Mogmurch

Boom!'s page

138 posts. Alias of GrinningJest3r.


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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

Ongoing Immolation damage #1: 1d6 + 12 ⇒ (2) + 12 = 14 Piercing. Continues for two more turns unless a DC19 Reflex save is made as a full-round action
Ongoing Immolation damage #2: 1d6 + 12 ⇒ (6) + 12 = 18 Piercing. Continues for two more turns unless a DC19 Reflex save is made as a full-round action

Active Effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (591 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (591 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4191 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4191 rounds remaining)
- Expeditious Retreat - +30ft land movement speed (62 rounds remaining)
- Mutagen - Dex+4, AC+2 (natural), Str-2 (693 rounds remaining)
- Invigorating Poison (694 rounds remaining)
- Shield - AC+4 (Shield, force effect) (65 rounds remaining)
- Fly - Fly 60ft speed (good), Fly+3 (66 rounds remaining)
- Targeted Bomb Admixture - Bombs do not splash and do base plus double intelligence modifier in damage: 4d6+12 (4 rounds remaining)

Boom! narrowly avoids both of his opponent's return arrows but decides that putting some additional distance between them couldn't hurt, so Boom! edges backwards - keeping his opponent visible, but allowing an escape route should anything unexpected happen. Once Boom! is satisfied with his positioning, Boom! pulls out another arrow and lets loose, infusing the arrow with the same energies as his previous shot, and watches it fly true! In the midst of the first explosion - or whatever one would call that kind of alchemical reaction when there's no fiery effect - Boom! uses his weapon's enchantment to cause second explosion in the same spot.

Move action: 25ft from W12 - W8. Elevation: G+25ft.
Fly vs DC10 for flying less than half speed: 1d20 + 12 ⇒ (8) + 12 = 20

Standard action: Explosive missile attack (cost: 1 bomb)
Free action: Conductive weapon enchantment (cost: 2 bombs)

Attack using Explosive Missile: 1d20 + 15 ⇒ (15) + 15 = 30
Miss chance (1-20 misses): 1d100 ⇒ 49 Hit
Arrow damage: 1d6 + 1 ⇒ (5) + 1 = 6
Explosive Missile damage as Immolation Bomb #3: 1d6 + 12 ⇒ (5) + 12 = 17 (Piercing) 4d6 initial damage means this bomb's damage will take effect thrice more, at the beginning of my turns unless a DC19 Reflex save is made as a full-round action
Conductive Weapon Enchantment damage as Immolation Bomb #4: 1d6 + 12 ⇒ (3) + 12 = 15 (Piercing) 4d6 initial damage means this bomb's damage will take effect thrice more, at the beginning of my turns unless a DC19 Reflex save is made as a full-round action

Items consumed:
Arrow x1
Bomb x3

Current Stats:

-- HP: 62/62 | AC: 29; T: 19; FF: 21 | Fort: +6; Ref: +13; Will: +2 | CMB: +5; CMD: 23 (27vs Bull Rush, Trip) | Init: +7 | Perc: +9 | Speed: 60ft | Darkvision: 60ft

-- Longbow (100'): +15 // 1d6+1 (×3) | Arrows: 30/40 | Longbow flurry (100'): +13, +13, +8 // 1d6+1 (×3)
-- Bombs (20') 13/day (7 remaining): +15 // 4d6+12 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)

-- Skills: Acro +18, Climb +13, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +18, Fly +12, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +9, Ride +11, Stealth +31, UMD +8


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

Active Effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (592 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (592 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4192 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4192 rounds remaining)
- Expeditious Retreat - +30ft land movement speed (63 rounds remaining)
- Mutagen - Dex+4, AC+2 (natural), Str-2 (694 rounds remaining)
- Invigorating Poison (695 rounds remaining)
- Shield - AC+4 (Shield, force effect) (66 rounds remaining)
- Fly - Fly 60ft speed (good), Fly+3 (67 rounds remaining)
- Targeted Bomb Admixture - Bombs do not splash and do base plus double intelligence modifier in damage: 4d6+12 (5 rounds remaining)

Boom! carefully maneuvers just so that he has a clean shot versus Asaakoz and lets fly the first arrow of this match. Wanting to make it count, or make it too painful for his opponent to ignore, Boom! infuses his arrow with the Piercing power of a Thorny catalyst with an Immolative modification. Seeing his shot fly true, as he knew it would, Boom! uses his weapon's enchantment to cause a second explosion of the same type. When the confusion clears, Asaakoz can see Boom! hovering in midair above the river in front of him.

Move action: 35ft from P12 to W13. Elevation: G+30ft. No Fly check due to moving over half speed.
Standard action: Explosive missile attack (cost: 1 bomb)
Free action: Conductive weapon enchantment (cost: 2 bombs)

True Attack: 1d20 + 15 + 20 ⇒ (9) + 15 + 20 = 44
True Strike used last round negates miss chance from Blur
Arrow damage: 1d6 + 1 ⇒ (6) + 1 = 7
Explosive Missile damage as Immolation Bomb: 1d6 + 12 ⇒ (5) + 12 = 17 (Piercing) 4d6 initial damage means this bomb's damage will take effect thrice more, at the beginning of my turns unless a DC19 Reflex save is made as a full-round action
Conductive Weapon Enchantment damage as Immolation Bomb: 1d6 + 12 ⇒ (2) + 12 = 14 (Piercing) 4d6 initial damage means this bomb's damage will take effect thrice more, at the beginning of my turns unless a DC19 Reflex save is made as a full-round action

Items consumed:
Arrow x1
Bomb x3

Current Stats:

-- HP: 62/62 | AC: 29; T: 19; FF: 21 | Fort: +6; Ref: +13; Will: +2 | CMB: +5; CMD: 23 (27vs Bull Rush, Trip) | Init: +7 | Perc: +9 | Speed: 60ft | Darkvision: 60ft

-- Longbow (100'): +15 // 1d6+1 (×3) | Arrows: 31/40 | Longbow flurry (100'): +13, +13, +8 // 1d6+1 (×3)
-- Bombs (20') 13/day (10 remaining): +15 // 4d6+12 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)

-- Skills: Acro +18, Climb +13, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +18, Fly +12, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +9, Ride +11, Stealth +31, UMD +8


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

Active Effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (593 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (593 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4193 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4193 rounds remaining)
- Expeditious Retreat - +30ft land movement speed (64 rounds remaining)
- Mutagen - Dex+4, AC+2 (natural), Str-2 (695 rounds remaining)
- Invigorating Poison (696 rounds remaining)
- Shield - AC+4 (Shield, force effect) (67 rounds remaining)
- Fly - Fly 60ft speed (good), Fly+3 (68 rounds remaining)
- Targeted Bomb Admixture - Bombs do not splash and do base plus double intelligence modifier in damage: 4d6+12 (6 rounds remaining)

Boom! takes careful consideration of what he knows about his opponent, and pulls out one more extract, consuming it immediately while continuing his observation of the battlefield.

New effect:

True Strike - +20 on attack roll if made before the end of my next turn. Ignore miss chance from concealment. (1 round remaining)

Standard: Retrieve and consume extract
Movement: PMd to Drogo
Stealthed check: 1d20 ⇒ 1
Stealth after movement: 1d20 + 31 - 10 ⇒ (18) + 31 - 10 = 39

Current Stats:

-- HP: 62/62 | AC: 29; T: 19; FF: 21 | Fort: +6; Ref: +13; Will: +2 | CMB: +5; CMD: 23 (27vs Bull Rush, Trip) | Init: +7 | Perc: +9 | Speed: 60ft | Darkvision: 60ft

-- Longbow (100'): +15 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +13, +13, +8 // 1d6+1 (×3)
-- Bombs (20') 13/day: +15 // 4d6+12 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)

-- Skills: Acro +18, Climb +13, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +18, Fly +12, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +9, Ride +11, Stealth +31, UMD +8


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

Active Effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (594 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (594 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4194 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4194 rounds remaining)
- Expeditious Retreat - +30ft land movement speed (65 rounds remaining)
- Mutagen - Dex+4, AC+2 (natural), Str-2 (696 rounds remaining)
- Invigorating Poison (697 rounds remaining)
- Shield - AC+4 (Shield, force effect) (68 rounds remaining)
- Fly - Fly 60ft speed (good), Fly+3 (69 rounds remaining)

Boom! continues to observe the battlefield before pulling out one more extract and consuming it.

New effect:

- Targeted Bomb Admixture - Bombs do not splash and do base plus double intelligence modifier in damage: 4d6+12 (7 rounds remaining)

Standard: Retrieve and consume extract
Movement: PMd to Drogo
Stealthed check: 1d20 ⇒ 1
Stealth after movement: 1d20 + 31 - 10 ⇒ (16) + 31 - 10 = 37

Current Stats:

-- HP: 62/62 | AC: 29; T: 19; FF: 21 | Fort: +6; Ref: +13; Will: +2 | CMB: +5; CMD: 23 (27vs Bull Rush, Trip) | Init: +7 | Perc: +9 | Speed: 60ft | Darkvision: 60ft

-- Longbow (100'): +15 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +13, +13, +8 // 1d6+1 (×3)
-- Bombs (20') 13/day: +15 // 4d6+12 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)

-- Skills: Acro +18, Climb +13, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +18, Fly +12, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +9, Ride +11, Stealth +31, UMD +8


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

Active Effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (595 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (595 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4195 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4195 rounds remaining)
- Expeditious Retreat - +30ft land movement speed (66 rounds remaining)
- Mutagen - Dex+4, AC+2 (natural), Str-2 (697 rounds remaining)
- Invigorating Poison (698 rounds remaining)
- Shield - AC+4 (Shield, force effect) (69 rounds remaining)

Boom! maintains a watch on his opponent, circling the arena, and pulls another extract out of one of his pockets, drinks it, and then finally moves from his current position.

New effect:

- Fly - Fly 60ft speed (good), Fly+3 (70 rounds remaining)

Standard: Retrieve and consume extract
Move: Movement PMd to Drogo

Stealth: 1d20 + 31 - 10 ⇒ (11) + 31 - 10 = 32

Current Stats:

-- HP: 62/62 | AC: 29; T: 19; FF: 21 | Fort: +6; Ref: +13; Will: +2 | CMB: +5; CMD: 23 (27vs Bull Rush, Trip) | Init: +7 | Perc: +9 | Speed: 60ft | Darkvision: 60ft

-- Longbow (100'): +15 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +13, +13, +8 // 1d6+1 (×3)
-- Bombs (20') 13/day: +15 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)

-- Skills: Acro +18, Climb +13, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +18, Fly +12, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +9, Ride +11, Stealth +31, UMD +8


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

Active Effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (596 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (596 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4196 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4196 rounds remaining)
- Expeditious Retreat - +30ft land movement speed (67 rounds remaining)
- Mutagen - Dex+4, AC+2 (natural), Str-2 (698 rounds remaining)
- Invigorating Poison (699 rounds remaining)

Boom! maintains his position and pulls another extract out of his ever-expanding list of prepared items.

Previous Stealth roll of 33 stands
Standard action: Retrieve and consume extract

New effect:

- Shield - AC+4 (Shield, force effect) (70 rounds remaining)

Current Stats:

-- HP: 62/62 | AC: 29; T: 19; FF: 21 | Fort: +6; Ref: +13; Will: +2 | CMB: +5; CMD: 23 (27vs Bull Rush, Trip) | Init: +7 | Perc: +9 | Speed: 60ft | Darkvision: 60ft

-- Longbow (100'): +15 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +13, +13, +8 // 1d6+1 (×3)
-- Bombs (20') 13/day: +15 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)

-- Skills: Acro +18, Climb +13, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +18, Fly +9, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +9, Ride +11, Stealth +31, UMD +8


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

Active Effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (597 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (597 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4197 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4197 rounds remaining)
- Expeditious Retreat - +30ft land movement speed (68 rounds remaining)
- Mutagen - Dex+4, AC+2 (natural), Str-2 (699 rounds remaining)

Boom! watches his opponent step into the alley, and continues to prepare himself.

Previous Stealth roll of 33 stands
Standard action: Retrieve and consume extract

New effect:

- Invigorating Poison (700 rounds remaining)

Current Stats:

-- HP: 62/62 | AC: 29; T: 19; FF: 21 | Fort: +6; Ref: +13; Will: +2 | CMB: +5; CMD: 23 (27vs Bull Rush, Trip) | Init: +7 | Perc: +9 | Speed: 60ft | Darkvision: 60ft

-- Longbow (100'): +15 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +13, +13, +8 // 1d6+1 (×3)
-- Bombs (20') 13/day: +15 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)

-- Skills: Acro +18, Climb +13, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +18, Fly +9, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +9, Ride +11, Stealth +31, UMD +8


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

Active Effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (598 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (598 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4198 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4198 rounds remaining)
- Expeditious Retreat - +30ft land movement speed (69 rounds remaining)

Boom! sees his opponent circling the battlefield but keeps his position, slowly pulling a small alchemical vial out of its pocket a quaffing it immediately.

Previous Stealth roll of 33 stands
Standard action: Retrieve and consume extract

New effect:

- Mutagen - Dex+4, AC+2 (natural), Str-2 (700 rounds remaining)

Current Stats:

-- HP: 62/62 | AC: 25; T: 19; FF: 17 | Fort: +6; Ref: +13; Will: +2 | CMB: +5; CMD: 23 (27vs Bull Rush, Trip) | Init: +7 | Perc: +9 | Speed: 60ft | Darkvision: 60ft

-- Longbow (100'): +15 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +13, +13, +8 // 1d6+1 (×3)
-- Bombs (20') 13/day: +15 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)

-- Skills: Acro +18, Climb +13, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +18, Fly +9, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +9, Ride +11, Stealth +31, UMD +8


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

Active Effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (599 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (599 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4199 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4199 rounds remaining)

Seeing the myriad of hiding places in the current arena, Boom! pulls out his most useful extract and drinks it immediately, before moving out into the sunlight and disappearing.

Standard action: Retrieve and consume extract
Move action: Movement - Current location PMd to Drogo
Stealth: 1d20 + 29 - 10 ⇒ (14) + 29 - 10 = 33

New Effects and hidden actions:

- Expeditious Retreat - +30ft land movement speed (70 rounds remaining)

Current Stats:

-- HP: 62/62 | AC: 21; T: 17; FF: 15 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 60ft | Darkvision: 60ft

-- 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


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

Initiative: 1d20 + 7 ⇒ (11) + 7 = 18

Active effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (600 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (600 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4200 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4200 rounds remaining)

Boom! appears in the arena with a dust of powder and a faintly shimmering blue glow surrounding his body. Across his chest are two bandoleers packed with various extracts, potions, and alchemical items. Strapped to his forearms are a couple of wrist holsters, inside of which anyone who got close enough would be able to see an opaque steel vial - filled with another alchemical compound, no doubt. Boom!'s masterfully crafted bow is slung over one shoulder and he holds a single arrow in one of his hands.

Current Stats:

-- HP: 62/62 | AC: 21; T: 17; FF: 15 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft

-- 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


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

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

Active Effects:

-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

Current Stats:

-- 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


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

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

Active effects:

-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)

Current Stats:

-- 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


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!'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.

Active effects:

-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)

Current Stats:

-- 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


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

Active Effects:

-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.

Current Stats:

--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


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

Active Effects:

-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

Current Stats:

-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


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

Active effects:

-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

Current stats:

-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


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

Active Effects:

-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)

Current Stats:

-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


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

Active Effects:

-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

Current Stats:

-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


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

Active effects:

-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.

Current stats:

-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


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

Active effects:

-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

Current stats:

-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


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

Active effects:

-Mage Armor - AC+4, FF+4 - 1hr (590 rounds remaining)
-Deodorizing Agent - No scent 1d3 ⇒ 1 hours from the start of the fight = (590 rounds remaining)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (491 rounds remaining)
-See Invisibility - See Invisibility (492 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (493 rounds remaining)
-Cat's Grace - +4 Dex (46 round remaining)

Boom! hears the declaration of forfeit and takes off down the corridor in the opposite direction that Aristotle flew around, finding him, as expected, on the far side of the central divider. "Why would you forfeit? I mean, I don't blame you - I am pretty spectacular - but the fight's not over until one of us is dead! Although that's going to be you, now, anyway." Boom! infuses his next arrow with the power of a Thorny catalyst, taking into account his opponent's spell of energy resistance which helped him shrug off the fire damage previously, then looses the arrow.

Move: 55ft to P16
Standard: Bow attack with Explosive Missile and Thorny Bomb

Attack with explosive missile: 1d20 + 13 ⇒ (18) + 13 = 31
Bow damage: 1d6 + 1 ⇒ (4) + 1 = 5
Bomb damage (Piercing): 3d6 + 5 ⇒ (4, 3, 3) + 5 = 15

Current Stats:

-- HP: 45/50 | AC: 27; T: 21; FF: 17 | Fort: +5; Ref: +14; Will: +2 | CMB: +3; CMD: 23 (27vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +15//1d6+1 (×3) | Longbow flurry (100'): +13, +13//1d6+1 (×3) | Bombs (20') 10/day (8 remaining): +15//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +17, Climb +5, Escape Artist +18, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +28


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

Fortitude vs Distraction DC 14: 1d20 + 5 ⇒ (20) + 5 = 25

Active effects:

-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)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (492 rounds remaining)
-See Invisibility - See Invisibility (493 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (494 rounds remaining)
-Cat's Grace - +4 Dex (47 round remaining)

With the swarm moving over him, Boom! reacts on instinct and starts lashing out with his feet, kicking the first several monkeys to reach him.
Attack of opportunity for moving into my square vs AC 15: 1d20 + 5 ⇒ (14) + 5 = 19
AoO unarmed damage: 1d4 ⇒ 4

"Dirty, tricky, ugly, smelly, monkeys!| Boom! screeches as the monkeys bite and claw the hell out of him, finally wrenching his bow out of his hands. Undeterred, and really, a bit more than pissed off, Boom! pulls another catalyst, activates it, and throws the bomb nearly straight down into the swarm and watches as the swarm is engulfed and then absolutely consumed in the alchemical fire. With a satisfied sniff, Boom! reaches down and picks up his bow.

Attack vs Touch AC: 1d20 + 15 ⇒ (20) + 15 = 35
Damage x1.5 due to swarm vulnerability to splash weapons: 3d6 + 5 ⇒ (5, 1, 1) + 5 = 12 x1.5 = 18

Standard: Throw bomb; precise bombs means no damage in my own square
Move: Pick up bow from where the monkeys dropped it on their death

Current stats:

-- HP: 50/50 | AC: 27; T: 21; FF: 17 | Fort: +5; Ref: +14; Will: +2 | CMB: +3; CMD: 23 (27vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +15//1d6+1 (×3) | Longbow flurry (100'): +13, +13//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +15//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +17, Climb +5, Escape Artist +18, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +28


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

Active effects:

-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)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (493 rounds remaining)
-See Invisibility - See Invisibility (494 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (495 rounds remaining)
-Cat's Grace - +4 Dex (48 round remaining)

-Charm Person - Friendly attitude towards Aristotle. Never obeys suicidal or obviously harmful orders. Any attack or threatening action dispels the effect. Opposed CHA check if action requested is something Boom! would not normally do, taking into account the Friendly attitude

Boom! quirks an eyebrow at Aristotle and pulls out a wand, "Oh, are we doing tricks now?"

Move: Retrieve wand from improvised boot sheath (really just tucked down into the boot)
Standard: Ready action

Readied action:
In the event of an action that breaks the Charm person, Boom! will immediately attack Aristotle with a standard action Bow/Explosive Arrow attack.
Attack vs Touch AC: 1d20 + 15 ⇒ (3) + 15 = 18
Bow damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bomb damage: 3d6 + 5 ⇒ (3, 2, 5) + 5 = 15

Current stats:

-- HP: 50/50 | AC: 27; T: 21; FF: 17 | Fort: +5; Ref: +14; Will: +2 | CMB: +3; CMD: 23 (27vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +15//1d6+1 (×3) | Longbow flurry (100'): +13, +13//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +15//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +17, Climb +5, Escape Artist +18, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +28


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

Active effects:

-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)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (494 rounds remaining)
-See Invisibility - See Invisibility (495 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (496 rounds remaining)
-Cat's Grace - +4 Dex (49 round remaining)

-Charm Person - Friendly attitude towards Aristotle. Never obeys suicidal or obviously harmful orders. Any attack or threatening action dispels the effect. Opposed CHA check if action requested is something Boom! would not normally do, taking into account the Friendly attitude

Boom! looks on jealously as Aristotle rises into the air, "Hey, that's cool. Can you cast the same thing on me? I want to fly!"

No actions taken.

Current Stats:

-- HP: 50/50 | AC: 27; T: 21; FF: 17 | Fort: +5; Ref: +14; Will: +2 | CMB: +3; CMD: 23 (27vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +15//1d6+1 (×3) | Longbow flurry (100'): +13, +113//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +15//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +17, Climb +5, Escape Artist +18, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +28


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

Ongoing Immolation damage to Aristotle: 1d6 + 5 ⇒ (6) + 5 = 11

Active effects:

-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)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (495 rounds remaining)
-See Invisibility - See Invisibility (496 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (497 rounds remaining)

-Charm Person - Friendly attitude towards Aristotle. Never obeys suicidal or obviously harmful orders. Any attack or threatening action dispels the effect. Opposed CHA check if action requested is something Boom! would not normally do, taking into account the Friendly attitude

Boom! watches his friend cast a short spell and shrug off the last of the lingering alchemical mixture, and decides that now would be a good time to continue buffing, at least until another enemy shows up. Boom! pulls out yet another small vial from one of his various pouches and drinks it down.

Standard: Retrieve and consume Cat's Grace

Current stats:

-- HP: 50/50 | AC: 27; T: 21; FF: 17 | Fort: +5; Ref: +14; Will: +2 | CMB: +3; CMD: 23 (27vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +15//1d6+1 (×3) | Longbow flurry (100'): +13, +113//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +15//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +17, Climb +5, Escape Artist +18, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +28


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

Will save vs DC 21: 1d20 + 2 + 5 ⇒ (3) + 2 + 5 = 10
Ongoing Immolation damage to Aristotle: 1d6 + 5 ⇒ (6) + 5 = 11
Opposed Charisma vs DC 8: 1d20 - 3 ⇒ (8) - 3 = 5

Active affects:

-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)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (496 rounds remaining)
-See Invisibility - See Invisibility (497 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (498 rounds remaining)

-Charm Person - Friendly attitude towards Aristotle. Never obeys suicidal or obviously harmful orders. Any attack or threatening action dispels the effect. Opposed CHA check if action requested is something Boom! would not normally do, taking into account the Friendly attitude

Boom!, seeing one of his lifelong frenemies on fire, is compelled to assist him, but knowing the limitations and strengths of the alchemical concoction which is the source of the blaze, Boom! is left with no recourse except to take a small step towards Aristotle and blow at Aristotle like a candle on a birthday cake.

Aid Another reflex save vs DC 10: 1d20 + 10 ⇒ (10) + 10 = 20 Didn't know if my own reflex bonus is applied to the AA roll so I included it, but the nat 10 roll means it doesn't matter

Movement: 5ft step to E16
Standard: Aid Another to put out the fire on Aristotle

Current stats:

-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26


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

Active effects:

-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)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (497 rounds remaining)
-Alchemist's Fire - +1d6+5 fire to first arrow (7 rounds remaining)
-See Invisibility - See Invisibility (498 rounds remaining)
-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (507 rounds remaining)

Seeing Aristotle pop around the corner and begin casting a spell, Boom! activate's his boots and scoots around the corner, hidden from his opponent, before whatever it is can take over him. After enough time has passed that Boom! is sure the spell has either dissolved or has taken control (if by some chance it wasn't targeted at him, but then, why come around the corner and cast it if it wasn't meant for him?) Boom! maneuvers back around his current corner and makes a beeline for where he expects Aristotle to be.

Making it quickly to the corner, Boom! sights in on Aristotle, infuses his nocked and enhanced arrow with the power of one of his Immolation Bombs, and lets fly!

Immediate: Stagger-Proof Boots - movement from E5 to G5 to lose line of sight/effect against the spell
Movement: 60ft from G5 to E15
Standard: Ranged attack with Explosive Arrow to add Immolation bomb to the arrow infused with Alchemist's Fire.

Attack: 1d20 + 13 ⇒ (6) + 13 = 19
Bow damage (Piercing) (magic vs DR due to enhancement bonus): 1d6 + 1 ⇒ (1) + 1 = 2
Alchemist's Fire damage (Fire, no splash): 1d6 + 5 ⇒ (3) + 5 = 8
Immolation Bomb damage: 1d6 + 5 ⇒ (4) + 5 = 9 Note that the 1d6+5 will apply for two additional rounds after this turn, at the start of Boom!'s turn. Can be extinguished with a DC17 Reflex save as a full round action.

Total modified stats:

-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (9 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26

Expended resources:

Arrow x1
Alchemist's Fire x1


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

Active effects:

-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)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (498 rounds remaining)
-Alchemist's Fire - +1d6+5 fire to first arrow (8 rounds remaining)
-See Invisibility - See Invisibility (499 rounds remaining)

As the echoes die down around him, Boom! grabs one more vial and drinks its contents. Either he's doing this deliberately, Boom! thinks to himself as he begins moving in the opposite direction, or we picked the same direction around the center. Shouldn't matter now.

New effects:

-Expeditious Retreat - +30ft to base land movement speed; affects jumping distance, but no other forms of movement (500 rounds remaining)

Actions:

Standard: Drink Expeditious Retreat
Movement: 50ft to E5

Total modified stats:

-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6 | Speed: 60ft land

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (10 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26


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

Active Effects:

-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)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (499 rounds remaining)
-Alchemist's Fire - +1d6+5 fire to first arrow (9 rounds remaining)

Boom! pops out from around the corner, keeping an eye out for anything out of the ordinary. Boom! can hear echoes of his opponent coming from around the opposite side of the central barrier, but isn't convinced it's not just some parlor trick designed to throw him off. Just to be sure, he grabs an extract from one of his many pouches and downs it.

New effects:

-See Invisibility - See Invisibility (500 rounds remaining)

Total modified stats:

-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (10 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26


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

Current Stats:

-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)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (500 rounds remaining)
Total modified stats:
-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (10 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26

Hearing the echoes of spellcasting from his opponent, Boom! creeps along the wall, not quite moving out from the safety of the corner yet. Instead, preparing something special for Aristotle.

Actions:

Movement: 25ft to O5
Swift: Retrieve Alchemist's Fire from spring-loaded wrist sheath
Standard: Infuse Alchemist's Fire into his nocked arrow - 10 rounds remaining


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! appears in the arena, already covered in the subtle shimmer of his standard Mage Armor and undetectable by scent, and with his bow in one hand, his other hand empty.
Initiative: 1d20 + 11 ⇒ (8) + 11 = 19

First order of business, Boom! pulls out a small vial from his bandoleer and drinks the concoction down.

Actions:

Standard: Retrieve and consume Extract.
Movement: 25ft to J5

Current Stats:

-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)
-Mutagen - Dex+4, AC+2 (natural), Str-2 (500 rounds remaining)

Total modified stats:
-- HP: 50/50 | AC: 25; T: 19; FF: 17 | Fort: +5; Ref: +12; Will: +2 | CMB: +3; CMD: 21 (25vs Bull Rush, Trip) | Perception +6

-- Longbow (100'): +13//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 10/day (10 remaining): +13//3d6+5 fire OR piercing [Explosive Missile, Immolation] (x2)

-- Skills: Acrobatics +15, Climb +5, Escape Artist +16, Knowledge (arcana) +13, Knowledge (engineering) +11, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +26


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! screams and shrieks under the talons and beaks of Tobias' eagle summons, before one of them swipes a claw across Boom!'s throat, tearing out his voice box, and ending the screaming.

36HP remaining at the start of the turn. -5 from the aoo, then after getting pinned, AC vs melee drops to 12 and the eagles crowd in dealing 6+7+9+10+9 damage for a grand total of 46 damage dealt. Now at -10, with a 10 CON score, Boom! dies.

Quick, everybody kill Bean so that I get points from this arena!


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! struggles slightly against Penny's hold over him, but instead of seriously trying to break the grapple, maneuvers one hand into his bandolier, retrieves a small flask, and drinks the contents immediately. Boom! vanishes from sight. Boom! knows it doesn't do much since he's already being grappled, but any advantage he can get at the moment is worth it.

Standard action: Retrieve and consume extract (invisibility)

Active effects and current stats:

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)
Expeditious Retreat - +30' land movement speed (33 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (395 rounds remaining)
Shield - +4AC +4FF (38 rounds remaining)
Slow - AC-1, Attack-1, Reflex-1, Staggered (2 rounds remaining)
Prone - +4AC vs ranged, -4AC vs melee, -4 on melee attack, no ranged attack permitted
Grappled - -4 Dex, -2 on attacks and combat maneuvers outside of grappling
Invisible - Due to being grappled, only current bonus is +2 to CMD vs grappling maneuvers

Total modified stats:
HP: 36/44 | AC: 26 (22vs melee/30vs range); T: 16; FF: 20(16vs melee/ 24vs range) | Fort: +4; Ref: +8; Will: +1 | Speed: 60ft, 20ft climb (8 rd/day remaining) | CMB -5; CMD 17 (21 vs grapple) | Perception +6
Longbow (100'): +7//1d6+1 (×3) | Longbow flurry (100'): +6, +6//1d6+1 (×3) | Bombs (20') 9/day (8 remaining): +7//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +13, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +13, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +23

with Pinned:

Pinned: no dex bonus and additional -4 to AC
AC becomes: 10 +4(armor)+4(shield)+1(size)+2(natural)-1(slow)-4(pinned)
Total modified stats:
HP: 36/44 | AC: 16 (12vs melee/20vs range); T: 7; FF: 15(11vs melee/ 19vs range) | CMB -5; CMD 7


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! falls onto the stone after being tripped by Penny, and everybody sees him hold up the extract he retrieved mere seconds ago and shout "It's alright everybody! I've saved my beer!" Glaring at Penny, looming over him, Boom! drinks the extract.

Standard action: Drink extract

Active effects and current stats:

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)
Expeditious Retreat - +30' land movement speed (34 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (396 rounds remaining)
Shield - +4AC +4FF (39 rounds remaining)
Slow - AC-1, Attack-1, Reflex-1, Staggered (3 rounds remaining)
Prone - +4AC vs ranged, -4AC vs melee, -4 on melee attack, no ranged attack permitted

Total modified stats:
HP: 44/44 | AC: 28; T: 18; FF: 20 | Fort: +4; Ref: +10; Will: +1 | Speed: 60ft, 20ft climb (8 rd/day remaining) | CMB -3; CMD 19 | Perception +6
Longbow (100'): +11//1d6+1 (×3) | Longbow flurry (100'): +10, +10//1d6+1 (×3) | Bombs (20') 9/day (8 remaining): +11//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +25


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!, still under the effects of Tobias' spell feels a healing wave of energy wash over him, but he still only manages to take the smallest of steps away from Tobias' pet, slowly pulling a new vial out of his bandoleer once he is hidden behind the pillar.

No action: Heal 5hp. From 43/44 to 44/44.
No action: 5ft step East.
Move action: Retrieve item from bandoleer. Cover vs Penny prevents AoO.

Retrieved item:

Extract of Shield

For Carlos, Beetly, Beetly's dog, please note 6 piercing/magic damage (DC17 Reflex for half) from being adjacent to the still-burning corpse of Carlos' horse (Immolation continuation from my bomb attack).

Active Effects and Current Stats:

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)
Expeditious Retreat - +30' land movement speed (35 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (397 rounds remaining)
Slow - AC-1, Attack-1, Reflex-1, Staggered (4 rounds remaining)

Total modified stats:
HP: 44/44 | AC: 24; T: 19; FF: 17 | Fort: +4; Ref: +10; Will: +1 | Speed: 60ft, 20ft climb (8 rd/day remaining) | CMB +2; CMD 20 | Perception +6
Longbow (100'): +11//1d6+1 (×3) | Longbow flurry (100'): +10, +10//1d6+1 (×3) | Bombs (20') 9/day (8 remaining): +11//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +25


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

Will save: 1d20 + 1 ⇒ (9) + 1 = 10 FML. Slowed.
1 damage taken. HP 43/44

Active Effects and Current Stats:

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)
Expeditious Retreat - +30' land movement speed (36 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (398 rounds remaining)
Slow - AC-1, Attack-1, Reflex-1 (3 rounds remaining)

Total modified stats:
HP: 43/44 | AC: 24; T: 19; FF: 17 | Fort: +4; Ref: +10; Will: +1 | Speed: 60ft, 20ft climb (8 rd/day remaining) | CMB +2; CMD 20 | Perception +6
Longbow (100'): +11//1d6+1 (×3) | Longbow flurry (100'): +10, +10//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +11//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +25


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!, taking in the giant melee on the other side of the hill, decides to... spice things up a bit. Unshouldering his bow, Boom! draws an arrow, crushes one of his bombs' catalysts against the arrow tip to give the arrow that extra kick, takes aim at the ugly, smelly, horse, and looses the arrow, watching the chaos unfold as all of the ones involved in the scramble take a piece of the damage as Boom! himself comes back into view.

Move action: Retrieve bow
Standard Action: Explosive Missile attack
Bow attack vs FF vs Carlos' horse: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
Arrow plus explosive missile with Immolation Bomb and Thorny Bomb: 1d6 + 1 + 1d6 + 5 ⇒ (6) + 1 + (2) + 5 = 14 Piercing damage that counts as magic for bypassing DR
Splash damage (DC17 Reflex for half) to all adjacent creatures = minimum bomb damage = 6 Piercing damage that counts as magic for bypassing DR

Immolation damage for one additional turn per remaining dice of damage (1): 1d6 + 5 ⇒ (5) + 5 = 10 Damage dealt at the start of my next turn OR immolation can be ended with a full round action Reflex save DC17 to end the effect.
Splash damage (DC17 Reflex for half) to all adjacent creatures = minimum bomb damage = 6 Piercing damage that counts as magic for bypassing DR

Immolation bomb rules:
When the alchemist creates a bomb, he can choose to have its substance coat the direct target’s body, causing the bomb to deal its damage over time instead of all at once. The bomb’s effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist’s Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemist’s Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemist’s turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb’s direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater.

Thorny Bomb rules:
When the alchemist creates a bomb, he can choose to have it deal piercing damage. Thorny bombs count as magic weapons for the purpose of overcoming damage reduction.

Active effects and Current Stats:

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)
Expeditious Retreat - +30' land movement speed (36 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (398 rounds remaining)

Total modified stats:
HP: 44/44 | AC: 25; T: 19; FF: 17 | Fort: +4; Ref: +11; Will: +1 | Speed: 60ft, 20ft climb (8 rd/day remaining) | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +25


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! takes in his opponents after the initial clashes of combat. Nobody seems to be showing the effects, yet, although a few are now invisible. It seems the healing factor of the hill can really make a difference. Boom! shrugs and gets on with his setup. Boom! quietly retrieves a new concoction from his bandoleer and immediately drinks it down.
Stealth: 1d20 + 65 ⇒ (11) + 65 = 76

Invisible Actions:

Movement action: Retrieve Mutagen
Standard action: Drink Mutagen

Active Effects and Current Stats::

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)
Expeditious Retreat - +30' land movement speed (37 rounds remaining)
Invisibility - Invisible (38 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (399 rounds remaining)

Total modified stats:
HP: 44/44 | AC: 25; T: 19; FF: 17 | Fort: +4; Ref: +11; Will: +1 | Speed: 60ft, 20ft climb (8 rd/day remaining) | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +25 (+45/+65)


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! grimaces as pain wracks his body due to being outside of the designated Hill, but he watches the chaos unfold below him and grins, taking the opportunity to drinking down another extract, which immediately renders him invisible.
Dunno if it will be needed, but stealth via Invisibility: 1d20 + 20 + 23 ⇒ (13) + 20 + 23 = 56

Invisible actions:

Boom! pauses for a moment to let his invisibility take effect and then climbs east towards an unoccupied bit of the platform, the rough rock face and his own Slippers of Scampering ensuring that he does not fall during his movement. Satisfied with his current position, he lets the magic of his slippers end and, with a quick tumble, drops to the ground.
[ooc]Move action: Climb 20ft east and 5ft down from current marker. Current height, 15ft.
Free action, end Slipper activation.
Acrobatics vs DC15 to negate first 10 feet of falling: 1d20 + 13 ⇒ (2) + 13 = 15
Successful save means first 10 feet negated. No fall damage roll form remaining 5ft.

Active Effects and Current Stats:

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)
Expeditious Retreat - +30' land movement speed (38 rounds remaining)
Invisibility - Invisible (39 rounds remaining)

Total modified stats:
HP: 39/44 | AC: 21; T: 17; FF: 15 | Fort: +4; Ref: +19; Will: +2 | Speed: 60ft, 20ft climb (8 rd/day remaining) | CMB +2; CMD 20 | Perception +6


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

Initiative: 1d20 + 11 ⇒ (15) + 11 = 26
Nice. With the higher initiative modifier of the tie, I'll take my first turn now.

Boom appears in the arena with two effects active, and two more items in hand, as always and his bow slung over his shoulder. Taking quick stock of his surroundings and of how many enemies, Boom! drinks down his first held extract and takes off moving - a lot faster than most people expect a goblin to be able to - ducking around Aristotle to avoid even the possibility of an attack as he runs past, and Boom! barely breaks his stride as he hits the wall and starts running UP the wall. While in the shadows, though, it becomes very hard to track him for most.
Acrobatics vs CMD: 1d20 + 13 ⇒ (6) + 13 = 19
Stealth: 1d20 + 23 - 5 ⇒ (17) + 23 - 5 = 35 -5 is for moving more than half my allotted speed, but less than my maximum. Stealth not applicable vs darkvision.
My line of movement is on the map. I got to the wall and moved 15ft up (rather than my climb speed of 20ft).

Standard action: Drink extract.
Move action: Move 45ft.

Active effects and current stats:

Mage Armor - AC+4, FF+4 - 1hr (599 rounds remaining)
Deodorizing Agent - 1d3 ⇒ 1 hours from the start of the fight = (599 rounds remaining)
Expeditious Retreat - +30' land movement speed (39 rounds remaining)

Total modified stats:
AC: 21; T: 17; FF: 15 | Fort: +4; Ref: +19; Will: +2 | Speed: 60ft | CMB +2; CMD 20 | Perception +6


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

breakdown of why only Penny got an attack of opportunity:
Penny's CMD: 20
Eagle's CMD: 15

In first square of previous movement, Acrobatics roll of 21 beats CMDs as follows:
-Penny, 21
-Eagle 1, 15+2 (because Penny was previously avoided in the movement, per Acrobatics rules "Acrobatics: This DC is used to avoid an attack of opportunity due to movement. This penalty increases by +2 for each additional opponent avoided in one round.")
-Eagle 2, 15+2+2
-Eagle 3, 15+2+2+2

In the second square, Acrobatics roll of 26 beats CMDs as follows:
-Eagle 3, 15+2+2+2
-Penny, 20+2+2+2

In the third square, attack provokes AoO from Penny vs AC 29 or CMD 20.

Boom! laughs maniacally as all of Tobias' pets fade from existence, followed almost immediately by Tobias and Boom! themselves.


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

Attack of opportunity, unarmed strike (woo Monk level) on Penny: 1d20 + 4 ⇒ (10) + 4 = 14 VS AC 20 fails
Will Save vs Slow: 1d20 + 1 ⇒ (15) + 1 = 16 vs DC 16 succeeds

Dodging all of his opponent's pets, although not able to score a retaliatory strike against any of them in turn, Boom! twists, turns, and tumbles his way out of his current predicament.

Acrobatics vs CMD 20 check to move through threatened square square: 1d20 + 15 ⇒ (6) + 15 = 21 Succeeds, 10' of movement used (half speed for acrobatics)
Acrobatics vs CMD 20 to continue movement through threatened square: 1d20 + 15 ⇒ (11) + 15 = 26 Succeeds, 20' of movement used (half speed for acrobatics, but doubled because it's the second diagonal

And now free from the gaggle of opponents, Boom! quickly knocks a new arrow, sees it morph into a miniature missile, and lets it loose towards his primary opponent.

Attack: 1d20 + 12 ⇒ (18) + 12 = 30 Provokes AoO from Penny
Damage: 1d6 + 1 + 2d6 + 10 ⇒ (6) + 1 + (4, 4) + 10 = 25
1d6+1 arrow damage, 2d6+10 bomb damage for Explosive Missile and Targeted Admixture

Current Status and Effects:

Mage Armor - AC+4, FF+4 - 1hr (590 rounds remaining)
Deodorizing Agent - (1190 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (290 rounds remaining)
Shield - +4 shield bonus to AC (31 rounds remaining)
Targeted Admixture - Double Int damage in place of splash damage for alchemical items and effects (1 rounds remaining)

Total modified stats:
AC: 29; T: 19; FF: 21 | Fort: +4; Ref: +11; Will: +1 | Speed: 30ft | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +45/+65

Consumed items:

Consumables:
Potion of Mage Armor x1
Deodorizing Agent x1
Arrow x2
Alchemist's Fire x1

Daily abilities:
Bomb x2


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! sights in with his arrow, lets loose and fades into existence, giving his opponent a visual on Boom! for the first time as the arrows cuts through the air between them, leaving a trail of smoke behind it as if it were an explosive missile itself! With a cheeky little wave, boom knocks another arrow and prepares for his opponent's retaliation.

Attack: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29 Vs FF
Damage: 1d6 + 1 + 2d6 + 10 + 1d6 + 5 ⇒ (1) + 1 + (3, 3) + 10 + (1) + 5 = 24
1d6+1 arrow damage, 2d6+10 bomb damage for Explosive Missile and Targeted Admixture, 1d6+5 for Alchemist's Fire.

Current status and effects:

Mage Armor - AC+4, FF+4 - 1hr (591 rounds remaining)
Deodorizing Agent - (1191 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (291 rounds remaining)
Shield - +4 shield bonus to AC (32 rounds remaining)
Targeted Admixture - Double Int damage in place of splash damage for alchemical items and effects (2 rounds remaining)

Total modified stats:
AC: 29; T: 19; FF: 21 | Fort: +4; Ref: +11; Will: +1 | Speed: 30ft | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +45/+65

Items consumed:

Consumables:
Potion of Mage Armor x1
Deodorizing Agent x1
Arrow x1
Alchemist's Fire x1

Daily abilities:
Bomb x1


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

Actions:

With one last bit of inspiration, Boom! pulls out an extract and downs it.

Standard action: Drink extract - Targeted Admixture.


Stealth: 1d20 + 65 ⇒ (1) + 65 = 66

Current Status and effects:

Mage Armor - AC+4, FF+4 - 1hr (591 rounds remaining)
Deodorizing Agent - (1191 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (291 rounds remaining)
Shield - +4 shield bonus to AC (32 rounds remaining)
Invisibility - +2 on first attack vs sighted opponent, first attack vs FF AC, +20/40 to stealth (34 rounds remaining)
Alchemical Weapon - Alchemist's Fire infused into knocked arrow (8 rounds remaining)
Targeted Admixture - Double Int damage in place of splash damage for alchemical items and effects (3 rounds remaining)

Total modified stats:
AC: 29; T: 19; FF: 21 | Fort: +4; Ref: +11; Will: +1 | Speed: 30ft | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +45/+65


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

Actions:
Boom! draws his bow, knocks an arrow, and infuses the arrow with the small vial he had clutched in his off-hand. Grinning with glee, finally ready, he waits for his opponent to give an opening.

Move action: Draw bow and arrow.
Move action: Alchemical Weapon - infuse Alchemist's fire into the arrow, lasts for one minute or until fired.


Stealth: 1d20 + 65 ⇒ (15) + 65 = 80

Current Status and effects:

Mage Armor - AC+4, FF+4 - 1hr (592 rounds remaining)
Deodorizing Agent - (1192 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (294 rounds remaining)
Shield - +4 shield bonus to AC (33 rounds remaining)
Invisibility - +2 on first attack vs sighted opponent, first attack vs FF AC, +20/40 to stealth (35 rounds remaining)

Total modified stats:
AC: 29; T: 19; FF: 21 | Fort: +4; Ref: +11; Will: +1 | Speed: 30ft | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +45/+65


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

Double move action
Stealth: 1d20 + 45 - 5 ⇒ (6) + 45 - 5 = 46

Movement:
Boom! skitters quickly across the ceiling and through the underpass walkway leading out into the dome proper, before peeking over the edge of the walkway, and righting himself, if safe.
20' movement to get to the edge of the underpass, 5 more to go from the bottom of the bridge to the side/top, depending on where Tobias is.

Held item:
Alchemist's Fire

Current Status and effects:

Mage Armor - AC+4, FF+4 - 1hr (593 rounds remaining)
Deodorizing Agent - (1193 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (293 rounds remaining)
Shield - +4 shield bonus to AC (34 rounds remaining)
Invisibility - +2 on first attack vs sighted opponent, first attack vs FF AC, +20/40 to stealth (36 rounds remaining)

Total modified stats:
AC: 29; T: 19; FF: 21 | Fort: +4; Ref: +11; Will: +1 | Speed: 30ft | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +45/+65


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 nothing coming through the door quietly starts walking up the wall, and then upside down, stepping over the door frame, and using the wall on the other side of the door to gain a view of the next area, by basically sitting on his own heels and leaning against the wall, his slippers keeping him in place, well off of the ground.

Move action:
Using slippers of scampering, climb wall and walk out the door, upside down. Specifically, If you're at a doorway like the current scenario, 5' to turn horizontal, 5' to step up, 5' to turn inverted vertical, and 5' to step over the doorframe. Free action to rotate in the current square so that I'm right-side up.

Stealth: 1d20 + 45 ⇒ (18) + 45 = 63
Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Satisfied that nothing currently stands out to him, Boom! pulls out yet another small vial, this one with only a minute amount of liquid inside, but he doesn't do anything else with it, yet.

Move action: retrieve stored item

Retrieved item:

Alchemist's Fire

Current Status and effects:

Mage Armor - AC+4, FF+4 - 1hr (594 rounds remaining)
Deodorizing Agent - (1194 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (294 rounds remaining)
Shield - +4 shield bonus to AC (35 rounds remaining)
Invisibility - +2 on first attack vs sighted opponent, first attack vs FF AC, +20/40 to stealth (37 rounds remaining)

Total modified stats:
AC: 29; T: 19; FF: 21 | Fort: +4; Ref: +11; Will: +1 | Speed: 30ft | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +45/+65


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

Perception vs Penny's stealth: 1d20 + 6 ⇒ (9) + 6 = 15

Boom! pokes his head out of the door way and quickly glances down the hallways available to him. Seeing nobody, and thinking that the obvious door in front of him might be trapped in some manner It's always the obvious option that hurts you, Boom! slowly makes his way east towards the Coliseum, though he doesn't yet know what awaits him. Getting to the door, Boom! shoves it open and freezes in place against the wall to see what his actions might have caused. Boom! grins hearing the surprised hiss when the door's swing suddenly jars and slows on its course, eventually coming to rest against the wall of its hinges. Boom! peeks around the corner of the door expecting to see Tobias' shadow minion, but sees nothing out of the ordinary.

Perception vs Penny's stealth: 1d20 + 6 ⇒ (9) + 6 = 15

Move action: move to door
Move action: open door

Stealth: 1d20 + 45 ⇒ (4) + 45 = 49 because I was moving during this round, only +20 for invis

Current Status and effects:

Mage Armor - AC+4, FF+4 - 1hr (595 rounds remaining)
Deodorizing Agent - (1195 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (295 rounds remaining)
Shield - +4 shield bonus to AC (36 rounds remaining)
Invisibility - +2 on first attack vs sighted opponent, first attack vs FF AC, +20/40 to stealth (38 rounds remaining)

Total modified stats:
AC: 29; T: 19; FF: 21 | Fort: +4; Ref: +11; Will: +1 | Speed: 30ft | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +25


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! pulls out one more extract, dumps it into his mouth and then spits it back into vial. Alchemical Allocation expended. Feeling it take effect, Boom! opens the door and immediately crouches into a corner in his room, using his augmented abilities to quiet his breathing and slow his movements, just in case his opponent peaks into the now-open room.

Standard Action: Consume Extract
Move Action: open door
Stealth: 1d20 + 65 ⇒ (13) + 65 = 78

Current Status and effects:

Mage Armor - AC+4, FF+4 - 1hr (596 rounds remaining)
Deodorizing Agent - 1d3 ⇒ 2 hours from the start of the fight = (1196 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (296 rounds remaining)
Shield - +4 shield bonus to AC (37 rounds remaining)
Invisibility - +2 on first attack vs sighted opponent, first attack vs FF AC, +20/40 to stealth (39 rounds remaining)

Total modified stats:
AC: 29; T: 19; FF: 21 | Fort: +4; Ref: +11; Will: +1 | Speed: 30ft | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +25


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! continues his methodical preparations by merely downing another extract and wondering who his newest opponent is.

Standard action: Consume extract

Current Status and effects:

Mage Armor - AC+4, FF+4 - 1hr (597 rounds remaining)
Deodorizing Agent - 1d3 ⇒ 2 hours from the start of the fight = (1198 rounds remaining)
Mutagen - Dex+4, AC+2 (natural), Str-2 (297 rounds remaining)
Shield - +4 shield bonus to AC (38 rounds remaining)
Alchemical Allocation: Next extract consumed is not used. (1 round remaining)

Total modified stats:
AC: 29; T: 19; FF: 21 | Fort: +4; Ref: +11; Will: +1 | Speed: 30ft | CMB +2; CMD 20 | Perception +6
Longbow (100'): +12//1d6+1 (×3) | Longbow flurry (100'): +11, +11//1d6+1 (×3) | Bombs (20') 9/day (9 remaining): +12//2d6+5 fire OR piercing (x2)
Skills: Acrobatics +15, Climb +4, Craft (alchemy) +15 (+19 to create alchemical items), Escape Artist +15, Knowledge (arcana) +13, Knowledge (engineering) +10, Knowledge (local) +7, Knowledge (nature) +13, Knowledge (planes) +10, Knowledge (religion) +13, Perception +6, Ride +16, Stealth +25

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