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![]() Round 12 Boe growls as her hammer heats up, melting her palms, but she does not release her grip on the weapon. Stepping forward she tries to smash the dwarf's face again. Arbiter:
5' step to follow Faust. Last round of rage. Attack (rage): 1d20 + 9 ⇒ (6) + 9 = 15 HP:17/34 (lost 6 from rage ending) Now fatigued:Can neither run nor charge and takes a –2 penalty to Strength and Dexterity.
15 to hit again...grr. Sorry, last round she was in H9, this round H10. The swing seems to have taken a lot out of Boe, the extended combat drawn out by the fiendish invisible dwarf has left her fatigued. ![]()
![]() Sorry, I figured he wouldn't know the result of their saves beyond visual observation of them taking damage. Next time I'll put them outside the spoiler. Round 11 Boe Will save: 1d20 + 4 ⇒ (9) + 4 = 13 (Forgot a bonus last roll)
Caesar is still at less than 3 HP. "We got 'im now, boy! Sick 'em!" Boe cries to her dog, following the enlarged dwarf and swinging her hammer at him again, as the dog bits at his heels. The badly wounded dog passes out after his attack, bleeding in the sand. As the dog falls, Boe screams, "NOOOOOOOOOOOOOOOOOOOOOOooooooooooooooooooooooooooooooooooooooooooooo" Arbiter:
Both Boe and Caesar 5' step to maintain flanking. Then attack. Boe attack (rage, flanking): 1d20 + 11 ⇒ (4) + 11 = 15
One round of rage left. Boe HP:32/40
Both misses at 15 to hits. Caesar is unconscious in I10, Boe is in G8. Do you still have your figment? ![]()
![]() May actions are going to be the same until you appear. How many rounds do you need to set up your schtick? We can either use the same readied attacks from above, or I will reroll one more and have it be the one for the round you appear. Assuming you don't one shot me, we can get on with the actual fight. ![]()
![]() "Bloody coward," Boe mutters. "Caesar, this is pointless. Heel." Boe moves into a tight corner, Caesar following. She drops her shield and pulls out her hammer. She holds it ready to smash, working herself into a rage over the dwarf's cowardly tactics. Arbiter:
Free action drop shield. Movement as below, draw eartbreaker as part of move. Free action rage. Standard, readied attack if Caesar reveals Faust within 5'. Readied attack: 1d20 + 9 ⇒ (10) + 9 = 19 Miss chance: 1d100 ⇒ 31 high good Caesar move as below
Boe moves to K4, Caesar to K5. Boe has a readied attack for AC 19, misses if you are still invisible due to miss chance. Caesar has a 17 AC to hit with his readied attack, succeeded against concealment. his damage would be 5. ![]()
![]() Scent wrote:
My last post is correct. I was slightly mistaken earlier though, I was thinking that you didn't need the move action within 15'. But the 15' thing is just for downwind. It's 5' for autodetect. All scent is the same as far as I know. ![]()
![]() It depends on which path you took your movement through. Scent wrote: When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. So if you moved down row K, he could smell you in K11-13, thus knowing you went in that direction. If you didn't go down row K, he would assume you went off to the right somewhere. Arbiter: Perception for dog: 1d20 + 1 ⇒ (12) + 1 = 13 ![]()
![]() Round 2 Boe continues to scan the room, looking for her enemy. Arbiter:
Perception: 1d20 + 6 ⇒ (13) + 6 = 19 She hears a scuffling, and sees a shoe depression in the sand of the arena floor. She jogs to the side and throws her bag at the spot. Then says, "There Caesar, Flank!" pointing to the spot. Arbiter:
Move to I13. Tanglefoot bag: 1d20 + 6 ⇒ (3) + 6 = 9 Miss 9 touch, miss. End position I13 Ceasar runs over and tries to bite the invisible dwarf. Arbiter:
Dog moves to L12. Bite: 1d20 + 5 ⇒ (5) + 5 = 10 Miss 10 to hit, miss. End position L12. Figured there was no need to roll concealment with such low to-hits. ![]()
![]() Boe moves forward, calling out, "I challenge you dwarf. Prepare to die!" She flings the bag in her hand at Faust. Then she whistles to Caesar and says, "Flank!" The sturdy little bulldog begins to run across the arena towards the dwarf. Arbiter:
Move action; move 30' forward. Swift; challenge Faust Boe end position G10, Caesar G11 ![]()
![]() I've only fought twice, the first time lost basically without a fight due to bad rolls, second time rolled a 20 then a 19 in a row and did enough damage to make poor Llyr explode. Invisibility is pretty unbeatable at 3rd level, and surprisingly easy to get in some form. It seems like all it takes is going invisible, drinking the appropriate potions and then reappearing to smash. I put about five minutes of thought into Boe, I wanted to try out an archetype I hadn't seen before. It's hard to judge with only like three rounds of combat to her name, but she seems like she'd be fun to play in a real game. At least in combat. ![]()
![]() Because you took the total defense action and you can't take AOOs. Since I technically don't know that, I was willing to risk the AOO suspecting you would probably miss. Total Defense wrote: You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can't combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You can't make attacks of opportunity while using total defense.
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![]() "I don't believe in luck," Boe replies. "Caesar, aid!" The dog runs around to the back side of Llyr at the same time that Boe drops her chakram and shield runs forward screaming, drawing her hammer. Once they are flanking Llyr, Boe swings at him. Arbiter:
Caesar moves to K10, waits for Boe to flank and tries to aid another on her attack. Aid another vs AC 10 (flanking, challenge): 1d20 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12 Boe free action drop chakram and shield. Draw hammer as part of charge
Attack (rage, challenge, charge, flanking, aid another, PA): 1d20 + 9 + 1 + 2 + 2 + 2 - 1 ⇒ (20) + 9 + 1 + 2 + 2 + 2 - 1 = 35
Natural 20 to hit, 34 to confirm for 66 damage. Unless I'm sorely mistaken... Boe's hammer connects with Llyr's head, exploding it like a ripe watermelon, sending chunks of brain and skull to splatter all over the force screen above. She roars in glorious victory as Caesar begins to slurp up the interior of Llyr's face. ![]()
![]() Boe and her dog Caesar come walking calmly into the arena. She's a little shaken from her previous defeat, but doesn't let it show. This guy doesn't look like one to use poison. Hopefully this bout will go better, she thinks. She's holding a large shield in one hand and a chakram in the other. She's got on a breastplate, and her dog is wearing chain armor. Across her back is secured an earth breaker hammer and several pilum. Arbiter:
Initiative: 1d20 + 5 ⇒ (1) + 5 = 6 Initiative 6. You're first in the surprise round. ![]()
![]() Don't have time for a full post until I get back from work, but since being knocked out for ten rounds is a fight ender I'll go ahead and roll the save. The crit does not confirm though. Arbiter:
Fort save: 1d20 + 10 ⇒ (1) + 10 = 11 Fort save is 11. You win. Boooo! Completely luck based win. You roll a nat 20 to hit and I roll a natural 1 on my save. I demand a rematch! :P ![]()
![]() Round 1 Boe advances drawing another chakram as she does so. Cesear runs up to Olwyn. As soon as Boe sees part of the cat's shoulder peeking around the pillar she throws the chakram. Cesear tries to bite the cat girl, barking loudly. Arbiter:
Boe: Move action:B9-C8-D8-E8-F7, drawing chakram as part of move. Standard action attack. Attack roll (cover, point blank): 1d20 + 6 + 1 - 4 ⇒ (12) + 6 + 1 - 4 = 15
Caesar:
Attack roll: 1d20 + 5 ⇒ (5) + 5 = 10
15 to hit for 11 damage with chakram. 10 to hit with bite which misses.
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![]() Which side of the arena am I on? South? For now I'm gonna assume I'm in M10 and that my dog's in M11 Boe strides into the arena calmly, her shield and a chakram in hand. Her bulldog trots in next to her. She looks at the cat girl and nods silently. Arbiter:
Initiative: 1d20 + 5 ⇒ (6) + 5 = 11 Initiative=11 Surprise Round Arbiter:
Swift action, challenge. Free action, command Cesear to Flank. Standard action:Attack with chakram Attack roll (second range increment): 1d20 + 4 ⇒ (6) + 4 = 10
Ceasar moves 30' forward to G11
Boe steps forward and throws her chakram at Olwyn saying, "I challenge you. Prepare to die. Cesear, flank!" The metal disk flies towards the cat girl, followed by the loping dog. Cesear makes it halfway across the arena before the chakram clanks harmlessly off of Olwyn's chain armor. 10 to hit flat footed AC for 7 damage, should miss since you're in armor. Unless it's fake armor or something weird like that. Cesear moves to G11. My position is now L10. |