Super Pathfinder Brawl - Arena C

Game Master Nairb the Grey

This is Arena C
Current Combatants:
Acrythe v Aristotle

Current Map:
Map

Link to Main Lobby Thread


1 to 50 of 218 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Dot


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

Sorry, but I can't tell if the brownish area round the temple is dirt or water or something else, Palthut would be able to tell if it is solid or not.

Also pre-battle coating my scythe with urushiol venom.I also assume that we go out there with our weapons out, so he has his scythe in hand.


Palthut wrote:

Sorry, but I can't tell if the brownish area round the temple is dirt or water or something else, Palthut would be able to tell if it is solid or not.

Also pre-battle coating my scythe with urushiol venom.I also assume that we go out there with our weapons out, so he has his scythe in hand.

The green is grass, the brown is trail...the grey is a stone foundation.


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

Init: 1d20 + 6 ⇒ (19) + 6 = 25 I'll wager that that means I'm first.


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

initiative: 1d20 + 2 ⇒ (14) + 2 = 16

yup it does


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

Oh boy. I think we've got opposite posting schedules. I can sometimes post at night, but I think for the most part our game will take a while.

Behind My Palisade:
Beansidhe looks around, entrance is the obvious place to come out. She turns away and goes the other way. Quickly and quietly, she scales the wall taking a quick look back before stopping to the ground in the other side.

Double move action to climb over back of Palisade and drop to the ground behind it. Hiding.
Accelerated Climb: 1d20 + 5 - 5 ⇒ (12) + 5 - 5 = 12
Acrobatics to fall 10': 1d20 + 4 ⇒ (18) + 4 = 22
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26

GM:
I don't think that these actions can be detected even with a good perception check by him for the following reasons:
1. Palthut, being right behind the wall, has no line of sight to me till after my actions.
2. With the distance modifiers and stealth, I calculate the perception DC to hear me at 37, which palthut cannot reach.

If any of my calculations or claims are in error though, please let me know and I can create a perception spoiler with the DC, or if you'd rather, you can.


Beansidhe:
It seems like your assumptions are accurate. You are good to go. At this point Palthut would likely assume you are in the palisade when he (I think Palthut is a he?) sees that the arena is symmetrical.


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

I just looked and realized it might not be clear because of spoilers. I'm done with my turn.


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

Good to know. I'll just try to post as often as I can, which is pretty often.

palisade stuffz:
Casting Virtue: 10 rounds left that my temporary hit point stays. Moving so I could see out the entrance of the palisade and anyone who approaches from certain angles.

Are we required to keep track of spell components, if so, which ones?


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

Stuff:
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14

Beansidhe moves into the foliage around her and begins to move silently through it.

With half speed stealth and difficult terrain, that should put me bottom row, ninth column from the left

Should be it for my turn.

GM:
I know the temple is cover, does it block sight to the other side? If there's a possibility for him to catch glimpses of me where I am, then a Perception DC 26 would do it at this point.


The temple does block line of sight...it is made of worked stone and does not have windows.

For spell components, assume your component pouch has everything in it you need for regular casting of normal spells. If there is an item with a price listed then you will need to track that. This forum page has a good starting point of examples.


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

ok good to know. this post was my entire turn, so it is your turn now.

secret!:
Casting guidance, the +1 bonus will stay until used or 1 minute after casting. 10 more rounds of guidance, 9 more rounds of virtue.


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

Stuff:
Stealth: 1d20 + 8 ⇒ (11) + 8 = 19 Continue movement to the left. 15' for double movement in difficult terrain and stealth.

You're up again.


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

secret:
palthut moves to the face of the wall

if you have secretly moved out of the palisade you might see me. your turn.


Right now the way you guys have been moving neither of you has ever had line of sight on the other. Quietly circling, but not seeing anything yet.


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

ok.


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

Stuff:
Stealth: 1d20 + 8 ⇒ (9) + 8 = 17

Double move for 15' Still no line of sight.

You're up.


Beansidhe:
Can you let me know what direction your movement was? Either in spoiler or PM. I am trying to keep track of where you each are so I can inform you both of free perception checks if you get anything in reaction to observable stimulus.


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

GM:
Sorry, continuing same direction. Ultimate goal is to get into the bushes at the edge of the road. Get a good Vantage point from which to start the battle. That should put me 3rd column from the left, bottom row.


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

is your marker off the map because you want to stay hidden or are you on the tower but off the confines of the map? I want to know because i miiiiight be able to see you if you are on the tower.

if i can see you on the tower:
Palthut dashes for the other tower! double move, i would land in the square i marked with a red dot.

if i don't see you on the tower:
Palthut hastily climbs the tower! climb: 1d20 + 5 ⇒ (1) + 5 = 6
and promptly falls on his bottom before getting up again.i would land in the square i am now.


I removed her icon from the map. It's placement in the white space has no bearing in the game...it is just a placeholder.

Edit to add:

Beansidhe:
I was going to give you a perception check to hear the attempt at climbing and falling and determine a general directionality of your foe, but you are so far away that the DC would be unattainable for you.


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

Stuff:
Yeah, benefit and curse of being so far away. If I could somehow here it, it would probably change my strategy, but not knowing, still headed for that edge of forest.

Another two move actions, two diagonals equaling 15' total. Puts me left edge of the map, two rows up.

Stealth: 1d20 + 8 ⇒ (13) + 8 = 21

You're up.


Oh! I forgot something that was supposed to happen. Not too late yet though...

Palthut:
As you fall from your attempt at climbing the wall of the tower, words suddenly appear on the side of the tower. Written in three lines, Common, Druidic, and Terran, you read the words "Within the Temple will you climb the to the highest of heights."


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

turn:
doing full-round action RUN. only doing it for 1 round.

your turn.


Line of sight now exists (finally :P). Beansidhe, make a DC 10 perception check to notice Palthut moving out in the open...(this essentially checks to see if you are looking in the correct direction...the distance is what makes what should be an easy check so relatively high).

Palthut, because she is hiding your perception will likely be harder, and you will not get it until/if she creates visible stimulus. I will be back after her post to let you know.


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

perc.: 1d20 + 8 ⇒ (16) + 8 = 24

Palthut probably sees her.


Based on her position, distance, and last stealth roll, you actually wouldn't with that roll. (The DC is in the low 30s right now).

Technically you don't have a move action left to make a deliberate perception check though, so you would not get that check until there is an observable stimulus which will allow you to perception for free. At that point her stealth might be lower. We will bank that excellent die roll and result for now and see if it helps you out after she takes her turn.


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

Perception: 1d20 + 1 ⇒ (12) + 1 = 13

Beansidhe sees her opportunity. She pulls out her bow and an arrow. A quick flash runs to her bow as she nocks an arrow and pulls back. She lets the arrow fly at her target, then ducks back behind the trees.

Move: Draw my bow; Swift: Arcane point to make it magic; Standard: Attempt a sniping attack.

Stealth for Sniping: 1d20 + 8 - 20 ⇒ (6) + 8 - 20 = -6 Whelp, that's me being seen.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Female Sylph Magus (Eldritch Archer) 5/Slayer (Sniper) 1
"Nairb the Grey" from Arena D wrote:
The action entry of the pfsrd on stealth specifically calls out that returning to stealth after a ranged attack (sniping) requires a move action. You would not be able to do it as part of a held action.

Oh, dang. That's my bad. I missed that too. Sorry, I guess it doesn't so much matter since I failed that stealth roll anyway, but I'll remember for the future now.


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

As palthut gets struck by the arrow he dashes into the temple. supposed to wait. GM says something will happen, after that it is your turn.


As Palthut moves into the temple, an Arcane Sigil on the ground begins to glow. Having faith in what he read on the side of the tower, he steps onto the sigil. A flash of light an a loud crack of air clapping together in a vacuum. There is a lightness, and a sickening jerk as if something punched him in the gut. The lights swirl around him, he comes too laying on his back looking up at the open sky.

Palthut, you are now prone on top of the Northern Tower. There is a arcane sigil just to the left of you that you assume would bring you back to the temple.


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

In short Palthut went BAMF.


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

Is there any indication to me of what's happened? How much do I know? Also, was that two move actions, or do you still have an action?


You would have heard the sound. Like a thunderclap. From your vantage you saw him go in but have no visibility to what happened inside and since he is prone you can’t see him on top of the tower. For the teleport to work you have to end your turn on the social, so his turn is done. Going to go post some more in the main lobby discussion.


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

Here We go again:
Stealth: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15

Beansidhe moves quickly across the ground to the side of the palisade she'd started at.

Two move actions, move fast at stealth. Ending movement at 10th column from the left and 4 rows up.

Where are temple entrances?

Status:
Remaining Rounds of Enhanced Weapon: 9
Arcane Pool: 4/5

Your turn.


Beansidhe:
there is one temple entrance on the east side.


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

shh:
Palthut stands up and casts virtue on himself.

your turn.


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

Stuff:
Fast Stealth: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17

Beansidhe then moves forward to the wall if the Temple, pressing herself against it.

Moved one column left, right up to the Temple.

You're up.


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

stuff:
i sacrifice the spell produce flame (1st level spell) to cast summon nature's ally I, summoning a poison frog.
your turn


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

Stuff:
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26

Beansidhe moves around the side of the temple and looks inside. Seeing it empty, I assume since I haven't seen another flash of light. she looks around, and pulls out a small lump of wax and concentrates. Palliar.

A sound, pops up out of nowhere, feet hitting packed dirt and heavy breathing, it moves across the road towards the Oread's starting palisade.

Move stealth. Standard, cast Ghost Sound to create the illusion sound of running across the road towards his palisade. I realize he may not be able to hear it, but Beansidhe at this point has no idea where he is and hopes to draw him out. Since I don't know if he could hear it, I figure I'll leave my description of the sound in the spoiler and you can decide what he hears, if anything. It'll be a DC 14 Will to disbelieve.

Oh, also, if he is inside and my assumption's wrong, then I shoot him.

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Need a GM ruling before you go, but I don't need to do anything after that, so it'll be your turn.


Beansidhe:
You are correct that he is not in the temple and you have not heard any other "thunderclaps"

Since you are making an effort for this to be more than just "Hear the sound of a creature walking- DC 10" I am going to assign a base DC of 5 to it. Then with the distance from him to the palisade, the closest point in the line you are making, the adjusted DC will be 12 (50' distant and 30' high, I am eyeballing the hypotenuse of that triangle to be around 70-is feet). I will roll it for him reactively and his will save and then post appropriately in the open.

Reactive Perception check for Palthut: 1d20 + 8 ⇒ (12) + 8 = 20

Other GM DICE - No Peaking Either of you:

Will save v Ghost Sound DC 14: 1d20 + 6 ⇒ (7) + 6 = 13

Palthut, as you make your preparations upon the tower, you can hear your opponent moving below you. It is hard to make a specific pinpoint on the sound, but from the general directionality it sounds like she is heading towards the palisade in the North that you began the combat at.


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

shh:
pathut moves over to the edge to see what he can see. perception: 1d20 + 8 ⇒ (7) + 8 = 15

your turn


Palthet, Standing at the wall either crenellations beside you, you are able to survey nearly all of the battle field. From your vantage point you can see your adversary crouching against the wall of the temple, working to stay hidden from anyone on ground level.

Beansidhe, from his vantage point you do not have any cover to effectively stealth. Please place your token on the map where you ended your last turn. At least some of your next post should be outside of a spoiler. With his cover from the wall and the fact that you are not expecting him on top of the tower, +distance, I am assigning a perception dc of 15 for you to realize where he is. There is observable stimuli if you are looking in the right direction, so you do get the check for free.


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

Sorry, I think I'm missing something about this terrain, could you explain it to me? I don't quite understand how I don't have even partial cover. With the temple being 10' tall and me standing next to the wall, how would we be able to have line of sight to one another? What am I missing?

Perception: 1d20 + 0 ⇒ (9) + 0 = 9

I'll wait for understanding of terrain before I take my turn.


To be able to look into the temple on your last turn you have to be somewhere on its eastern face since that is the side that has the opening. . From his vantage Palthut has unobstructed views of the northern and eastern faces of the temple.


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

Oh man! Sorry. Now I see. I somehow read West earlier and that's just stick in my head. I'm on mobile now and can't fix my position, but I'm pretty much just the opposite side of the temple.

Beansidhe looks around to see if he fallen for her bait. Not seeing the Oread, she readies herself, pulling out an arrow.

Move: Look for Stimulus; Standard: Ready an action to shoot if he shows.

Perception: 1d20 + 0 ⇒ (9) + 0 = 9


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 as he sees Beansidhe not moving, in the range of his spell.

He mutters an incantation in an unknown language.

terran:
From this fine sand comes heat, comes pain. These shifting sands that which your blood will stain.

Casting burning sands. 20' radius, the circle marks it. the radius is difficult terrain and if you end your turn in it you take 1d4 damage.

As Palthut opens an ornate bag, sands pours out, and dissipates in the wind. The ground under Beansidhe erupts into a shifting, scalding hot sand field about 45 feet wide at its center.


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

Perception: 1d20 ⇒ 14

Does this new development alter the DC to notice him at all? In my mind, knowing that he can in fact see me would be more likely to make me look up, but GM decision there.


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

Question for GM:
If i stepped on to the rune to teleport me back, would there be anything Beansidhe would notice?


Beanside, with that perception check you do notice him at the top of the tower now.

Palthut:
You're not sure. You know she does not have line of sight into the temple right now since the entrance is on the eastern side.

1 to 50 of 218 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Super Pathfinder Brawl - Arena C All Messageboards

Want to post a reply? Sign in.