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

Beansidhe fires at Carlos then casts a spell, the lights around the room dim. She then takes a step back, next to the table.

Attack+Studied Target (Carlos has Cover): 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage+Arcane+Studied Target: 1d8 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8

Cast Dancing Darkness


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

As another damned arrow flies out of the room, Carlos smiles. "Got you now!" He shouts, charging into the room.

Double move,swinging west around table, final square 1 west of Bean, begin to rage

Backgammon bellows with fury seeing Carlos hit, and tramples forward as well, stomping over the tables in the way.

(Elephant movement is 6n, 1x n difficult terrain, 7n 1ne)


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

Beansidhe curses as the elephant comes into the room. She moves over the tables, whole and broken to leave.

Double Move action.

Acrobatics to get Away from Carlos: 1d20 + 10 ⇒ (16) + 10 = 26

Acrobatics to Jump on table: 1d20 + 10 ⇒ (10) + 10 = 20

Fast Stealth: 1d20 + 14 - 5 ⇒ (19) + 14 - 5 = 28

Light: 1d2 ⇒ 1 Dang. Light on, but only the very edge of it would be visible to you, so I imagine it would be hard to see. I just don't know how hard.


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

The light turns in as she enters the other room, Beansidhe curses again, "I surrender. I can't fight an elephant.


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Back from holidays! Business should resume shortly.

Here is the map for Arena A

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Carlos vs. Boom!
=================================================


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

With the new arena fading into focus, Carlos looks across at his opponent.

Lance held in one hand, wearing his new gleaming armor, and riding Checkers, he prepares to deliver Goblin Mince.

Init: 1d20 + 4 ⇒ (4) + 4 = 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

Initiative: 1d20 + 11 ⇒ (19) + 11 = 30

Boom! quickly takes in his new surroundings and, feeling the additional protection of his Mage Armor snap into place around him, consumed prior to combat start he pulls out an extract and downs it, then immediately takes off away from his opponent and the creature he is mounted on, dipping behind the trees to hide from one of the fiercest fighters in the competition.

Active Effects:

Mage Armor - AC+4, FF+4 - 1hr (599 rounds remaining)
Expeditious Retreat - +30ft base move speed (29 rounds remaining)

Total modified stats:
AC: 21; T: 19; FF: 15
Speed: 60ft


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

Stealth: 1d20 + 22 - 5 ⇒ (17) + 22 - 5 = 34 -5 from moving greater than half speed but less than full


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

Watching the goblin scurry away, and going immediately silent as soon as he dropped around the tree, Carlos knew that he would have to follow.

Ride Check DC 5: 1d20 + 7 ⇒ (20) + 7 = 27

Move action Spur Mount
Ride Check DC 15: 1d20 + 7 ⇒ (6) + 7 = 13 Damnation!

He charges forward, his mounts hooves beating the fountain water into a frothy frenzy

One hand on lance


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

Using the breathing room available to him, Boom! quickly pulls out and consumes another vial of disgusting looking liquid and grins as he feels it take hold. Finally, Boom! runs southwest keeping the trees between him and is opponent, but doing his best to ensure that his enemy doesn't see the movement, finally taking refuge in the bushes against the nearby building.

Standard Action: consume item
Move action: 55ft
Stealth: 1d20 + 24 - 5 ⇒ (7) + 24 - 5 = 26 -5 from moving greater than half speed but less than full

Active Effects:

Mage Armor - AC+4, FF+4 - 1hr (598 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (299 rounds remaining)
Expeditious Retreat - +30ft base move speed (28 rounds remaining)

Total modified stats:
AC: 25; T: 19; FF: 17 | Fort: +3; Ref: +10; Will: +1 | Speed: 60ft | CMB +1; CMD 19 | Perception +4
Longbow (100'): +12//1d6 (×3) | Longbow flurry (100'): +10, +10//1d6 (×3) | Bombs (20') 7/day (7 remaining): +12//2d6+4 fire OR piercing (x2)
Skills: Acrobatics +11 (+26 to jump), Craft (alchemy) +13 (+15 to create alchemical items), Knowledge (arcana) +11, Knowledge (engineering) +8, Knowledge (local) +6, Knowledge (nature) +11, Knowledge (planes) +8, Knowledge (religion) +11, Perception +5, Ride +16, Stealth +24;


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

'Damnation, that Goblin is fast.'

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

"Do you see where he went?"

Horse Perception: 1d20 + 8 ⇒ (17) + 8 = 25

With no positive answer from his horse, Carlos Rages (1/x), in preparation to hunt down that Goblin.

Ride Check DC 5: 1d20 + 7 ⇒ (15) + 7 = 22

(Squares moved, 20 total)
3 SW (4 spent)
10 S (14 Spent)

Carlos Smells Goblin (within 30 ft)
Carlos Move action- Find direction

1 E- 15 Spent
3 SE - 20 spent

Carlos Drops Lance
Carlos Standard Action-
Grapple that Goblin!

Grapple Check: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27


Back from holidays! Business should resume shortly.

Arena A, updated link.


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!, surprised at being found out of his hiding place and engaged so quickly, decides to make the best of the situation and, working around the interference of his opponent, pulls two vials out of his bandoleer, consuming the first one in the process, and finally turning his full attention to his opponent.

Standard action: Consume extract
Move action: Withdraw item

withdrawn item:

Ghast Retch Flask

Active Effects:

Mage Armor - AC+4, FF+4 - 1hr (597 rounds remaining)
Expeditious Retreat - +30ft base move speed (27 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (298 rounds remaining)
Shield - +4 to shield bonus to AC (29 rounds remaining)

Grappled: -4 dex, -2 attack rolls (-4 total to attack rolls) and CMB

Total modified stats:
AC: 27; T: 17; FF: 21 | Fort: +3; Ref: +19; Will: +1 | Speed: 60ft | CMB +1; CMD 19 | Perception +4
Longbow (100'): +12//1d6 (×3) | Longbow flurry (100'): +10, +10//1d6 (×3) | Bombs (20') 7/day (7 remaining): +12//2d6+4 fire OR piercing (x2)
Skills: Acrobatics +11 (+26 to jump), Craft (alchemy) +13 (+15 to create alchemical items), Knowledge (arcana) +11, Knowledge (engineering) +8, Knowledge (local) +6, Knowledge (nature) +11, Knowledge (planes) +8, Knowledge (religion) +11, Perception +5, Ride +16, Stealth +24;


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

Time to finish this goblin off

Ride Check DC 5: 1d20 + 5 ⇒ (13) + 5 = 18

Grapple Check to Pin: 1d20 + 12 + 1 + 5 ⇒ (8) + 12 + 1 + 5 = 26

Free action, knock Boom! prone


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

Rage rounds spent (2/X)


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!, suddenly very worried about his looming defeat, struggles against his opponent to very little effect.

Escape Artist: 1d20 + 7 ⇒ (4) + 7 = 11 vs CMD

Active Effects:

Mage Armor - AC+4, FF+4 - 1hr (597 rounds remaining)
Expeditious Retreat - +30ft base move speed (27 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (298 rounds remaining)
Shield - +4 to shield bonus to AC (29 rounds remaining)

Pinned: -7 dex, -4 AC
Prone

Total modified stats:
AC: 18; T: 8; FF: 17 | Fort: +4; Ref: +11; Will: +1 | Speed: 60ft | CMB -2; CMD 16 | Perception +4
Longbow (100'): +12//1d6 (×3) | Longbow flurry (100'): +10, +10//1d6 (×3) | Bombs (20') 7/day (7 remaining): +12//2d6+4 fire OR piercing (x2)
Skills: Acrobatics +11 (+26 to jump), Craft (alchemy) +13 (+15 to create alchemical items), Knowledge (arcana) +11, Knowledge (engineering) +8, Knowledge (local) +6, Knowledge (nature) +11, Knowledge (planes) +8, Knowledge (religion) +11, Perception +5, Ride +16, Stealth +24;


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

With the Goblin Pinned, it won't be long now

Ride Check DC 5: 1d20 + 5 ⇒ (20) + 5 = 25

Move action: Draw silk rope.

Standard Action: Grapple Check to Tie up: 1d20 + 12 + 1 + 5 - 4 ⇒ (2) + 12 + 1 + 5 - 4 = 16

Rage Rounds 3/X


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

Though Boom! rages against the filthy horse-rider - and thinks some very disgusting thoughts about a play on those words - he is not able to find a way out of the bindings, and sighs in resignation.


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

Before they fade out of existence again, Carlos takes a moment to toss Boom! up in the air and catch him. "Well Fought Little One! If you had got into the weeds, it would have been the devil of a time catching you"

Grand Lodge

Aristotle and Palthut
You are transported to a cell with a thinly woven mat to one side.
Before you lies an almost closed iron door. The rough layout of the underground setting is briefly imprinted on your mind.

Let the match begin!

~~Roll Initiative~~
The cell doors are all in similar positions. It's impossible to squeeze through or open them without making significant noise. Noise that's heard throughout this underground coliseum. Due to the nature of the acoustics, only a general direction is discernable.
I've repurposed the maps linked at in the arena decription, so use those for now.


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 finds himself in a cell, his opponent out of sight. Uncharacteristically, he keeps his mouth shut.

Initiative: 1d20 + 8 ⇒ (3) + 8 = 11


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

initative: 1d20 + 2 ⇒ (11) + 2 = 13

prepared spells, buffs, and stat changes:

Prepared Spells:
0th:
4/4

1st: 3/4

2nd:
3/3

3rd:
2/2

Buffs:
Longstrider: movement +10'
Bull's Strength potion STR + 4

Now my turn!

Palthut drinks a potion, taken from his pocket. type of potion in spoiler


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 quietly starts going over the first of a litany of spells, tracing diagrams in the air to replace their sound. Then he pops through the bars, appearing on the other side without touching the intermediate space.

Spells cast:

Sacred Geometry to cast a spontaneously silent locate object on Palthut's armor. Level 3 roots are 19, 23 and 29.
Roots: 5d6 ⇒ (6, 6, 4, 6, 2) = 24 (6*6+4+6)/2 = 23
Locate object, 39 more rounds remaining.
Swift action to shift out of the cell door.


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

Prepared Spells and buffs:

0th:
Guidance
Virtue
Resistance
Read Magic

1st: 3/4
Longstrider
Thunderstomp
Touch of bloodletting
Snowball
2nd:
3/3
Aspect of the Bear
Firey Runes
Pinecone Bomb
3rd:
2/2
Summon Nature's ally 3
Burst Of Nettles
Buffs:
Longstrider: movement +10'
Bull's Strength potion STR + 4
Barkskin potion + 2 to FF and AC

Palthut drinks a potion again, taken from his pocket. type of potion in spoiler


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 keeps tracing diagrams to silently create magical effects.

Spells:

Sacred Geometry to cast a spontaneously silent fox's cunning. Level 3 roots are 19, 23 and 29.
Roots: 5d6 ⇒ (2, 1, 2, 6, 5) = 16 (1+2)*5+2+6 = 23
Locate Object, 38 more rounds remaining. Fox's Cunning, 39 more rounds remaining.


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

Prepared Spells and buffs::

0th:
Guidance
Virtue
Resistance
Read Magic
1st: 3/4
Longstrider
Thunderstomp
Touch of bloodletting
Snowball
2nd:
3/3
Aspect of the Bear
Firey Runes
Pinecone Bomb
3rd:
2/2
Summon Nature's ally 3
Burst Of Nettles
Buffs:
Longstrider: movement +10'
Bull's Strength potion STR + 4
Barkskin potion + 2 to FF and AC
Aspect of the bear: +2 ff and AC and CMB

Palthut casts a spell.


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

Since Palthut hasn't moved yet, Aristotle forgoes subtlety, retrieving and using a scroll from his bag. He promptly disappears from view.

Spells and Items:

Retrieving(move action) and using(standard) a scroll of invisibility. Also, I had used the wrong duration values for the previous buffs, since we are at level 5 they last 50 rounds, not 40.
Locate Object, 47 more rounds remaining. Fox's Cunning, 48 more rounds remaining. Invisibility, 49 more rounds remaining.


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

Prepared Spells and buffs:: :

0th:
Guidance
Virtue
Resistance
Read Magic
1st: 3/4
Longstrider
Thunderstomp
Touch of bloodletting
Snowball
2nd:
1/3
Aspect of the Bear
Firey Runes
Pinecone Bomb
3rd:
2/2
Summon Nature's ally 3
Burst Of Nettles
Buffs:
Longstrider: movement +10'
Bull's Strength potion STR + 4
Barkskin potion + 2 to FF and AC
Aspect of the bear: +2 ff and AC and CMB
Firey Runes: Scythe can discharge an extra 2d4 + 2 fire damage on a hit.

Palthut casts his last buff spell


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 opens the door while casting again spell after spell.

Spells and actions:

Move action to open the door, 5' step down the corridor, casting fly.
Locate Object, 46 more rounds remaining. Fox's Cunning, 47 more rounds remaining. Invisibility, 48 more rounds remaining. Fly, 49 more rounds remaining.


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 bangs open the door, then Eats a duscusting handfull of rotting food.
temp HP: 1d8 + 5 ⇒ (1) + 5 = 6

Prepared Spells and buffs:

0th:
Guidance
Virtue
Resistance
Read Magic
1st: 3/4
Longstrider
Thunderstomp
Touch of bloodletting
Snowball
2nd:
1/3
Aspect of the Bear
Firey Runes
Pinecone Bomb
3rd:
2/2
Summon Nature's ally 3
Burst Of Nettles
Buffs:
Longstrider: movement +10'
Bull's Strength potion STR + 4
Barkskin potion + 2 to FF and AC
Aspect of the bear: +2 ff and AC and CMB
Firey Runes: Scythe can discharge an extra 2d4 + 2 fire damage on a hit.
Child of pollution: HP now 41


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 casts another spell, not caring anymore about the noise, then flies down the corridor.

Spells and actions:

Standard action to cast mirror image, for 1d4 + 1 ⇒ (4) + 1 = 5 duplicates. Then flying 2' up and 55' down.
Locate Object, 45 more rounds remaining. Fox's Cunning, 46 more rounds remaining. Invisibility, 47 more rounds remaining. Fly, 48 more rounds remaining. Mirror Image(5), 49 more rounds remaining.


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

I might have a few busy days from today through thursday, so I might not be able to post then. I'll try, but i have a ton of work.


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

Prepared Spells and buffs:

0th:
Guidance
Virtue
Resistance
Read Magic
1st: 3/4
Longstrider
Thunderstomp
Touch of bloodletting
Snowball
2nd:
1/3
Aspect of the Bear
Firey Runes
Pinecone Bomb
3rd:
2/2
Summon Nature's ally 3
Burst Of Nettles
Buffs:
Longstrider: movement +10'
Bull's Strength potion STR + 4
Barkskin potion + 2 to FF and AC
Aspect of the bear: +2 ff and AC and CMB
Firey Runes: Scythe can discharge an extra 2d4 + 2 fire damage on a hit.
Child of pollution: HP now 41

Palthut moves down the hall, sending Vespera in the other way, in swarm form.

standard action:

Ready action: when Palthut sees his opponent, he casts: thunderstomp

ranged trip attack

CMB: 1d20 + 11 ⇒ (8) + 11 = 19


Vespera Splits into multiple versions of herself as she skitters down the hall.


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

Pinecone Bomb is Ghoroan only


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

Could you put Vespera on the map?

He's going north, towards the arena. Not great, not terrible.
Aristotle flies downwards and opens the door. Seeing no enemies in the room, he calls out to his opponent. "Hey, big oaf! I'm this way! Can you even understand directions?"

Spells and actions:

Move action to fly 55' down. Another one to open the door, free to talk.
Locate Object, 44 more rounds remaining. Fox's Cunning, 45 more rounds remaining. Invisibility, 46 more rounds remaining. Fly, 47 more rounds remaining. Mirror Image(5), 48 more rounds remaining.


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

Verspera was on the map when I ended my turn, and it still is.

Palthut moves, trying to be stealthy.
stealth: 1d20 + 4 ⇒ (18) + 4 = 22

Prepared Spells and buffs::

0th:
Guidance
Virtue
Resistance
Read Magic
1st: 3/4
Longstrider
Thunderstomp
Touch of bloodletting
Snowball
2nd:
1/3
Aspect of the Bear
euphoric Cloud
Firey Runes

3rd:
2/2
Summon Nature's ally 3
Burst Of Nettles
Buffs:
Longstrider: movement +10'
Bull's Strength potion STR + 4
Barkskin potion + 2 to FF and AC
Aspect of the bear: +2 ff and AC and CMB
Firey Runes: Scythe can discharge an extra 2d4 + 2 fire damage on a hit.
Child of pollution: HP now 41


Vespera Tries to curl into the shadows.
stealth: 1d20 + 19 ⇒ (9) + 19 = 28
I'm not sure what being a swarm does to your stealth. this is without swarm, do you know what stealth would be with swarm?


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 see any text saying a swarm can't use stealth, so go ahead. But you need cover or concealment.

The angular speed of the vector connecting to Palthut's armor tells Aristotle that his opponent might be getting close, and the verbal components of a spell resonate through the tunnel. First, out of the door fly four glowing orbs, illuminating the next room, and then the wizard himself, invisible and flying.
Ah, he called bugs. How pleasant.

Stealth: 1d20 + 12 + 20 ⇒ (20) + 12 + 20 = 52

All the sound you heard came from my previous position. I have marked the point the lights are coming from and their radius of normal light, which is double for those who have low-light vision.

Spells and effects:

Standard action to cast dancing lights, move to fly and hide. I auto-pass the check to move less than my speed and remain flying.
Locate Object, 43 more rounds remaining. Fox's Cunning, 44 more rounds remaining. Invisibility, 45 more rounds remaining. Fly, 46 more rounds remaining. Mirror Image(5), 47 more rounds remaining. Dancing Lights, 9 more rounds remaining.


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 Casts Burst of nettles, hoping to catch his opponent!
damage (REF save DC 17 for half): 3d6 ⇒ (1, 1, 1) = 3
Acid damage next round (if you saved, son't take thi damage at all): 1d6 ⇒ 3

Prepared Spells and buffs:

0th:
Guidance
Virtue
Resistance
Read Magic
1st: 3/4
Longstrider
Thunderstomp
Touch of bloodletting
Snowball
2nd:
1/3
Aspect of the Bear
euphoric Cloud
Firey Runes

3rd:
1/2
Summon Nature's ally 3
Burst Of Nettles
Buffs:
Longstrider: movement +10'
Bull's Strength potion STR + 4
Barkskin potion + 2 to FF and AC
Aspect of the bear: +2 ff and AC and CMB
Firey Runes: Scythe can discharge an extra 2d4 + 2 fire damage on a hit.
Child of pollution: HP now 41


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

Reflex: 1d20 + 4 ⇒ (13) + 4 = 17 Total 1 damage. Remember that Vespera is included in the AoE.

Slightly stung by the vines, Aristotle makes a small modification to his plan. The words of an incantation come from his position as he summons magical energy. Then, he isn't there anymore.

Stealth: 1d20 + 12 + 20 ⇒ (2) + 12 + 20 = 34
You can make a Perception check to pinpoint where I was. I believe that the DC would be 32 (my previous check minus 20).

Spells and actions:


Sacred Geometry to cast a spontaneously Heightened to 2nd, Cherry Blossom Snapdragon Fireworks. Level 3 roots are 19, 23 and 29.
Roots: 5d6 ⇒ (3, 5, 2, 2, 5) = 17 5*5+3+2/2 = 29
Then swift action to shift 10 ft. to the left.
Locate Object, 42 more rounds remaining. Fox's Cunning, 43 more rounds remaining. Invisibility, 44 more rounds remaining. Fly, 45 more rounds remaining. Mirror Image(5), 46 more rounds remaining. Dancing Lights, 8 more rounds remaining. Snapdragon Fireworks, 5 more rounds remaining.


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

prepared spells and buffs:

0th:
Guidance
Virtue
Resistance
Read Magic
1st: 3/4
Longstrider
Thunderstomp
Touch of bloodletting
Snowball
2nd:
0/3
Aspect of the Bear
euphoric Cloud
Firey Runes
3rd:
1/2
Summon Nature's ally 3
Burst Of Nettles
Buffs:
Longstrider: movement +10'
Bull's Strength potion STR + 4
Barkskin potion + 2 to FF and AC
Aspect of the bear: +2 ff and AC and CMB
Firey Runes: Scythe can discharge an extra 2d4 + 2 fire damage on a hit.
Child of pollution: HP now 41

Palthut casts Euphoric Cloud
You create a bank of fog similar to that created by fog cloud except its vapors are intoxicating. Living creatures in the cloud become fascinated. This condition lasts as long as a creature is in the cloud and for 1d4+1 rounds after it leaves. Any creature that succeeds at its save but remains in the cloud must continue to save each round on your turn.


REF: 1d20 + 3 ⇒ (7) + 3 = 10
Vespera takes 3 damage 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

Cross-posting in case you didn't check the Discord: that turn is illegal because a) you don't have lie of effect to the center of the effect you are casting and b) you don't have the material component for the spell.


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 casts pinecone bomb (what is the cost of a pinecone? could i just find it under a tree or something?) P damage, REF save for half: 2d6 ⇒ (3, 2) = 5

"You won't escape!" Palthut moves and sends vespera to block the other exits.


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

So it looks like Palthut movement is a 5' step? And if you have a spell component pouch then you would have the component, as there is no cost listed.


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

Reflex: 1d20 + 4 ⇒ (7) + 4 = 11 Your DC should be 16, so failed.
Aristotle winces as the wood stings him, then starts his arcane onslaught. He materializes, suspended two feet off the ground, hidden between five copies of himself. "Not trying to."

A sparkling bolt of light shoots from his hand towards the mass of centipedes, exploding in a puff of fire. Snapdragon Fireworks: Vespera needs to make a DC 20 Reflex save or take 1d4 ⇒ 4 fire damage, increased to 6 because it's an AoE, be dazzled and get 2 damage to Strength, Dexterity and Constitution. A successful save halves the damage and prevents the dazzled effect and the ability damage.

Then, the elf calls upon magic again and a mass of sticky filaments coalesces around the druid, impeding Palthut's passage. Reflex save DC 20 or you are grappled. I don't think Fiery Runes is going to help you but we can ask the GMs.

Web:
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn’t cause you to become grappled.

Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell’s DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A flaming weapon can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Fly (Hover): 1d20 + 12 ⇒ (10) + 12 = 22

Spells and actions:

Move action to shoot a firework, standard to cast web.
Locate Object, 41 more rounds remaining. Fox's Cunning, 42 more rounds remaining. Fly, 44 more rounds remaining. Mirror Image(5), 45 more rounds remaining. Dancing Lights, 7 more rounds remaining. Snapdragon Fireworks, 4 more rounds remaining. Web, 499 rounds remaining.


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

REF: 1d20 + 3 ⇒ (10) + 3 = 13
CMB escape Grapple: 1d20 + 11 ⇒ (6) + 11 = 17


REF: 1d20 + 3 ⇒ (14) + 3 = 17

Damage taken:

6
2 STR
2 CON
2 DEX
dazzled

Vespera Moved towards aristotle!
do you take damage if you're flying? I assume not. just in case, though:
damage: 2d6 ⇒ (5, 4) = 9
Make 2 FORT saves:

save 1 DC 10:
Poison (Ex) Bite—injury; save Fort DC 10; frequency 1/round for 2 rounds; effect daze 1 round; cure 1 save.

save 2 DC 16:
any creature damaged by a fecund familiar’s swarm attack must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swarm monger’s druid level + the swarm monger’s Wisdom modifier) or be sickened for 1d6 ⇒ 2 rounds.


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 cackles as his twin spells both work wonders against druid and swarm. He starts chanting another spell, a long one.

I think I would take swarm damage even if flying, but Vespera is unconscious since she got Strength damage over her ability score, unless you have a trick ready for that.

Flight(hover): 1d20 + 12 ⇒ (12) + 12 = 24

Spells and actions:

Swift action to shift 10' closer, full-round action to cast mad monkeys, which will take effect at the start of my next turn.
Locate Object, 40 more rounds remaining. Fox's Cunning, 41 more rounds remaining. Fly, 43 more rounds remaining. Mirror Image(5), 44 more rounds remaining. Dancing Lights, 6 more rounds remaining. Snapdragon Fireworks, 3 more rounds remaining. Web, 498 rounds remaining.

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