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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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

was I wrong in assuming you couldn’t attack within five feet? I had thought you said otherwise I definitely would have cast defensively.


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

he did not use a lance to do the attack, he used his spiked gauntlet, also were are you getting the extra +1 for the first attack from?


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

Carlos may be right, I think herolab was showing it as an additional +1 from the masterwork. Ill update it now for myself. I’m fine since I assumed wrong and take the AOO


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

btw this is all being discussed in the discord as well.


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

Then that first attack misses, and just waiting on the concentration check to keep the second attack


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

Concentration Check + Int + Focused Mind+ level: 1d20 + 2 + 2 + 2 ⇒ (6) + 2 + 2 + 2 = 12

So then its nothing? Or just the golem arm?


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

The spell fizzles, so you don't get anything as far as I'm aware


Yep. At this level your character gets a melee attack and a spell. Melee attack did not hit AC and the spell (shocking grasp) was lost due to the attack of opportunity. Unfortunately the dice did not go your way on the attacks this round.


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 others are trading initial blows, Aristotle waves bye and disappears from view.

Casting vanish and moving.
Stealth: 1d20 + 8 + 20 ⇒ (1) + 8 + 20 = 29

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


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

Palthut smiles (a quite scary smile) as he advances towards the goblins.

next in intiative:

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

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 sets off in a mad sprint across the field.

Actions:
Full Round: 90' run (straight line, ~ 30' N, 75 W'

Secret Status tracking:
PoA:0
AB:0
Run:1

Asaakov = 24 Team BR
Beetly = 23 Team G
Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Beansidhe = 17 Team M
Carlos = 17 Tean BM
Acrythe = 14 Team M
Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR


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

After his frustrating start, Asaakoz proceeds to trail the goblins more cautiously, tracing the base of the statue near him.

30', move action
Total defense, standard action. AC: 21 (at least?)

Taking this chance to correct my name :)

Beetly = 23 Team G
Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Beansidhe = 17 Team M
Carlos = 17 Tean BM
Acrythe = 14 Team M
Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR
Asaakoz = 24 Team BR


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

Seeing the left flank open up, Beetly procedes to move away from the bloodragers. But he takes his shot at the dwarf anyways!

attack vs touch AC: 1d20 + 6 ⇒ (6) + 6 = 12 imho it should be vs touch AND flat-footed, because the Run action makes you loose your dex bonus and it takes a full round
electricity damage: 1d6 + 2 ⇒ (4) + 2 = 6

Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Beansidhe = 17 Team M
Carlos = 17 Tean BM
Acrythe = 14 Team M
Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR
Asaakoz = 24 Team BR
Beetly = 23 Team G


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! sees both bloodragers and a third opponent coming a towards his and decided that discretion is the better part of valor. Keeping close to his teammate, Boom! murmurs to Beetly just loud enough to be heard over the din "Too velik. Set follow lan tam sep othar group. Not trav between el tajid safeki."

Double move action ending 2 up 1 left of Beetly. Will update map location later (don't want to accidentally move the map again) when I'm on a computer and not my phone.


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

Round 2 Actions

Tobias looks to his right to see a very angry looking dwarf heading in his general direction and decides that it might be time to make a strategic withdrawal from were he currently is while retrieving his crossbow, Penny on the other hand see's a chance to cause some chaos with Carlos and slithers up to say hello to a old freind!

Penny Bite!: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


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

Beansidhe steps to the side and begins to cast holding Penny at bay as she does. She then throws a snowball at Carlos, followed quickly by an arrow.

Cast Defensively: 1d20 + 6 ⇒ (17) + 6 = 23

Snowball Attack vs Touch: 1d20 + 5 ⇒ (10) + 5 = 15
Cold Damage: 2d6 ⇒ (6, 3) = 9

Attack+Point-blank Shot: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Damage+Arcane+Point-blank Shot: 1d8 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9

Could someone move me 5 feet East ?

Penny gets an AOO for the bow, but not the spell.

Status:
Team HP: 5/34
Arcane Enhancement: 9/10
Arcane Pool: 4/5


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

AoO Bite: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 1 ⇒ (7) + 1 = 8


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

Crit Confirm: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


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

Damage from Penny's AoO is halved, so net 4 damage from that. Also, the snowball adds Point Blank Shot damage. Net Damage to our team is 10 Cold, and 8 Physical.

Ride Check: DC 5 Stay in Saddle: 1d20 + 5 ⇒ (5) + 5 = 10
Ride Check: DC 5 Stay in Saddle: 1d20 + 5 ⇒ (1) + 5 = 6

Start of my Turn:
Ride Check: DC 10 Fight with a combat-trained mount (Let horse attack: 1d20 + 5 ⇒ (19) + 5 = 24
Ride Check: DC 5 Guide With Knees: 1d20 + 5 ⇒ (3) + 5 = 8

Horse 5 ft steps NE to map location

Horse Attack into Acrythe: 1d20 + 5 ⇒ (1) + 5 = 6
Horse Attack into Acrythe: 1d20 + 5 ⇒ (2) + 5 = 7
Horse Attack into Acrythe: 1d20 + 5 ⇒ (3) + 5 = 8

Carlos Lance into Bean: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Carlos Lance into Bean: 1d8 + 7 ⇒ (2) + 7 = 9

With a great Flurry of attacks, Carlos and Checkers finally catch the team in one last strike!

Acrythe = 14 Team M
Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR
Asaakoz = 24 Team BR
Beetly = 23 Team G
Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Beansidhe = 17 Team M
Carlos = 17 Tean BM


To quickly answer a question asked in discord, now that bean and acrythe are below 0 they can make stabilization rolls in case someone decides to stand them back up for strategic purposes. I don’t think the action needs to be held up for that though, just roll when you happen to be around. Aristotle, you are up sir!


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 takes a step and starts going through the elaborate motions of spellcasting.

I'm not sure if one can spellcraft a spell being cast while invisible and not under detect magic, but in case, and for the GM,

Spellcraft DC 16:
I'm casting sleep.

Vanish will run out at the beginning of my next turn.

Palthut = 12 Team C
Drogo = 04 Team BR
Asaakoz = 24 Team BR
Beetly = 23 Team G
Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Beansidhe = 17 Team M
Carlos = 17 Tean BM
Acrythe = 14 Team M
Aristotle = 13 Team C


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

Palthut dashes over, again!

init:

Drogo = 04 Team BR
Asaakoz = 24 Team BR
Beetly = 23 Team G
Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Beansidhe = 17 Team M
Carlos = 17 Tean BM
Acrythe = 14 Team M
Aristotle = 13 Team C
Palthut = 12 Team C

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

The electric blast from Beetly seemed to diffuse over a faintly visible shell around Drogo's body.

"Think we've got a chance against the ones who took first blood?" calls in Palhuts direction petering out as he tries to figure out what he is "You ... you ... rock-creature"

Words can go suck a goats teat. Time to take a flying charge at Beetly's legs.

Action:

Full Round: Charge
Trip: 1d20 + 7 ⇒ (15) + 7 = 22
Status effects:

PoA:0
AB:5
Run:1
NL:5

Edit: That provokes an AoO, if you can Beetly

Asaakoz = 24 Team BR
Beetly = 23 Team G
Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Beansidhe = 17 Team M
Carlos = 17 Tean BM
Acrythe = 14 Team M
Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR


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 laughs and falls on his ass.


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

Asaakoz runs to catch up to the action, arriving at the far statue.

Run, 16sq, 80'

Beetly = 23 Team G
Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Beansidhe = 17 Team M
Carlos = 17 Tean BM
Acrythe = 14 Team M
Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR
Asaakoz = 24 Team BR


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 doesn't like this game. He tries to flee.
move action to stand up, which provokes. 2nd action depends on wether I'm hit

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 declines to take his first AoO. If a second one presents itself

AoO:
Trip: 1d20 + 5 ⇒ (1) + 5 = 6 provokes again


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 quickly recovers from his fall to the ground and stands up with no regards for his own safety. The dwarf was still considering his actions when Beetly darted away. Drogo only hits air.
They can't hit me. I'm too fast!

move south east


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

Seeing his teammate get out of dodge as quickly as he can, and seeing his own most recent opponents closing in - at least one who is probably holding a grudge - Boom! decides to make a break for it between them, trusting his teammate to be able to take care of himself. He ends his run in what appears to be nice, empty area of the battlefield and looks back, gathering his breath.

Run 24 spaces(120 ft) east, ending just north of Aristotle.


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

Penny And Tobias Turn 3

With so much business going on just to the south of him, Tobias take the opportunity to take a wild potshot at the easy target of Palthut, before moving back out of the scrum.

Standard:
Crossbow Shot: 1d20 + 4 ⇒ (18) + 4 = 22
Crossbow Damage: 1d8 ⇒ 2
Move action: Move 20 ft

He then moves Penny towards him, just in case.


Double move, each 50 ft

Carlos Turn 3

Feeling a bit of those wounds, Carlos pulls out a potion and drinks it, his cuts starting to slowly knit, before guiding his horse likewise to a more favorable position


Ride Check Guide With Knees DC 5: 1d20 + 5 ⇒ (14) + 5 = 19
Free action: Hold Lance in one hand
Move Action: Draw Potion
Standard Action: Drink Potion
Free Action: Drop Potion Vial, 2 Hands on Lance,
Heal 1
Horse double moves

Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR
Asaakoz = 24 Team BR
Beetly = 23 Team G
Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Carlos = 17 Team BM


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 returns visible in the same moment as his spell discharges, attacking Boom's mind.

Boom, please a Will save, DC 16. The rest of the action depends on whether you succeed.


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: 1d20 + 0 ⇒ (4) + 0 = 4

Without ever even seeing his newest opponent, Boom! falls over, asleep.


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 walks up to the form of his unconscious opponent, drawing his gun. "Focus on the Mounted Menace, you others! Target the horse! Palthut, use that spell!"

Move action to move and draw my pistol, readied action to charm person any humanoid who gets in a 25' range.


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

Palthut turns towards Carlos and smiles.

spell:
burning sands.
lasts 2 rounds, half movement and 1d4 damage for those who end their turn in it. marked on map.

The sand beneath the eidolon, Carlos, and his horse begins to writhe and jump about. plumes of fire periodically burst from the shifting sand.

he then takes a move action.

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 runs forward for another shot to Beetly's nuts knees.

Actions:
Move: 10' S, 15' SE
Standard: Trip: 1d20 + 5 ⇒ (10) + 5 = 15, Provokes AoO

Asaakoz = 24 Team BR
Beetly = 23 Team G
Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Carlos = 17 Team BM
Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR


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

Palthut, you drew too large a circle. I've redrawn in black the proper size, feel free to recenter


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 suli yells out to his partner. Keep him down Drogo!

He growls ferociously as he charges towards Beetly.

Free action, enter rage for one round
Swift action, imbue elemental strikes for one round
Charge, full round action, moving 9 squares/45', drawing greatsword
Free action, drop bow 5' before arriving

masterwork greatsword, charging, melee vs. prone beetly: 1d20 + 9 + 2 + 4 ⇒ (20) + 9 + 2 + 4 = 35
S damage: 2d6 + 9 ⇒ (4, 4) + 9 = 17
cold damage: 1d6 ⇒ 6
confirm crit?: 1d20 + 9 + 2 + 4 ⇒ (7) + 9 + 2 + 4 = 22
S critical damage: 2d6 + 9 ⇒ (3, 2) + 9 = 14

IF critical confirmed: 37 damage (31 slashing, 6 cold)

ELSE 23 damage (17 slashing, 6 cold)

-2 AC until start of my next turn, from charging
de-raging after one round, fatigued for next 2

Beetly = 23 Team G
Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Carlos = 17 Team BM
Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR
Asaakoz = 24 Team BR


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
Drogo Lightburner wrote:
Drogo runs forward for another shot to Beetly's knees.

I know this trick already!

This time, Beetly takes the AoO and tries to trip in return. Provokes from Drogo.
Trip: 1d20 - 1 ⇒ (1) - 1 = 0
But not only does he leave another opening for the dwarf to cut him down, he also falls dramatically in a somersault hitting his head on the floor.

Drogo could make an AoO, before Asaakoz charges me.

Asaakoz = 24 Team BR
Beetly = 23 Team G
Boom! = 20 Team G
Tobias = 19 Team BM
Penny = 19
Carlos = 17 Team BM
Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR


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

and with that resolved, keeping my post above, back to beetly, if alive

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 takes the preemptive swing
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
confirm: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d10 + 5 ⇒ (2) + 5 = 7

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

wait, beetly, do you have a way to threaten my square, like a weapon or unarmed attack? If not I don't think you could have counter tripped.


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 thought I could attack with the buckler. I think I can't though
I guess we're dead


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

Unarmed Strike will do it. Without the feat, he just provokes again, which was his whole goal: Edit, this post is wrong.


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

updated: looks like it worked out after all.


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, bleeding heavily, draws a potion from his belt.
single move action. all I can do

Boom! = 20 Team G sleeping, disabled
Tobias = 19 Team BM
Penny = 19
Carlos = 17 Team BM
Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR
Asaakoz = 24 Team BR
Beetly = 23 Team G disabled, prone


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! is on the ground, oblivious to the absolute complete reversal of his and Beetly's fortunes.

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

Drawing the potion probably provokes an AoO, so use the same rolls listed as before. Versus a prone target, would be a +4 to attack, but it autohits, so doesn't matter.


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

Acrobatics DC 12: 1d20 + 12 ⇒ (17) + 12 = 29
Almost dead Beetly clings to the dwarfen axe and uses to momentum to fly 10 ft away from bloodrager.
probably provokes from Asaakoz


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

masterwork greatsword AoO, melee vs. prone beetly: 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26
S damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7

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