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

With a tearing sounds another large eagle is pulled into reality, meanwhile the other 2 go to surround tobias while penny finds bean,

Meanwhile Penny bolts towards something Tobias cannot see and attacks!

Bite: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Trip: 1d20 + 8 ⇒ (11) + 8 = 19
Grab: 1d20 + 14 ⇒ (5) + 14 = 19

Meanwhile tobias seeing penny flail at something casts a spell on penny then dids a retreat.


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

Perception: 1d20 + 13 ⇒ (12) + 13 = 25

Beansidhe listens to the disappearing footsteps, then flips away from Penny and disappears around the corner. Last seen location: E 16 moving north

Acrobatics to avoid AOO: 1d20 + 14 ⇒ (15) + 14 = 29
Fast Stealth: 1d20 + 18 + 20 - 5 ⇒ (20) + 18 + 20 - 5 = 53

Status:
HP: 44/55
Exp. Retreat: 49/60 rds
Vanish 3/6 rds
Arcane Pool: 3/6


The stone continues to grind downward, revealing openings at the top of each wall, centered along the faces. Each begins to ooze a bright green liquid, that seems to stick to the wall as it slides down, filling the squares below it.

NORTH- J5, K5
EAST- P10, P11
SOUTH- J16, K16
WEST- E10 E11

Are all filled with the liquid, as it threatens to continue to spread


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

As the eagles fly to Tobias Penny dashs forward to find bean only to see them near their master, With the sight penny lets out a loud warning hiss to tobias, who promptly looks through pennys eyes before cursing and moving beside penny as a last ditch to protect himself!


Actions
Penny Move Move
Eagles Move move
Tobias Bond Sense Standard, Free action to end, then move action.


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

Beansidhe watches Tobias and nods as he and his creature shield each other slightly. Can't let it all rest on one shot. She begins to cast, becoming visible again as she lets an arrow fly, glowing blue. Two more arrows follow in quick succession, flying straight for Tobias.

Swift: Arcane Point to enhance bow with +2 (up to a total of +3); Full Round: Spell Combat (casting Snowball) and Rapid Shot full attack; 5 ft step to H5

Attack (Snowball) + Point Blank Shot + Enhanced - Spell Combat - Rapid Shot: 1d20 + 11 + 1 + 2 - 2 - 2 ⇒ (12) + 11 + 1 + 2 - 2 - 2 = 22
Damage + Point Blank Shot + Enhanced + Snowball: 1d8 + 3 + 1 + 2 + 5d6 ⇒ (5) + 3 + 1 + 2 + (2, 1, 5, 6, 4) = 29 18 of which is cold, I know you've got resistance, but Bean doesn't

Attack + Point Blank Shot + Enhanced - Spell Combat - Rapid Shot: 1d20 + 11 + 1 + 2 - 2 - 2 ⇒ (14) + 11 + 1 + 2 - 2 - 2 = 24
Damage + Point Blank Shot + Enhanced: 1d8 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13

Attack + Point Blank Shot + Enhanced - Spell Combat - Rapid Shot: 1d20 + 11 + 1 + 2 - 2 - 2 ⇒ (8) + 11 + 1 + 2 - 2 - 2 = 18
Damage + Point Blank Shot + Enhanced: 1d8 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9

Status:
HP: 44/55
Exp. Retreat: 49/60 rds
Arcane Pool: 2/6


MATCH 7:

MAP has been updated, and tokens have been placed. Please roll for init, and in your starting post describe what you have in hands/ any specific places for things that have not been noted on character sheet.

All lighting is DIM, except for within 10 ft of LAVA, which is NORMAL.

TEMPERATURE in arena is above 110 degrees, not relevant unless fights go over 10 mins.

LAVA deals 2d6 points of fire damage per round of exposure, except in the case of total immersion, which deals 20d6 points of fire damage per round.

Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava.


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

Warping into the new Arena, Carlos grins. Time for payback to the little goblin.

He sits astride Batgammon III (Wings of Justice), a scroll in one hand, a lance in the other. On his back, his shield sconce contains a lit sunrod, a little redundant with the glow of his armor.

Init: 1d20 + 4 ⇒ (10) + 4 = 14


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 show you again!" The goblin squeaks.
He's sitting on his trusted dog that survived Drogo. He has a potion in his left hand that also carries the gauntlet and the buckler. Strong winds swhirl around him as always.

Init: 1d20 + 7 ⇒ (3) + 7 = 10


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

Carlos reads his scroll, triggering his helmet, and his armor stops glowing. He places his second hand back onto his lance, as Batgammon III (Wings of Justice), takes to the air.

Standard action: Read Scroll. Immediate action set die roll on UMD check to 20, result of 34 on DC 32 check. Free action regrip lance.
DC 5 Ride check: 1d20 + 10 ⇒ (5) + 10 = 15

Batgammon III (Wings of Justice), double moves with fly speed 40.


Goblin Shadow Oracle 14 | HP: 143/143 | AC: 34 (20 T, 28 FF) | CMD: 27 | Fort: +12, Ref: +14, Will: +12 | Init: +10 | Perception +13
Active buffs:
Wings of Darkness, Cloak of Darkness, Magic Vestment, Undetectable Alignment
Spells:
1st: 8/8, 2nd: 7/8, 3rd 6/7:, 4th: 7/7, 5th: 7/7, 6th: 6/6, 7th: 3/3

Beetly rises slightly, hovering above his mount. Then he releases a gust of wind aimed at the large bat.

Empowered Extended Air Blast: 1d20 + 14 ⇒ (19) + 14 = 33
damage (bludgeoning): 4d6 + 14 ⇒ (6, 5, 2, 5) + 14 = 32 x 1.5 = 48

Free: 5 ft step upwards. Standard: attack, emptying Internal Buffer. Move: Barroom Brawler


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

As the gust of wind gets within 10 ft of Batgammon III (Wings of Justice), it disappears from existance.

Ride Check DC5: 1d20 + 10 ⇒ (8) + 10 = 18

Carlos spurs Batgammon III (Wings of Justice) onward, arriving just south of the Goblin, who drops back down out of the sky as Carlos gets within 10 ft of him. Carlos drops the lance, rages, and grabs for the gobbo.

Grapple Check: 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27
grapple damage: 1d6 + 6 ⇒ (2) + 6 = 8


Match 8C: Beansidhe vs Drogo

Please roll for initiative, and describe starting gear. Winning init roll gets first chose of X or Y starting position

Grand Lodge

Dwarf Barbarian/Fighter 8 HP: 106/117| AC:20 T:13 FF:17| F:11 R:5 W:6 (+3vsSpell/Spelllke) | Init:+2 | Perception:+3| Rage 10/10

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Drogo appears, slightly stunned as usual from the teleportation.
"This is why I hate magic"


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

Init: 1d20 + 8 ⇒ (20) + 8 = 28

Bensidhe appears, bow in hand near some stairs. She quickly casts a spell then moves her way up the steps to hide on the rooftop there.

Fast Stealth: 1d20 + 21 - 5 ⇒ (14) + 21 - 5 = 30

Start at X; Expeditious Retreat; Move 55'

Status:
HP: 68/68
Exp. Retreat: 80/80 rds
Arcane Pool: 8/8

Grand Lodge

Dwarf Barbarian/Fighter 8 HP: 106/117| AC:20 T:13 FF:17| F:11 R:5 W:6 (+3vsSpell/Spelllke) | Init:+2 | Perception:+3| Rage 10/10

A multitude of Drogos emerge from the alley and cross the bridge, watching for any sign of the wizard.
Perception: 1d20 + 3 ⇒ (5) + 3 = 8

1:E20>E12
2:E20>F11
3:E20>E17
4:E20>F16

Hidden:
E17
1-4:0/3


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

Spellcraft: 1d20 + 20 ⇒ (5) + 20 = 25


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

Beansidhe casts, then stands tall and fires four arrows in quick succession at each of the Drogos below. She watches each of them for their reaction to judge which is real.

Attack 1 (vs dark red) + Enhancement - Spell Combat - Rapid Shot: 1d20 + 14 + 2 - 2 - 2 ⇒ (2) + 14 + 2 - 2 - 2 = 14
Damage+Enhancement: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Attack 2 (vs light red) + Enhancement - Spell Combat - Rapid Shot: 1d20 + 14 + 2 - 2 - 2 ⇒ (11) + 14 + 2 - 2 - 2 = 23
Damage+Enhancement: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Attack 3 (vs yellow) + Enhancement - Spell Combat - Rapid Shot: 1d20 + 14 + 2 - 2 - 2 ⇒ (14) + 14 + 2 - 2 - 2 = 26
Damage+Enhancement: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

Attack 4 (vs orange) + Enhancement - Spell Combat - Rapid Shot: 1d20 + 9 + 2 - 2 - 2 ⇒ (14) + 9 + 2 - 2 - 2 = 21
Damage+Enhancement: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Perception: 1d20 + 15 ⇒ (9) + 15 = 24

Swift: Enhance Bow with +2; Full Round: Spell Combat (Cast haste) with Rapid Shot

Status:
HP: 68/68
Exp. Retreat: 79/80 rds
Haste: 8/8 rds
Enhancement: 10/10 rds
Arcane Pool: 7/8

Grand Lodge

Dwarf Barbarian/Fighter 8 HP: 106/117| AC:20 T:13 FF:17| F:11 R:5 W:6 (+3vsSpell/Spelllke) | Init:+2 | Perception:+3| Rage 10/10

All four of the arrows hit their targets, and all four visions of Drogo vanish. A few heartbeats of silence pass before the whistle of Drogo's sledge echoes, as it flies at Beansidhe from E17.

Actions:
Immediate: Cyclops Helm (20)
Free:Rage
Vital Strike, Ranged (90'. -8 penalty range increment)
Attack: 20 + 12 - 8 = 24 auto hit
Potential Crit: 1d20 + 12 - 8 ⇒ (10) + 12 - 8 = 14 denied dex, but still fails
Furious Finish Damage: 72 + 9 = 81
Move: Hide
Stealth: 1d20 + 20 - 5 ⇒ (14) + 20 - 5 = 29
Hidden:
F14

DC 29 + range Perception to identify new location after moving.
Auto-hit, 14 fails to confirm a crit even while you're denied dex, I believe.
81 damage, unless the crit confirms.

Damage Breakdown:
Sledge does damage as an earthbreaker if used as an improvised weapon ie 2d6.
Shikigami style increases my improvised weapon damage by 3x sizes
2d6>>3d6>>4d6>>6d6
Raging hurler allows me to throw two-handed weapons as a standard action, allowing me to Vital Strike
Vital strike doubles it, 6d6>>12d6
Furious finish maximizes it 12d6>>72
Two-handed Strength bonus: +9
-----
Still invisible after attacking
Fatigue:2
1-4: 1/3
HP: -11

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