Pit Eight


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Version 2.0

Looks like Falcon won't show up,so...

Arbiter:

1d20 + 5 ⇒ (1) + 5 = 6

Initiative 6,....natural 1,my lucky streak continues.:)


A muscular half elf walks into the arena, wearing ornate armor with a bandolier of vials slung over it, but seemingly carrying no weapons. He cracks the massive knuckles of one hand while holding a glass vial inthe other. He smiles, revealing red-stained teeth.

Good, a real fight, then. I figured you use weapons like those other pansies. C'mon, let's get this thing started, then.

He drains the potion, throwing the vial to the ground with a crash. Arian crouches low and steps forward, spitting blood-like fluid.

Round 0

Drink potion, no visible effect. Enter stance, 5ft step to B10, no spoiler needed. Good luck!


Yeah, a nat 1 as your first roll is rough, but now you have nowhere to go but up ;-)


Version 2.0

Dammnit a Half Elf as my first opponent.Oh well.By the way Sleepy Pete does not understand any language and cannot speak one either.

A scarred Oc with a dread wooden mask enters, wearing nothing but a Loincloth. A Longspear Is strapped to his back, and a uncharacteristically shiny buckler is strapped to his forearm, it seems to be made of silver.He's holding a bottle in one hand.
Ooogha Booga
Starting to chant in an undecipherable language he shakes the feathers hanging from his beaded necklace and points his finger at you, the eyes of his wooden mask glowing in an eerie light for a moment.

Arbiter:

Blindess DC 16

DC 16 Fort save or be blinded FOREVER :...muahhahah


Arian shakes his head at the spell, then screams, bounding towards the orc and throwing him to the ground.

Save succeeds, then Arian rages and charges to K10 for a trip attempt, 16 vs your CMD.

Arbiter:
Fort Save, DC 16 1d20 + 7 ⇒ (15) + 7 = 22 Free action to rage. Full round action to charge to K10 and trip 1d20 + 11 ⇒ (5) + 11 = 16 Shield of Faith rounds remaining: (9/10), Rage rounds remaining: (7/7)


Version 2.0

Failed your trip attempt
Sleepy Pete evades the attacks and steps back to get room for another spell.Five foot step back.

Arbiter:

Cause Fear

As the eyes of his mask flicker up again you feel fear taking hold of your psyche.
DC15 Will or Frightened for 1d4 ⇒ 4 rounds.Shaken if save succeds.


Arian rips out his hair and screams in rage, stepping up to the Orc.

Get out of my head!

He tries to grab the terrifying creature.

WS succeeds, 5ft move (which square did you want to move to?), grapple attempt with shaken penalty is a 17 Vs your CMD.

Arbiter:
Will Save 1d20 + 3 ⇒ (17) + 3 = 20. Grapple attempt, shaken 1d20 + 11 ⇒ (6) + 11 = 17


Version 2.0

Grapple Failed.
Ducking under his enemies grasp ,Sleepy steps back once more.This time drawing one of the pieces of parchement tucked into his loincloth and starts chanting again.Five step back again...damn I'm cornered now

Arbiter:

Draw scroll of Cause Fear
Cast from scoll

DC 15 will again same effect as last time ,fail frightened for 1d4 ⇒ 4 rounds otherwise shaken.


Aren't you a third level witch? How'd you get your CMD so high? ;-) Turn up soon, wanna get to my computer. Sick of typing on his phone.


Version 2.0

Sleepy is no ordinary witch.:)


Round 3

Clearly :-)

Again the half elf furiously throws off the effect of the spell and tries to grab the orc.

Will save miraculously succeeds again, 5 ft up to you, Grapple is now a 30. If that fails, I resign, haha.

Arbiter:
Will Save 1d20 + 3 ⇒ (14) + 3 = 17 5 ft move, Grapple attempt /w shaken 1d20 + 11 ⇒ (19) + 11 = 30

Shield of Faith rounds remaining: (7/10), Rage rounds remaining: (5/7)


Version 2.0

Aaargh.. you should be hiding in fear by now.
"Grrrargh"
Sleepy Pete seems upset and flails around with his arms trying to shake of the attacker.

Arbiter:

1d20 + 5 ⇒ (13) + 5 = 18

Attempt to break free 18 vs your CMD,don't forget the -4 dex penalty


18 is a miss, and yep, I've been nailing the will saves. I have some guesses about what hexes you took and everything and I like your character--cool concept.

Who's scary now, huh? the half-elf sneers, bludgeoning his opponent with his fists.

Ok, I now start punching. The first hits a 16 vs your AC (which is an effective 18 due to your -4 dex). If that hits you take 11 nonlethal damage and I try to intimidate you due to Enforcer, Demoralize roll is a 15 (which is DC of 13 + your Wis Modifier). If that succeeds, you are shaken for 11 rounds. Second punch is a natural 20, crit confirm is only a 12 (again, effective 14). If the first punch hit you and demoralized you, this punch is lethal damage. Otherwise, it's nonlethal. It is 9 damage, if the crit confirms it's 8 additional damage. Then I try to intimidate you again (if the first one failed), and it fails (as it was only 4 better than the first roll). Finally, if both attacks hit, you will begin taking 8 bleed damage on your turn. Phew, that was crazy.

Arbiter:
Two weapon fighting, first punch 1d20 + 7 ⇒ (9) + 7 = 16 Nonlethal damage 1d3 + 9 ⇒ (2) + 9 = 11 Second punch 1d20 + 7 ⇒ (20) + 7 = 27 Nonlethal if the first attack missed or failed to trigger Enforcer, otherwise Lethal. 1d3 + 6 ⇒ (3) + 6 = 9 Crit confirm 1d20 + 7 ⇒ (5) + 7 = 12 Crit damage 1d3 + 6 ⇒ (2) + 6 = 8 Enforcer demoralize roll: 1d20 + 10 ⇒ (5) + 10 = 15 Enforcer demoralize roll after 2nd attack 1d20 + 10 ⇒ (9) + 10 = 19 Boar Style bleed damage if both attacks hit 2d6 ⇒ (4, 4) = 8 Shield of Faith rounds remaining: (6/10), Rage rounds remaining: (4/7)


Version 2.0

OK, not sure whats going on now, I assume you released the grapple since I don't see a grapple check to maintain.That means I don't take a -4 dex penalty anymore.
Dex penalty or no 1st punch hits 2nd punch misses.
Intimidate sticks BTW, so I'm shaken now

Intimidated by his enemies punching power Sleepy Pete realizes that he has to get out of his cornered predicament.
Move to D11 ,you get 4 chances for an AOO since I'm passing 4 squares adjacent to you,HOPE YOU DONT HAVE COMBAT REFLEXES:)
Once I'm in D11 I cast again

arbiter:

Mage Armor

no visible effects except maybe some air gets pushed away around Sleepy Petes body.

EDIT: wait I misread that.
Both Punches hit but the Crit does not confirm.With this new information I'd like to change my action If thats OK with you. Probably doesn't help much since that bleed damage will kill me soon but whatever.

Changed Action. Still move tp D11
Cast other spell.

arbiter:

Blindness
Concentration check Continous damage

DC 10+4+2=16
1d20 + 8 ⇒ (4) + 8 = 12


Failed Concentration check damned


Hmm, from Rolg and Gnasher's fight I thought you could full attack when grappled, and according to the SRD you can, but you're right--it looks like if you're the grappler you need to use the standard action to maintain or it's done. So yeah, I'll release the grapple (which makes my attacks 2 higher, but it has the same effect cuz your Dex isn't -4.) I assume you meant the second attack didn't confirm, not that it missed, because it was a natural 20. ;-) So that means all told you took 11 nonlethal, 17 lethal (8 was from bleed) and were shaken.

Arian punches furiously, ripping flesh away with his hands. The orc flees, ducking under a vicious haymaker before casting a spell.

Round 5

Arian chases after his opponent, leaping and smashing the orc in the neck, just under his mask.

AoO only hits a 14, which should still miss. I then charge to E11 and punch for lethal damage, hitting a 27 AC for 12 damage. Remember also that at the start of your turn you will take another 8 bleed damage. Note--if you have Diehard, it won't keep you on your feet. From the wording of the feat and nonlethal damage, you'd still fall unconscious.

Arbiter:
AoO 1d20 + 11 ⇒ (3) + 11 = 14 Lethal punching damage 1d3 + 9 ⇒ (3) + 9 = 12 Charge to E11, punch for lethal damage 1d20 + 13 ⇒ (14) + 13 = 27 Lethal damage 1d3 + 9 ⇒ (3) + 9 = 12 Shield of Faith rounds remaining: (5/10), Rage rounds remaining: (3/7)


Just saw your edit now, so disregard my comment above about the miss/crit confirm.


Version 2.0

Yep attack hits and knocks me out. Still alive but unconcious.


Version 2.0

Good Match, I got to rework my strategy I guess. I didn't play out all my cards, been too agressive with the spells.I was hoping to face a non-elf for my first match.

Well, to the victor belong the spoils.

The good thing is I still have 3000 gp left to spend on gear so lets see what I can find for Sleepy. Hope we face each other again.


Finish him! I punch twice for 19 damage and the bleed increases to 10.

Good game! Yeah, a half elf for your first opponent was a bad matchup. Question--do you have to WEAR your mask to cast spells, or can you just carry it? If you don't, you should consider Warpaint of the Terrible Visage. Apply it before the battle (it costs 100) and it basically allows you to cast Cause Fear once as a swift action. It's only DC 11, but who cares? If they fail, good. If they succeed they're shaken for one round, so now when you cast your spell that round the DC is effectively 2 higher.

Arbiter:
Two-weapon fighting to finish him! 1d3 + 9 ⇒ (3) + 9 = 12 1d3 + 6 ⇒ (1) + 6 = 7 2d6 ⇒ (5, 5) = 10


Whoops, just saw your edit. Yes I'd let you change your action based on that info, but it looks like it didn't matter anyway. Anyway, if you want any gear advice or anything, feel free to PM me.


End of Challenge Bout
VICTORY TO ARIAN


Challenge Bout
GNASHER VS. RUMPLE


Goblin

Rumple strides out into the arena with his chest puffed out and his hands empty. He stands as tall as he can and stares across the sand with his chin held high. Beside him, his wolf bares her teeth at their foe.

Description:

Rumple is about as short and thin as goblins get. His wiry (yet surprisingly well muscled) frame barely fills an overly colorful and quite ridiculous set of Gnomish parade armor. An equally garish armored kilt is strapped on top of this, and from it are hung over a dozen sharp metal rings. Around the plumed helmet circles a single ioun stone, which appears to have been dipped in ink or blood. It circles around Rumple's head like a fly, and is accompanied by a number of real flies attracted by Rumple's aroma. A threadbare cloak, (which matches neither the armor nor the kilt), is wrapped around the tiny knight's shoulders and drags on the ground when he isn't mounted. Strapped to his back are a miniature greatsword and lance. A pair of exceptionally focused orange eyes peer out of from under the helmet's shade.

Visible items: Parade Armor, Armored Kilt, Greatsword, Lance, some magical cloak, some ioun stone, over a dozen chakram.

Arbiter Only:

Initative: 1d20 + 7 ⇒ (7) + 7 = 14

Initiative 14.


The Man. The Myth. The Mask!

Arbiter checking in, if you both approve of me.


THAT'S NOT HOW YOU ARBITRATE, YOU NEED NO APPROVAL FROM YOUR LESSERS. SIT YOURSELF DOWN ON THAT THRONE OF JUDGMENT AND RAIN DOWN RULES UPON YOUR SUBJECTS.


The Man. The Myth. The Mask!

FINE, I GET IT. ACT LIKE YOUR CAPS LOCK IS BROKEN.
A REGAL FIGURE IN FLOWING ROBES AND A FOUR-FACED, GOLDEN MASK TAKES HIS SEAT OVER YOUR PIT. WITH HIM ARE SEVERAL GUILDED TOMES BY WHICH YOUR WORTH AS COMPETITORS WILL BE JUDGED AND IN WHICH ARE THE LAWS THAT GOVERN YOUR LIFE AS A PIT FIGHTER. HE BARELY ACKNOWLEDGES YOUR PRESENCE BEFORE SIGNALING TO BEGIN WITH A NEARLY IMPRECEPTABLE NOD.

Better?


<3


Sorry for the delay. It has been a bad week so far.

Once more the small frail looking goblin would set foot upon the pit floor. Unarmored, with little more than some tattered clothing to hide his more unmentionable features, the little goblin would bare his teeth to his opponent. At his side, a crossbow swung from his belt. In his hand, a vial with some sort of concoction in it.

Arbiter:
Potion of Vanish (CL 2) in hand.

Initiative 1d20 + 6 ⇒ (15) + 6 = 21

Initiative - 21


Surprise Round

As the Arbiter gave his signal to start, the little goblin would raise the vial to his lips and consume its contents. Swiftly the potion would take effect, leaving the little goblin no where to be seen.

Arbiter:
Standard Action to drink potion.
Non-Action to 5-foot step to B11.

Vanish 2 Rounds


Goblin

Rumple is visibly enraged by his opponent's actions, and shrieks across the empty sand.

YOU SEE-THROUGH LOSER! WHERE IS YOUR PRIDE!

Rumple leaps onto Pyhrra's back effortlessly, and the wolf saunters forward into the middle of the arena. Rumple rummages through his pockets and grabs a vial while the wolf carries him forward.

Dice:

Ride to Fast Mount: 1d20 + 15 ⇒ (10) + 15 = 25

End movement in F11, vial drawn.

A description thing I forgot to mention: The parade armor has crude spikes sashed all over it.


Round 1

Smarter than the average goblin, Gnasher would not respond to his opponent.

Actions hidden from sight.

Arbiter:
Standard Action to take Mutagen (+4 Dex/+2 Nat. Arm., -2 Wis).
Move Action to retrieve Potion of Mage Armor.

Mutagen 200 Rounds
Vanish 1 Round


Goblin

Round 1

Rumple swigs the potion in his hand and drops the empty vial to the sand. He then draws the lance from his back as Pyhrra runs around the pillars to the east.

I THOUGHT THIS WAS A FIGHT NOT A DRINKING CONTEST YOU COW HERD!

Moves from F11 to D13, then from D13 to B13.

Arbiter Only:

Potion of Shield of Faith.


Round 2

The little goblin would become visible in B11 for a brief moment before taking cover behind the pillar (C11).

From there, he would quickly consume the contents of a vial while letting another fall to the ground. Swiftly, he would draw yet another concoction filled vial and consume its contents as well before letting both of the now empty vials fall to the ground next to the first.

Arbiter:
Non-Action to 5-foot step to C11.
Free Action to drop empty vial.
Move Action to consume Potion of Mage Armor.
Standard Action to use Extract of Shield.
Free Action/s to drop empty vials.

Current AC 29

Mage 600 Rounds
Mutagen 199 Rounds
Shield 20 Rounds


Goblin

I haven't looked in spoilers, but since you're moving around a corner I assume you are actually using a move action, thus provoking an AoO.

If you meant to take a 5 ft. step: "You can't move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent."

If you were 5-ft. stepping and didn't know you couldn't, feel free to change your actions. I'll wait before posting mine.


I was 5-foot stepping and I followed all of those rules. I started in B11 and move directly down to C11, which means I did not attempt to move diagonally past the pillar. If I started in B12 and attempted to move to C11, then I would have been trying to move diagonally around the pillar. Thusly, I did not provoke for my movement.

In turn, my movement gave me cover from you and thusly prevented me from provoking for any further actions I took that round.


Goblin

Round 2

Uhh... woops. Sounds good! No idea why I thought you were in B12.

Rumple wheels Pyhrra around and moves to F09.

You're up.


Round 3

With a roar of rage, the little goblin would attempt to tumble in and bite his opponent.

Acrobatics to prevent attack of opportunity - 25

Bite Attack - 20
Bite Damage - 11

Arbiter:
Free Action to Rage +4 Dex.
Move Action to tumble to E10.
Standard Action to Bite Rumple.

Acrobatics 1d20 + 20 ⇒ (5) + 20 = 25

Bite Attack 1d20 + 13 ⇒ (7) + 13 = 20
Bite Damage 1d6 + 10 ⇒ (1) + 10 = 11

Current AC 31

Mage Armor 599 Rounds
Mutagen 198 Rounds
Shield 19 Rounds
Rage 1 Round Used


Goblin

Rumple had a prepared option to move in closer if you moved (instead of 5-foot stepping), so he was already in square E10 when you moved. I guess that puts you in either D10 or D11.

The other goblin dances easily past the tip of Rumple's lance, but his bite is harmlessly shoved to the side by a strange force.

Rumple instantly flees the other direction.

TEETH ARE CHEATING TOO STOP USING TEETH.

Withdrawing to H20.


Round 4

Actions hidden by pillar

Arbiter:
Free Action to drop rage.
Move Action to tumble to G15.
Standard Action to ready bite attack for if an enemy comes within reach.

Current AC 28

Mage Armor 598 Rounds
Mutagen 197 Rounds
Shield 18 Rounds
Rage 1 Round Used

Fatigued 2 Rounds


If you come around the pillar:
Gnasher is in G15.


Goblin

Round 4

Moving to E20. If Rumple cannot see Gnasher he will continue on to E12 (giving the pillars a wide berth in case of waiting goblins).

You're up.


Round 5

The little goblin would attempt to yet again tumble up to his opponent (F13). However, this time he would try to take a bite out of his opponent's wolf.

Acrobatics - 19

Bite Attack - 14
Bite Damage - 11

Arbiter:
Move Action to tumble to F13.
Standard Action to bite at wolf.

Acrobatics to tumble 1d20 + 17 ⇒ (2) + 17 = 19

Bite Attack 1d20 + 12 ⇒ (2) + 12 = 14
Bite Damage 1d6 + 7 ⇒ (4) + 7 = 11

Current AC 28

Mage Armor 597 Rounds
Mutagen 196 Rounds
Shield 17 Rounds
Rage 1 Round Used

Fatigued 1 Rounds


Goblin

As Gnasher comes into range, Rumple abruptly turns face and rides the other direction.

Prepared action to move to E09.

Round 5

Once Rumple is out of reach of Gnasher's claws he turns back around with an evil grin.

I CAN SEE YOUUUUUUU!

He shrieks at his foe, and as he does so his eyes narrow and his movements become more controlled. Immediately afterwards his muscles bulge, filling out the empty space in his armor as he lets loose another bloodcurdling cry. He uses his knees to spur Pyhrra forward, charging his opponent at an improbable speed and continuing directly past him after a vicious stab with the lance.

Charge to E19, not provoking for movement.

Arbiter Only:

non action: guide mount with knees, free action: rage, swift action: activate ranger's focus, full-round action: ride-by charge to E19.
Guide with Knees: 1d20 + 15 ⇒ (9) + 15 = 24
Charge Attack: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 3d6 + 30 ⇒ (6, 2, 6) + 30 = 44

Charge Attack - 33
Charge Damage - 44


Question, was your prepared movement for when I moved into range or when I attacked?


The Man. The Myth. The Mask!

For when you moved to 10' away


Then if I'm not mistaken, his charge is mute as it is still my turn. I do believe I find myself in square F13 with a standard action left as I certianly would not try taking a bite out of a creature that I never came into reach of. With that in mind, would you like to move differently Rumple?


Goblin

Well, I can't move differently with Rumple during the readied action, as I specified E09.

The rulesy bits say "If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."

This isn't super clear about how much/many of your actions get lost or don't, but since the acrobatics and attack were different actions you're probably right.


If we were sitting at a table I would normally start to move, you would resolve your readied, I would finish moving, and then I would still have a standard action to do with as I please. Might be a different story if I had attempted to charge instead.

Seeing his opponent fleeing from him, Gnasher would continue his approach by once again trying to tumble up to his foe. (F10)

Acrobatics - 26

Arbiter:
Standard Action converted to a Move Action to tumble to F10.

Acrobatics 1d20 + 17 ⇒ (9) + 17 = 26


Goblin

Assuming that's all good with you, Arbiter, do I keep my rolls or do they disappear?

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