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

With glee, Carlos holds the wizard down, and begins to bind him. "That's what I thought, spellslinger! What a glorious victory!"

Actual actions required, standard this round to pin, and standard next round to tie up, then waiting for the voice to chime in/and or the elf trying to break free


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 can't escape even with a natural 20, so...


The fates have pruned all but one thread. His death is assured. I see no point in continuing the farce

The surrounding countryside fades, taking you back to that strange inbetween market place.

Carlos is declared the winner and awarded 1 victory point. You both level up to level 2 and receive 825gp of new equipment and wealth.

It will be interesting to see what you do with it. The next round of matches will be announced after all current rounds are resolved.
Level up and equipment must be selected before you know who you are going up against next, but day of preparation (spells memorized, prebuffs, etc.) can be done knowing what is observable on the surface about your opponent.


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

"Sahhar żgħir, se noqtlok!"

Initiative: 1d20 + 5 ⇒ (3) + 5 = 8

Goblin:

Petty wizard, I will kill you!


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

Pre-cast: mage armor from a scroll.

"Inti lanqas biss tista 'titgħallem Komuni? Kreatura diżappuntanti."

Goblin:
"You could not even learn Common? Disappointing creature."

Initiative: 1d20 + 7 ⇒ (8) + 7 = 15

Having readied himself for the start of the fight, Aristotle says a couple words as soon as his body answers his commands, and vanishes from view.

Casting vanish and moving to the marked position. I'm invisible for two rounds.
Stealth, invisible, moving: 1d20 + 8 + 20 - 5 ⇒ (14) + 8 + 20 - 5 = 37


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

move 30 ft, ready action to shoot on sight

In Goblin: "Goblin is very common. Apparently."


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 moves to get some cover, then points at the goblin and whispers a single arcane word of persuasion.

Moving and casting charm person. Will DC 16 negates.

So, my invisibility ends when I cast the spell. Will Beetly's action go off before that? Online the common interpretation seems to be "no" (as in, my spell would go off and then I would get visible and Beetly could shoot me afterwards if able), but I couldn't find any exact ruling.


Consulting the Discord...my understanding is the same as yours, but I am not sure since I don't see any specific rulings on it out on the net. Seeing what others' takes are on it. Edited to add: My final is that he can "turn in your direction" from the verbal components, but his readied action doesn't trigger until after the charm person effect happens. Beetly, go ahead and roll the will save. Aristotle, what is the recommendation you are making? Depending on what you say I might require an opposed Charisma Check per the RAW.


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

Perception to hear some arcane muttering: 1d20 + 7 ⇒ (2) + 7 = 9
WILL: 1d20 + 3 ⇒ (3) + 3 = 6

So, I love you. In Goblin: "You're looking good today"


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

"Thank you, my goblinoid friend. Now, I need a small favor. I'm going to cast a harmless spell on you. It won't hurt, but if you feel sleepy don't fight it, okay? Just take a nap, it'll be alright."

And assuming that Beetly agrees, I'm casting sleep. Please fail your save.


Beetly stares at you confused...not understanding your common tongue.


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 Goblin: "I have no idea what you're talking about. What do you think is in the chest? Let's check it out!"
shooting the lock: 1d6 + 2 ⇒ (5) + 2 = 7 electricity damage


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 recoils from the blast, then flattens his hair, which was electrified by the static.

(in Goblin)"Sorry, I forgot about the language barrier. I thanked you for the compliment. Now, I need a small favor. I'm going to cast a harmless spell on you. It won't hurt, but if you feel sleepy don't fight it, okay? Just take a nap, it'll be alright."

I don't know if casting sleep counts as threatening if you don't identify it.


Since Aristotle hasn't recommended beetly do anything that would lose him the battle. If he did it would be an opposed charisma check.

Along those lines (and I will post this in thread too) @beetly , the middle of a tournament might seem like a really bad time to become drowsy to you. I am going to allow an opposed charisma check for the suggestion. If you succeed then you get an attempt at a saving throw on the sleep spell, but at a -2 (matching the effects of the never used bard cantrip, lullaby).


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

After considering the offer, Beetly is hesitant. "Sleeping? Right here, now? I don't know if this is a good idea. Very uncomfortable, too. "

He looks around. "The arena is empty, but I think we're supposed to fight. You think we could stage something? We can sleep later, can't we?"

Edit:
we posted simultaneously @GM.:)

cha check: 1d20 - 3 ⇒ (17) - 3 = 14


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

(in Goblin, as will any other conversation in the current fight be if I forget to specify) "I'm just very, very curious as to how this works. I'll wake you up really soon."

Charisma check: 1d20 - 2 ⇒ (16) - 2 = 14 Well. Since I'm the one who has to win it, this is not enough.

Casting sleep, one way or the other. At least the charm should keep him from shooting me while I cast.


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

"agreed, we can try that later. Now back to the battle, any ideas on how to make it look good?"

will save: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19

is the charm over? Are we back in ini?


discord wrote:
Well the charm person still has an effect (-2 on the will save). If he succeeds on the save he will perceive this as aggressive (you attempted to apply an effect he didn't want, that's not what a friend would do!). That will break the charm person effect.


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

Arrrrgh. Charm person is broken, but since it goes off at the beginning of my turn, I can act. You can have a pre-charm-breaking action while I'm casting, though.


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

still your turn: standard cast sleep, charm breaks, move action still available


Sleep is a full round action to cast...so he spends his entire turn casting and it takes effect that the beginning of his next turn. Since you do not have the ability to identify the spell you have a round of actions but you are still under the charm until the sleep spell goes off and you resist it. Then Aristotle gets his action for that round, at that point you guys are back to normal initiative and motivations.


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

ahhh, we're really learning a lot here
"what are you doing? When you're finished, let's do something useful.

Shoot the chest again: 1d6 + 2 ⇒ (6) + 2 = 8 electric damage


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

My post got eaten, apparently. That 1-round casting time helped me lose the last match.

Aristotle curses in Elven as his spell fails to have an effect, and steps to the side. He fishes in his pouch for a pinch of colored sand and calls to his help a pattern of blinding radiance.

5' step eastwards, casting color spray as a standard action and drawing my crossbow as a move action. Beetly must pass a Will save, DC 16, or be unconscious, blinded and stunned for 2d4 ⇒ (2, 3) = 5 rounds, then blinded and stunned for 1d4 ⇒ 1 rounds, then stunned for 1 round.


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

Will Save: 1d20 + 3 ⇒ (6) + 3 = 9

let's see how long you take:)


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 the goblin falls to the ground, Aristotle sighs in relief and steps forward, unloading his crossbow into his foe's unconscious form until he stops moving.

Coup de grace 1: 2d6 ⇒ (5, 3) = 8
Coup de grace 2: 2d6 ⇒ (2, 6) = 8 - 16
Coup de grace 3: 2d6 ⇒ (1, 6) = 7 - 23 - disabled
Coup de grace 4: 2d6 ⇒ (4, 4) = 8 - 31 - dying
Coup de grace 5: 2d6 ⇒ (4, 6) = 10 - 41 - dead

If I can stay in the arena a bit longer, I'd like to try my luck with the chest.


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

come on, at least give me a chance. Coup de grace is a full round and you don't have a repeater crossbow... Plus, all your bolts technically suffer a 20% miss chance, because nowhere does it say Enveloping Winds disappears when unconscious.


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

You are completely right. I forgot about that. So, the first is a coup de grace, I deal 8 damage and you have to pass a DC 18 Fort save or die. Also
Concealment (low misses): 1d100 ⇒ 2 Holy hell. Nevermind that.
Round 2, I will reload and cast acid splash for 1d3 ⇒ 1 acid damage. Not subject to concealment.

Third round, I am coup-de-gracing again. I'll reroll damage.
Concealment: 1d100 ⇒ 68
Damage: 2d6 ⇒ (3, 5) = 8 so, Fort DC 18. Running total, 9 damage


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

and I apologize for never mentioning Envelopping winds. It's in my description, but I should mention it at the beginning of combat

Amazingly, the winds around Beetly are so strong at times that they can divert crossbow bolts shot from like 1 foot away.

Fort: 1d20 + 7 ⇒ (10) + 7 = 17

Nevertheless, the 2nd bold pierces the poor unconscious goblin's neck.

At least, I actually had a chance, because my Fort save is not that bad.


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

Yep. Though next round, I'd have gone for my pistol for massive crit damage.

"Well, that's done!" yells Aristotle to the voice in the sky. "Can I have some time to open this chest, and try out the runes?"


As you finish your opponent the field of battle fades from view and you are again back in the lobby.

Nope. :p. The chest is for those that handle the challenge of opening it while fighting. Not that you had any way of knowing that during the battle.


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

_______________________________________________________________________

Battle Royal Initiative roll start

Tobias Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Penny Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

tobias comes in with his cross bow loaded and in hand btw.


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

Beetly Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Beetly spawns with a potion in his hand. A strong breeze is blowing around him.


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

Init: 1d20 + 6 ⇒ (11) + 6 = 17

Beansidhe comes in with bow drawn.

Status:
Team HP: 34/34


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

Carlos Init: 1d20 + 4 ⇒ (13) + 4 = 17

Carlos comes in riding 1 horse (Chess), leaving other 2 horses out of the fight. He has a lance in one hand, and a light shield in the other.


Magus (Jistkan Artificer) 2/Samurai (Brawling Blademaster) 1| HP: 27/27 | AC 17 T 12 FF 15 | CMB +6 CMD 18 | F +5 R +3 W +3 | Int +4 | Perc +5 | Speed 30 ft |
Magus:
Arcane Pool Points 3/3 ,Spells: 1st Level 2/day
|
Samuria:
Challenge 1/day, Resolve 1/day
| Active Conditions: None

Initiative: 1d20 + 4 ⇒ (10) + 4 = 14

Acrythe comes in with his light crossbow loaded and in hand.


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 nt sure if I can pre-cover myself with grease (lasts 4 hours). If so, I'll do it.

Initiative: 1d20 + 8 ⇒ (5) + 8 = 13

Aristotle is slow to react, mostly annoyed that he has to fight again before getting to learn some serious spells.


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

Initiative: 1d20 + 11 ⇒ (9) + 11 = 20

Boom! arrives in the arena with his bow in one hand, his mutagen in the other, and his halberd strapped to his back.

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

Drogo looks like he was sitting in the middle of knocking back an ale, when he appears in a puff. He windmills a moment into a standing position. a bit slow to the uptake but ready to go, waraxe in hand.
Init: 1d20 + 2 ⇒ (2) + 2 = 4


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

Initiative: 1d20 + 4 ⇒ (20) + 4 = 24


Palthut TN Oread Urushiol 4 (native outsider) || Init +2 Perc +4 Darkvision 60’ || AC (against rays) 19 T (against rays) 15 FF (against rays) 16, AC (not rays) 17 T (not rays) 13 FF (not rays) 14 || HP 35/35 || Fort 6 Ref 3 Will 8 || CMB 7 CMD 19 || Speed 20’ || Conditions: none || Deflect Ray: 1/1 Urushiol Poison: 1/1 Treacherous earth: 1/1

init: 1d20 + 2 ⇒ (10) + 2 = 12

entering arena with scythe in hand, and coated in Urushiol poison.


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

The brawny Suli flows like water, wheeling out to his left behind the next statue to find a goblin target.

25', move action, drawing longbow while moving

Fee-fi-fo-fum, I smell the blood of a shifty goblin! he booms.

Oh no... I have to sneeze.

His face twitches slightly.

Hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in, hold it in...

longbow attack vs. Boom! (flat-footed AC): 1d20 + 4 ⇒ (3) + 4 = 7
Sigh, I'm not going to dignify that with a damage roll.

Just when he thinks he has it under control it releases at the same time as his bowstring...


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! smirks as he watches the arrow from his most recent foe fly wide. He downs his mutagen in just a few gulps before moving away from the elemental rager.

Standard: Drink mutagen. All bonuses applied in stat lines. Due to 100-round duration in parentheses, not going to actively track it. If anybody gets curious, I'll count the rounds later on.

Move: move 30ft.


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

move 30 feet, drink potion. I assume the wooden thing I stand beneath are beams to hold the leather roof
why this guy again???


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

Round 1 Actions for Tobias and Penny.


Penny delays till they can go after tobia,
Tobias moves withdrawing scroll of expeditious retreat from his belt , drops his crossbow, then use his scroll on penny.
Penny then runs to keep beansidhe company.

Penny waiting for Tobias command watchs as he moves up in front of them into the cover of the statue while taking a scroll off their belt, as Tobias stands in front of Penny he drops his crossbow then he reads the scroll, filling Penny with a burst of speed, with that Tobias talks to Penny "We have a freind here from last time, go have a talk with her" and with that, Penny bolts of to play with Beansidhe.

Action
Penny delay action
Move action to move and withdraw scroll
Free action to drop crossbow
Action to cast from scroll
Penny Runs.


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

10/10 rounds of Expeditious retreat left.


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

Pennys movement has been fixed after debating.


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

Beansidhe concentrates for just a moment on her bow before firing an arrow at Carlos. She then moves back behind one of the statues.

Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage+Arcane: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Status:
[/b]Team HP:[/b] 34/34
Arcane Enhancement: 10/10
Arcane Pool: 4/5


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

The arrow bounces off Carlo's Shield as he spurs his mount forward. Tossing the shield to the side, he takes up a two handed grip on his lance and charges down Acrythe, his fury driving his attack square into the unreacting Teifling's chest.

Free Action: Drop Shield
Guide mount with knees: Ride Check DC 5: 1d20 + 5 ⇒ (9) + 5 = 14
Mount charges at Acrythe: 100 ft movement
Carlos begins to Rage (1 of X)

Lance Attack (+2 Charge, +1 Mounted) vs FF AC 15: 1d20 + 7 + 2 + 1 ⇒ (14) + 7 + 2 + 1 = 242d8 + 14 ⇒ (8, 1) + 14 = 23

Next in Init:
Acrythe = 14
Aristotle = 13
Palthut = 12
Drogo = 4
Asaakov = 24
Beetly =23
Boom!= 20
Tobias = 19
Penny = 19
Beansidhe = 17
Carlos = 17


Magus (Jistkan Artificer) 2/Samurai (Brawling Blademaster) 1| HP: 27/27 | AC 17 T 12 FF 15 | CMB +6 CMD 18 | F +5 R +3 W +3 | Int +4 | Perc +5 | Speed 30 ft |
Magus:
Arcane Pool Points 3/3 ,Spells: 1st Level 2/day
|
Samuria:
Challenge 1/day, Resolve 1/day
| Active Conditions: None

”Trying to put it all on one attack huh? Fine” Acrythe growls as he lights up his golem fist, steps toward the horse and swings his arm into Carlos twice.

Swift Action: Arcane Pool Point on Golem Arm
Free Action: Five foot step
Full Round Action: Spell Combat/Spellstrike

Golem Arm Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Golem Arm Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Shocking Grasp Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Shocking Grasp Damage: 3d6 + 5 ⇒ (1, 3, 6) + 5 = 15

Shocking Grasp has a +3 to hit if Carlos is wearing metal armor or has a metal weapon

Also if someone could move me five feet SW

Next in Init:
Aristotle = 13
Palthut = 12
Drogo = 4
Asaakov = 24
Beetly =23
Boom!= 20
Tobias = 19
Penny = 19
Beansidhe = 17
Carlos = 17
Acrythe = 14


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

I don't see the words "Cast Defensively" in there, so here comes the AoO attacks

Carlos AoO with Spiked Gauntlet: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 261d4 + 5 ⇒ (1) + 5 = 6
Horse AoO with Hoof: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 5 ⇒ (1) + 5 = 6

So that's a DC 10+6+1=17 Concentration check, or you lose the spell and second attack. Also, I believe your attack bonus should be +4 on those attacks, not +5. I'm reading your normal attack bonus is +1 BAB, +4 STR, +1 Masterwork. If that is correct, then the +1 to hit from enhancing your weapon does not stack with the bonus to hit from masterwork.

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