The Great Championship - PvP Sandbox - Arena B

Game Master BC4Realz

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You stand in darkness, there is no wind, there is no sound, there is no sensation. Are you standing? Now that you think about it you aren't sure. It is almost more like floating. A voice penetrates the emptiness. You do not hear it so much as feel it.

Welcome champion. I have brought you here to entertain me, and my friends. You will fight. If you win I will grant you a great boon. If you lose, you will lose everything. If you anger me then the loss of everything will seem a pittance in comparison to my rage.

The darkness around you shimmers, or ebbs, or...something. It resolves itself into a grand arena. Hard packed clay bakes in the sun, and in front of you four pillars stand in a square, reaching about 10 feet into the air.

Across the field from you, about 60 ft away, you make eye contact with your opponent, trapped in an enclosure, just like you. There is no fear in those eyes. That person is going to kill you if you don't kill them first.

The strange energy in the front of your enclosure vanishes...and suddenly the battle begins!

Start with initiative rolls and let's get the party started.


Grog and Nawyu face off against each other across the deserted battlefield.


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 looks around at the crowd and understand that this is just another arena where he has to fight. He knows what will happen if he loose, for it has happened to those who have lost before him. He looks across the ring to see the small halfling standing there. Why won't they let me free. he wonders.

Init: 1d20 + 3 ⇒ (13) + 3 = 16


Male Halfling Druid 1

Some things have to be cleared up before we start. I happen to have brought six donkeys, where are they? They are medium sized, and great soft cover against charges. They are not, however trained for combat and I cannot command them to attack anyone. The entire battle may hinge on where they are placed at the start. The entourage I have in this fight is:
1 halfling, wearing leather armor and holding a wooden shield, scythe sheathed on his back, with no melee weapon equiped
1 small cheetah, wearing leather armor. (size small)
6 donkeys. (size medium)
If we start in the 2x2 room, I'm down to two donkeys, but depending on the arrangement its highly likely that you do not see me at the start of the fight, as I am small and if given the option of having any control of my positioning at the start I would be hidden behind everyone else. I'm a little bit sorry about how picky I have to be with this but its really important what you see. Also has to be said (sadly) but metagaming this can ruin it completely (dont use ooc knowledge at all, Grog sees what Grog sees). Disclaimers aside:

Initiative: 1d20 + 7 ⇒ (20) + 7 = 27

TLDR; Where am I? Do I have all my donkeys? What does Grog see at the start?


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]

Dont mind the donkeys at all. We are in a big 12x12 arena.


I am away from a computer at the moment, but within the next couple hours I will get a map up for you guys with positioning of the donkeys.


As the energy fields enclosing you in vanishes, a similar energy seems to coalesce on the field of battle. 6 Donkeys fade into view, scattered about the arena.

Two, located in the center appear to be sleeping. The other four are awake and seem to be rattled by their sudden appearance in this new environment. There are whinnies and whickers as their eyes roll, trying to take in everything around them. They seem to be looking for a direction to run in before the bolt. Sadly, no exits appear to be forthcoming.

Donkey Initiative: 1d20 + 1 ⇒ (5) + 1 = 6

We don't need to do full tactical movement on the google map. That is mainly just to inform your imagination...I am generally not very good at descriptive text...and pictures are so valuable regarding that.

Nawyu, with the nat 20 on initiative...the first move is yours.


Male Halfling Druid 1

Nawyu and Dimitrius (the cat) use the donkeys in the middle as cover and enter stealth (this has a -10 on the stealth check).
That being said they both have stealth synergy so both roll separately and use the best die roll plus both of their bonuses.
stealth: 1d20 + 13 + 13 - 10 ⇒ (5) + 13 + 13 - 10 = 21
stealth: 1d20 + 13 + 13 - 10 ⇒ (18) + 13 + 13 - 10 = 34
The important thing from here is what the gladiators know about this competition. What information do we have going into this? Because the odds are Grog will never see me, and based on what we know going in he may or may not try to find me, or even know if I exist. Also given the number of rounds we have it seems fun to make some lore for this as we go along. TLDR; I go first, 34 on stealth (roll opposed perception), but we need to know what we know before we can decide what happens next.


Color me confused...how are you getting the skill bonus to stealth twice? Shouldn't it be 2Hd20 (higher of the two) + 13 - 10?

21 will still be a hard perception roll to make, but it is in the realm of possibility.

To answer the direct question. Grog knows that he is in an arena bought and that something is going to try to kill him. Even if he can't see you he may still take an offensive posture, walk around searching for you, ready actions to respond to your attacks, etc. Since your stealth is based on not having line of sight because of the donkeys if Grog changes his angle he might be able to break your stealth.

Obviously though Player knowledge can't inform how he does that, it would make for foul play. It has to be something that the character reasons out (intelligence roll) or intuits (wisdom roll). Once he figures out that he is going to need to search for you he probably would need to choose randomly what direction to walk, or, depending on how well he is trained, perhaps use some kind of search pattern.

I hope this information helps.


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]

Sorry, it's 8am for me now. I had to do some checking on the Teamwork feat myself. If you have a group of 4 and everyone rolls, you take the highest die and add your own modifiers... Either way, Grog wouldn't be able to see you even with a nat 20....
Perception: 1d20 + 3 ⇒ (11) + 3 = 14

Grog blinks his eyes as he would have sworn he saw something other than Donkeys before him. Shaking his head, he looks up at the crowd. "Is this what it has come to now? You want me to fight beasts of burden for your entertainment?" he shouts loud enough for those in the cheap seats to hear. "Then So be it!"

He charges 30 feet forward and screams at the Donkeys.
Intimidate: 1d20 - 1 ⇒ (16) - 1 = 15

He laughs as the Donkeys start.


Male Halfling Druid 1

http://www.d20pfsrd.com/feats/general-feats/stealth-synergy-teamwork
The text is "While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth."
Its insane, which is kind of the point.


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 think we're waiting to see what the Donkeys do. Would they stay there after being intimidated or would the Demoralize/Scare opponent cause them to move away from the big Suli.... Up to you GM."


Was waiting to get to a PC to post...sorry for the delay. Sorry for the delay. Since demoralize targets a single opponent, the one that you "hit" directly in front of you will react...the others will act as animals would...also RE Stealth Synergy: Note to self, houserule errata that in true games...that is horrendously broken.

Updated map for reference on donkey moves. Weirdest sentence ever

At the shout from Grog both of the sleeping donkeys wake up. Throughly frightened, the one closest to Grog bolts to get as far away as possible. The other donkeys on the field move at a slower pace, but try to ensure that Grog does not directly threaten them.

Only one of the donkeys remain in Grog's direct line of sight.

The donkeys avoid getting to close to Grog, so none provoke AOOs. Nawyu, the one that moves infront of your padoc does not notice you and your panther since you guys are so focused on being still and quiet.


Nawyu, you're up I believe.


Male Halfling Druid 1

We continue to hide.


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 moves up to the donkey that didn't move. "Now, we have a brave ass here. I'll take you can call you David." He moves to grab the donkey.

CMB: 1d20 ⇒ 18


As you initiate the grapple the donkey cries out in surprise. "Haa-he!".

It lashes out with one of its hooves (Attack of Opportunity: 1d20 - 3 ⇒ (3) - 3 = 0) but misses in its panic.

On its turn it will buck violently, attempting to break your grasp.

Break Grapple: 1d20 + 2 ⇒ (1) + 2 = 3

Failing to break your grasp the donkey looks wild eyed at you and brays in anger.


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, "Hush now David, You be a good donkey."

perception: 1d20 + 3 ⇒ (1) + 3 = 4 rolling now, since I should be able to see you with out cover...... well, i would if i had my eyes open.


Naywu, post speed is sadly slow and others are waiting. Please pick it up or I will need to bot you through this battle.


Done waiting

"Little one, you are poor entertainment and bore me. If you will not fight, then I will make you more of a puppet than you already are. DO MY WILL!!!

Nawyu's eyes glow with an ethereal blue light. Dimitrius murrs uncertainly.

What is this, you are in no way ready for combat. The spells you have prepared are for the weak. Hiding in mist. Talking to animals. This is no way to come to an arena. To make it sporting, we shall change that.

Blue energy burns over Nawyu's skin, drawing Grog's attention. There's no hiding now. The spells she had prepared for the day change to a casting of Acid Maw and a casting of Frostbite.

Now we are ready. "DIE Skintaker!"

Nawyu casts Acid Maw on Demitrius, and then send him in to bite at the Suli.

Bite Attack: 1d20 + 1 ⇒ (12) + 1 = 13

Unfortunately the bite dripping with Acid misses.


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 releases David as a free action and moves to the now visible opponent, ignoring the small cat.

Now that i see you, you won't flee." he says as his hands start to glow.

attack: 1d20 + 5 ⇒ (20) + 5 = 25 damage: 1d6 + 5 ⇒ (4) + 5 = 9 Elemental Damage: 1d6 ⇒ 2
If im in range for a 5 foot step, and can do Furry of Blows. attack: 1d20 + 5 ⇒ (8) + 5 = 13 damage: 1d6 + 5 ⇒ (6) + 5 = 11 Elemental Damage: 1d6 ⇒ 3
Crit attack: 1d20 + 5 ⇒ (18) + 5 = 23 damage: 1d6 + 5 ⇒ (4) + 5 = 9 Elemental Damage: 1d6 ⇒ 5

Seeing his small opponent fall to the ground, Grog goes and picks up David again.


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

Reporting in


The battle over darkness falls over your vision and you are once again... floating? falling? flying? existing? You feel energy surge through you. Not only are all of your wounds healed, but you feel stronger! More powerful. Additional equipment appears around you.

Very good! That was quite enjoyable. But let's up the ante shall we?

The darkness once again fades, and you find your self in a new arena.

A new combatant appears as you do on the other side of the strange wooden contraption, but an updraft of air obstructs your view of him from where you are standing. A large metal blade quickly spins in the center of the arena, pushing air up into the ceiling that is 50' above.

Try not to die to quickly now. I want something fun to watch. Hehehehe.

Special Arena Rules: Physical Ranged combat suffers a -10 attack penalty if it travels through the 'air column'. Magical ranged combat suffers a -5 attack penalty.

Flying creatures travelling through the air collumn must make a DC 15 fly check or be thrown into the ceiling, taking falling damage appropriate for the distance they have traveled. Flyers that pass this check gain 10' of altitude automatically due to the windgust.

If you end your turn within the sweep of the fan blade you will be attacked by a Collasal Falchion. The attack bonus is +10 and if hit you will take 6d6+10 damage. Think splat. Might make for some interesting bullrush attacks?


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]

Updated my profile and reporting back in... I'm in the right place?

Init: 1d20 + 3 ⇒ (19) + 3 = 22

Seeing this new Arena Grog smiles. "For some reason, i think this fight might be fun." he says and puts David down. Gives him an apple if there was one among the equipment he could have snatched.


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

Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Gark hefts his blade. It seems newer, better balanced. He reaches for a small flask at his belt, not wondering how it got there, or how he knows what it is.

The giant spinning blade was really neat. If he ever left this place, he'd have to figure out how to take it with him.

I'm assuming I'm in the south alcove. How is the lighting in here?


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 will move towards the north west area of the arena and while he's moving, he will remove a potion from his bag and drink it.


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

Gark notices his opponent and moves casually to the south west, drinking a potion as well.

As he reaches a spot where he has a clear line of motion to Grog, he flicks the empty flask into the center of the arena, where the giant blade catches and obliterates it. He holds out his hand toward his opponent, curling his fingers in a "bring it" gesture.

Buffs & Conditions:

Bull's Strength: +4 STR (30 rounds left)
-STR 25


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 drink something and toss it into the center, Grog takes out another potion, then watches as his opponent gets a little smaller while he grows in size. He will wait there for his opponent to come to him.

Buffs & Conditions:

Mage Armor +4ac
Enlarge Person
Current Stats
Strength 21
AC 17


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

"Fine then!" Gark smiles, raises his weapon, and charges!
Rage on, power attack

Attack: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d10 + 16 ⇒ (6) + 16 = 22

His blade chops upward, but his opponent sidesteps easily!

Buffs & Conditions:

Bull's Strength: +4 STR (29 rounds left)
Rage: +4 STR, +4 CON, +2 Will, -2 AC (9 rounds left)
Power Attack(2H): -1 Attack, +3 Damage
Charge: +2 Attack, -2 AC
- STR 29, CON 18 | AC 11 (T 7,FF 10) | F+7 W+2 -


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]

Now that his opponent has come to him, Grog tries to stun him as he activates his racial ability.

attack: 1d20 + 7 ⇒ (18) + 7 = 25 damage: 1d8 + 6 ⇒ (7) + 6 = 13 Elemental Damage: 1d6 + 1 ⇒ (1) + 1 = 2
attack: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 1d8 + 6 ⇒ (1) + 6 = 7 Elemental Damage: 1d6 + 1 ⇒ (4) + 1 = 5

DC for stunning fist is 14 Fort. Failure means you're stunned for one round.


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

Fort Save: 1d20 + 7 ⇒ (7) + 7 = 14
It seems for a moment that Gark has been pummeled into submission, but he suddenly counterattacks!
Attack: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d10 + 16 ⇒ (10) + 16 = 26
His blade hits home and bites deep! But the attack cost him, and he coughs up blood!
-1 hp for performing something other than a move action at 0 hp. Orc Ferocity keeps me conscious but disabled at negative hp

Buffs & Conditions:

Disabled: single actions only, lose 1hp on any other type of action.
Bull's Strength: +4 STR (28 rounds left)
Rage: +4 STR, +4 CON, +2 Will, -2 AC (8 rounds left)
Power Attack(2H): -1 Attack, +3 Damage
Charge: +2 Attack, -2 AC
- STR 29, CON 18 | HP -1/27 | AC 11 (T 7,FF 10) | F+7 W+2 -


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 knew i should have taken the shield potion as well. :) Good match though.

Feeling the blade bite into him, Grog moans in agony as the Orc sways from his own injuries. Grog thinks to himself. It was a good fight, but even the best have to fail every once in a while.


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

GG. We're all such damage monsters that these lower level fights just won't last long.
Gark sinks down into a sitting position, supporting himself with his blade.
Stabilize: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16
He pants heavily, wondering at his fallen foe. Who knew one could hit so hard with just a punch?


The battle over, the bloodlust fades. Darkness once again robs your sight.

This time the darkness seems to stab into your eyes. It is almost malevolent in it's aggression. You feel a coldness begin to sink into your bones as the darkness slowly fades into a dim light.

You find yourself in a dimly lit cavern, your opponent just on the other side of a wide crack in the ground. Light seems to fall into the crack and become lost. Looking around you notice the cavern is filled with grave stones. A chill crawls up your spine that you cannot seem to shake. An unearthly cold grips you as you ready yourself for combat.

Roll for initiative. Also roll 1d10 for any level per hour buffs that you have precast as outlined in discussion.


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

Initiative: 1d20 + 10 ⇒ (18) + 10 = 28Not possible for Terra to beat that so I'll post.

Scowling as the negative energy saps at him Narg casts a spell and vanishes. Shrouded by his spell he takes to the air.

Spellcraft DC 19:
Vanish.


Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none

well that ain't right... I hereby order you to roll lower... (just joking)

spellcraft? never heard of her

Terra was taking in her surroundings and she catches her first glimpse of her opponent. but only for a brief second as he quickly vanishes from sight.

Sensing that her opponent is a spellcaster, Terra can only defend herself for now, until her opponent reveals himself.

she pulls a swirling mass of rock and gravel about her making a tight defensive barrier. the strain of creating the barrier shows on her face but she accepts it like she has practiced to do.

free action to accept 1 point of burn and take 3 non-lethal damage

increases DR to 2/adamantine also fuels overchannel ability for +1 to hit and +2 damage with her blasts

Terra then prepares to launch her attack once the enemy becomes visible and is in range.

ready action as soon as she has a visible target within 30 feet she releases her blast

readied dice rolls:

readied attack: 1d20 + 9 ⇒ (20) + 9 = 29
readied damage: 2d6 + 10 ⇒ (3, 6) + 10 = 19

crit?: 1d20 + 9 ⇒ (19) + 9 = 28
crit damage: 2d6 + 10 ⇒ (1, 5) + 10 = 16


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

Biting back the pain as his energy is sapped again Narg flies across the ravine from some forty feet above, descending slightly once across and pulling out a scroll. He remains invisible.


Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none

Lucky you remained invisible and out of range

Terra is growing frustrated that her opponent has chosen to remain hidden. still she uses this time to better prepare herself.

she intensifies the gravel barrier around her as she pulls a potion to drink.

free another 3 non-lethal for 1 more burn. increasing DR to 3/adamantine, move to pull a potion

she then readies herself for the inevitable attack.

standard to ready an attack if Narg becomes visible and within 30'

readied dice rolls:

attack: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 2d6 + 10 ⇒ (2, 4) + 10 = 16


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

Wincing as the foulness saps at him again Narg begins chanting a spell remaining invisible, hovering in place apart from a brief move away from Terra to disguise his position.

5ft. flap and full round spell.

Fly Hover: 1d20 + 12 ⇒ (14) + 12 = 26


Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none

perception: 1d20 + 7 ⇒ (14) + 7 = 21

Terra tries to pinpoint where the chanting is coming from trying gauge its range.

as she does this she gathers more power from the earth around her and prepares to fire once more.

gather power as a move action to reduce the burn cost of her next blast by 1

standard action: ready attack as soon as Narg becomes visible (using the gathered power to fuel extended range to increase range to 120'

readied action rolls:

spoiler --- will roll them if I can attack


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

Suddenly a swarm of chittering bats appears in the air some ten feet above Terra! Testing the air for potential prey they spy the human below and swoop down enmass to envelop her!

Despite Terra's shield of whirling stone the bats manage to just injure her, and she find that the wound will not stop bleeding!

1 Damage after DR and 1 ongoing Bleed damage at the beginning of each of Terra's turns. DC 10 Heal check will remove the condition.

Terra also needs to make a DC 11 Fort, e.g not roll a 1 LOL, or be nauseated by the bat's distraction ability.

Narg meanwhile still invisible reads a scroll and then flies over to the great ancient bones protruding from the wall landing atop them and taking care to conceal himself there behind the brazier before his invisibility dissipates.

Swarm Damage: 1d6 ⇒ 4
Stealth: 1d20 + 6 + 4 + 2 - 5 ⇒ (14) + 6 + 4 + 2 - 5 = 21 +4 distance, +2 unfavourable conditions for being in a swarm of bats hope that seems reasonable? -5 for hiding after moving more than half of movement.


Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none

I would say that If I make the distraction save then that would negate the favorable conditions perhaps the Gm can make that call

also I think the bats appearance might set off Terra's readied attack? but I did specify Narg and the bats swarm was not expected so I am going with no on the readied attack

the whirlling rocks are only flavor it is her DR -- just FYI

fort save: 1d20 + 9 ⇒ (20) + 9 = 29
perception: 1d20 + 7 ⇒ (16) + 7 = 23

Not letting the swarm get to her (I mean mentally - not physically. Physically they can reach her easily)

Terra manages to catch sight of her opponent She steps outside the swarm to get a better view. and coalescing all of the rocks swirling around she hurls a barrage of stone at her opponent.

gather power as a move action to reduce the burn cost of extended range infusion to 0.

blast attack with overchannel: 1d20 + 8 ⇒ (14) + 8 = 22
damage with overchannel: 2d6 + 9 ⇒ (5, 5) + 9 = 19


I agree with Terra regarding the favorable conditions. If she had become nauseated by distraction then I could see it warranting an adjustment to the skill roll.

Good news is her perception check made the point moot...so there's that!


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

Distraction is specifically listed as a -5 to perception, although its not meant to be the "ability", happy to let the GM decide and not relevant here in any case :) I like the swirling rocks image, very cinematic :)

Angered by the sapping of their energy the bats surge forward to engulf Terra again, once again their relentless numbers managing to get past her formidable defences and draw blood.

Fortunately Narg's plan to wear his opponent down via bat bites and bleeding means he was on the defensive and his shield spell and the cover protect him from Terra's blast.

Gritting his teeth he begins chanting another spell, remaining huddled down behind the brazier. And a tiny green tailed scorpion emerges from his pocket rushing towards Terra! Pausing before the unpleasant feeling of the ravine intensifies it rears up waving its sting menacingly, but cannot quite manage to demoralize Terra due to her higher than average wisdom.

My apologies I have been forgetting to roll arcane spell failure, high is good.

Bat Swarm: 1d6 ⇒ 5 2 Damage after DR, DC 11 Fort, the bleed effect does not stack so it is still 1 bleed damage at the beginning of each of Terra's turns.

ASF Vanish 5+: 1d100 ⇒ 35
ASF Summon Swarm 5+: 1d100 ⇒ 64
ASF Shield 5+: 1d100 ⇒ 6 Yikes, phew.
ASF Sleep 5+: 1d100 ⇒ 11

Nips Intimidate: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13 So close, curse you wisdom modifier!


Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none

curious... what is your AC? also your armor and shield have 10% ASF combined so the shield spell failed the ASF check? even if the shield spell is up, I calculate your AC at 20 (is this correct? This helps narrate my actions better) granted the cauldron adds cover so the 22 barely misses. I am hoping this doesn't turn into a series of misses due to high AC.

This swarm is becoming a nuisance, she turns her attention to it, bombarding it with a barrage of stone and gravel

blast attack on the swarm: 1d20 + 9 ⇒ (13) + 9 = 22
blast damage: 2d6 + 10 ⇒ (3, 1) + 10 = 14

from the blast description:

Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms)

this is NOT an area blast so no bonus damage


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

With shield, the spell, it is 20 cover then grants a +4 so 23 total. I'll throw up something in the class line, you are my first opponent who has had it filled but turnabout is fair play.

Seems like you should have 9 damage BTW Terra, are you counting the negative energy damage each round? 4 neg energy damage, 3 total from the swarm attacks and 2 from bleed.

Spoiler:
Narg does not have his shield slung as I am essentially trying to use up his 1st level scrolls before they become redundant and knew I was going with the vanish summon swarm shield strategy - which would have worked much better against anyone, but Terra! I was actually planning to get rid of it entirely - I had asked a question about hour long spells and was waiting on the response to figure something out for AC, but I could not resist peeping at the arena before doing so and decided it was not fair to alter what I had on herolab after seeing the arena rules, etc. I hope it makes sense spell failure becomes more of a liability as a caster levels, and shields do not stack with shield.

Sorry I forgot to note it, but he did draw a scroll and cast, which I think demonstrates it was what I had in mind.

I will also note that Narg could have dropped his shield as a free action during any of his moves, since he has a +1 BAB, has flyby attack so he could have moved cast and moved again.

Terra's onslaught of stone annihilates the swarm, turning the bats into so much bloody mess which swiftly vanishes.

The scorpion rears again trying to intimidate Terra, who simply ignores the tiny creature's rather feeble effort.

Suddenly Terra is enveloped in a cloud of sparkling dust which makes her feel lethargic and sleep begins to claim her...

DC 15 Will save or fall to sleep. Narg's actions depends on whether Terra falls to sleep or not.

Nips Intimidate: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1


Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none

oops thanks I totally forgot the negative energy damage thanks for the reminder


Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none

ouch my possible weak spot.

will save Dc 15: 1d20 + 4 ⇒ (5) + 4 = 9

nighty night


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

Not necessarily a game ender since the GM might reasonably rule that the negative energy damage would wake you. I don't think bleed should intuitively, but negative energy might? It depends on how one defines wounding, this being a case of poor legacy text that ought to have been updated properly with PF terms.

Sleep wrote:
Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Narg coughs as the dark energies sap at him again and flies out from behind the brazier casting a spell and hurling forth a great web that envelops Terra then flying back to cover behind the brazier. As the web covers the brazier behind her it catches fire the flames spreading forth to burn Terra, but also waking her and freeing her.

When web is set on fire the fire progresses at 1 square per round since it is specifically flammable and spreads out 1 square from the initial each round. It is possible it should burn away only the initial square over the brazier first then spread, but as it is impossible for Terra to get away, she is grappled by the web and prone, so best case she is standing and gets burned, it does not seem to make much odds.

Meanwhile poor old Nips the scorpion succumbs to the onslaught of negative energy and curls up into a ball before vanishing.

Narg uses flyby attack - which actually allows for a standard action mid move rather than an attack.

Fire Damage: 2d4 ⇒ (4, 3) = 7


Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none

OK can you please show me where the ruling was about the negative energy damage from the arena? I can't find any such post.

EDIT: nevermind... I found it... the map is difficult to see clearly so I cannot tell if I am on a gravestone or not.

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