Super Pathfinder Brawl - Arena A

Game Master Nairb the Grey

This is Arena A
Carlos v Beansidhe

Current Map:
Map

Link to Main Lobby Thread


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

Dropping the now not moving Slyph, Carlos double moves around to flank the Goblin.

Rage 15/16
Carlos MV : Hours remaining
See invis: 30 mins

Beetly
------ EOR
Tobias
Carlos


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

it's getting cozy. Too cozy

Acrobatics vs cmd croc: 1d20 + 16 ⇒ (12) + 16 = 28
Acrobatics vs cmd Carlos: 1d20 + 16 ⇒ (17) + 16 = 33

Beetly tumbles and then shoots a little lightning bolt at Carlos.

attack vs touch ac: 1d20 + 9 ⇒ (5) + 9 = 14
damage: 3d6 + 4 ⇒ (6, 5, 5) + 4 = 20
DC 16 Fort save

Actions: move 10ft acrobaticly through threatened squares, thundering lightning blast


At the end of round, there is a red flash across the arena.

Some feel a warming glow:

Croc
Beetly
Carlos

----------------
Point leaders:
20-Carlos
19-Beetly
15-Beansidhe
14-Tobias
11-Asaakoz
8-Drogo
5-Boom!
3-Aristotle

----------------------------


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

The croc steps forward and Who: 1d100 ⇒ 91 low is beet high is carl and swings towards carlos!

Bite: 1d20 + 7 ⇒ (5) + 7 = 12

Tail: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d12 + 2 ⇒ (5) + 2 = 7

Tail: 1d20 + 2 ⇒ (7) + 2 = 9

As carlos sidesteps the bite he is met in the gut with a tail.


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

bite aoo: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

bite: 1d20 + 7 ⇒ (7) + 7 = 14

Grab: 1d20 + 13 ⇒ (6) + 13 = 19


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

Net damage: 20 + 7+7 (5 heals)

Carlos, feeling fate against him, curls around the croc, ending one square sw of beetly as he takes one last grab!

Fort save: 1d20 + 10 ⇒ (7) + 10 = 17

Grapple: 1d20 + 13 ⇒ (19) + 13 = 321d6 + 6 ⇒ (2) + 6 = 8

Rage 16/16
Carlos MV : Hours remaining
See invis: 30 mins

Beetly
------ EOR
Tobias
Carlos


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

last round of grease
escape artist: 1d20 + 6 + 10 - 2 ⇒ (2) + 6 + 10 - 2 = 16

Beetly can't get away from Carlos' grip and the oil on his body fades...


At the end of round, there is a red flash across the arena.

Some feel a warming glow:

Croc
Beetly
Carlos

----------------
Point leaders:
21-Carlos
20-Beetly
15-Beansidhe
14-Tobias
11-Asaakoz
8-Drogo
5-Boom!
3-Aristotle

----------------------------


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

who: 1d100 ⇒ 78 same odds as before low beet high carlos

Bite: 1d20 + 7 ⇒ (11) + 7 = 18
Tail: 1d20 + 2 ⇒ (14) + 2 = 16


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

As his strength starts to fail, Carlos struggles and tries to pin the goblin to the ground.

Grapple: 1d20 + 5 + 3 + 2 + 5 ⇒ (5) + 5 + 3 + 2 + 5 = 20

Fatigue 1/X
Carlos MV : Hours remaining
See invis: 30 mins

Beetly
------ EOR
Tobias
Carlos


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

Escape Artist: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24


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

I need to get away

Acrobatics vs cmd croc: 1d20 + 16 ⇒ (6) + 16 = 22
Acrobatics vs cmd Carlos: 1d20 + 16 ⇒ (18) + 16 = 34

After freeing himself from Carlos' chokehold Beetly jumps down and runs away.

hp:-3


At the end of round, there is a red flash across the arena.

Some feel a warming glow:

Croc
Carlos

Some feel a burning pain:

Beetly

----------------
Point leaders:
22-Carlos
20-Beetly
15-Beansidhe
14-Tobias
11-Asaakoz
8-Drogo
5-Boom!
3-Aristotle

----------------------------


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

who is it after: 1d100 ⇒ 31 1 - 20 beetly rest is carlos
Seeing the small thing skitter away the croc decides to go for the nearer and larger prey.

Bite: 1d20 + 7 ⇒ (5) + 7 = 12


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

Bite: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

Grab: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

As carlos turns to charge at the goblin a large set of jaws suddenly law around his waist and then the world turns rapidly in a haze of pain!


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

Net damage taken 22.

Carlos at -11


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

The winds whirl around him and a blast of lightning leaves his hand toward Carlos.

attack vs touch ac: 1d20 + 9 ⇒ (7) + 9 = 16
electric damage: 3d6 + 4 ⇒ (1, 2, 2) + 4 = 9x 1.5=13
DC 16 Fort or deafened

Actions:
Move: gather power
Standard: thundering Empowered blast

Hp: -8


With the Death of Carlos, Beetly's Victory is complete!

The arena seems to fade out, as Beetly catches his breath.


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

Aristotle materializes with an eye roll, unhappy at the idea of fighting Boom.

Initiative: 1d20 + 8 ⇒ (5) + 8 = 13

Holding a scroll of fox's cunning.


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Boom! appears in the arena, already covered in the subtle shimmer of his standard Mage Armor and undetectable by scent, and with his bow in one hand, his other hand empty.
Initiative: 1d20 + 11 ⇒ (8) + 11 = 19

First order of business, Boom! pulls out a small vial from his bandoleer and drinks the concoction down.

Actions:

Standard: Retrieve and consume Extract.
Movement: 25ft to J5

Current Stats:

-Mage Armor - AC+4, FF+4 - 1hr (600 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (600 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (500 rounds remaining)

Total modified stats:
-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (10 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26


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

Relatively confident that his opponent will be taking some time to get ready, Aristotle starts his own preparation. The words of a spell being cast resound through the arena as he proceeds closer to the wall.

Spells and actions:

Casting locate object on Boom's bow. Moving to J16.

Active:
- Mage Armor (+4 AC) - 599 rounds remaining
- Protection from Arrows (DR 10/magic against ranged weapons) - 599 rounds remaining
- Locate Object(Boom's bow) - 59 rounds remaining


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Current Stats:

-Mage Armor - AC+4, FF+4 - 1hr (600 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (600 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (500 rounds remaining)
Total modified stats:
-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (10 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26

Hearing the echoes of spellcasting from his opponent, Boom! creeps along the wall, not quite moving out from the safety of the corner yet. Instead, preparing something special for Aristotle.

Actions:

Movement: 25ft to O5
Swift: Retrieve Alchemist's Fire from spring-loaded wrist sheath
Standard: Infuse Alchemist's Fire into his nocked arrow - 10 rounds remaining


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

Aristotle gauges the movements of Boom and moves to a corner himself, consuming the scroll in his hand to enhance his mind. Again, his voice echoes with the sound of verbal components.

Spells and actions:

Using my scroll of fox's cunning for a +4 to Int, moving to E16.

Active:
- Mage Armor (+4 AC) - 598 rounds remaining
- Protection from Arrows (DR 10/magic against ranged weapons) - 598 rounds remaining
- Locate Object(Boom's bow) - 58 rounds remaining
- Fox's Cunning - 59 rounds remaining


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Active Effects:

-Mage Armor - AC+4, FF+4 - 1hr (598 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (598 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (499 rounds remaining)
-Alchemist's Fire - +1d6+5 fire to first arrow (9 rounds remaining)

Boom! pops out from around the corner, keeping an eye out for anything out of the ordinary. Boom! can hear echoes of his opponent coming from around the opposite side of the central barrier, but isn't convinced it's not just some parlor trick designed to throw him off. Just to be sure, he grabs an extract from one of his many pouches and downs it.

New effects:

-See Invisibility - See Invisibility (500 rounds remaining)

Total modified stats:

-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (10 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26


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

As it doesn't seem that Boom has moved, Aristotle keeps going on his preparations. This time, only silence is heard.

Spells and actions:

Casting a spontaneously silent blend.
Sacred Geometry (target numbers 11, 13, 17): 6d6 ⇒ (6, 1, 4, 4, 1, 5) = 21 - 6+4+4+5-1-1 = 17, success

Active:
- Mage Armor (+4 AC) - 597 rounds remaining
- Protection from Arrows (DR 10/magic against ranged weapons) - 597 rounds remaining
- Locate Object(Boom's bow) - 57 rounds remaining
- Fox's Cunning - 58 rounds remaining
- Blend - 599 rounds remaining

[ooc]If I see (or feel through locate object) Boom coming into my line of effect (i.e. being in the A-E columns or the 16-20 rows) I'm going to use my boots and move 30' in the opposite direction (keeping along the wall, in such a way to break line of sight).


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Active effects:

-Mage Armor - AC+4, FF+4 - 1hr (597 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (597 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (498 rounds remaining)
-Alchemist's Fire - +1d6+5 fire to first arrow (8 rounds remaining)
-See Invisibility - See Invisibility (499 rounds remaining)

As the echoes die down around him, Boom! grabs one more vial and drinks its contents. Either he's doing this deliberately, Boom! thinks to himself as he begins moving in the opposite direction, or we picked the same direction around the center. Shouldn't matter now.

New effects:

-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (500 rounds remaining)

Actions:

Standard: Drink Expeditious Retreat
Movement: 50ft to E5

Total modified stats:

-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (10 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26


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

Aristotle leans against the wall, weighing his options. Judging from the direction, the goblin was magically quickened, so stealth would only work up to a certain point. And by some absurd memory lapse, he had forgotten to prepare his best defensive spell. Time for attack, then. And next time I'll write a reminder.

The wizard moves back to the corner and goes through the unpleasant feeling of casting a spell from his opposition school before teleporting back out of sight.

Boom, please make a Fortitude save, DC 20, or be permanently blinded.

Spells and actions:

Moving to E16 (move action), casting blindness (standard action) and shifting to H16 (swift action). The attack ends my blend effect.

Active:
- Mage Armor (+4 AC) - 596 rounds remaining
- Protection from Arrows (DR 10/magic against ranged weapons) - 596 rounds remaining
- Locate Object(Boom's bow) - 56 rounds remaining
- Fox's Cunning (+4 Int) - 27 rounds remaining


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Active effects:

-Mage Armor - AC+4, FF+4 - 1hr (596 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (596 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (497 rounds remaining)
-Alchemist's Fire - +1d6+5 fire to first arrow (7 rounds remaining)
-See Invisibility - See Invisibility (498 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (507 rounds remaining)

Seeing Aristotle pop around the corner and begin casting a spell, Boom! activate's his boots and scoots around the corner, hidden from his opponent, before whatever it is can take over him. After enough time has passed that Boom! is sure the spell has either dissolved or has taken control (if by some chance it wasn't targeted at him, but then, why come around the corner and cast it if it wasn't meant for him?) Boom! maneuvers back around his current corner and makes a beeline for where he expects Aristotle to be.

Making it quickly to the corner, Boom! sights in on Aristotle, infuses his nocked and enhanced arrow with the power of one of his Immolation Bombs, and lets fly!

Immediate: Stagger-Proof Boots - movement from E5 to G5 to lose line of sight/effect against the spell
Movement: 60ft from G5 to E15
Standard: Ranged attack with Explosive Arrow to add Immolation bomb to the arrow infused with Alchemist's Fire.

Attack: 1d20 + 13 ⇒ (6) + 13 = 19
Bow damage (Piercing) (magic vs DR due to enhancement bonus): 1d6 + 1 ⇒ (1) + 1 = 2
Alchemist's Fire damage (Fire, no splash): 1d6 + 5 ⇒ (3) + 5 = 8
Immolation Bomb damage: 1d6 + 5 ⇒ (4) + 5 = 9 Note that the 1d6+5 will apply for two additional rounds after this turn, at the start of Boom!'s turn. Can be extinguished with a DC17 Reflex save as a full round action.

Total modified stats:

-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26

Expended resources:

Arrow x1
Alchemist's Fire x1


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

Aristotle curses as he spots Beetly wearing the same boots as he. And he seems to be on fire. How lovely.
But now the goblin is in front of him, and that trick doesn't work twice. Instead, he ignores the pain and focuses into a spell he had used against a goblin another time.

Will save DC 21 or be charmed.

"Would you kindly come here and help me put this fire out?" he asks, in Goblin, after the spell is discharged.

Spells and actions:

Casting a spontaneously heightened (to 3) charm person. Full-round action.
Sacred Geometry (19,23,27): 6d6 ⇒ (2, 6, 1, 2, 1, 6) = 18 (6+6)*2+1-2*1 = 23
Concentration, ongoing damage, DC 19: 1d20 + 12 ⇒ (15) + 12 = 27

Active:
- Mage Armor (+4 AC) - 595 rounds remaining
- Protection from Arrows (DR 10/magic against ranged weapons) - 595 rounds remaining
- Locate Object(Boom's bow) - 55 rounds remaining
- Fox's Cunning (+4 Int) - 26 rounds remaining


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

Opposed Charisma check because cute makes right: 1d20 - 1 ⇒ (9) - 1 = 8


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Will save vs DC 21: 1d20 + 2 + 5 ⇒ (3) + 2 + 5 = 10
Ongoing Immolation damage to Aristotle: 1d6 + 5 ⇒ (6) + 5 = 11
Opposed Charisma vs DC 8: 1d20 - 3 ⇒ (8) - 3 = 5

Active affects:

-Mage Armor - AC+4, FF+4 - 1hr (595 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (595 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (496 rounds remaining)
-See Invisibility - See Invisibility (497 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (498 rounds remaining)

-Charm Person - Friendly attitude towards Aristotle. Never obeys suicidal or obviously harmful orders. Any attack or threatening action dispels the effect. Opposed CHA check if action requested is something Boom! would not normally do, taking into account the Friendly attitude

Boom!, seeing one of his lifelong frenemies on fire, is compelled to assist him, but knowing the limitations and strengths of the alchemical concoction which is the source of the blaze, Boom! is left with no recourse except to take a small step towards Aristotle and blow at Aristotle like a candle on a birthday cake.

Aid Another reflex save vs DC 10: 1d20 + 10 ⇒ (10) + 10 = 20 Didn't know if my own reflex bonus is applied to the AA roll so I included it, but the nat 10 roll means it doesn't matter

Movement: 5ft step to E16
Standard: Aid Another to put out the fire on Aristotle

Current stats:

-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26


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

Aristotle sighs. "Nevermind." he says, channeling an uncast spell into elemental resistance. "Let me cast a few spells on myself, then we'll see how to solve this situation."

Spells and effects:

Expending Summon Monster II to spontaneously cast resist energy(fire).
Concentration (DC 17): 1d20 + 14 ⇒ (5) + 14 = 19 (I rolled the wrong number last round)

Active:
- Mage Armor (+4 AC) - 594 rounds remaining
- Protection from Arrows (DR 10/magic against ranged weapons) - 594 rounds remaining
- Locate Object(Boom's bow) - 54 rounds remaining
- Fox's Cunning (+4 Int) - 25 rounds remaining
- Resist Energy (fire resistance 10) - 599 rounds remaining

Charisma check? Or would you ruthlessly attack one of your lifelong frenemies?: 1d20 - 1 ⇒ (6) - 1 = 5


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Ongoing Immolation damage to Aristotle: 1d6 + 5 ⇒ (6) + 5 = 11

Active effects:

-Mage Armor - AC+4, FF+4 - 1hr (594 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (594 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (495 rounds remaining)
-See Invisibility - See Invisibility (496 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (497 rounds remaining)

-Charm Person - Friendly attitude towards Aristotle. Never obeys suicidal or obviously harmful orders. Any attack or threatening action dispels the effect. Opposed CHA check if action requested is something Boom! would not normally do, taking into account the Friendly attitude

Boom! watches his friend cast a short spell and shrug off the last of the lingering alchemical mixture, and decides that now would be a good time to continue buffing, at least until another enemy shows up. Boom! pulls out yet another small vial from one of his various pouches and drinks it down.

Standard: Retrieve and consume Cat's Grace

Current stats:

-- HP: 50/50 | AC: 27; T: 21; FF: 17 | Fort: +5; Ref: +14; Will: +2 | CMB: +3; CMD: 23 (27vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +15//1d6+1 (×3) | Longbow flurry (100'): +13, +113//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +15//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +17, Climb +5, Escape Artist +18, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +28


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

With the situation apparently peaceful, Aristotle goes back to buffing, dismissing one last tingle of pain as the fire dies out. His best defense is gone, but there are still tricks up his sleeve. Well, one trick. First thing first, he takes flight.

Spells and Actions:

Casting fly, moving to C10.

Active:
- Mage Armor (+4 AC) - 593 rounds remaining
- Protection from Arrows (DR 10/magic against ranged weapons) - 593 rounds remaining
- Locate Object(Boom's bow) - 53 rounds remaining
- Fox's Cunning (+4 Int) - 24 rounds remaining
- Resist Energy (fire resistance 10) - 598 rounds remaining
- Fly - 599 rounds remaining


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Active effects:

-Mage Armor - AC+4, FF+4 - 1hr (593 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (593 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (494 rounds remaining)
-See Invisibility - See Invisibility (495 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (496 rounds remaining)
-Cat's Grace - +4 Dex (49 round remaining)

-Charm Person - Friendly attitude towards Aristotle. Never obeys suicidal or obviously harmful orders. Any attack or threatening action dispels the effect. Opposed CHA check if action requested is something Boom! would not normally do, taking into account the Friendly attitude

Boom! looks on jealously as Aristotle rises into the air, "Hey, that's cool. Can you cast the same thing on me? I want to fly!"

No actions taken.

Current Stats:

-- HP: 50/50 | AC: 27; T: 21; FF: 17 | Fort: +5; Ref: +14; Will: +2 | CMB: +3; CMD: 23 (27vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +15//1d6+1 (×3) | Longbow flurry (100'): +13, +113//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +15//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +17, Climb +5, Escape Artist +18, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +28


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

"Last of its kind for the day, I fear. But watch this other trick I'm about to do!" answers Aristotle, channeling a summoning spell.

Spells and effects:

Starting to cast mad monkeys.
Active:
- Mage Armor (+4 AC) - 592 rounds remaining
- Protection from Arrows (DR 10/magic against ranged weapons) - 592 rounds remaining
- Locate Object(Boom's bow) - 52 rounds remaining
- Fox's Cunning (+4 Int) - 23 rounds remaining
- Resist Energy (fire resistance 10) - 597 rounds remaining
- Fly - 598 rounds remaining


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Active effects:

-Mage Armor - AC+4, FF+4 - 1hr (592 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (592 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (493 rounds remaining)
-See Invisibility - See Invisibility (494 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (495 rounds remaining)
-Cat's Grace - +4 Dex (48 round remaining)

-Charm Person - Friendly attitude towards Aristotle. Never obeys suicidal or obviously harmful orders. Any attack or threatening action dispels the effect. Opposed CHA check if action requested is something Boom! would not normally do, taking into account the Friendly attitude

Boom! quirks an eyebrow at Aristotle and pulls out a wand, "Oh, are we doing tricks now?"

Move: Retrieve wand from improvised boot sheath (really just tucked down into the boot)
Standard: Ready action

Readied action:
In the event of an action that breaks the Charm person, Boom! will immediately attack Aristotle with a standard action Bow/Explosive Arrow attack.
Attack vs Touch AC: 1d20 + 15 ⇒ (3) + 15 = 18
Bow damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bomb damage: 3d6 + 5 ⇒ (3, 2, 5) + 5 = 15

Current stats:

-- HP: 50/50 | AC: 27; T: 21; FF: 17 | Fort: +5; Ref: +14; Will: +2 | CMB: +3; CMD: 23 (27vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +15//1d6+1 (×3) | Longbow flurry (100'): +13, +13//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +15//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +17, Climb +5, Escape Artist +18, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +28


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

Not really sure that getting ready to kill is a friendly action, but anyway.

"Why not? Look at my friends here!" says Aristotle with a wicked smile, as a bunch of capuchin monkeys appear next to Boom. The wizard then flies around the corner, and commands the primates to "Steal the goblin's weapons and kill him!"

A hundred tiny primates rush at Boom screaming and grabbing, and his bow is taken from him by a hundred of tiny hands.

Spells and actions:

Mad monkeys finishes casting at the start of my turn, summoning the swarm in D14-E15. Then I'm double-moving to P6 (my fly speed is 60'), commanding the monkeys to attack and disarm between the moves and hiding behind the corner.
The monkeys move one square down. Boom gets swarm damage, has to save against distraction (Fortitude DC 14 or nauseated for 1 round and deafened for 1 minute), and since he starts his turn in their square he is also subject to a disarm maneuver.
Swarm Damage: 2d6 ⇒ (3, 2) = 5
Disarm(special): 1d20 + 6 + 8 ⇒ (19) + 6 + 8 = 33
The CMD to beat to recover the weapon is 24.

Stealth: 1d20 + 14 ⇒ (7) + 14 = 21

- Mage Armor (+4 AC) - 591 rounds remaining
- Protection from Arrows (DR 10/magic against ranged weapons) - 591 rounds remaining
- Locate Object(Boom's bow) - 51 rounds remaining
- Fox's Cunning (+4 Int) - 22 rounds remaining
- Resist Energy (fire resistance 10) - 596 rounds remaining
- Fly - 597 rounds remaining
- Mad Monkeys - 8 rounds remaining (summoner's charm extended length from 6 to 9 rounds)


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Fortitude vs Distraction DC 14: 1d20 + 5 ⇒ (20) + 5 = 25

Active effects:

-Mage Armor - AC+4, FF+4 - 1hr (591 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (591 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (492 rounds remaining)
-See Invisibility - See Invisibility (493 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (494 rounds remaining)
-Cat's Grace - +4 Dex (47 round remaining)

With the swarm moving over him, Boom! reacts on instinct and starts lashing out with his feet, kicking the first several monkeys to reach him.
Attack of opportunity for moving into my square vs AC 15: 1d20 + 5 ⇒ (14) + 5 = 19
AoO unarmed damage: 1d4 ⇒ 4

"Dirty, tricky, ugly, smelly, monkeys!| Boom! screeches as the monkeys bite and claw the hell out of him, finally wrenching his bow out of his hands. Undeterred, and really, a bit more than pissed off, Boom! pulls another catalyst, activates it, and throws the bomb nearly straight down into the swarm and watches as the swarm is engulfed and then absolutely consumed in the alchemical fire. With a satisfied sniff, Boom! reaches down and picks up his bow.

Attack vs Touch AC: 1d20 + 15 ⇒ (20) + 15 = 35
Damage x1.5 due to swarm vulnerability to splash weapons: 3d6 + 5 ⇒ (5, 1, 1) + 5 = 12 x1.5 = 18

Standard: Throw bomb; precise bombs means no damage in my own square
Move: Pick up bow from where the monkeys dropped it on their death

Current stats:

-- HP: 50/50 | AC: 27; T: 21; FF: 17 | Fort: +5; Ref: +14; Will: +2 | CMB: +3; CMD: 23 (27vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +15//1d6+1 (×3) | Longbow flurry (100'): +13, +13//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +15//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +17, Climb +5, Escape Artist +18, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +28


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

What was going on with me, why didn't I think about spells...

"Once again, I have been awfully idiotic in my preparation! I forfeit!"


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Active effects:

-Mage Armor - AC+4, FF+4 - 1hr (590 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (590 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (491 rounds remaining)
-See Invisibility - See Invisibility (492 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (493 rounds remaining)
-Cat's Grace - +4 Dex (46 round remaining)

Boom! hears the declaration of forfeit and takes off down the corridor in the opposite direction that Aristotle flew around, finding him, as expected, on the far side of the central divider. "Why would you forfeit? I mean, I don't blame you - I am pretty spectacular - but the fight's not over until one of us is dead! Although that's going to be you, now, anyway." Boom! infuses his next arrow with the power of a Thorny catalyst, taking into account his opponent's spell of energy resistance which helped him shrug off the fire damage previously, then looses the arrow.

Move: 55ft to P16
Standard: Bow attack with Explosive Missile and Thorny Bomb

Attack with explosive missile: 1d20 + 13 ⇒ (18) + 13 = 31
Bow damage: 1d6 + 1 ⇒ (4) + 1 = 5
Bomb damage (Piercing): 3d6 + 5 ⇒ (4, 3, 3) + 5 = 15

Current Stats:

-- HP: 45/50 | AC: 27; T: 21; FF: 17 | Fort: +5; Ref: +14; Will: +2 | CMB: +3; CMD: 23 (27vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +15//1d6+1 (×3) | Longbow flurry (100'): +13, +13//1d6+1 (×3) | Bombs (20') 10/day (8 remaining): +15//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +17, Climb +5, Escape Artist +18, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +28


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

"How bovine." are Aristotle's last words before dissipating.


MATCH 7:

MAP has been updated, and tokens have been placed. Please roll for init, and in your starting post describe what you have in hands/ any specific places for things that have not been noted on character sheet.

All lighting is DIM, except for within 10 ft of LAVA, which is NORMAL.

TEMPERATURE in arena is above 110 degrees, not relevant unless fights go over 10 mins.

LAVA deals 2d6 points of fire damage per round of exposure, except in the case of total immersion, which deals 20d6 points of fire damage per round.

Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava.


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

Initiative: 1d20 + 8 ⇒ (20) + 8 = 28

Unless Bean has Init boosters, I think I'm first, but I'll wait.

Aristotle appears, his hands empty.


Female Sylph Magus (Eldritch Archer) 5/Slayer (Sniper) 1

Init: 1d20 + 7 ⇒ (6) + 7 = 13

Yeah, you're first.


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

Perception (132 feet distance): 1d20 + 11 ⇒ (11) + 11 = 22

Aristotle spots the Sylph on the other side of the room. There are enough corners and darkness to hide, but why bother? Magic exists for a reason. He casts a spell to disappear and vanishes from sight.

Spells and actions:

Casting invisibility and moving from V4 to U10.
Stealth: 1d20 + 15 + 20 ⇒ (12) + 15 + 20 = 47

- Mage Armor (+4 AC) - 599 rounds remaining
- Ignoring Protection from Arrows from here after, since it doesn't affect Bean
- Invisibility - 69 rounds remaining


Match 8A: Aristotle vs Carlos

Please roll for initiative, and describe starting gear. Winning init roll gets first chose of X or Y starting position


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

Aristotle appears with a scroll in his hand.
Initiative don't betray me: 1d20 + 8 ⇒ (12) + 8 = 20

Boom knows which scroll I'm holding.


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

Carlos appears, scroll in his hand, no armor, and riding his bat.

Init: 1d20 + 4 ⇒ (9) + 4 = 13


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

Aristotle briskly moves towards the canal, where he catches a glimpse of Carlos. He takes a brief moment to attune the arcane writing to his mind, then releases the contained spell.

Caster Level Check, DC 10, Cypher Magic: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12

Move action to move, swift to use Insightful Scroll, standard to cast. Carlos, please give me a DC 22 Will save.

Caster Level check in case you have SR, Cypher Magic: 1d20 + 10 ⇒ (17) + 10 = 27

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