Pit Three


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NP it threw me also as I always thought it was good. What the guy says in the thread is right though. Historically studded leather didn't look anything like what DND says it does. It was more like plates that were sewn into the leather.


Unless someone can point to a rules based reason to the contrary, I'm gonna say studded leather counts as metal.


Round 3

Spoiler:

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Al stands up and provokes from the elemental. Then, regardless of the outcome, he goes to A-7, drawing his axe as he goes.


Round 3

Arbiter:
AoO on Alistar: 1d20 + 7 ⇒ (18) + 7 = 25
AoO damage: 1d4 + 1 + 1d3 ⇒ (2) + 1 + (3) = 6

Jezebel 5' step to K12
Stealth: 1d20 + 21 ⇒ (6) + 21 = 27

Summon Mud Elemental at G8, charge to B7
Mud elemental Charge slam attack on Alistar with power attack: 1d20 + 8 ⇒ (18) + 8 = 26
Mud elemental damage: 1d4 + 9 ⇒ (1) + 9 = 10

Lightning elemental move to B8, 10' in the air
Lightning elemental disarm attack: 1d20 + 2 + 3 ⇒ (15) + 2 + 3 = 20

The Lightning elemental tries to slam into you as you stand up and move off. Once you move off, another creature that looks like a vaguely humanoid shaped mud pile appears and charges at you slamming you with a muddy limb and engulfing you in muck. The lightning elemental moves over and tries to disarm you, it's movements still a bit sluggish from your dark energy touch.

Lightning Elemental AoO = 25
Damage = 3 regular and 3 electricity damage

Perception DC 27:
Jezebel is in K12

Mud Elemental appears at G8 and charges to B7
Slam attack = 26
Damage = 10
Fortitude save DC 12 or be entrapped in mud

Lightning elemental moves to B8 and does a disarm attack from 10' in the air (suffers AOO from you)
Disarm attack vs Alistar CMD = 20

You're up!


Jezebel:
Per the conditions of entangled and the description of spell like abilities, you must make a DC 17 concentration check to be able to cast Summon Monster II (even as a SLA). Please make a DC 17 concentration check. Failure means your usage of Summon Monster is expended but no elemental appears, success means your turn plays out as normal.


Arbiter:
Sorry didn't know about that for Spell-like abilities. I thought since they were purely mental tasks they weren't subject but apparently I was wrong...again lol. Concentration check DC 17: 1d20 + 8 ⇒ (10) + 8 = 18


My bad, super busy weekend and super busy day at work, so here's a quick turn. Hope your holiday was good!

Round 4

Arbiter(s):

Fort Save: 1d20 ⇒ 10

AoO: 1d20 ⇒ 13

Dmg: 1d8 + 1 ⇒ (2) + 1 = 3

5 ft to B-6

Move Action: Draw Revolver

Ranged Attack: 1d20 ⇒ 17

dmg: 1d8 + 1 ⇒ (8) + 1 = 9

Fort succeeds. AoO vs the elemental is 17 attack roll and 3 dmg, and then it takes the axe away. Then Al 5-ft to B-6 and draws his revolver and fires at the Ltn elemental, which provokes from the mud elemental. The attack is a 24 ranged touch (20 if mud elemental gives cover, but im thinking it doesnt cause the ltn is flying). dmg is 9 more to the ltn elemental.


No problem at all. I know how that goes and I hope yours was as well!

Arbiter:
AoO from mud elemental: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 + 9 ⇒ (3) + 9 = 12

AoO = 12 (pretty sure this misses)
Damage = 12 (in the unlikely event this hits)

The bullet tears through the storm cloud and the elemental disintegrates into cloudy vapor.

Round 4

Arbiter:
Jezebel summons an earth elemental in K6 who immediately charges Alistar ending in C6.

Jezebel Concentration check to cast due to Entangled: 1d20 + 8 ⇒ (12) + 8 = 20

Earth Elemental charge attack, augmented, power attack: 1d20 + 9 ⇒ (20) + 9 = 29
Earth Elemental damage, augmented, power attack: 1d6 + 10 ⇒ (3) + 10 = 13
Earth Elemental Critical confirmation: 1d20 + 9 ⇒ (5) + 9 = 14
Earth Elemental critical damage, augmented, power attack: 1d6 + 10 ⇒ (1) + 10 = 11

Mud Elemental Attack, augmented: 1d20 + 7 ⇒ (16) + 7 = 23
Mud elemental Damage: 1d4 + 6 ⇒ (3) + 6 = 9

Another elemental appears, this one composed of rock and dirt, and charges forward, slamming into you with a rocky limb.

Earth Elemental Charge attack from K6 to C6 = 29 (Potential Crit)
Earth Elemental Damage = 13
Crit confirmation = 14 (pretty sure that does not confirm)
Critical damage if it confirms = 11

Immediately following it's cousin, the mud elemental slams into you as well.

Mud elemental Attack = 23
Mud Elemental Damage = 9
Another Fortitude save DC 12 or be entrapped.

Assuming your AC is 23 or less, that is a total of 38 damage so far.

You're up!

EDIT: Add +1 to hit and damage for the Earth Elemental's attacks as I forgot to include Earth Mastery in the calculations. Sorry.


that does him in. GG.


You too! Good luck in your future fights!


End of Challenge Bout
VICTORY TO JEZEBEL


Bout Five
LAZARUS VS. ALISTAR


Arbiter:

Init: 1d20 + 5 ⇒ (3) + 5 = 8

Init is an 8. Yikes. Lets DO this!


Initiative:
Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

10 for me. Looks like I'm up first, though I'll post my round one entrance and actions later, as it's 7am here and I need sleep! Just wanted to move things along slightly. :)


Seeing the white haired man the other end of the arena, the trident wielding, shield holding Noble holds a smug look as he glances over, slipping out of sight behind the pillar closest to him.

K10


Um, you meant K-9, right? Cause K-10 is out in the open and subject to a musket blast to the face....

Surprise Round

Arbiter:

Move action: Stealth behind pillar at B-9

Stealth: 1d20 + 8 ⇒ (18) + 8 = 26

Alistar quickly darts behind a pillar as well.

Perception DC 26:

B-9


Yup. I had no sleep when I posted, so I guess I just read it wrong.

Wondering what to do with himself, Lazarus quickly moves across the arena, taking cover between a wider pillar.

Stealth: 1d20 + 1 ⇒ (4) + 1 = 5

Now in G4


Arbiter:

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Alistar sees Lazarus, so move action to B-5

Std Action to Fire Musket with Flare Cartridge, with smiting shot deed

Ranged Touch Attack: 1d20 + 7 ⇒ (9) + 7 = 16

Damage: 1d12 + 1 ⇒ (9) + 1 = 10

Free Action: Drop Musket

k, quick turn cause i gotta go to bed

Alistar comes from behind the pillar to B-5. He fires at Lazarus with a strange type of ammo from his musket. It is a 16 Ranged Touch attack, which I assume hits. Damage will be 5 damage, OR if Lazarus is Good Aligned, he will take 12 dmg. If Lazarus is a good outsider or has levels of cleric or paladin, he instead takes 15 dmg.

Regardless of the damage, Alistar drops his musket after firing. Lazarus must also make a DC 15 Fort save. If he fails, he is blinded for 1 round. If he succeeds, he is dazzled for 1 round.


Not sure how much damage that does to me then. I'm Neutral and have levels Cleric, so 8?

Arbiter:
Fortitude: 1d20 + 7 ⇒ (19) + 7 = 26

Fort Save: 26

Need a hand free for Cure light wounds, sooo....

Spoiler:
Channel Energy: 1d6 ⇒ 3

Suddenly, appearing from behind the pillar, a man blasting some kind of ranged weapon fires something bright into the face of Lazarus.

Shielding his eyes however, he attempts to heal himself, marching towards his enemy, Shield and Trident in hand, with a smug look on his face.

So blinding your opponent is how you play? That is fine by me.

Standing in D05


My bad, my wording was ambiguous. He only would have taken extra dmg if he was good aligned, and if he was both good aligned AND a cleric/paladin, he would have taken even more extra dmg. So a Neutral cleric takes no extra. So just the 5 dmg.

Round Two

Arbiter:

Swift Action: Activate Warpaint of the Terrible Visage

Fear Rounds if applicable: 1d4 ⇒ 4

Ok, first things first. The warpaint on Alistar's face becomes positively terrifying, and Lazarus must make a Will Save DC 11. If he fails the save, he is Frightened for 4 rounds. Even if he succeeds, he is still Shaken for 1 round.

Note: Alistar exudes an aura of dread that imposes a -4 penalty on this save, so it is effectively a DC 15 save. This aura also negates any fear immunity that Lazarus may have.

Arbiter:

Move Action: draw Axe

Free Action: Step to C-5

Std Action: Melee Touch Attack with Touch of Corruption

Touch of Corruption: 1d20 + 4 ⇒ (13) + 4 = 17

Dmg: 1d6 ⇒ 5

Regardless of the outcome of the Will Save, Alistar will draw his battleaxe and 5-ft (no provoke) to C-5. Then his other hand (the arm with a buckler on it) glows with a strange eldritch light, and he reaches out to drain the life force from his foe (this also doesn't provoke).

Melee Touch Attack is a 17. I assume that hits, and it will deal 5 dmg. Then Lazarus must make a DC 15 Fort Save.

Note that whether he is frightened or shaken, he gets a -2 to his saves.

If Lazarus fails the save, he is Fatigued for the rest of the combat. Even if he succeeds, he still takes the damage.


Ouch, spells/abilities that you take damage from even if you save against them. Nasty!

Saves:
Save 1: 1d20 + 7 ⇒ (2) + 7 = 9
Save 2: 1d20 + 7 ⇒ (18) + 7 = 25

Doh, failed the first save annoyingly, but succeeded on the latter.

Oddly frightened by the situation, Lazarus withdraws from combat, running across the arena and out of harms reach.

Why am I running?

Stealth: 1d20 + 1 ⇒ (20) + 1 = 21

Now in J10

Well, that's 1/4 rounds of withdrawing. Was hoping I could save and fight that!


Note: Frightened makes him drop his shield and weapon in D5. Also, Stealth lets you move half speed at no penalty and up to your speed at -5. In order to withdraw (without provoking AoO) and get to J-10, it's a double-move, which I don't think allows stealth at all. Particularly because frightened makes you flee and says nothing about hiding. At any rate, I'm going to take my turn under the assumption that you can't stealth.

Round 3

Alistar laughs as he follows his frightened foe (D-11), drawing the strange device from his hip holster and firing a devastating shot.

Arbiter:

Move action to D-11, drawing pistol as he goes

Std Action fire pistol with PBS

Ranged Touch Attack: 1d20 + 7 ⇒ (6) + 7 = 13

Dmg: 1d8 + 1 ⇒ (5) + 1 = 6

Ranged touch attack hits a 13. Dmg is 6 if it hits.


Nah, that's panicked. Frightened is just the next step up from scared, as Panicked is to Frightened, so I still have my gear. Just checked it up on the link you provided. :)

Pretty sure stealth is a free action like most skills, and if you're fleeing in real life you'll try to hide, but if you're not allowing that, I guess it's a waste of my natural 20. You've got this one anyway, because unless I get a save every round to stop being afraid, I can't attack you or do anything.

It also looks like I can't flee and heal, so I'll be dead before round 4 of fleeing. Not got a lot of life in this build because of the fact I can heal. Anyway, my go...

As Lazarus flee's to K12, he shouts at his opponent.

You don't scare me, yet I feel compelled to flee. What is the matter? Are you afraid to face me at close range? Hahaha. Well, judging from my wounds, it looks like you've got the upper hand here, especially as I can't attack you because of this unknown urge to run.


RANDOM BOUT! ARIAN VS KAIRA BLOODWALTZ!


A muscular half elf walks into the arena, wearing ornate armor with a bandolier of vials slung over it. In his hands he holds a rope with a hook attached to one end and an iron disc attached to the other. The man swings the rope lazily and smiles, revealing red-stained teeth.

Visible weapons--Kyoketsu shoge in hand. Visible armor--parade armor

Init = 12. You? Good luck!

Arbiter:
Initiative 1d20 + 5 ⇒ (7) + 5 = 12


Female Half-elf Pistolero Gunslinger 3

The slender half elf walked in with hat low on her face, spitting out a twig she lifted her hat to look into the eyes of her opponent.

((Sorry, never done this before, so you'll have to give me a few tips here or there, or how to do things.)

Visible Armor- Parade Armor, Visable weapon- Revolver in holster.

Initiative: 1d20 + 7 ⇒ (9) + 7 = 16


Female Half-elf Pistolero Gunslinger 3

With a Grin she quickly took a step to the Left, hiding behind the pillar and drawling her gun.

I see, altering post accordingly

Arbiter:
(Draw pistol as part of initiative, 5 foot step to k12)


You can use spoiler tags for your rolls, and ooc tags for ooc (out of character) stuff. Click the button that says "show" just below the post box next to where it says "how to format your text". It'll help. You're up first, I'm in A-11, you're in L-10. You get a 5ft move, swift action, and either a move or standard in this round (the surprise round). Good luck!

Arena Map.


Female Half-elf Pistolero Gunslinger 3

Big question, how are you supposed to know exactly what square the opponent is in? Are we allowed to look at the arbiter actions if they don't say secret?


You can post what square you moved to and any obvious actions in ooc tags. For example, I'll tell you in ooc that I drank a potion, since you can see that. But I'll put what actual potion it is in the spoiler tag. Since you're in L10, I assume you meant to go to K9 behind the pillar with a 5ft step.

Arian flips a potion into his wrist and downs the contents, growing to enormous size before advancing on his opponent.

Swift to draw potion from wrist sheath, standard to drink it. Grow to large size taking up squares A11, A10, B10, B11. He moves up to I10, I11, J10, J11, dropping his weapon and cracking his knuckles. Note, I threaten next to me and 10ft away, and you are next to me.

Arbiter:
Potion of Enlarge Person


Kaira Velrith wrote:
Big question, how are you supposed to know exactly what square the opponent is in? Are we allowed to look at the arbiter actions if they don't say secret?

Nope, not supposed to look at spoiler tags, which is why you should put the square in the ooc tags (unless you are invisible or something). Again, Arian can see you step behind the pillar, you know?


Female Half-elf Pistolero Gunslinger 3

Seeing him charge towards her she takes another step back raising her Revolver And taking a shot directly at his larger form, a grin on her face.

5 foot step back to L9 And uses a standard action to attack Hit against Touch ac: 1d20 + 9 ⇒ (7) + 9 = 16

Arbiter:
Spends 1 grit to Make it a Up Close and Deadly Shot, 1d6 ontop of damage, even if misses, half damage from bonus roll


You can just put the rolls in the spoiler and then say what AC you hit and damage you rolled in ooc tags, so I can't see your modifiers and stuff.

Arian takes a shot to the chest and roars, punching furiously.

Ok--editing in what happened. AoO disarm misses with a 13 (not looking at your character sheet or trying to metagame, but I JUST audited your sheet :-) ). 5ft step to J/K 10/11, become "enraged", crouch into a fighting stance, and punch you. First punch hits 17 AC for 11, second punch threatens a crit hit for 7 damage with a natural 20, and would do 15 total if 14 confirms. I then free action intimidate you and fail with a 13. Your 16 does hit me for the 14 damage.

Arbiter:
AoO disarm attempt 1d20 + 9 ⇒ (4) + 9 = 13 5ft step to J/K-10/11. Free action: rage. Swift action: enter stance. Two weapon fighting first attack 1d20 + 9 ⇒ (8) + 9 = 17 Nonlethal damage 1d4 + 10 ⇒ (1) + 10 = 11. Second attack 1d20 + 9 ⇒ (20) + 9 = 29 Nonlethal damage 1d4 + 6 ⇒ (1) + 6 = 7 Crit confirm: 1d20 + 9 ⇒ (5) + 9 = 14 Crit damage 1d4 + 6 ⇒ (2) + 6 = 8 Free action intimidate attack 1 1d20 + 10 ⇒ (14) + 10 = 24 Free action intimdate attack 2 1d20 + 10 ⇒ (3) + 10 = 13


Female Half-elf Pistolero Gunslinger 3

I see, so you roll both hit and damage at once, got it! 14 If hit

Arbiter:
Edit, forgot that point blank shot gives me a 1 to hit AND damage. Total damage after that factor would be 14 damage if hit: 1d8 + 3 ⇒ (5) + 3 = 81d6 ⇒ 5


Female Half-elf Pistolero Gunslinger 3

She titters as the first mighty punch misses her closely, but takes the mighty blow to her chest, luckily Avoiding getting hit harder than she should have. Grunting she Turns and tries to run a good distance from him, turning around and firing

Miss first attack, second attack fails to confirm, Acrobatics check to tumble out of range twice 28 and 24, I pretty sure I passed those~ , and attack. Hit roll 11, damage roll 11, 3 if miss

Arbiter:
Move action from l9 to k6, Rolling acrobatics to tumble, move even if fail. Spend 1 grit point for Up close and personal to next attack. Standard action to attack. Acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24
Acrobatics 2nd: 1d20 + 11 ⇒ (17) + 11 = 28
hit to touch ac: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 1d8 + 4 ⇒ (1) + 4 = 5
Up close and personal bonus damage: 1d6 ⇒ 6 Half damage even on a miss


Don't forget to put what square you move to. I checked your spoiler to see, but I don't want to do that. Also, you don't need to roll multiple acrobatics checks, just one to move through all of the threatened squares. It's moot anyway, since an 11 touch actually hits me, hehe, but I thought you'd want to know.

Arian, riddled with bullet holes, moves around the pillar and rips the gun out of the woman's hand, smiling deviously.

Move to H/I-6/7. Standard to disarm is a 23 vs your CMD. If that hits, I'm now holding your gun :-)

Arbiter:
Move to H/I-6/7. Standard to disarm 1d20 + 11 ⇒ (12) + 11 = 23 vs CMD


Female Half-elf Pistolero Gunslinger 3

Welp... game over. I knew I should have kept my other gun. Was a fun match, but unless I can disarm it back ( Probably not going to happen) I'm screwed. I never imagined anyone would just run up at me with a gun and steal it from me. OOOOOOOOOOHHHHHHHH NATURAL 20!!!!!!!!! I still have a shot!!!! Check totals to 23

The gun is ripped from her hands. " Fuuuuuccccc- She Reachs for her weapon to steal it back.

Abiter:
Standard action to disarm 1d20 + 3 ⇒ (20) + 3 = 23


What???!!!! Haha, that succeeds! Not by much, but it does! That will provoke an AoO, though. Mine didn't provoke because I was 10 ft away and you don't have reach. Keep that in mind, as you actually had to move up 5 ft to make that attack. You are now adjacent to me.

Arian punches his foe in the face before she stands firm and takes the gun back. He retreats a step and grabs for the gun again, punching furiously.

AoO hits a 30 AC for 14 lethal damage. Then I try to disarm you and hit an 18 CMD. If that fails, my second attack is a disarm as well. If that succeeds, my second attack is a punch for nonlethal damage. In either case, my second attack only hits a 16, which misses both your CMD and AC, which makes my 11 intimdate roll moot, even if it was good, hehe. So by my counts you've taken 7 nonlethal and 14 lethal and I've taken 25 lethal. I'm 10 ft away from you and have your gun again if 18 hits your CMD. Your go!

Arbiter:
AoO for lethal damage 1d20 + 11 ⇒ (19) + 11 = 30 Damage 1d4 + 10 ⇒ (4) + 10 = 14 5 ft step back, two-weapon fighting first attack is a disarm attempt 1d20 + 9 ⇒ (9) + 9 = 18 vs CMD. Second attack is a disarm if the first fails or a punch for non lethal if it succeeds. 1d20 + 9 ⇒ (7) + 9 = 16 Damage if applicable 1d4 + 6 ⇒ (4) + 6 = 10Free action intimidate if it hits 1d20 + 10 ⇒ (1) + 10 = 11


Female Half-elf Pistolero Gunslinger 3

[ooc] All misses Cept the AoO. Love this insanely high ac~ Move to l9 Hit 21, damage 5.[ooc]

She grabs her gun, taking a shot to the face, before dodging the attacks one missing by a hair. She takes a step back once more and fires angerly, wanting to put the giant man down, Blood dripping from her nose. " Die!!!!"

Arbiter:
5 foot step back to l8. Standard action to attack. Hit: 1d20 + 9 ⇒ (12) + 9 = 21 Damage: 1d8 + 4 ⇒ (1) + 4 = 5


Note that the first attack was a disarm attempt against your CMD, not your AC, if that matters. Your shot, of course, hit me. My AC is weaksauce. ;-)

Arian steps up, again reaching for the gun and punching wildly. He roars in rage, ready to tear the woman limb from limb.

5ft step back up (10 ft away), first attack is a disarm attempt that hits a 25 vs your CMD. Second attack is a punch for nonlethal damage, hits 22 AC for 10 nonlethal damage. I then free action demoralize you with a 28 which makes you shaken for 10 rounds. Back at thee.

Arbiter:
5ft step up, two-weapon fighting first is a disarm attemp. 1d20 + 9 ⇒ (16) + 9 = 25 2nd attack is a punch for nonlethal, or a disarm if the first disarm misses 1d20 + 9 ⇒ (13) + 9 = 22 Nonlethal damage if applicable. 1d4 + 6 ⇒ (4) + 6 = 10 Free action intimidate if applicable 1d20 + 10 ⇒ (18) + 10 = 28


Female Half-elf Pistolero Gunslinger 3

[occ] Knocked out without my gun, so I can't even use Never Stop Shooting while I'm down. Game over. Gg. Ps how the long does that damn potion of growth last!?!? Like how many levels did you put on that damn thing?![/ooc]

The blow nails Kaira square in the temple, sending her lights out, hand still reaching for her gun.


Level 2 potion, so it lasts for 20 rounds. You can change equipment after every match, so yeah, you might want to get rid of some bullets and get a sword or axe or something, maybe some alchemist's fire, keep your battered gun, etc. Anyway, good game! And since all fights are to the death...

Arian stands over his fallen opponent and smashes her unconscious form twice, tearing away flesh with his hands and roaring in triumph.

1st hit is 13 lethal damage, 2nd hit is 7 lethal damage, then an additional 9 bleed damage.

Arbiter:
Two weapon fighting, 1st attack lethal damage 1d4 + 10 ⇒ (3) + 10 = 13, second attack lethal damage 1d4 + 6 ⇒ (1) + 6 = 7, plus bleed damage 2d6 ⇒ (3, 6) = 9


VICTORY TO ARIAN!

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