Note: Frightened makes him drop his shield and weapon in D5. Also, Stealth lets you move half speed at no penalty and up to your speed at -5. In order to withdraw (without provoking AoO) and get to J-10, it's a double-move, which I don't think allows stealth at all. Particularly because frightened makes you flee and says nothing about hiding. At any rate, I'm going to take my turn under the assumption that you can't stealth.
Round 3
Alistar laughs as he follows his frightened foe (D-11), drawing the strange device from his hip holster and firing a devastating shot.
Arbiter:
Move action to D-11, drawing pistol as he goes
Std Action fire pistol with PBS
Ranged Touch Attack:1d20 + 7 ⇒ (6) + 7 = 13
Dmg:1d8 + 1 ⇒ (5) + 1 = 6
Ranged touch attack hits a 13. Dmg is 6 if it hits.
My bad, my wording was ambiguous. He only would have taken extra dmg if he was good aligned, and if he was both good aligned AND a cleric/paladin, he would have taken even more extra dmg. So a Neutral cleric takes no extra. So just the 5 dmg.
Round Two
Arbiter:
Swift Action: Activate Warpaint of the Terrible Visage
Fear Rounds if applicable:1d4 ⇒ 4
Ok, first things first. The warpaint on Alistar's face becomes positively terrifying, and Lazarus must make a Will Save DC 11. If he fails the save, he is Frightened for 4 rounds. Even if he succeeds, he is still Shaken for 1 round.
Note: Alistar exudes an aura of dread that imposes a -4 penalty on this save, so it is effectively a DC 15 save. This aura also negates any fear immunity that Lazarus may have.
Arbiter:
Move Action: draw Axe
Free Action: Step to C-5
Std Action: Melee Touch Attack with Touch of Corruption
Touch of Corruption:1d20 + 4 ⇒ (13) + 4 = 17
Dmg:1d6 ⇒ 5
Regardless of the outcome of the Will Save, Alistar will draw his battleaxe and 5-ft (no provoke) to C-5. Then his other hand (the arm with a buckler on it) glows with a strange eldritch light, and he reaches out to drain the life force from his foe (this also doesn't provoke).
Melee Touch Attack is a 17. I assume that hits, and it will deal 5 dmg. Then Lazarus must make a DC 15 Fort Save.
Note that whether he is frightened or shaken, he gets a -2 to his saves.
If Lazarus fails the save, he is Fatigued for the rest of the combat. Even if he succeeds, he still takes the damage.
Std Action to Fire Musket with Flare Cartridge, with smiting shot deed
Ranged Touch Attack:1d20 + 7 ⇒ (9) + 7 = 16
Damage:1d12 + 1 ⇒ (9) + 1 = 10
Free Action: Drop Musket
k, quick turn cause i gotta go to bed
Alistar comes from behind the pillar to B-5. He fires at Lazarus with a strange type of ammo from his musket. It is a 16 Ranged Touch attack, which I assume hits. Damage will be 5 damage, OR if Lazarus is Good Aligned, he will take 12 dmg. If Lazarus is a good outsider or has levels of cleric or paladin, he instead takes 15 dmg.
Regardless of the damage, Alistar drops his musket after firing. Lazarus must also make a DC 15 Fort save. If he fails, he is blinded for 1 round. If he succeeds, he is dazzled for 1 round.
My bad, super busy weekend and super busy day at work, so here's a quick turn. Hope your holiday was good!
Round 4
Arbiter(s):
Fort Save:1d20 ⇒ 10
AoO:1d20 ⇒ 13
Dmg:1d8 + 1 ⇒ (2) + 1 = 3
5 ft to B-6
Move Action: Draw Revolver
Ranged Attack:1d20 ⇒ 17
dmg:1d8 + 1 ⇒ (8) + 1 = 9
Fort succeeds. AoO vs the elemental is 17 attack roll and 3 dmg, and then it takes the axe away. Then Al 5-ft to B-6 and draws his revolver and fires at the Ltn elemental, which provokes from the mud elemental. The attack is a 24 ranged touch (20 if mud elemental gives cover, but im thinking it doesnt cause the ltn is flying). dmg is 9 more to the ltn elemental.
Hmm. Ill have to check out the GMG. I hadn't heard of it. I just use the PFSRD. But then I just looked up Druid, and it says they can't use metal armor, and does NOT mention studded leather as usable by them, so yeah it seems pretty clear to match what you were saying. I might just stay on the dang ground. Lol.
Ok, since I fought defensively last turn, the trip barely misses me. And damn, a small-sized, fatigued elemental getting an 18 trip attempt? Frick. Sorry to keep delaying for rules stuff, but here's another one I'm not sure of. The trip would hit me if the +3 applies. I'm wearing studded leather armor, which technically isn't metal but has metal studs on it, and I'm wearing a metal buckler, which technically isn't a metal weapon, per se. So I really don't know if the +3 applies or not. Likewise there is a metal-bladed axe on my back, but again, not being wielded.....
Ok. We are good to go. I assume Jezebel took a 5-ft after activating the scroll. Note that if she does that she gets stealth with a +20 bonus (dont forget her entangledness penalizes her dex). My move won't be affected either way, but please put up a spoiler with the perception DC so I can see if I know where she is. Of course, if she moves somewhere else she will need a new stealth roll.
Alistar's whimsical smile is turned into a grimace of surprise and anger as the curious foe trips him to the ground. Heedless of his disadvantagous position, he stands up and touches the elemental, his hand exuding dark energy.
Alistar stands up, which provokes an AoO from the elemental. Regardless of whether it hits or misses, he reaches out and touches it with a bad touch. It is a 13 vs his touch AC, and if that hits, it does 4 dmg. It must also make a DC 15 Fort save or be Fatigued for the rest of the fight. As far as I can tell, Fatigued is one of the few conditions that elementals are not immune to.
The trip is successful. Looking at your map link with the tokens, it looks like your eido fled to B17. Shouldn't it have to at least double move to get as far away from me as possible? I feel like it should have to go to like H-20 or something. The frightened condition says it has to flee from me as best as it can. I will wait for the arbs to weigh in on this cause eido position may affect my turn....
I just realized I forgot to mention that Al has a buckler strapped to his arm in my description. I doubt it affects your turn, but wanted to mention it in fairness.
Round 1
Alistar's lips curl in a sinister snarl before the warpaint on his face shifts, twisting his visage into something horrifying.
Arbiter:
Swift Action: Activate Warpaint of the Terrible Visage
Fear Rounds if Applicable:1d4 ⇒ 3
The eidolon must make a DC 11 Will Save or be Frightened for 3 rounds. Note that there is a strange malevolence eminating from Alistar which gives the eidolon a -4 penalty to this save. If it succeeds, it is instead Shaken for 1 round.
Either way, Alistar's next move is to move around the Eidolon to D-9. This will provoke an AoO. It seems to me like the wording of frightened suggests he can't take an AoO, as he is capable of fleeing and it says he can make attacks if he can't flee. If I'm wrong about this, or if he makes his save and his shaken instead, just remember he gets a -2 to his AoO.
As he moves past the strange creature, Alistar grabs a bag from his belt and hurls it at the summoner as her eyes start to clear from his previous shot!
Arbiter:
Move action to D-9 and draw Tanglefoot bag as free action
Standard Action to throw Tanglefoot bag at Jezebel
Ranged Touch attack -6 for range penalty:1d20 + 0 ⇒ (19) + 0 = 19
Tanglefoot duration:2d4 ⇒ (4, 2) = 6
The bag hits a 19 touch AC. Assuming this hits, Jezebel is Entangled for 6 rounds. She must also make a DC 15 Ref save or be glued to the ground and unable to move for 6 rounds.
The pale man walks confidently into the arena, wielding a strange weapon that looks like a long tube. A holster on his hip contains a smaller version with rotating chambers. In contrast to this complex weaponry is the wickedly simple axe strapped to his back. He has various pouches and vials upon his person, and a fearsome arrangment of warpaint on his face.
Arbiter:
Init:1d20 + 5 ⇒ (18) + 5 = 23
Init is 23 so I'm first
Surprise Round
Arbiter:
Std Action fire Flare Cartridge
Musket Shot with -2 for range penalty:1d1d20 + 4 ⇒ (12) + 4 = 16
Damage, then cut in half:1d12 ⇒ 1
Free Action: drop Musket
5-ft to B-12
Alistar aims and fires before the summoner can react.
Ranged Attack of 16 vs your flat-footed AC. I assume that hits.
The bullet strangely has less impact than its speed would seem to dictate. This is because it explodes in a blinding shower of light.
If the shot hits, Jezebel takes 1 dmg and must make a Fort Save DC 15. If she fails, she is blinded for 1 round. If she succeeds, she is dazzled for 1 round. Likewise, the eidolon must make a Fort Save DC 15 or be dazzled for 1 round.
After the shot, regardless of the outcome, Alistar drops the weapon and ducks behind the pillar.
Since you delayed until after the swarm, they go before you. That means they are on top of me and would damage me before you can command them to move off of me (of course I think after this round they disappear anyhow). Thus, I should wake up as you draw your spear. Knowing that I wake up, does this change your action?
Alistar shrugs off the poison/nausea no problemo, but then passes out. (with a very low roll on my super high will save, I might add, so no more roll complaints!) :P
when you say "brings up the energy for one last effort", do you mean my hit knocked him to exactly 0? cause that means he is disabled, and using a std action (like presumably the sleep hex you used on me) will knock you to -1 hp...
Fort Save #1:1d20 + 8 ⇒ (11) + 8 = 19 Fort Save #2:1d20 + 8 ⇒ (8) + 8 = 16
I believe this is round 3 if im not mistaken
Alistar shrugs off the swarm, stepping forward eerily, as though stepping over a puddle in the rain. He then levels his weapon at his foe, firing two shots in rapid succession.
Alistar steps out of the swarm and fires twice. The first attack is a nat 20 crit threat, and the second attack is a 9. Both are resolved as touch attacks. Confirmation on the crit is a 24. The first attack does either 8 dmg or 28 dmg if it is a crit. The second does 8 dmg if it hits.
The tall pale man walks into the arena for the first time, taking in his surroundings. For protection he bears simple studded leather armor, and has a buckler strapped to his wrist. He carries a strange miniaturized cannon in his hand, spinning the chambers nonchalantly as he sizes up his opponent. A wicked smile comes to his face....
Arbiter Only:
Initiative:1d20 + 5 ⇒ (14) + 5 = 19
My init is a 19 so I go first
Surprise Round
Arbiter Only:
Swift Action: draw potion
Std Action: drink potion
5 ft move to B-12
Stealth:1d20 + 28 ⇒ (12) + 28 = 40
The eerie man flicks his wrist and a small vial appears in his free hand. He drinks the contents and disappears from sight.