

Attack Roll: 1d20 + 5 ⇒ (18) + 5 = 23
Damage Roll: 1d6 + 2 ⇒ (1) + 2 = 3


Male Lightfoot Halfling HP:79/79 | AC:21 | HD: 8/8 | INIT: +5 | SAVES: STR +0/ DEX +5/ CON +3/ INT +2/ WIS +2/ CHA +0

The savage mercenary growls as the arrow nicks her. Without hesitation, she charges Rob as she pulls out her heavy flail. Upon reaching him, she aims to disarm him as opposed to hitting him.

Disarm Maneuver: 1d20 + 6 ⇒ (6) + 6 = 12


Max HP: 10 | AC 17; T: 13; FF: 14 | Init: +3 | Fort +4; Ref +7; Will +4 | Perception +4 (Darkvision 60') HP Lost: -0 |
Spell Slots:
-/2

Rob allows his luck to linger and steps back, firing again.

Attack Roll: 1d20 + 5 ⇒ (6) + 5 = 11
Damage Roll: 1d6 + 2 ⇒ (4) + 2 = 6

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