Blood in the Sands: Arena Five


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This is the Blood in the Sands PVP: Arena Five


Challenge Match! Faust vs Samurai Jack

Faust in the North, Jack from the South. Good Luck!


An armored dwarf walks into the arena, armor clanging. He holds a shield in one hand and wears a necklace bearing a pentagram symbol. The same image shows on his neck, like a brand.

A bandolier of vials is slung over his chest, an assortment of weapons and two scroll cases hang from his belt.

Surrender now, and I promise you a quick death.

Init is 12

Arbiter:
Initiative 1d20 + 3 ⇒ (9) + 3 = 12


Oh, and visible armor is full plate and heavy wooden shield, visible weapons are battleaxe, heavy pick, light crossbow


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

DM:
Init: 1d20 + 4 ⇒ (15) + 4 = 19, Vanish 5ft move to K9

The dark-haired lithe Humanoid enters the arena smoothly and calmly, wearing A full Black lacquered O-yoroi armor. A Red Oni Mask is hiding his face. The light catches small bits of metal shining on the armor. He surveys the crowd briefly with a glance before turning to his opponent and bowing. He holds a parchment in one hand and a Katana and a Wakizashi in their scabbard are hanging from his waist. A few spears are slung over one shoulder in a quiver. A banner with Clan colors is attached to the back of the armor

He bow to his adversary chants a few words of power and disaprear.

init is 19


Round 0

The dwarf is not impressed by the human's disappearance.

Very well--remember my offer, when I am extinguishing your life.

With that, he also chants a spell and disappears.

I usually put a descriptive post, then put in ooc tags a brief synopsis of any other information my opponent needs--Ex: I move to Z14 and attack, hitting a 24 AC for 4 damage, etc. Also, when I cast a spell, I put what it is in spoiler tags with the spellcraft DC to identify it as it's being cast. No harm on yours, since I have no spellcraft skill, but just an FYI. For example...

Spellcraft DC 17:
Invisibility

Perception DC 26, increased by your distance from A11:
I'm in B-11.

Your go.

Arbiter:
Cast invisibility, 5 ft move to B-11. Stealth 1d20 + 15 ⇒ (11) + 15 = 26


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Spellcraft: 1d20 + 10 ⇒ (4) + 10 = 14

You hear some more chanting coming form the S-W corner but nothing else

DM:
draw + use scroll of mirror image: 1d4 + 1 ⇒ (1) + 1 = 2 5ft to J8

is the DC augmented by using a different language for the spellcraft check?


Not that I know of. Note that, theoretically I could try to find you, but I have terrible perception. If you stand still you get +40 to your stealth roll (when invisible) and +20 when you move. That's why I gave you the chance to find me on my turn. Of course, I probably can't find you even if I roll a 20, just wanted to let you know.

Round 1

There is no sign of the dwarf.

Perception DC 42:
I'm in B-11.

Arbiter:
Standard action: Cast Aid 1d8 + 3 ⇒ (4) + 3 = 7 temporary hitpoints. Move action: Domain power to create a duplicate of myself. Stealth: 1d20 + 35 ⇒ (7) + 35 = 42


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

DM:
Casting shield then move to D8

you hear some more chanting from the same area.


Round 2

Only the cheering, and booing, of the crowd can be heard.

Perception DC 25:
I'm in F10.

Arbiter:
Standard: Cast Bull's Strength. Move action to F10. Stealth 1d20 + 15 ⇒ (10) + 15 = 25


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Round 3

No sound no nothing this round

DM:
spring loaded potion (free), Drink potion of mage armor + draw weapon (taking a +3 magic bonus from item) + 5ft step to D9


Round 3

Still no sign of the dwarf.. Exciting match, huh? ;-)

Perception DC 36 to find me.

Arbiter:
Move action: Draw Scroll of Deathwatch. Standard: Cast Deathwatch. Stealth 1d20 + 35 ⇒ (1) + 35 = 36 Temp HP (7/7), Aid rounds remaining (28/30), Bull's Strength (29/30), Deathwatch (100/100)


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

Round 4

the samurai appears in D9 (him + 2 images)

end of spell + delay, you are up :)


Round 4

The crowd continues to throw things at the missing combatant.

Note, you might not want to delay, as it doesn't really do anything in a one on one combat. You'd be better off with a ready action.

Perception DC 42 to find me

Arbiter:
Move action: draw potion of enlarge person. Standard: Drink potion. Enlarge to squares E/F-9/10. Stealth 1d20 + 35 ⇒ (7) + 35 = 42 Temp HP (7/7), Aid rounds remaining (27/30), Bull's Strength (28/30), Deathwatch (99/100), Enlarge Person (10/10)


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

The samurai still waits in the same place not doing anything really.

readied action to attack when i can hit you. your turn


Round 5

Still nothing...

Sorry, almost ready to break invisibility :-/

Perception to find me is 34

Arbiter:
5ft move to F/G-9/10. Stealth 1d20 + 15 ⇒ (19) + 15 = 34 Swift action to draw scroll of Shield of Faith. Standard action: Cast Shield of Faith. Move action: Domain power to create mirror image. Temp HP (7/7), Aid rounds remaining (26/30), Mirror Image rounds remaining (3/3), Bull's Strength (27/30), Deathwatch (98/100), Enlarge Person (9/10), Trickery domain uses remaining (5/7).


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

The samurai still waits patiently for his opponent.


Round 6

Suddenly, the dwarf appears--there are two of him, actually, and both have grown to tremendous size. From the intertwined forms of the two dwarves, a cone of flame bursts forth, setting the samurai's clothes on fire. Both dwarves then draw an axe and await any reprisal from their burning foe.

I'm at G/H-9/10, large sized, with two of me. Reflex Save DC 15 for half damage. 5 fire damage if you fail, 2 fire damage if you succeed. Either way, your clothes catch fire.

spellcraft DC 16:
Burning Hands

Arbiter:
5ft move to G/H-9/10. Standard: Cast Burning Hands 3d4 ⇒ (2, 1, 2) = 5. Move: Draw Battleaxe. Temp HP (7/7), Aid rounds remaining (25/30), Mirror Image rounds remaining (2/3), Bull's Strength (26/30), Deathwatch (97/100), Enlarge Person (8/10), Trickery domain uses remaining (5/7).


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

DM:

Reflex: 1d20 + 5 ⇒ (12) + 5 = 17

Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9

Katana: 1d20 + 5 + 3 - 4 ⇒ (3) + 5 + 3 - 4 = 71d8 + 3 ⇒ (7) + 3 = 10

Move in melee contact F9 make melee aoo vs the samurai +2 images. He tries to swing at you but misses.


Round 7

Despite the confusion of the images, the axe strikes home. The dwarf then backs up 5 ft, praying to his dark god and releasing a burst of unholy energy.

Did you make the reflex save or fail? I believe you take damage from being on fire on your turn--I'll have to check on that. Also, I cast a spell earlier when I was invisible-- if you're ever at 4 HP remaining please let me know, and if you're ever at 3 HP or less, please let me know. Also, you should post what AC you hit and whatnot because if you roll high enough you can disperse my image.

AoO hits 26 AC for 14 damage, doesn't hit an image. I then channel energy for 8 damage, WS DC 12 for half damage. I don't believe I need a free hand to channel due to my birthmark trait, but if so I will drop the axe after the move, channel, then pick the axe back up.

Arbiter:
AoO axe swipe 1d20 + 8 ⇒ (18) + 8 = 26 Does it hit? 1 is Jack, others are image 1d3 ⇒ 1. Damage if hits, includes whetstone 2d6 + 6 ⇒ (3, 5) + 6 = 14. 5 ft move back, channel negative energy. 2d6 ⇒ (4, 4) = 8 . If I need a free hand I can first free action drop axe, then move action pick it up after channeling.


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

i indeed made my reflex save. Why would i burn as burning hands is straight up damage ? the aoo does indeed hit.

will save: 1d20 + 3 ⇒ (9) + 3 = 12 vs the channel

Spell combat (Shocking grasp) Arcane accuracy (swift):

Scimitar: 1d20 + 8 - 2 + 3 ⇒ (15) + 8 - 2 + 3 = 241d8 + 3 + 3 ⇒ (7) + 3 + 3 = 13

Perception: 1d2 ⇒ 2 miss the real you , but destroy the image

Make a Aooe as not casting the spell defensively

Spellstrike Scimitar: 1d20 + 5 + 3 - 2 + 3 + 3 ⇒ (12) + 5 + 3 - 2 + 3 + 3 = 241d8 + 3 + 3 + 3d6 + 3 ⇒ (6) + 3 + 3 + (6, 2, 6) + 3 = 29

Immadiate Lingering pain: for the next round if you want to cast a spell you need to add the damage done as ongoing pain for 1rd


Well, Burning hands says it sets combustibles on fire of things that it "hits". That's the part that I don't know if it matters--you made your save, but still took some fire damage from it, so I'm not sure if you catch fire or not. Making your saves, you've taken 20 damage. Do you have more than 4 HP, exactly 4, or less than 4? Remember, I can tell just by looking at you from my spell. Also, 24 actually misses my AC, so my image was dispersed from the first hit but the second hit missed.

Round 8

Again the dwarf is guided by his evil god, knocking aside a sword thrust as his image winks out, then striking the swordsman before creating another image of himself. Both dwarves smile slightly, one of contempt, as they call upon the unholy power once again and send a wave of negative energy at the samurai.

AoO again hits you instead of an image, hits 21 AC for 7 damage. I then 5ft move back and create another image of myself, then channel energy again. The channeling deals 10 damage, WS DC 12 for half damage again.

Arbiter:
AoO axe swipe 1d20 + 8 ⇒ (13) + 8 = 21 Does it hit? 1 is Jack, others are image 1d3 ⇒ 1. Damage 2d6 + 5 ⇒ (1, 1) + 5 = 7. 5ft step back again. Move action create another duplicate. Standard: Channel Energy again. 2d6 ⇒ (4, 6) = 10 Temp HP (7/7), Aid rounds remaining (23/30), Mirror Image rounds remaining (3/3), Bull's Strength (24/30), Deathwatch (95/100), Enlarge Person (6/10), Shield of Faith (7/10), Trickery domain uses remaining (4/7).


Burning hands does not have ongoing fire damage unless you have an ability that adds it. Usually when it says it sets combustibles on fire it is talking about unattended objects like using it in a dry cornfield or something like that.


Ah, ok. Thanks!


Hp 9/9 AC 17 (+6 Perc; +1 Init; Fort +1, Ref +2, Will +5)

And the Samurai fall down from the ground from the negative energy


Coup de Grace, since all fights are to the death.

CDG damage is 37. Good game!

Arbiter:
CDG with axe 6d6 + 15 ⇒ (2, 5, 4, 3, 3, 5) + 15 = 37


VICTORY TO FAUST!


Random bout! Durgrosh vs Faust


A giant Orc walks in singing wildly off key Durgrosh like to smash and dice! Durgrosh put opponents heads on ice! Durgrosh walk and talk same time! Durgrosh smart to make up rhyme!

Durgrosh has a third arm sticking out his right side, is carrying a wide assortment of vials including one in his left hand and his third hand. The right hand is carrying a large curved sword with a wickedly sharp blade. He also has a series of sharp rings around his third arm. Across his back is strapped a lucern hammer.

Arbiter:
Initiative: 1d20 ⇒ 20

Initiative = 20


On my phone--check my profile for description

Init is 20, modifier is +3

Arbiter:
Init 1d20 + 3 ⇒ (17) + 3 = 20


You go first. Good luck! :-)


Sorry for the delay. Good luck to you too!

Round 0

The dwarf speaks a few words, and vanishes.

Spellcraft DC 17:
Invisibility

Perception DC 16 plus distance:
I'm in K-11

Arbiter:
Cast Invisibility. 5ft move to K-11. Stealth 1d20 + 15 ⇒ (1) + 15 = 16


No problem.

Arbiter:
Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Drink Mutagen

Durgrosh downs a viscous concoction and proceeds to swell alarmingly, muscles bulging.

You're up!


Round 1

Nothing but the wind.

Perception DC 32:
I'm in G-13.

Arbiter:
Standard: Cast Aid. Gain 1d8 + 3 ⇒ (8) + 3 = 11 temp HP. Move to G-13. Stealth 1d20 + 15 ⇒ (17) + 15 = 32. Invis rounds (29/30), Aid rounds (30/30), Aid Temp HP (11/11)


Round 1

Durgrosh downs the potion in his third arm, swelling to enormous size, and then begins moving forward, sniffing the air as he goes.

Arbiter:
Drink potion of enlarge person. Begin raging. Move forward 40' until I smell Faust.

Durgrosh has scent so he moves directly south 40' towards the last position he saw you. Let me know if he gets within 15' of you and at what point. He will stop as soon as he smells you.

You're up!


Arbiter:
The move action to note direction of a smell, is that part of the move itself or a separate action? I think it is separate but I want to make sure.


Durgrosh:

I see nothing in the rules indicating that it could be combined with a regular move ,so yes its a separate action.


Smug Arbiter:
Awesome thanks! :-)


When you get to D-11 you are 15 ft from me.

Round 2

Nothing yet.

Arbiter:
Standard: Cast Bull's Strength. Move: Create duplicate. Invis rounds (28/30), Aid rounds (29/30), Aid Temp HP (11/11), Bull's Strength rounds (30/30), Image rounds (3/3), Image uses remaining (6/7)


Round 2

Arbiter:
Move action to note direction. Once I note direction I move that direction until I get adjacent to him.

Move action to note the direction you are in, next action to move in that direction until I get adjacent to you. I am currently enlarged so I am starting in space CD10-11


Arbiter:
I know you can pinpoint a square when adjacent but can you guess a square based upon deductive reasoning due to distance (within 15') and direction?


Durgrosh:

I'm not sure what you mean.Of course you can guess a square, you don't need scent for that.You just wont get confirmation that he is actually in that square.
As far as the pinpointing adjacent enemies goes I don't think you need to spend a move action for that, you just know when hes within 5ft of you and in what square.
Hope that helps.


Smug Arbiter:
Ok gotcha. I guess my only confirmation would be if I hit him. Thanks!


When you get to E/F-12/13, you note that I am in G-13.

Round 3

Still invisible.

Perception DC 19:
I'm in F-20.

Smug Arbiter:
Withdraw action, move to F-20. Stealth 1d20 + 15 ⇒ (4) + 15 = 19 Invis rounds (27/30), Aid rounds (28/30), Aid Temp HP (11/11), Bull's Strength rounds (29/30), Image rounds (2/3), Image uses remaining (6/7)


Round 3

Arbiter:
Perception: 1d20 + 7 ⇒ (20) + 7 = 27 which spots him in F20. Move to EF18-19 Attack with Nodachi, mutagen, enlarged, raging, power attack: 1d20 + 13 ⇒ (18) + 13 = 31 Potential Crit
Damage, mutagen, enlarged, raging, power attack: 2d8 + 22 ⇒ (4, 1) + 22 = 27
Critical Confirm: 1d20 + 13 ⇒ (11) + 13 = 24
Critical damage: 2d8 + 22 ⇒ (4, 6) + 22 = 32
50% miss chance, low hits as usual: 1d100 ⇒ 25

Durgrosh spots you moving into the side of the arena and gives chase moving over and swinging at the square you are in.

Perception: 27 which spots you in square F20
Move action to EF18-19
Attack that square: 31 potential crit
Damage: 27
Critical confirm: 24
Damage: 32
Miss chance (I have always done low roll with percentile hits): 25 Hit

You're up!


Unfortunately, my mirror image doesn't help me when you're not using vision to locate me. That drops me. Good game.


You too. I wasn't sure what you were planning but I figured if I didn't drop you quick I'd be in trouble lol.


Nice Durgosh! The other fights I've seen Faust in he's dominated.


Thanks! Yeah Durgrosh hits really hard but has some glaring weaknesses as well. He was kind of an experiment to see how high of damage I could go without being a magus or charging on a mount lol. That said I don't think I'm going to keep on with him because he is going to get exposed real quick. GG again Faust.


VICTORY DURGROSH BLACKSUN

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