Ghoul

Jelani's Gladiators's page

41 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


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None of the last round's fights have been closed out yet, and there hasn't been any arbiter activity in some time. You're probably out of luck man, I'm not sure this is still going on.


Boe explodes.

I am teh dedz. Actually not, but I don't want to fight anymore. That attack puts me at 7 HP, and there's basically no chance of me beating you at this point. Good job! :)


Whoops! Forgot.

Round 13

Boe steps after the dwarf and swings her hammer at him again.

Arbiter:

5' up.
Attack: 1d20 + 6 ⇒ (10) + 6 = 16

Move east one squre to H10, 16 to hit. Didn't bother rolling damage. Is that within 5 of your AC? (for the figment)


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 Will save: 1d20 + 2 ⇒ (13) + 2 = 15

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
Caesar attack (flanking, challenge): 1d20 + 8 ⇒ (7) + 8 = 15

One round of rage left.

Boe HP:32/40
Caesar HP:0/18

Both misses at 15 to hits. Caesar is unconscious in I10, Boe is in G8. Do you still have your figment?


I did do my will saves first. They're in the spoiler.

AOO hits (by a you know what hair), Caesar is at fewer than three HP.


Yes. Like I said, my actions will just be readied attacks until you appear.


Do you want me to roll my Round 8 readied attacks, or use the ones I rolled above?


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
Readies to bite anything he smells within 5'
Readied attack: 1d20 + 6 ⇒ (11) + 6 = 17
Miss chance: 1d100 ⇒ 97 high good
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

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.


Round 3 Completion

Dog moves to J6.

Boe follows Caesar, moving while holding her shield defensively.

Arbiter:

Fighting defensively, moving to G8.
AC currently 24

Boe moves to G8


Scent wrote:

This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

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.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Format: scent; Location: Senses.

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.


As I read it the move action is to note direction within 30'. Then once you are within 5' the pinpointing is automatic. He has no way to communicate which square you're in other than being next to you and biting/barking at you, correct.


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 3

Arbiter:

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Boe can't locate the dwarf again, so she waits for Caesar to do it for her.

Now, the dog could have smelled you for 15', so I'm thinking it's not metagaming to have him go in the direction you went and take a move action to sniff. Agreed?


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


Boe strides into the arena, her shield in one hand and a small bag in the other. Her bulldog Caesar trots in next to her, his stubby tail wagging in anticipation.

Arbiter:

Initiative: 1d20 + 5 ⇒ (18) + 5 = 23

Initiative 23


Boe Hunter level 3, ready!


What was/is he? I guess we can't know. That's the one thing I still don't like about this. Not knowing what other people's builds are.


Nice Durgosh! The other fights I've seen Faust in he's dominated.


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.


True strike+high roll most likely. Optimized AC at 3rd level should be in the mid twenties (or higher).


Gotta craft it, but even then it's pricey.


The poison at least is brilliant. I'm totally stealing that idea for my next gladiator. Soon as I get Boe to level 4, Ghost Wolf will join the arena at level 3.


I'd gladly rematch you with Boe. See if I can get some better rolls this time.


I wanna see Basha fight Llyr. Big orcy guy versus nearly impossible to hit guy.


Indeed, I'm seeing that this arena stuff is half luck, and half using the right consumables. Even without the crit I'm not sure who would have have won. I would have had a very hard time hitting you, but I'm guessing same for you.


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.


"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
Free action rage.
Charge Llyr to I10.

Attack (rage, challenge, charge, flanking, aid another, PA): 1d20 + 9 + 1 + 2 + 2 + 2 - 1 ⇒ (20) + 9 + 1 + 2 + 2 + 2 - 1 = 35
Confirm (rage, challenge, charge, flanking, aid another, PA): 1d20 + 9 + 1 + 2 + 2 + 2 - 1 ⇒ (19) + 9 + 1 + 2 + 2 + 2 - 1 = 34
Damage: 6d6 + 39 ⇒ (6, 6, 6, 2, 2, 5) + 39 = 66

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.


Surprise Round

Boe and Caesar move forward together to the center of the arena. "I challenge you! Prepare to die," she says to Llyr.

Arbiter:

Swift action challenge
Standard action total defense. AC 26 this round.

Boe and Caesar move to G10 and G11 respectively. Your turn for round 1.


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.


Boe is ready for another fight after being sourly defeated by bad rolls in her first fight. Itching for one in fact.


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
Damage: 1d8 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11

Caesar:
Move action:H10-I10-J10
Standard action:Attack

Attack roll: 1d20 + 5 ⇒ (5) + 5 = 10

15 to hit for 11 damage with chakram. 10 to hit with bite which misses.
Final position of Boe is F7, final position of Caesar is J10


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
Damage (Challenge): 1d8 + 5 ⇒ (2) + 5 = 7

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.


Cool, like I said, I don't really care either way :P It's just for fun.

So head to arena 4?


If you're level 3 we can face off.


Well, he already saw my statblock, but that's okay. I'll still fight him.


I'm ready to rumble whenever :) Let's get it on!


Is this alias sufficient to get into the fights? Do I need to add anything else?