| Asaakoz |
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
| Boom! |
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)
| Asaakoz |
hp updated. Will take the next turn a little later today. For my own record, 4 rounds of post-rage fatigue have passed.
| Boom! |
12 to go. Will the dice favor you for that long?
| Asaakoz |
by my count you run out of arrows sooner than 12 rounds
| Boom! |
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.
| Asaakoz |
I can't find a purchase post between battles, which would put you down 3 more.
| Asaakoz |
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/???)
| Boom! |
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)
| Asaakoz |
Err, the last turn wasn’t done yet
Will: 1d20 ⇒ 16
Asaakoz falls over unconscious, fortune not favoring his risk.
| Boom! |
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.
| Acrythe Saselva |
Intiative: 1d20 + 4 ⇒ (11) + 4 = 15
I think you’re up first
| Aristotle Dubois |
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.
| Acrythe Saselva |
Acrythe moves closer to where he hears the noise coming from.
[ooc] Move Action: ten feet east, twenty feet south.
| Aristotle Dubois |
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.
| Nairb the Grey |
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.
| GM Sappy |
| Beetly |
I guess I'm here.
| Beetly |
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.
| Beansidhe |
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
Arcane Pool: 4/5
Weapon Enhancement: 10/10 Rounds
Reach Magic: 0/1 Remaining
| Beetly |
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.
| Beansidhe |
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
Arcane Pool: 4/5
Weapon Enhancement: 9/10 Rounds
Reach Magic: 0/1 Remaining
Remaining Level 1 Spells: True Strike, Vanish
| Beetly |
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 = 12Feeling refreshed, he decides to stay where he is, in partical cover of the tree.
move: draw, standard: drink
| Beansidhe |
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
Arcane Pool: 4/5
Weapon Enhancement: 8/10 Rounds
Reach Magic: 0/1 Remaining
Remaining Level 1 Spells: Vanish
| Beetly |
Arena C, updated link.
Round 3
Well, needs must "Go Doggy!
Guide with knees, DC5: 1d20 + 6 ⇒ (18) + 6 = 24After 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.
| Beansidhe |
Beansidhe casts again, just before she vanishes.
Cast Vanish, 5 foot step, study Beetly for Studied Target
Stealth: 1d20 + 15 + 20 ⇒ (5) + 15 + 20 = 40
Arcane Pool: 4/5
Weapon Enhancement: 7/10 Rounds
Reach Magic: 0/1 Remaining
Remaining Level 1 Spells: none
Vanish: 4/4 Rounds
| Beetly |
Arena C, updated link.
Round 4
"Where did he go?"
Beetly drinks the potion in his hand and waits.
| Beansidhe |
Double Move. 50' SW
Fast Stealth: 1d20 + 15 + 20 - 5 ⇒ (20) + 15 + 20 - 5 = 50
Arcane Pool: 4/5
Weapon Enhancement: 6/10 Rounds
Reach Magic: 0/1 Remaining
Remaining Level 1 Spells: none
Vanish: 3/4 Rounds
| Beetly |
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.
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
| Beansidhe |
Double move: 20' SW; 30' S
Fast Stealth: 1d20 + 15 + 20 - 5 ⇒ (13) + 15 + 20 - 5 = 43
Arcane Pool: 4/5
Weapon Enhancement: 5/10 Rounds
Reach Magic: 0/1 Remaining
Remaining Level 1 Spells: none
Vanish: 2/4 Rounds
| Beetly |
Arena C, updated link.
Round 5
"boring, let's ride"
guide: 1d20 + 6 ⇒ (1) + 6 = 7Beetly waits and gathers power. And makes himself ready to fire a lightning bolt the moment he notices his enemy's position.
| Beansidhe |
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.
| Beetly |
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
| Beetly |
yeah. Two crits in a row is great, too. But there were a lot of high rolls in this battle.
My first win!
GM Silly
|
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.
| Boom! |
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
| Boom! |
Boom! starts off by pulling out his mutagen and drinks it down.
Standard action: Drink Mutagen
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
| Tobias The Shadowy |
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.
| Boom! |
Boom! continues his preparations by ingesting an extract that he pulls out of one of his bandolier pouches.
Standard Action: Drink Extract
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