[Jehova's Arena, Test] Fight the Thirty-Third, Elmer vs. Kirk


Play-by-Post


In the second of the newly constructed pits, Elmer and Kirk head out onto the sand (which now is now more of a hard-packed dirt/sand mix, apparently now reddish by design as opposed to permanently stained with the blood of previous 'contestants'). There's nobody in the stands apart from the a few scribes documenting the events of the match.

Elmer 1d2 ⇒ 1, Kirk 1d2 ⇒ 2

Elmer starts in A11, Kirk in L10. Initiatives and descriptions, please.


male

A hulking six armed humanoid in brutally scarred full plate enters the arena. large claws protrude from his feet and his helmet is open around his jaw to reveal rows of razor sharp fangs.
a scimitar is gripped in each of his six hands.

arbiter:
intiative: 1d1d20 + 1 ⇒ (4) + 1 = 5

initiative 5


Elf

Kirk enters the Arena with an overconfident smirk. The kind of smartass smirk you tend to hate. He is an 6 ft 3 in tall elf with silver hair, dressed as a common traveler. You can make out something looking like a crossbow on his back and a blowgun on his belt, the only armor you can see is a haramaki. There is a dusty rose prism flying around his head, it looks like it has already seen it's best days. You can also make out a scroll case and some alchemical items hanging from his belt.
Kirk is accompanied by his miniatur giant space scorpion Uhura (just a greensting scorpion) who readies for the fight at L9.

gl n hf ;)

Arbiter:

1d20 + 13 ⇒ (12) + 13 = 25

1d20 + 3 ⇒ (15) + 3 = 18

Initiatives:

Kirk 25

Uhura 18


Elf

:: Surprise Round ::

Kirk starts casting a spell.

Spellcraft DC 16:

Start casting Sleep

Uhura moves to J10

Elmer up!


male

Elmer takes out a vial of liquid and downs it. he bares his fangs and snarls.
Elmer moves to A10 (5 ft step).

arbiter:
expeditious retreat


Elf

:: Round 1 ::

Kirk finishes his spell as a move action. He throws some sand in your direction and the urge to take a nap rises in your mind.

DC 16 Will save please (spell, mind effecting, enchantment).

Further actions depending on the outcome.


male

saw that coming

Arbiter:
1d20 + 6 ⇒ (13) + 6 = 19

will save 19


male

arbiter:
So how exactly does arena freeze work?


Arena freeze is technically 12 hours since the opponent's last action, but it's not a very strict thing, especially right now. Plus that hasn't passed yet.


Oh wait, 12 not 24. Well, we'll discuss it. I had envisioned it as a thing people agreed on beforehand.


male

that's fine I just wanted to be clear


Elf

Sorry for the delay, missed you out on yesterday 3:24 AM on your second post. The thing about your third post is (and this happens the second time in the arena): That was 9:30 PM in my timezone. So I already went out (I do that every weekend). Technically it should count as weekend. Next action will follow within the hour.


Elf

Further Actions:

Kirk readies a standard action.

Arbiter:

Cast color spray when Elmer comes into range

Uhura Stays where she is.

Elmer up!


male

Elmer snarls and lets out a bellowing roar. He moves forward with surprising speed dropping a scimitar as he runs. The dropped sword dangles from it's weapon cord as he grips one scimitar in two hands and slashes down at kirk. Then retrieves his sword with a quick flick of his wrist.

Arbiter:
move action to k11, free action rage, standard action scimitar.attack: 1d20 + 8 ⇒ (1) + 8 = 9damage: 1d6 + 8 ⇒ (6) + 8 = 14

attack 21
damage 9
If I am not interrupted Elmer is in K11


As Elmer enters I11, a burst of incredibly bright color shoots from Kirk's now outstretched hand.

DC 16 Will Save, please.


male

Arbiter:
1d20 + 8 ⇒ (13) + 8 = 21

will save 21


male
Elmer wrote:

Elmer snarls and lets out a bellowing roar. He moves forward with surprising speed dropping a scimitar as he runs. The dropped sword dangles from it's weapon cord as he grips one scimitar in two hands and slashes down at kirk. Then retrieves his sword with a quick flick of his wrist.

** spoiler omitted **
attack 21
damage 9
If I am not interrupted Elmer is in K11

sorry somehow my roles got switched

attack 9
damage 14
im assuming that doesn't hit


Elf

:: Round 2 ::

(that 9 is a miss)

Kirk

Kirk delays until after Uhura.

Uhura

Uhura takes a 5 ft step into K11 and attacks Elmer:

Arbiter:

I did miscalculate Uhura's attack bonus the other fights. It should be +1 (my BAB, this point was missing) +3 (dex) +2 (Size)

1d20 + 6 ⇒ (17) + 6 = 23

In case a 23 hits: 1 nonlethal damage and DC 10 Fort save or sickened please. No move action for Uhura.

Kirk

Kirk takes a 5 ft step to K09.

Then he starts gesturing, mumbling occult words until a spray of colors flashes from his hand at Elmer.

DC 16 Will save please (hopefully while sickened) :)

move action depending on the outcome.


male

Arbiter:
Fort: 1d20 + 6 ⇒ (10) + 6 = 16Will: 1d20 + 8 ⇒ (12) + 8 = 20

Fort 16
Will 20


Elf

Man, can't you please fail at one of those? ;)

Kirk moves behind the pillar at J10 and tries to hide.

Arbiter:

Stealth

1d20 + 6 ⇒ (7) + 6 = 13

DC 13 Perception:

Move to I09

Elmer up!


Kirk cannot move, since he already took a 5 ft. step this round. If Kirk doesn't have some other move action he can take, Elmer's up with Kirk still in K09.


Elf

You're right, sorry!


Elf

So Kirk is still in K09

Elmer up.


male

Elmer steps past the scorpion at his feet and comes at Kirk like a spider monkey would if a spider monkey actually had eight limbs and six of them were carrying swords. In a single motion he leaps forward at Kirk, attacking with each of his six blades, scratching with the claws on his feet, and biting with his fangs.
5 ft. step to L10, full attack on Kirk.

Arbiter Only:

Mwk. Scimitar: 1d20 + 4 ⇒ (7) + 4 = 11, Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Off-hand 1: 1d20 + 3 ⇒ (3) + 3 = 6, Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Off-hand 2: 1d20 + 3 ⇒ (4) + 3 = 7, Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Off-hand 3: 1d20 + 3 ⇒ (20) + 3 = 23,Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Off-hand 4: 1d20 + 3 ⇒ (2) + 3 = 5, Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Off-Hand 5: 1d20 + 3 ⇒ (20) + 3 = 23,Damage: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Claw 1: 1d20 + 2 ⇒ (3) + 2 = 5, Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw 2: 1d20 + 2 ⇒ (18) + 2 = 20, Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Bite: 1d20 + 2 ⇒ (8) + 2 = 10, Damage: 1d2 + 2 ⇒ (2) + 2 = 4
Off-Hand 3 Confirmation: 1d20 + 3 ⇒ (8) + 3 = 11
Off-Hand 5 Confirmation: 1d20 + 3 ⇒ (20) + 3 = 23
Off-Hand 5 extra damage: 1d6 + 3 ⇒ (3) + 3 = 6

Mwk. Scimitar: attack - 11 damage - 9
off hand 1: attack - 6 damage - 5
off hand 2: attack - 7 damage - 8
off hand 3: attack - 23 damage - 7
off hand 4: attack - 4 damage - 8
off hand 5: attack - 23(critical) damage - 15
claw 1: attack - 5 damage - 6
claw 2: attack - 20 damage - 3
bite: attack - 10 damage - 4


In the frenzied leap, Elmer misses with many of his attacks, but he manages to connect with two scimitars and a clawed foot.

Total of 25 damage to Kirk.


Elf

Kirk is more then dead.

Good fight!

I'm actually a little embarrassed because I did not know you cannot take a move action when taking a 5 ft step. My group did it wrong the whole time. I guess you never stop learning something about the rules.


male

As his opponent lies dead in the sands of the arena Elmer sheathes his swords and disappears. In his place stands a young boy, he slowly turns around and walks out of the arena whistling quietly to himself. Good fight I was sure one of those will saves would get me. Well see you in the full arena.

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