The Great Championship - PvP Sandbox - Arena A

Game Master BC4Realz

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Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

Grog watches as his opponent throws a javelin at him and laughs as it lands five feet away from him. "Is that all you have?" he asks as he drinks another potion.

He walks 40 feet to the right, stopping by a grave.

Buffs:

Blur - 3 minutes - 20% miss chance
Shield of Faith - 18 minutes - +5 Deflect AC


Please remember to keep track of your negative energy damage per round. Grog, since you have acted twice now you will be at 26/28...

No need to update your profile every round, just make sure that you keep track of it mentally until you do update your profile.


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23 With a smile on his face,Kroot responds "No, it is not all I have." He rushes forward, and with one mighty leap jumps over the crack, landing a distance from his scaly opponent. He adjusts his positioning a little further,drawing his nodachi as he moves and then setting it.

45'move, standard action to ready/brace vs. charge


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

Seeing his opponent jump the crevasse and moving just out of range, Grog slowly walks back over there, pulling out another potion and drinking it, letting it take effect, Grog moves right up to Krute's face. "Nice to meet you, grasshopper."

Buffs:

Blur - 3 minutes - 20% miss chance
Shield of Faith - 18 minutes - +5 Deflect AC
Haste - 5 rounds - +30 feet movement, +1 on attack rolls, +1 Dodge AC, An extra attack.


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

"That's my line."

Seriously, I think I called Agkarar a grasshopper. Maybe a Cricket.


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

1d6 ⇒ 4 "Oof!" Krute could feel the pull of the abyssal pit, much stronger here than where he began.

He swung his nodachi at the lizardling before him.

1d20 + 8 ⇒ (4) + 8 = 12 but the distraction of the pit was too great, and his aim was off.

He stepped back 5'. Let these foul magics ensorcel his opponent, not him.


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

Grog laughs, "You have to do better than that." he say as he steps the 5 foot and lets his hands start to glow. The he tries to stun his foe.

attack: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 damage: 1d6 + 6 ⇒ (6) + 6 = 12 Elemental Damage: 1d6 + 1 ⇒ (2) + 1 = 3
attack: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 damage: 1d6 + 6 ⇒ (3) + 6 = 9 Elemental Damage: 1d6 + 1 ⇒ (5) + 1 = 6
attack: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 damage: 1d6 + 6 ⇒ (4) + 6 = 10 Elemental Damage: 1d6 + 1 ⇒ (5) + 1 = 6

But his first attack misses, discharging the stun harmlessly. The second one connects while the last one also misses.

buffs:
Blur - 3 minutes - 20% miss chance
Shield of Faith - 18 minutes - +5 Deflect AC
Haste - 5 rounds - +30 feet movement, +1 on attack rolls, +1 Dodge AC, An extra attack.

Neg energy: 1d6 ⇒ 2


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

"Right. Better. Thanks for the notes."

Krute lets his ancestral rage flow through his limds and brings his Nodachi to bear against the Skintaker.

1d20 + 8 ⇒ (18) + 8 = 26
Miss Chance 1d100 ⇒ 62
Crit Confirmation 1d20 + 8 ⇒ (15) + 8 = 23
Damage 2d10 + 12 ⇒ (1, 5) + 12 = 18

DC 16 Will or be confused for 1 round

I think you only took 1 neg energy damage this round, you take the 1d6 if you start in that square (like next round.)

Rage: +4 Str +4 Con +2 Will -2 AC


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

will: 1d20 + 3 ⇒ (3) + 3 = 6
action: 1d100 ⇒ 10

Being confused does little to Grog, he still attacks his opponent.

attack: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 damage: 1d6 + 6 ⇒ (3) + 6 = 9 Elemental Damage: 1d6 + 1 ⇒ (4) + 1 = 5
attack: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 damage: 1d6 + 6 ⇒ (1) + 6 = 7 Elemental Damage: 1d6 + 1 ⇒ (1) + 1 = 2
attack: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 damage: 1d6 + 6 ⇒ (4) + 6 = 10 Elemental Damage: 1d6 + 1 ⇒ (6) + 1 = 7
40 damage... you can't be up after that.
After his opponent drops, Grog will 5 foot away from the craves.


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

You forgot to take your 1d6 damage at the beginning of your round. You may not have been able to take that action at all.

GM wrote:


Special Map rules:

~The entire area is suffused with negative energy. Everyone takes 1 point of negative energy damage at the beginning of each round.

~Squares with gravestones can be moved through without any difficulty, however, they can be crouched behind as a free action to grant partial cover for a +2 bonus to AC from ranged attacks.

~If you begin your turn in a square with a grave stone you take 1d4 points of negative energy damage instead of the 1 point.

~If you begin your turn next to the crevasse you feel the negative energy grow in power. Anyone beginning their turn next to the crevasse takes 1d6 points of negative energy damage instead of the 1 point.

~If you begin your turn next to the crevasse in a square with a grave stone (What were you thinking?!) you take 1d10 points of negative energy damage instead of the 1 point.

~Pause the match for a GM ruling if either combatant falls into the crevasse. I will be along to tell you what happens.


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

i wasn't beside the opening at the beginning of last round and rolled the damaged because I thought it happened at the end of the round. Since you pointed out that it happened at the beginning of the round, I kept the roll from last round.


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

Fair enough, I guess. Although a part of me wonders if you would have rerolled if that had been a six.

Kroot saw the bewilderment in his opponents eyes as he struck true, and made a calculated gamble that the confusion and environment would finish his opponent off for him.

Grog's savage retort ripped through the hopeful plant-man, as blow after electricity-coated blow landed.

Kroot didn't so much fall as collapse before his worthy opponent.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

1d6 ⇒ 2 Sorry I was wondering to ;)


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

Ha! Doesn't really help, though, given the way Paizo's randomization works (set by user ID & thread or something, that's why you can preview and your dice won't change whenever you next post in a given thread-even if someone else rolls dice. But it's AWESOME that you rolled a 2.

EDIT: It also wouldn't be the same if he rolled it now anyway, since he's already posted again. Not a big deal, really, any number of factors play into this and it wouldn't even be a question/possibility if I hadn't gotten that lucky critical in. It's the way things happen when a random number generator is involved.


You guys really need to play with your food more...the combats in the other arenas have barely even started rolling yet. Lol.


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

I considered kiting him around all day (with double his HP) and letting the arena do my dirty work, but that didn't seem very sporting.


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

Yeah, I knew that most arenas are not on Grog's favor. He tries to get in fast and 1-2 hit his foes.


Once more darkness takes you, but this time it is different. There is a brightness to the dark, a warmth. You feel as if you are standing in the dark in the midday sun.

The darkness begins to prick your eyes. It goes from a deep black into a grey and then into a blindingly white darkness. It then resolves.

You find yourself standing in the middle of a wooden palisade. Through the opening you can just make out a road with a small traveler's temple standing in the middle of it.

Unlike before you cannot see your opponent from where you stand, but if this is like any of the other experiences you have had they are around here somewhere.

Krute, you are in the northern palisade. Gark, you start in the south.

Battle map has been updated.


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

Initiative 1d20 + 7 ⇒ (20) + 7 = 27

I'm fairly certain that gives me initiative, in which case, Krute will cast shield and take as much advantage of whatever cover the battlement gives him as possible.


Orc Barbarian 4 | HP 44 | AC 15 (T11 FF14) | F+6 R+2 W+1 | Init.+1 Perc.+7

Initiative: 1d20 + 1 ⇒ (7) + 1 = 8 Yep

Gark squints and hisses at the sudden bright sunlight. he looks around, then heads out of the enclosure. He draws his blade in one hand, and his potion in the other, preparing to drink the moment he sees someone.

Moving to the path, between the southern enclosure and the temple thing in the center.


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

Krute draws and drinks his potion of haste, then refocuses his grip on his bow, getting ready to move out.


Orc Barbarian 4 | HP 44 | AC 15 (T11 FF14) | F+6 R+2 W+1 | Init.+1 Perc.+7

Gark continues meandering roughly northward. He steps out into the path west of the temple. He brings his weapon arm up to shield his eyes from the hateful glare as he gazes about.

He catches sight of movement inside a wooden palisade on the other side of the path! He quickly drinks the potion in his off hand, and prepares to charge as he grows to a monstrous size!

Move nnw around the temple, move action to drink.

Buffs & Conditions:

Enlarge Person: -1 attack/AC, +2 Str, -2 Dex, 10' reach.
Dazzled: -1 attack
- STR 24, DEX 10 | AC 13 (T 9,FF 13) | R +1 -


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

Krute sees the monstrously sized orc psyching up for an attack. This opponent would be a challenge, there could be no doubt. A few arrows ought to take some of the fire from him, though. He calls upon the strength in his blood to properly use his bow and invigorate himself.

Attack 1d20 + 8 ⇒ (12) + 8 = 20 for 1d8 + 4 ⇒ (3) + 4 = 7 damage and

Attack 1d20 + 8 ⇒ (14) + 8 = 22 for 1d8 + 4 ⇒ (4) + 4 = 8 damage

Satisfied with the bloodletting, he takes a step back in preparation for the coming assault.

active buffs:

haste 4/5 rounds remaining +1 to hit, 1 extra attack on full attack, +1 Reflex, +1 dodge bonus to ac, +30 ft move rate.
shield 38/40 rounds remaining +4 shield bonus to ac
Bloodrage 12/13 rounds remaining +4 Str, +4 Con, -2 AC, +2 Will


Orc Barbarian 4 | HP 44 | AC 15 (T11 FF14) | F+6 R+2 W+1 | Init.+1 Perc.+7

Gark takes the arrows with hardly a flinch. He lets loose a primal scream and charges!Rage, charge, attack at 10' range
Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 2d8 + 20 ⇒ (3, 3) + 20 = 26
But his opponent easily ducks the massive blade.

Buffs & Conditions:

Enlarge Person: -1 attack/AC, +2 Str, -2 Dex, 10' reach.
Dazzled: -1 attack
Rage: +4 STR, +4 CON, +2 Will, -2 AC (12 rounds left)
Power Attack(2H): -2 Attack, +6 Damage
Charge: +2 Attack, -2 AC
-hp 37/52, STR 28, DEX 10, CON 18 | AC 9 (T 5,FF 9) | F+8 R+1 W+3 -


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

His own bloodlust getting the better of him, Krute drops his bow (free action), drawing his own nodachi (move action) and stepping into striking distance (5' step) and attacks, his yell being more a mixture of a yell and a tinkling laugh. "Yaaa-hehe-aaa-he-aaar-eeeegh!"

Attack! 1d20 + 11 ⇒ (20) + 11 = 31
Confirm! 1d20 + 11 ⇒ (12) + 11 = 23
Damage! 2d10 + 16 ⇒ (7, 3) + 16 = 26

Confusing Critical: DC 17 Will save or be confused for 1 round.

active buffs:

haste 3/5 rounds remaining +1 to hit, 1 extra attack on full attack, +1 Reflex, +1 dodge bonus to ac, +30 ft move rate.
shield 37/40 rounds remaining +4 shield bonus to ac
Bloodrage 11/13 rounds remaining +4 Str, +4 Con, -2 AC, +2 Will


Orc Barbarian 4 | HP 44 | AC 15 (T11 FF14) | F+6 R+2 W+1 | Init.+1 Perc.+7

Will: 1d20 + 3 ⇒ (2) + 3 = 5
Confusion: 1d100 ⇒ 24

The tree-man's blade catches Gark on the side of his head, ringing his skull like a bell. Gark shakes his head to clear it, then screams his fury into his opponent's face!

Intimidating Glare Intimidate: 1d20 + 7 ⇒ (11) + 7 = 18

He brings down his blade with punishing force!
Using Surprise Accuracy +2 and dropping power attack.

Attack: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 2d8 + 14 ⇒ (3, 5) + 14 = 22

Buffs & Conditions:

Enlarge Person: -1 attack/AC, +2 Str, -2 Dex, 10' reach.
Dazzled: -1 attack
Rage: +4 STR, +4 CON, +2 Will, -2 AC (11 rounds left)
Surprise Accuracy: +2 attack
-hp 11/52, STR 28, DEX 10, CON 18 | AC 9 (T 5,FF 9) | F+8 R+1 W+3 -


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

Awwww, everybody gets act normally, pout. :P

Krute takes the blows with some trepidation as the giant orc's yell rattles him despite himself. His humiliation at his recent defeat stirs his blood to action and he lashes out with his nodachi with blinding speed in a series of defensive counterblows.

1d20 + 5 ⇒ (15) + 5 = 20 for 1d10 + 8 ⇒ (2) + 8 = 10
and
1d20 + 5 ⇒ (12) + 5 = 17 for 1d10 + 8 ⇒ (2) + 8 = 10

active buffs & conditions:

haste 2/5 rounds remaining +1 to hit, 1 extra attack on full attack, +1 Reflex, +1 dodge bonus to ac, +30 ft move rate.
shield 36/40 rounds remaining +4 shield bonus to ac
Bloodrage 10/13 rounds remaining +4 Str, +4 Con, -2 AC, +2 Will
Fighting Defensively: -4 to hit, +3 to AC
shaken -2 attack, saving throws, skill checks, ability checks

Unless you're expecting to make an attack of opportunity, there's no point in not taking advantage of your furious focus to make a power attack.


Orc Barbarian 4 | HP 44 | AC 15 (T11 FF14) | F+6 R+2 W+1 | Init.+1 Perc.+7

Nuts. I keep forgetting I have Furious Focus. Do you want to add 6 points of damage? ;P

Gark reels from the blows, but seems to have a bit more left in him.
stabilization: 1d20 + 8 - 9 ⇒ (15) + 8 - 9 = 14 vs DC 10

He focuses all his remaining strength into one last swing!

Attack: 1d20 + 12 ⇒ (20) + 12 = 32 FINALLY.
Confirmation: 1d20 + 13 ⇒ (5) + 13 = 18 NUTS.
Damage: 2d8 + 20 ⇒ (8, 5) + 20 = 33

-1 hp for taking a non-move action

Buffs & Conditions:

Enlarge Person: -1 attack/AC, +2 Str, -2 Dex, 10' reach.
Dazzled: -1 attack
Rage: +4 STR, +4 CON, +2 Will, -2 AC (10 rounds left)
Dying: staggered
-hp -10/52, STR 28, DEX 10, CON 18 | AC 9 (T 5,FF 9) | F+8 R+1 W+3 -


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

Heh, no thanks. Just figured I'd remind you when I saw it on your sheet. Damn your power attacks HURT!

Krute was going to feel THAT in the morning. His life force ebbing, he'd better hit before he became a veggie salad for his powerful foe. "Ugh! Krute hurt! Heheeeeeheee! Now Krute.... heee he....KILL dumb orc!"

Attack 1d20 + 9 ⇒ (16) + 9 = 25 for 1d10 + 8 ⇒ (6) + 8 = 14
and
Attack 1d20 + 9 ⇒ (13) + 9 = 22 for 1d10 + 8 ⇒ (7) + 8 = 15


Orc Barbarian 4 | HP 44 | AC 15 (T11 FF14) | F+6 R+2 W+1 | Init.+1 Perc.+7

With a quick one-two chop, the green man finishes off the mighty Gark! The magically oversized Orc crashes to the ground in a bloody heap.

Good game! Sorry about the delay to start, work got crazy. It's amazing that with a 18-20 crit weapon, that's the first threat I've rolled in this entire thing.

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