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

That puts me at zero. Nice rolls. GG

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

Asking Niarb if I can now free action rage to void being staggered and finish my movement

Confirmed it's legal. Edit: free action Rage in response to the AoO. Finish movement. Free action: relax rage/de-rag
Fatigued for 2 rounds


A sudden pair of explosions deafen you both as wood and metal splinter from both the east and the west sides of the arena. Out of the dust and wreckage, you see a pair of figures climb up into the arena from the previously sealed staircase below.

As the dust settles, all of the runes wink out of existence. The figures turn out to be skeletal in nature, red-orange fire licking up the sides of the bones. Each holds a rusted scimitar in one hand.

There is a hissing sound as they rush towards you.

2 burning skeletons spawn out of the stair cases on the east and west of the arena. The both take a double move towards one of you.

Each round after Drogo's turn a pair of burning skeletons will spawn at the staircase and all burning skeletons on the board will move towards and attack one of the two players. The burning skeletons are paired like the runes were, so if one is destroyed, it's companion skeleton is also destroyed (color coding will be done to help keep that straight). I will be around to update skeletons, but if you are waiting on me for a while feel free to run them yourselves using the stats in the link. If they are within 30' of their target they will move and attack, otherwise they will double move. The skeletons will not run. That is undignified, even for undead. :)


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

Nice surprise! I like it!

Frustrated that his opponent got away, Acrythe only has a moment before the skeletons burst forth and one rushes at him. He takes a step towards and swings his arm at the golem.

Golem Arm Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Golem Arm Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Golem Arm Critical Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Golem Arm Critical Damge: 1d6 + 6 ⇒ (1) + 6 = 7

Actions:

Swiftl Action: Arcane Strike
Move action: 5 foot step east
Standard Action: Attack


Acrythe deftly destroys the Burning Skeleton rushing him, causing the one on the other side of the battle field to fall to pieces as well.

In doing so, he exposes himself to the creature's flaming aura.

Fire Damage Recoil from Unarmed Strike against Burning Skeleton: 1d6 ⇒ 1

As it crumbles to the ground the skeleton burst into flames!

Burning Skeleton Explosion Damage - Reflex DC 11 for Half: 1d6 ⇒ 1

Okay then...lol. Acrythe, you take 2 points of fire damage, or one point of fire ad one point of nonlethal if you make your save. Nice minimum damage rolls. If you have fire resistance from being a Teifling then you get to ignore all of this. I can't remember if you kept that racial trait or swapped it out.

The other burning skeleton in the south also burst's into flames, but with no one nearby the explosion is ineffectual.


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

I swapped it out for the one that gives me +1 Natural AC and one elemental resistance, luckily I choose fire.


Yay! You will pretty much just see these guys as an annoyance then rather than a real threat. If they attack with their claws they have to roll a 14 to hit you. 12 if you let them get into a flank.

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 presses his advantage. He shifts to see the tiefling better, drops his waraxe on the ground, and whips out his longbow, taking a quick snapshot.

Actions:

Free : 5' S
Free: Drop waraxe
Move: Wield Longbow
Standard: Attack
attack: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
damage: 1d8 ⇒ 3
Fast Healing 7 Rounds
Fatigued 1 round


Acrythe puts down the skeleton and then feels an arrow sink into his side just below his ribs.

As he deals with that 4 new burning skeletons climb up the stair case, 2 on each side. Two make for Acrythe, stopping just short of melee range and positioning around him. The other two head south east, directly towards Drogo's shady cover.


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 retrieves a potion and downs it. And then takes a five foot step southwest

Potion of Cure Moderate Wounds: 2d8 + 2 ⇒ (3, 8) + 2 = 13

Action:

Move: Retrieve potion
Standard: Drink Potion
Free: Five foot step SW


Hey Acrythe, I did not audit character sheets in advance of the round, but a potion of CMW exceeds the 10% consumable limit by quite a bit. A potion of CMW is 300 gold, so it should only be available at level 3 and above.


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

Oh my bad! Still trying to keep track of all the various ruling we’ve had. Each singular piece can’t be more than 10% of level for consumable? Or in general so only two potions of cure light wounds?

Potion of Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7


In general for the character, so two potions of CLW

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 was off by one on my last attack roll, but I guess that doesn't matter.

Yeah the 10% rule was a pain. Because I already used a potion during my first round, my 10% became less than the minimum to afford two potions this time.

Drogo continues to skirt around the edge of the stadium and takes another shot.

Actions:
Full Round: Run ~75' E 15 N (straight line)


This round 3 additional burning skeletons join the field. Given the repositioning that Drogo has performed, the ones to the east head due south towards him while the ones from the west begin closing on Acrythe.

The two skeletons from last round closest to Acrythe close into a flanking position from North and South to and begin their attacks with their scimitars.

North Plain Skeleton, First to move, no flank bonus: 1d20 + 0 ⇒ (4) + 0 = 4
Damage on Hit with additional fire (second die): 1d6 + 1d6 ⇒ (6) + (1) = 7

South Purple Skeleton, with flanking bonus: 1d20 + 2 ⇒ (11) + 2 = 13
Damage on HIt with additional fire (second die): 1d6 + 1d6 ⇒ (5) + (1) = 6

Also, Acrythe, since you begin your turn adjacent to two skeletons you are exposed to 1d6 fire damage from each of them. These are two separate sources, so your resistance applies to each roll.

Proximity fire damage from North: 1d6 ⇒ 6
Proximity fire damage from South: 1d6 ⇒ 2

So all of that for 1 point of fire damage after resistances...wow...much burn


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

Wow this is getting deadly. Lol

Acrythe swings his golem arm at the skeleton to the south, misses but moves closer towards Drogo, provoking attacks of opportunity from the skeletons

”I can take their fire all day! Can you?!”

Golem Arm Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Golem Arm Damage: 1d6 + 6 ⇒ (5) + 6 = 11

[spoiler=Actions]
Standard Action: Attack skeleton to south
Move action: 30 feet SE

Rounds left on Arcane Pool: 3 Rounds


*Attacks of Opportunity*
North w/ flank: 1d20 + 2 ⇒ (5) + 2 = 7
South w/ flank: 1d20 + 2 ⇒ (10) + 2 = 12

Both skeletons swing ineffectually at the Teifling as he moves out of their range.

Updated Acrythe's position 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

Guess I can only keep running for my life

Drogo sees the skeletons approaching and turns the other direction at full tilt.

Actions:
Run: ~85' W and 15'S, (in a straight line should be ~90')


4 additional skeletons join the battle field on each side. The skeletons begin to move in concert. It is clear that some kind of greater intelligence is guiding their movements. It is not just the normal mindless undead attempting to kill the living. These creatures seem to move with a motive in mind, the motive of hemming in the combatants and forcing them together.

Around Acrythe the skeletons move to cut off avenues to the North and East. Only one of the skeletons gets within combat range and makes an attack...

Melee attack: 1d20 ⇒ 14

...an attack that it misses.

Near Drogo the zombies seem to be blocking further movement to the West and North West. Zombies also approach from the East, it appears a kill box could be formed within another few moments, but right now Drogo may have time to escape it.

Acrythe starts his turn with a skeleton within melee, proximity fire damage: 1d6 ⇒ 1

The flames around the nearest skeleton lick out toward Acrythe, but his fiendish born resistances continue to ignore the heat.


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 will take another AOO as he books it towards Drogo.

Actions:

Double Move Action 60 feet SW


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

I took care of your movement.


Acrythe, remember you can run if you would like...maybe you are aware of that and deciding not to to avoid the penalty to your AC.

The skeleton lashes out as it sees its prey retreating...

AoO: 1d20 + 0 ⇒ (13) + 0 = 13...but continues to be completely ineffectual in its attacks.

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

Guess I've got no choice but to get into melee. Still 5' away from you.

actions:

Move: 20' E 5' NE'
Free action: Drop longbow
Move action: Pickup Waraxe
Fast healing 1, 4 rounds


As you close to within 5' of eachother there is a flash of light and you are both moved within the arena (this is mostly for the GM's sanity. You guys fighting on the far southern edge is driving me insane).

You are back in the sand pit area of the battlefield, and the skeletons that had been chasing you are now standing in a ring of about 15 - 20' in diameter. There also seem to be more than double the skeletons there were before. It seems now that you both have comitted to be within melee range the chase is over.

Through the air a song begins to play to accentuate the situation you are in.

(Now that the skeletons are in the classic schoolyard brawl circle they will not act further unless you end your turn next to them.)


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

This is so amazing. But yes, it must end at some point lol.

Acrythe lights his arm up with his last level one spell for the day, Shocking Grasp, steps toward Drogo and takes two swings with his golem arm,

Shocking Grasp Golem Arm Attack: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Golem Arm Damage: 3d6 + 6 ⇒ (6, 3, 1) + 6 = 16
Plus three to hit if Drogo is wearing metal armor or a metal weapon

Golem Arm Regular Attack: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
Golem Arm Regular Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Actions:

Swift Action: Arcane Strike
Full round action: Spell Combat/Spell Strike/Attack
Free action: five foot step towards Drogo

Rounds left on Arcane Pool: 1 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

The shock stuns Drogo and he roars back swinging his waraxe with a passion, but his jerky movements are easily dodged.

Actions:

Free Action:Rage
Free action: Wield the waraxe with my second hand
Destined Attack/Power Attack
Attack: 1d20 + 5 + 1 - 1 - 1 ⇒ (7) + 5 + 1 - 1 - 1 = 11
Raging
Fasting Healing 1, 3 Eounds


Since the skeletons have no one within immediate melee range, they just look on at the battle with their empty burning eye sockets.


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 empowers his arm and swings it down on Drogo.

Golem Arm Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Golem Arm Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Actions:

Swift Action: Arcane Pool +1 Enhancement
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 digs his heels in and swings again, but is feeling weak from all of the blows.

Actions:
Destined Attack/Power Attack
Attack: 1d20 + 5 + 1 - 1 - 1 ⇒ (5) + 5 + 1 - 1 - 1 = 9
Raging
Fasting Healing 1, 2 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

”Just fall!” Acrythe growls swinging his arm again at the dwarf.

Golem Arm Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Golem Arm Damage: 1d6 + 6 ⇒ (1) + 6 = 7

Actions:

Swift Action: Arcane Strike
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 is again stunned and looks like he's about to topple over. Only the little bit of magic coursing through his veins brings back the light in his eyes for one last swing.

Actions:
1d20 + 5 + 1 - 1 - 1 ⇒ (17) + 5 + 1 - 1 - 1 = 21
1d10 + 7 + 3 ⇒ (6) + 7 + 3 = 16
Raging
Fast Healing 1 Round
Good match


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Initiative: 1d20 + 4 ⇒ (1) + 4 = 5 well then, the fates have foretold of a distaster...

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 ⇒ (5) + 2 = 7
Drogo apparates into being holding a large polearm awkwardly in one hand and a potion in the 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

Drogo cautiously pushes the door open and creeps to the bar.
Area 3 Noisiness: 1d2 ⇒ 2 Area 4 Noisiness: 1d2 ⇒ 2 The music is coming in from above the bar and nearby tables [Area 3 & 4]

Action:
Move:Open Door
Hidden:
Stealth: 1d20 - 8 ⇒ (17) - 8 = 9
Move: 5' N, 5' NW, 15' W
Hidden, Only observable by sight, not sound
DC 8 Perception, assuming cover


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Asaakoz appears in a strange place, and in a seemingly private room no less. Time to cautiously move about and get his bearings...

Action:

move action: open door
movement: 2 east, 4 south

Not hidden by stealth, but behind closed doors.

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 still seeing no one follows his nose to smell of ambrosia, to a complex set of metal pipes, upon which he stares in awe. Presuming autofail to notice you, due to the noise, despite your lack of stealth

Actions:
Move:NW 5' (difficult terrain)
Move: NW 5' N 10'
Stealth: 1d20 - 3 ⇒ (3) - 3 = 0

Not stealthed


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Asaakoz moves through the hallways in the back area, looking for a more advantageous point to pop out.

Double move, 60'

while moving:

draw longbow

Not stealthed, but not yet in view.

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 could smell the booze, but none of the fiddly bits did anything. Was this a torturous hell designed for specially for dwarves? He wandered around, tried a few cabinets when suddenly a spotlight appeared around on him from the ceiling. He turned in every direction to make sense of it, but there was no escape from this devilish trickery.Spotlight: 1d2 ⇒ 2

Actions:
Move: 15' N, 5' E, 10' S
Standard: Interact/search

10' area around Drogo surround by light.


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Asaakoz continues to move through the back area, finally hitting an end at what he thinks must be a back wall. He pops through a door that is clearly into a large, chaotically lighted and noisy area.

30', move action

spotlight? 1=no, 2=yes: 1d2 ⇒ 1 Asaakoz is in darkness.

He spots the dwarf surrounded by a halo of light and fires an arrow at him...

I'm behind the wooden stage ,but assuming it isn't so high that I can't have the line of site to Drogo and fire. I surmise it would be the same/similar cover to the bar.

I count 17 squares from Asaakoz to Drogo, so should be in range...

longbow attack vs. Drogo (partial cover +4AC): 1d20 + 5 ⇒ (4) + 5 = 9 horrible

Arrows:
18 left

DM only, effects:
Protection from arrows, 3 hours or 30 points of ranged damage (30/30).


Drogo Searches behind the bar (Perception): 1d20 + 9 ⇒ (4) + 9 = 13

As Drogo opens several of the cabinets behind the bar he finds what he would expect for a well stocked bar. One of the wooden cabinets is a cleverly disguised ice box, holding small cubes of ice as well as three tall bottles of clear liquid with strange writing on them. Notably the liquid is not frozen despite the cold atmosphere that it sits in, perhaps indicating an alcoholic nature.

He also locates a crowbar behind the serving area. Perhaps to be used for opening crates, or the heads of unruly patrons.

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 reflexively ducked as an arrow came whizzing by. Peeking over the edge of the isle revealed nothing but darkness.

He dashed towards the open door and yells out from behind it. "Hay! Ave a care. There be some strange potions here, and maybe a keg if I can find it." It takes quite an effort to be heard over the music.
Spotlight: 1d2 ⇒ 1 The light winks out from around him.

Actions:
Move: 15' N
By my count you're over 60' away, so no vision


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Yes, without the light around you, cannot see you. I took note that you had the light halo last round :)


Over the noise of the music and given the distance Asaakoz only hears that with a DC 25 perception even with you yelling...cause it is one of those kinds of clubs. Conversational yelling will probably have to happen at a closer distance or in quieter environs.


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

I have a +0, so I can't hit that anyway...!

Asaakoz glides away from the door he popped through and the stage, keeping his back to the wall opposite the bar as he scans for a foe he now cannot see.

Blasted dwarf where are you hiding? Or are you getting drunk behind the counter now. Drown your sorrows after I give you some!

He fully knows the dwarf cannot hear this, but he takes liberties given the intrusive, ambient noise in the dance hall.

30', 6 sq south, move action
Total defense, standard action (24/16/24)

Still holding the bow. Prior spoilers apply unchanged.

spotlight? 1=no, 2=yes: 1d2 ⇒ 2 Asaakoz is in a halo of light.

As he lands at his new spot a halo of light blinks to life around him.

Great. Am I supposed to sing a solo now?

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

Assuming that because the chairs take up less than 50% of the square, it's not difficult terrain

Drogo walked between the two sets of doors trying to get a better vantage point, but otherwise remaining in the dark.

Actions:
Move: 15' E 5' W
Hidden Action:
Ready:Drink potion if I see Asaa get within 30'


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Still not seeing the dwarf, Asaakoz moves forward with resolve to find out his location near the bar...

30', 5 E, 1 NE, move action
Total defense, standard action (24/16/24)

spotlight? 1=no, 2=yes: 1d2 ⇒ 1 Asaakoz is dark

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

Last Drogo saw, the Suli was headed south. Was he coming around the far side? He walked towards the double doors and peeked around and spotted him. He was probably still too far to hear him over the blasted noise, so the dwarf stepped back out of clear view, pondering his next actions
Spotlight: 1d2 ⇒ 1

Actions:
Move 5' E, 5' S, 5' N, 5'W
Hidden Action:
Ready a drink(potion) if Asaa is within 10'

W/Darkvision, you'd see Drogo step out a from the far doors a moment


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Asaakoz glides up to the corner by the bar.

I really hope he isn't circling around in the backrooms by now...

4 E, 1 NE, move action
Total defense, standard action (24/16/24)

spotlight? 1=no, 2=yes: 1d2 ⇒ 1 asaakoz is dark

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 wonders, did Asaakoz not see him? Maybe he didn't have his keen dwarven sight. He peeked out the door, but didn't spot the grey man. He guessed it was time to make some noise.

Actions:
Standard:Drink Potion
Free action: Hold weapon with second hand
Move: 5' E, 5' S, 5' N, 5'W
Buffs:
IF: 10
"Hey are you out there? There are some odd looking potions in the cabinets if you want to call a truce and look"
Probably a reasonable Perception DC if you want to try to hear me/locate me by my yelling.


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

The suli listens intently around the corner.

He has to be somewhere near the bar.

Perception, hear drogo shout, DCdoesn'tMatter: 1d20 ⇒ 4

Asaakoz glides along the bar to get a better view through the door...

30', 1 S, 1SW, 3S, 1E, move action
Total defense, standard action
spotlight? 1=no, 2=yes: 1d2 ⇒ 1
Asaakoz remains dark, no light halo

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