With Kvit down for the count, Hammer Bro attempts to do the same to Qul Vozo, but as he's not blinded, Hammer Bro cannot find an opening for his attack. Instead, HB backs off from the attack, letting Qul Vozo make the next move.
Free action: Rage Standard action: Power attack with axe Axe power attack vs Qul Vozo:1d20 + 13 ⇒ (10) + 13 = 23 Damage:12d6 + 22 ⇒ (6, 1, 5, 3, 2, 1, 1, 4, 1, 2, 5, 3) + 22 = 56 Move action: 30ft northwest(remain 10ft above ground level) Free action: End Rage
Current Stats:
Fly: 60ft Good, +3 Fly
AC 18
touch 11
flat-footed 17
CMD 26 (30 vs. bull rush, 30 vs. trip)
HP 29/80
Fort +10 (poison delayed)
Ref +3
Will +4 (+1 vs fear)
Rage: 2/7
Helm: 0/1
Gloves: 1/1
Boots: 1/1
Attack bonus:
+6/+1 BAB
+7 STR
+2 STR while raging
-1 Size
+2 Trait Improvised only (both main weapons are improvised)
-3 Size Oversized weapon (axe) only
-0 Power attack on FIRST attack per round only (Furious focus)
-2 Power attack on SECOND and following iterative attacks
Damage bonus:
+10 Strx1.5
-- OR +13 Strx1.5 while raging
+1 Trait
+1 Enhancement Attuned Axe only
+1 Feat Axes only
+6 Power Attack with two handed weapon
Base+Shifted+buff Stats: AC 23, touch 10, flat-footed 23, CMD 22 (26 vs. bull rush, 26 vs. trip); HP 86; Fort +13, Ref +7, Will +4; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5 | +Rage Stats: AC 21, touch 8, flat-footed 21, CMD 24 (28 vs. bull rush, 28 vs. trip); HP 98; Fort +13, Ref +6, Will +6; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5
Reflex vs arena:1d20 + 5 ⇒ (6) + 5 = 11 due to flying, DC ranges are halved - DC20 -> DC10 - you get to pick which side and count it as a 15ft jump/drop instead of a fall
The sand shifting under him again is unexpected, and between the forced movement, attempting to direct his landing point, and being crowded by Hammer Bro, Broozer is not able to maintain a hover position, but easily lands the fall maneuvering just barely missing HB, and not being tripped up by the sand as he lands.
Moved 10ft west, and attempts to steady his flight 10ft above ground level, instead of falling into Hammer Bro's area.
DC15 Fly check to hover:1d20 - 6 ⇒ (3) - 6 = -3 Fails
DC10 Fly to negate falling damage:1d20 - 6 ⇒ (19) - 6 = 13
Success
Broozer takes stock of his opponents arrayed before him and decides to let Tawum decide whether or not he lets the alchemical concoction do him in. Instead, Broozer ducks his head as Hammer Bro twirls over the spiked ledge and dives towards the ground to get positioning against both Kvit and Qul Vozo, and striking out quickly with a claw at Kvit, just to keep him on his toes, but misses the clumsy attack.
Move action: 10ft east, 5ft northeast and then straight down in a much more controlled manner than Hammer Bro (now at ground level) Standard action: Claw attack
Broozer follows Bob-Omb! arrow and Hammer Bro's beeline towards Tawum, but decides to toy with him for the moment, maintaining his flight well over Tawum's reach.
Broozer watches happily as Bob-Omb! and HB take our Kenshiro and Johnny almost simultaneously. With nothing else to do at the moment, Broozer flies up the top of the nearby rock and waits for his teammates to catch up so they can take on the remaining opponents as a united front.
Move action: 30ft northwest
Current Stats:
Fly: 60ft Good, +3 Fly
AC 23
touch 10
flat-footed 23
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP 86/86 Resist 5 (Fire)
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +3; +2 trait bonus vs. poison & polymorph effects
Broozer sees an opportunity to eliminate multiple opponents, but knows to coordinate with Hammer Bro for maximum effectiveness.
To Hammer Bro, in Grippli:
"Target Kenshiro, then drop behind Nice!"
Broozer holds off on the rest of his actions until after Hammer Bro is able to engage his favored opponent.
Delay Turn until after Hammer Bro:
With Hammer Bro in place, Broozer drops from the sky and engages Nice, shuffling toward uses the momentum from his boots to finish the move towards Nice, roaring in satisfaction, and unleashes a full barrage of attacks against her!
No action: Fall to the ground https://paizo.com/threads/rzs2l5vi?Is-falling-a-move-action#9
DC10 Fly check to avoid damage after a fall:1d20 - 6 + 3 ⇒ (20) - 6 + 3 = 17 Free action: Rage No action: 5ft step east Full round action: Full attack, with wild attack
claw:1d20 + 17 - 2 + 2 ⇒ (4) + 17 - 2 + 2 = 21 -2 from wild attack, +2 from flanking Miss vs FF AC 22 (denied dex bonus to AC due to attacking from flanking position piercing damage:1d8 + 12 + 1 ⇒ (6) + 12 + 1 = 19 precision damage:2d6 ⇒ (3, 3) = 6
claw:1d20 + 17 - 2 + 2 ⇒ (6) + 17 - 2 + 2 = 23 -2 from wild attack, +2 from flanking Hit vs FF AC 22 (denied dex bonus to AC due to attacking from flanking position slashing damage:1d8 + 12 + 1 ⇒ (8) + 12 + 1 = 21 precision damage:2d6 ⇒ (3, 2) = 5
claw:1d20 + 17 - 2 + 2 ⇒ (14) + 17 - 2 + 2 = 31 -2 from wild attack, +2 from flanking Miss vs FF AC 22 (denied dex bonus to AC due to attacking from flanking position slashing damage:1d8 + 12 + 1 ⇒ (7) + 12 + 1 = 20 precision damage:2d6 ⇒ (2, 1) = 3
bite:1d20 + 16 - 2 + 2 ⇒ (2) + 16 - 2 + 2 = 18 -2 from wild attack, +2 from flanking Hit vs FF AC 22 (denied dex bonus to AC due to attacking from flanking position slashing damage:2d6 + 11 + 1 ⇒ (1, 5) + 11 + 1 = 18 precision damage:2d6 ⇒ (5, 6) = 11
gore:1d20 + 16 - 2 + 2 ⇒ (15) + 16 - 2 + 2 = 31 -2 from wild attack, +2 from flanking Hit vs FF AC 22 (denied dex bonus to AC due to attacking from flanking position piercing damage:1d8 + 11 + 1 ⇒ (7) + 11 + 1 = 19 precision damage:2d6 ⇒ (6, 4) = 10
hoof:1d20 + 14 - 2 + 2 ⇒ (2) + 14 - 2 + 2 = 16 -2 from wild attack, +2 from flanking Miss vs FF AC 22 (denied dex bonus to AC due to attacking from flanking position bludgeoning damage:1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10 precision damage:2d6 ⇒ (1, 4) = 5
hoof:1d20 + 14 - 2 + 2 ⇒ (14) + 14 - 2 + 2 = 28 -2 from wild attack, +2 from flanking Hit vs FF AC 22 (denied dex bonus to AC due to attacking from flanking position bludgeoning damage:1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12 precision damage:2d6 ⇒ (5, 3) = 8
Free action: End rage
Current Stats:
Fly: 60ft Good, +3 Fly
AC 23-4 (wild attack)
touch 10-4 (wild attack)
flat-footed 23-4 (wild attack)
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP 86/86 Resist 5 (Fire)
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +3; +2 trait bonus vs. poison & polymorph effects
Base+Shifted+buff Stats: AC 23, touch 10, flat-footed 23, CMD 22 (26 vs. bull rush, 26 vs. trip); HP 86; Fort +13, Ref +7, Will +4; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5 | +Rage Stats: AC 21, touch 8, flat-footed 21, CMD 24 (28 vs. bull rush, 28 vs. trip); HP 98; Fort +13, Ref +6, Will +6; +2 trait bonus vs. poison & polymorph effects; Init +3; Senses: blindsight 40ft.; low light vision; Perception +13; Resist Fire 5
Correction to previous turn: HP reduced from 66 to 31
Broozer is not able to twist out of the way of Nice's bomb, and his clothing catches fire, bringing him to his knees. Just as unconsciousness overcomes him, he sees Kenshiro swing his sword and he knows no more.
Dead HP -31/73
Current stats:
AC 23
touch 10
flat-footed 23
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP -31/73 Resist 5 (Fire)
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +3; +2 trait bonus vs. poison & polymorph effects
Rage: 6/10
Broozer steps forward as Kenshiro steps away, but is able to attack Kenshiro with everything available, landing a decent hit with his tusks in the flurry.
No action: 5ft step south Free action: Rage Full round action: full attack
Broozer sees Kenshiro jump down onto his level and sees Hammer Bro charge him off to the side. Not wanting to leave HB to face Kenshiro on his own, Broozer rushes Kenshiro with him, but the narrow gap between platforms prevents him from charging full-tilt.
Move action: 10ft south, 15ft southeast, 20ft south Movement through threatened area triggers potential Attack of Opportunity
(if still conscious after AoO, or if AoO is not taken) Free action: Rage Standard action: Bite Attack Bite power attack:1d20 + 12 ⇒ (9) + 12 = 21 Power attack damage:2d6 + 15 ⇒ (1, 4) + 15 = 20 Free action: End rage
Current stats:
AC 23
touch 10
flat-footed 23
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP 66/73 Resist 5 (Fire)
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +3; +2 trait bonus vs. poison & polymorph effects
Rage: 7/10
Broozer continues to follow Hammer Bro's lead and moves with him.
Move action: 15ft northeast, 55ft north Move action: 10ft north, 5ft northwest, 5ft west
Current stats:
AC 23
touch 10
flat-footed 23
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP 66/73 Resist 5 (Fire)
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +3; +2 trait bonus vs. poison & polymorph effects
Rage: 8/10
Broozer shuffles 5ft south to line himself up with HB and then unleashes a myriad of attacks from all angles, though his are aimed at Kvit, hiding to the side of the platform they occupy.
Free action: 5ft step south Free action: Rage Full attack
Broozer sees Hammer Bro swing and miss and retreat and steps up to keep the pressure on as much as possible - with any luck, a couple of his own attacks will break through the monk's defenses while he's blinded.
Free action: 5ft step east Free action: Rage Full attack action
Broozer jumps into action just after Bob-Omb! and HB, easily moving past them and up onto the raised platform where Kvit was hiding. Without breaking a sweat, but not having the time to do more, Broozer claws at Kvit as he gets within range.
Move action: 70ft west DC 15 to jump 15 feet with running start to cross the bridge:1d20 + 20 ⇒ (2) + 20 = 22 Standard action: Claw attack Claw attack vs (blinded) Kvit:1d20 + 16 ⇒ (3) + 16 = 19 Slashing damage:1d8 + 12 ⇒ (5) + 12 = 17
Current Stats:
AC 23
touch 10
flat-footed 23
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP 73/73 Resist 5 (Fire)
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +3; +2 trait bonus vs. poison & polymorph effects
Finally, Broozer appears in the arena flexing his claws and stretching out, ready for the hunt.
Current Stats:
AC 23
touch 10
flat-footed 23
CMD 25 (29 vs. bull rush, 29 vs. trip)
HP 73/73 Resist Fire 5
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +3; +2 trait bonus vs. poison & polymorph effects
Broozer is barely able to hear the fighting between Hammer Bro and Johnny continuing, so he takes a deep breath of his own and attempts to re-close the distance - hoping to help Hammer Bro find the opening he needs to finish the fight.
Current Stats:
AC 21
touch 9
flat-footed 21
CMD 23
HP 0/60
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +2; +2 trait bonus vs. poison & polymorph effects
Broozer watches Hammer Bro chase down an opponent and, not being able to make a meaningful effort himself to keep fighting, positions himself to hopefully shut of one avenue of escape for whomever HB is chasing.
Move action: 15ft east, 15ft north
Current Stats:
AC 21
touch 9
flat-footed 21
CMD 23
HP 0/60
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +2; +2 trait bonus vs. poison & polymorph effects
Knowing that he's unlikely to be able to defeat Tawum, Broozer tries to back off and either take the time to recover, or to give Hammer Bro time to reengage.
Move action: 30ft southeast Move action out of Tawum's threatened area triggers an attack of opportunity
Current Stats:
AC 21
touch 9
flat-footed 21
CMD 23
HP 0/60
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +2; +2 trait bonus vs. poison & polymorph effects
Furious at his and his team's lack of success against Tawum, Broozer re-enters a rage and calls forth a seldom-used trick to bring an edge to the fight.
Broozer's excitement dims as Hammer Bro appears to destroy Kvit, but he turns that disappointment into rage, steps into the group, and lets it out at all of the others within his range, Starting with Qul Vozo and circling around if/after the next one dies.
Free action: rage Misc action: 5ft step west Full attack action:
Broozer takes the bomb from one of his opponents and as the small amount of smoke clears from the explosion, all can see his face distort with rage as he uses the opening provided by Bob-Omb! to charge at Qul Vozo.
Free action: Rage Full round action: charge 50ft towards Qul Vozo Charging Gore power attack, plus sneak attack vs Qul Vozo (blinded AC):1d20 + 14 - 1 + 2 ⇒ (11) + 14 - 1 + 2 = 26 Gore damage:1d8 + 11 + 2 + 1d6 ⇒ (7) + 11 + 2 + (4) = 24 Free action: end rage
Current Stats:
AC 21
touch 9
flat-footed 21
CMD 23
HP 45/60
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +2; +2 trait bonus vs. poison & polymorph effects
When Bob-Omb! is close enough for him to reach, Broozer picks up Bob-Omb! and carries him towards the enemy team to the southwest, bringing Bob-Omb! just within the limits of his accurate throwing distance.
Move action: pick up Bob-Omb! Move action: 25ft west, 15ft southwest, 25ft southeast. total movement distance 65ft (40ft base land speed + 30ft from expeditious retreat) Free action: Drop Bob-Omb! to the ground (less than 10ft, no fall damage or landing roll required)
Current Stats:
AC 21
touch 9
flat-footed 21
CMD 23
HP 60/60
Fort +12; +2 trait bonus vs. poison & polymorph effects
Ref +5; +2 trait bonus vs. poison & polymorph effects
Will +2; +2 trait bonus vs. poison & polymorph effects
The final member of their group maneuvers through the ruins around him near towards the same direction as his teammates, but not close enough to crowd them.
Flinching out of the way of the mis-aimed bomb, Broozer doesn't realize that it lands too close to his larger form, and he takes the full splash damage against his side. Unfortunately for Kvit, this just makes him mad. Taking the opening presented by Bob-Omb!'s bomb, Broozer steps forward and hits Kvit with everything again, getting one solid hit in - more than enough to send Kvit crashing to the ground.
Free action: 5ft step Free action: Rage Full attack action vs Blinded if Bob-Omb!'s sand bomb hit (-dex to AC and -2 to AC, aka FF-2)
Gore power attack:1d20 + 7 ⇒ (4) + 7 = 11 +2 BAB, +6 STR, -1 size, +2 rage, +1 rage stance, -2 wild fighting, -1 power attack Gore damage:1d8 + 11 + 1d6 ⇒ (6) + 11 + (4) = 21 1d6 Gore, Enlarge 1d8, +6 STR, +2 rage, +1 trait, +2 power attack, +1d6 sneak attack sneak attack is applied any time dex bonus is lost
Gore wild power attack:1d20 + 7 ⇒ (16) + 7 = 23 Gore damage:1d8 + 11 + 1d6 ⇒ (5) + 11 + (3) = 19
AC 11 (15-4 for wild fighting)
Touch 5 (9-4 for wild fighting)
Flat-footed 11 (15-4 for wild fighting)
CMD 19 (+4 vs bull rush and trip)
HP 20/44
Fort +10
Ref +4
Will +2
Broozer shrugs off Kvit's bomb's flames and takes a short step closer, just enough to put him in range of everything. Broozer lets loose with all of his rage, and hits Kvit with everything he's got.
Free action: 5ft step Free action: Rage Full attack action vs Blinded if Bob-Omb!'s sand bomb hit (-dex to AC and -2 to AC, aka FF-2)
Gore power attack:1d20 + 7 ⇒ (5) + 7 = 12 +2 BAB, +6 STR, -1 size, +2 rage, +1 rage stance, -2 wild fighting, -1 power attack Gore damage:1d8 + 11 + 1d6 ⇒ (3) + 11 + (5) = 19 1d6 Gore, Enlarge 1d8, +6 STR, +2 rage, +1 trait, +2 power attack, +1d6 sneak attack sneak attack is applied any time dex bonus is lost
Gore wild power attack:1d20 + 7 ⇒ (1) + 7 = 8 Gore damage:1d8 + 11 + 1d6 ⇒ (5) + 11 + (3) = 19
AC 11 (15-4 for wild fighting)
Touch 5 (9-4 for wild fighting)
Flat-footed 11 (15-4 for wild fighting)
CMD 19 (+4 vs bull rush and trip)
HP 30/44
Fort +10
Ref +4
Will +2
With Bob-Omb! taking out Qul Vozo, Broozer moves back around the grease puddle, away from Johnny's collapsed body to protect Bob-Omb! and get closer to the remaining enemies.
Move action: 5ft south, 35ft west towards Bob-Omb!.
Current Stats:
AC 15
Touch 7
Flat-footed 13
CMD 19 (+4 vs bull rush and trip)
HP 44/44
Fort +10
Ref +4
Will +2
Following Bob-Omb! and Hammer Bro's leads, Broozer charges into the fray at the next closest opponent from the primary target team, only reaching Johnny before he can react because of Broozer's own enhanced speed.
Full action: Charge attack, move (10ft reach) next to Johnny and attack. Note 75ft movement, within 80ft for Broozer's 40ft move speed Gore attack vs Johnny AC:1d20 + 12 ⇒ (11) + 12 = 23 +2 BAB, +6 STR, -1 size, +2 charging, +2 rage, +1 rage stance Gore damage:1d8 + 6 + 2 + 1 ⇒ (7) + 6 + 2 + 1 = 16 1d6 Gore, Enlarge 1d8, +6 STR, +2 rage, +1 trait
Current Stats:
AC 15-2charging= 13
Touch 7
Flat-footed 13
CMD 19 (+4 vs bull rush and trip)
HP 44/44
Fort +10
Ref +4
Will +2