Blood in the Sands: Arena Four


Play-by-Post

1 to 50 of 88 << first < prev | 1 | 2 | next > last >>

This is the Blood in the Sands PVP: Arena Four


RANDOM BOUT! BASHA VS HONORABLE APPRENTICE!


Wins: 2, Loses: 2, Ties: 0; Fame: 8

The human male enters the arena, taking careful note of the area around him. He wears no armor, and carries only a length of spiked chain. His head is clean-shaven and his brown eyes move to examine every sound, wary of what direction his opponent may come from.

Initiative:
1d20 + 4 ⇒ (4) + 4 = 8

Initiative: 8. Perhaps a bit too wary...


Gung-Ho Lunatic

BASHA stomps into the arena his trusted greatsword lifted into the air greeting the audience.
"The peoples champion has returned, watch as I rip his arms out and put them where hs legs are."

arbiter:

1d20 ⇒ 8

Initiative 8 ... looks like a tie, and I assume you have the higher initiative modifier (since mine is currently 0) so you go first.


"WOOOHOO, Kick his ass BASHA"


Wins: 2, Loses: 2, Ties: 0; Fame: 8

The thin man closes quickly with his opponent, bridging the gap between them swiftly in hopes of ending the battle with a quick victory.

Arbiter:
Close with opponent
Spiked Chain Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Spiked Chain Damage: 2d4 + 2 ⇒ (1, 1) + 2 = 4

The man closes with his opponent and whirls the chain above his head in a widening arc. Suddenly, he releases his grip on the chain, letting it lash toward his enemy.


Gung-Ho Lunatic

Ok, you have to put the results of your rolls and a description of what you did outside of the spoiler.

Also since its your first match be remembered that this first round is a surprise round.You only get a move or a standard action plus swift and free actions ,unless you have an ability that lets you act normally in the surprise round.
The starting positions are determined in alphabetical order, my name starts with B so I'm in B-10 you are in K-10.We are 45ft away from each other.

Now you could make a partial charge as a standard action but only up to your movement speed(if you are a 3rd level monk with 40ft move and a 10ft reach spiked chain you could reach me no problem.Or if you are a sohei who can act normally in the surprise round you could make a regular charge.

Either way I need to know what square you are in now the result of your attack roll and the damage you did if you hit.


Wins: 2, Loses: 2, Ties: 0; Fame: 8

Ah, okay. I see now. Sorry. My first time and all.

The man eyes his opponent. The seven-foot mountain of muscle is impressive, but fails to intimidate. Still, the lithe monk decides that it is best to keep his distance at first. He skirts the outside wall of the arena, whirling his chain above his head to create a droning sound.

Move to G-3.


Gung-Ho Lunatic

Pshh,....another one of those cowards.COME OUT AND FIGHT; I WILL EVEN GIVE YOU THE FIRST STRIKE.
BASHA casts a spell (no visible changes) and takes a five foot step forward to C-10.


Wins: 2, Loses: 2, Ties: 0; Fame: 8

"Very well, I shall take the advantage!" the smaller man shouts, closing from Basha's right.

Arbiter:
Move to E9.
Spiked Chain Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Spiked Chain Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8

The wickedly barbed chain lashes out at the larger opponent.

Move to E9. Attack = 16, damage = 8.


Gung-Ho Lunatic

I'm assuming you meant E-10 as you can't hit me from E-9, the attack hits BTW.

Bwahaha,not strong enough you fairy.

arbiter:

five foot step forward
start rage
Wild fighting 1d20 + 9 ⇒ (17) + 9 = 26,1d20 + 9 ⇒ (2) + 9 = 11
damage 1 2d6 + 13 ⇒ (3, 3) + 13 = 19, 2d6 + 13 ⇒ (1, 1) + 13 = 15

Although the attack barely scratched BASHA's leathery skin, he screams out his rage. The BASHA swings his sword ,with his usual contempt for his own safety, in wide arcs.

five foot step forward to D-10, Attack 1 26 damage 19, Attack 2 11 damage 15


Wins: 2, Loses: 2, Ties: 0; Fame: 8

EDIT: Forgot that this character is 3rd level and has more hit points, duh!

The sword slashes deeply into the agile monk, despite his best efforts to evade, and he cries out in pain. Fortunately, the second attack cleaves only air as the man gracefully evades the blow. He whips the spiked chain around for another strike, grimacing as he does so. No sooner has the attack been made than he is moving again.

Arbiter:
Spiked Chain Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Spiked Chain Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8
Moving to F17.

Currently at 4 hp.

Attack = 21, Damage = 8. Move to F17.


Gung-Ho Lunatic

"THERE IS NO ESCAPE"

arbiter:

Move to E-17
Attack 1d20 + 11 ⇒ (2) + 11 = 13 damage 2d6 + 13 ⇒ (1, 5) + 13 = 19

BASHA trails his wounded opponent seeking a quick finish...
Move to E-17(yep, I have fast movement to) then attack Attack Roll 13, damage 19 ...guess that misses. You get an AoO when I move from E-16 to E-17 but I get cover(+4AC) against that attack due to the wall.


Wins: 2, Loses: 2, Ties: 0; Fame: 8

Arbiter:

Spiked Chain AoO: 1d20 + 8 ⇒ (1) + 8 = 9
Spiked Chain Damage: 2d4 + 2 ⇒ (2, 1) + 2 = 5

The chain lashes out again as Basha nears, but the distance is short. The barbarian (?) moves in for the kill and makes a wild swing, but misses cleanly.

Attack for AoO = 9, Damage would have = 5.

Arbiter:

Spiked Chain Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Spiked Chain Damage: 2d4 + 2 ⇒ (4, 3) + 2 = 9
Move to I11.

Swiftly gathering up the slack, the monk tries again before dashing across the sandy floor.

Attack = 12, Damage = 9. Move to I11.


Gung-Ho Lunatic

Both your attacks miss.EDIT: No wait your second attack actually hits

Moving from F-17 to I-11 would be 45 feet so I'm guessing you stop in I-12.I might be wrong and you do have a 45 ft movement speed or more, if thats the case just say so and I will change my action.

"Hah slipped there for a moment.Won't happen again it's over, little man."

Spoiler:

move to I-13

Attack 1d20 + 11 ⇒ (14) + 11 = 25
damage 2d6 + 13 ⇒ (4, 2) + 13 = 19


BASHA follows through with a vicious overhand chop,apparently trying to cut his adversary in half.
move to I-13 Attack 25 Damage 19


Wins: 2, Loses: 2, Ties: 0; Fame: 8

Yeah, that will about do it.

The monk sees the blow coming and tries to dodge, but there is nowhere to run. Instead, his face becomes serene as the greatsword splits him from the top of his head to his midsection.

Good fight.


VICTORY TO BASHA THE GUNG-HO LUNATIC!


RANDOM BOUT: BOE HUNTER VS OLWYN. GOOD LUCK!


Arbiter:

Sleight of Hand check: 1d20 + 10 ⇒ (13) + 10 = 23
DC 10 check to hide palmed Drow poison in each hand
Initiative: 1d20 + 5 ⇒ (1) + 5 = 6

Olwyn strides confidently into the area with tail swishing steadily behind her and eyes scanning the arena. She flashes a toothy grin to her opponent, Bene ... Questo dovrebbe essere divertente

If you understand Catfolk:

Well... This should be fun.


Olwyn has no visible weapons other than the bow/quiver on her back and is armored in simple chain mail.

Initiative = 6


Which side of the arena am I on? South? For now I'm gonna assume I'm in M10 and that my dog's in M11

Boe strides into the arena calmly, her shield and a chakram in hand. Her bulldog trots in next to her. She looks at the cat girl and nods silently.

Arbiter:

Initiative: 1d20 + 5 ⇒ (6) + 5 = 11

Initiative=11

Surprise Round

Arbiter:

Swift action, challenge.
Free action, command Cesear to Flank.
Standard action:Attack with chakram

Attack roll (second range increment): 1d20 + 4 ⇒ (6) + 4 = 10
Damage (Challenge): 1d8 + 5 ⇒ (2) + 5 = 7

Ceasar moves 30' forward to G11

Boe steps forward and throws her chakram at Olwyn saying, "I challenge you. Prepare to die. Cesear, flank!" The metal disk flies towards the cat girl, followed by the loping dog. Cesear makes it halfway across the arena before the chakram clanks harmlessly off of Olwyn's chain armor.

10 to hit flat footed AC for 7 damage, should miss since you're in armor. Unless it's fake armor or something weird like that. Cesear moves to G11. My position is now L10.


I believe the precident is that the first alphabetically (so Boe) is at the North side of the arena, so you are in A11 and your companion is in A10

And the attack is not enough to hit.

The lanky cat girl quickly moves for cover behind one of the pillars.

Arbiter:

Delay action, for full turn.
Swift Action: Quickrunner shirt for extra move action; move to K9
Move Action: Apply Drow poison to claws.
Standard Action: Apply second dose of Drow poison to other set of claws
Free action: Drop both empty poison vials.

Olwyn moved to K9 taking cover behind the J9 pillar. Your turn.


Round 1

Boe advances drawing another chakram as she does so. Cesear runs up to Olwyn. As soon as Boe sees part of the cat's shoulder peeking around the pillar she throws the chakram. Cesear tries to bite the cat girl, barking loudly.

Arbiter:

Boe:
Move action:B9-C8-D8-E8-F7, drawing chakram as part of move.
Standard action attack.

Attack roll (cover, point blank): 1d20 + 6 + 1 - 4 ⇒ (12) + 6 + 1 - 4 = 15
Damage: 1d8 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11

Caesar:
Move action:H10-I10-J10
Standard action:Attack

Attack roll: 1d20 + 5 ⇒ (5) + 5 = 10

15 to hit for 11 damage with chakram. 10 to hit with bite which misses.
Final position of Boe is F7, final position of Caesar is J10


Olwyn dodges both the metal ring and the dog's bite.

Artiber:

Free Action: Activate Daredevil boots
Swift Action: Ki point to boost speed by 20ft
Move Action: Move from K9->J10->I10->G8
Acrobatics to avoid Cesear's AoO: 1d20 + 11 + 5 ⇒ (12) + 11 + 5 = 28
Acrobatics to avoid Boe's AoO: 1d20 + 11 + 5 ⇒ (14) + 11 + 5 = 30
Speed=(30+20)/2 = 25f
Claw Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Crit Confirmation: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d6 + 1 ⇒ (1) + 1 = 2
crit damage: 1d6 + 1 ⇒ (1) + 1 = 2

Olwyn moves to from K9 to J10 Acrobatics check of 28 vs Casear's CMD to avoid AoO then to I10 then diagonally to G8 Acrobatics check of 30 vs Boe's CMD to avoid AoO.

Olwyn lashes out with one her claws slashing Boe across the face.
Natural 20 hit for 2 damage. Confirmation roll of 19, so 4 damage total if that is higher than your AC.

Make a Fort Save vs DC 13 or be knocked unconscious for 10 rounds


Don't have time for a full post until I get back from work, but since being knocked out for ten rounds is a fight ender I'll go ahead and roll the save. The crit does not confirm though.

Arbiter:

Fort save: 1d20 + 10 ⇒ (1) + 10 = 11

Fort save is 11. You win.

Boooo! Completely luck based win. You roll a nat 20 to hit and I roll a natural 1 on my save. I demand a rematch! :P


Good Game. And I had several other tricks up my sleeve planning on you making the fort save. So I wouldn't call it a pure luck win. But the dice were nice to me for once. :)

Just to make it more official:

Arbiter:

Coup de Grace:
Damage(claw, claw, bite, and crit): 2d6 + 2 + 2d6 + 2 + 2d4 + 2 + 2d6 ⇒ (1, 2) + 2 + (1, 6) + 2 + (4, 2) + 2 + (4, 5) = 31

Coup de Grace damage: 31
If that doesn't finish Boe off: DC 41 Fort save to stay alive.


Though it's moot, I just wanted to point out for future reference that a coup de grace doesn't work that way. It's a full-round action for a single attack, which auto-crits (and adds sneak attack damage). If the target survives, they need a FS with a DC = the damage plus 10.

Coup de grace rules:
Coup de Grace

As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced "coo day grahs") to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.

You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

Regardless...

VICTORY TO OLYWYN! WELL FOUGHT!


Oops! I thought it was a full attack. Thanks for the correction though!


Random bout! Honorable Apprentice vs Sariras


Wins: 2, Loses: 2, Ties: 0; Fame: 8

The monkish-looking gentleman enters, wearing only a sarong and sandals, and carrying a wickedly-spiked chain. He regards his opponent with an air of calm.

Arbiter:
Initiative: 1d20 + 4 ⇒ (1) + 4 = 5

Initiative: 5


Female... you think. So hard to tell these Kobolds apart. 2 W 0L 0T 6F

The Kobold weating a garment of leaves, wood and bones walks threough the door, snickering; two flasks within it's hands. "Let us dance to the tune of death shall we?"

Int= 11, so I go frist. To save Time I'll just bundle it into this post aswell.

Arbiter:
Extract of Shield in Left hand, Dex Feral Mutagen in the right.Initiative: 1d20 + 7 ⇒ (4) + 7 = 11

With a cackle the kobold Popped the right flask and drained it's content into her belly; muscle growing slightly bigger, claws and fangs extending and looking dangerous while spines grew on her head, back and tail.

Arbiter:
Move action to drink Mutagen, +4 Dex +2 Natural armor -2 wis; Ac at 24 for 30 minutes, can use bite and claw attacks.


Wins: 2, Loses: 2, Ties: 0; Fame: 8

The human merely raises an eyebrow and warily steps forward, swinging his chain in front of his body.

Arbiter:
Readying an action. If she comes within range of the spiked chain, Apprentice attacks!

Move to F10


Female... you think. So hard to tell these Kobolds apart. 2 W 0L 0T 6F

Seeing the man appear her scaly lips jerked upwards in the mockery of a smile, drinking the second potion and grabbing yet another with a grin. "So much like the last green sheep; you sure you want to mess with me?"

Drinks the other flask, grabs another vial

arbiter:
Standard action> Move to drink Extract of Shield +4 Ac for 3 minutes; Move action to grab Extract of Expeditious retreat. Current ac 28 Touch ac 20;


Wins: 2, Loses: 2, Ties: 0; Fame: 8

The human does not move, nor does his stoic expression change.


Female... you think. So hard to tell these Kobolds apart. 2 W 0L 0T 6F

She tilted her head as she looked at the gladiator standing back and not coming at her. " Are you letting me prepare? How kind sweety~" With a cackle she drained the flask down her gullet, with a grin.Stepping to the side and lining herself up with the human she chuckled and licked her lips she pulled out another vial, holding it differently than the last ones.

In L-10

Arbiter:
Move action to drink Extract of Expedious Retreat, Movement speed increased to 60ft; 5 foot step to L 10, Prepared action to throw a bomb if he steps into H-10


Wins: 2, Loses: 2, Ties: 0; Fame: 8

"You are ready, then?" the man asks.


Female... you think. So hard to tell these Kobolds apart. 2 W 0L 0T 6F

Sorry had some real life stuff that cropped up; I applogize. L-10 to K-10; Flask toss, Targets Touch Ac for 15; Damage if hit=8 if Miss 5 Damage/ Half of Ref Save of 14

Seeing her preparations go to waste she grumbled and stepped forwards at him, lobbing the vial right at his body with a cackle. After which she reach for another flask on her belts.

Arbiter:
5 foot step to k-10 Standard action to throw the bomb Touchhit: 1d20 + 8 ⇒ (7) + 8 = 15 Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8 Move grab Extract of Trueshot


Wins: 2, Loses: 2, Ties: 0; Fame: 8

Arbiter:
Touch AC is 19, so that's a miss.
Reflex save: 1d20 + 7 ⇒ (11) + 7 = 18
I have evasion, so no damage from the splash.

The nimble man easily avoids the flask and the splash from its contents. (Reflex save = 18). Rolling forward from his dodge (move to I10), he whips the chain at his opponent.

Arbiter:
Chain attack: 1d20 + 8 ⇒ (14) + 8 = 22
Chain damage: 2d4 + 2 ⇒ (3, 4) + 2 = 9

Attack = 22, damage = 9


Female... you think. So hard to tell these Kobolds apart. 2 W 0L 0T 6F

Damn.. monks have the power to dodge everything from a ref save don't they X.x Miss your attack, In L-11; Throw another flask, touch ac Hit=41 Damage=10 Splash 5 Ref=14

Easily dodging the whipping metal she side stepped out of the path of danger and sipped on the vial in her hand, throwing another flask at him with great joy.

Arbiter:
5 Foot step into l-11, Move actin to drink Extract of truestrike +20 to hit, And standard action to attack.
TouchHit: 1d20 + 28 ⇒ (13) + 28 = 41
damage: 2d6 + 3 ⇒ (5, 2) + 3 = 10


Wins: 2, Loses: 2, Ties: 0; Fame: 8

This time, the flask connects and the monk winces in pain as he is covered in whatever it contained.

Arbiter:
Now at 13 hp.

Again the spiked chain lashes out, seeking to shred the flesh of the kobold.

Arbiter:
Spiked chain attack: 1d20 + 8 ⇒ (12) + 8 = 20
Spiked chain damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7

As the last attack did not hit, I harbor no illusions that this one will, either.

Attack = 20, Damage = 7

The chain lashes out, but misses the agile little reptile.


Female... you think. So hard to tell these Kobolds apart. 2 W 0L 0T 6F

Narrowly ducking out of the way of the chain once more she took a leap back to the side and scrambled a bit a ways before launching yet another flask of explosive fire. "Burn baby, burn~"

In L-12; Another Bomb thrown, for a 14; so I'm assuming thats a good miss, your go~

Arbiter:
5 Foot step into L-12 from L-11, Stadard action to throw a bomb at him.
TouchAc: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 2d6 + 3 ⇒ (3, 2) + 3 = 8


Wins: 2, Loses: 2, Ties: 0; Fame: 8

The monk dashes forward (Move to K12) and strikes again with the chain, missing his opponent by a wide margin.

Arbiter:
Spiked chain attack: 1d20 + 8 ⇒ (4) + 8 = 12
Spiked chain damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8

Attack = 12, Damage = 8


Female... you think. So hard to tell these Kobolds apart. 2 W 0L 0T 6F

The kobold rattled her body from side to side and took a frenzy of strikes at the foe infront of her.

Claw 1 Hit:11 Damage:1
Claw 2 Hit:21 Damage:2
Bite Hit:13 Damage:2+3*Was previously 6 on a wrong die roll.* acid
Tail Whip Hit:20 Damage:3
EDIT: The acid damage was a d4 not a d6, so I had to reroll it.

Arbiter:
Full attack for my 4 natural attacks, add elemental fangs to bite attack
Hit: 1d20 + 8 ⇒ (3) + 8 = 11damage: 1d3 ⇒ 1
Hit: 1d20 + 8 ⇒ (13) + 8 = 21damage: 1d3 ⇒ 2
Hit: 1d20 + 8 ⇒ (5) + 8 = 13damage: 1d5 ⇒ 2 (Adding Acid once per day to bite)damage: 1d4 ⇒ 3
Hit: 1d20 + 4 ⇒ (16) + 4 = 20damage: 1d3 ⇒ 3


Wins: 2, Loses: 2, Ties: 0; Fame: 8

Arbiter:
Now at 8 hp.

Still showing no emotion, the agile monk slashes again with the wicked chain, but misses cleanly.

Arbiter:
Spiked chain attack: 1d20 + 8 ⇒ (4) + 8 = 12
Spiked chain damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7

Hit: 12. Damage: 7


Female... you think. So hard to tell these Kobolds apart. 2 W 0L 0T 6F

No hits? Blah, I'll never hit your normal ac; time for maor touch ac checks!!! AoO provoked, Attacks weather or not you counter attack,Touch Hit 24, Damage=17 I am hit by own splash damage.

Dodging the unsuitable length of chain once she Pulled out another vial of explosives, chucking it at him no-matter the cost.

arbiter:
Standard action to throw a bomb, provokes AoO, attacks weather or not successful.
Hit touch: 1d20 + 8 ⇒ (20) + 8 = 28 Crit~
Confirming crit Crit confirm: 1d20 + 8 ⇒ (16) + 8 = 24
Confirmed Damage doubled. Damage: 4d6 + 3 ⇒ (1, 5, 3, 5) + 3 = 17

Hit by 5 fire damage for splash


Wins: 2, Loses: 2, Ties: 0; Fame: 8

I will take the AoO, though this attack will finish the fight.

Arbiter:
Spiked chain AoO: 1d20 + 8 ⇒ (10) + 8 = 18
Spiked chain damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8
I am now at -9 hp.

Trying once more, the monk sees an opening and swings the chain in. Though he tries valiantly, the substance tossed by the kobold melting his flesh, the pain is too great and he swings short. As he sinks to the sand, in what must surely be agony, his face shows only serenity.

Hit: 18 Damage: 8

I am going to assume that is a miss and that will finish me off.

Just FYI, my normal AC is only 19. From what I have seen, your odds of hitting me should be pretty good.


Wins: 2, Loses: 2, Ties: 0; Fame: 8

My apologies. I just noticed what you were talking about in your previous post. Yes, two of those attacks did hit, and I accounted for the damage, but I should have clued you in. In this case, it doesn't change the outcome of things. Dead is dead. I'm at -9.


Ah, sorry, didn't man to just super over power you; My ac was 28 with all my buffs. My build can dish out some tanking damage, but I fear what happens they first time a barbarian nails me in the face. Anyways, all things considering you lasted way longer than my last fight; and dodged WAYYY more of my attacks. GF to you~ I hope you where able to have some fun, no matter how small or big.


VICTORY SARIRAS GREENSCALE!


Boe strides into the arena, her shield in one hand and a small bag in the other. Her bulldog Caesar trots in next to her, his stubby tail wagging in anticipation.

Arbiter:

Initiative: 1d20 + 5 ⇒ (18) + 5 = 23

Initiative 23


Sorry for the delay.

Init = 9, you're up. Good luck!

Arbiter:
init 1d20 + 3 ⇒ (6) + 3 = 9

1 to 50 of 88 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Blood in the Sands: Arena Four All Messageboards

Want to post a reply? Sign in.