Super Pathfinder Brawl - Arena B

Game Master Nairb the Grey

This is Arena B
Current Combatants:
Tobias v Beetly

Current Map:
Map

Link to Main Lobby Thread


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Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Active Effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (592 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (592 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4192 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4192 rounds remaining)
- Expeditious Retreat - +30ft land movement speed (63 rounds remaining)
- Mutagen - Dex+4, AC+2 (natural), Str-2 (694 rounds remaining)
- Invigorating Poison (695 rounds remaining)
- Shield - AC+4 (Shield, force effect) (66 rounds remaining)
- Fly - Fly 60ft speed (good), Fly+3 (67 rounds remaining)
- Targeted Bomb Admixture - Bombs do not splash and do base plus double intelligence modifier in damage: 4d6+12 (5 rounds remaining)

Boom! carefully maneuvers just so that he has a clean shot versus Asaakoz and lets fly the first arrow of this match. Wanting to make it count, or make it too painful for his opponent to ignore, Boom! infuses his arrow with the Piercing power of a Thorny catalyst with an Immolative modification. Seeing his shot fly true, as he knew it would, Boom! uses his weapon's enchantment to cause a second explosion of the same type. When the confusion clears, Asaakoz can see Boom! hovering in midair above the river in front of him.

Move action: 35ft from P12 to W13. Elevation: G+30ft. No Fly check due to moving over half speed.
Standard action: Explosive missile attack (cost: 1 bomb)
Free action: Conductive weapon enchantment (cost: 2 bombs)

True Attack: 1d20 + 15 + 20 ⇒ (9) + 15 + 20 = 44
True Strike used last round negates miss chance from Blur
Arrow damage: 1d6 + 1 ⇒ (6) + 1 = 7
Explosive Missile damage as Immolation Bomb: 1d6 + 12 ⇒ (5) + 12 = 17 (Piercing) 4d6 initial damage means this bomb's damage will take effect thrice more, at the beginning of my turns unless a DC19 Reflex save is made as a full-round action
Conductive Weapon Enchantment damage as Immolation Bomb: 1d6 + 12 ⇒ (2) + 12 = 14 (Piercing) 4d6 initial damage means this bomb's damage will take effect thrice more, at the beginning of my turns unless a DC19 Reflex save is made as a full-round action

Items consumed:
Arrow x1
Bomb x3

Current Stats:

-- HP: 62/62 | AC: 29; T: 19; FF: 21 | Fort: +6; Ref: +13; Will: +2 | CMB: +5; CMD: 23 (27vs Bull Rush, Trip) | Init: +7 | Perc: +9 | Speed: 60ft | Darkvision: 60ft

-- Longbow (100'): +15 // 1d6+1 (×3) | Arrows: 31/40 | Longbow flurry (100'): +13, +13, +8 // 1d6+1 (×3)
-- Bombs (20') 13/day (10 remaining): +15 // 4d6+12 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)

-- Skills: Acro +18, Climb +13, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +18, Fly +12, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +9, Ride +11, Stealth +31, UMD +8


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

Ouch. Okay then, here we go.

The suli ignores the bomb affects for now and chooses and fire off two shots.

[full attack]

+1 composite longbow (adaptive) attack 1, P damage: 1d20 + 16 ⇒ (12) + 16 = 281d8 + 10 ⇒ (7) + 10 = 17
+1 composite longbow (adaptive) attack 2, P damage: 1d20 + 11 ⇒ (12) + 11 = 231d8 + 10 ⇒ (6) + 10 = 16

Effects, Status, Trackers:

Bull's Strength: 71/80 (STR+4)
See Invisibility 794/800
Bloodrage: 17/26 (STR/CON+4, Will+2, AC-2)
Blur while bloodraging (20% miss chance)
Haste while bloodraging (attack+1, AC+1 (dodge), Reflex+1, Speed 60')
Spells: 1st: 2/2, 2nd: 1/2

Cumulative effects:

HP 100
Speed 60'
attack+1 (not counting strength)
Melee +1 greatsword (furious) +21/+16 (2d6+12/17-20)
Ranged +1 composite longbow (adaptive) +16/+11 (1d8+10/x3)
AC-1+4 (AC 23), 20% miss chance
Will+2, Reflex+1
STR+8, CON+4


Goblin Zen Archer Monk 1/ Grenadier Alch 7 - HP: 62/62 | AC: 18; T: 17; FF: 12 | Fort: +6; Ref: +11; Will: +3 | CMB: +5; CMD: 21 (25vs Bull Rush, Trip) | Init: +7 | Perc: +10 | Speed: 30ft | Darkvision: 60ft | Perfect Strike 2/day Longbow (100'): +13 // 1d6+1 (×3) | Arrows: 32/40 | Longbow flurry (100'): +11,+11, +6 // 1d6+1 (×3) | Bombs (20') 13/day: +13 // 4d6+6 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)
Skills:
Acro +16, Climb +11, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +16, Fly +7, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +10, Ride +9, Stealth +29, UMD +8

Ongoing Immolation damage #1: 1d6 + 12 ⇒ (2) + 12 = 14 Piercing. Continues for two more turns unless a DC19 Reflex save is made as a full-round action
Ongoing Immolation damage #2: 1d6 + 12 ⇒ (6) + 12 = 18 Piercing. Continues for two more turns unless a DC19 Reflex save is made as a full-round action

Active Effects:

- Deodorizing Agent - No scent: 1d3 ⇒ 1 hours from the start of the fight = (591 rounds remaining)
- Mage Armor - AC+4, FF+4 - 1hr (591 rounds remaining)
- Touch Injection (Thornapple) - 7hr (4191 rounds remaining)
- Touch Injection (Cloudthorn) - 7hr (4191 rounds remaining)
- Expeditious Retreat - +30ft land movement speed (62 rounds remaining)
- Mutagen - Dex+4, AC+2 (natural), Str-2 (693 rounds remaining)
- Invigorating Poison (694 rounds remaining)
- Shield - AC+4 (Shield, force effect) (65 rounds remaining)
- Fly - Fly 60ft speed (good), Fly+3 (66 rounds remaining)
- Targeted Bomb Admixture - Bombs do not splash and do base plus double intelligence modifier in damage: 4d6+12 (4 rounds remaining)

Boom! narrowly avoids both of his opponent's return arrows but decides that putting some additional distance between them couldn't hurt, so Boom! edges backwards - keeping his opponent visible, but allowing an escape route should anything unexpected happen. Once Boom! is satisfied with his positioning, Boom! pulls out another arrow and lets loose, infusing the arrow with the same energies as his previous shot, and watches it fly true! In the midst of the first explosion - or whatever one would call that kind of alchemical reaction when there's no fiery effect - Boom! uses his weapon's enchantment to cause second explosion in the same spot.

Move action: 25ft from W12 - W8. Elevation: G+25ft.
Fly vs DC10 for flying less than half speed: 1d20 + 12 ⇒ (8) + 12 = 20

Standard action: Explosive missile attack (cost: 1 bomb)
Free action: Conductive weapon enchantment (cost: 2 bombs)

Attack using Explosive Missile: 1d20 + 15 ⇒ (15) + 15 = 30
Miss chance (1-20 misses): 1d100 ⇒ 49 Hit
Arrow damage: 1d6 + 1 ⇒ (5) + 1 = 6
Explosive Missile damage as Immolation Bomb #3: 1d6 + 12 ⇒ (5) + 12 = 17 (Piercing) 4d6 initial damage means this bomb's damage will take effect thrice more, at the beginning of my turns unless a DC19 Reflex save is made as a full-round action
Conductive Weapon Enchantment damage as Immolation Bomb #4: 1d6 + 12 ⇒ (3) + 12 = 15 (Piercing) 4d6 initial damage means this bomb's damage will take effect thrice more, at the beginning of my turns unless a DC19 Reflex save is made as a full-round action

Items consumed:
Arrow x1
Bomb x3

Current Stats:

-- HP: 62/62 | AC: 29; T: 19; FF: 21 | Fort: +6; Ref: +13; Will: +2 | CMB: +5; CMD: 23 (27vs Bull Rush, Trip) | Init: +7 | Perc: +9 | Speed: 60ft | Darkvision: 60ft

-- Longbow (100'): +15 // 1d6+1 (×3) | Arrows: 30/40 | Longbow flurry (100'): +13, +13, +8 // 1d6+1 (×3)
-- Bombs (20') 13/day (7 remaining): +15 // 4d6+12 piercing OR fire (x2) [Immolation/Explosive Missile/Neutralizing] | Horsechopper (melee/reach 10'): +7 // 1d8 (x3)

-- Skills: Acro +18, Climb +13, Cr(alchemy) +19 (+26 to create alchemical items), EscArt +18, Fly +12, Kn(Loc) +14, Kn(Nat) +17, Kn(Pla) +14, Perc +9, Ride +11, Stealth +31, UMD +8


Male Suli Bloodrager (Primalist) 8 | HP 84 | AC 21 T 12 FF 21 | DR 1/- | Resistances acid 5, cold 5, electricity 5, fire 5 | CMB +13, CMD 25 | F+8, R+4, W+2 | Init: +4 | Perc: +11, SM: +2 | Speed 30ft | Elemental Assault: 1/1 | Bloodrage: 26/26 | Active conditions: ??? | Spells-1st: 2/2, 2nd: 2/2 | Arena

With only DR applying, not energy resistance, I count exactly 100 damage, so that's the match.

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