GARK da ORK |
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
Power Attack(2H): -1 Attack, +3 Damage
GARK da ORK |
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
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
GARK da ORK |
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!
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
Agkarar |
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.
GM BC4Realz |
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.
*Terra |
init: 1d20 + 4 ⇒ (9) + 4 = 13
Terra takes some time to take in her new battle arena.
*Terra |
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
*Terra |
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
Agkarar |
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.
*Terra |
can't hold me: 1d20 + 4 ⇒ (4) + 4 = 8
on second thought, looks like you can
*Terra |
ouch... does that break the hold person? I know I get another save though.
will save: 1d20 + 4 ⇒ (11) + 4 = 15
*Terra |
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
Narg Crowbait |
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.
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.
*Terra |
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
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.
Agkarar |
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.
*Terra |
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
*Terra |
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