Super Pathfinder Brawl - Arena D

Game Master Nairb the Grey

This is Arena D
Current Combatants:
Asaakoz v Drogo

Current Map:
Map

Link to Main Lobby Thread


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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

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Updated your character icon on the map.

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 ⇒ (19) + 2 = 21


24 hour warning - Boom!, please dot in and roll for initiative within 24 hours or you will forfeit this round and be given a warning per the rules laid out during recruitment.

Notices will be posted in main description and PMed to you as well.


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

dot/initiative: 1d20 + 11 ⇒ (15) + 11 = 26
Stealth: 1d20 + 19 ⇒ (20) + 19 = 39
Boom! pokes his head out of the doorway of the small enclosure he finds himself in, then sneaks around along the wall to crouch down into a corner, reflexively sinking into the nearby brush, the only potential giveaway of his hiding spot is the unnaturally straight slender, bent piece of wood he uses as a bow, which, if anybody noticed it, would be out of place in the natural shrubbery.

Are we moving our own markers?

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

Yep it looks like. Nairb has basically said we can go when we want, and you can pm him stealth, or we can just be judicious in using a blind copy of the map. I went ahead and made a copy, in case we went that direction.

Does your roll include the +12 or so due to distance, and any penalties for movement?

Would you prefer I keep my stats hidden like you, and confirm each hit, or are going to add your quick stats to your sheet?

I personally recommend putting your movement in post too, although hidden behind a spoiler tag. Partly for record keeping, and partly so I just know that you're done with your turn. Which btw, it is your go, or just say that you're done.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7


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

Works for me. Also, I'll generally limit my turns to one post per turn unless there's a question I'm waiting for an answer on. So outside of that, you can generally assume that my turn ends after my post. I'll make it easy though and put a turn end tag or something at the end. That's a good idea.

Responding to your questions about my stealth roll, Stealth itself doesn't take into account ranges or anything, but I did take into account the half movement on my second move action (replaced my standard) because I stealthed during that move.

Movement:
Two move actions, the first to end right two and up one from start, the second, to end right 3 and up 1 from that. Using Stealth as part of the move, I only get 15' for the second move action.

Turn end.

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

Drogo growled to himself ”Let’s see what filth the gods has sent me today!”
He cautiously peeked around the corner and ran towards temple. He might be able to peek into the other palisade while the temple gave him cover. The stone slabs echoed his steps as he hustled.

Actions:

Move: 30’ (W 5’, N 10’, NW 15’)
Move: 30’ (NW 15’ N 15’)

Turn 1 over. Round 1 over
Sighted?


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!, from the shadow of the treeline saw the dwarf rush across the open field and take cover behind the temple in the center of the arena.
Shame he didn't run to the other side, but this shouldn't be too hard, just gotta wait for the right moment to strike.
Never one to let the chance for the first strike pass him by, Boom! patiently waits until the dwarf steps out from the cover before letting his arrow fly.

Ready Action to attack as soon as cover is no longer granted by the temple.

If Drogo leaves Cover:

Attack from stealth (vs FF): 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d6 ⇒ 6

Boom! grins widely as he sees his arrow fly true and strike the dwarf, and in the resulting flinch, Boom! shrinks back into the trees, hoping that he was not spotted.

Nairb, can we Snipe as part of a readied attack?
Snipe (vs next perception roll) to return to stealth after the attack: 1d20 + 19 - 20 ⇒ (14) + 19 - 20 = 13

Turn end. No movement. If you beat the stealth roll, or Nairb rules a negative on my question, I'll update Boom!'s location on the shared map.

If Drogo stays in cover, then this readied action is wasted. turn end either way.


The action entry of the pfsrd on stealth specifically calls out that returning to stealth after a ranged attack (sniping) requires a move action. You would not be able to do it as part of a held action.

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

I don’t know if you wanted to amend your turn, Assuming I haven’t seen you, here’s what I would do.

Turn:
Drogo considered the field. The gods probably put his opponent in this other palisade, but it was a stretch to reach it. He eyed the forest line. He still hadn’t see his opponent. Was he hiding and watching him from somewhere? Drogo would’ve seen him if he had crossed the field. Better to be cautious here .
Drogo raised his shield as he moved forward, scanning back and forth, ready to try to knockback any surprises.
Actions:
Standard Action: Total Defense: +4 AC
Move:30’ N
Turn 2 end, Round 2 End


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

Nah, not going to amend it. Raising your shield in defense basically kept you in cover as if you hadn't moved, so, per my last note on the post, the readied action was wasted.

Boom! huffed in frustration as the dwarf raised his shield and started walking towards the wrong side of the palisade! Patience, Boom! thought to himself. I just need to wait for the right opportunity.

Movement:
Double move action (Full speed, break stealth, followed by half speed and stealth again). 45' to get to the square of the north-westernmost corner of the palisade.

Stealth during second movement: 1d20 + 19 ⇒ (4) + 19 = 23 If you beat the Stealth, the spoiler will show where I moved to.

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

Perception:
Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Taking a full speed movement gives you a -5 to your stealth roll, even if you move at half speed during your second movement. Foliage is considered difficult terrain, ie cost twice the movement, rounded down. I double checked this with Nairb the Grey in the discussion chat to be sure. Using your listed actions, you’d be able to move to either the NE corner or 1 square above it.

Having come closer, Drogo heard some unusual movements through the bushes, but there were coming from the other side of the palisade. It sounds like he only had a few seconds before he was attacked, so he slipped his shield off and grabbed something from bis backpack.

Visible Actions:
Free Action: 5’ N
Hidden Actions:

Move: Remove Shield
Move: Retrieve Potion

Turn 2 end, Round 2 End
Spotted


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

There are multiple reasons the stealth doesn't matter at the moment but because I'm a rules lawyer at heart and I love to argue, gonna leave this here.:
Drogo Lightburner wrote:
Taking a full speed movement gives you a -5 to your stealth roll, even if you move at half speed during your second movement.

If I were maintaining my stealth through the entire movement, you would be correct (more than half but less than max of total movement made while attempting to stealth). But I dropped stealth in order to move full speed with my first move action. Then I can stealth as part of my second move action without penalty as long as I move at half speed or slower. But also, a forest give +2 to the Stealth DC, so even if I took the -5 for speed (bringing my roll to an 18) the +2 would make it a 20 and your 19 Perception wouldn't have passed it.

But like I said, it doesn't exactly matter. We're not in line of sight for each other either way so if I wanted to, I would stealth on this turn and make it a moot point.

Drogo Lightburner wrote:
Foliage is considered difficult terrain, ie cost twice the movement, rounded down. I double checked this with Nairb the Grey in the discussion chat to be sure.

This is a good point and something I didn't consider.

New ending position in previous turn due to difficult terrain:
Left 4, up 1 instead of left 8 up 1.

-----

Boom! - hoping that the noise made as he moved towards the back of the palisade was enough to fool the dwarf into thinking that Boom! might continue moving that way - makes a brisk pace back out into the open, around to the back of the pool of water, planning on coming around and behind the dwarf for an easy attack, but is pleasantly surprised to find the dwarf still in the open not even making an effort to hide himself. With an evil grin, Boom! knocks, draws, and looses his first arrow at the dwarf.

attack: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d6 ⇒ 5

End turn. Location visible on map.

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

Drogo grunted as the arrow hit true and embedded itself in his shoulder, causing him to almost drop his potion. He tipped the small glass container into his mouth & tossed it aside. With a sharp jerk, he broke the protruding shaft, leaving it in the grass.

Grasping the waraxe with both hands now, he rushed towards the goblin.

Visible Actions:
Standard: Drink potion
Free action: Hold weapon with 2nd hand
Move Action: NE 15', E 15'
Hidden:
Shield spell cast via potion

Turn 3 end. Round 3 end. Map and stats updated.


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 the dwarf closing quickly and now an unknown potion in play, Boom! decides to act upon the better part of valor and make a strategic retreat back into the woods, yelling behind him, "Catch me if you can!"
Stealth: 1d20 + 19 ⇒ (10) + 19 = 29

location:
Up 3 directly into the trees (15 ft), then up/left 1 (5ft due to half speed from stealth and half speed for difficult terrain) is concealed. 20 ft total for no penalty.

I never realized just how frustrating it is to try to actually win against a high AC enemy by yourself at level 1. I'm gonna f'in try though! lol


With that godly (for level 1) stealth modifier I am sure you are just as annoying for him as he is for you.


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

this might take awhile XD


We will see about that, I made plans inside of plans. ;)

A large voice booms over the battle field as Boom retreats back into the trees.

The fates have decided all battles but this one. Now more effort will be brought to bear on pruning away possibilities.

GM DICE: 1d100 ⇒ 62

Smoke begins to rise from certain points in the woods at the edges of the battle field. A wild fire has begun!

Fire will spread at the end of each round based on the fire spread chart found here. Fire can spread into areas with trees or grass, but not onto the path or into the pools. If you pass through a square that is on fire during your turn you take 1d6 points of fire damage, reflex save DC 14 for half. If you begin your turn within 5' of fire, you take 1d6 points of NL heat damage, DC 14 fort save to negate. If you start your turn in a square that is on fire you immediately take 2d6 points of fire damage, reflex save DC 14 for half.

Burn icons have been added to the map and will be duplicated at the end of each round of combat. Burn baby burn.

Edit to add: This is coming in halfway through a round...so normally the fire would spread after Drogo's turn...but since it came into effect after Boom's post I will shift that...it will move after boom's turn each round.

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

Hah, and you’ve been dancing out of reach these entire time, and stealthed. Honestly, I wouldn’t bet on myself, but I’m not out of the race either. I also realized that the dodge bonuses from defensive fighting don’t do squat vs your stealth.

Drogo was furious as the goblin danced backward out of reach. Just his opponent disappeared from view, multiple large lightning bolts rained down from the sky, and the sounds of fire arose. If that wasn’t a sign to hurry up, nothing was.
Expecting a shot from the dark, he kept his eye on the treeline and crept forward to where he say the Boom enter. The foliage seemed too thick to enter haphazardly. He tensed for any sign of him.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13

Visible Actions:
Move: 10’ N, 15 NE’
Hidden Actions:
Standard: Ready(If I see the goblin) Move towards/intercept the goblin


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

sorry about no post yesterday. I ended up going out for my birthday instead of going home after work. I'll try to post during lunch later today since I just got to work, but definitely when I get home tonight.


Okay. By the rules from recruitment you have until 48 hours from Drogos last post. Technically you should be getting a 24 hour warning in about an hour, but since you are around I will probably skip it.


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 started at the lightning bolts, not expecting them, but they did little to stop him from his next action. He quickly reaches down and pulls a small container off of his belt, pulls the stopper out of the top with his teeth, and chugs the contents. He watches everything around him grow and just as he disappears from view, shrinking further into the shadows, he sees the dwarf grumbling all the way, as it stares into the treeline, Boom! knowing that it's too late for the dwarf to even catch a glimpse of him.

Potion:
Potion of Reduce Person. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). New longbow stats +8/1d4-1, or +7+7/1d4-1 with flurry of blows. New stealth modifier +24.

Still stealthed. No movement. End Turn. Potion rounds remaining 6/6.


Big storm blew through last night. Right now I only have internet access on my phone, so I cannot update the fire spread.

FIRE!: 1d20 ⇒ 10 Fire spreads 2 squares east.

There is now fire in the square east of and 2 east of each of the original fires.

I will update the map when internet comes back.

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

I'm assuming you used a move action to fish out a potion and a standard action to drink it. You probably could have tried to be stealthy about it. I'm asking Nairb the Grey if that meets my ready trigger.

If it does:
My ready action triggers and I move the 5' towards you. You're unable to take a 5' step in the thick foliage. By this point, you would have used a move action to draw your potion but not yet drunk it. If you do drink it, you provoke an attack of opportunity before you finish.Drogo happens to spot the goblin rummaging through his backpack and roars as he rushes him.
If you decide to drink the potion:
Attack: 1d20 + 3 ⇒ (17) + 3 = 20Damage: 1d10 + 4 ⇒ (2) + 4 = 6He takes a mighty swing and his waraxe swings true.


he mentioned that it was hanging from his belt, so I am going to equate it to drawing a sheathed weapon...which with a +0 bab means it takes a move action...

Now does that move action break stealth? Based on the "Hide" use of stealth, I am going to say it doesn't. Moving at half speed through continuous cover doesn't break stealth, so staying still and making a little bit of noise probably wouldn't either. It is an observable stimuli, so I would give you another free perception check on it, but it would be against his previous stealth check, so DC 29 (a check that is not obtainable for you). Unfortunately you can hear some shifting and clinking in the trees, but not enough to pinpoint exactly where he is. It would not trigger your readied action. Sorry.

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

It was wishful thinking, but not entirely unexpected.

Visible Action:
Drogo mumbles "Come on, come on, you can't stay in there forever" The goblin is clearly nearby, but Drogo is getting impatient. He reaches for something in his belt, a small alchemical pouch, and grips it tightly.
Hidden Action:
Move action: Withdraw tanglefoot bag
Standard: Ready action. If I get a clear shot at the goblin, throw it.
attack: 1d20 + 3 ⇒ (16) + 3 = 19 vs Touch, range 10'
DC 15 Reflex or be stuck to the ground


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

Still concealed due to trees I believe (has that been ruled yet?) but no longer attempting to hide all movement, therefore I'm honestly not entirely sure which bits of this are knowable to Drogo.

Fluffy stuff:
Boom! hears the taunt of the dwarf from just outside the treeline, peering in, and Boom! knows exactly what he needs to do next. You have no idea, Boom! thinks to himself in response. Boom!, trusting the distance and the trees between himself and the dwarf to provide the needed cover and concealment, decides to take the risk of making noise and scoots amongst the foliage on the forest floor making his way to the wooden palisade wall. He starts climbing one of the nearest trees, specifically looking for one with a branch that either reaches or hangs over the wall itself. Boom! easily finds handholds large enough for his Reduced body to make use of and quickly starts pulling himself up into the trees, finally working on a plan to take the offensive again.

Crunchy stuff:

First move action: 3 left, ending basically dead center of the northeast wall of the palisade. Again lol.
Second move action: Climbing available tree.
Climb: 1d20 + 6 ⇒ (19) + 6 = 25

End Turn. Potion rounds remaining 5/6.


I am going to say with the climb check and you being 15' up the tree he has clear line of sight, still going to require a perception check because you are so small, but no stealth bonuses on this one...just size.

You hear a skittering towards the west and see some of the undergrowth moving at the passage of a creature.

Perception DC 7 (Visible Creature, Distance, Terrible Conditions):
Using the sound to orient yourself, you see the goblin, now only about a foot and a half tall, deftly climbing a tree towards the top of the palisade wall. This will trigger your held action...unfortunately with him being tiny (+1 touch AC on top of small) and the range penalty, the thrown tanglefoot bag goes wide and does not hit him. But you know where he is now.

If you do not make that perception check then you still don't know where he is, although you do have a general directionality of towards the palisade. Also you would not throw your tanglefoot bag, so you get to keep that in inventory.

Do you like to play with fire?!: 1d20 ⇒ 6 - Fire grows 1 square in all directions.

As the fire continues to spread, it licks against the walls of both palisades, the dry wood fencing coming alight easily.

I did not specifically call out before that the palisade walls are flammable, so just so everyone is in same-pageville, they are. Fire will spread along the wall using the same fire spread rolls. For example, if rolled a 20 on the next fire spread roll the fire would scoot along the wall to the square Boom! is currently in. For clarity it would not be inside the palisade though...the dry ground on the inside is not flammable, same as the dirt trail.

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

perception: 1d20 + 3 ⇒ (11) + 3 = 14
I should've been more specific about my trigger. Nice job showing what an agile character can do. I'm looking forward to your next round. I bet it'll be quite acrobatic.

Btw, your Reduce Person probably lasts a minute or 10 rounds, rather than 6.

Drogo's hand practically slips when he caught sight of a cat sized goblin scampering up a try. He tossed the bag on instinct and thought it was going to hit, but it landed a hair after the goblin, leave a slimy mess against the side of the tree.

Where was the goblin going? What the hell could he do up there? Drogo ended up moving behind the palisade again, trying to keep himself out of bow sight, but still close enough to reach the bugger.

Visible Action:
Move: 20' SW 10' W
Hidden Action:
Ready: I will rush the goblin after he moves.


Moogle pointed out to me that a Retcon is in order...being up a tree means Boom! has no dex bonus to AC, meaning his FF-Touch AC would drop to 12 (only having the bonus from being tiny. Boom! I am going to go ahead and roll your reflex save for the tanglefoot bag.

Icky Sticky!, don't get glued: 1d20 + 7 ⇒ (11) + 7 = 18

As the bag spins in the air it, Boom! looks over his shoulder and sees it coming. To late to jump out of the way, he opts to lean into the bag, wrapping his small goblin arms around the parcel. It bursts into his arm and chest, causing just a small amount of the solvent to attach to his legs and very little to get onto the tree around him.

Boom! You are entangled, taking a –2 penalty on attack rolls and a –4 penalty to Dexterity fortunately you made the reflex save, so you can move, but only at half speed. These debuffs last for (duration: 2d4 ⇒ (1, 3) = 4) 4 rounds or until a universal solvent is applied.

Sorry for the retcon guys...glad we caught it in time to prevent it from being too big of a mess.

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

Whoops, I had been undervaluing my melee attack rolls. Not a big deal, since I never got within range anyway. Well, at least I managed to hit you with something.

Revised Turn

Visible Actions:
Drogo reaches around to grab a carefully prepared strip of leather, wrapped around a stone that unfolds into a loaded sling.
Move Action: Wield sling
Hidden Actions:
Standard Action: Ready After the goblin does anything (that requires a move action or longer) move to intercept him or get as close to him as possible


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

Assuming that since I didn't get glued that I finished my climb on the previous turn?

Boom! snarls in frustration as the sticky mess of the tanglefoot bag explodes and nearly covers his entire body making the last couple of feet of the climb an annoyance, but realizes that it doesn't change much about the current plan. Taking his bow off of his back and seeing the dwarf scurry around to the doorway of the palisade, Boom! knocks and looses an arrow, but the smaller size of the bow and the arrows, combined with the Tanglefoot goo making life difficult, means that the shot itself, while accurate, does little against the dwarf.

Attack 1: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21 Should be +8, but -2 from the Dex hit, then there's the -2 attack penalty.
Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Not that it does any good.

Also, you are correct about the Reduce Person duration. I always do that when translating minutes into rounds. With how long I've been playing, you'd think I'd have learned lol.

Turn end. No movement. 15' high, map is accurate. Potion rounds remaining 8/10. Tangled rounds remaining 3/4.
Current modified stats: AC-19 (17 +2 from Reduce Person, -2 Dex hit from Tanglefoot, +2 partial cover from standing in the same space as a tree) Touch: 19, FF: 14

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

My goof. I revised my turn, so I didn't end up moving but forgot to put my token back on the map. I wouldn't have gotten cover from that attack, so you hit me.

Ready Action triggered:
Move action 15' NW (difficult terrain)

Visible Turn:

Standard actionattack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Free action: Drop waraxe
Move Action: reload Sling (requires two hands)

I'm going to assume that you found a branch to stand/sit on, hence why you were able to attack, and why you are no longer denied Dex to AC.

Drogo started to move towards the goblin, as an arrow grazed his cheek, drawing blood. He reached the base of the tree and swung a hefty rock towards the gobo, but it knocked against a tree branch. He fumbled in his belt for another dense rock to toss up.


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

That's what I was assuming, too. Nairb said I was 15' up at the end of my turn, more than high enough to see over the top of the wall. I'm going to hold off on my next post until we get the fire spread though since we know it's supposed to be once per turn and it affects us both now that you're in the trees.


On phone right now, so map won’t be immediately updated if fire spreads, but I can roll the die at least.

Shorty’s catchin’ fire on the dance floor: 1d20 ⇒ 8 -Fire does not grow this round. You are good to go.


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 an opportunity to slip back into the shadows, quietly jumps from his current perch to another nearby tree, only the slight rustle of leaves and branches an indication that anything has even happened. Then, without warning, another arrow flies out of the darkness and the dwarf can see Boom! peeking his head out around another tree.

Stealth: 1d20 + 22 ⇒ (3) + 22 = 25
Acrobatics: 1d20 + 4 ⇒ (15) + 4 = 19 to jump to another tree. I assume due to tanglefoot goo combined with stealth, I'm not able to go more than five feet in any direction, but the canopy and number of branches, combined with my tiny size should be able to hide me well enough even for such a small movement.
Attack: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20 vs FF if Stealth was successful
1d4 - 1 ⇒ (4) - 1 = 3


Half movement from the tangle, half movement to be stealth, round down to the nearest 5', yes...you are at 15' movement speed, and 5' stealthy speed. Also, remember your dex is currently effectively 16. It looks like you calculated your checks with an effective dex of 18. The long bow attack is also off, it would be 1d20+7-2-2, so the result would be 19.

And then move the fires...

The roof, the roof, the roof is on fire.: 1d20 ⇒ 6 - The fire grows 1 square in all directions.

Map has been updated.

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

Drogo is done with playing hide and seek. Time for a tactical retreat.

Actions:
Move:SE 5', S 15'
Move: SW 15' W 15'


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

Regarding the longbow attack and acrobatics check, how did you get the changed modifiers? Standard dex is 20(+5), then Reduced brings it to 22(+6), then entangled brings it to 18(+4).

So Acrobatics check becomes +4, and the longbow attack: Standard is +6 (+5 dex mod +1 small size), then Reduced brings it to +8 (+6 dex mod +2 tiny size), then entangled brings it to +4 (+8 attack bonus -2 due to dex hit -2 to attacks). I know it hits his FF with a 19 so nothing changes, but I just want to make sure we're on the same page and make sure I'm not missing anything.

Boom!, seeing the dwarf run off and around the palisade walls drops nimbly to the ground and makes a beeline in the opposite direction, hoping to find a spot with a clear line of sight against the dwarf. "Stinking smelly coward won't stand still and die like a dwarf should," Boom! mutters to himself. Unfortunately, the entanglement goo is still hampering his movement, getting caught on what seems to be every tree branch and every bush along the way and he is only able to make it to the wall of the nearest tower before he gets frustrated and stops.

DC 15 Acrobatics to negate the first ten feet of fall damage: 1d20 + 4 ⇒ (13) + 4 = 17
Fall damage due to more than 10 feet: 1d6 ⇒ 3 Nonlethal due to successful acrobatics

Movement:
Three right, one down. 15' max due to difficult terrain and entanglement goo. No stealth.

Potion rounds remaining: 6. Entangled rounds remaining: 1
Current modified stats: AC: 17, Touch: 17, FF: 12
HP: 8/8 (5/8 nonlethal)
Turn end. Map accurate.


I spaced on the bonus that the size change gives to dex. Okay, your modifiers make sense then.

Only you can prevent forest fires: 1d20 ⇒ 5 - The fire grows 1 square to the west. Come on...I am looking for 4 in all directions...let's do something fun next round dice roller.

Map has been updated. Please continue to murder each other.

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

Don't forget, Acrobatics doesn't prevent you from going prone. You'd spend your second move action standing up.

I suggest rerolling if it fails to spread, or increasing all spread by 1, so even original non-spread rolls spread by 1.

Drogo continues his hustle to the temple.

Actions:
Move: 30' S
Move: 20' S, 10' E


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

"Creatures that take lethal damage from a fall land in a prone position." All nonlethal, so no prone. Also: Goblin fell 15 ft. From my match, our GM has said that you round down for falling damage, so he should have taken no nonlethal anyway


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

I don't know if anybody stood in one of the pools yet. Let's make things interesting.

Seeing the dwarf run around the back side of the temple in the center of their battlefield, Boom! decides to quickly dart into the pool between them, diving underneath almost silently, feeling the entanglement goo be washed away and leaving the dwarf hopefully staring in confusion at where Boom! has disappeared to this time.

Stealth: 1d20 + 22 ⇒ (7) + 22 = 29
Holding breath rounds remaining 9/10.

Movement:
Four down from the retconned spot from previous turn (5' left of tower wall due to 5' max movement per move action). 20' movement before sliding into the water (only goo hampering movement this turn).

Potion rounds remaining: 5. Entangled rounds remaining: 0 (I'm free!)
HP: 8/8 (5/8 nonlethal)
Current defensive stats: AC: 19, Touch: 19, FF: 14
Current offensive stats: Ranged: +8 (1d4-1) 20x3 | Flurry: +7/+7 (1d4-1) 20x3
Turn end. Map accurate.


The pools are special too (as expected). Two of the pools, one North and one South are infused with positive energy, granting fast healing 1 on any turn you end your turn there. The other two are infused with negative energy, causing 1 point of negative energy damage on any turn you end your turn there. I did not assign the positives and negatives at the beginning of the combat because I wanted to flip a coin when/if someone ended their turn there.

1-Positive, 2-Negative: 1d2 ⇒ 2

Boom!, as you submerge your head below the water, you see a dark hole at the bottom of the pool; A hole that your darkvision cannot penetrate. As you stare at it curiously there is a strange pulse, and you feel a burning energy eat into your skin.

You take 1 point of negative energy damage. This damage will continue any round that you end your turn in this pool. The southern pools will remain unassigned for now, until/if someone ends their turn there.

Santa Ana Winds: 1d20 ⇒ 3 - The fire grows 1 square to the east.

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

Drogo missed the shadow that slipped from the forest into the pool. His impatience gave way to a slight curiosity about the temple. He slipped in, keeping as much cover as possible, while also keeping an eye from the general north eastern corner, where he presumed the goblin was.

Stealthy Movement:
Move: 10' N
Hidden Actions:

Standard: Ready action. If a clear (without cover) shot, is available of the goblin, within range, fire a sling attack.
Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Stealth: 1d20 - 2 ⇒ (10) - 2 = 8

Pauses for possible DM reaction


Drogo:
As you stop to admire the interior of the temple, an Arcane Sigil on the ground begins to glow beneath your feet. A flash of light an a loud crack of air clapping together in a vacuum. There is a lightness, and a sickening jerk as if something punched you in the gut. The lights swirl around you, you come to laying on your back looking up at the open sky.

You have been teleported to the southern tower, 30' above the battlefield. You are currently prone in approximately the middle of the tower. There is a arcane sigil just to the left of you that you assume would bring you back to the temple.

Boom! as a player you probably are aware of what just happened, but since your goblin was underwater during the event you did not see or hear any of the event. From Boom!'s perspective the dwarf is still somewhere on the ground near the temple. Oh, and this water hurts.


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

Is there a corresponding sigil in the temple still, or is it empty?


From Main Lobby Discussion wrote:

For now, just posting rules on the temple/tower teleport.

To use the teleport you must end your turn on the sigil in the temple or atop a tower. The first time you do this the journey is surprising and rough, you fall prone. On subsequent teleports you may attempt a dc 15 reflex to keep your footing.

By default the temple teleports you to the tower closest to where you started the battle. After your first teleport you may attempt a UMD check dc 10 that can be made untrained to exert your will upon the device. On success you can choose which tower you go to.

There is an arcane sigil inside the temple, but only one. There is not one for each tower.

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