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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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 the arrows fly by, still counting.

He steps cleanly behind the chest for a bit of soft, +2 AC cover.

5' step north
Total defense +4AC

Total AC modifiers: -1 (from -2DEX, fatigue), +4 total defense, +2 Shield of faith (round 3/???), +2 soft cover.

Total AC: 24


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

With no more tricks up his sleeve, Boom!'s only option now is to keep up the onslaught and whittle his opponent down, a couple of arrows at a time.

Full round action, flurry of blows
Attack #1: 1d20 + 8 ⇒ (19) + 8 = 27
Damage #1: 1d6 ⇒ 3

Attack #2: 1d20 + 8 ⇒ (15) + 8 = 23
Damage #2: 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: 9/14 | 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

hp updated. Will take the next turn a little later today. For my own record, 4 rounds of post-rage fatigue have passed.


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

12 to go. Will the dice favor you for that long?


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

by my count you run out of arrows sooner than 12 rounds


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

True. I've got 10 arrows left to make 6 damage. 5 turns minimum worth of attacks. That reminds me. Buy more arrows after I kill you. Lol.


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 can't find a purchase post between battles, which would put you down 3 more.


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 feels the need for more risk taking and consumes the next mystery potion from his recently acquired bandolier.

Retrieve mysterious potion, #2, the one directly next to the first, move action.
Consume potion, standard action.

Awaiting GM input on the effects.

AC 20, Shield of faith (round 4/???)


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 his opponent focus on something other than defending, takes the opening to loose two more arrows.

Full round action: Flurry of Blows
Attack #1: 1d20 + 8 ⇒ (11) + 8 = 19
Damage #1: 1d6 ⇒ 3

Attack #2: 1d20 + 8 ⇒ (16) + 8 = 24
Damage #2: 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: 9/14 | 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

Err, the last turn wasn’t done yet

Will: 1d20 ⇒ 16

Asaakoz falls over unconscious, fortune not favoring his risk.


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

Oh. He said he PMd the effect to you, but I figured that just meant I didn't see anything. I figured if I would need to wait for something, he would have said so.

If it helps, my turn doesn't change at all. My fluff text would just be seeing you go to the ground and taking the shots instead. Or, looking at the map, a 5' step down/right to get line of sight around the chest, if required.


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

This is my dot. There are many like it, but this one is mine.


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

Might as well roll initiative: 1d20 + 9 ⇒ (6) + 9 = 15


Magus (Jistkan Artificer) 2/Samurai (Brawling Blademaster) 1| HP: 27/27 | AC 17 T 12 FF 15 | CMB +6 CMD 18 | F +5 R +3 W +3 | Int +4 | Perc +5 | Speed 30 ft |
Magus:
Arcane Pool Points 3/3 ,Spells: 1st Level 2/day
|
Samuria:
Challenge 1/day, Resolve 1/day
| Active Conditions: None

Intiative: 1d20 + 4 ⇒ (11) + 4 = 15

I think you’re up first


Yep, Tie goes to the most dexterous. Aristotle, what you got?


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 draws his gun and smacks the butt against the glass door at his back.
Attack: 1d20 - 1 - 4 ⇒ (20) - 1 - 4 = 15
Damage: 1d6 - 2 ⇒ (4) - 2 = 2

If it breaks I'll also 5' step out.


The "glass" reverberates with the blunt force, but does not crack or break as you would expect glass to when pressed. It appears that whatever the material is, it is not as brittle as normal glass.


Magus (Jistkan Artificer) 2/Samurai (Brawling Blademaster) 1| HP: 27/27 | AC 17 T 12 FF 15 | CMB +6 CMD 18 | F +5 R +3 W +3 | Int +4 | Perc +5 | Speed 30 ft |
Magus:
Arcane Pool Points 3/3 ,Spells: 1st Level 2/day
|
Samuria:
Challenge 1/day, Resolve 1/day
| Active Conditions: None

Acrythe moves closer to where he hears the noise coming from.

[ooc] Move Action: ten feet east, twenty feet south.


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 sheaths the gun back in its holster, then focuses on the scroll in his other hand. Reaching for a loop of golden wire, he murmurs a few more words of power.

Casting levitate on myself.


Acrythe, 24 hours would have hit on Friday at 14:12 CST. Excluding the weekend 48 hours will be today at 14:12 CST, which is in 4 hours. Because I was not paying attention to this and with deference to Mother's Day weekend, I am inclined to provide an additional 24.

Please post by tomorrow at 14:12 CST or risk losing this round by disqualification.


Going to have to call it then. Aristotle wins this round by default. All bets on this arena are void. Acrythe, please dot back and let me know if you are still around and interested in participating.


Back from holidays! Business should resume shortly.

Here is the map for Arena C

=================================================
Tobias vs. Beansidhe
=================================================


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

(Should be Beetly VS Beansidhe)


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

I guess I'm here.


Back from holidays! Business should resume shortly.

Arena C, updated link.


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

Initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Beetly materializesin the arena sitting on a goblin dog. In his left arm he has his buckler strapped, wears a heavy looking spiked gauntlet and he seems to carry a vial. Heavy winds are whirling around him.
He lets out some weird, angry sounding words.


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

Checking in. I'll be able to do more than that a little later today.


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

Init: 1d20 + 6 ⇒ (18) + 6 = 24

Beansidhe appears bow in hand, ready for the goblin. As soon as she materializes she concentrates, her bow glowing for just a moment, as she steps forward and begins to cast. A snowball manifests, attached to her arrow as she lets it fly toward the goblin, followed quickly by another arrow.

5' Step; Swift: Spend an Arcane Point to Enhance Bow; Full-Round: Spell Combat, cast Snowball using Reach Magic to extend its range and Spellstrike to fire it with the arrow, followed by an attack.

Attack (Snowball {Spellstrike}) - Spell Combat vs FF: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Cold Damage + Arrow + Enhanced: 3d6 + 1d8 + 2 + 1 ⇒ (5, 6, 4) + (2) + 2 + 1 = 20
Miss Chance: 1d100 ⇒ 45

Attack - Spell Combat vs FF: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24
Damage + Enhanced: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Miss Chance: 1d100 ⇒ 32

Status:
HP: 27/27
Arcane Pool: 4/5
Weapon Enhancement: 10/10 Rounds
Reach Magic: 0/1 Remaining


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
for keeping track wrote:
Arena C, updated link.

are you kidding me. The dice gods really favored you there...

This hurt! Intuitively Beetly spored his dog, but not before, shooting a lightning bolt.
free action guide mount in combat with knees DC5: 1d20 + 6 ⇒ (1) + 6 = 7
move action gather power
attack vs touch, Extended Range: 1d20 + 9 ⇒ (6) + 9 = 15
damage, electric: 2d6 + 4 ⇒ (2, 4) + 4 = 10

On his totally untrustworthy dog, Beetly rides to hind behind a tree trunk for total cover.


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

It's true. Much better than my last fight. Also, that's the only turn I had that could do that much damage with your high AC.

Beansidhe flinches as the lightning strikes her, then watches the goblin run behind a tree and smiles. Stepping forward again she casts again, watching carefully then fires a set of arrows in rapid succession.

Attack + True Strike - Spell Combat - Rapid Shot: 1d20 + 8 + 20 - 2 - 2 ⇒ (14) + 8 + 20 - 2 - 2 = 38
Damage + Enhancement: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Miss Chance: 1d100 ⇒ 3 Dang.

Attack - Spell Combat - Rapid Shot: 1d20 + 8 - 2 - 2 ⇒ (3) + 8 - 2 - 2 = 7
Damage + Enhancement: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Status:
HP: 22/27
Arcane Pool: 4/5
Weapon Enhancement: 9/10 Rounds
Reach Magic: 0/1 Remaining
Remaining Level 1 Spells: True Strike, Vanish


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
for keeping track wrote:

Arena C, updated link.

Round 2

Beetly looks at his vial and then decides to keep it. He pulls out another one with his free hand and downs it.

Cure Moderate Wounds: 2d8 + 3 ⇒ (3, 6) + 3 = 12

Feeling refreshed, he decides to stay where he is, in partical cover of the tree.

move: draw, standard: drink


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

Beansidhe steps forward again, casting and firing in turn as she does.

Attack + True Strike - Spell Combat - Rapid Shot: 1d20 + 8 + 20 - 2 - 2 ⇒ (4) + 8 + 20 - 2 - 2 = 28
Damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Miss Chance: 1d100 ⇒ 70

Attack - Spell Combat - Rapid Shot: 1d20 + 8 - 2 - 2 ⇒ (16) + 8 - 2 - 2 = 20
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Miss Chance: 1d100 ⇒ 35

Status:
HP: 22/27
Arcane Pool: 4/5
Weapon Enhancement: 8/10 Rounds
Reach Magic: 0/1 Remaining
Remaining Level 1 Spells: Vanish


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
for keeping track wrote:

Arena C, updated link.

Round 3

Well, needs must "Go Doggy!

Guide with knees, DC5: 1d20 + 6 ⇒ (18) + 6 = 24

After reaching the next tree, for a brief moment the winds around Beetly swirl even heavier.
attack from partial cover vs Touch AC: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15

free: ride, move: gather power, standard: attack, I gave myself a -2 penalty for your cover from the tree I am behind.


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

Beansidhe casts again, just before she vanishes.

Invisible:
Beansidhe steps to the side (5' S), then watched good opponent, studying him.

Cast Vanish, 5 foot step, study Beetly for Studied Target

Stealth: 1d20 + 15 + 20 ⇒ (5) + 15 + 20 = 40

Status:
HP: 12/27
Arcane Pool: 4/5
Weapon Enhancement: 7/10 Rounds
Reach Magic: 0/1 Remaining
Remaining Level 1 Spells: none
Vanish: 4/4 Rounds


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
for keeping track wrote:

Arena C, updated link.

Round 4

"Where did he go?"

Beetly drinks the potion in his hand and waits.


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

Invisible:
Beansidhe moves silently down the road towards the manor house.

Double Move. 50' SW

Fast Stealth: 1d20 + 15 + 20 - 5 ⇒ (20) + 15 + 20 - 5 = 50

Status:
HP: 12/27
Arcane Pool: 4/5
Weapon Enhancement: 6/10 Rounds
Reach Magic: 0/1 Remaining
Remaining Level 1 Spells: none
Vanish: 3/4 Rounds


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
for keeping track wrote:

Arena C, updated link.

Round 5

"Where did he go?"

Beetly gathers power. And makes himself ready to fire a lightning bolt the moment he notices his enemy's position.

readied attack:

attack, Extended Range, vs touch: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
confirm vs touch: 1d20 + 9 ⇒ (6) + 9 = 15
damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11


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

Invisible:
Beansidhe continues moving quietly past the goblin.

Double move: 20' SW; 30' S

Fast Stealth: 1d20 + 15 + 20 - 5 ⇒ (13) + 15 + 20 - 5 = 43

Status:
HP: 12/27
Arcane Pool: 4/5
Weapon Enhancement: 5/10 Rounds
Reach Magic: 0/1 Remaining
Remaining Level 1 Spells: none
Vanish: 2/4 Rounds


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
for keeping track wrote:

Arena C, updated link.

Round 5

"boring, let's ride"

guide: 1d20 + 6 ⇒ (1) + 6 = 7

Beetly waits and gathers power. And makes himself ready to fire a lightning bolt the moment he notices his enemy's position.


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

Inivisible:
Beansidhe, realizing she is about to run out of invisibility, turns and steps toward the goblin.

The Sylph appears and fires an arrow, followed quickly by a spell and another arrow, this one glowing blue.

Attack+Point Blank Shot+Studied Target-Spell Combat: 1d20 + 8 + 1 + 1 - 2 ⇒ (20) + 8 + 1 + 1 - 2 = 28
Damage+Enhancement+Point Blank Shot+Studied Target: 1d8 + 2 + 1 + 1 + 1 ⇒ (2) + 2 + 1 + 1 + 1 = 7
Miss Chance: 1d100 ⇒ 82

Attack (Ray of Frost {Spellstrike}+Point Blank Shot+Studied Target-Spell Combat: 1d20 + 8 + 1 + 1 - 2 ⇒ (10) + 8 + 1 + 1 - 2 = 18
Damage+Enhancement+Point Blank Shot+Studied Target: 1d8 + 2 + 1 + 1 + 1 + 1d3 ⇒ (8) + 2 + 1 + 1 + 1 + (2) = 15
Miss Chance: 1d100 ⇒ 43

Confirm Crit+Point Blank Shot+Studied Target-Spell Combat: 1d20 + 8 + 1 + 1 - 2 ⇒ (17) + 8 + 1 + 1 - 2 = 25
Extra Damage if Successful+Enhancement+Point Blank Shot+Studied Target: 1d8 + 2 + 1 + 1 + 1 ⇒ (7) + 2 + 1 + 1 + 1 = 12

I realize your thing sets off before these. So this is the end of our fight regardless. Either you do 18 damage and I go down, 17 and we both go down (first tie!) or less and I win.


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
for keeping track wrote:

Arena C, updated link.

Round 6

Beetly reacted quickly, when the Sylph reappeared he shoots lightning at arrow drawing enemy.

readied attack vs touch, thundering: 1d20 + 9 ⇒ (20) + 9 = 29
damage, electric: 2d6 + 4 ⇒ (6, 3) + 4 = 13
confirm crit vs touch: 1d20 + 9 ⇒ (7) + 9 = 16
damage, electric: 2d6 + 4 ⇒ (4, 3) + 4 = 11

Thundering: Fort DC 16 or deafened


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

And you say the dice gods favor me? XD

Beansidhe gets struck as she draws and collapses.


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

yeah. Two crits in a row is great, too. But there were a lot of high rolls in this battle.
My first win!

Grand Lodge

Boom! and Tobias
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.


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

Despite knowing the nature and randomness of this tournament that he is embroiled in, Boom! always finds it disconcerting when he is teleported from their waiting area into a small, enclosed room. As always, the very short warning they are given does allow Boom! to gulp down his potion of Mage Armor before the worlds shift around him.

Initiative: 1d20 + 11 ⇒ (13) + 11 = 24


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

Tobias and Penny appear in the cell ready for anything that could be waiting for them.

Tobias Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Penny Initiative: 1d20 + 5 ⇒ (13) + 5 = 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! starts off by pulling out his mutagen and drinks it down.

Standard action: Drink Mutagen

Current stats:

Mage Armor - AC+4, FF+4 - 1hr (599 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (299 rounds remaining)

Total modified stats:
AC: 25; T: 19; FF: 17 | Fort: +4; Ref: +11; Will: +1 | Speed: 30ft | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +25


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

Tobias glances around before pulling out a scroll and reading from it while penny scouts for their opponent.

will tell carlos were penny is at the moement since it gonna be awhile before we do turns again anyway just ask him if you see anything after you move.

Using scroll of expeditious retreat on self.


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

btw penny double moved


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! continues his preparations by ingesting an extract that he pulls out of one of his bandolier pouches.

Standard Action: Drink Extract

Current stats and effects:

Mage Armor - AC+4, FF+4 - 1hr (598 rounds remaining)
Deodorizing Agent - 1d3 ⇒ 2 hours from the start of the fight = (1198 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (298 rounds remaining)
Shield - +4 shield bonus to AC (39 rounds remaining)

Total modified stats:
AC: 29; T: 19; FF: 21 | Fort: +4; Ref: +11; Will: +1 | Speed: 30ft | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +25

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