Dhampir

Alistar Nodd's page

28 posts. Alias of dbauers.


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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.


Arbiter:

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Alistar sees Lazarus, so move action to B-5

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.


Um, you meant K-9, right? Cause K-10 is out in the open and subject to a musket blast to the face....

Surprise Round

Arbiter:

Move action: Stealth behind pillar at B-9

Stealth: 1d20 + 8 ⇒ (18) + 8 = 26

Alistar quickly darts behind a pillar as well.

Perception DC 26:

B-9


Arbiter:

Init: 1d20 + 5 ⇒ (3) + 5 = 8

Init is an 8. Yikes. Lets DO this!


that does him in. GG.


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.


Round 3

Spoiler:

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Al stands up and provokes from the elemental. Then, regardless of the outcome, he goes to A-7, drawing his axe as he goes.


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.

Round 2

Spoiler:

Perception to find Jezebel: 1d20 + 8 ⇒ (18) + 8 = 26

Move Action: Stand up (this provokes)

Melee Touch Attack, Fighting Defensively: 1d20 + 0 ⇒ (13) + 0 = 13

Damage: 1d6 ⇒ 4

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.

Alistar then 5-ft moves to E-8


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....


did you account for the -4 penalty from my aura? a level 1 quadruped eidolon would have to roll pretty dang high to hit that will save...


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.


imimrtl wrote:
Jezebel can do a level 3 challenge match when my match in pit five is official.

Alistar is available to fight after his pit one match is officially scored.


Alistar bursts out from behind the pillar, moving with unbelievable speed (F-8), as he fires yet again at Pete.

Arbiter:

Move Action: (still has E. Retreat) to F-8

Std Action: Shoot with PBS

Ranged Touch Attack: 1d20 + 7 ⇒ (14) + 7 = 21

Dmg: 1d8 + 1 ⇒ (2) + 1 = 3

21 ranged touch attack, for 3 dmg.


Round 7

Alistar does stuff that you can't detect. You're up.

Arbiter:

Move Action: reload

Std Action: touch himself. Tee hee

1d6 ⇒ 1


Yup. Thats a hit. Alistar grunts in pain and withdraws (no AoO) to E-17, cursing his foe as he moves.


quick turn before bed

Arbiter:

Will Save: 1d20 + 9 ⇒ (9) + 9 = 18

Ranged Attack after standing up: 1d20 + 7 ⇒ (12) + 7 = 19

dmg: 1d8 + 1 ⇒ (1) + 1 = 2

will save succeeds and alistar stands up and fires one shot. he hits 19 touch AC, but for only 2 dmg. :(


ok that is some pretty horrible rolling. ;)

Arbiter:

Fort #1: 1d20 + 8 ⇒ (7) + 8 = 15

Fort #2: 1d20 + 8 ⇒ (5) + 8 = 13

Alistar wakes up with a smile on his pale lips, once again unaffected by the swarm (I believe it then dissapates)

He rolls from his back onto his stomach, and fires twice from the ground.

Arbiter:

Full round action: two shots

ranged touch shot 1: 1d20 + 5 ⇒ (7) + 5 = 12

dmg shot 1: 1d8 + 1 ⇒ (8) + 1 = 9

ranged touch shot 2: 1d20 + 5 ⇒ (10) + 5 = 15

dmg shot 2: 1d8 + 1 ⇒ (2) + 1 = 3

first is ranged touch attack 12 for 9 dmg. Second is ranged touch attack 15 for 3 dmg.


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?


K, gotcha

Arbiter Only:

Fort Save #1: 1d20 + 8 ⇒ (18) + 8 = 26

Fort Save #2: 1d20 + 8 ⇒ (12) + 8 = 20

Will Save Mind-Affecting: 1d20 + 9 ⇒ (5) + 9 = 14

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...


Arbiter Only:

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.

Arbiter Only:

5 ft move one square to the west

Full Attack with Revolver and PBS

Ranged Touch Attack Shot 1: 1d20 + 5 ⇒ (20) + 5 = 25

Dmg Shot 1: 1d8 + 1 ⇒ (7) + 1 = 8

Ranged Touch Attack Shot 2: 1d20 + 5 ⇒ (4) + 5 = 9

Dmg Shot 2: 1d8 + 1 ⇒ (7) + 1 = 8

Crit Confirmation Shot 1: 1d20 + 5 ⇒ (19) + 5 = 24

Crit Extra Dmg Shot 1: 3d8 + 3 ⇒ (8, 6, 3) + 3 = 20

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.


Alistar suddenly appears near Sleepy Pete, as his handcannon lets off a resounding BOOM!

Alistar suddenly appears in K-13, becoming visible as he attacks. This gives a -2 to Petes AC and denys his dex bonus.

If Chanting was for See Invis:

Pete sees Alistar come from behind the pillar at blinding speed, and sees the attack. Ignore the -2 AC and denying of dex bonus.

Arbiter Only:

Move Action to K-13

Std Action: Boom Stick!!!!

Ranged Touch Attack: 1d20 + 7 ⇒ (15) + 7 = 22

Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Attack is a Touch attack of 22. Dmg is 8.


No worries, we have plenty of time.

From his location, sleepy pete can hear footsteps to the east, but thats about it.

Arbiter Only:

Move Action: Stealthily go to E-17, drawing other potion as a free action.

Stealth: 1d20 + 28 ⇒ (13) + 28 = 41

Std Action: Drink potion

Perception DC 41:

Alistar is in E-17


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.

Perception DC 40:

He is behind the pillar in B-12