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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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

Perfect. You said there was one up in the tower with Drogo so I was just curious whether the temple-side "door" was still visible, or if he just disappeared without a trace.

Boom!, feeling the itching, burning, wholly uncomfortable sensation eating into his skin, quicky pulls himself out of the other side of the little pool of water and makes his way, possibly stupidly, away from the water and towards the oncoming fire. Boom! is, however, smart enough to stay out of the obviously flammable grass on the other side of the palisade, though he walks maybe too closely - an unlucky gust of wind could spread the fire more quickly than he is ready to deal with.

As he passes in front of the temple and gains a clear line of sight into it, Boom! knocks and readies an arrow. He cannot see the dwarf within or around the temple, so merely keeps his arrow knocked and ready in case the dwarf decides to show his ugly, hairy, dis-proportioned face.

Movement: 30' down three and left five.
Ready action in case there is any line of sight on the dwarf coming out of, or around the temple.

Readied attack, if used:

Attack: 1d20 ⇒ 1
God I hope that's not used, lol

Potion rounds remaining: 4
HP: 7/8
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.

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

We're waiting on the fire spread update I guess

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 stands up and realized where he is. That's quite unfortunate. Why could he be somewhere closer?

He reaches the edge and falls to his knees. Yeah, he might be at a disadvantage up here, unless the goblin managed to pop up.

Actions:
Move: Stand
Move NW 5', N 5'
Free action: fall prone

stealth: 1d20 - 2 ⇒ (17) - 2 = 15

I assume that being prone behind one of the merlons provides total cover`


I am really burning through my fire references here.: 1d20 ⇒ 1 - The fire does not grow this round.

My answer to your question implies a possible viable strategy for Boom!, so I am going to PM it to you instead of putting it behind a spoiler...just to be on the up and 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

So... if it is worth putting into a PM because it would influence my turn, I feel like I should wait for the PM before taking my turn.


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

Re-reading this, I am no longer certain whether the PM was going to come to me or to Drogo. Therefore, I am going to just take my turn. If I die, oh well.

Boom!, seeing the fire spread around him finally gets fed up with waiting and, hoping for the element of surprise so see him through, charges straight into the temple, hoping to force the dwarf into an untenable position instead of just waiting for opportunities that the dwarf has done well to not provide. Boom! is therefore justly surprised as he enters the temple to see no trace of the dwarf lurking about, and, his curiosity getting the better of him, and an inkling of an idea forming in his head of where the dwarf might have gone, Boom! reaches down to touch the glyph on the floor.

Movement: 6 down. Stopping in the temple itself.
Potion rounds remaining: 3
HP: 7/8
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.


Boom!:
As you stop inside the temple the temple, confused as to the whereabouts of your adversary, 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.

Drogo got a pm that answered his question about cover because it mentioned a way you could potentially hit him from the ground, I did not want to influence your action when you didn’t know where he was. Being behind a Merlin and prone provides cover from every angle but the top. From the top it provides improved cover and total concealment, so +8 ac, and 50% miss chance. My logic was you could arc an arrow up and over the wall, but you would be shooting blind.

Drogo, from where you are you hear a clap of thunder reminiscent of your recent stomach jerking trip. The goblin does not appear at the top of your tower, so you assume he is now prone at the top of the northern tower.

Ashes to ashes, dust to dust: 1d20 ⇒ 19 - The fire grows 3 squares in all directions. Will update map in a few hours when I am at a pc.


Fires have been updated. that 3 spread was big. Most of the hiding places in the forest are now gone.

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

For reference, we are 25 squares apart at the moment, (not counting the diagonal). Even if you move next to the melons/embrasures, you'll still be at least 115' apart.

Since your AC is literally too high to hit for a while, (and dwarves aren't great climbers), I'm going to let Drogo relax and have a snack, until I see that you're not tiny anymore.

Nairb the Grey, are you sure there's not an arcane sigil, or secret stairs that my dwarven sense can discover?

Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Actions
(Move) Drogo moves to a sitting position against a merlon. and (Move) pulls out some bread and cheese, keeping both an eye out and sling ready, but starting to relax nonetheless.


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 as how the dwarf did not seem to be at ground level just a moment ago, quickly surmises that the dwarf used a similar method of transport into the other tower. That being the case, and recognizing that he would not be able to see over the battlements, Boom! does the only thing that makes sense: He stands up and touches the glyph again, hoping it takes him back to the temple before the dwarf gets the idea to hold the door, as it were.

Reflex save to keep footing on return: 1d20 + 7 ⇒ (11) + 7 = 18

Movement: Stand only. Remain standing on the sigil.
Potion rounds remaining: 2
HP: 7/8
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 Fire is burnin hot: 1d20 ⇒ 4 - The fire grows 1 square to the south

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 sees the goblin disappear and realizes that he's not stuck up here for the next ten minutes. He stands and dashes for the now noticed sigil, and lands on his butt

Reflex vs falling: 1d20 + 2 ⇒ (8) + 2 = 10


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!, barely having enough time to reorient himself, much less prepare an attack before the dwarf follows through the gate, is oh so slightly startled when the dwarf appears in a crumpled heap on the ground nearly on top of him. Taking the opportunity to put some distance, between himself and the dwarf. Knowing that the fires have ruined his best hiding spot, Doom! makes a beeline almost straight down the road. At the end, he turns and knocks an arrow, waiting for the dwarf to stand up. Boom! takes a quick estimate and knows that, with line of sight, he can reach any spot he can see in the small battlefield from his current location.

Movement: Withdraw. Double move action. First five foot movement does not provoke attack of opportunity.
Potion rounds remaining: 1
HP: 7/8
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.

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 sees the goblin scurry off to the side. He leaps to his feet (move) and Slings a bullet towards the goblin (standard), but it falls short again. Staying in position, he feels the familair sensation take him back up.
attack: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Reflex: 1d20 + 3 ⇒ (3) + 3 = 6
UMD: 1d20 - 3 ⇒ (13) - 3 = 10


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! immediately understands what the dwarf's plan is, and moves only a few feet further down the road, estimating 3/4 of his bows good firing distance away from both towers and the temple door itself. When he gets into a decent spot, he turns and, knowing that the dwarf has only one spot to appear, unless it wants to attempt to climb the tower walls, knocks an arrow and waits for the dwarf to reappear in the temple, trusting the distance from the tops of the towers and the height of its defenses to prevent the dwarf from getting a good shot from either side..

Movement: 2 down, 3 right.
Potion rounds remaining: 0
HP: 7/8
All stats returned to normal:
Current defensive stats: AC: 17, Touch: 17, FF: 11
Current offensive stats: Ranged: +6 (1d6) 20x3 | Flurry: +5/+5 (1d6) 20x3
Turn end. Current location would be 2 squares to the right of current marked location 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 gets up (move) and dusts his butt. He carefully reloads his sling (move) and shifts to the side in case the gobline comes up.
Turn end, Round 15 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

And now we play the waiting game.

Boom!, knowing that the enemy only has one point to re-enter the fray, trains his weapon into the single door of the temple, just waiting for a shot.

Readied action, if Drogo appears back in the temple:

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 ⇒ 1

HP: 7/8
Turn end. Current location would be 2 squares to the right of current marked location 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 pauses, still trying to understand figure out what the goblin has been doing. He hadn't come up yet. He moved towards the corner and scanned the area by the temple. ... Nothing. The goblin was by near him, last he checked, so he moved (move) over to the next opening. There he was!

The dwarf swung his sling, firing down at his opponent (standard), and immediately dropped down (free), to avoid retaliation.

Attack: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

I think that would give me good line of sight, but I've got more movement if it didn't.
Turn end. Round 16 finished. Prone


As the sling bullet flies true and the goblin crumples to the ground at the trail head, everything fades to white and you both find yourselves once again in the lobby.

Drogo is declared the winner and awarded 1 victory point. You both level up to level 2 and receive 825gp of new equipment and wealth.

It will be interesting to see what you do with it. The next round of matches will be announced on Monday, provided you are done with levelling. Level up and equipment must be selected before you know who you are going up against next, but day of preparation (spells memorized, prebuffs, etc.) can be done knowing what is observable on the surface about your opponent.


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

Dotting in. I'll do preparations then come back.


Beanside, there was a last minute change to your assignment, you are actually in Arena F now. Just like gate changes at the airport. Yay!


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

Yeah, I saw that, but after I'd already posted here. Don't you worry though, Tobias is going down for it. Lol.

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

Dot
Initiative: 1d20 + 2 ⇒ (18) + 2 = 20


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

Sorry for the late response, baby got his first ear infection yesterday

Dot
Intiative: 1d20 + 4 ⇒ (18) + 4 = 22

Can I see Drogo from across the way? Still need someone to move me but I think I’l take a double move to get to the chest.

”I’ll get the treasure first!” Acrythe yells at his dwarf combatant.

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

Since the thing in the middle is 2' + chest height, I think we'd have full cover. We might be able to see movement, but you can also make an educated guess that your enemy must be in the only blindspot left in this circular arena.

I don't have much time left tonight, but I'm happy to help you move, or you can ask on discord.

Do me a favor and put your movements format similar to mine, ie something like 15' E, 15' SE', and I'll understand 3 squares right, and 2 squares diagonally.


Drogo, are you willing to handle updating Acrythe's movement on the map? If not I can or I can ask one of the other players to handle it by proxy for him.

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 see an issue, as long as Acrythe's willing. If this were a stealth heavy match, I might not be so sure, but it doesn't look like it'll be that way.

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

Acrythe, on the flip side, if I take a ready action, would you mind arranging it? I doubt we'll use it much, but it should speed up the gameplay.

For example, if you were a ranged character, I might take a ready action to move, after you move (before you attack to keep cover). I'll just have to trust you to rearrange your turn & decide my movements so you can finish your turn. Just note it in your post and I'll update the map if that happens.

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 yells back "No deal! Unlock the chest fine, but first to half blood gets it. A fair contest or else!"


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

Double moved Arcythe towards chest, as per request above

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 missed your turn actions. I promise I'll keep a better eye out for them.

Actions:
Move: 25' W
Move: 30' NW


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

”Looks like I’ll have to take you out before I can open the chest.”

Swift Action: Arcane Pool Point on Golem Hand

Free Action: Five foot step up next to Drogo

Full Round Action: Spell Combat/Spell Strike

Golem Arm Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Golem Arm Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Golem Arm Critical Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Golem Arm Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Shocking Grasp Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Shocking Grasp Damage: 3d6 + 5 ⇒ (5, 6, 2) + 5 = 18

If Drogo is wearing metal armor or wielding a metal weapon than the Shocking Grasp Attack gets +3 to hit but looks like still not enough to deal that 20 points of damage, bummer. It’s nice fighting against a melee character lol

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

Yeah, since you're using spellstrike, yeah you'd miss against my normal AC. Wow, your burst damage is awesome.

Actions:

5' step N
Standard action: Fight defensively, =4 to attack rolls, +2 dodge AC
Attack: 1d20 + 1 ⇒ (4) + 1 = 5
Obvious miss.
Modified AC is 21

"You should have taken the deal, mate. Good luck opening it on your own."


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

Seeing an opportunity to open the chest when Drogo steps away and takes a defensive stance, Acrythe takes a five foot step west and lobs a ball of acid at Drogo.

Acid Splash Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Acid Splash Damage: 1d3 ⇒ 1

Actions:

Five foot step W
Standard Action Acid Splash

Rounds left on Arcane Pool: 9 Rounds

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 scoots a step. The dwarf puts two fingers against again his buckler wristguard and a small potion springs free into his hand.

He immediately tilts his head back with it and tosses it aside. Immediately the air around him takes a darker hue, and his eyes seem backlit.

Actions:
5' step E
Swift action: Withdraw Potion of Infernal Healing, stored in a special slot.
Standard action: Drink the potion
Fast Healing 1 10 rounds


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

@Drogo, I looked at my character sheet in hertolab and noticed that I didn’t update my character sheet here to reflect that I have two 1st level spells now not just one. Wanted to see if you were ok with me updating that mid battle. If not makes sense, its my own fault for not updating it properly.

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

Yeah, totally fine! I figured you already had your prepared list somewhere else with the correct terms. TBH, I'm not sure anyone keeps it up to date in a pure text format.


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 steps up next to Drogo and attempts to bash him with golem arm, then lights his arm up in lightning and attempts to bash him again.

Actions
Free Action: Five foot step NE
Swift Action: Arcane Strike
Full Round Action: Spell Combat/Spellstrike

Golem Arm Attack+Arcane Pool-TWF: 1d20 + 6 + 1 - 2 ⇒ (13) + 6 + 1 - 2 = 18
Golem Arm Damage +Arcane Pool + Arcane Strike: 1d6 + 6 ⇒ (3) + 6 = 9

Shocking Grasp Golem Arm Attack +Arcane Pool -TWF: 1d20 + 6 + 1 - 2 ⇒ (19) + 6 + 1 - 2 = 24
Shocking Grasp Golem Arm Damage+Arcane Pool+Arcane Strike: 3d6 + 6 ⇒ (3, 5, 5) + 6 = 19

Rounds left on Arcane Pool: 8 Rounds

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

Wow those are some pretty scary rolls. If they hit, I'd be out. Do you have reach?

I moved you NE 5', but you're still 10' away.


Yeah, Acrythe you were not within a 5' step of Drogo, so your full round action is not possible because you are not in melee range. We are going to spin the time turner and have you take another stab at the round. Drogo is currently 5' north and 15' east of you. Also, keep in mind, if you attempt to cast in melee that will provoke an attack of opportunity from him. One should have been provoked on your first casting of shocking grasp 2 rounds ago. When that was pointed out in the discord I said I didn't feel comfortable winding the clock back so far...but Drogo knows to be watching for those opportunities now.


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

You know, when I looked at the map when I posted it only looked like we were 10 feet apart, so I thought a 5 foot step would do it. Haha. So no I do not have reach and I just realized during that last post that my spells provoke AOO, thanks for keeping me honest!

Acrythe moves toward one of the glyphs on the floor, hoping it may give him some kind of advantage over his opponent.

Actions:
Move: 5 feet NE 15 feet N
Standard Action: Acid Splash

Acid Splash Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Acid Splash Damage: 1d3 ⇒ 1

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

The lock on the chest hummed quietly as it faded from existence, as a thing immaterial.

Drogo got a sly grin. The dwarf stepped right up to the box, flipped it open and grabbed its contents. He then tossed it in the air and into a waiting open pouch, before looking back towards his adversary and winking.

Actions:
Free: 5' SW
Standard: Retrieve item
Move: Stow item
Fast Healing 1 for 9 rounds


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

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

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

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

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


Acrythe, 24 hours have passed since the last post. Please post by 9:47 pm cst today or pm me to let me know when you will be able to. Failure to do so risks forfeiture per the recruitment guidelines. Thanks.


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

”Well! You got the chest far and square. Guess I’ll just have to bash your face in!” Acrythe says as he rushes towards Drogo and swings his arm down on him.

Golem Arm Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Golem Arm Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Actions:

Swift action: Arcane strike
Move action: 5 Feet Southeast, 10 Feet south
Standard Action: Attack

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's breath drew ragged, but he had an idea, based on the knowledge impressed on his minds by the gods. He looked behind the tiefling and decided to take a gamble

He held his axe with both his hand and swung hard, leaning into and continuing the movement, hunkering and hoping to dodge whatever came at him.

Initial action:
Free: Grasp Waraxe with second hand, -1 on attack rolls due to buckler.
Standard:Attack/Power Attack
Attack: 1d20 + 5 - 1 - 1 ⇒ (18) + 5 - 1 - 1 = 21
Damage: 1d10 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Free: Release War Axe from second hand
Move: 5' NE, 5' N
Fast Healing 1 for 8 rounds
I'm provoking an AoO. Hopefully, I don't die. The hidden portion isn't reflected on the map yet.
Hidden until after AoO:
Drogo concentrates on the Southern lightning rune as he steps on the rune. In a puff of smoke, he steps on the rune, in one spot and leaves on top of another. This covering his body in a divine glow that causes his skin to take a healthy glow and his wounds to seal.

The dwarf keeps moving away from his opponent, gathering distance.

Actions: TP to lightning rune at the bottom. Full HP recovered //not updated to stats yet
Continuing movement 15' SW. 5' W

Ahh dang, I forgot that I could rage for a moment. Too late I guess


Drogo, it looks like you ended your turn on the TP anywhere in the arena Rune. Is that true? If so, where are you going?

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 put notes on how I used the TP rune, in the hidden portion, to resolve after the AoO


I saw that after I posted...forgot to come back and edit or delete the post. Didn't remember the spoiler this morning when I woke up and was bleary eyed.


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 swings his golem arm at Drogo as he moves away.

AOO Golem Arm: 1d20 + 7 ⇒ (17) + 7 = 24
AOO Golem Arm Damage: 1d6 + 5 ⇒ (5) + 5 = 10

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