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NeverEnding DM
2010-06-06, 07:51 PM
You're not sure what led you to this point, but you found yourself with a choice. You either gave up your life to pay for your 'Crimes against the Empire', or you fought in their monstrous Battlegrounds.

Some of the most hardened criminals, and toughest warriors are in this pit of fighters, and they're all here to kill or be killed. Win enough, and you can earn your freedom. Nobody has ever won enough fights, though.

Gold is earned after each fight, reflecting how entertaining your fight was, and how tough the opponent was.

In the blank, featureless room that you call home now, you find a single magical device, that will sell you any Potion or Oil you wish, and provide any Weapon with no cost for free, ammunition for simple or martial weapons, and provides free, yet poor quality simple and martial weapons. (-1 on attack rolls for the non-free simple weapons, -1 on atk/damage rolls for the martial ones)

There is also a fountain of magical water, which will heal you for 5hp between each encounter.

Your first fight begins soon. You're entered into a tournament, filled with 32 warriors, all eager to earn their way up to the elite ranks of the Battleground.

32 warriors....only one will be left standing. IF you somehow win, you'll be able to rest for a day.

OOC: In this Battleground, there is a 'Save' Function. Pay 50gp, and you can 'save' your progress. From then on, when you die, you don't restart at the beginning, but exactly as you were at the Save point.

Be cautious with your use of Potions/Oils and Saves, though. You'll need that gold later on, when you can actually buy good equipment (which isn't often). Plus, your 'Score', which will be recorded on the Recruitment thread, is your current gold earned, minus the gold spent on consumables and on save points, and minus another 50gp for every death this character suffers.

Your next fight is soon. What name will your character go by in the Battlegrounds?

term1nally s1ck
2010-06-06, 08:06 PM
[roll0]

Unfortunately, you know nothing about what opponent you are facing first.

Aldgar
2010-06-07, 12:04 AM
Character sheet (http://www.myth-weavers.com/sheetview.php?sheetid=211882), for easy reference.

"I shall be known as Krieger among my enemies and allies alike." intones the odd Warforged, who is covered with a silver, metallic scale-pattern.

Preparations:

*Use the (better-quality) Quarterstaff from my character sheet as main weapon, wear the chainshirt
*Get a poor-quality Longspear(simple weapon, so -1 atk rolls) as backup/reach weapon

First battle start!

Initiative:
[roll0]

term1nally s1ck
2010-06-07, 12:20 AM
You walk to the entrance to the Battleground. You're in a 10' wide alcove, at the southern end of a 100' by 100', square, sandy arena. There's a metal barred gate blocking the entrance to the arena.

A booming voice rings out over the sands

"WELCOME, CITIZENS, TO THE BATTLEGROUNDS. FOR A FIGHT YOU HAVE COME, SO A FIGHT YOU SHALL GET. TODAY, WE HAVE A TOURNAMENT OF TRAITORS. 32 CRIMINALS, SENTENCED TO DEATH, WHO CHOSE TO FIGHT FOR THEIR LIVES INSTEAD. THE WINNER WILL BECOME A TRUE ELITE COMBATANT OF THE BATTLEGROUNDS, BUT MORE IMPORTANTLY....THE WINNER WILL LIVE.

MAKE THIS AN ENTERTAINING SHOW, CRIMINALS."

On the other side of the arena, an Azurin stands, wearing no armor, and carrying no weapons. He casts a spell as you watch, though, in the 12 seconds before the gates rise.

[roll0]

term1nally s1ck
2010-06-07, 12:21 AM
The Azurin steps forward 10', grins, and fires a bolt of fire at you.

12 fire damage, reflex halves.

Aldgar
2010-06-07, 12:30 AM
OOC: Prebuffing continued:

Upon seeing the gate rise slowly, Krieger punches the air a few times, *warming up*.

-> Use Stone power to get 2 Temp HP before combat starts.

How far away is the Azurin guy?

Reflex save:
[roll0]

#EDIT: I take that's a success. 6 fire damage taken, 2 absorbed by Stone power. WAR's at 13/17 HP.

term1nally s1ck
2010-06-07, 12:35 AM
He's currently 95' away.

21 is indeed a success.

Aldgar
2010-06-07, 12:37 AM
Wait...he stepped out 10', and is 100' away at the start...so 90' distance.

Dangit. Outside charging distance and stuff.

Okay, War performs a Charge attack at the ground 60ft away, fighting Defensively to negate the AC penalty and using full Stone Power for another 2 Temp HP.

Distance between Azurin caster guy and Krieger is thus reduced to 35 ft.

Krieger's stats at EoT:

13/17 HP, +2 THP.

Aldgar
2010-06-07, 12:38 AM
I forgot to roll the (totally irrelevant) charge attack:

[roll0] vs AC 5

#Krieger valiantly charges, and somehow fails to punch the ground!

term1nally s1ck
2010-06-07, 12:41 AM
He moves 40' east.

He then fires another firebolt at you:

[roll0] fire damage, reflex halves.

Aldgar
2010-06-07, 12:47 AM
Ugh, time for some math...

*calculates*

Okay, distance to the azurin guy is now ~55ft(actually, a bit more, but still less than 60ft).

He is within charging distance.

Reflex save:
[roll0]

Another success, 4 damage taken, 2 absorbed by Stone Power.

So War is at 11/17 HP.

Aldgar
2010-06-07, 12:50 AM
War uses a swift action to enter Stance of Clarity, declaring the azurin dude as his *dodge target* (+2 AC vs that guy, -2 AC towards the mob of spectators)

He then charges him, using the Quarterstaff. He does not use stone power this time.

CHAAAAAARGE!
[roll0]

Damage:
[roll1] Bludgeoning damage

#FAIL. I fail at attacks and win at saving throws. This is distressing.

#EDIT: Distance to Azurin: 5'. I threaten him with my quarterstaff.
WAR is at 11/17 HP.

term1nally s1ck
2010-06-07, 12:54 AM
He 5' steps back (SW, assuming you ended up directly east...), and fires another firebolt: [roll0] fire damage, reflex halves.

Aldgar
2010-06-07, 12:58 AM
Reflex save:
[roll0] Battle Clarity GO!

Battle Clarity fails. Okay, War is at 5/17 HP.

Aldgar
2010-06-07, 01:00 AM
War 5'-steps towards the guy, and attacks him with Sapphire Nightmare Blade.

Concentration check, DC = This guys AC
[roll0]

Attack(vs flatfooted AC on success of check above, -2 if check fails):
[roll1]

Damage:
[roll2] Bludgeoning

Possible Extra damage:
[roll3]

term1nally s1ck
2010-06-07, 01:05 AM
Your attacks really suck atm.

Well, assuming you pin him against the wall, he tries to tumble away.

Tumble check: [roll0]

Whether you get a hit or not, he firebolts you:

[roll1] fire damage, reflex halves.

Aldgar
2010-06-07, 01:06 AM
Okay...I really should have just nailed him with an entangling breath, in retrospect.
I suppose that tumble is a success.

Reflex save:

[roll0] *prays*

Okay, War is at -4 HP and inert.

Restarting in 3...2....1...

Current Score:

-50gp.

Aldgar
2010-06-07, 01:08 AM
Initiative:
[roll0]

Foe I'm facing and I have no clue who that guy is:

[roll1]

term1nally s1ck
2010-06-07, 01:08 AM
[roll0] rolling for your opponent....

term1nally s1ck
2010-06-07, 01:11 AM
You walk to the entrance to the Battleground. You're in a 10' wide alcove, at the southern end of a 100' by 100', square, sandy arena. There's a metal barred gate blocking the entrance to the arena.

A booming voice rings out over the sands

"WELCOME, CITIZENS, TO THE BATTLEGROUNDS. FOR A FIGHT YOU HAVE COME, SO A FIGHT YOU SHALL GET. TODAY, WE HAVE A TOURNAMENT OF TRAITORS. 32 CRIMINALS, SENTENCED TO DEATH, WHO CHOSE TO FIGHT FOR THEIR LIVES INSTEAD. THE WINNER WILL BECOME A TRUE ELITE COMBATANT OF THE BATTLEGROUNDS, BUT MORE IMPORTANTLY....THE WINNER WILL LIVE.

MAKE THIS AN ENTERTAINING SHOW, CRIMINALS."

On the other side of the arena, a human stands, wearing a chain shirt, and holding a quarterstaff.

As you watch, he drinks a potion, and oils his staff, before the gates rise.

[roll0]

Using my roll, didn't see yours.

Aldgar
2010-06-07, 01:14 AM
Alright.

"No copying my style! Prepare to die for your transgressions!"


War Krieger II. moves 30ft into the arena, and readies Summon Swarm if the guy moves within 25' of War.

term1nally s1ck
2010-06-07, 01:18 AM
He charges you.

[roll0] for [roll1], and a fort save or take a negative level.

Aldgar
2010-06-07, 01:21 AM
If the triggered Summon Swarm blocks the LoE between that charging dude and Aldgar, does the charge fail?

Again, stupid tactics on my part.

Fort save:
[roll0]

War has 6/17 HP.

Aldgar
2010-06-07, 01:23 AM
War stops concentrating(swarm goes poof), and uses an entangling Acid breath at the guy.

[roll0] *0.5 = 3 Acid damage, Reflex DC 15 for Half.

If he takes any damage, he is entangled for [roll1] rounds and takes 1d6 damage per turn.

After breathing on the bastard, War 5'-steps away.

term1nally s1ck
2010-06-07, 01:36 AM
I don't think so..you can move through a swarm, afaik.

Assuming the charge didn't fail...

He takes a 5' step, and hits you twice:

[roll0] for [roll1]+fort save or neg level (are you not immune to these?
[roll2] for [roll3]+fort save or neg level.

Aldgar
2010-06-07, 01:38 AM
I have no idea if I'm immune to negative levels -iirc, I'm immune to energy drain.

Anyhow, he can't take an 5'step if he's entangled - double movecosts, which also applies to 5'-step. Maybe...if I recalled that right..

He could just *move* 5ft, though, and that wouldn't provoke.

#EDIT: And War is dead again.

Okay...I think I need to seriously rethink tactics.

Restarting in 3...2...1...

Current score:

-100gp

Aldgar
2010-06-07, 01:40 AM
Initiative:
[roll0]

term1nally s1ck
2010-06-07, 01:58 AM
Next opponent:

[roll0]

term1nally s1ck
2010-06-07, 02:02 AM
I just realised, your first opp was a red-heaired Elf, and your most recent one was an Azurin, not a Human. Sorry.


You walk to the entrance to the Battleground. You're in a 10' wide alcove, at the southern end of a 100' by 100', square, sandy arena. There's a metal barred gate blocking the entrance to the arena.

A booming voice rings out over the sands

"WELCOME, CITIZENS, TO THE BATTLEGROUNDS. FOR A FIGHT YOU HAVE COME, SO A FIGHT YOU SHALL GET. TODAY, WE HAVE A TOURNAMENT OF TRAITORS. 32 CRIMINALS, SENTENCED TO DEATH, WHO CHOSE TO FIGHT FOR THEIR LIVES INSTEAD. THE WINNER WILL BECOME A TRUE ELITE COMBATANT OF THE BATTLEGROUNDS, BUT MORE IMPORTANTLY....THE WINNER WILL LIVE.

MAKE THIS AN ENTERTAINING SHOW, CRIMINALS."

In the other alcove, you see an Azurin with a cloak of flame.

Aldgar
2010-06-07, 02:14 AM
Finally, an opponent I can defeat!

At least I hope so.

Krieger fails at init.

term1nally s1ck
2010-06-07, 02:19 AM
He moves 40' forward, and readies an action.

Aldgar
2010-06-07, 02:22 AM
So he is 50'-ish away. I move 30ft, and summon a swarm of bats that starts to gnaw at him.

[roll0] damage.

Fort save DC 11 against nauseate on his turn, he bleeds if the swarm damage goes past DR.

term1nally s1ck
2010-06-07, 02:25 AM
It does not.

[roll0]

He moves to be 10' away from you.

Aldgar
2010-06-07, 02:32 AM
I stop concentrating on the swarm, 5'-step towards him and hit him with an entangling acid breath:

[roll0] *0.5 = 1 Acid damage, Reflex DC 15 for Half(minimum 1).

If he is damaged, he is entangled for [roll1] rounds, taking:

Round #1: [roll2]
Round #2: [roll3]
Round #3: [roll4]
Round #4: [roll5]

Damage.

Aldgar
2010-06-07, 02:38 AM
Breath Recharge time:
Breath can be used after waiting for...
[roll0] round

term1nally s1ck
2010-06-07, 03:20 AM
He spits at you:

[roll0] vs touch AC for [roll1] damage.

Aldgar
2010-06-07, 03:47 AM
You calculated the -4 penalty to ranged attacks(-2 blanket penalty to attacks, -4 penalty to Dex from entangling) already, I suppose.

That misses by a mile, and provokes an AoO:
Attack
[roll0]

Damage:
[roll1] Bludgeoning


War attacks with Sapphire Nightmare Blade:
Concentration(DC = his AC)
[roll2]
Attack(vs flatfooted if check succeeds, -2 if it fails):
[roll3]
Damage:
[roll4] Bludgeoning
Possible Extra damage:
[roll5]

term1nally s1ck
2010-06-07, 04:12 AM
You hit with your attack despite the -2, and take [roll0] fire damage for your trouble.

He spits again, [roll1] for [roll2] acid damage.

Aldgar
2010-06-07, 04:39 AM
War has taken 4 fire damage and 5 acid damage, and is at 12/17 HP.

He has waited 1 round, so he breathes again:

Entangling Lightning Breath!
[roll0] *0.5 electricity damage, Reflex DC 15 half.

If he is damaged at all, he is entangled for [roll1] rounds and takes 1d6 damage per round.

Round #1: [roll2] damage
Round #2: [roll3] damage
Round #3: [roll4] damage
Round #4: [roll5] damage

Breath recharge time:
[roll6] rounds to wait

term1nally s1ck
2010-06-07, 04:56 AM
he takes the damage, steps forward to 5' away, and spits.

[roll0]vs touch AC for [roll1]

Aldgar
2010-06-07, 05:02 AM
Miss. War moves 20ft away, then summons a swarm of Bats to gnaw on him.

[roll0] damage, if this gets past DR he bleeds.

Fort save DC 11 against Distraction.

term1nally s1ck
2010-06-07, 05:08 AM
you manage to kill him with the ongoing damage and the bat swarm.

200XP, 130gp.

Aldgar
2010-06-07, 05:13 AM
Yay. Took 5 damage this fight, drink from the fountain to heal to full.

No purchases yet.

Kill count:

1/0 vs azurin

0/1 vs crazy monk

0/1 vs fire elf caster

Next?

Initiative:
[roll0]

term1nally s1ck
2010-06-07, 05:24 AM
[roll0]

Your next opponent is a Fire Elf caster, who wins his encounters by throwing fire at his opponents. LOTS of fire.

Aldgar
2010-06-07, 05:48 AM
That annoying bastard. Err, pre-buff with stone power, using the maneuver Stone bones to hit the ground, because I'm gonna lose init. First firebolt was 12 fire damage, reflex half, right?

So let's get that underway...

[roll0]

How far away is he?

#EDIT: Looks like War is at 7/17 HP.

term1nally s1ck
2010-06-07, 05:59 AM
[roll0] Init.

So yeah, you go first, actually.

Aldgar
2010-06-07, 06:06 AM
Awesome. Charge 60' in the arena, then hit the ground with my fist, fighting defensively and using full stone power.

[roll0] vs AC 5.

Declare him as my stance of clarity target.

term1nally s1ck
2010-06-07, 06:07 AM
Now he does the firebolt, leaving you on 7, then moves close enough that he's only 5' out of reach.

Aldgar
2010-06-07, 06:14 AM
Okay, now I move 10ft away and hit him with a swarm of bats.

[roll0] Damage + bleeding

If he abrupt jaunts away, the swarm will track him down and damage him anyway, since he's 10ft away from the swarm and I'm 15ft away.

Fort 11 vs distraction on his turn.

term1nally s1ck
2010-06-07, 08:18 AM
[roll0]

If he passes, he firebolts you, then moves adjacent to you.

[roll1] fire damage, reflex halves.

RNG in mah favah.

Aldgar
2010-06-07, 08:55 AM
Let's see...
Reflex save
[roll0]

Okay, War survives with 1 HP!

Krieger III. is at 1/17 HP.

Aldgar
2010-06-07, 09:01 AM
Stop concentrating, Move 15ft away(provoking an AoO), then hit him again with a swarm of rats.

[roll0] damage..and the bleeding continues.

Fort save DC 12 against Distraction. Same clause about swarm tracking as last round applies.

term1nally s1ck
2010-06-07, 09:05 AM
ugh.

[roll0] fort..

If pass, he moves to the other side of you, and firebolts you for [roll1] damage ref halves.

If fail, he moves to the other side of you.

Aldgar
2010-06-07, 09:12 AM
Hah! Since he's still nauseated, no AoOs...so stop concentrating, move in such a way that I can hit him with a swarm while being 15ft away from him, and hit him again with a rat swarm.

Total damage the fire elf caster hast taken so far:

5(bats)+1 bleeding
6(rats)+1 bleeding cont.
aaand
[roll0] damage +1 bleeding cont.

Okay, he took 15 damage so far.

Do the Fort save vs DC 12 again!

term1nally s1ck
2010-06-07, 09:30 AM
[roll0]

He'll move to behind you, and fireboltif he passes, for [roll1] reflex halves.

Aldgar
2010-06-07, 09:42 AM
Okay, stop concentrating, move to establish 15' distance, hit him with swarm of rats again...

[roll0]

Total damage so far to the guy = 18
Is he dead yet?

Fort save DC 12 against distraction. I think you get the pattern...

term1nally s1ck
2010-06-07, 09:59 AM
18 is a kill.

200XP, 140gp

Next encounter: [roll0]

In other news, Adumbration is taking on GRANDMA. Go watch :smallamused:

Aldgar
2010-06-07, 10:04 AM
I am. It's a shapeshift druid//something...

Updated kill count:

Azurin:
1/0

Fire elf caster:
1/1

Crazy Monk:
0/1

Krieger III. uses stone bones to hit the fallen Elf(or the ground, doesn't matter), then uses swift+flourish to recover maneuvers and 4 HP via Vital Recovery. He then drinks from the fountain for another +5 HP.

This leaves Krieger III. at 10/17 HP, with 400xp and 270gp.

He has killed the azurin and the fire caster, leaving the crazy monk, the warforged tank and the goblin sniper. I'm not worried about the sniper, but the other two melee guys will be tough...so...Krieger purchases a potion of Lesser Vigor(which ignores the warforged healing nerf).

Purchases:
Potion of lesser Vigor(-50gp)
220gp left.

Initiative against the next guy:
[roll0]

Krieger III. is at 10/17 HP.

term1nally s1ck
2010-06-07, 10:12 AM
The next opponent will be a goblin that seems to kill things by sniping them from range, with a very powerful crossbow, and some insane dodging abilities.

[roll0]

Aldgar
2010-06-07, 10:18 AM
Pre-buff with Stone Power for 2 THP during the two rounds that the metal gate needs to open.

term1nally s1ck
2010-06-07, 10:27 AM
He moves 40' forward, and shoots at you:

[roll0] for [roll1]

Aldgar
2010-06-07, 11:50 PM
Krieger charges him, performs a touch attack(which provokes an AoO) and attempts to grapple him.

Charge(Touch attack)
[roll0]

Grapple check:
[roll1]

Oh, and Krieger III. is at 4/17 HP.

term1nally s1ck
2010-06-08, 09:14 AM
[roll0] for [roll1] damage (spiked gauntlet)

[roll2] to resist grapple.

If fail, escape artist check: [roll3] then he steps 5' away and reloads.

IF he resisted it/hit the AoO, he shoots, too:

[roll4] for [roll5]

Aldgar
2010-06-08, 09:47 AM
Krieger is at 0 HP and disabled from the shot.

HOWEVER, since he's a warforged, he can continue to do strenous stuff without taking any further damage!

Krieger 5'-steps away from the Goblin and hits him with a swarm of bats.

[roll0] damage + bleeding, DC 11 Fort save against nauseate.

term1nally s1ck
2010-06-08, 10:06 AM
[roll0]

Let's see..

EDIT: It just runs as far away as possible.

Aldgar
2010-06-08, 11:15 PM
I have no clue how far it can get with one move action.

Anyway, it has taken 4 damage +1 bleeding damage already.

Krieger stops concentrating, 5'-steps towards the Goblin(reducing the distance between goblin and Krieger to 5'+ whatever distance he can move with a move action), and hits the ground with the Stone Bones Maneuver, using full stone power.

[roll0] vs AC 5

If hit, Krieger gains DR 5/adamantine for 1 round, and regardless of hit or Miss, he gains 2 THP until the start of his next turn.

Krieger is at 0/17 HP, with 2 THP and DR 5/adamantine.

term1nally s1ck
2010-06-09, 12:03 AM
It tries to kill you. Shocking.

[roll0] for [roll1]

Aldgar
2010-06-09, 02:51 AM
No damage taken thanks to DR.

Use a swift action to recover maneuvers, then hit the ground with full stone power, fighting defensively.

[roll0] vs AC 5

Regardless of Hit or miss, Krieger gains another 2 THP from the swing, and +2 dodge AC. Furthermore, Vital Recovery kicks in and heals him for 4 HP! This removes the disabled condition, and gives him a move action this turn, which he uses to move 30ft towards the goblin. Finally, he uses a free action to drop prone there.

Distance between Goblin and Krieger is now 5'.

Krieger Stats:

4/17 HP, 2 THP
AC 23 vs ranged, AC 15 vs melee

Goblin has taken 4 damage +2 from bleeding already, total 6.

term1nally s1ck
2010-06-09, 03:21 AM
He smirks, backs off a little more, and shoots you again.

[roll0] for [roll1]

Aldgar
2010-06-09, 04:05 AM
Miss.

The goblin has taken 4+3 bleeding damage already, total 7.

How far can the goblin move in 1 move action? (I assume it has rapid reload, so reloading doesn't take 1 move action).

Krieger uses a move action to stand up, performs a 5'-step towards the goblin, then uses a standard action to shoot it with Eldritch Blast:

[roll0] vs touch AC
[roll1] untyped damage

After that, Krieger drops prone again.

Krieger stats:

4/17 HP

AC 21 vs ranged attacks.

Goblin has taken 4 damage(bat teeth)+3(bleeding) +2(eldritch blast)=9 damage, unless the EB misses.

term1nally s1ck
2010-06-09, 06:09 AM
It's not, actually, it took a 5' step, and his move action was to reload.

The blast misses.

5' back, reload, shoot.

[roll0] for [roll1]

Aldgar
2010-06-09, 06:20 AM
That changes many things! Since that means it's in range of my swarms...

The last shot missed, it has taken 4+4bleeding damage so far, and now Krieger hits it with a swarm of rats.

He then stands back up, 5'-steps away, then drops prone again...

[roll0] damage

Fort DC 12 vs distraction

term1nally s1ck
2010-06-09, 10:59 AM
[roll0]

If he passes, more of the same (reload, shoot, 5' step away.)

[roll1] for [roll2]

If he fails, he moves 40' away.

Aldgar
2010-06-09, 11:57 PM
He fails. Distance between Krieger/Goblin is now 55'.
The goblin has taken 4(bats)+2(rats)+5 bleeding damage= 11 damage so far.

Krieger stops concentrating, moves 30ft towards the goblin(distance reduced to 25', within range of the swarm) and hits the goblin with a swarm again.

Rats:
[roll0] damage

Fort save DC 12 vs distraction.

term1nally s1ck
2010-06-10, 12:01 AM
[roll0] fort.

Pass: reload, shoot.
[roll1] for [roll2]

Fail, move 25' south, 30' east.

Aldgar
2010-06-10, 12:05 AM
If 15 damage(4 bats, 2 rats, 3 rats again, 6 bleeding) still hasn't killed the goblin, okay...

He passes and misses. Distance: 30'.

Krieger moves 20ft towards the goblin(distance: 10') and hits him with a swarm of rats again.

[roll0]

Fort save DC 12 vs distraction

Total damage to Goblin:
Bats = 4
Rats1 = 2
Rats2 = 3
Rats3 = 3
Bleeding = 6
-> 18 damage total

term1nally s1ck
2010-06-10, 12:11 AM
Nope, still no kill.

[roll0] fort

If pass, reload etc:

[roll1] for [roll2]

If fail, move 30' south, 25' west.

Aldgar
2010-06-10, 12:23 AM
Fail. Move 30ft towards the goblin(diagonally, if necessary), hit him with rats again.

[roll0]

Fort save DC 12 vs distraction.

If distance between goblin/war is greater than 55' at the start of war's turn, charge towards the goblin(covering 60'), fighting defensively with full stone power, hitting the ground. After the attack, drop prone again.

[roll1] vs AC 5

Damage to Goblin:

19(if charge) or 23(if rats hit)

term1nally s1ck
2010-06-10, 12:24 AM
close enough for rats, rats kill it.

200XP, 150gp.

[roll0]

Your next fight will be the crazy Azurin Monk.

He wields a quarterstaff with surprising strength and speed, and each hit seems to somehow drain his opponents, often killing them with merely a glancing blow..

Aldgar
2010-06-10, 12:55 AM
So Krieger is at 600xp, 370gp.

He chugs his Lesser Vigor potion and drinks from the Fountain, bringing his HP back to 17/17.

No purchases...time for revenge(and better tactics).

Initiative:
[roll0]

term1nally s1ck
2010-06-10, 01:06 AM
[roll0]

potion and oil in buff rounds.

term1nally s1ck
2010-06-10, 01:09 AM
He opens with a swift move action, then charges you:

[roll0] for [roll1] and a fort save.


Nat 1. Huh.

Aldgar
2010-06-10, 01:52 AM
Lucky me.

Okay, Krieger declares him as stance of clarity target(AC rises to 17 vs him) and hits him with an entangling acid breath.

[roll0] *0.5 = 1 Acid damage, Reflex DC 15 for half(minimum 1).

If he is damaged, he is entangled for [roll1] rounds, taking 1d6 damage per round.

Round #1: [roll2] damage
Round #2: [roll3] damage
Round #3: [roll4] damage
Round #4: [roll5] damage

Krieger then moves 30' away, provoking an AoO.

Breath recharge time:
[roll6] rounds to wait

term1nally s1ck
2010-06-10, 06:20 AM
[roll0] for [roll1] and fort or die.

He then charges you.

[roll2] for [roll3] and fort or die.

Aldgar
2010-06-10, 07:01 AM
he is entangled, half speed, he CANNOT run or charge. AoO misses, I assume that he does a swift move+move+attack instead.

So that attack has -2 to hit(no charge) and another -2 from entangle. That means it misses.

Aldgar
2010-06-10, 07:04 AM
Okay, I don't want to face a flurry....

Krieger 5'-steps away and hits him with a swarm of bats.

[roll0] damage, + bleeding

Fort DC 11 vs distraction

Aldgar
2010-06-10, 07:06 AM
#EDIT: I just saw that you reduced the to-hit already. That means the *charge* attack still hits, and here's the fort save against Death:

[roll0]

Krieger is at 3/17 HP.

term1nally s1ck
2010-06-10, 07:37 AM
Yeah, you die. Bad luck.

Did you put a save point down anywhere?

Aldgar
2010-06-11, 01:59 AM
Nope. I think I'll take a break from the arena challenge for a while.

On the other hand, I think I'll submit a "new" NED character for the single dungeon, starting at floor 3.
(I'm basically changing TEAM around a bit, making the build legal and slightly more powerful)

I'm also interested in trying a stealth-duo for the duo dungeon, namely a Whispergnome Warlock/Trapfinding Wildshape Ranger and a Whispergnome DFA/Crusader.

term1nally s1ck
2010-06-11, 08:08 AM
Ack...hiders..

Ah well, another one bites the dust. I'll add your score later on.