The Great Championship - PvP Sandbox - Arena C

Game Master BC4Realz

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

initiative: 1d20 + 1 ⇒ (14) + 1 = 15


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

Gark takes in his new surroundings. "Cheerful"
He spots a strange four-armed creature on the far side of a chasm. Must be today's opponent. He gauges the distance, and takes a running leap!
Looks like 15 feet on the map, that makes a DC 15.
Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22
Pretty sure that's just a move action
He lands neatly, and takes a tentative swing at the guy on the other side.
Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d10 + 11 ⇒ (2) + 11 = 13

Buffs & Conditions:

Power Attack(2H): -1 Attack, +3 Damage


Inactive

What a grim place.

Agkarar faces the swing with his shield, and after calling to divine forces, retaliates with a mighty blow of his hammer.

attack: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
damage: 2d6 + 10 + 2 ⇒ (1, 3) + 10 + 2 = 16

Divine Favour as a swift with fervor, Power Attack.


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

Gark takes the blow full in the chest. He grins. "HA! Now THIS is a fight!" His eyes fill with with battle-lust, and he screams a warcry as he delivers his next blow.
Intimidating Glare
Intimidate: 1d20 + 6 ⇒ (20) + 6 = 26

Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d10 + 14 ⇒ (5) + 14 = 19

Buffs & Conditions:

HP: 24/40
Rage: +4 STR, +4 CON, +2 Will, -2 AC (10 rounds left)
Power Attack(2H): -1 Attack, +3 Damage
- STR 25, CON 18 | AC 13 (T 9,FF 12) | F+7 W+3


Inactive

Agkarar shivers, shaken by the bloodlust, but finds the will to strike the orc back.

attack: 1d20 + 8 + 2 - 2 ⇒ (16) + 8 + 2 - 2 = 24
damage: 2d6 + 10 + 2 ⇒ (5, 4) + 10 + 2 = 21

Shield of Faith as swift with fervor. +2 AC, Tch, Fl. Power Attack. Shaken for 1d4 + 2 ⇒ (2) + 2 = 4 rounds.


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

Gark staggers back from the mighty hit. What's with him today? He can't seem to hit anything! He flinches as the deathly chill seeps into his bones. I forgot the environmental damage from the last two rounds.
He springs at his foe, roaring with anger! Intimidating Glare again
Intimidate: 1d20 + 6 ⇒ (1) + 6 = 7 *sigh*
Attack: 1d20 + 10 ⇒ (1) + 10 = 11 SERIOUSLY?
Damage: 1d10 + 14 ⇒ (8) + 14 = 22

He swings comically wide, then stumbles slightly. The dark energy seems to be getting to him!

Buffs & Conditions:

HP: 0/40 (Staggered)
Rage: +4 STR, +4 CON, +2 Will, -2 AC (rounds left)
Power Attack(2H): -1 Attack, +3 Damage
- STR 25, CON 18 | AC 13 (T 9,FF 12) | F+7 W+3


Inactive

The second roar hasn't surprised Agkarar and he immediately uses the chance to finish the opponent. His hammer smashes the orc's chest with a loud crack.

attack: 1d20 + 8 + 2 - 2 ⇒ (15) + 8 + 2 - 2 = 23
damage: 2d6 + 10 + 2 ⇒ (5, 3) + 10 + 2 = 20

Power Attack.

Finally I have some good rolls. 3 consecutive hits.


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

The massive Orc flies backwards, landing with a crash! He twitches slightly, then gurgles out his last breath.

And Gark is down for the count. Wow.

GG though. Bad luck happens I guess. :P


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.

Dayreth, you are in the northern palisade. Terra, you start in the south.

Battle map has been updated.


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

init: 1d20 + 4 ⇒ (9) + 4 = 13

Terra takes some time to take in her new battle arena.


Inactive

initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Agkarar looks around, noticing the change from indoors to outdoors.


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

Terra again starts to form her usual barrier of Rock and gravel. and steps outside to look for her opponent. pulling a flask from her pouch a drinking it down.

take 1 point of burn increases DR to 3/adamantine
potion shield of faith +2


Inactive

Agkarar rushes towards the temple, strengthening himself with divine protection.

Shield of Faith with Fervor. AC 27, touch 16, fl 23.


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

Agkarar, where did you move to on the map? and it looks like a re-match. probably much like last time with lots of missing.

Terra cautiously makes her way around the central temple increasing the barrier to protect her. as she moves she draws another potion and drinks.

Take another burn point to increase DR to 4 and drink potion of Bear's endurance


Inactive

Forgot to move the token. Let's hope this time we'll miss less.

Agkarar moves to the side, and seeing the girl who bested him once, immediately tries to prevent her from moving.
He casts a spell to paralyze her nad increases his physical might.
"This time you will not outrun me!"

Hold Person (DC 15). Bull's Strength with Fervor.


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

can't hold me: 1d20 + 4 ⇒ (4) + 4 = 8

on second thought, looks like you can


Inactive

Satisfied with the effect Agkarar charges into the opponent, smashing his hammer into her.

attack: 1d20 + 14 ⇒ (12) + 14 = 26
damage: 2d6 + 15 ⇒ (5, 1) + 15 = 21

Divine Favour with Fervor. Charge. -2 AC until next round.


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... does that break the hold person? I know I get another save though.

will save: 1d20 + 4 ⇒ (11) + 4 = 15


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

Breaking free of the hold Terra backs up a step and hurls a blast of gravel at her opponent.

blast attack PBS and overchannel: 1d20 + 10 ⇒ (17) + 10 = 27
damage with PBS and overchannel: 2d6 + 12 ⇒ (1, 6) + 12 = 19


Inactive

Isn't breaking free from Hold Person takes a full-round action?


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

Yes its a fullround action, that does no provoke, I'm afraid Terra. Which was news to me, glad to see it has not been nerfed as hard as I thought.

Hold Person wrote:
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.


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

oh well, looks like a free shot again.


Inactive

Agkarar makes his second strike but misses, as the girl frees herself from the spell and moves slightly.

attack: 1d20 + 12 ⇒ (2) + 12 = 14 Nope, no free shot.
damage: 2d6 + 15 ⇒ (4, 4) + 15 = 23


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

agkarar is a little to close for comfort for Terra's liking, she takes a step back and hurls a sticky mass toward him.

ranged touch: 1d20 + 8 ⇒ (14) + 8 = 22

As the sticky goo strikes it bursts into flame.

fire damage: 1d6 + 1 ⇒ (5) + 1 = 6

tangleburn bag... DC20 reflex to avoid catching fire, DC 15 reflex to avoid being glued in place

tangleburn bag:

This sack contains tanglefoot bag materials and alchemical powders that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist's fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal.


Inactive

reflex vs fire(DC 20): 1d20 + 3 ⇒ (8) + 3 = 11
reflex vs glue(DC 15): 1d20 + 3 ⇒ (4) + 3 = 7
str to break free(DC 17): 1d20 + 6 ⇒ (7) + 6 = 13
goo duration: 2d4 ⇒ (2, 1) = 3 I'll roll the duration of goo, if you don't mind. If you do, roll it in your post.
HumanKasatha-torch!

The substance hits Agkarar, gluing him to the ground and setting him on fire. After he unsuccessfully tries to break free, Agkarar douses himself with conjured water.

1d6 ⇒ 2 fire damage, right?
Create Water. Handy.


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

we can go with your roll its fine, worked better than expected

Terra backs up as she centers her gravel field into a blast of stone

attack with blast PBS and overchannel: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 2d6 + 10 ⇒ (3, 5) + 10 = 18


Inactive

str check: 1d20 + 6 ⇒ (9) + 6 = 15

Instead of extinguishing the flame, the water only created a burst of fire. After another unsuccessful attempt of breaking free, Agkarar heals himself from the burns.

goo fire damage: 1d6 ⇒ 3
CLW: 1d8 + 4 ⇒ (7) + 4 = 11
Spontaneous CLW.


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

Terra hurls yet another blast of gravel at her trapped opponent.

attack with blast again: 1d20 + 10 ⇒ (10) + 10 = 20
damage if applicable: 2d6 + 10 ⇒ (2, 6) + 10 = 18

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