Super Pathfinder Brawl - Arena A

Game Master Nairb the Grey

This is Arena A
Carlos v Beansidhe

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

Round 4 Actions
Tobia seeing palthut still alone takes a step to east readys his crossbow and shoots him while Penny flanks him and use's their range to their advantage.

Light crossbow: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d8 ⇒ 1

Penny
Bite: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 1 ⇒ (6) + 1 = 7 3


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

The Crossbow attack is at +2, not +4 because of range, but I believe that still hits.

Round 4 Carlos:

With a muttered curse about the suddenly teleporting spell components into Palthut's hand, Carlos quickly moves his horse out of the trap. With no clear line to charge, he is going to have to deal with the Druid in another way.

Ride Check DC 5: 1d20 + 5 ⇒ (19) + 5 = 24
Horse moves 50'
Move action: Stow Lance
Horse moves 40 to get into base to base
Standard action: Grapple Check: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Raging Grappler Triggers:
Free Spiked Gauntlet Damage: 1d4 + 5 ⇒ (2) + 5 = 7

Heal 1. 2/X rounds healed, 4/X rounds Raging

Aristotle = 13 Team C
Palthut = 12 Team C
Drogo = 04 Team BR
Asaakoz = 24 Team BR
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

Heal: 1d20 + 1 ⇒ (16) + 1 = 17
Aristotle frowns as his spell turns out to be useless, then moves and casts yet another one.

Casting charm person on Carlos. Will DC 16 negates, with a +5 bonus for Palthut threatening him.


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

Will Save DC : 1d20 + 5 ⇒ (18) + 5 = 23


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

CMB to break grapple: 1d20 + 6 ⇒ (10) + 6 = 16


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

Are you dropping or putting away your scythe? If not you take a -4 on the check. Dropping is a free action, putting it away is a move action that provokes

Edit: Palthut confirmed via Discord that he would be Stowing his weapon

As Palthut shifts his scythe away so that he could freely wrestle with the mighty Carlos, he leaves a small opening that Carlos and Checkers attempt to exploit!

Attack of opportunity W/Spiked Gauntlet: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Spiked Gauntlet Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Attack of opportunity W/Hoof: 1d20 + 5 ⇒ (19) + 5 = 24
Hoof: 1d6 + 5 ⇒ (4) + 5 = 9

The flurry of attacks is not enough to put Paltut down, but unfortunately his valiant struggle is just not enough to get him free!

Current CMD vs grapple checks is 10 +2 BAB +5 STR +0 DEX +2 Improved Grapple -2 Rage


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

Penny AoO: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d8 + 1 ⇒ (6) + 1 = 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

Drogo moves up and puts away the shield, eyeing the infighting and wondering whose weakest.

Actions:
Move: 5' NW 25' NE
Move:Stow Buckler

Asaakoz = 24 Team BR
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

Move next to Drogo, 30’ move action
Total defense, +4AC, std action


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

Round 5 actions

Tobias drops his crossbow and starts fiddling with his spell component pouch as he starts a lengthy chant, one which is oddly familar to Acrythe.

Meanwhile Penny steps in....slithers in? and unleash's a barrage of attacks on poor worn Palthut.

Bite: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

tail: 1d20 - 2 ⇒ (5) - 2 = 3
Damage: 1d6 ⇒ 2


Actions for tobias summon monster
Actions for penny 5 foot step then full round attack.


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

Multitasking, so I won't be able to RP a lot

Free action ride check DC 5: 1d20 + 3 ⇒ (2) + 3 = 5
Free action ride check DC 10 for horse attacks: 1d20 + 3 ⇒ (5) + 3 = 8

Standard action: Continue Grapple
Grapple Check : 1d20 + 9 + 1 + 5 ⇒ (20) + 9 + 1 + 5 = 35
Successful Check makes Palthut Prone
Damage : 1d4 + 5 ⇒ (3) + 5 = 8

I believe that knocks him out if so:
Move action, Draw Lance again

Horse moves to new location

If not, I have different actions


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

Now that I'm at a computer, end of turn housekeeping:
Heal 1. 3/X rounds healed, 5/X rounds Raging

Aristotle = 13 Team C ?
Palthut = 12 Team C ?
Drogo = 04 Team BR
Asaakoz = 24 Team BR
Tobias = 19 Team BM
Penny = 19
Carlos = 17 Team BM


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

one detail clarification: picked the bow back up during my movement


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

edit: Then you would not be able to total defense, as picking up the bow requires its own move action


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 one last eye-rolling, Aristotle lapses into unconsciousness as Carlos strikes Palthut.

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 sees Carlos readying his lance and charges in first.

Actions:
Free: Grip Waraxe with both hands
Free: Rage
Full Round: Charge to designated square
Provokes AoO
Potential Post-AoO:
Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d10 + 10 ⇒ (7) + 10 = 17


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

Taking a page out of Drogo's book, as Drogo charges up to him, the lance drops dramatically, tripping the Bloodrager!

Attack of opportunity Trip: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18

Provokes, but you don't have a reach weapon of your own

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 falls on his face before reaching Carlos


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, worried that his partner has been laid prone, rushes up beside him for the last stand.

double move, 45’


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

Round 6 actions

With the splitting of reality a shadowy eagle appears and bears down on drogo, all the while Tobias starts to run forward to join the fray taking out his mace as he does so, all the while penny rush's from behind to strike at Drogo as well!

Bite: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 1 ⇒ (8) + 1 = 9 4

Eagles Talon: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d4 + 2 ⇒ (4) + 2 = 6


Actions
Tobias Move draw Move
Penny Move attack
Eagle charge attack.


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

Carlos Round 6 Action
As the whole party comes back together, Carlos drops the lance. It's too close work now. He instead draws his mighty blade, ready to chop down at the prone Dwarf.


Ride Check DC 5: 1d20 + 5 ⇒ (14) + 5 = 19
Ride Check DC 10 for Horse Attacks: 1d20 + 5 ⇒ (6) + 5 = 11
Move Action Draw Nodatchi

He Guides his horse forward, into killing range


Horse 5ft steps forward.
Horse Bite: 1d20 + 5 ⇒ (11) + 5 = 16
Horse Bite Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Horse Hoof: 1d20 + 5 ⇒ (15) + 5 = 20
Horse Hoof Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Horse Hoof: 1d20 + 5 ⇒ (1) + 5 = 6
Horse Hoof Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Carlos Swing: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Carlos Confirm: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Carlos Regular Damage: 1d10 + 7 ⇒ (1) + 7 = 8
Carlos Crit Damage: 1d10 + 7 ⇒ (5) + 7 = 12


Oh, that's the numbers we want to see. I didn't add the +4 to attacks from you being prone, instead counting your AC as 12 if I'm reading your Character sheet right. I believe Tobias did the same
If I'm correct, then only hoof 2 misses, for a total of 7+9+20 damage.

Heal 1. 4/X rounds healed, 6/X rounds Raging

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 attacks come from all directions, . The candy shell around the dwarf sputters and peters out. The flurry of attacks hit home and only the soul link keeps him awake.

Actions:
Delay Until after Asaakoz
Status Count:
PoA:0
Run:1
NL:20

Asaakoz = 24 Team BR
Drogo = 23.9 Team BR
Tobias = 19 Team BM
Penny = 19
Carlos = 17 Team BM


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

rage, free action; imbue elemental strikes, swift action

masterwork greatsword vs Carlos: 1d20 + 9 ⇒ (18) + 9 = 27
S damage: 2d6 + 9 ⇒ (2, 3) + 9 = 14
cold damage: 1d6 ⇒ 3

move action to wave to the fans.. j/k

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 eyes the surrounding gang and gives up. He aims one last wild attack up at Carlos.

Actions:
Attack: 1d20 + 7 - 1 - 4 ⇒ (11) + 7 - 1 - 4 = 13
1d10 + 10 ⇒ (7) + 10 = 17


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

Round 7 actions

With Drogos swing Tobias and his friendly animal companions of fun pile on!!

Eagle talon 1: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Eagle talon 2: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Beak: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Tobias Mace: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
Damage: 1d6 ⇒ 5

Penny Bite: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 1 ⇒ (1) + 1 = 2 1

Crit Confirm: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 1 ⇒ (7) + 1 = 8 4

Tail slap: 1d20 - 2 ⇒ (9) - 2 = 7
damage: 1d6 ⇒ 4 2

Full round attacks all round with flanking for tobias and the eagle.


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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

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

Break for New Combat

______________________


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

Might as well roll initative

With a great popping noise, Carlos fades into his new arena. He takes a moment to pet Checkers (horse) for a moment, before steeling himself for combat. There is a lit sunrod in the shield sconce on his back, and he wields his lance one handed for the moment.

Carlos Init: 1d20 + 4 ⇒ (2) + 4 = 6
Cribbage (elephant) Init: 1d20 + 0 ⇒ (17) + 0 = 17


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

Away From Prying Eyes:
Beansidhe comes in with a scroll in one hand and bow in the other, looking around at her surroundings.

Init: 1d20 + 6 ⇒ (4) + 6 = 10

Elephant first


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

Elephant holds till after Carlos


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

In the Cold:
Beansidhe casts a spell, the scroll in her hand crumbling as she does. She then begins to move quickly around the corner over the couch and to the room that somehow changes the lights.

Actions:
Cast Expeditious Retreat from Scroll
Move: 5' E; 15' S; 20'W (Jumping over the couch* there); 15' N
Swift: Arcane Enhancement on Bow

Acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25

*I assume that's a couch and can be jumped over. If it's not, I have enough movement to go around it and still end up in the center of room 20. Also, I end up wherever the box is if that's obvious once I'm in the room, I just assumed that that is where it would be.

Stats (Has things Carlos should not be able to know about):
Current HP: 21/21
Expeditious Retreat: 10/10
Arcane Enhancement: 10/10


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

Carlos moves himself and his horse up, and his elephant follows. Will edit with more description in about an hour, but letting bean go again


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

Apparently it won't let me edit.

With the dancing lights and loud noises surrounding him, Carlos pushes his trusty steed forward, Cribbage following behind.

Ride Check DC 5: Ride with no hands: 1d20 + 8 ⇒ (10) + 8 = 18
Spotlight on Carlos 2=Light: 1d2 ⇒ 2
Spotlight on Checkers 2=Light: 1d2 ⇒ 2
Spotlight on Cribbage 2=Light: 1d2 ⇒ 2

Checkers (horse) Double Move 50 ft x2


Carlos attempts fast dismount
Ride Check DC 20: 1d20 + 8 ⇒ (17) + 8 = 25

Carlos dismounts, dropping his lance while moving into the back, 40 ft north first move action

Seeing nothing in the large ballroom, he moves around to see if he's gotten the full drop on Bean.

5' S, 10' E, 20' N, 5' S Second Move action


Beansidhe, not counting the weekend 24 hours would have been 16:23 yesterday. Please post by 16:23 cst today or risk timing out of this round.

If you will not be able to make that deadline please message me here or in discord to let me know.


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

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Beansidhe messes with the box, unsure what she is doing, Trying to Turn the Lights Out: 1d2 ⇒ 2 WOOHOO!!! when suddenly everything goes dark.

Stealthing:
Beansidhe then ducks behind the desk to hide knowing that Carlos is around the corner.

Stealth: 1d20 + 14 ⇒ (8) + 14 = 22


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

With the lights turning off, that leaves only one place for Beansidhe to be. Carlos heads into the room to check the breaker box, and knowing that he didnt see her leave the room, continues to check possible spaces.

Double move into the room. I believe that with my 40 ft movement speed that gives me enough to check behind the desk and thus see Bean. Nairb, if you could confirm. If not, I have more movement to use. Am away from a PC, so cant move map, but would stop movement next to Bean if I can.


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

(Before end of turn, Raging once I see Bean)


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

Beansidhe starts in surprise then steps back, casting a spell as she concentrates Defensive Casting (DC 17): 1d20 + 7 ⇒ (11) + 7 = 18. The sylph then vanishes from sight.

Cast Vanish

Invisible:
Acrobatics To Hop Over Desk: 1d20 + 10 ⇒ (13) + 10 = 23

Acrobatics To Hop OnCounter or whatever it was: 1d20 + 10 ⇒ (13) + 10 = 23

Fast Stealth: 1d20 + 14 + 20 - 5 ⇒ (15) + 14 + 20 - 5 = 44

Beansidhe hops over the desk and pops out of the room, ending up on the counter in the kitchen One square NE of the number 16.


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

"Damn cheating mages! Carlos shouts as Bean fades from sight.

Nothing to do but even the odds back up.

Carlos stops raging, and moves to the breaker.

Attempting to turn on full light 1 For spotlights, 2 for full light: 1d2 ⇒ 1


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

Horse spotlight
On = 1: 1d2 ⇒ 1

Elephant spotlight
On = 1: 1d2 ⇒ 2

With the flashing lights now back on, Checkers and Backgammon close together in order to see better.


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

Stealthing:
Beansidhe moves through the club into the noise.

Fast Stealth: 1d20 + 14 + 20 - 5 ⇒ (10) + 14 + 20 - 5 = 39

Spotlight: 1d2 ⇒ 1
Spotlight on, but no one there to see it.

Double Move: Ending 1 square N of the Host's Station (15)


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

With no leads on where the blue one might have got to, Carlos is going to have to start clearing the spaces.

He steps out of the breaker room, closing the door behind him. Hopefully that trick won't last too long. But if it does..... Idea.

Move action to move out of room, standard to close door

Horse Spotlight: 1d2 ⇒ 2
Elephant Spotlight: 1d2 ⇒ 1

With the lights back on, Backgammon begins to search for Carlos.


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

Stealthing:
Beansidhe begins to cast, then four globes of light pop into existence.

Cast Dancing Lights; then 5' step N

Stealth-No movement: 1d20 + 14 + 40 ⇒ (14) + 14 + 40 = 68
Invisibility ends just before my next turn.

Also, made a mistake last time. This room is normal light, not the random lighting.

Globes of light pop into existence through the open door at the end of the kitchen.


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

Well, if this mage wants to lure me with shiny lights, I'll play along

Carlos heads east, checking out this rooms new light show.

Double move
2E
2S
4E
1N
2E
1SE
4S

Horse/Elephant lights: 1d2 ⇒ 11d2 ⇒ 1


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

Beansidhe stands up firing an arrow at Carlos, then quickly casts a spell.

5' step SW

Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage+Arcane: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Cast Daze: DC 14 Will Save or take no actions


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

Perception DC 28: 1d20 + 4 ⇒ (12) + 4 = 16

Arrow hits for 8 damage

Will Save: 1d20 - 1 ⇒ (2) - 1 = 1

No actions on my turn then, back to you Bean!


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

Beansidhe fires again, then rushes to the side where her lights go out.

Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Eww. What a wasted opportunity.
Damage+Arcane: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

Stealthing:
Beansidhe winds through the tables to the other end of the room.

1 NE; 1 N; 3 NW; 1 N; 1 NE; 1 N

Acrobatics to go over Counter: 1d20 + 10 ⇒ (6) + 10 = 16
Fast Stealth: 1d20 + 14 - 5 ⇒ (12) + 14 - 5 = 21
Spotlight: 1d2 ⇒ 2 [ooc]No light. Thank goodness.


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

Schrödinger's Turn!

If Chairs do not give you cover:

The search begins!

All line of sights currently drawn on map still.
First Move action:
2 SW
4 W
1 N
----
Second Move action:
2 N
1 NE - Spot Bean
2 NE
1 N
Begin to Rage, End turn base to base

If Chairs do give you cover:


First Move Action:
3 N
2 NE
Standard Action:
Close Doors

-------------------------
In either case:

Horse/Elephant Spotlights: 1d2 ⇒ 11d2 ⇒ 2

In an effort to get out of the dark, Backgammon moves closer to Checkers again.


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

Beansidhe casts from where she stands, the room going dim around her. She moves away, jumping up onto the table as quietly as she can.

Stealth: 1d20 + 14 ⇒ (15) + 14 = 29
Acrobatics: 1d20 + 10 ⇒ (14) + 10 = 24
2 W

Most of the time was me placing the things on the map. It's not perfect, but it'll do.


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

Too late to edit it, but:

The glowing lights disappear and Beansidhe studies Carlos from where she sits.

Standard: Dissmiss spell; Move: Study Carlos for Studied Target


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

'Sneaky Sneaky. Time to bring in a friend.'

First Move action:
1 E
1 SE
4 S
1 SE (double move)

Second Move action:
1 SE
1 SE (2x movement)
2 S
-----
Wave at Backgammon, let him know where I am
-----

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

Horse/Elephant Spotlights
Horse/Elephant Spotlights: 1d2 ⇒ 21d2 ⇒ 2

Backgammon, glad to see me and have light again, moves to follow.

1S
1SE
2S
1E
-----
Squeezing past bar:
5E (counts as 10)
--------
1 E

====

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