[Jehova's Arena, Test] Fight the Twenty-First, Aurum vs. Syken


Play-by-Post


Syken, ego somewhat bruised from his previous bout, enters the arena to see an even newer face across from him. The turnout isn't amazing, but the energy is high as the two take their place.

Syken A10, Aurum L10.


Aurum stands feet spread apart and looking out over the field of combat. He stands loosely, on the balls of his feet, a strangely curved golden sword in his hand. He wears simple clothing of black and gold heavy cloth.
At his belt you see an array of wicked looking metal stars. He appears calm and waits patiently for the battle to begin.

Arbiter:
1d20 + 5 ⇒ (19) + 5 = 24

Initiative 24


Active Combatant: Syken

Syken steps into the arena. In contrast to his opponent, he seems calm but impatient - more as though he is bored. He carries not a trace of weapons, only some light armor, though his belt holds several concoctions.

Arbiter:
Initiative: 1d20 + 4 ⇒ (20) + 4 = 24

Uh... huh. Syken sure does seem to like to tie people on initiative. He also has a 24. So, to figure out who goes first...

For Aurum:
Syken's initiative modifier is +4. It was a nat 20 to get the 24, funny enough, so you're probably up first unless you crit'd as well :P


For Syken:
Nope no crit. I have a +5 so weirdly I go first lol.

Aurum drops into a defensive stance, low to the ground and hands in front of him swaying back and forth.

For Arbiter:
Standard action to fight defensively, swift action to adopt Snake Style. Sense Motive as immediate action if he attacks me. AC will equal 1d20 + 11 ⇒ (20) + 11 = 31

You're up Syken.


Active Combatant: Syken

Syken looks over at his opponent, and calmly takes a vial of a deep blue liquid from his belt, drinking it. He grits his teeth as a quick change goes through him, but at the end of it, he still seems mostly the same. If anything in fact, he looks somewhat diminished, but takes a step over to the side, idly placing a hand on the pillar beside him.

Arbiter:
Syken drinks his Cognatogen, for +4 Int and -2 Strength, as well as +2 Natural Armor.

5-foot step over to B11, and your turn.


Aurum, seeing his opponent preparing some sort of concoction explodes like a lunging snake across the battlefield and throws a strike into his opponents throat attempting to stun him with pain.

Arbiter:
Drop out of defensive stance and charge to C11 and attack using stunning fist. Doing piercing damage if that matters.
Stunning Fist Attack 1d20 + 7 ⇒ (15) + 7 = 22
Damage 1d6 + 3 ⇒ (2) + 3 = 5
Stunning Fist DC 14
Sense Motive as immediate action for AC against first attack if needed 1d20 + 11 ⇒ (12) + 11 = 23

Charge to C11
Attack = 22
Damage = 5
If hit, Fortitude Save DC 14 or be stunned for 1 round.

You're up.


Active Combatant: Syken

Can you move that far and/or ready a charge? The charging bit is something I actually did before, and requires a feat such as this or something special. Just wanna double check.


Sorry it didn't interrupt your action and it wasn't a readied charge. That was my full first rounds actions. The total movement was 45' with the charge. So it was a charge with a double move as a full round action. Stunning fist is a non-action that goes along with the attack.


Active Combatant: Syken

Ah, gotcha, so we're in round 1 now. I suppose we should be tracking them. Well, that does hit and here's hoping for a good Fort Save.

Arbiter:
Fort Save: 1d20 + 5 ⇒ (4) + 5 = 9

Argh! Welp, that'll probably be all then. I am stunned.


You may still be ok, this build is good but doesn't hit the hardest.

Aurum feels his nerve strike hit home and sees the stiffening go into Syken's muscles. Continuing the attack home he strikes across with his golden sword.

Arbiter:
Attack with temple sword 1d20 + 5 ⇒ (12) + 5 = 17
Damage 1d8 + 3 ⇒ (4) + 3 = 7

Attack = 17
Damage = 7

You're up Syken. Do your worst! :-)


Active Combatant: Syken

Heh, well unfortunately this build doesn't stand up to much punishment. That'll hit since I'm stunned. Is that your next turn, so I wake up at this point, or was that as part of the same deal as charging somehow?


No you are up now. The stunning only lasts until the beginning of my next turn (when I just now hit you with the sword) so you are good to go.


Active Combatant: Syken

Last I heard, I think things that go by rounds persist for your following turn (i.e. if you do something that lasts for 2/rounds per level, you'll have a full two rounds afterwards to use it.) Unless Stunning fist makes a specific mention or something. If it does snap off before that second strike, that actually won't hit then. Let me know how that goes then.
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Alright, so that probably puts us on the tail end of Round 2, I think when I get unstunned?

After regaining control of his body, Syken staggers back a bit, putting some distance between himself and Aurum, looking annoyed.

With a quick motion, he pulls two mixtures from his belt, combining them and tossing the resulting concoction at Aurum as it begins sizzling, then explodes in an icy burst.

Arbiter:
Bomb: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 8 ⇒ (5) + 8 = 13

22 vs. Touch AC and 13 Cold Damage if it hits. If it did hit, you'll also need a DC 18 Fort Save to avoid being staggered on your next turn.
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And Syken 5-foot stepped back to A12 prior to throwing. You're up now.


Arbiter:
Immediate action to use Sense Motive as my AC.
Sense Motive1d20 + 11 ⇒ (15) + 11 = 26
Reflex Save if needed for splash damage 1d20 + 6 ⇒ (1) + 6 = 7
Attack with sword 1d20 + 5 ⇒ (14) + 5 = 19
Damage 1d8 + 3 ⇒ (6) + 3 = 9

That misses, does it have splash? If so, Reflex save roll total is a 7.

With a subtle turn the concoction goes whipping past Aurum. Looking back at Syken, Aurum goes back on the attack.

Step up to B12, then attack with sword
Attack = 19
Damage = 9


Yeah, stunning fist specifies that it lasts until the beginning of your next turn so I don't think the 17 would have hit.


Active Combatant: Syken

Well, then Syken is just barely still up. The bomb does have splash, Reflex DC 18 as well, for half damage. Jeez, that misses though? :/

Aurum:
... I feel like someone might just have snake style...

Anyway, your attack hits, though Syken is still barely up. Assuming you're at B11 or B12, gonna make an Acrobatics check to move to C14. Acrobatics check will be against your CMD, failure will let you take an AoO.

With a grunt, Syken tries to roll away from the wall, getting to a more reasonable distance.

Arbiter:
Acrobatics: 1d20 + 1 ⇒ (17) + 1 = 18 +3 -2 Armor Check Penalty
Bomb Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 8 ⇒ (1) + 8 = 9

18 on the Acrobatics, against your CMD. If he fails, you've got an AoO
.
If he isn't downed, whether by making the Acrobatics, or by the AoO missing, he'll chuck a bomb, with an awesome 5 on the attack. 9 Damage though, Reflex DC 18, as above. Will be your turn after that.


Arbiter:
AoO on Syken 1d20 + 5 ⇒ (7) + 5 = 12
Damage 1d8 + 3 ⇒ (2) + 3 = 5
Reflex save 1d20 + 6 ⇒ (14) + 6 = 20

AoO Attack = 12
Damage = 5
Reflex save = 20 (Doesn't seem to have taken any damage)

-----------------------------------------

Arbiter:
Draw and drink potion of cure light wounds.1d8 + 1 ⇒ (6) + 1 = 7 hp back. Down a total of 2 HP.

Seeing you move away, Aurum draws and drinks something from a vial, his wounds visibly knitting closed. He then steps back up next to you.

Draw and drink a potion then take 5' step to C13

You are up sir!


Active Combatant: Syken

:: Round... 4 Now? ::

Syken grunts and steps a bit further back, taking another vial from his belt and drinking this one as well, though it has no visible effect.

Do people get spellcraft checks for extracts? Hmm.

Spellcraft DC 16, if you want to go for it:
The extract was Shield.

Aurum's turn. This is fun, an in-combat drinking contest :P


Where did you step to? ...and I'm pretty sure you will win that drinking contest lol.


Active Combatant: Syken

Oops, sorry, meant to mention that, basically just away from you :P So... D15.


Aurum continues to follow Syken around the arena, he steps forward again and with a spinning slash attempts to cleave into Syken.

Arbiter:
Step to D14
Attack 1d20 + 5 ⇒ (20) + 5 = 25
Damage 1d8 + 3 ⇒ (4) + 3 = 7
Crit Confirm 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d8 + 3 ⇒ (3) + 3 = 6
Sense Motive in case needed for AC 1d20 + 11 ⇒ (14) + 11 = 25

Step to D14
Attack = 25
Damage = 7
Crit confirm = 16
Damage if confirmed = 6

You're up, pretty sure the 16 doesn't confirm but I hope that the damage was enough to drop you as those bombs are scaring the hell out of me lol.


Active Combatant: Syken

Son of a- and just after I boosted my AC to the point I figured I'd be relatively safe :)
.
That'll do it, Syken's out.


Nice fight man. When I saw that bomb damage I started getting scared lol. That's some pretty sick damage. Good luck with your other matches!


Active Combatant: Syken

Heh, yeah, should be fun when they :P
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Gotta say though, I'm absolutely amazed you weren't hit on a 22 on touch AC, even as a Monk (I assume). I mean, yeesh! Impressive.


You hit the nail on the head with your call on the reason why. :-)


Active Combatant: Syken

I actually have a character set to do much the same :P Just hasn't been used in battle here yet.

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