Super Pathfinder Brawl - Main Lobby

Game Master Nairb the Grey

Arenas:
Arena A - Carlos v Beansidhe
Arena B - Tobias v Beetly
Arena C - Acrythe v Aristotle
Arena D - Asaakoz v Drogo
Arena E - Palthut v Boom!


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Male Elf Wizard (Conjuration(Teleportation)) 7 / Cyphermage 1 | HP 49/49 | AC: 17, T: 13, FF: 14| Fort: +3, Ref: +5, Will: +7 | BAB: +4, CMB: +2, CMD: 15, M.Attack +2, R.Attack +7 | Init: +8 | Perception: +10/+12 | Shift 10/10

Related to Tobias' post: can we gain some insight by watching the other matches, or are we limited to our opponent's appearance?


Male Fetchling Lv 6 Summoner HP 60/60 Ac14(19) / Penny Hp 40/40 Ac 20(24) (SM3) 7/7

I am just assuming theirs some kinda magic showing on going match to other contestants while they wait, that and to help with betting, I also only assume its for match that are not done at the time.
If I am stepping outta bound feel free to say.


I had not really intended for there to be in character observation of matches...but if those don't exist then there is zero things for you guys to do between rounds after your battle is done.

As such, I think I am fine with it. You will still need the appropriate knowledge checks as discussed before to identify class, class abilities, and feats to know the full scope of the ability...but through casual observance you will learn what casual observance can show you.

For example, a casual observe can learn that a wizard can cast a spell that causes a large explosion of about a 20' radius. Someone with appropriate spellcraft can tell you that that explosion is the spell Fireball and know how damaging it is based on the power level of the caster...etc.


Male Fetchling Lv 6 Summoner HP 60/60 Ac14(19) / Penny Hp 40/40 Ac 20(24) (SM3) 7/7

No worries their, I don't even know what Acrythes ability's were, I just know he could hit VERY damned hard.
It's why Tobias is keeping notes on people in his little book.


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

So, this is the funny thing about torny fights. Last one I was in, I think the first 5 rounds were about 1 week each. The last round took 4 months


Well played Palthut and Beansidhe. Beansidhe, you recieve 1 victory point...what you always wanted in life, I know.

Go ahead and level and kit your characters up for level 2. Hopefully Drogo and Boom won't take too much longer. We shall see.


Male Fetchling Lv 6 Summoner HP 60/60 Ac14(19) / Penny Hp 40/40 Ac 20(24) (SM3) 7/7

And this is were people are bout to discover Tobias has a betting problem!


The spreading Wildfire is interesting. 40% chance to do nothing. 40% to increase the area geometrically , up to x3. 20% chance to increase the area exponentially up to x81.

I'm looking forward to when you implement area denial akin to Battle Royale. "Tomorrow areas A3, B2, and D1 will be restricted henceforth. Remaining in said areas will cause your collar explosives to detonate."


Every match has the potential to stalemate, so I figured when there is only one pair of combatants left in any round I would add something interesting to ensure the stalemate gets broken if there is one.

Round 1 - Wildfire. It speaks to my pyromaniacal tendencies as a child.


Goblin Shadow Oracle 14 | HP: 143/143 | AC: 34 (20 T, 28 FF) | CMD: 27 | Fort: +12, Ref: +14, Will: +12 | Init: +10 | Perception +13
Active buffs:
Wings of Darkness, Cloak of Darkness, Magic Vestment, Undetectable Alignment
Spells:
1st: 8/8, 2nd: 7/8, 3rd 6/7:, 4th: 7/7, 5th: 7/7, 6th: 6/6, 7th: 3/3

he's right in front of him, 10 ft away? unless you have hide in plain sight, you can't stealth...Perception DC 0 to notice...


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

Hes not in plain sight though, the undergrowth provides cover


Yeah, he could in the next square over, and I wouldn't see him. It's not like fog or smoke. Stealth can be scary.

It's not like damage breaks stealth either. So randomly throwing alchemist fires won't do much except waste money and maybe do a single point of damage


Because alchemist fire deals damage the following round as well I would rule that you might be able to use it to start an additional fire in the woods/grass. Would probably need to give the tree a fort save to resist catching on fire...probably DC 15 since that is the reflex save to extinguish the flames...need to decide on the fort modifier for the trees...I will think on that.

Edit to add: Looked over some monster entries and thought about how I would want grass and trees to stand up to alchemist's fire...

I am going to say the grassy areas have a +1 fort save modifier...I have seen grass catch on fire from a loose cigarette before, so 2d6 fire damage over 2 rounds is almost certainly going to do it (75% of the time it works every time).

For the trees, I am thinking they are more robust. You do have the undergrowth which is more flammable, but will it burn away or be enough tinder to catch the tree alight? I am going to give the trees in the forest in general a +7 fortitude modifier. If you spend a full round action finding a target within the woods that you feel is ignitable and throwing directly at it I will adjust that down to a +4 on a successful hit vs AC 10.

Having said all that, I just went and looked at your character sheet, and you don't even have an alchemist's fire to throw. So I guess that point is moot anyways. Oh well. It was a good thought exercise for me.


All good to know, though. It may be important for Boom! later.


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

I'm not privy to the exact science of forest fire spread, but I would also expect that DC to go up rapidly as trees around it catch fire.


Yeah, the verisimilitude of the the system does not use DCs, but instead random spread as described in the environmental rules. Essentially you roll a d20 and every fire edge responds to the result of that roll. For example, if on the next roll we got fire expands 2 north or 2 south then we would have 4 3x3 squares of fire.


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

Shouldn't Boom be flatfooted while climbing, and thus his touch AC dropping quite a bit for that tanglefoot bag?


*checks the rules*

Crud. Yep, you are totally right. Looks like I need to go retcon. Thank you Moogle.


I know this is probably too late specifically because I didn't specify it, but is there any reason that I would NOT have climbed up the back side of the tree, getting full cover (advocating for full cover due to Tiny size) and preventing a good enough line of sight to qualify for a "clear shot" to throw the bag? Seems like something Boom! would think of that I obviously did not.

Also, I've gone ahead and created a discord server if anybody wants to hang out and chat in realer time. This invite link should not expire: https://discord.gg/5PubV5M


That is absolutely something that you could do next time around. This round I am going to say that Boom! did not think of it in the heat of the moment.


Boo(m)! lol. That's about what I expected.


I thought 4 fire start points was aggressive. Turns out I should have done 6 and started a couple in the grass too.


We're all learning something from this first round lol.

Also, sorry for making everybody wait. I expected to die a lot quicker than this for the first couple of levels.


Male Fetchling Lv 6 Summoner HP 60/60 Ac14(19) / Penny Hp 40/40 Ac 20(24) (SM3) 7/7

Oi, your not allowed to loose, I've 50g on you!


So noted.


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

Oh man, this would be not great if the gobin drowned in the pool... but it would be kinda funny. I think his swim check is at a -1 now, for a DC 10 check


My swim is at a +6, thank you very much!

Grand Lodge

Dwarf Barbarian/Fighter 8 HP: 106/117| AC:20 T:13 FF:17| F:11 R:5 W:6 (+3vsSpell/Spelllke) | Init:+2 | Perception:+3| Rage 10/10

Is there a way down from these towers, or up (mundanely), as Boom! is asking,

Grand Lodge

Dwarf Barbarian/Fighter 8 HP: 106/117| AC:20 T:13 FF:17| F:11 R:5 W:6 (+3vsSpell/Spelllke) | Init:+2 | Perception:+3| Rage 10/10

Btw, I encourage anyone who'se not yet joined to hop on the discord. It's become a bed of rule clarification and tactical discussion.


I probably need to do that.

It is a pretty rough climb up or down the walls, but technically possible. If you had rope with you getting down would probably be a little easier.

Sorry I did not spread the fire earlier today...totally slipped my mind. Doing so now.


Can someone please repost the link to the discord? Scanning through the previous posts I cannot find it off hand.


Male Fetchling Lv 6 Summoner HP 60/60 Ac14(19) / Penny Hp 40/40 Ac 20(24) (SM3) 7/7

I never saw a link ether XD


GrinningJest3r wrote:
Also, I've gone ahead and created a discord server if anybody wants to hang out and chat in realer time. This invite link should not expire: https://discord.gg/5PubV5M

Link is still good for anybody else who wants in.


1 person marked this as a favorite.

Beetly, join the discord with us! We're just missing you and Nazz.

Chanting in the background One of us. One of us. One of us.


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Posting a transaction:
Masterwork cold iron greatsword: -400gp
Reselling original greatsword: +25gp

Still considering what to do about armor.


Male Duergar Kineticist

Posting in response to the question in my own thread:
Yeah, I hadn't realized my PMs whete off, and i believe you have them off as well so I had to come over here to respond, ugh.

I apologise, mostly I've been busy with my own work and such.

I'll just need a filler in what i need to do...


No problem. I get it. Glad you are still around though as it makes the match ups easier.

Go ahead and level up to level 2 and pick out your new gear. Join the discord server if you like. From there I can answer questions and everyone else can fill you in on old answers and rulings that have already happened.


Nazz, let me know once you are leveled and kitted...I am wanting to hold off on announcing round 2 match ups or the map until you are built to avoid any appearance of unfair knowledge in your level up.


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

Bumping to ask Nazz how long he thinks it will take to level up and get 825 gp worth of new gear


Because of the interest from all of the players to get started I am going to sound a 24 hour call here. Battle maps will be unveiled and match ups announced tomorrow at 10 AM CST. At that time you will be able to make final decisions about morning of preparations and pre-battle buffs. Afterwards you can immediately dot into your assigned arena and roll for imitative.

If I have not heard from Nazz with a go ahead regarding his character level up and kitting by 10AM tomorrow then I will exempt him from this round and one of the battles will be a 1v1v1 instead of a simple one on one...that could be interesting.


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Last-minute purchases:
- Potion of True Strike (50gp)
- Potion of Cure Light Wounds (50gp)


Rotation assignments and arenas have been set up...of course when making so many changes mistakes are possible, so if any of the links are wrong or don't work let me know and I will fix them.

For the 1v1v1 I decided to go with a slightly different version of the point by kill version you guys were talking about. Points in that arena will be awarded by placement. The grand winner will still get 2 points, but 2nd place (the person that survives the after the first person dies) will receive 1 point. As per usual last place will receive 0 victory points.

Some preemptive answers to questions that may come up. You can move on the stands if you would like. The battle grid lines are not visible there unfortunately, so do the best you can. The stair cases on the east and west sides are closed off though, there is a metal door laying over them with a chain over the top. You are welcome to waste your time attempting to get through the door if you want, I do have HP and break DCs set up for it, but they are pretty high...fyi.

The runes are in a language lost to the ages. It is indecipherable even through the use of magic, though if it is because the meaning is warded in some way or the fact that the magic you use is not powerful enough you are uncertain (eg no way to know what they do unless you step on them). This time around you do not have to end your turn on a rune, but the squares they are in are impassable without activating them. So, you can use your movement to pass over a rune, this will trigger it, and whatever effect that has will happen. After the effect takes place you will be able to finish whatever remains of your turn.

You may note the full moon is giving full illumination...it is very bright for some reason. There is dim light, as noted, underneath the tarps though. The ceiling of those is about 10' high.

The chest in the center, there is a lock on it, should you get the chest open anything you find inside (if there is anything inside at all) can be used in this or future battles. From the 20' distance mentioned on the map, the chest appears to be made of iron bound wood, the lock and chain appear to be regular iron.

Each step of the stands is 3' higher than the last, so the top of the stands is 15' above the arena floor.

There is a shimmering wall of force that you can just make out around the exterior perimeter of the arena. You can also see it above you, but without any kind of reference point and with its transparency it is hard to say how high it is. Definetely at least 5 or 10 feet higher than the top of the stands, but it might be more than that.

Okay...I think that answers all of the questions that a friend and I thought of when looking over this map. If you have any others let me know.


Goblin Shadow Oracle 14 | HP: 143/143 | AC: 34 (20 T, 28 FF) | CMD: 27 | Fort: +12, Ref: +14, Will: +12 | Init: +10 | Perception +13
Active buffs:
Wings of Darkness, Cloak of Darkness, Magic Vestment, Undetectable Alignment
Spells:
1st: 8/8, 2nd: 7/8, 3rd 6/7:, 4th: 7/7, 5th: 7/7, 6th: 6/6, 7th: 3/3

In general, how much time is inbetween the battles? What happens to once/day class features?


There is sufficient time between battles for people that are crafting items to complete the crafting. That implies weeks in some cases. Time does not seem entirely linear though. 'Cue David Tenant explaining timey-wimey-ness'.

Suffice to say all of your abilities are back at a full rest and you have had sufficient time to complete preparations for the next round...For some characters that may be a month or more, for others that may have just been a single day...somehow it all worked out.


Current bets looking for another bettor... EDITED TO UPDATE:

Carlos - 200 (Carlos)
Carlos - 200 (Beetly)
Carlos - 200 (Asakoz)

Tobias - 200 (Tobias) v Beansidhe - 200 (Beansidhe)
--Can still accept a third betting on Shamanita, but not required to be a valid bet.

Tobias - 200 (Carlos)


Male Elf Wizard (Conjuration(Teleportation)) 7 / Cyphermage 1 | HP 49/49 | AC: 17, T: 13, FF: 14| Fort: +3, Ref: +5, Will: +7 | BAB: +4, CMB: +2, CMD: 15, M.Attack +2, R.Attack +7 | Init: +8 | Perception: +10/+12 | Shift 10/10

I'm in the middle of a organizational nightmare at the moment: I'll do my best to update in the next 24 hours, but I can't guarantee it.


You can start as soon as you and your opponent are in the arena.

For bets, I am fine with bets being placed at any time. Story purposes it might seem weird for you to bet while you are in a different fight, but we can handwave it because this is all for fun.

Remember though, you have to find another PC to bet against...so waiting until the win is certain before you try to place a bet almost certainly means no one will want to take your bet.


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Well, I was thinking more around bets placed near the end, when it's obvious, but I suppose somebody needs to be willing to take that bet, so fair.


Male Fetchling Lv 6 Summoner HP 60/60 Ac14(19) / Penny Hp 40/40 Ac 20(24) (SM3) 7/7

Runes Found so Far

I = Ice Damage
N= Bulls Str
Nautiz Rune= Force Shackles


Human Barb 7: HP 116/116 RHP: 130/130 AC 19: 12 : 17: FRW: 13/7/3 RFRW: 15/7/3

So, just to help people out who might be having an issue with how much the 10% for consumables is, I've got a chart with the visible WBL each character has as a max (if you sold anything during your level up, that reduces your Wealth, so if you don't want to keep track of that variation yourself feel free to message me and I'll keep track of your net wealth for you)
Currently:
Arist -1000
Beetly- 1000
Parthit-1050
Boom- 950
Asaak- 1000
Archythe- 1000
Drogo- 900
Sham- 1000
Tobia- 850
Bean- 1000

If your character sheet on the board is correct with your gear:

Beetly is 50 gp over (3x 50 gp potions)
Pathut is 75 gp over (2x 10 gp flasks, 2x 50 gp potions, 2x 30 gp stones)
Boom! is 5 gp over (1x 50 gp potion, 1x 50 gp IPG)
Aristotle has a scroll that he couldnt make (assuming his 25% scroll bonus to WBL only lets him exceed it for things he makes himself)
Acrythe is 700 gp over (2x 300 gp potions, 4x 50 gp potions)
Tobias - is over, but told me that his sheet was incorrect
Drogo is 20 gp over (10 gp x 1 flask, 2x 50 gp potions)

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