Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
well it seems excitement has died. knowing that the arena is over after this round I am not so sure Agkarar is into finishing especially since he does not wish to continue after this.
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
we can go with your roll its fine, worked better than expected Terra backs up as she centers her gravel field into a blast of stone attack with blast PBS and overchannel: 1d20 + 10 ⇒ (15) + 10 = 25
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
agkarar is a little to close for comfort for Terra's liking, she takes a step back and hurls a sticky mass toward him. ranged touch: 1d20 + 8 ⇒ (14) + 8 = 22 As the sticky goo strikes it bursts into flame. fire damage: 1d6 + 1 ⇒ (5) + 1 = 6 tangleburn bag... DC20 reflex to avoid catching fire, DC 15 reflex to avoid being glued in place tangleburn bag: This sack contains tanglefoot bag materials and alchemical powders that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist's fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal.
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Breaking free of the hold Terra backs up a step and hurls a blast of gravel at her opponent. blast attack PBS and overchannel: 1d20 + 10 ⇒ (17) + 10 = 27
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
ouch... does that break the hold person? I know I get another save though. will save: 1d20 + 4 ⇒ (11) + 4 = 15
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
can't hold me: 1d20 + 4 ⇒ (4) + 4 = 8 on second thought, looks like you can
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Agkarar, where did you move to on the map? and it looks like a re-match. probably much like last time with lots of missing. Terra cautiously makes her way around the central temple increasing the barrier to protect her. as she moves she draws another potion and drinks. Take another burn point to increase DR to 4 and drink potion of Bear's endurance
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Terra again starts to form her usual barrier of Rock and gravel. and steps outside to look for her opponent. pulling a flask from her pouch a drinking it down. take 1 point of burn increases DR to 3/adamantine
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Dayreth may be gone he has not posted since june 28th and has not leveled up to 4th yet.
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
init: 1d20 + 4 ⇒ (9) + 4 = 13 Terra takes some time to take in her new battle arena.
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
sorry all about Terra. I hope I am not diminishing the fun for everyone. I just finally found a character that seems to be working for me. If you find me mis-interpreting any rule please speak up I want to be fair and play properly.
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
finally. I thought I was gonna get dropped by those spears. I was out of healing to stop the bleed.
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
sure the dice love you.... Terra decides that with the constant barrage of shards and the sapping of health from the area. She can't hold out forever. a quick check of her supplies and realizes she is out of healing. alright enough live or die , lets end this. Gathering all the power she can from all the surrounding gravel, Terra hurls a blast of stone at her opponent, hoping to blow right through the cauldron he hides behind. gather power as a move action to reduce the cost of her extended range infusion by 1. blast with overchannel and extended range infusion: 1d20 + 8 ⇒ (17) + 8 = 25
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
With the additional attack, Terra seems to be on the defensive, she pulls out another healing potion in an effort to stay alive. CLW: 1d8 + 1 ⇒ (2) + 1 = 3 damn these dice are against me this time around...
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
thanks I had no doubt on the actual damage, just saw the mention of bleed and didn't see a bleed value posted. With the webbing and fire finally subsided, Terra makes her way back to where there is less sapping of her strength. she then drinks her potion of ClW. CLW: 1d8 + 1 ⇒ (3) + 1 = 4 ok this round: hp totals: -2 starting near grave stone, -1 bleed, +4 CLW, -6 from the attack the potion should stop the bleed damage
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
what bleed damage? I don't see any listed also you can just remove the fire icons that are done, as I am actually unsure what you are saying
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
The rats are gonna be the death of Terra if not dealt with. she turns her attention to them and unleashes a blast of gravel on them. attack the rats (PBS and Overchannel): 1d20 + 9 ⇒ (8) + 9 = 17
added 2 negative energy and bleed for the round. (are the webs still burning?) If not then Terra will move otherwise then she will remain where she is and draw a potion as a move action
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
I think it was 2 damage from the gravestone, its 1d6 from the ravine edge, I already included the 2 negative for the gravestone and the 1 bleed in my HP last post. fort save: 1d20 + 11 ⇒ (17) + 11 = 28
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
taking an extra amount of damage as Terra's health is sucked away. she drinks the potion she had pulled out earlier. potion of bear's endurance
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Terra is woken up by the flames. she feels the burning into her flesh. Quickly regaining her senses, Terra spends the next few moments attempting to get out of the webbing and the flames. full round to move out of the webbing.
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
so is it my turn? how many rounds was I out before a burning awakening
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
OK can you please show me where the ruling was about the negative energy damage from the arena? I can't find any such post. EDIT: nevermind... I found it... the map is difficult to see clearly so I cannot tell if I am on a gravestone or not.
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
oops thanks I totally forgot the negative energy damage thanks for the reminder
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
curious... what is your AC? also your armor and shield have 10% ASF combined so the shield spell failed the ASF check? even if the shield spell is up, I calculate your AC at 20 (is this correct? This helps narrate my actions better) granted the cauldron adds cover so the 22 barely misses. I am hoping this doesn't turn into a series of misses due to high AC. This swarm is becoming a nuisance, she turns her attention to it, bombarding it with a barrage of stone and gravel blast attack on the swarm: 1d20 + 9 ⇒ (13) + 9 = 22
from the blast description: Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms) this is NOT an area blast so no bonus damage
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
I would say that If I make the distraction save then that would negate the favorable conditions perhaps the Gm can make that call also I think the bats appearance might set off Terra's readied attack? but I did specify Narg and the bats swarm was not expected so I am going with no on the readied attack the whirlling rocks are only flavor it is her DR -- just FYI fort save: 1d20 + 9 ⇒ (20) + 9 = 29
Not letting the swarm get to her (I mean mentally - not physically. Physically they can reach her easily) Terra manages to catch sight of her opponent She steps outside the swarm to get a better view. and coalescing all of the rocks swirling around she hurls a barrage of stone at her opponent. gather power as a move action to reduce the burn cost of extended range infusion to 0. blast attack with overchannel: 1d20 + 8 ⇒ (14) + 8 = 22
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
perception: 1d20 + 7 ⇒ (14) + 7 = 21 Terra tries to pinpoint where the chanting is coming from trying gauge its range. as she does this she gathers more power from the earth around her and prepares to fire once more. gather power as a move action to reduce the burn cost of her next blast by 1 standard action: ready attack as soon as Narg becomes visible (using the gathered power to fuel extended range to increase range to 120' readied action rolls: spoiler --- will roll them if I can attack
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Lucky you remained invisible and out of range Terra is growing frustrated that her opponent has chosen to remain hidden. still she uses this time to better prepare herself. she intensifies the gravel barrier around her as she pulls a potion to drink. free another 3 non-lethal for 1 more burn. increasing DR to 3/adamantine, move to pull a potion she then readies herself for the inevitable attack. standard to ready an attack if Narg becomes visible and within 30' readied dice rolls: attack: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 2d6 + 10 ⇒ (2, 4) + 10 = 16
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
well that ain't right... I hereby order you to roll lower... (just joking) spellcraft? never heard of her Terra was taking in her surroundings and she catches her first glimpse of her opponent. but only for a brief second as he quickly vanishes from sight. Sensing that her opponent is a spellcaster, Terra can only defend herself for now, until her opponent reveals himself. she pulls a swirling mass of rock and gravel about her making a tight defensive barrier. the strain of creating the barrier shows on her face but she accepts it like she has practiced to do. free action to accept 1 point of burn and take 3 non-lethal damage increases DR to 2/adamantine also fuels overchannel ability for +1 to hit and +2 damage with her blasts Terra then prepares to launch her attack once the enemy becomes visible and is in range. ready action as soon as she has a visible target within 30 feet she releases her blast readied dice rolls: readied attack: 1d20 + 9 ⇒ (20) + 9 = 29 readied damage: 2d6 + 10 ⇒ (3, 6) + 10 = 19 crit?: 1d20 + 9 ⇒ (19) + 9 = 28
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
As Agkarar starts to burn from the acid, Terra takes advantage of the opening and a blast of gravel flies out to slam into him. In an explosion of dust and stone, Agkarar lies dead on the arena floor.
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Terra is relieved at the fact that she did not have to be beaten again by the huge hammer. Cautiously she approaches coughing up some blood from earlier wounds her earth blast have proven pretty ineffective so far, that is something she would have to practice. Her last ditch effort was in her hand. having drawn one last flask from her pouch. Terra makes her final advance and tosses the flask at her opponent. ranged touch: 1d20 + 7 ⇒ (4) + 7 = 11 splash miss direction: 1d8 ⇒ 7 The flask land next to Agkarar (indicated by the x on the map) looks like Agkarar only takes 1 splash damage
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Terra tumbles back to gain some distance and forms another javelin of stone and hurls it at her opponent. acrobatics to withdraw: 1d20 + 11 ⇒ (8) + 11 = 19 Drawing another potion Terra drinks it down potion CLW: 1d8 + 1 ⇒ (7) + 1 = 8 ok my last CLW potion, I am out of healing now
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
The hammer blow struck hard, Terra tried to deflect the blow with a shield of stone. The hammer blew through the stone slamming into her. she took the brunt of the blow, but the stone did manage to soften it some. (DR 2/adamantine) the blow had sent her back and with a flip she landed on her feet (superhero landing!) She struggled to stand but was still standing. Terra coughed up some blood, spitting it to the ground. acrobatics to avoid AoO: 1d20 + 11 ⇒ (13) + 11 = 24 She pulls out a second clay flask. like the one Agkarar had experienced before. she pops the cork unleashing a bolt of electricity directly at Agkarar. ranged touch: 1d20 + 6 ⇒ (8) + 6 = 14
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Well Terra and Agkarar are suffering from the miss fest due to crappy dice-bot
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Terra takes a step back as she gathers more rock and gravel allowing it to swirl around her. once she steps back, the gravel has formed into an attack and she hurls it at her opponent. ranged attack: 1d20 + 6 ⇒ (11) + 6 = 17 The gravel simply explodes and bounces off her opponent with no effect. I missed, trying to make the descriptions sound real epic, like some final boss fight in an anime
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
I believe you are down to only 6 HP, which will be the most difficult 6 damage for me to inflict. and in any event, this is a pretty good combat. I may not be posting as frequently, but I am still having fun. Terra forma a javelin out of the stone in the ground. forming in her hand and she hurls it at her opponent. ranged attack: 1d20 + 7 ⇒ (2) + 7 = 9 but the javelin falls apart before it even reaches the target. seeing he has his hammer again, Terra doe not want to be on the receiving end of that thing again so she tries to take advantage of her better mobility to back up further. I think the square I am in is not subject to the blade attack if it actually is then Terra would not have stopped there.
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Terra advances holding the bottle she withdrew earlier, then as she closes she points it at Agkarar and removes the stopper. suddenly an arc of lightning shoots out toward him striking him in the chest with a loud thunder clap. ranged touch: 1d20 + 6 ⇒ (14) + 6 = 20
DC 15 reflex or take an additional 1 point sonic
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Forming yet another barrage of rock and gravel from the ground Terra hurls it at her opponent once more. before increasing her distance again. ranged attack: 1d20 + 6 ⇒ (7) + 6 = 13 Her attacks do nothing against the heavy armor of her opponent. As she backs up Terra draws yet another object from her pouch. If I counted my movement wrong let me know (I have 35' movement)
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Terra realizes how much of a whallop this guy can produce, she needed to get out of his range. she saw the opening in his last attack. but escape would be tricky. Terra acrobatically evades her opponent skirting around both him and the pit she created. I need to put some distance between us and recouporate, that pit won't last much longer, need to make use of it while I have it. acrobatics to avoid AoO: 1d20 + 11 ⇒ (12) + 11 = 23 As she gains some distance Terra pulls out a potion and drinks it. move and draw a potion of CLW. her new position and the pit in between should prevent Agkarar from having a charge path. potion CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
the blue square is the pit it will last 4 rounds Stepping back Terra hurls another barrage of gravel at her opponent, she definitely looks a little worried. blast attack: 1d20 + 6 ⇒ (20) + 6 = 26
damage (B/P/S): 1d6 + 7 ⇒ (4) + 7 = 11 will have to get pushing infusion at some point
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
per create pit spell, if you end your turn adjacent to the pit you make a reflex DC 13 to avoid falling in.
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
The blow nearly topples Terra, but that gravel surrounding her has softened the blow. DR 2/adamantine Terra steps back as she pulls a small stone from her pocket and tosses it at her opponents feet. ranged touch at the ground Agkarar is standing AC?: 1d20 + 6 ⇒ (3) + 6 = 9 create pit under him DC 15 reflex to avoid falling in pit is 10'x10' and 10' deep. if you fail the reflex, then 1d6 ⇒ 5 falling damage using dimensional acid flask but flavored as a stone but game mechanics not changed
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
Terra feels she is as ready as she can. and she works her way carefully and as soon as she sees her target a sudden barrage of gravel flies toward him. gravel blast AC 22: 1d20 + 6 ⇒ (12) + 6 = 18 but the blast goes wide flying toward the blades only to be destroyed by the whirling death. Agkarar can now clearly see his opponent, a simple human gird wielding no weapons and a layer of stone and rock protecting her. there are swirling pebbles all around her as well. I think I put a picture in the alias
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
well gark based on your arena fights, I think we will need two healers, one for you and one for everyone else. ☺
Female | HP: 44/61 (8 non-lethal) | AC: 22 (17 Tch, 17 Fl) | CMB: +5, CMD: 20 | F: +12, R: +9, W: +4 | Init: +4 | Perc: +8 | Speed 35ft | Active conditions: Flesh of Stone (DR 4/adamantine) | current burn: 2 / 8 | Conditions: none
I love reading Gark's battles, I would love to actually have him in a regular game. maybe along side some of us arena combatants as fellow adventuring companions. I also see you had a similar outcome as you did with terra
About ShadowbornJeff's Work
Wayfinder Magazine:
"The Sweetest Fruit" in Wayfinder #1
"Running Rivalry" in Wayfinder #3 "Terror at Churlwood's Edge" in Wayfinder #5 "Champion of the People" and Bestiary Entry: "Landvaettir" in Wayfinder #6 "Just Deserts" in Wayfinder #7 "Secrets of the Lord of Change" and Bestiary: "Mairselath" in Wayfinder #9 "Servile Shabti" with Dawn Fischer, in Wayfinder #12 Iron Wight and Yothga Bestiary entries in Wayfinder #17. Editing, Wayfinder #18 Editing, Wayfinder #19
Louis Porter Jr. Design:
Adventure Path Iconics: Path of Jade
Adventure Path Iconics: Path of Winter Adventure Path Iconics: Path of the Wicked Enemies of NeoExodus: Cyrix (Honorable Mention, Endzeitgeist's Top 10 of 2013) NeoExodus Chronicles: Usual Suspects Obsidian Apocalypse Campaign Setting Obsidian Apocalypse Dark Paths: Action & Plot Deck Treasures of NeoExodus: Helm of the Communal Mind Treasures of NeoExodus: Mordant Wrath Treasures of NeoExodus: Hellfrost Hammer Treasures of NeoExodus: Raindrop Treasures of NeoExodus: Daemonwatch Blade Treasures of NeoExodus: Aegis of Makash Treasures of NeoExodus: Peace & Tranquility Treasures of NeoExodus: Emissarite's Gladius Treasures of NeoExodus: Wyrmclaw & Dragonsbreath Treasures of NeoExodus: Twin Furies Treasures of NeoExodus: Dancing Dragons Treasures of NeoExodus: Gentle Hand of Law Ultimate Plot Decks: Twist of Fate Obsidian Apocalypse: Sinful & Vile Feats (/w Clinton J. Boomer) Monsters of NeoExodus: Dragons Monsters of NeoExodus: Dragons of the Mind The Halls of the Eternal Moment, Level 1: The Overgrown (with Michael McCarthy and Rich Redman) The Halls of the Etneral Moment, Level 3: The Clairvoyant Halls NeoExodus Legendary Tales: The Heart of Midnight (Short Fiction) Long Way Home Introductory adventure for the Cross of Fire Adventure Path Kobold Press:
Portal Jaunt spell, Kobold Press Lost Magic contest winner
Phlogistian Faerie, Finalist in the Monarch of the Monsters contest at Kobold Press "Sonic Magic," "Mountain Druid Magic" and "Angelic and (some) Demonic Magic" in Deep Magic (Voted Best RPG Supplement of 2014 by The Escapist.) Demon Cults #1: The Emerald Order Demon Cults #3: The Cult of Selket Demon Cults #4: The Hand of Nakresh Demon Cults #5: Servants of the White Ape Advanced Races Compendium (contributor) Southlands Bestiary (contributor) Demon Cults & Secret Societies (PFRPG) Demon Cults & Secret Societies (5E) 12 Peculiar Towers (5E) Legendary Games:
Mythic Magic: Advanced Spells I (contributor)
Mythic Minis 53: Gunslinger Feats Mythic Minis 55: Performance Feats Mythic Minis 61: Planetouched Feats I Mythic Minis 63: Planetouched Feats II Mythic Heroes Handbook Mythic Minis 69: Planetouched Feats IV Mythic Minis 71: Dwarf Feats Mythic Minis 73: Gnome and Halfling Feats Mythic Minis 74: Half-orc Feats Mythic Minis 75: Orc Feats Mythic Minis 76: Far Eastern Racial Feats Mythic Minis 77: Underdark Racial Feats Mythic Minis 78: Catfolk, Ratfolk, and Dhamphir Feats Mythic Minis 79: Uncommon Racial Feats Treasury of the Machine (contributor) Mythic Monsters 32: Shadow (/w Jason Nelson) Mythic Monsters 38: China (/w Loren Sieg) Legendary Hybrids: Deadeye Hexer Legendary Assassins Mythic Monsters 41: India (/w Loren Sieg) The Robot Summoner Rogue Genius Games:
Wayward Rogues Publishing:
Flaming Crab Games:
Frog God Games:
Gun Metal Games:
Zombie Sky Press:
Misfit Studios:
Outland Studios:
Villain Codex III (Contributor: Adonia Grivas entry) Rite Publishing:
Pathways Magazine, Issue 68 (Article:"Heavy is the Head that Wears the Crown: Thoughts on Role-Playing Rulers, as a GM or a Player") Other Projects/Credits: Sonic Cicada, from Adventure-a-Week Gingerbread Golem Swarm, from Christina Styles Presents The Opened Mind psionic adventure from Dreamscarred Press (contributor) The Cherufe, a new monster based on Chilean mythology, found in EN World's Trailseeker magazine. Forthcoming: The Akiir system and "To Save A Planet," a system setting and (unrelated) 1st level adventure for the The Widow's Tear Starfinder Setting, as well as development and writing for several systems inspired by backers of the kickstarter. Stuff with numbers in their titles; 101 seems like a popular number. A whole bunch of 5e magic items. I wrote an adventure and stretch goals for Empire of the Ghouls from Kobold Press. I contributed a large chunk of material to Deep Magic for 5e, from Kobold Press. Also, werecrocodiles! |