
Garris "The Dragon" |

Garris takes a 5' step
Brave, but foolish Alicarus. You fight well, but you are no match for the Dragon
Full Attack
claw: 1d20 + 10 ⇒ (6) + 10 = 16
claw: 1d20 + 10 ⇒ (16) + 10 = 26
bite: 1d20 + 9 ⇒ (14) + 9 = 23
Garris starts to pummel the new gladiator, introducing him to the team.
damage attack 1: 1d6 + 10 ⇒ (5) + 10 = 15
damage attack 2: 1d6 + 7 ⇒ (6) + 7 = 13
damage attack 3: 1d8 + 7 ⇒ (8) + 7 = 15
Total 43-6= 37damage

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Okay, I thought that if I missed while using my spellstrike ability the spell was lost. Never played a magus before so this is all a learning experience.
So going back...
If I can just re-roll damage then it will be: 4d6 ⇒ (5, 4, 4, 5) = 18
-----------------------------------------------------------------
If needing to re-roll the attack vs AC 16: 1d20 + 4 ⇒ (4) + 4 = 8
Damage if attack re-roll hits: 4d6 ⇒ (4, 5, 4, 2) = 15

Alicarus Vorasik, "The Ripper" |

Garris takes a 5' step
Brave, but foolish Alicarus. You fight well, but you are no match for the Dragon
Full Attack
[dice=claw]1d20+10
[dice=claw]1d20+10
[dice=bite]1d20+9Garris starts to pummel the new gladiator, introducing him to the team.
[dice=damage attack 1]1d6+10
[dice=damage attack 2]1d6+7
[dice=damage attack 3]1d8+7Total 43-6= 37damage
Ouch. Can't wait 'til my turn...

Jobasha "The Jaguar" |

Yea full attack from garris = game over. But for jobasha an aoo from chasik takes 1/3 my life haha... such is the risk dumping CON in a gladiator game

DM Heterocephalus |

Ok I know it's Breunnor turn but I will take him out of this fight as I understand he might have some RL. So don't wanna hold the rest up let's move into Round 3.

DM Heterocephalus |

cool you guys have been killing me with not posting :) hope everyone is doing ok.
It's more like you are killing us with your posting lol. Owyn you are up.

DM Heterocephalus |

Alright Guess Breunnor haven checked in yet, since this is just a practice session, I will pass Breunnor this round. Owyn you're up!
Round 2 Progress
Owyn missed trip on Areilla
Jobasha moved and flanked Chasik
Chasik AOO missed.
Alicarius inflict 16 damage on Chasik
Chasik inflict 11 damage on Jobasha
Areilla AOO tripped Owyn.
Areilla missed trip against Alicarius
Garris inflict 37 damage on Alicarius
Breunnor snores.
Chasik 15/38 (Prone)
Owyn (Prone)
Alicarius 26/53
Jobasha 25/36
Round 2 End
Round 3 Initiative
Owyn
Jobasha
Alicarius
Chasik
Areilla
Garris
Breunnor

Ariella Moiraine |

Unfortunately for you, she's also a monk. Fortunately for you, the AOO happens while you're still on the ground so I can't trip you again.
Ariella kicks Owyn in the face as he stands.
AOO, unarmed strike (+4 because of prone) 1d20 + 13 ⇒ (20) + 13 = 33
Confirm critical 1d20 + 13 ⇒ (13) + 13 = 26
Damage 2d6 + 18 ⇒ (4, 1) + 18 = 23
Her heel connects solidly with his jaw, cracking it sideways and sending a stream of blood and spit flying. "Should have stayed down." she says with a grin.
Edit:Our team is no longer shaken this round (Chasik, Garris).

DM Heterocephalus |

Yup. I allow you move for round 2 if you want, no actions just move.

Jobasha "The Jaguar" |

Jobasha will use intimidate: 1d20 + 11 ⇒ (10) + 11 = 21 in a dazzling display of ferocity to remind the opposing team why he is so scary
if 10+HD+WIS is less than the above roll, you are shaken yet again (except members of my team, who are not enemies and have no need to fear the jaguar at this time)

Jobasha "The Jaguar" |

oh also 5' stepped

Alicarus Vorasik, "The Ripper" |

Hehe... My turn.
Alic exhales heavily as the Dragon tears into him, slamming him brutally and bruising his body. "How...." for a moment he seems stunned, but then Alicarus roars with fury. "HOW DARE YOU STRIKE THE RIPPER!!!"
As you watch, his face darkens, and he seems to grow even larger and more muscled. A pair of horns burst forth from his forehead, large ivory rolls like those of a ram. With a furious scream, he swings the chain in his hands and headbutts forward.
Spiked Chain w/ PA[/dice: 1d20 + 12 ⇒ (14) + 12 = 26 (+6 Str, +5 BAB, +1 Wpn Foc)
Spiked Chain Damage: 2d4 + 15 ⇒ (2, 1) + 15 = 18 (+9 Str, +6 PA)
Gore w/ PA: 1d20 + 4 ⇒ (6) + 4 = 10 (+6 Str, +5 BAB, -2 PA, -5 secondary)
Gore Damage: 1d8 + 7 ⇒ (3) + 7 = 10 (+3 Str, +4 PA)
Alic has taken 37 Nonlethal Damage so far. He now has an AC of 14, a Fort of +11, and a Will of +2, plus a CMD of 23 (25 against severs); otherwise, his stats are the same as in his spoiler.

DM Heterocephalus |

Wow you have horns. Anyway just to let you guys know you may perform sever limbs maneuver if you want but at -4 penalty to your CMB due to a blunt wooden weapon. Limbs severed after the successful chance 1d100 roll depending on your HP percentage gains the broken condition.
The target will take the penalties of not able to use that limb. There is no bleed damage for broken limbs. Similarly, the target will roll Fort Save against the CMB score. If pass nothing happens, however if fail the target will become helpless for 1 round ready for coup de grace unconscious. Decapitation by breaking the neck on helpless target is not allowed during practice session.
Since a person’s manual dexterity comes primarily from the opposable thumbs interacting with the fingers and palms, the loss of a hand limits how complex items are used and how items are carried.
A character who has lost a hand incurs the following penalties:
-5 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-4 penalty on grapple checks;
Must make a caster level check to cast spells with somatic components;
Unable to wield two-handed weapons or make two-weapon attacks, but may still wear a shield on the affected arm;
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is reduced by one third, as shown on Table: Modified Lifting Capacity: Hand (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both hands, or one hand and one arm, cannot use any of the listed skills, make attacks, cast spells with somatic components, or handle objects, without the aid of prosthetics or magic.
Arm
Losing an arm at the elbow (or higher) severely limits what that side of the body can do. With a markedly shorter reach and range, the arm is practically unusable.
A character who has lost an arm incurs the following penalties:
-10 penalty on Climb, Craft, Disable Device, Sleight of Hand, and Use Magic Device skill checks;
-8 penalty on grapple checks;
Must make a caster level check at a -5 penalty to cast spells with somatic components;
Unable to wield weapons two-handed or make two-weapon attacks, and may not wear a shield on the affected arm.
Carrying capacity is not reduced. However, the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Arm (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both arms cannot use any of the listed skills, make attacks, or use objects, without the aid of prosthetics or magic.
Foot
Keeping upright becomes a chore with the loss of the foot. Uneven legs, no pivot point, and a smaller base affect land movement.
A character who has lost a foot incurs the following penalties:
-5 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run.
Cannot bull rush or overrun and takes a -4 penalty to resist these combat maneuvers.
Land movement rate is reduced by half, and characters can no longer benefit from the fast movement class feature.
Carrying capacity is reduced by one third and the maximum weight a character can lift over head or off the ground is halved, as shown on Table: Modified Lifting Capacity: Foot (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both feet, or one foot and one leg, is always considered flat-footed, cannot use any of the listed skills, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.
Leg
Losing a leg at the knee (or higher) strips it of its fundamental purposes. Walking is replaced by hopping, standing is replaced by balancing, kicking becomes impossible. Very little can be done in an upright position without aid from a prosthetic, magic, or fellow adventurer.
A character who has lost a leg incurs the following penalties:
-10 penalty on Acrobatics, Climb, Ride, Stealth, and certain Perform skill checks (GM’s discretion).
Cannot run or charge.
Cannot bull rush or overrun and takes a -12 penalty to resist these combat maneuvers.
Speed is reduced to 5 feet, and can no longer make a 5-foot step.
Carrying capacity is reduced by two thirds and the maximum weight a character can lift over head or off the ground is halved when sitting, impossible when standing, as shown on Table: Modified Lifting Capacity: Leg (for medium creatures). These penalties do not stack with other penalties for losing limbs.
A character who has lost both legs is always considered flat-footed and prone, and can only move 5 feet as a full round action, without the aid of prosthetics or magic.
Penis
Extreme shame.

Ariella Moiraine |

Miss Andry steps back from the Ripper and whips her polearm back and forth between Owyn and Alicarus.
5' step to I11.
Flurry of maneuvers.
Trip on Owyn 1d20 + 10 ⇒ (13) + 10 = 23
Attack on Alicarus (PA) 1d20 + 10 ⇒ (8) + 10 = 18
Damage 2d4 + 13 ⇒ (1, 4) + 13 = 18

DM Heterocephalus |

Chasik you need to take your turn. Will Ninjed before Areilla
Round 3 IN PROGRESS
Owyn Stand.
Areilla AOO inflict 23 damage on Owyn
Jobasha used dazzling display intimidate. (Please check if affected)
Alicarus deals 18 damage to Garris
Chasik needs to take an action.
Areilla tripped Owyn and inflict 18 damage
Chasik 15/38 (Prone)
Owyn 12/53(Prone)
Alicarius 26/53
Jobasha 25/36
Garris 34/52

Garris "The Dragon" |

Chasik is holding so he can stand after Alicaris is dropped
Garris laughs at the feeble attempt from the new rager.
You silly barbarians and your misplaced anger. You must gain more worth before facing the Dragon.
Full attack power attack
claw attack on Alicarius: 1d20 + 8 ⇒ (13) + 8 = 21
damage on claw: 1d6 + 14 ⇒ (1) + 14 = 15
sneak attack: 1d6 ⇒ 3
claw attack on Alicarius: 1d20 + 8 ⇒ (10) + 8 = 18
damage on claw: 1d6 + 11 ⇒ (3) + 11 = 14
sneak attack: 1d6 ⇒ 2
I think the extra claw attack was needed, Did you not get 10 more HP when you started to rage?
bite on jabasha: 1d20 + 7 ⇒ (20) + 7 = 27
Crit confirm
bite on jabasha: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 2d8 + 22 ⇒ (2, 2) + 22 = 26
The Dragon in a flurish of natural primail attacks drops the new barbarian before meeting his old nemisis with a bite dropping him as well.

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If Alicarus is down for good, then Chasik will take a move action to stand up then a standard action to cast shield
HP: 15
AC: 21

Jobasha "The Jaguar" |

ugh so tired of being critted

DM Heterocephalus |

Round 3 IN PROGRESS
Owyn Stand.
Areilla AOO inflict 23 damage on Owyn
Jobasha used dazzling display intimidate. (Please check if affected)
Alicarus deals 18 damage to Garris
Chasik needs to take an action.
Areilla tripped Owyn and inflict 18 damage
Garris inflict 29 damage to Alicarius. Alicaius is unconscious.
Garris inflict 26 damage on Jobasha. Jobasha Unconscious.
Chasik Stands and cast shield.
Chasik 15/38 CAst Shield AC 21
Owyn 12/53(Prone)
Alicarius 0/53 (Unconscious)
Jobasha 0/36 (Unconscious)
Garris 34/52
Garris no sneak attack as technically you are large so cant pass i think.

Breunnor Kegbreaker |

Breunnor twirling the ball of doom "Mountain Thunder" steps tward the Castration Queen.
Time fer des ball ta be givin some retribution ya dolally suckin eejit
attack with power attack on Ariella 1d20 + 10 ⇒ (7) + 10 = 17
but finds the swing slightly off as the ball slams into the ground by her side
at least getting her attention.
seems I missed by 3 if your AC is correct

DM Heterocephalus |

Alright proceed round 4. Owyn you are up! Let's wrap this up for your 2nd match.

Garris "The Dragon" |

Ariella's 18 damage was to Alicarius, that's why he is unconscious. Sorry about the crit jabasha, your a crit magnet to Garris :)

DM Heterocephalus |

Round 3 Summary
Owyn Stand.
Areilla AOO inflict 23 damage on Owyn
Jobasha used dazzling display intimidate. (Please check if affected)
Alicarus deals 18 damage to Garris
Chasik needs to take an action.
Areilla tripped Owyn and inflict 18 damage to Alicarus
Garris inflict 29 damage to Alicarus. Alicaius is unconscious.
Garris inflict 26 damage on Jobasha. Jobasha Unconscious.
Chasik Stands and cast shield.
Chasik 15/38 CAst Shield AC 21
Breunnor missed Areilla
End of round 3.
Owyn 30/53(Prone)
Alicarius 0/53 (Unconscious)
Jobasha 0/36 (Unconscious)
Garris 34/52
Round 4 Initiative
Owyn
Chasik
Areilla
Garris
Breunnor
No Owyn your HP now is 30/53 I believe. Areilla damage was to Alicarius my mistake. However you are in a prone position.

Ariella Moiraine |

Hate to be a d*ck, but unless you roll acrobatics crawling is a move action that moves you 5' and provokes an AOO. The acrobatics is +5 normal DC since you are prone.
You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl. A crawling character is considered prone and must take a move action to stand up, provoking an attack of opportunity.
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.
The only thing you can really do that won't provoke is attack with the -4.

Jobasha "The Jaguar" |

just wondering, if youre planning on provoking anyway, why not just stand and attack? (backseat roleplaying over here haha)

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Chasik will move to position himself in a way to give his partner Garris the ability to flank his enemy and getting a bonus to hit Owyn. Chasik will hold his staff in two-hands and attempt to take Owyn out.
Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d6 + 6 ⇒ (2) + 6 = 8

Garris "The Dragon" |

The Dragon smiles with delight with Owyn in his sights as he walks over and smashes the whip master in the chest.
claw attack: 1d20 + 12 ⇒ (14) + 12 = 26
damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22
as Owyn drop he looks over to Breunnor
I don't think finishing this out is necessary, unless you want to take a nap as well...

Alicarus Vorasik, "The Ripper" |

...So basically, I pulled a bit of a trump card, missed terribly with the second bit of it, and then got the sh*t beaten out of me. Beautiful, hehe! I hope from now on Garris and I get on the same team.

Breunnor Kegbreaker |

Well looks like da odds ave changed a bit. sure ya don't want ta bring some more friends ta even it up a bit?
He looks to Ariella Now first ta be taken care of da light work
Breuunor swings his ball sweeping Ariella in the chest.
Attack 1d20 + 10 ⇒ (18) + 10 = 28
Damage 1d10 + 10 ⇒ (2) + 10 = 12
Move 5' (as on map)

DM Heterocephalus |

Round 4 Summary
Owyn crawled away.
Areilla AOO and spanked Owyn's Ass for 19 damage.
Chasik missed.
Garris knocked out Owyn.
Breunnor inflict 12 damage to Areilla.
End of Round 4
Round 5
Chasik
Areilla
Garris
Breunnor
For those who are knocked out do proceed to a side and can do some Rp if you want while we wait for this to finish out.
Also do discuss and think about the teamwork feats that i will giving you guys.

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Cell so can't see map, will charge breunnor so avoid AOO, hopefully flanking with somebody to gain extra to atack :)
Attack 1d20 + 11 ⇒ (4) + 11 = 15
Add an extra +2 to attack if I have flank bonus :)
Danage 1d6 + 6 ⇒ (3) + 6 = 9

Ariella Moiraine |

Well Bruennor's chain ball thingy has reach, so unless you roll acrobatics you're going to provoke an AOO.
Round 5
Ariella will step up to Bruennor and kick at his legs.
5' step as on map.
Flurry of maneuvers.
Trip on Bruennor 1d20 + 9 ⇒ (11) + 9 = 20
Unarmed Strike (includes prone) 1d20 + 13 ⇒ (4) + 13 = 17
Neither one of these includes flank, in case Chasik decides to change his action not to take the AOO.

DM Heterocephalus |

Good point Areilla, Breunnor did you add in the +4 racial Bonus to your CMD against Trip? if not yet, then Areilla trip fail.
Chasik, you got to decide are you charging.

Garris "The Dragon" |

Garris jumps in to the fray and performs a daredevil charge at Bruennor.
acrobatics: 1d20 + 14 ⇒ (13) + 14 = 27
Tumbling past the whirling chain, the dragon unleashes a flurry of attacks.
Full Powerattack
claw attack: 1d20 + 12 ⇒ (10) + 12 = 22
claw attack: 1d20 + 12 ⇒ (20) + 12 = 32
bite attack: 1d20 + 11 ⇒ (2) + 11 = 13
crit confirmation: 1d20 + 12 ⇒ (17) + 12 = 29
The Dragon only connects with 2 claws but one is a mighty blow.
damage attack 1: 1d6 + 14 ⇒ (3) + 14 = 17
crit damage: 2d6 + 22 ⇒ (6, 6) + 22 = 34
too bad the bite missed could have been another K.O.

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Chasik would attempt a acrobatic check to avoid the AOO
acrobatics check: 1d20 + 8 ⇒ (4) + 8 = 12
I know that failed so take your free swing Breunnor :)
AC 21
HP 15