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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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 break free of web: 1d20 + 11 ⇒ (20) + 11 = 31
What's the DC for that? XD
Palthut breaks free and takes a few cautious steps. Regular movement.


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 break free of web: 1d20 + 11 ⇒ (9) + 11 = 20
What's the DC for that? XD
Palthut breaks free and takes a few cautious steps. Regular movement.


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

The web is difficult terrain: your current speed is 30' (20' racial, +10' Longstrider) so you can move 15'. I have moved you 15' in the direction you were moving, and next turn you will need another CMB or Escape Artist check to move again. The DC is 20, anyway.

A swarm of monkeys materializes next to Palthut and Aristotle lets off another onslaught. After a fireworks strikes the druid, setting the webbing around him on fire, and a fiery heatwave follows, the monkeys attack with a screeching cacophony.

Touch attack(ray, in cover): 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
Steal: 1d20 + 5 + 8 ⇒ (11) + 5 + 8 = 24

Breakdown of the actions:
1) Finish casting the mad monkeys spell, summon them next to Palthut.
2) Fire one of the fireworks: 1d4 ⇒ 1 fire damage, Reflex DC 20 for half damage, and if the Reflex save is not passed you are also dazzled and take 2 damage to Int, Wis and Cha. Also, 2d4 ⇒ (3, 3) = 6 fire damage from the burning webs.
3) Cast heatstroke: if you are wielding your scythe, you can't use Deflect Ray (you need two hands to do so). If you aren't, you can't AoO the monkeys (see below), since you can only switch grip on your turn. I would think you'd be wielding the scythe, but rather than asking you before moving I'll let you choose. You you don't deflect it, you take 1d4 ⇒ 2 nonlethal damage and have to make a Fortitude save, DC 21, with a -4 penalty for wearing armor. If you fail it, you are exhausted, if you pass it you are fatigued.
4) The monkeys move into your space, provoking two AoOs, and deal 2d6 ⇒ (2, 4) = 6 physical damage. Fortitude save DC 14 or you are nauseated for 1 round and deafened for 1 minute. As swarms, they are immune to grappling and therefore can't be grappled by the web.
5) Finally, as a free action, the monkeys steal your spell component pouch (CMB equal to caster level +Int score).

Spells and actions:

Mad Monkeys goes off, move action to launch a firework, standard to cast heatstroke. Then the monkeys act.
Locate Object, 39 more rounds remaining. Fox's Cunning, 40 more rounds remaining. Fly, 41 more rounds remaining. Mirror Image(5), 43 more rounds remaining. Dancing Lights, 5 more rounds remaining. Snapdragon Fireworks, 2 more rounds remaining. Web, 497 rounds remaining.


Hold for possible partial retcon


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

- Adjustments -

Fly(hover): 1d20 + 12 ⇒ (13) + 12 = 25

The monkeys take 9 points of fire damage from the burning webs. Also, the Mad Monkeys spell lasts for 7 more rounds (level 5 + 2 for Summoner's Charm).


Pathut, you are now cleared to go


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

13 damage taken
REF: 1d20 + 3 ⇒ (10) + 3 = 13
Dazzled
-2 int, wis, CHA
FORT: 1d20 + 6 ⇒ (5) + 6 = 11
Exhausted

Fort, monkeys: 1d20 + 6 ⇒ (19) + 6 = 25

CMB break Web: 1d20 + 8 ⇒ (10) + 8 = 18

Welp nice spells


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

Seeing his foe hurt by the spell barrage, Aristotle lets out another fireworks and stands ready to launch another.

Monkeys swarm damage: 2d6 ⇒ (2, 2) = 4
Monkeys Disarm maneuver: 1d20 + 5 + 8 ⇒ (12) + 5 + 8 = 25
Monkeys Ref save: 1d20 + 8 ⇒ (18) + 8 = 26

You suffer that 4 swarm damage and the monkeys disarm you from the scythe; as before, a snapdragon firework deals you 1d4 ⇒ 4 damage, 2 damage to Int, Wis and Cha, and dazzles you for 1 round. Reflex DC 20 (remember that you have a -6 to Dexterity because of exhaustion) negates the damage, the dazzled condition and the ability damage. If you manage to move out of the web's AoE, you'll trigger my readied action below.
You haven't moved from your square, which is clear of webs because of the fire damage, so I guess you won't take the extra fire damage for burning webs, although your CMB check should technically leave you in the first square of webbing you enter. It shouldn't make much difference anyway.

Readied action:

I'll cast grease on you. Reflex DC 19 or you fall prone.

Spells and action:

Move action to launch a snapdragon firework, standard to get ready to cast grease on Palthut in case he gets out of the web's AoE.
Locate Object, 38 more rounds remaining. Fox's Cunning, 39 more rounds remaining. Fly, 40 more rounds remaining. Mirror Image(5), 42 more rounds remaining. Dancing Lights, 4 more rounds remaining. Snapdragon Fireworks, 1 more round remaining. Web, 496 more rounds remaining. Mad Monkeys, 5 more rounds remaining.
The monkeys have taken 9 total damage and saved against this round's firework.


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 forgot again my Hover check.
Fly: 1d20 + 12 ⇒ (2) + 12 = 14

The concentration necessary for spellslinging throws Aristotle off balance, and he touches the ground.

I was only 2' high so no damage.


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 ⇒ 15
-4 int
-4 cha (it is now -1)
-4 WIS
21 damage taken
Move away.
(am i still in web?)
if I'm still in web: 1d20 + 11 - 3 ⇒ (12) + 11 - 3 = 20


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

That Charisma damage will knock you unconscious for 1 day.

Aristotle takes a deep breath, tired after moving so much arcane energy, as his opponent crumbles to the floor.

If the battle doesn't end right away once Palthut falls unconscious, I'm going to search the bedrooms for valuables before coup-de-gracing him extensively.


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

dude, I'm unconscious an so is my swarm. you don't have to do that, you win XD.

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

Init: 1d20 + 2 ⇒ (7) + 2 = 9
Dot


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

Init: 1d20 + 4 ⇒ (14) + 4 = 18


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

Init: 1d20 + 6 ⇒ (1) + 6 = 7
great


Male Elf Wizard (Conjuration(Teleportation)) 7 / Cyphermage 1 | HP 49/49 | AC: 17, T: 13, FF: 14| Fort: +3, Ref: +5, Will: +7 | BAB: +4, CMB: +2, CMD: 15, M.Attack +2, R.Attack +7 | Init: +8 | Perception: +10/+12 | Shift 10/10

Initiative: 1d20 + 7 ⇒ (19) + 7 = 26


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

Tobias Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Penny Initiative: 1d20 + 4 ⇒ (16) + 4 = 20


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

Init: 1d20 + 4 ⇒ (1) + 4 = 5 woooooooow. It continues...


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

1d20 + 7 ⇒ (4) + 7 = 11 We're getting our bad rolls out of the way now, right? That's totally how it works.


Crossposting Map rules with clarifications:
Main Central Stage is the "Hill"- Stairs are not included, and it stops where the two north south break lines are.


If there is only one person on the Hill alive at any time (unconscious people still count), the wall of Force blocking the hole into the mountain will go down, allowing access to the "Mystery Chalice". Each PC can drink from the Chalice only once.
SG Warning: "Mystery Chalice" contents might be performance enhancing. Do not consume "Mystery Chalice" if you are, or could be pregnant, or if you have a family history of sudden heart attacks.


If you are on the Hill, you will recover 5 points of HP at the end of each round, and receive 1 point. If you are not on the Hill, you will take 5 points of untyped damage at the end of each round.


Each player can individually decide via PM if they want to begin on the Hill, in the first outside ring, or in the second outside ring.


Victory Points will be rewarded based on number of hill points, with a bonus for anyone who successfully drinks from the Chalice
If we have 8 contestants, non bonus VP spread will be
8/6/4/3/2/1/0/0


: All the rocks provide low cover, except for the ones labeled X on the map. Pillars are 8 ft tall, and may provide partial cover.


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 order:

Aristotle
Penny
Tobias
Carlos
Beansidhe
Drogo
Beetly
Asaakoz


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 ⇒ (15) + 11 = 26
Nice. With the higher initiative modifier of the tie, I'll take my first turn now.

Boom appears in the arena with two effects active, and two more items in hand, as always and his bow slung over his shoulder. Taking quick stock of his surroundings and of how many enemies, Boom! drinks down his first held extract and takes off moving - a lot faster than most people expect a goblin to be able to - ducking around Aristotle to avoid even the possibility of an attack as he runs past, and Boom! barely breaks his stride as he hits the wall and starts running UP the wall. While in the shadows, though, it becomes very hard to track him for most.
Acrobatics vs CMD: 1d20 + 13 ⇒ (6) + 13 = 19
Stealth: 1d20 + 23 - 5 ⇒ (17) + 23 - 5 = 35 -5 is for moving more than half my allotted speed, but less than my maximum. Stealth not applicable vs darkvision.
My line of movement is on the map. I got to the wall and moved 15ft up (rather than my climb speed of 20ft).

Standard action: Drink extract.
Move action: Move 45ft.

Active effects and current stats:

Mage Armor - AC+4, FF+4 - 1hr (599 rounds remaining)
Deodorizing Agent - 1d3 ⇒ 1 hours from the start of the fight = (599 rounds remaining)
Expeditious Retreat - +30' land movement speed (39 rounds remaining)

Total modified stats:
AC: 21; T: 17; FF: 15 | Fort: +4; Ref: +19; Will: +2 | Speed: 60ft | CMB +2; CMD 20 | Perception +6


GM note: Carlos has a continual flame on his armor, which creates normal light 20 ft from him, and increases the dim to normal from 20-60 from him. Not drawing circles because they mess with map stuff, but please keep in mind.


Male Elf Wizard (Conjuration(Teleportation)) 7 / Cyphermage 1 | HP 49/49 | AC: 17, T: 13, FF: 14| Fort: +3, Ref: +5, Will: +7 | BAB: +4, CMB: +2, CMD: 15, M.Attack +2, R.Attack +7 | Init: +8 | Perception: +10/+12 | Shift 10/10

Aristotle appears with a scroll in his right hand and a spiked gauntlet on his left. Though not as fast as Boom, he's quick enough to turn invisible before the others have a chance to act.

Casting invisibility from a scroll and moving. For those of you with scent, I'm under the effect of negate aroma.

Spells and effects:

- Mage Armor (+4 AC, +4 FF) - 599 rounds
- Negate Aroma (cannot be located by scent) - 599 rounds
- Invisibility (invisible, duh) - 29 rounds


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

Danger to the left of me, danger to the right and here I am stuck in the middle with yous.

Tobias curse under his breath as the goblin and wizard both run for it leaving him the only squishy target left, deciding to change his plan he cast from his scroll then moves to hide behind a pillar with penny following and waiting to guard.

cast shield from scroll, Penny readys a action which I will PM Aristotle

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 chooses to forgo his AoOs


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

As everyone fades into existence, Carlos pats Backgammon with his free hand, shield in the other.
'Time to leave that Dwarf for later.'

He swings wide of the big stick, dropping his shield (have cover which prevents the AoO from Asaakoz on that last movement square), and moves to grab at the other deadly melee combatant, his fury intensifying as he does so. As he flys into a Rage, his jaw seems to crack, revealing a maw of razor sharp teeth

Ride Check DC 5-: 1d20 + 7 ⇒ (16) + 7 = 23
Ride Check DC 10: 1d20 + 7 ⇒ (13) + 7 = 20
Grapple Check: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Grapple Damage: 1d6 + 6 ⇒ (4) + 6 = 10

Horse Hoof: 1d20 + 5 ⇒ (1) + 5 = 6

Active Effects:

Rage 1/X
Carlos AB 0/50
Backgammon AB 0/50
Carlos MV : Hours remaining

Beansidhe
Drogo
Beetly
Asaakoz
------ EOR
Boom!
Aristotle
Penny
Tobias
Carlos


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

Beansidhe steps forward, studying Carlos and his movement on the horse. She pulls out an arrow, firing quickly at the large man.

5' Step; Move: Study Carlos; Standard: Fire an arrow.

Attack + Enhancement + Studied Target - Into Melee: 1d20 + 10 + 1 + 1 - 4 ⇒ (11) + 10 + 1 + 1 - 4 = 19
Damage + Enhancement + Studied Target: 1d8 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11

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 looked around trying to weigh his options. To his left one caster disappeared, another was looking up at the goblin. Maybe those two could play together a while.

To his right, a couple of contestants meandered among the stands, looking for their opportunity.

In front of the dwarf was the granddaddy of them all on his high horse.

So Drogo stepped up, planted his shield in the dirt and undid the straps, granting a modicum of cover against any snipers.

Actions:
5' Step E
Standard Action: Plant Tower shield
Move Action: Remove tower shield
Free: Grasp my giant sticker with my second hand

Beetly
Asaakoz
------ EOR
Boom!
Aristotle
Penny
Tobias
Carlos
Drogo

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

Retcon: Drogo instead moves, and provokes an AoO from Penny if it has reach, and then drops the shield, to hold his g'sticker.
Also do note, Drogo chooses not to threaten Asaakoz.


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

Backgammon, eager to get revenge, throws out a hoof as the dwarf moves past

Hoof Attack: 1d20 + 5 ⇒ (9) + 5 = 14


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

As Drogo runs past Penny lashs out at one of his legs in a attempt to trip him!

Trip: 1d20 + 6 ⇒ (20) + 6 = 26


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

Angry about his slow reactions, Beetly shouts some nonsense words into the arena.
Because he had heard stories of the big human, he decides to give him a shocking experience.
He also notices the archer that seems to have a similar idea. Not fully trusting that guy, or girl, he moves in. Keep your enemies closer...

free action double move, move action gather power, shoot half way

ride: 1d20 + 6 ⇒ (6) + 6 = 12

attack Carlos vs. touch AC, Empowered Thundering Electric Blast, into melee: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25
damage: 3d6 + 4 ⇒ (1, 2, 5) + 4 = 12 x 1.5=18
attack vs. touch, crit confirm: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
damage: 3d6 + 4 ⇒ (5, 3, 2) + 4 = 14 x 1.5=21
Fort DC 16 or deafened

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

Due to trip, Drogo keeps his shield up, and stands up with his second move.


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

Fort save: 1d20 + 10 ⇒ (16) + 10 = 26

Some of the damage from the hit is converted into nonlethal. Carlos takes net 34 damage, 5 nonlethal, which DR reduces to 1 nl.

Active effects:

Rage 1/X
Carlos AB 5/50
Backgammon AB 0/50
Carlos MV : Hours remaining


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

So I realized a bit late that penny gets AoO so will roll that fast!
As Drogo goes to get up Penny lash out again but this time to inflict harm!
Pennys Bite: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 2 ⇒ (3) + 2 = 5 3


DM Note: With the -4 from mount movement, Beetly did not confirm. Carlos took 13 Damage and 1 NL


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 protests with thick indignation. Ug! Smelly steed. Smeeeellly! Hands off.
Let's start with the obvious next thing...
Escape grapple, standard action
Escape grapple vs CMD 21: 1d20 + 9 ⇒ (15) + 9 = 24 broken
5' step E
draw greatsword, move action


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

Some people feel a rush of pain (5 untyped damage that ignores DR)
Beetly
Beetly's Dog
Boom!
Beansidhe
Asaakoz

While others feel a warming glow:

Aristotle
Drogo
Carlos
Carlos Horse
Tobias
Penny

----------------
Point leaders:

1-Aristotle
1-Drogo
1-Carlos
1-Tobias


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! grimaces as pain wracks his body due to being outside of the designated Hill, but he watches the chaos unfold below him and grins, taking the opportunity to drinking down another extract, which immediately renders him invisible.
Dunno if it will be needed, but stealth via Invisibility: 1d20 + 20 + 23 ⇒ (13) + 20 + 23 = 56

Invisible actions:

Boom! pauses for a moment to let his invisibility take effect and then climbs east towards an unoccupied bit of the platform, the rough rock face and his own Slippers of Scampering ensuring that he does not fall during his movement. Satisfied with his current position, he lets the magic of his slippers end and, with a quick tumble, drops to the ground.
[ooc]Move action: Climb 20ft east and 5ft down from current marker. Current height, 15ft.
Free action, end Slipper activation.
Acrobatics vs DC15 to negate first 10 feet of falling: 1d20 + 13 ⇒ (2) + 13 = 15
Successful save means first 10 feet negated. No fall damage roll form remaining 5ft.

Active Effects and Current Stats:

Mage Armor - AC+4, FF+4 - 1hr (598 rounds remaining)
Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (598 rounds remaining)
Expeditious Retreat - +30' land movement speed (38 rounds remaining)
Invisibility - Invisible (39 rounds remaining)

Total modified stats:
HP: 39/44 | AC: 21; T: 17; FF: 15 | Fort: +4; Ref: +19; Will: +2 | Speed: 60ft, 20ft climb (8 rd/day remaining) | CMB +2; CMD 20 | Perception +6


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

Grinning silently as the fighters ignore him to focus on each other, Aristotle goes through the precise motions of a spell. If one could see him, he'd see his form shift into a small simian creature.
He then gets away from the uncomfortably close Tobias.

Stealth,Small size, invisible: 1d20 + 13 + 4 + 20 ⇒ (14) + 13 + 4 + 20 = 51
Casting alter self to turn into a Charau-Ka. My AC goes up by two, among other things.
Then move action to move 4 squares south. If you locate me by the spellcasting sound, you find my old position.

Spells and Effects:

Mage Armor (+4 AC, +4 FF) - 598 rounds
- Negate Aroma (cannot be located by scent) - 598 rounds
- Invisibility (invisible, duh) - 28 rounds
- Alter Self (turned into a Charau-Ka) - 49 rounds


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

Tobias deciding to add to the confusion, points towards Drogo and mutter a few phrase's under his breath and as he does so, Drogo start to feel a sense of lethargy overtake him.

Meanwhile Penny attempts to trip the dwarf again!

Trip: 1d20 + 6 ⇒ (5) + 6 = 11

dc 16 will save btw to resist the effect of Slow Drogo


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

With so much movement going on around him, Carlos makes some follow up attacks into the fleeing Asaakoz

Ride Check DC 5: 1d20 + 7 ⇒ (5) + 7 = 12
Ride Check DC 10: 1d20 + 7 ⇒ (16) + 7 = 23

Spiked Armor: 1d20 + 12 ⇒ (6) + 12 = 18
Bite Attack: 1d20 + 6 ⇒ (8) + 6 = 14

Horse Bite Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Hoof Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Hoof Attack: 1d20 + 5 ⇒ (11) + 5 = 16

But not a single thing lands.

Active Effects:

Rage 2/X
Carlos AB 5/50
Backgammon AB 0/50
Carlos MV : Hours remaining

Beansidhe
Drogo
Beetly
Asaakoz
------ EOR
Boom!
Aristotle
Penny
Tobias
Carlos


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

Beansidhe steps forward and fires another arrow at Carlos, then casts a spell.

5' Step E; Spell Combat, cast Spider Climb

Attack + Enhancement + Studied Target: 1d20 + 10 + 1 + 1 - 4 ⇒ (19) + 10 + 1 + 1 - 4 = 27
Damage + Enhancement + Studied Target: 1d8 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

Status:
Health: 26/31
Spider Climb 500/500 rds
Enhancement 9/10 rds

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

Will: 1d20 + 5 + 3 ⇒ (11) + 5 + 3 = 19
Drogo shrugged off the spell. So he had been wiling to ignore the caster a while up until now, but the fetchling was clearly calling him out to play.


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

Forgot about an ability almost

As the arrow comes angling in from Beansidhe, Carlos reaches up and swats the arrow from the sky. No damage taken.

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, frustrated with Tobias's antics made good on his threats, stepping in the plant a slice through his middle.

Actions:
5' NW
Move Action: Drop shield
Free: Rage
Attack: Attack: 1d20 + 12 ⇒ (20) + 12 = 32
Crit confirm: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 2d6 + 11 ⇒ (6, 1) + 11 = 18
Possible crit: 2d6 + 11 ⇒ (1, 5) + 11 = 17
Effects:
Protection from Arrows 50/50
18-35 damage vs Tobias, depending on crit/cover

Beetly
Asaakoz
------ EOR
Boom!
Aristotle
Penny
Tobias
Carlos
Beansidhe
Drogo


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 was frustrated with not getting any help from anyone. But he had to get up there. For this he needed to take precautions.

free ride, move draw potion, standard oil myself
Ride: 1d20 + 6 ⇒ (2) + 6 = 8

Does Aristotle let me pass?


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

5' step NW
retrieve potion, move action
drink potion of invisibility, standard action


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

Some people feel a rush of pain (5 untyped damage that ignores DR)

Beansidhe

While others feel a warming glow:

Aristotle
Drogo
Carlos
Carlos Horse
Tobias
Penny
Beetly
Beetly's Dog
Boom!
Asaakoz

----------------
Point leaders:

2-Aristotle
2-Drogo
2-Carlos
2-Tobias
1-Beetly
1-Boom!
1-Asaakoz

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