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


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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

GM:
if i stepped onto the rune as part of a move action would i be able to keep moving when i pop out the other side?


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

Beansidhe stands up straight, turning away from the temple top the Oread on to of the tower. With one hand he pulls out a small archery target, "Strike home with ease." Dropping the target he grabs out a whistling arrow, draws and let's loose. The arrow whistles loudly as it flies through the air striking the Oread

Concentration for casting in a continuous effect: 1d20 + 5 ⇒ (19) + 5 = 24
Spell combat. Cast true Strike. Fire an arrow.
Attack+True Strike: 1d20 + 5 + 20 ⇒ (13) + 5 + 20 = 38
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Good game.


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

Ain't you ment to have a hand free in order to do spell combat?


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

Eldritch Archer specifically allows it with ranged weapons


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

Cool, was just curiouse :D


Palthut:
Part of the balance as designed is that to activate the rune you have to end your turn on it. If you make use of the teleport rune you will end your turn inside the temple.

Edit to add: I guess that is immaterial now...did not finish reading the thread before I answered your question.


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 cries out as the arrow strikes him......

GG!


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

Just dotting in so I get notifications, want to watch all the fights


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 hefts his greatsword and feels around in the dirt of this new arena with his shoes. He slowly does a full turn, taking in the layout.

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8 greeeeeeeat :P

But delaying any action until the DM clarifies match start time vs. betting end-time.


Posted in discussion of the main lobby. You guys can start as soon as Boom! dots in and throws his initiative.


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 ⇒ (12) + 11 = 23

Boom!, after letting the dwarf gain the advantage in the previous fight is more than willing to let his curiosity get the better of him this time and hope for a quick advantage against the elemental-looking humanoid across the arena. To that end, he quickly scoots off to his left, his foot barely pausing to activate one of the runes on the floor, hoping that, at least if it explodes, he would already be out of range, and not stopping until he estimated that he was well within easy shooting distance of his newest enemy, carefully knocking, drawing, and firing an arrow from his bow in one, easy, slow, perfect motion.

Movement marked on map.

If the rune doesn't hurt me or interrupt my action:

Perfect Strike attack roll #1: 1d20 + 7 ⇒ (2) + 7 = 9
Perfect Strike attack roll #2: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 ⇒ 5


The rune is Isa - 1d6 cold damage and fort dc 18 or be staggered. No stagger if immune to cold

As you step on the rune there is a burst of cold that swirls up around you, putting a deep chill into your arms and legs.

Cold damage: 1d6 ⇒ 3

Since you've already taken a move action if you fail the save you lose your standard action, which negates the attack.


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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

Redrew your errata'd movement for you Boom!


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 watery bloodrager moves north and holds his greatsword out in front of him, in hopes of deflecting incoming arrows.

30' north, move action
Total defense, standard action, +4 AC => 21, touch16


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!, armed with the knowledge granted by the other fighters, considers the distance between him and his opponent and make a split second decision to forego his possible attacks to take away as many advantages as possible, specifically the additional strength and the potential for health in the two nearby runes. Boom! scurries across the packed sand, activating both known good runes and pulling a potion bottle out of his bandolier, before climbing the stairs at the north of the arena, spinning around and grinning at his opponent.

Double movement 60', marked on map. Activate Bull's Strength and Full Heal runes. Unknown potion in hand.


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

30'/6sq west, move action
Total defense, +4 AC => 21, touch16


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 downs the potion in his hand in one swift gulp and, keeping a wary eye on his opponent, scrambles up the high stairs next to him, hoping the high ground will keep his opponent out of the way for at least a little while. When he reaches the top, Boom! turns to face the arena now fifteen feet below him and opens one more section of his bandolier, but not quite taking the next potion out yet.

Standard action. Drink potion. Drop flask.
Move action. Up the stairs. If the stairs turn out to be difficult terrain, move two spaces down from mapped location to account for the extra movement used.

Current effects:

Bull's Strength - +4 STR - unknown duration
Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 22; T: 19; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 15 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +3 // 1d8+3 (x3)


Bulls strength rune duration: 1d4 ⇒ 2

So bulls strength wears off at the beginning of your next turn boom.


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 holds his sword out in front of him and concentrations, at the same moment his eyes obtain a slightly red tinge, while the air just around his sword takes on a light blue glow...

Free action: enter bloodrage
Swift action, imbue Elemental strikes

He runs forward to the next rune and disappears

10' west, move action...
...landing on teleport rune, re-appearing in the square directly south of Boom!

He appears in front of the goblin with his sword already held high above his head with both hands, immediately slashing it downward...

masterwork greatsword, cold iron attack: 1d20 + 9 ⇒ (4) + 9 = 13
S damage: 2d6 + 9 ⇒ (5, 3) + 9 = 17
cold damage: 1d6 ⇒ 1

The goblin's movement remains erratic enough so that his surprise attack misses...

Remaining in bloodrage
Bloodrage left (after this round): 7/8

When bloodraging (reference, for DM):

AC 15, touch 10, flat-footed 15
hp 21/26
Fort +7, Will +2
Melee masterwork greatsword, cold iron +9 (2d6+9/19-20)
Str 22, Con 18


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Boom! is surprised at the sudden appearance of his opponent. All of his tactical maneuvering, wasted. SO mad! But with the choice taken from him and seeing the now-raging creature's attack go wide, giving him an opening, Boom! tumbles under his opponent's weapon and with a cheeky wave, hops down the gap between the high platform and the covering over the lower platform, disappearing entirely.

Move action: one step to the east, acrobatics roll to to avoid AoO for moving out of threatened square. Next square of same movement, acrobatics to eliminate fall damage.
Move action: Disappear under the tarp (exact location under spoiler if beat Stealth DC

Acrobatics vs CMD 18 to avoid attack of opportunity: 1d20 + 7 ⇒ (11) + 7 = 18 Success
Acrobatics to eliminate fall damage: 1d20 + 8 ⇒ (18) + 8 = 26
Stealth in Dim light: 1d20 + 22 ⇒ (4) + 22 = 26

Location:

Ending location: Seven right, down one (corner movement last square) - First move action was to drop/avoid AoO. Second move action was to move across the platform and steatlh.

Ongoing effects:

Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 22; T: 19; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 17 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +1 // 1d8 (x3)


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 bloodrager sighs in annoyance at the dodgy goblin.

He backs away from the drop towards the back curve of the platform he stands on.

30', move action
Total defense, +4 AC => 21, touch16

Not sure where Boom! is, but just in case he moved out from under the cover in his stealth movement (at half movement? or normal speed stealth penalty?)

perception, see Boom?: 1d20 ⇒ 4 lol, doesn't matter

GM Only:
Bloodrage left (after this round): 6/8


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

When his opponent doesn't immediately either follow Boom! down into the covered platform, and also doesn't appear out in the dirt, Boom! uses the opportunity to try and put some distance between him and the rager and climbs the stairs to the adjacent overwatch platform. Settling himself against the small building at the top of the platform, Boom! pulls out one of his elixers from his bandolier and takes the swig quickly, dropping the flask and letting it clatter to the ground.

If you're still raging, your AC even with Total Defense is dropped to 19.

Mystery elixer:
Elixer of True Strike. +20 to next attack roll.

Ongoing items
Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 22; T: 19; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 17 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +1 // 1d8 (x3)


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

Suddenly seeing the goblin again, and not wanting to become a pincushion for its arrows, Asaakoz moves quickly to the next gap and drops down onto the grates covering the stairs there...

60', double move

Acrobatics to avoid fall damage, DC15: 1d20 + 2 ⇒ (13) + 2 = 15

Cover, for now...


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

Grunting in aggravation (even as he understands the need) at the enemy's tactical retreat, and knowing that he doesn't have the option to get two shots off, shuffles as far down the platform as he needs and trusts in his extract to make his shot. Loosing the arrow, the divination magic that the extract embodies gives Boom! the certainty of a successful attack.

Move 30ft. Map accurate. Line on map (snapped to a weird spot, but works from at least one corner) confirms no Total Cover. Attack allowed.
Attack #1: 1d20 + 9 + 20 ⇒ (5) + 9 + 20 = 34
Damage #1: 1d6 ⇒ 4

Ongoing items
Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 22; T: 19; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 17 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +1 // 1d8 (x3)

For the sake of accuracy, it's not a grate over the stairs. It's a chained metal door.

Nairb the Grey wrote:
The stair cases on the east and west sides are closed off though, there is a metal door laying over them with a chain over the top. You are welcome to waste your time attempting to get through the door if you want, I do have HP and break DCs set up for it, but they are pretty high...fyi.


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

I'm counting much more than 20 squares/100', so that arrow is going to fall pretty far short of the bloodrager.


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

Frustrated that his movement didn't yield him the desired cover, and suffering a particularly accurate arrow, Asaakoz moves out towards a rune of sanctuary.

60'/12sq, double move. 4 east. 4se. 4 east.
Activating sanctuary rune
Sanctuary rounds: 1d4 ⇒ 1 You have to be kidding me

GM:
Bloodrage, 4 rounds left after this


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!, with the knowledge gained of the runes from the magic of the arena, knows which rune was just activated by the enemy. Despite that, Boom! decided to try to attack his opponent, but the magic of the rune is too much and Boom!, though he struggles, isn't even able to get a sight in on the bloodrager.

Will Save: 1d20 + 0 ⇒ (18) + 0 = 18

Ongoing items
Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 22; T: 19; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 17 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +1 // 1d8 (x3)


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 moves up to the "key" run and then takes a defensive stance, keeping his eye on the goblin.

30', move action
Activate "<" rune
Total defense, +4AC, AC19


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!, seeing the raging elemental-blooded creature in front of him activate the key rune, Boom!'s only thought is how to stop him from getting whatever might be in the chest. To that end, and instinctively knowing he wouldn't be able to throw any of his "aces in the hole" far enough to even threaten his opponent, Boom! quickly launches two more arrows, neither of which gets past the foe's defensive techniques. Frustrated, Boom! takes a single step back deeper onto the platform, always looking to keep distance between him and his opponents.

Attack #1: 1d20 + 8 ⇒ (5) + 8 = 13 Miss.
Damage #1: 1d6 ⇒ 1

Attack #2: 1d20 + 8 ⇒ (9) + 8 = 17 Miss.
Damage #2: 1d6 ⇒ 1

Threw the damages in there just so you can see what you avoided lol

Ongoing items
Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 22; T: 19; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 17 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +1 // 1d8 (x3)


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

lol, chewing through those low rolls is nice for you too.

The barbarian desperately returns to the far side of the chest from the goblin and opens it...

30', move action
Open chest, retrieve contents, standard action

Okay GM! What do we have inside!

GM:
2 rounds of rage left


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!, knowing that he doesn't have much time left, and may already be too late to stop his opponent from looting the chest, quickly pulls out his last extract and gulps it down. Satisfied that it was brewed correctly and already feeling the effects, Boom! retrieves one more item from his bandolier.

Extract and withdrawn item:

Extract #2: True Strike
Held item: Iron Pellet Grenade

Ongoing items
Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 22; T: 19; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 17 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +1 // 1d8 (x3)


Inside the chest you find a brown leather bandolier with 6 potion vials. Each potion is of identical size, shape, and color; a deep viscous red.

You also find a slip of parchment with a script that seems to flicker through various languages. As you concentrate on it the flickering slows and regulates to be just Common and Aquan.

Behold the band of weal and woe, what legacy does it hold for you?
The effects herein you cannot know; lest you reach and take the brew.

Behold the band of weal and woe, will it heal or will it harm?
The effects herein you cannot know; be warned, those effects may alarm. “

Lore: This couplet is written in Everyspeech, a magical script from ancient days that is understood by all intelligent races. The method to write or speak in Everyspeech has been lost to the annals of time, but the study of the script has brought about magic spells like comprehend languages and tongues.


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 marvel's at his new find.

Well little goblin, I've already gone through this much trouble to obtain this. Let's try one, shall we?

And with that he pops the top off of the first vial and imbibes it.

Drink 1st mystery potion, std action
I will await the GM informing me of the effects before finish my turn (move action, swift action, etc.)


What effect?: 1d6 ⇒ 11d8 ⇒ 6


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 bloodrager, feeling stronger, then starts to advance on the goblin.

Take your best shot, I'll get there soon enough.

30', move action


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

"Challenge accepted." Boom! smiles, knowing that his most recent elixer gives him literally magic aim, for the moment. That being said, Boom! has other priorities at the moment. It's nearly too far to see the small item withdrawn just a few seconds previously, but you can see that as Boom! fiddles with the item (did he just bite it!?), a veritable torrent of sparks start pouring out of it, and he glares at the item for half a second as if measuring something, before putting it back in the bandolier pouch, nodding to himself.

Looking up, Boom! knocks and looses an arrow just as he feels the last extract wearing off, but he knows his arrow is true and he shuffles off to the side with one stride.

Move action: Activate the item.

Standard action:
Attack #1: 1d20 + 20 + 9 ⇒ (17) + 20 + 9 = 46
Damage #1: 1d6 ⇒ 4

Five foot step.

Ongoing items
Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 22; T: 19; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 17 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +1 // 1d8 (x3)

Tick tock:
3/3 remaining.


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

Snarling as he picks an arrow out of his shoulder, Asaakoz fully moves on the goblin, pointing his greatsword at him as he goes.

50', double move.

He watches carefully for the goblin's next move, standing over him.


Removed some of the obsolete movement lines for sanity sake...was beginning to look like a conspiracy theory yarn chart...


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! eyes down the looming elemental-blood with a slight amount of trepidation, but more than enough guts to overcome it. Before his nerves leave him, Boom!, taking into account the lack of room to maneuver and the obvious opening doing so gives his opponent, still is able to loose an arrow through the nameless opponent's guard. The sudden pain experienced by the enemy also allowed Boom! to slip past him in a rush towards the center.

Standard action: Attack defensively
Trigger attack of opportunity at 24 AC
Attack #1: 1d20 + 9 - 4 - 4 ⇒ (18) + 9 - 4 - 4 = 19 -4 for fighting defensively, -4 for shooting from melee (does shooting while in melee count as shooting into melee and incur the penalty?)
Damage #1: 1d6 ⇒ 6
Move action: 30' towards the center

Ongoing items
Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 24; T: 21; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 17 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +1 // 1d8 (x3)

Countdown:
2/3


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

attack of opportunity

masterwork greatsword attack: 1d20 + 9 ⇒ (8) + 9 = 17

somehow the goblin is able to dance just right while stringing up his bow


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

As of this turn, rage is over, Asaakoz is fatigued (so, -2 STR/DEX, which means -1 attack, damage, and AC (other things that we'll deal with as it comes).

The suli gets sluggish can't run right now, as it follows the goblin down the stairs.

Imbue elemental strike, swift action
Follow Boom!, move action
masterwork greatsword attack: 1d20 + 6 ⇒ (17) + 6 = 23
S, cold iron damage: 2d6 + 5 ⇒ (5, 3) + 5 = 13
element strikes cold ddamage: 1d6 ⇒ 6


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! eyes widen as the his opponent's massive sword frosts over and barrels down towards him, but his small size and his enhanced reflexes from the mutagen almost allow him to dodge the blow completely, but in the end, he is able to use his bow to turn the sword aside. Deciding to give up on his master plan - This is becoming too dangerous, Boom! thinks to himself, although not nearly as coherently (in his mind it came out more like Nuh uh. NOPE. - Boom! uses the swordsman's swing and miss to dance out of the way, and takes off running.

Run: 95'; Until the start of my next turn, FF AC 14.
Acrobatics vs DC 18 CMD to avoid Attack of Opportunity: 1d20 + 7 ⇒ (15) + 7 = 22

Ongoing items
Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 22; T: 19; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 17 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +1 // 1d8 (x3)

Time's running out:
1/3


Boom!, as you widen the space between you and your assailant, you spare a moment to peak at the fuse burning away in your bandolier; just in time to see it vanish into the tube of the grenade. "Oh F...KA-BOOM

Boom!, your grenade detonates on your body. Please roll damage. As we discussed per your plans since the item is in your possession you are denied the reflex saving throw.


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

The explosion brings Boom! almost to his knees, but goblins are used to explosions and, fortunately, the grenade was not in the pouch near his face or next to his heart and he is able to power through it, keep his feet, and keep going.

Bludgeoning: 1d6 ⇒ 2
Piercing: 1d6 ⇒ 5
Fire: 1d6 ⇒ 3

Remaining HP: 4/14


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

Reflex DC 17 for half damage: 1d20 + 11 ⇒ (6) + 11 = 17
Half damage. Remaining HP: 9/14


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 watches in surprise as the goblin fails to.... blow himself up?

The bloodrager trudges south to the far remaining rune.

30', move action
Activate run ,/`

Will wait to see what this does before taking my std. action


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

Total defense, standard action: +4AC

Total AC modifiers: -1 (from -2DEX, fatigue), +4 total defense, +2 Shield of faith (round 1/???)

Total AC: 22


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! carefully makes his way up the stares, waiting - hoping - to see the rune explode underneath his opponent's feet and with a sigh of disappointment at the lack of fireworks, simply launches another arrow at his foe.

Movement: 30'
Standard: Attack
Attack #1: 1d20 + 9 ⇒ (18) + 9 = 27
Damage #1: 1d6 ⇒ 1

Ongoing items
Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 22; T: 19; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 17 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +1 // 1d8 (x3)


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 moves back towards the chest in the center.

30' west, move action
total defense, AC22


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! quickly fires off two arrows, but neither pierce his opponent's guard.

Attack #1: 1d20 + 8 ⇒ (4) + 8 = 12
Damage #1: 1d6 ⇒ 3

Attack #2: 1d20 + 8 ⇒ (9) + 8 = 17
Damage #2: 1d6 ⇒ 6

Ongoing items
Mutagen - +4 DEX, -2 WIS, +2 AC - Duration 10 minutes (not going to count this down. If we spend 100 rounds fighting, something has gone wrong.

Total effect of ongoing modifiers:
HP: 14/14 | AC: 22; T: 19; FF: 14 | Fort: +4; Ref: +11; Will: +0 | CMB: -1; CMD: 17 | Perc: +3 | Speed: 30ft | Darkvision: 60ft
Longbow (100'): +9 // 1d6 (×3) | Longbow flurry (100'): +8, +8 // 1d6 (×3) | Bombs (20') 5/day: +9 // 1d6+4 fire (x2) | Horsechopper (melee/reach 10'): +1 // 1d8 (x3)

Shame. That would have been enough to kill you if they had hit.

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