
Aja. |

Perception: 1d20 + 10 ⇒ (9) + 10 = 19
one arrow hits her from the south direction, another one hits the wall next to her.
The floating Scimitar attacks P9.
attack: 1d20 + 11 ⇒ (18) + 11 = 29
force damage: 1d8 + 2 ⇒ (3) + 2 = 5
confirm: 1d20 + 11 ⇒ (4) + 11 = 15
force damage: 1d8 + 2 ⇒ (2) + 2 = 4
Then Aja and the sword disappear out of sight.
Stealth: 1d20 + 2 ⇒ (5) + 2 = 7
I: 17/30
BE: 15/60
LF: 15/70
ES: 14/60
SF: 13/120
CV: 11/14
DL: 9/700
DF: 7/20
SW: 5/7
hp: -41
move action direct attack, move action to move

Aja. |

Perception: 1d20 + 10 ⇒ (20) + 10 = 30
The images won't go away. Aja changes tactics. She steps forward and attacks.
attack P6: 1d20 + 8 + 3 + 1 ⇒ (9) + 8 + 3 + 1 = 21
damage: 1d8 + 16 ⇒ (4) + 16 = 20
will to disbelieve: 1d20 + 8 ⇒ (18) + 8 = 26 don't know if necessary
The floating Scimitar attacks Q7.
attack: 1d20 + 11 ⇒ (8) + 11 = 19
force damage: 1d8 + 2 ⇒ (8) + 2 = 10
I: 18/30
BE: 17/60
LF: 16/70
ES: 15/60
SF: 14/120
CV: 13/14
DL: 10/700
DF: 8/20
SW: 6/7
hp: -41
free: 5ft step, move action direct attack, standard action attack

DMoogle |

MATCH 7:
MAP has been updated, and tokens have been placed. Please roll for init, and in your starting post describe what you have in hands/ any specific places for things that have not been noted on character sheet.
All lighting is DIM, except for within 10 ft of LAVA, which is NORMAL.
TEMPERATURE in arena is above 110 degrees, not relevant unless fights go over 10 mins.
LAVA deals 2d6 points of fire damage per round of exposure, except in the case of total immersion, which deals 20d6 points of fire damage per round.
Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity to lava or magma. A creature immune to fire might still drown if completely immersed in lava.

Boom! |

-Mage Armor - AC+4, FF+4 - 1hr (600 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (600 rounds remaining)
-Touch Injection (Thornapple) - 6hr (3600 rounds remaining)
-Touch Injection (Cloudthorn) - 6hr (3600 rounds remaining)
Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Boom! appears in the arena, as always, with his bow in one hand, his second hand free. Both forearms have a wrist sheath strapped to them, each loaded with a small, silver-colored vial. Across his chest are two bandoliers, each laden with a surprising number of additional silver-colored vials, completely unmarked, though each bandolier pouch has a small tag wrapped around the button holding it closed. At Boom!'s hip is a quiver of arrows; there are a couple of sets of arrows separated inside of the quiver from the rest of the arrows.
Boom! quickly takes in his surroundings, pulls out the uppermost vial on his left shoulder and drinks it down. Dropping the vial to the ground where it clinks harshly against the stone of the arena, Boom! acts like that was the starting gunshot for a footrace and takes off accordingly, using the shimmering air from the heat of the molten material nearby to seemingly flicker and disappear into nothingness - assuming his opponent was around to see it happen in the first place.
Standard Action: Retrieve and consume extract (Expeditious Retreat)
Move Action: Movement with stealth Stealth: 1d20 + 28 - 10 ⇒ (3) + 28 - 10 = 21 The -10 is from Hellcat stealth
-Expeditious Retreat - +30ft land movement speed - 60 rounds remaining
-- HP: 56/56 | AC: 21; T: 17; FF: 15 | Fort: +5; Ref: +10; Will: +3 | CMB: +4; CMD: 20 (24vs Bull Rush, Trip) | Perception +7 | 60ft
-- Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +10, +10//1d6+1 (×3) | Bombs (20') 10/day (10 remaining): +12//3d6+5 fire OR piercing [Explosive Missile, Immolation, Neutralizing] (x2)
-- Skills: Acrobatics +14, Climb +5, Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +10, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +9, Ride +14, Spellcraft +9, Stealth +28, Use Magic Device +6

Boom! |

-Mage Armor - AC+4, FF+4 - 1hr (599 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (599 rounds remaining)
-Touch Injection (Thornapple) - 6hr (3599 rounds remaining)
-Touch Injection (Cloudthorn) - 6hr (3599 rounds remaining)
-Expeditious Retreat - +30ft land movement speed (599 rounds remaining)
Boom! creeps his way through the cavern, taking great care to leave only the barest wisps of his presence as he moves. Finally arriving at his intended location, Boom! removes an extract from one of his many pouches and drinks it. Then, with a grimace, and not a small bit of trepidation, releases a spell that he had been holding within him, letting a specifically prepared poison begin flooding through his veins. Immediately, Boom! knows his preparations were thorough enough as the initial effects of the poison dissipate nearly instantly and Boom! feels his extract forcing his body to convert the poison into something... invigorating.
Move action: Movement with Stealth: 1d20 + 28 - 10 ⇒ (6) + 28 - 10 = 24
Standard action: Retrieve and consume extract (Invigorating Poison)
Free action: Touch self and discharge spell (Touch Injection with Cloudthorn poison); Invigorating Poison converts (x) points of ability damage into +4 alchemical stat boost for (x) minutes. Other effects and future frequencies of poison onset are not affected.
Potential Dex damage: 1d3 ⇒ 2
Potential Str damage: 1d3 ⇒ 2
In this case, x=2.
-Invigorating Poison (Cloudthorn) - +4 Str, +4 Dex (20 rounds remaining)
-- HP: 56/56 | AC: 23; T: 19; FF: 15 | Fort: +5; Ref: +12; Will: +3 | CMB: +4; CMD: 24 (28vs Bull Rush, Trip) | Perception +7 | 60ft
-- Longbow (100'): +14//1d6+1 (×3) | Longbow flurry (100'): +12, +12//1d6+1 (×3) | Bombs (20') 10/day (10 remaining): +14//3d6+5 fire OR piercing [Explosive Missile, Immolation, Neutralizing] (x2)
-- Skills: Acrobatics +16, Climb +7, Escape Artist +17, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +10, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +9, Ride +16, Spellcraft +9, Stealth +30, Use Magic Device +6

Boom! |

-Mage Armor - AC+4, FF+4 - 1hr (598 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (598 rounds remaining)
-Touch Injection (Thornapple) - 6hr (3598 rounds remaining)
-Expeditious Retreat - +30ft land movement speed (598 rounds remaining)
-Invigorating Poison (Cloudthorn) - +4 Str, +4 Dex (19 rounds remaining)
Boom! sees his opponent creeping up the intact southern bridge, but keeps his distance. Instead, Boom! draws out and consumes his prepared Mutagen, as always.
Standard action: Retrieve and consume Mutagen
-Mutagen - Dex+4, AC+2 (natural), Str-2 (600 rounds remaining)
-- HP: 56/56 | AC: 25; T: 21; FF: 17 | Fort: +5; Ref: +14; Will: +2 | CMB: +4; CMD: 26 (30vs Bull Rush, Trip) | Perception +8 | 60ft
-- Longbow (100'): +16//1d6+1 (×3) | Longbow flurry (100'): +14, +14//1d6+1 (×3) | Bombs (20') 11/day (11 remaining): +16//3d6+5 fire OR piercing [Explosive Missile, Immolation, Neutralizing] (x2)
-- Skills: Acrobatics +18, Climb +9, Escape Artist +19, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +10, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +9, Ride +18, Spellcraft +9, Stealth +32, Use Magic Device +6

Boom! |

-Mage Armor - AC+4, FF+4 - 1hr (597 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (597 rounds remaining)
-Touch Injection (Thornapple) - 6hr (3597 rounds remaining)
-Expeditious Retreat - +30ft land movement speed (597 rounds remaining)
-Invigorating Poison (Cloudthorn) - +4 Str, +4 Dex (18 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (559 rounds remaining)
Boom! sees his opponent creeping through the cavern, looking for him, but Boom! is confident in his abilities and easily slinks along the shadows and the light, managing to keep himself from being spotted while continuing his own preparations for the upcoming fight.
Move action: Movement with Stealth: 1d20 + 32 - 5 - 10 ⇒ (16) + 32 - 5 - 10 = 33
Standard action: Retrieve and consume extract (Shield)
-Shield - +4 Shield bonus to AC (60 rounds remaining)
-- HP: 56/56 | AC: 31; T: 21; FF: 21 | Fort: +5; Ref: +14; Will: +2 | CMB: +4; CMD: 26 (30vs Bull Rush, Trip) | Perception +8 | 60ft
-- Longbow (100'): +16//1d6+1 (×3) | Longbow flurry (100'): +14, +14//1d6+1 (×3) | Bombs (20') 11/day (11 remaining): +16//3d6+5 fire OR piercing [Explosive Missile, Immolation, Neutralizing] (x2)
-- Skills: Acrobatics +18, Climb +9, Escape Artist +19, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +10, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +9, Ride +18, Spellcraft +9, Stealth +32, Use Magic Device +6

Boom! |

-Mage Armor - AC+4, FF+4 - 1hr (596 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (596 rounds remaining)
-Touch Injection (Thornapple) - 6hr (3596 rounds remaining)
-Expeditious Retreat - +30ft land movement speed (596 rounds remaining)
-Invigorating Poison (Cloudthorn) - +4 Str, +4 Dex (18 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (558 rounds remaining)
-Shield - +4 Shield bonus to AC (59 rounds remaining)
Boom! feels like he's in a perfect position to take care of his last few preparations and slowly starts working through them.
Standard action: Retrieve and consume extract (Invigorating Poison)
Move action: draw an arrow from the quiver
-Invigorating Poison - (600 rounds remaining)
-- HP: 56/56 | AC: 31; T: 21; FF: 21 | Fort: +5; Ref: +14; Will: +2 | CMB: +4; CMD: 26 (30vs Bull Rush, Trip) | Perception +8 | 60ft
-- Longbow (100'): +16//1d6+1 (×3) | Longbow flurry (100'): +14, +14//1d6+1 (×3) | Bombs (20') 11/day (11 remaining): +16//3d6+5 fire OR piercing [Explosive Missile, Immolation, Neutralizing] (x2)
-- Skills: Acrobatics +18, Climb +9, Escape Artist +19, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +10, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +9, Ride +18, Spellcraft +9, Stealth +32, Use Magic Device +6

Boom! |

-Mage Armor - AC+4, FF+4 - 1hr (595 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (595 rounds remaining)
-Touch Injection (Thornapple) - 6hr (3595 rounds remaining)
-Expeditious Retreat - +30ft land movement speed (595 rounds remaining)
-Invigorating Poison (Cloudthorn) - +4 Str, +4 Dex (16 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (557 rounds remaining)
-Shield - +4 Shield bonus to AC (58 rounds remaining)
-Invigorating Poison - (599 rounds remaining)
Boom! marks his opponent's current position and slings his bow over his shoulder, before drawing an alchemical item out from one of his wrist sheaths and immediately infusing the item into the arrow.
Move action: Stow bow
Swift action: Retrieve Alchemist's Fire
Move action: Infuse Alchemist's Fire into held arrow
-Alchemist Fire infusion - 1d6+2xInt fire damage (10 rounds remaining)
-- HP: 56/56 | AC: 31; T: 21; FF: 21 | Fort: +5; Ref: +14; Will: +2 | CMB: +4; CMD: 26 (30vs Bull Rush, Trip) | Perception +8 | 60ft
-- Longbow (100'): +16//1d6+1 (×3) | Longbow flurry (100'): +14, +14//1d6+1 (×3) | Bombs (20') 11/day (11 remaining): +16//3d6+5 fire OR piercing [Explosive Missile, Immolation, Neutralizing] (x2)
-- Skills: Acrobatics +18, Climb +9, Escape Artist +19, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +10, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +9, Ride +18, Spellcraft +9, Stealth +32, Use Magic Device +6

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Finding himself a defensible position, Drogo pulls out a hunk of flat metal (tower shield) and plants it in front of him.
Free action: Release one hand off of my weapon
Move: Equip shield
Standard: Use tower shield's special ability to provide total cover facing East
Drogo now has total cover facing east.

Boom! |

-Mage Armor - AC+4, FF+4 - 1hr (594 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (594 rounds remaining)
-Touch Injection (Thornapple) - 6hr (3594 rounds remaining)
-Expeditious Retreat - +30ft land movement speed (594 rounds remaining)
-Invigorating Poison (Cloudthorn) - +4 Str, +4 Dex (15 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (556 rounds remaining)
-Shield - +4 Shield bonus to AC (57 rounds remaining)
-Invigorating Poison - (598 rounds remaining)
-Alchemist Fire infusion - 1d6+2xInt fire damage (9 rounds remaining)
Boom! sees his opponent hunker down behind a tower shield and is okay with using the opportunity to continue his preparations in peace. To that effect, Boom! releases the second poison held within himself and feels his second dose of Invigorating Poison take effect.
Free action: Touch self and discharge spell (Touch Injection with Thornapple poison); Invigorating Poison converts (x) points of ability damage into +4 alchemical stat boost for (x) minutes. Other effects and future frequencies of poison onset are not affected.
Thornapple Effect: 1 Int damage, 1 Wis damage, 1 Con damage, and blind for 1 minute
As the poison takes effect, Boom! feels his body attempting to fight off the effects that the Invigorating Poison doesn't convert, but with his eyesight still dimming rapidly, Boom! releases the hold on Stealth that he has kept through the fight thus far and throws a Neutralizing Bomb at his feet, hoping that it will negate the poison's additional effects. The effects of the bomb acts like a beacon for Drogo, pinpointing Boom!'s current position in the glow of the magma flow.
Standard Action: Neutralizing Bomb - no damage but allows a new save for any ongoing effects.
Poison effect save DC11 for application: 1d20 + 5 ⇒ (13) + 5 = 18
Poison effect save DC11 from neutralizing bomb: 1d20 + 5 ⇒ (20) + 5 = 25
2 saves means the poison is cured and the Blind effect dissipates.
--Invigorating Poison (Thornapple) - +4 Con, +4 Int, +4 Wis (10 rounds remaining)
-- HP: 70/70 (56 original) | AC: 31; T: 21; FF: 21 | Fort: +7; Ref: +14; Will: +4 | CMB: +4; CMD: 26 (30vs Bull Rush, Trip) | Perception +10 | 60ft
-- Longbow (100'): +16//1d6+1 (×3) | Longbow flurry (100'): +14, +14//1d6+1 (×3) | Bombs (20') 11/day (11 remaining): +16//3d6+7 fire OR piercing [Explosive Missile, Immolation, Neutralizing] (x2)
-- Skills: Acrobatics +18, Climb +9, Escape Artist +19, Knowledge (arcana) +15, Knowledge (engineering) +13, Knowledge (local) +12, Knowledge (nature) +15, Knowledge (planes) +12, Knowledge (religion) +15, Perception +10, Ride +18, Spellcraft +9, Stealth +32, Use Magic Device +6

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Drogo grinned. He figured this was probably his only opportunity, so he had to make it count.
Free:Rage
Immediate Action: Activate Cyclops Helm [20]
Standard: Vital Strike Throw Sledge
Ranged Attack: 20 + 9 - 6 = 23 Auto-hit
Crit confirm: 1d20 + 9 - 6 ⇒ (14) + 9 - 6 = 17 fails
Furious Finish Damage: 72 + 9 = 81
5' S
Fatigued 2

Boom! |

Boom!'s eyesight clears up just in time to see Drogo throws his massive hammer and Boom! immediately activates his Stagger-Proof Boots and veritably jumps backwards, just out of the thrown weapon's range, watching it clatter to the ground, mere feet in front of him. Boom! had the presence of mind, still, to pull his bow off of his shoulder during the movement, ready for his first attack at the now-vulnerable dwarf.
Immediate Action: Stagger-Proof Boots to move 30ft to X18. Maximum range of a thrown weapon is 5 increments - 20ft per increment (10ft doubled from Raging Hurler). Range from B18 to X18 is 110ft.
-Mage Armor - AC+4, FF+4 - 1hr (593 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (593 rounds remaining)
-Touch Injection (Thornapple) - 6hr (3593 rounds remaining)
-Expeditious Retreat - +30ft land movement speed (593 rounds remaining)
-Invigorating Poison (Cloudthorn) - +4 Str, +4 Dex (14 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (595 rounds remaining)
-Shield - +4 Shield bonus to AC (56 rounds remaining)
-Invigorating Poison - (597 rounds remaining)
-Alchemist Fire infusion - 1d6+Int fire damage (8 rounds remaining)
-Invigorating Poison (Thornapple) - +4 Con, +4 Int, +4 Wis (9 rounds remaining)
With his bow in-hand, and an alchemically-enhanced arrow in the other, Boom! sights in against his opponent and lets the arrow fly, infusing it with multiple bomb's worth of explosive power from his own abilities and that of his bow. With the arrow flying, and his opponent with nowhere to go, Boom! takes a couple of steps north, and pulls out another arrow.
Standard action: Explosive Missile
Free action: Conductive Weapon effect
Move action: 60ft from X18 to T8. Drawing an arrow from the quiver along the way. Items in-hand: Arrow in one, bow in another.
20% miss chance from dim light, 1-20 = Miss: 1d100 ⇒ 36
Attack: 1d20 + 16 - 2 ⇒ (15) + 16 - 2 = 29 - 110ft distance puts Drogo in the second range increment of Boom!'s longbow, for the -2
Arrow damage (magic vs DR): 1d6 + 1 ⇒ (5) + 1 = 6
Explosive Missile damage, Immolation Bomb (fire): 1d6 + 7 ⇒ (6) + 7 = 13 - 3d6 initial damage means this bomb's damage will take effect twice more, at the beginning of my turns unless a DC20 Reflex save is made as a full-round action
Conductive Weapon bomb damage, Immolation Bomb (fire): 1d6 + 7 ⇒ (2) + 7 = 9 - 3d6 initial damage means this bomb's damage will take effect twice more, at the beginning of my turns unless a DC20 Reflex save is made as a full-round action
Alchemist's Fire damage (fire): 1d6 + 7 ⇒ (3) + 7 = 10
Expended items:
Arrow x1
Alchemist's Fire x1
Bomb x1 (Explosive Missile)
Bomb x2 (Conductive weapon enchantment)
-- HP: 70/70 (56 original) | AC: 31; T: 21; FF: 21 | Fort: +7; Ref: +14; Will: +4 | CMB: +4; CMD: 26 (30vs Bull Rush, Trip) | Perception +10 | 60ft
-- Longbow (100'): +16//1d6+1 (×3) | Longbow flurry (100'): +14, +14//1d6+1 (×3) | Bombs (20') 11/day (11 remaining): +16//3d6+7 fire OR piercing [Explosive Missile, Immolation, Neutralizing] (x2)
-- Skills: Acrobatics +18, Climb +9, Escape Artist +19, Knowledge (arcana) +15, Knowledge (engineering) +13, Knowledge (local) +12, Knowledge (nature) +15, Knowledge (planes) +12, Knowledge (religion) +15, Perception +10, Ride +18, Spellcraft +9, Stealth +32, Use Magic Device +6

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Drogo dashes for his shield and hides behind it again, feeling the napalm burn.
5' N
Standard: Total Cover facing East
Fatigue 1
Total cover due east
HP: -38

Boom! |

Explosive Missile Bomb ongoing damage: 1d6 + 7 ⇒ (4) + 7 = 11 this bomb's damage will take effect once more, at the beginning of my turn unless a DC20 Reflex save is made as a full-round action
Conductive Bomb ongoing damage: 1d6 + 7 ⇒ (5) + 7 = 12 this bomb's damage will take effect once more, at the beginning of my turn unless a DC20 Reflex save is made as a full-round action
Alchemist's Fire ongoing damage: 1d1 + 7 ⇒ (1) + 7 = 8
-Mage Armor - AC+4, FF+4 - 1hr (592 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (592 rounds remaining)
-Touch Injection (Thornapple) - 6hr (3592 rounds remaining)
-Expeditious Retreat - +30ft land movement speed (592 rounds remaining)
-Invigorating Poison (Cloudthorn) - +4 Str, +4 Dex (13 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (594 rounds remaining)
-Shield - +4 Shield bonus to AC (55 rounds remaining)
-Invigorating Poison - (596 rounds remaining)
-Alchemist Fire infusion - 1d6+Int fire damage (7 rounds remaining)
-Invigorating Poison (Thornapple) - +4 Con, +4 Int, +4 Wis (8 rounds remaining)
Boom! sees his opponent attempting to cower in a corner, most likely to wait out Boom!'s own additional effects. Unfortunately, direct hits are not the only way to win, as long as you've got bombs handy, and Boom! fires another bomb-infused arrow into the wall next to Drogo, rendering his attempt at cover nearly useless.
Move action: 25ft, T8 to T13
Standard action: Explosive missile attack at the wall at T17
Free action: Conductive enchantment to explode another bomb from T17
Attack vs wall at T17: 1d20 + 16 ⇒ (4) + 16 = 20
Arrow damage (magic vs DR) vs wall: 1d6 + 1 ⇒ (1) + 1 = 2
Explosive Missile damage vs wall: 3d6 + 7 ⇒ (2, 6, 1) + 7 = 16
Explosive Missile splash damage: 3d1 + 7 ⇒ (1, 1, 1) + 7 = 10
Conductive Bomb damage vs wall: 3d6 + 7 ⇒ (4, 3, 3) + 7 = 17
Conductive Bomb splash damage: 3d1 + 7 ⇒ (1, 1, 1) + 7 = 10
Expended items:
Arrow x1
Bomb x1 (Explosive Missile)
Bomb x2 (Conductive weapon enchantment)
-- HP: 70/70 (56 original) | AC: 31; T: 21; FF: 21 | Fort: +7; Ref: +14; Will: +4 | CMB: +4; CMD: 26 (30vs Bull Rush, Trip) | Perception +10 | 60ft
-- Longbow (100'): +16//1d6+1 (×3) | Longbow flurry (100'): +14, +14//1d6+1 (×3) | Bombs (20') 11/day (5 remaining): +16//3d6+7 fire OR piercing [Explosive Missile, Immolation, Neutralizing] (x2)
-- Skills: Acrobatics +18, Climb +9, Escape Artist +19, Knowledge (arcana) +15, Knowledge (engineering) +13, Knowledge (local) +12, Knowledge (nature) +15, Knowledge (planes) +12, Knowledge (religion) +15, Perception +10, Ride +18, Spellcraft +9, Stealth +32, Use Magic Device +6

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I'm assuming you mean B17 not T17
Reflex save: 1d20 + 5 ⇒ (2) + 5 = 7 failed, full 10 dmg taken
Reflex save: 1d20 + 5 ⇒ (17) + 5 = 22 saved, 5 damage taken
Standard Action:Plant Tower shield
Total Cover facing East
HP: -84(-38-31-15)

Boom! |

I did mean B17. I was putting T because that's the column I was in lol
Explosive Missile Bomb ongoing damage: 1d6 + 7 ⇒ (1) + 7 = 8 No additional rounds of immolation damage
Conductive Bomb ongoing damage: 1d6 + 7 ⇒ (3) + 7 = 10 No additional rounds of immolation damage
-Mage Armor - AC+4, FF+4 - 1hr (591 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (591 rounds remaining)
-Touch Injection (Thornapple) - 6hr (3591 rounds remaining)
-Expeditious Retreat - +30ft land movement speed (591 rounds remaining)
-Invigorating Poison (Cloudthorn) - +4 Str, +4 Dex (12 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (593 rounds remaining)
-Shield - +4 Shield bonus to AC (54 rounds remaining)
-Invigorating Poison - (595 rounds remaining)
-Alchemist Fire infusion - 1d6+Int fire damage (6 rounds remaining)
-Invigorating Poison (Thornapple) - +4 Con, +4 Int, +4 Wis (7 rounds remaining)
Seeing his opponent finally shake off the last of the immolative chemicals, and just barely dance out of the way of the secondary explosion from his previous shot decides it's about time to end this match of the tournament. To that end, Boom! fires one more arrow at the ground near Drogo's unprotected back, expending more of his prepared catalysts, hoping to finally finish the fight.
Attack vs E-F/16-17 intersection, AC 5: 1d20 + 16 ⇒ (2) + 16 = 18
Explosive Missile splash damage: 3d1 + 7 ⇒ (1, 1, 1) + 7 = 10
Conductive Bomb splash damage: 3d1 + 7 ⇒ (1, 1, 1) + 7 = 10
-- HP: 70/56 | AC: 31; T: 21; FF: 21 | Fort: +7; Ref: +14; Will: +4 | CMB: +4; CMD: 26 (30vs Bull Rush, Trip) | Perception +10 | 60ft
-- Longbow (100'): +16//1d6+1 (×3) | Longbow flurry (100'): +14, +14//1d6+1 (×3) | Bombs (20') 11/day (2 remaining): +16//3d6+7 fire OR piercing [Explosive Missile, Immolation, Neutralizing] (x2)
-- Skills: Acrobatics +18, Climb +9, Escape Artist +19, Knowledge (arcana) +15, Knowledge (engineering) +13, Knowledge (local) +12, Knowledge (nature) +15, Knowledge (planes) +12, Knowledge (religion) +15, Perception +10, Ride +18, Spellcraft +9, Stealth +32, Use Magic Device +6