Winter-Touched Sprite

Olwyn Unseelie's page

75 posts. Alias of Sersi.


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Sorry, I forgot to include it outside of the arbiter tags, I was in D9

AoO hits, attack 1 misses, attack 2 hits. We have a rather dead kitty...

Olwyn battered remains fall lifeless to the ground, and the fight is over

Coup de Grace to you content.


Arbiter:

Move Action: Olwyn moves to G4.
Stealth (moving): 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16
Free Action: Activate daredevil boots.
Swift Action: Activate Quick-Runner Shirt, and Olwyn moves to D9.
Acrobatics (moving): 1d20 + 11 + 5 - 10 ⇒ (12) + 11 + 5 - 10 = 18
Standard Action: Claw Attack.
Claw Attack: 1d20 + 7 ⇒ (18) + 7 = 25
1d6 + 1 ⇒ (5) + 1 = 6

Perception Check of 16:

Olwyn moves from K9 to G4.

Olwyn pops out from the pillar at F5 and dashes over to her hulking opponent. Acrobatics check of 18 vs your CMD to avoid being hit with AoO.

And she swings a razor sharp claw at Basha. Attack of 25 to hit (or 26 if my 18 Check beats your CMD) for 6 damage, and if it hits make a DC 14 Fort save or go unconscious for 10 rounds.


My Internet connection will be spotty in the next couple of days, sorry for slower posting...

Arbiter:

Move Action: Swift Poison to apply Drow Poison to claws.
Free Action: Drop empty vial.
Standard Action: Apply Drow Poison to other claws
Free Actoon: Drop empty vial.

Olwyn remains hidden behind the pillar.

Remains in K9.


Sorry, just now saw that the bout postings went up.

Arbiter:

Sleight of Hand DC 10: 1d20 + 11 ⇒ (13) + 11 = 24
Has Drow Poison vials palmed in each hand. Drow poison filled poison caps on fangs.
Initiative: 1d20 + 5 ⇒ (14) + 5 = 19

Initiative 19

Olwyn stands garbed in well tailored trousers, white linen shirt, boots, and modest chainmail. She is carrying nothing but a bow and quiver on her back a small pouch on her belt.

As Basha rants and taunts, the catfolk's eyes narrow and she dashes out of sight behind one of the pillars.

Move to K9


Ready!


I just finished up my one I can't wait to submit. It's one of those ideas that will work brilliantly like I picture, or will be a total flop and die endlessly. But I suppose that is 90% of the arena.

And feel free to steal away, I am working on trying to figure out how to make a poison based character more usable in a real campaign. It seems so cost prohibitive though.


Sounds good to me. This character was mostly a silly proof-of-concept build. Lots of flash, but pretty fun.


Olwyn grumbles to herself in Catfolk Colossi inutile e pugni before
sharply downing the offered drink in one go.
Cost me half a fortune in magic gear, and I still end up cleaning dried blood out of my fur for an hour..

I would love to know how to cranked out such a high AC, if you don't mind PMing me the score breakdown. I have a guess, but not 100%. Either way, great build. That was a lot of fun for a drag out fight.


If anyone is looking for a random bout, I would like to try out my new gear set-up.


Olwyn dodges the first fist, but the second connects square in her chest as her eyes go wide and she coughs up blood. Dropping to the ground, it seems she is done for.

Good game. Just barely enough to confirm the crit and just barely enough to get me to zero HP, so awesome rolls. Feel free to CdG to your hearts content, this cat's bag o' tricks just ran dry.


Arbiter:

Free Action: 5ft step to F2
Full Round Action: Full Attack
Claw 1: 1d20 + 7 ⇒ (20) + 7 = 27
Sneak Attack Damage: 1d6 + 1 + 2d6 ⇒ (2) + 1 + (1, 4) = 8
Crit Confirm: 1d20 + 7 ⇒ (12) + 7 = 19
Crit Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Claw 2: 1d20 + 7 ⇒ (19) + 7 = 26
Claw 2 Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bite: 1d20 + 7 ⇒ (6) + 7 = 13
Bite Damage: 1d6 + 1 ⇒ (4) + 1 = 5

A claw strikes out from seemingly nowhere and sinks into the Hobgoblin as Olwyn blurs into sight Nat 20 hit for 8 damage, if 19 confirms against your AC (with denied Dex bonus) then it does 15 damage total, either way, roll a DC 13 Fort save. Following the initial claw comes a second claw 26 to hit against your AC for 7 damage and another DC 13 Fort save. And finally she attempts to sink her teeth into Meng 13 to hit for 5 damage.


You get it back after the battle

CREATING A GLADIATOR (warning! Long post ahead!) wrote:

As mentioned in character creation, a gladiator may not spend more than 10% of his or her wealth on consumable items. If a character uses up consumables in a fight that do not exceed 5% of his or her total wealth, the expended wealth is reimbursed at the end of the fight. Anything used up over the 5% limit is forever subtracted from the gladiator's total wealth. Any items sundered or otherwise destroyed without their owner's intent or consent will also be reimbursed after the match, unless this is a possible side effect of normal use (use fragile equipment at your own risk).

So that is nice.


Arbiter:

Olwyn moves to F3
Stealth: 1d20 + 11 + 20 ⇒ (4) + 11 + 20 = 35

There is no sign of the cat girl.

Perception check 35:

Olwyn is in F3.


It doesn't look as though those changes made enough of a difference to affect the outcome, so I wouldn't worry about it. But thanks for the heads up.

Arbiter:

Claw: 1d20 + 7 ⇒ (10) + 7 = 17 for 1d6 + 1 ⇒ (2) + 1 = 3

Olwyn misses as she swings 17 to hit and takes a hard hit from the hobgoblin as he leaps to his feet.

Arbiter:

Move Action: draw oil of invisiblity using sleight of hand.
Sleight of Hand: 1d20 + 10 - 20 ⇒ (1) + 10 - 20 = -9
Swift Action: Activate Swift-Runner shirt for extra move action
Free action: Daredevil boots
Acrobatics: 1d20 + 16 ⇒ (14) + 16 = 30
Move Action: Move to G6 then to E5
Free Action: Stealth Check once I have cover in G6
Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
Standard Action: Apply Invisibility Oil
Free Action: Stealth Check
Stealth: 1d20 + 11 + 40 ⇒ (1) + 11 + 40 = 52

Olwyn draws a vial from her belt pouch, but fails to do so undetected. She then deftly retreats Acrobatics check of 30 vs your CMD to avoid AoO and seems to disappear as she moves to G6. Please make a perception check, and that ends my turn.

Perception check of 24 or greater:

Olwyn is hidden at E5.


The trip attempt failed by more than 10, so you fall prone. In case you have something to prevent falling prone, your attack is still not enough to hit my AC.

Olwyn dodges the trip attempt and his hidden strike as Meng falls prone.
No attempted AoO, so I believe it is now my turn.

Olwyn then unleashes a furious assault against the grounded hobgoblin:

Arbiter:

Swift Action: Ki Point for Ninja Attack Speed
First Claw: 1d20 + 7 ⇒ (16) + 7 = 23 for 1d6 + 1 ⇒ (2) + 1 = 3
Second Claw: 1d20 + 7 ⇒ (4) + 7 = 11 for 1d6 + 1 ⇒ (3) + 1 = 4
Bite: 1d20 + 7 ⇒ (5) + 7 = 12 for 1d4 + 1 ⇒ (2) + 1 = 3
Ninja Claw: 1d20 + 7 ⇒ (12) + 7 = 19 for 1d6 + 1 ⇒ (3) + 1 = 4

Olwyn swings with her sharp feline claws and lashes out with razor sharp teeth finishing up with another swing of her claw.

23 to hit against a prone Meng (so -4 to AC for all of these) for 3 damage and a DC 13 Fort save. Followed by 11 to hit for 4 and a save, followed by 12 to hit for 3, followed by 19 to hit for 4 and a fort save.


Arbiter:

AoO with Claw: 1d20 + 7 ⇒ (13) + 7 = 20 for 1d6 + 1 ⇒ (3) + 1 = 4 damage.

Trip attempt doesn't surpass my CMD.

Olwyn gracefully dodges the attempt to trip her and swings with a claw as Meng positions himself 20 to hit for 4 damage and of course, a DC 13 Fort save.

Let me know if that ends your turn.


Meng's fist lands squarely on the Catfolk's jaw causing her head to snap back violently, but she weaves around the second fist.

Arbiter:

Swift Action: Ki Point for Ninja Attack Speed
Full Attack:
Claw: 1d20 + 7 ⇒ (7) + 7 = 14 for 1d6 + 1 ⇒ (5) + 1 = 6 damage.
Claw: 1d20 + 7 ⇒ (19) + 7 = 26 for 1d6 + 1 ⇒ (5) + 1 = 6 damage.
Bite: 1d20 + 7 ⇒ (15) + 7 = 22 for 1d4 + 1 ⇒ (3) + 1 = 4 damage.
Claw: 1d20 + 7 ⇒ (10) + 7 = 17 for 1d6 + 1 ⇒ (1) + 1 = 2 damage.

Eyes burning with fury, she continues her assault lashing out in rage at her opponent. Claws lash out 14 for 6 damage and 26 for 6 damage followed by fangs 22 for 4 and another claw 17 for 2.

Looks like they are all going to miss, but any claws that hit will result in a DC 13 Fort save.


Neither attack hits

Olwyn shifts her body avoiding the force of the blows, and her eyes grow wide as she lashes out in fury at the green monster.

Arbiter:

swift action: Ki Point for Ninja Attack Speed
Full Attack Action:
First Claw: 1d20 + 7 ⇒ (14) + 7 = 21 for 1d6 + 1 ⇒ (4) + 1 = 5
Second Claw: 1d20 + 7 ⇒ (19) + 7 = 26 for 1d6 + 1 ⇒ (3) + 1 = 4
Bite: 1d20 + 7 ⇒ (9) + 7 = 16 for 1d4 + 1 ⇒ (4) + 1 = 5
Ninja Claw: 1d20 + 7 ⇒ (2) + 7 = 9 for 1d6 + 1 ⇒ (6) + 1 = 7

Olwyn's claw lashes out 21 to hit for 5 damage and make a DC 13 Fort save, followed by another claw 26 to hit for 4 damage and make another DC 13 Fort save, then she attempts to bite a chunk out of her opponent's flesh 16 to hit for 5 damage, finally another claw swings 9 to hit for 7 damage and another DC 13 Fort save.

If any of the fort saves are failed, you are unconscious for 10 rounds


Arbiter:

Swift Action: Ki Point for 20ft speed boost.
Free Action: Activate Daredevil Boots
Move Action: moving to H4.
Acrobatics check to avoid AoO: 1d20 + 16 ⇒ (6) + 16 = 22
Standard Action: Claw Attack
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Olwyn gracefully moves to H4 Acrobatics check of 22 vs your CMD to avoid AoO and lashes out with her claw 21 to hit (or 22 if my acrobatics check beat your CMd) vs AC for 5 damage.

If the attack hits, make Fort save vs DC 13 or be unconscious for 10 rounds.


Artiber:

Move Action: Swift Poison to apply Drow Poison to claws.
Free Action: Drop empty vial.
Standard Action: Apply Drow Poison to other claws
Free Actoon: Drop empty vial.

Olwyn remains hidden behind the pillar.

Remains in K9.


Olwyn leaps out of sight to take cover.
Move to K9

Arbiter:

Move Action: L10 to K9


Arbiter:

Sleight of Hand: 1d20 + 10 ⇒ (9) + 10 = 19
DC 10 check to hide the palmed Drow poison vials in each hand .
Initiative: 1d20 + 5 ⇒ (19) + 5 = 24

Olwyn strides confidently into the area with tail swishing steadily behind her and eyes scanning the arena. Fresh from her last victory, she beams a menacing smile.

Olwyn has no visible weapons other than the bow/quiver on her back and is armored in simple chain mail.

Initiative = 24


The slender catfolk quickly located the nearest pub and proceeds to drink away the time between bouts.


Oops! I thought it was a full attack. Thanks for the correction though!


I'm up for another match with any fellow level 3 fighters.


Good Game. And I had several other tricks up my sleeve planning on you making the fort save. So I wouldn't call it a pure luck win. But the dice were nice to me for once. :)

Just to make it more official:

Arbiter:

Coup de Grace:
Damage(claw, claw, bite, and crit): 2d6 + 2 + 2d6 + 2 + 2d4 + 2 + 2d6 ⇒ (1, 2) + 2 + (1, 6) + 2 + (4, 2) + 2 + (4, 5) = 31

Coup de Grace damage: 31
If that doesn't finish Boe off: DC 41 Fort save to stay alive.


Olwyn dodges both the metal ring and the dog's bite.

Artiber:

Free Action: Activate Daredevil boots
Swift Action: Ki point to boost speed by 20ft
Move Action: Move from K9->J10->I10->G8
Acrobatics to avoid Cesear's AoO: 1d20 + 11 + 5 ⇒ (12) + 11 + 5 = 28
Acrobatics to avoid Boe's AoO: 1d20 + 11 + 5 ⇒ (14) + 11 + 5 = 30
Speed=(30+20)/2 = 25f
Claw Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Crit Confirmation: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d6 + 1 ⇒ (1) + 1 = 2
crit damage: 1d6 + 1 ⇒ (1) + 1 = 2

Olwyn moves to from K9 to J10 Acrobatics check of 28 vs Casear's CMD to avoid AoO then to I10 then diagonally to G8 Acrobatics check of 30 vs Boe's CMD to avoid AoO.

Olwyn lashes out with one her claws slashing Boe across the face.
Natural 20 hit for 2 damage. Confirmation roll of 19, so 4 damage total if that is higher than your AC.

Make a Fort Save vs DC 13 or be knocked unconscious for 10 rounds


I believe the precident is that the first alphabetically (so Boe) is at the North side of the arena, so you are in A11 and your companion is in A10

And the attack is not enough to hit.

The lanky cat girl quickly moves for cover behind one of the pillars.

Arbiter:

Delay action, for full turn.
Swift Action: Quickrunner shirt for extra move action; move to K9
Move Action: Apply Drow poison to claws.
Standard Action: Apply second dose of Drow poison to other set of claws
Free action: Drop both empty poison vials.

Olwyn moved to K9 taking cover behind the J9 pillar. Your turn.


Arbiter:

Sleight of Hand check: 1d20 + 10 ⇒ (13) + 10 = 23
DC 10 check to hide palmed Drow poison in each hand
Initiative: 1d20 + 5 ⇒ (1) + 5 = 6

Olwyn strides confidently into the area with tail swishing steadily behind her and eyes scanning the arena. She flashes a toothy grin to her opponent, Bene ... Questo dovrebbe essere divertente

If you understand Catfolk:

Well... This should be fun.


Olwyn has no visible weapons other than the bow/quiver on her back and is armored in simple chain mail.

Initiative = 6


As soon as we have an arbiter for the match, sounds good to me.


Once I get a second arbiter to check over my character sheet, I'm ready whenever to jump into a pit :)


Ok, here is the alias I will us for the pit. Immortal said the build looked like it checked out, so yay! Granted, my concept may be a total flop, but I suppose that is half of the fun of trying out munchkin/experimental builds.

~Sersi


Initiative: 1d20 + 7 ⇒ (4) + 7 = 11

"Relax, Sir Godwin, it is nothing more than an illusion."

The witch dismissively flings an acid orb at the figment in an effort to break it apart.


Perception+awareness: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24


Another roll!

Whooooooo!!: 1d20 ⇒ 3


Yes, and yes.

1d20 ⇒ 7


"Assuming we can find this room again."

Reluctantly, the witch leaves the money behind following the oracle and his skeleton.


Clearly it is a genetically engineered donkey, so yes. Ok, how about we just take the valuable ones and leave the copper behind. How much would that alter the weight/value


"Cave dwellers have a sense of humor, who knew," Olwyn replies with a smirk.

Heading towards the west corridor she adds, "Lets go this way, and I suggest we send out expendable new friend first followed by our more robust companion."


Olwyn doesn't bother counting them, but dumps the coins into the saddle bags of her trusty steed.

"Unless someone else wants to handle carrying the money? I think we should mess with dividing it later."


Olwyn casts detect magic to try to deduce if the coffers are traps. Then attempts to examine them for any signs of mechanical traps.

Perception: 1d20 + 11 ⇒ (19) + 11 = 30
I always forget the alertness bonus from my familiar

Assuming the boxes seem safe, she suggests they all open them to check out the contents.


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Olwyn casts light on the newly acquired teammate's skull causing light to flood out of its empty eye sockets and open mouth.

"A lamp and a target. Surtessh, I like your tastes."


Dropping her crossbow in favor of her quarter staff, the witch attempts to smash the skull of the skeleton that swung at her:
Attack: 1d20 + 0 ⇒ (14) + 0 = 14
Damage: 1d6 + 0 ⇒ (5) + 0 = 5


Actually Olwyn has yet to be hit (aside from chairs) as they have to take the lower attack roll (11 and 10) which are thankfully below her 13 AC. Squishy Witch lives to fight another day!


It is possible I am mistaken, but I believe they only get one chance to save against Misfortune as extending with cackle doesn't grant a chance for a will save. The downside being if they save that first time, I cannot target them again with it.

As she continues to dodge the inept skeleton's attacks, Olwyn giddily flings more arcane might at the final bad skeleton attempting to stick it with a hex as well while cackling on madly maintaining her power over the others.


Can do. Let's say L17 is the first one I hexed, and being to my hex roster is Mr. M18


Olwyn nimbly dodges the skeleton's attacks thanks to its sudden decrease of luck. She proceeds to throw another misfortune hex at one of the unaffected/uncontrolled skeletons (Will DC =15) and cackles vehemently extending the duration of all her active hexes by one round.


Good point. Olwyn will delay until after the turning of the undead.


Olwyn sneaks in behind him.
Initiative: 1d20 + 7 ⇒ (13) + 7 = 20

She lets loose arcane might by hexing the closest skeleton with grave misfortune.
Misfortune Hex: all rolls must be taken twice and lower result is used. Will save of 15 negates.

And of course I wish to target one who doesn't fall under the oracle's Cajun charm :)


"Caution is probably a good plan for this... I'm not liking those noises..."

Perception: 1d20 + 9 ⇒ (12) + 9 = 21

"I can always enlarge Godwin..."

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