Pit One


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Arbiter Only:

Fort Save #1: 1d20 + 8 ⇒ (11) + 8 = 19
Fort Save #2: 1d20 + 8 ⇒ (8) + 8 = 16

I believe this is round 3 if im not mistaken

Alistar shrugs off the swarm, stepping forward eerily, as though stepping over a puddle in the rain. He then levels his weapon at his foe, firing two shots in rapid succession.

Arbiter Only:

5 ft move one square to the west

Full Attack with Revolver and PBS

Ranged Touch Attack Shot 1: 1d20 + 5 ⇒ (20) + 5 = 25

Dmg Shot 1: 1d8 + 1 ⇒ (7) + 1 = 8

Ranged Touch Attack Shot 2: 1d20 + 5 ⇒ (4) + 5 = 9

Dmg Shot 2: 1d8 + 1 ⇒ (7) + 1 = 8

Crit Confirmation Shot 1: 1d20 + 5 ⇒ (19) + 5 = 24

Crit Extra Dmg Shot 1: 3d8 + 3 ⇒ (8, 6, 3) + 3 = 20

Alistar steps out of the swarm and fires twice. The first attack is a nat 20 crit threat, and the second attack is a 9. Both are resolved as touch attacks. Confirmation on the crit is a 24. The first attack does either 8 dmg or 28 dmg if it is a crit. The second does 8 dmg if it hits.


Version 2.0

What the hell man. I can't believe the luck on you guys you seem to never roll low. I hope your not an elf aswell*fingers crossed*

Arbiter:

Swarm movement
Move the same direction automatic
Swarm attack 1d6 ⇒ 1
Sleep Hex standard action while staggered


Delay sleepy's turn till after the swarm..
The swarm follows you and engulfs you again
1 swarm damage( yeah thats right natural 1)

DC 11 fort save or nauseated
DC 11 fort save or poisoned

Sleepy is bleeding strongly but brings up the energy for one last effort, the eyes of his mask glow in a sickly light and you begin to feel tired....

DC 16 Will or sleep


when you say "brings up the energy for one last effort", do you mean my hit knocked him to exactly 0? cause that means he is disabled, and using a std action (like presumably the sleep hex you used on me) will knock you to -1 hp...


Version 2.0

I have ferocity.


K, gotcha

Arbiter Only:

Fort Save #1: 1d20 + 8 ⇒ (18) + 8 = 26

Fort Save #2: 1d20 + 8 ⇒ (12) + 8 = 20

Will Save Mind-Affecting: 1d20 + 9 ⇒ (5) + 9 = 14

Alistar shrugs off the poison/nausea no problemo, but then passes out. (with a very low roll on my super high will save, I might add, so no more roll complaints!) :P


Version 2.0

Woohoo I have a chance..:)

arbiter:

Swarm actions
moves forward 20 feet automatic
Move action draw spear

Sleepy cackles happily and drws his spear as the swarm travels forward Swarm move to K-17


Since you delayed until after the swarm, they go before you. That means they are on top of me and would damage me before you can command them to move off of me (of course I think after this round they disappear anyhow). Thus, I should wake up as you draw your spear. Knowing that I wake up, does this change your action?


Version 2.0

I was under the impression that the swarm continues its movement alone every round , but reading the spell again it does not look like it.
In this case the spell is not very useful for me.
Well I'm not comfortable with changing my actions all the time so doesn't matter now swarm does 1d6 ⇒ 1 damage and its your turn.You get to make two fort saves again.

EDIT: haha---see that?? thats my third natural 1 in a row,so no I'm not gonna stop complaining.:)


ok that is some pretty horrible rolling. ;)

Arbiter:

Fort #1: 1d20 + 8 ⇒ (7) + 8 = 15

Fort #2: 1d20 + 8 ⇒ (5) + 8 = 13

Alistar wakes up with a smile on his pale lips, once again unaffected by the swarm (I believe it then dissapates)

He rolls from his back onto his stomach, and fires twice from the ground.

Arbiter:

Full round action: two shots

ranged touch shot 1: 1d20 + 5 ⇒ (7) + 5 = 12

dmg shot 1: 1d8 + 1 ⇒ (8) + 1 = 9

ranged touch shot 2: 1d20 + 5 ⇒ (10) + 5 = 15

dmg shot 2: 1d8 + 1 ⇒ (2) + 1 = 3

first is ranged touch attack 12 for 9 dmg. Second is ranged touch attack 15 for 3 dmg.


Version 2.0

Still bleeding heavily Sleepy's eyes glow up once more.

arbiter:

CAst sleep

DC16 Will or sleep


quick turn before bed

Arbiter:

Will Save: 1d20 + 9 ⇒ (9) + 9 = 18

Ranged Attack after standing up: 1d20 + 7 ⇒ (12) + 7 = 19

dmg: 1d8 + 1 ⇒ (1) + 1 = 2

will save succeeds and alistar stands up and fires one shot. he hits 19 touch AC, but for only 2 dmg. :(


Version 2.0

Not much left to do here.
Bleeding out Sleepy Pete decides to go down fighting...
Charge you ,stop in K-11

Arbiter:

1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
1d8 + 6 ⇒ (5) + 6 = 11


Attack 24
Damage 11


Yup. Thats a hit. Alistar grunts in pain and withdraws (no AoO) to E-17, cursing his foe as he moves.


Version 2.0

Sleepy backs away as well.
Move to J-8


Round 7

Alistar does stuff that you can't detect. You're up.

Arbiter:

Move Action: reload

Std Action: touch himself. Tee hee

1d6 ⇒ 1


Version 2.0

Can't see me

Arbiter:

Draw Scroll of Sleep


Alistar bursts out from behind the pillar, moving with unbelievable speed (F-8), as he fires yet again at Pete.

Arbiter:

Move Action: (still has E. Retreat) to F-8

Std Action: Shoot with PBS

Ranged Touch Attack: 1d20 + 7 ⇒ (14) + 7 = 21

Dmg: 1d8 + 1 ⇒ (2) + 1 = 3

21 ranged touch attack, for 3 dmg.


Version 2.0

OK thats it.
Sleepy sacks to his knees,having lost too much blood the last shot kills him outright.


End of Bout 4

VICTORY TO ALISTAR NODD


Challenge Match

MORSKITTER VS RITTI


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Ritti half-skips one more time out into the warm sands of the arena, her smile flashing as brightly as her colored clothes. She playfully bounces a vial of thick liquid in one hand as she taps the scimitar in her other hand against her skinny thigh.

She winks at her opponent before giving a flourishing bow to the arena's attendants. Sliding down into a very low stance, she waits.

Arbiter:
1d20 + 4 ⇒ (5) + 4 = 9

Initiative 9 (boo!)
.
Ritti is in L.10, with a blade in one hand and a potion in the other. No armor on, but a full gear description in the profile page.


A small hooded figure enters the room.It's wearing a tattered wool robe and a backpack with several flasks,tools and all kinds of things hanging of it.It's carrying a potion in one hand.

Greetings-Greetings Gnome-thing.

Arbiter:

1d20 + 4 ⇒ (4) + 4 = 8

8 you're up first


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Surprise Round

"Ba-HA!" the halfling barks out a laugh before gulping down the contents the vial. "Gnome-thing... that's good..."

She steps forward towards the column....

Perception DC 28:
...where she hides, watching you.

Arbiter:
Drink Potion of Mage Armor
5' step to K.09, stealthing 1d20 + 14 ⇒ (14) + 14 = 28

Drink Potion (no observable difference). Moves behind pillar to K.09

You're up.


"Want to play hide-hide seek-seek? I hide you seek...

Arbiter:

Cast obscuring Mist
Five foot step to C-10

...speaking it the creature explodes into fog that billows ever further outward until a good portion of the arena is filled with it.
"Come-Come"
The arena is filled with a 20 ft radius(center B-10) of mist that blocks vision ( all squares diagonally from F-10 to B-6 to B-14,including those squares and all squares of A and above).


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Just to make sure I undestand what I'm looking at, what's the intersection from which the 20 ft radius emanates? Top-right corner of B.10?


Yeah sorry that was wrong ,the intersection is B-C 10-11 and the spread is 20 ft so the emanation reaches from F 10-11 to B-C 6 to B-C 15 and all the squares A and above.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Round 1

"Ooooo-kay!" Ritti retorts with wry amusement from somewhere outside the mist.
Unless you somehow have a way of seeing through mist, you can't see Ritti, but on the off chance…

If Morskitter can see through the mist (or for the audience):
The skinny halfling rushes around the east side of her pillar and hustles across the arena sands, disappearing into the mist.

Arbiter:
Double move to C.11, stealthily (taking penalties for speed)
1d20 + 14 - 5 ⇒ (18) + 14 - 5 = 27
Movement is: one square right, then straight up the 10 column D.10, then up and right to C.11.
Perception to locate Morskitter: 1d20 + 9 ⇒ (13) + 9 = 22
If she locates him at any point along that path, she will make sure to end her movement adjacent to him.

If she doesn't see Skitter at all, she'll use a swift to drop Potion into hand

Ritti rolled a Perception of 22 to locate you (not counting distance penalties–which I'll handle); does she know which square you're in? I'm not sure how to arbitrate this without revealing info, so let's just say you'll need a Perception roll of 27 or higher to locate her. You're up.


Well, within the mist Morskitter has total concealment from you if you are more than 5 feet away and ca not use eyesight to locate him so hes effectively invisible. If you are adjacent that is reduced to concealment.Morskitter can see through the mist just fine though you do not have concealment and can not use stealth.

Your move would end adjacent to me in D-10(I'm in C-10)

Ritti bumps into Morskitter almost toppling him...

"Skuttle quick-quick"

Arbiter:

move backward to A-10 using acrobatics to avoid AoO1d20 + 10 ⇒ (10) + 10 = 20

standard Acid Bomb 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d6 + 4 ⇒ (4) + 4 = 8 + 1d6 ⇒ 5 next round
Edit: forgot size bonus attack gets +1


...Morskitter saltos away and dissapears int the mist,can't see me.Suddenly a bomb hits you out of nowhere.

Acrobatics to move out of your threatened square is 20.

Bomb hits flatfooted touch AC 17 for 8 acid damage + 5 acid damage next round.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Round 2

Ritti hisses as the acid burns into her skin and is forced to scramble for a new tactic.

"Nice trick," she mutters, trying to buy time as she retreats from the fog, hustling on quiet feet around the north side of the western pillars before disappearing from view. "Reckon I'll do some scuttlin' of my own."

Arbiter:
MOrskitter's appearance blocked the potion draw (so it's still sheathed)
Ritti withdraws around the north side of the 05 column pillars to I.03. She'll do so stealthily (with penalties)
1d20 + 14 - 5 ⇒ (19) + 14 - 5 = 28

Perception to locate Morskitter in case he comes to the edge of the fog
1d20 + 9 ⇒ (13) + 9 = 22

Withdraw out of the mist to the west. I'm not sure where you retreated to, but I'm guessing you'll lose sight of her sometime as she moves into the F to H rows. SHe ends her withdraw in I.03, but you can't see her unless you have a fully clear LOS or hit a Perception DC 28 (plus range increments). She has a Perception roll of 22 to locate Morskitter.
.
You're up.


I don't even know if I have to use stealth since I have total concealment but I will throw a few rolls out there anyway.

Arbiter:

Move to E-10 stealth full speed 20 + 14 - 5 + 1d20 ⇒ 20 + 14 - 5 + (2) = 31

Smoke Bomb at Square I-10 against AC 5 1d20 + 6 ⇒ (20) + 6 = 26

Cast obscuring mist


Stealth 31

You hear an explosion in E-10 and a second fog cloud springs up

This time it fills a square shaped area , the square spreads from G-8 to K-8to K-12 to K-8


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

First, did Ritti see you step out of the mist at any point before the second fog cloud came up? If not, did she see anything come out of the mist that created the second fog?
.
Secondly, is the shape of the new fog is a big 25' x 25' square? Or is it the traditional roundish shape of an Obscuring Mist?


You wouldn't have seen me the clouds are adjacent. I could be wrong with the area of a Smoke Bomb though it says the cloud fills an area twice the splash radius of the bomb so iI think it fills the square, correct me if I'm wrong.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

No, I think you're right… I was trying to figure out (by information Ritta would actually have) if you had somehow gotten out of the original mist and cast Obscuring Mist or if you had thrown a bomb from within the original mist. And it looks like she would have seen a bomb fly out of the mist and create the second smoke area. I'll act on that. If I'm wrong, let me know.

Round 3

Ritti tries to wipe away the last of the acid before it burns any deeper, simultaneously watching a bomb arc out of the mist and explode in the sand to create a second area of fog.

"Now this is getting out of hand," she mutters as she steps back, drawing and activating a scroll.

Arbiter:
Takes the last 5 acid damage from the original bomb
5' step to H.02
Draw and cast scroll of Infernal Healing

Continuing to Percept for the hidden opponent
1d20 + 9 ⇒ (9) + 9 = 18

Not sure what Morskitter would see, but Ritti 5' steps to H.02. If Morskitter has LoS to her, then he sees her draw and activate a scroll. If she has cover from him in any way, then he can't ID the scroll. If there is no cover between then…

Spellcraft DC 16:
Infernal Healing

And you're up. I realize full concealment is in play, but on the off-chance Morskitter comes to the edge of the fog, Ritti's Perception roll is 18.


Arbiter:

move to H-09

Smoke Bomb -2 range 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
damage 1d6 + 4 ⇒ (2) + 4 = 6


Another Bomb speeds out of the fog ....
Hits flatfooted touch AC 12 for 6 fire damage + fog cloud effect from F-4 to J-4 and all the squares towards the wall.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Round 4

Through the warmly-lit smoke just created by the bomb, Morskitter watches as Ritti mutters a few words and winks from view.

Spellcraft DC 16:
Vanish

Arbiter:
Cast Vanish
Sneak to F.07
1d20 + 14 + 20 - 5 ⇒ (18) + 14 + 20 - 5 = 47

Still Percepting 1d20 + 9 ⇒ (6) + 9 = 15


Ritti casts a spell and disappears, let me know if you can also see invisible creatures. Or you can echolocate her with a Perception roll of 67 (or maybe 47, i can never get those rules straight) or higher.

You're up. And Ritti has a perception roll of 15 for this round.


Arbiter:

Move drink potion of Shield of Faith
Standard use mutagen total +4 dex +2 nat armor +2 deflection

.....quietly the fog billows through the arena...


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

So the first smoke bomb you threw was in Round 2. It being Round 4, has it disappated yet? And if so, are you now standing in the open?


Woops, yeah I do


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

so are you out in teh open now? IF so, what square?


H-9


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

Round 5

As the smoke dissipates around Morskitter, sudden lack of explosions leaves a deafening silence.

Arbiter:
Actions PM'd to Mbauers
1d20 ⇒ 1

You're up


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

... this suspense is killing me.


Morskitter:
Re: your earlier turn--Accelerated Drinker allows you to drink a potion as a move action, but that is provided that it's in your hand. It's still a move action to draw the potion as well, and I didn't see earlier that you had drawn the potion. If you did, disregard this. Otherwise, you need to amend your turn. Likely, draw the potion and drink the mutagen. Then next turn you could drink it and still have a standard action. Thanks


Sorry,was busy.
Morskitter, uncomfortable with his exposure, scuttles away....
move to J 10

Arbiter:

Cast obscuring mist


more fog,yay:) Center is Intersection J-K 10-11
spreads from G10-11 to J-K 7 to J-K 13 and all the squares of L and below.


Arbiter Mbauers wrote:
** spoiler omitted **

arbiter:

Its in the first post.Morskitter entered the arena with the potion in hand.


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

As the hooded little man begins moving, Ritti appears in front of him, blade whistling towards his mid-section. your movement provoked, so she's taking an AoO as you move out of the first square...this goes against your FF AC.

Arbiter:
1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
1d4 + 6 ⇒ (4) + 6 = 10

1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
1d4 + 6 ⇒ (2) + 6 = 8


scimitar vs. your flat-footed AC:
Attack 28 (possible crit); Damage 10
Crit Confirm 23, Additional damage: 8

Any changes to your actions now that you know she's next to you? (in G.08)


Morskitter:
My mistake, sorry, I was on my phone and didn't go all the way back to the beginning. Carry on!


Crit Confirms,I change to drinking and extract instead of using Obscuring Mist.

Arbiter:

Shield


ZURNZAL — HP 60/65 | AC 19 CMD 26 | Fort +8 Reflex +11 Will +5 | Perception +11 Initiative +2 pre-gen sheet

... cool, then this happens.

As Morskitter continues backing away – now sporting a new bleeding wound – Ritti screams at him. As loud as the sound is for the cheering audience, the sound is amplified in teh hooded man's brain.

You triggered my readied action.

Spellcraft DC 16:
Ear Piercing Scream

Arbiter:
2d6 ⇒ (2, 3) = 5

Morskitter takes 5 damage and is Dazed for 1 round. A Fort save DC 15 will reduce it to 2 damage and remove the Dazed condition.

After you roll your save (and then finish your actions), it'll be Ritti's turn again.


Arbiter:

Fort
1d20 + 5 ⇒ (3) + 5 = 8


Fort 8 damned that could get hairy,so I assume I didn't drink my extract yet,what was the condition for your readied action?

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