
Vironus Antilles - Gladiator |

Lol, I don't even know what a@#!~#@ is! :p
Yea? And I'll keep stabbing you like an annoying wasp until you kill me every time!
The man continues laughing as he lashes out once more with both blades.
Attack 2: 1d20 + 5 ⇒ (3) + 5 = 8, Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Attack 1: 18, Damage: 5
Attack 2: 8 (miss), Damage: 3
It appears your bad rolling is brushing off on me now too!

"BASHA" |

A-P-E-S-H-I-T ;)
"Stop evading me.....you can't come back to life if you don't die first"
You know the deal:)
1d20 + 8 ⇒ (12) + 8 = 20
1d20 + 8 ⇒ (6) + 8 = 14
3d6 + 11 ⇒ (5, 5, 2) + 11 = 23
3d6 + 11 ⇒ (6, 6, 6) + 11 = 29
woohoo..rolled above 10 its a miracle
Attack 1
20
Damage 23
Attack 2
14
Damage 29
I think thats it from what I remember about Vi...Fate does not favour him.

Vironus Antilles - Gladiator |

LOL, that'll do it. 1st one hits, but second one doesn't. -13 baby!
As Vironus falls to his knee's, he has just enough strength left in him to say Now I can, before falling with a massive grin on his face.
I don't roll Fortitude saves as I have no way to come back from these things, if that's ok with you? :D

Vironus Antilles - Gladiator |

The sound of gooey entrails can be heard squelching and popping, as the man becomes little more than a pool of blood on the dirt ridden floor of the arena once more.
No problem! I actually have a guy who might be deadly in this arena. Two in fact, but one in particular would probably work wonders. Still, I aim to get at least 1 win before sending Vi packing. I'll be here a while! :p

The Hirtz Factor |

Initiative Roll
The little goblin would make his way out onto the arena floor once more. He was eager as ever to prove the destructive power he could harness.
With a quick glance, one could quickly discern that the goblin wore no armor and carried no mundane weapons beyond the new crossbow at his side. Beyond this, his left hand held a vial within its clutches.
Initiative 1d20 + 6 ⇒ (7) + 6 = 13

Elinora |

Init: 1d20 + 8 ⇒ (16) + 8 = 24
Init is a 24 so I go first
Surprise Round
Elinora walks into the pit, the same strange warpaint on her face that she had last match. Her armament looks the same as always: a dagger in a sheathe at her hip, a bow in hand with a quiver on her back, and a curious stone that floats around her head.
She looks at Gnasher and can't contain her mirth.
"Ha! A naked goblin? The elf was armed to the teeth and barely put up a fight! Come then, little one, let us end this farce!"
Swift Action: Activate Swift Runner's shirt and go to E-10
Std Action: Blast with Snowball
Ranged Touch Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 4d6 + 4 ⇒ (5, 3, 6, 4) + 4 = 22
Crit Confirmation: 1d20 + 5 ⇒ (13) + 5 = 18
Crit Extra Damage: 4d6 + 4 ⇒ (2, 1, 4, 4) + 4 = 15
Elinora rushes the flat-footed goblin (goes to E-10), attacking before he even has a chance to react! She points her open palm at him, and fires a devastating blast of cold.
The spell is Snowball
Elinora gets a nat 20 on her ranged touch attack roll. Crit confirmation is an 18 vs Gnashers Flat-Footed, Touch AC. She either does 22 cold damage or crits for 37 cold damage. Either way, Gnasher must make a Fort Save DC 15 or be Staggered
Sorry about the immediate (likely) crit. I've seen how crazy of buffing Gnasher can have, and figured hitting him hard when he was flat-footed was my best shot.

The Hirtz Factor |

Then the little goblin falls where he stands.
The little goblin's eyes would bulge as the longshank moved with unusual speed and suddenly blasted him with a snowball to the eye.
Without a sound the little goblin would crumble to the ground.
Well that was rather anti-climatic. Nice rolling and congratulations on the win.

Elinora |

CDG with Bow: 3d8 + 6 ⇒ (3, 6, 2) + 6 = 17
CDG with an arrow to the heart is a 17 if needed.
Elinora imagines the fallen foe is instead her nemesis, Shigeharu. She visualizes putting an arrow through his heart.
Soon... Vengeance will be mine....
Thanks for the congrats. I think I underestimated the lack of fun to opponents when you build the glassiest of glass cannons. Now that Elinora is level 4, I'm gonna see what I can come up with for a new level 3 challenger.

Warlords of Choon |

Bruno practically struts into the arena. Apparently his recent victory has done the trick and his spirits are obviously high. Esmeralda also seems happy, but her teeth are filed to points so every time she smiles (which is an odd sight in and of itself) people grow quiet from trying to process what their eyes just told them happened.
init: 1d20 + 3 ⇒ (16) + 3 = 19
Init:19

Champion of mbauers |

Round 0
Arian spits a gob of blood red liquid and smiles, shouting to the dwarf.
Two on one? My kind of odds. Rrraaaghh!
He charges forward, wildly swinging the iron circlet at the end of the rope and sending it forward with devastating force.
So,are you both in K11 then? I'm assuming so. If I'm wrong, just put my attack on Esmeralda instead of Bruno. Rage, Partial charge to I11 on Bruno if he also counts as being in K11, or on Esmeralda if not. Attack 26 for 10 damage.

Warlords of Choon |

::Round 1::
Yes, he counts as there as far as I know.
Bruno HP: 10/27
attack: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 1d8 + 10 ⇒ (7) + 10 = 17
ride: 1d20 + 7 ⇒ (15) + 7 = 22
E Attack: 1d20 + 6 ⇒ (17) + 6 = 23
E Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Bruno is taken aback by the crazy man's charge and gets a deep gash across his cheek as a result. He rallies quickly, stabbing downward with his lance. Then Esmeralda jumps into the fray. She steps forward and bites at the man, sharply filed teeth gleaming.
Attack:23
Damage:17
5' step up to J-K/10-11
E Attack:23
E Damage:8
Both vs your AC -2 from the charge, unless you have something to mitigate that.

Champion of mbauers |

Yep, those both hit. I knew this was a tough matchup for me so I had to just go all out.
Arian takes both hits and laughs, dropping his curious weapon and lashing out with both fists at the dwarf.
First punch hits a 27 for 12 non lethal damage, which triggers a free action demoralize check for a 23 demoralize. If that succeeds, you are shaken for 12 rounds. Second attack hits a 21 AC for 9 lethal. If both punches hit, you take 3 bleed damage on your turn.

Warlords of Choon |

Bruno 10/27 lethal+ 12 nonlethal (22/27)
Shaken
ride:cover: 1d20 + 7 ⇒ (11) + 7 = 18
ride:attack: 1d20 + 7 ⇒ (6) + 7 = 13
E attack: 1d20 + 6 ⇒ (6) + 6 = 12
E damage: 1d4 + 4 ⇒ (4) + 4 = 8
attack: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d8 + 10 ⇒ (8) + 10 = 18
Used ride check to avoid second attack, recover position in saddle as move action
E attacks
5' step back
Bruno attacks
Bruno takes the first punch to the hip and grunts. He sees to second coming and drops in his saddle beside Esmeralda, causing the strike to go just over his head. He is quickly in his saddle again. Esmeralda covers his movement by snapping at the elf, then Bruno pulls her a step back and attacks himself.
E attack:12
E damage:8
5' step back
Attack:24
Damage:18

Jezebel Quick |

Jezebel sways into the arena again and looks across the way to the other entrance where her opponent will shortly enter. Her strange looking companion enters beside her. It has six legs and a long neck which ends in not much more than a huge set of jaws. The creature is jet black and seems to sway in time with Jezebel. They both sport identical glowing blue runes on their foreheads.
Initiative 16

Alistar Nodd |

The pale man walks confidently into the arena, wielding a strange weapon that looks like a long tube. A holster on his hip contains a smaller version with rotating chambers. In contrast to this complex weaponry is the wickedly simple axe strapped to his back. He has various pouches and vials upon his person, and a fearsome arrangment of warpaint on his face.
Init: 1d20 + 5 ⇒ (18) + 5 = 23
Init is 23 so I'm first
Surprise Round
Std Action fire Flare Cartridge
Musket Shot with -2 for range penalty: 1d1d20 + 4 ⇒ (12) + 4 = 16
Damage, then cut in half: 1d12 ⇒ 1
Free Action: drop Musket
5-ft to B-12
Alistar aims and fires before the summoner can react.
Ranged Attack of 16 vs your flat-footed AC. I assume that hits.
The bullet strangely has less impact than its speed would seem to dictate. This is because it explodes in a blinding shower of light.
If the shot hits, Jezebel takes 1 dmg and must make a Fort Save DC 15. If she fails, she is blinded for 1 round. If she succeeds, she is dazzled for 1 round. Likewise, the eidolon must make a Fort Save DC 15 or be dazzled for 1 round.
After the shot, regardless of the outcome, Alistar drops the weapon and ducks behind the pillar.

Jezebel Quick |

T. Fort Save 1d20 + 3 ⇒ (8) + 3 = 11
Jezebel 5' step to K11
Summon Small Lightning Elemental into F13 which moves to B14
Jezebel does not seem affected by the shot other than the minor damage but the strange creature blinks it's eyes rapidly as it moves forward.
Jezebel fort save = 17
Trick's fort save = 11
Trick (the eidolon) moves forward to B11
Jezebel 5' steps to K11
A small storm cloud shaped creature appears in F13 and moves to B14
Your move.

Alistar Nodd |

I just realized I forgot to mention that Al has a buckler strapped to his arm in my description. I doubt it affects your turn, but wanted to mention it in fairness.
Round 1
Alistar's lips curl in a sinister snarl before the warpaint on his face shifts, twisting his visage into something horrifying.
Swift Action: Activate Warpaint of the Terrible Visage
Fear Rounds if Applicable: 1d4 ⇒ 3
The eidolon must make a DC 11 Will Save or be Frightened for 3 rounds. Note that there is a strange malevolence eminating from Alistar which gives the eidolon a -4 penalty to this save. If it succeeds, it is instead Shaken for 1 round.
Either way, Alistar's next move is to move around the Eidolon to D-9. This will provoke an AoO. It seems to me like the wording of frightened suggests he can't take an AoO, as he is capable of fleeing and it says he can make attacks if he can't flee. If I'm wrong about this, or if he makes his save and his shaken instead, just remember he gets a -2 to his AoO.
As he moves past the strange creature, Alistar grabs a bag from his belt and hurls it at the summoner as her eyes start to clear from his previous shot!
Move action to D-9 and draw Tanglefoot bag as free action
Standard Action to throw Tanglefoot bag at Jezebel
Ranged Touch attack -6 for range penalty: 1d20 + 0 ⇒ (19) + 0 = 19
Tanglefoot duration: 2d4 ⇒ (4, 2) = 6
The bag hits a 19 touch AC. Assuming this hits, Jezebel is Entangled for 6 rounds. She must also make a DC 15 Ref save or be glued to the ground and unable to move for 6 rounds.

Jezebel Quick |

Yeah, sorry about that. I read that line on my phone and was like "ok don't forget the -4" and then that's exactly what I did lol. Sorry again.
Round 1
Seeing her companion flee in fear, Jezebel looks down at the goo in disgust. The elemental meanwhile comes around the corner and attempts to trip you.
Elemental moves to E10
Trip Attempt vs CMD = 20 (+3 to 23 if you are wearing metal armor or wielding a metal weapon)
Suffers AoO if you have improved unarmed strike, or some way to get weapons into your hands on an AoO.
Activate Quickrunner's shirt to move to K9
With a quick dash of magical power she darts around the pillar out of sight to K9
Concentration check DC 17: 1d20 + 8 ⇒ (11) + 8 = 19
Take 5' step to K12

Alistar Nodd |

The trip is successful. Looking at your map link with the tokens, it looks like your eido fled to B17. Shouldn't it have to at least double move to get as far away from me as possible? I feel like it should have to go to like H-20 or something. The frightened condition says it has to flee from me as best as it can. I will wait for the arbs to weigh in on this cause eido position may affect my turn....

Jezebel Quick |

Ok so I looked up the rules for movement and you were right although they are weird. If the creature is running (which it would probably do if frightened) then it can only move in a straight line, but the frightened rules also say it "flees as best it can" which you pointed out and the best it can would be a double move so I will move it to H20 as you suggested.

Alistar Nodd |

Ok. We are good to go. I assume Jezebel took a 5-ft after activating the scroll. Note that if she does that she gets stealth with a +20 bonus (dont forget her entangledness penalizes her dex). My move won't be affected either way, but please put up a spoiler with the perception DC so I can see if I know where she is. Of course, if she moves somewhere else she will need a new stealth roll.
Round 2
Perception to find Jezebel: 1d20 + 8 ⇒ (18) + 8 = 26
Move Action: Stand up (this provokes)
Melee Touch Attack, Fighting Defensively: 1d20 + 0 ⇒ (13) + 0 = 13
Damage: 1d6 ⇒ 4
Alistar's whimsical smile is turned into a grimace of surprise and anger as the curious foe trips him to the ground. Heedless of his disadvantagous position, he stands up and touches the elemental, his hand exuding dark energy.
Alistar stands up, which provokes an AoO from the elemental. Regardless of whether it hits or misses, he reaches out and touches it with a bad touch. It is a 13 vs his touch AC, and if that hits, it does 4 dmg. It must also make a DC 15 Fort save or be Fatigued for the rest of the fight. As far as I can tell, Fatigued is one of the few conditions that elementals are not immune to.
Alistar then 5-ft moves to E-8

Jezebel Quick |

Round 2
Elemental Fortitude Save: 1d20 + 5 ⇒ (9) + 5 = 14
Jezebel moves 5' to K13 and dismisses Trick as a standard action.Stealth: 1d20 + 21 - 2 ⇒ (9) + 21 - 2 = 28
Elemental Trip attempt: 1d20 + 2 ⇒ (16) + 2 = 18
The elemental takes a swipe at you as you stand up but misses badly. Your touch manages to make its way to the cloudlike body and the storm seems to lessen a bit as a result. Immediately after, the elemental moves to F9 and again tries to trip you off of your feet.
The elemental misses it's attack of opportunity and misses it's fortitude save and then attempts to trip you again.
Trip vs your CMD = 18 (+3 more if you are wearing metal armor or wielding a metal weapon)
You're up

Alistar Nodd |

Ok, since I fought defensively last turn, the trip barely misses me. And damn, a small-sized, fatigued elemental getting an 18 trip attempt? Frick. Sorry to keep delaying for rules stuff, but here's another one I'm not sure of. The trip would hit me if the +3 applies. I'm wearing studded leather armor, which technically isn't metal but has metal studs on it, and I'm wearing a metal buckler, which technically isn't a metal weapon, per se. So I really don't know if the +3 applies or not. Likewise there is a metal-bladed axe on my back, but again, not being wielded.....

Jezebel Quick |

Actually studded leather armor is metal armor. It's in the gamemasters guide. So I guess you are tripped again. This little elemental is rockin lol.

Alistar Nodd |

Hmm. Ill have to check out the GMG. I hadn't heard of it. I just use the PFSRD. But then I just looked up Druid, and it says they can't use metal armor, and does NOT mention studded leather as usable by them, so yeah it seems pretty clear to match what you were saying. I might just stay on the dang ground. Lol.