DM requested. 200 exp to your main character per round.
As the arena opened up, you see some sort of kitty 115 ft. away.
(http://www.d20pfsrd.com/_/rsrc/1452830891177/bestiary/monster-listings/animals/cat-great/margay-tohc/800px-Margaykat_Leopardus_wiedii.jpg?height=254&width=400)
Roll for initiative! (And perform)
This whole challenge ladder arena was simple. Just like the tournaments, the goal was to knock out the opponents. And once they hit some critical point, the badge that the combatants wore would whisk them away to safety into the hands of the organizer's clerics.
It was simple enough, but as Katrias looked at the cat 115 ft. away, she couldn't help but feel this round was particular cruel.
She shrugged.
There's death everywhere
anyways, and it's not like that kitten is actually killed. She had to wonder how many cat the organizers had, or if they simply reused the same one for each fight.
Spoiler
Perform 1d20-1 : 20 - 1, total 19
Initiative 1d20+4 : 20 + 4, total 24
Spoiler
Initiative 1d20+3 : 14 + 3, total 17
"Well kitty." Katrias said as she pulled out a wand.
"Here's more trauma for you." With that she unleashed its spell, as three whisps of glowing magic shot forth. They aimed unerringly towards the cat.
Spoiler
Using CL 5 Wand of Magic Missile
Rolled 1d4+1 : 1 + 1, total 2
Rolled 1d4+1 : 2 + 1, total 3
Rolled 1d4+1 : 4 + 1, total 5
The spell went off perfectly, and as the cat began attempting to run towards Katrias, it was hit square in the chest. It didn't slow down its movement however, and only continued making its way closer to the caster.
QuoteLog
Spoiler
Round 1 begins
Player uses Wand of Magic Missile.
Enemy runs. Enemy is 5 ft. away.
Round 1 ends, round 2 begins.
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x1
Refreshes Remaining: 6
The cat closed the gap well. And it was just about to attack when Katrias stepped back, triggering her wand to fire again.
Spoiler
Rolled 1d4+1 : 2 + 1, total 3
Rolled 1d4+1 : 2 + 1, total 3
Rolled 1d4+1 : 4 + 1, total 5
The blast hit again, and as the bolts of magic connected, a bright flash of light pulled the cat into safety. A moment later it was no where to be found.
QuoteLog
Spoiler
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x2
Refreshes Remaining: 6
Katrias earns 283 exp, and 195 gold.
An hour later, as the next round was prepared, you see in the distance what looked to be a robed figure, covered from brownish-black clothing. Apart from that, it was still too far to get any more details.
(http://dungeonsmaster.com/wp-content/uploads/2012/09/dark-creeper.jpg)
Roll perform and initiative.
Spoiler
Knowledge (local) to identify it.
Rolled 1d20+11 : 2 + 11, total 13
Initiative 1d20-1 : 7 - 1, total 6
Perform 1d20+4 : 15 + 4, total 19
You recognize the creature to be a 'Dark Creeper'. Many of them live underground, beneath the surfaces of the known world. They were reclusive, and you wondered how the organizers got to one in the first place.
Spoiler
DEFENSE
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 19 (3d8+6)
Fort +3, Ref +6, Will +1
Weaknesses light blindness
Initiative 1d20+3 : 20 + 3, total 23
The dark creeper began running towards you at full speed, drawing its dagger at the same time. You noticed it created some sort of dark bubble around him, and it began to get difficult to keep your eyes on him.
QuoteLog
Spoiler
Round 1 begins.
Enemy runs to Player. Enemy is 5 ft. away.
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x2, Mage Armor (6 hours from beginning of Tier 2)
Refreshes Remaining: 6
"I'm starting to think all short people moved this quickly." Katrias stated, she knew some particular
short guild members who just seemed to be light on their feet. This particular combatant was no exception to that supposed rule. Like before, she activated her wand once more.
Spoiler
5 ft. step west. Activate Wand of Magic Missile.
Rolled 1d4+1 : 3 + 1, total 4
Rolled 1d4+1 : 4 + 1, total 5
Rolled 1d4+1 : 4 + 1, total 5
The dark creeper took a beating, but it managed to hold on. The darkness around it did little to help from the magic missiles, so easily were they able to unerringly strike their target. He seemed to shift in the darkness...
Stealth 1d20+12 : 5 + 12, total 17
QuoteLog
Spoiler
Round 1 begins.
Enemy runs to Player. Enemy is 5 ft. away.
Player uses wand, and deals 14 damage.
Round 1 ends, and round 2 begins
Enemy attempts to hide...
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x2, Mage Armor (6 hours from beginning of Tier 2)
Refreshes Remaining: 6
Spoiler
Perception 1d20+1 : 18 + 1, total 19
You managed to see him as he hid, however, he still attempted to attack you.
Attack 1d20+6 : 7 + 6, total 13
dmg 1d3 : 3, total 3
QuoteLog
Spoiler
Round 1 begins.
Enemy runs to Player. Enemy is 5 ft. away.
Player uses wand, and deals 14 damage.
Round 1 ends, and round 2 begins
Enemy attempts to hide and fails. Attacks...
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x2, Mage Armor (6 hours from beginning of Tier 2)
Refreshes Remaining: 6
But the attack missed.
QuoteLog
Spoiler
Round 1 begins.
Enemy runs to Player. Enemy is 5 ft. away.
Player uses wand, and deals 14 damage.
Round 1 ends, and round 2 begins
Enemy attempts to hide and fails. Attacks and misses.
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x2, Mage Armor (6 hours from beginning of Tier 2)
Refreshes Remaining: 6
Taking another step away, Katrias activated her wand yet again.
Spoiler
Rolled 1d4+1 : 3 + 1, total 4
Rolled 1d4+1 : 2 + 1, total 3
Rolled 1d4+1 : 4 + 1, total 5
318 gold and 318 exp earned
An hour later, the arena opened up again, this time as the dust settled you see 115 ft. away a mound of something green. It looked like some sort of green slime, and you can clearly see the creature pulsating and dripping. It seemed to be agitated as its slime continued to reach forth in successive bursts like spasms.
(http://media-cache-ec0.pinimg.com/736x/3e/8c/ac/3e8cac2daa758bdb112cd1267954b6ad.jpg)
Roll initiative and perform
"An ooze." Katrias said flatly.
"I'm beginning to feel this is a level one dungeon."Spoiler
Knowledge (dungeoneering) to identify it. Get info in this order: Defenses, Special Abilities, Offenses
Rolled 1d20+11 : 11 + 11, total 22
Initiative 1d20-1 : 17 - 1, total 16
Perform 1d20+4 : 13 + 4, total 17
Spoiler
Initiative 1d20+5 : 9 + 5, total 14
DEFENSE
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 33 (4d8+11)
Fort +4; Ref +3; Will -4
Immune acid, ooze traits
Ooze
An ooze is an amorphous or mutable creature, usually mindless.
An ooze has the following features.
d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most oozes are mindless and gain no skill points or feats. Oozes do not have any class skills.
Traits: An ooze possesses the following traits (unless otherwise noted in a creature's entry).
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.
SPECIAL ABILITIES
Acid (Ex)
An emerald ooze secretes a digestive acid that dissolves flesh and metal quickly, but does not affect stone or plant matter. Each time a creature suffers damage from an emerald ooze's acid, its clothing and armor take the same amount of damage from the acid. A DC 16 Reflex save prevents damage to clothing and armor. A metal weapon that strikes an emerald ooze takes 1d6 acid damage unless the weapon's wielder succeeds on a DC 16 Reflex save. If an emerald ooze remains in contact with a metal object for 1 full round, it inflicts 14 points of acid damage (no save) to the object. The save DCs are Constitution-based.
Corrosion (Ex)
An opponent that is being constricted by an emerald ooze suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
Weaving her hands in the air Katrias began to float, and with that she zoomed up straight up.
Spoiler
Standard: Katrias casts Fly.
Move: Fly up 30 ft.
The ooze just watched. It started wishing it had a bow...
... or something.
QuoteLog
Spoiler
Round 1 begins.
Player casts Fly, and moves 30 ft. up.
Enemy moves forward, doesn't really do anything.
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x4, Mage Armor (5 hours from beginning of Tier 3), Fly
Refreshes Remaining: 6
"I bet you know exactly what I'm going to do next." She pulled out a wand.
Moments after that another barrage of magic missiles.
Spoiler
Rolled 1d4+1 : 1 + 1, total 2
Rolled 1d4+1 : 3 + 1, total 4
Rolled 1d4+1 : 1 + 1, total 2
QuoteLog
Spoiler
Round 1 begins.
Player casts Fly, and moves 30 ft. up.
Enemy moves forward, doesn't really do anything.
Round 1 ends, round 2 begins
Player uses Wand of Magic Missiles deals 8 damage.
Enemy does Total Defense, and is thinking about crying in a corner.
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 8
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x5, Mage Armor (5 hours from beginning of Tier 3), Fly
Refreshes Remaining: 6
Soaring into the skies, Katrias unleashed missile after missile.
Fly another 30 ft. up, and Wand of Magic Missiles for the next two turns. Third if needed. Fly 30 ft. up each turn until I'm 100 ft. above it.
Rolled 3d4+3 : 3, 4, 4 + 3, total 14
Rolled 3d4+3 : 2, 3, 3 + 3, total 11
Rolled 3d4+3 : 1, 4, 2 + 3, total 10
Katrias earns 320 exp and 540 gold.
QuoteLog
Spoiler
Round 1 begins.
Player casts Fly, and moves 30 ft. up.
Enemy moves forward, doesn't really do anything.
Round 1 ends, round 2 begins
Player uses Wand of Magic Missiles deals 8 damage.
Enemy does Total Defense, and is thinking about crying in a corner.
Round 2 ends, round 3 begins
Player uses Wand of Magic Missiles deals 14 damage.
Enemy does nothing.
Round 3 ends, round 4 begins
Player uses Wand of Magic Missiles deals 11 damage.
Enemy is out.
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 33
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (5 hours from beginning of Tier 3), Fly
Refreshes Remaining: 6
Next round. Will have Mage Armor on.
When the morning came, you made your way to the arenas again as the organizers began outfitting you with the teleportation badge required for all competitors and beasts. An hour later the arena was cleared and the new challengers placed into combat. You didn't know what to expect, though you knew the fight was to be harder. Soon enough the next opponent was unveiled and before you stood a serpentine creature, like a wingless dragon, but had five heads attached to the body. It towered to maybe 24 ft. in height. Though even that was an estimation as the way the heads moved around and the necks coiled, that it made it difficult to get a good measure. Unlike the other previous rounds however, there was a sizeable crowd to this one. Most of the would-be adventurers had to stop at the fight before, and from here on out were perhaps the toughest the event organizers could get together.
(http://rikowski.files.wordpress.com/2011/10/hydra.jpg)
QuoteLog
Spoiler
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy:
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (4 hours from beginning of Tier 4), Fly
Refreshes Remaining: 6
Perform 1d20-1 : 20 - 1, total 19
Initiative 1d20+4 : 20 + 4, total 24
QuoteLog
Spoiler
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy:
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (4 hours from beginning of Tier 4), Fly
Refreshes Remaining: 6
Knowledge arcana
Rolled 1d20+17 : 4 + 17, total 21
(http://forums.fantasyworldcreations.com/Themes/envision2013_smf20_rev3/images/dice_warn.gif)
This dice roll has been tampered with!Initiative 1d20+1 : 10 + 1, total 11
DEFENSE
AC 15, touch 9, flat-footed 14 (+1 Dex, +6 natural, –2 size)
hp 47 (5d10+20); fast healing 5
Fort +8, Ref +7, Will +3
OFFENSE
Speed 20 ft., swim 20 ft.
Melee 5 bites +6 (1d8+3)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce
Cast Hold Person on Hydra.
Spending 1 Arcane point to increase DC by another +2. Along with Spell Focus and Greater Spell Focus, the DC is: 22
Will save 1d20+3 : 18 + 3, total 21
Move action to close the gap by 30 ft.
Next turn, run action to be adjacent, while pulling out my Mighty Axe.
Next turn, full round coup de grace.
Will change actions if Hydra manages a successful will save.
QuoteLog
Spoiler
Round 1 begins.
Player casts Hold Person. Succeeds.
Enemy does nothing.
Round 1 ends, round 2 begins.
Player runs up to Hydra, pulls out weapon.
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0, Affected by Hold Person (6 rounds)
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (4 hours from beginning of Tier 4), Fly, Hold Person
Refreshes Remaining: 6
Will save 1d20+3 : 6 + 3, total 9
QuoteLog
Spoiler
Round 1 begins.
Player casts Hold Person. Succeeds.
Enemy is held.
Round 1 ends, round 2 begins.
Player runs up to Hydra, pulls out weapon.
Enemy is held.
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0, Affected by Hold Person (5 rounds)
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (4 hours from beginning of Tier 4), Fly, Hold Person
Refreshes Remaining: 6
Coup de grace:
Rolled 2d8-2 : 8, 6 - 2, total 12
Extra crit damage: 14
Fortitude 1d20+8 : 8 + 8, total 16
QuoteLog
Spoiler
Round 1 begins.
Player casts Hold Person. Succeeds.
Enemy is held.
Round 1 ends, round 2 begins.
Player runs up to Hydra, pulls out weapon.
Enemy is held.
Player coup de graces. Enemy fails will save. Enemy is dead.
Audience Attitudes
Spoiler
Player: Friendly
Initiative Order
Spoiler
Player
Enemy
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0, Affected by Hold Person (5 rounds)
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (4 hours from beginning of Tier 4), Fly, Hold Person
Refreshes Remaining: 6
An hour later as the arena was cleared up and you ushered back in, on the other side of the arena was a large creature of some sort. From your point of view, it looked like some sort of pile of flesh and blubber. It looked rotting, though you couldn't quite decide if it was undead or not. The most prominent feature of this rotting blob of flesh was a large and gaping maw filled with sharp teeth. There was a much larger crowd than even last match, and though it wasn't quite as full as during the time the Tournaments ran, it was getting there.
(https://s-media-cache-ak0.pinimg.com/564x/de/0c/98/de0c987828ea15d44b4c22224fe8ade9.jpg)
Roll initiative!
Initiative:
Rolled 1d20+4 : 3 + 4, total 7
globster init 1d20-5 : 13 - 5, total 8
QuoteLog
Spoiler
Round 1 begins.
Enemy runs 80 ft. closer. Enemy is 30 ft. away. Katrias to roll Fort vs Stench.
Initiative Order
Spoiler
Enemy
Player
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (4 hours from beginning of Tier 4), Fly, Hold Person, Arcanis Points: 1
Refreshes Remaining: 6
Fort:
Rolled 1d20+6 : 17 + 6, total 23
Knowledge (dungeoneering):
Rolled 1d20+12 : 5 + 12, total 17
Globster CR 5
XP 1,600
N Large ooze (aquatic)
Init -5; Senses Perception -5
Aura stench (DC 18, 10 rounds)
DEFENSE
AC 16, touch 4, flat-footed 16 (-5 Dex, +12 natural, -1 size)
hp 57 (6d8+30)
Fort +7, Ref -3, Will -3
Immune acid, bludgeoning and piercing damage, ooze traits; Resist cold 10, electricity 10
Round 1:
Standard: Cast Hold Person on Globster, duration is 5 rounds.
Free: Spending 1 Arcane point to increase DC by another +2. Along with Spell Focus and Greater Spell Focus, the DC is: 22
Move: If above is success, move 40 ft closer.
Round 2:
Fullround: Run action to be adjacent, while pulling out my Mighty Axe.
Round 3:
Fullround: coup de grace.
Rolled 6d8-6 : 2, 5, 2, 5, 7, 4 - 6, total 19
Round 4:
Fullround: coup de grace again if needed.
Rolled 6d8-6 : 4, 2, 1, 2, 1, 4 - 6, total 8
If closer, move up the rolls to round 2 instead of round 3.
QuoteLog
Spoiler
Round 1 begins.
Enemy runs 80 ft. closer. Enemy is 30 ft. away. Katrias to roll Fort vs Stench. Katrias saved vs Stench.
Player casts Hold Person, succeeds, moves 30 ft. Enemy is adjacent.
Round 2 begins.
Enemy is held
Player coup de graces dealing 19 damage. Globster fails fort save and dies.
Initiative Order
Spoiler
Enemy
Player
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (3 hours from beginning of Tier 5), Fly, Hold Person x2, Arcanis Points: 1
Refreshes Remaining: 6
Exp and gold awarded
An hour later as the arena was cleaned up and you ushered back in, you see some sort of humanoid creature 110 ft. away. It looked like it was completely covered in some hard armor, and you noticed the large pincer-like claw it had on its right hand. It seemed to breathe hard, as if it had trouble breathing, though as the creature began starting to move towards you, it didn't seem as if it affected any of its abilities.
(http://oi67.tinypic.com/10df7yu.jpg)
Roll initiative
Initiative 1d20+4 : 1 + 4, total 5
Monster Init 1d20 : 3, total 3
Round 1:
Standard: Cast Hold Person on Enemy, duration is 5 rounds.
Free: Spending 1 Arcane point to increase DC by another +2. Along with Spell Focus and Greater Spell Focus, the DC is: 22
Move: Draw out Eternal Wand of Shield, while moving 30 ft. closer (if enemy is held).
Round 2:
Standard: Use Eternal Wand of Shield (should be total 31 AC)
Move: Stow wand away.
Round 3:
Fullround: Run action to be adjacent while drawing out Mighty Axe
Round 4:
Fullround: coup de grace
Rolled 6d8-6 : 8, 5, 8, 7, 3, 4 - 6, total 29
Round 5:
Fullround: coup de grace again if needed
Rolled 6d8-6 : 2, 8, 8, 6, 5, 4 - 6, total 27
All steps assuming Enemy continues to fail hold person. Actions will change if the enemy saves.
Karkinoi Will Saves (used this for both breaking spell, and resisting spell)
Round 1
Rolled 1d20+6 : 17 + 6, total 23
Round 2
Rolled 1d20+6 : 3 + 6, total 9
Round 3
Rolled 1d20+6 : 4 + 6, total 10
Round 4
Rolled 1d20+6 : 9 + 6, total 15
Round 5
Rolled 1d20+6 : 8 + 6, total 14
Karkinoi broke your AI due to him saving with Will save. You'll need to reroll your coup de grace if you make another AI set. Your Wand of Shield is Drawn out.
QuoteLog
Spoiler
Round 1 begins.
Player casts Hold Person. Enemy saves. Player draws out Wand of Shield.
Enemy runs and is now adjacent.
Round 2 begins.
Initiative Order
Spoiler
Enemy
Player
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (3 hours from beginning of Tier 5), Fly, Hold Person x3, Arcanist Points: 1
Refreshes Remaining: 6
Round 2:
Move: Activate Boots of Swift Passage 20 ft away.
Free: Spending 1 Arcane point to increase DC by another +2. Along with Spell Focus and Greater Spell Focus, the DC is: 22
Standard: Cast Hold Person on Enemy, duration is 6 rounds.
Round 3:
Standard: Use Eternal Wand of Shield (should be total 31 AC)
Move: Stow wand away.
Round 4:
Move: Move action to be adjacent while drawing out Mighty Axe
Round 5:
Fullround: coup de grace
(http://forums.fantasyworldcreations.com/Themes/envision2013_smf20_rev3/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 6d8-6 : 8, 2, 2, 2, 8, 3 - 6, total 19
Round 6:
Fullround: coup de grace again if needed
(http://forums.fantasyworldcreations.com/Themes/envision2013_smf20_rev3/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 6d8-6 : 4, 8, 1, 3, 8, 1 - 6, total 19
All steps assuming Enemy continues to fail hold person. Actions will change if the enemy saves, and disregard all rolls if enemy saves.
Round 2:
Rolled 1d20+6 : 18 + 6, total 24
Round 3:
Rolled 1d20+6 : 14 + 6, total 20
Round 4:
Rolled 1d20+6 : 12 + 6, total 18
Round 5:
Rolled 1d20+6 : 9 + 6, total 15
Round 6:
Rolled 1d20+6 : 10 + 6, total 16
AI broke again, all rolls need to be rerolled, and state your actions.
QuoteLog
Spoiler
Round 1 begins.
Player casts Hold Person. Enemy saves. Player draws out Wand of Shield.
Enemy runs and is now adjacent.
Round 2 begins.
Player activates Boots of Swift Passage. Enemy is 20 ft away. Casts Hold Person, enemy saves.
Enemy 10 ft. steps closer, and full attacks.
Initiative Order
Spoiler
Enemy
Player
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (3 hours from beginning of Tier 5), Fly, Hold Person x4, Arcanist Points: 3
Refreshes Remaining: 6
Rolled 1d20+13 : 10 + 13, total 23
Rolled 1d10+9 : 4 + 9, total 13
grapple 1d20+19 : 16 + 19, total 35
Rolled 1d20+13 : 4 + 13, total 17
Rolled 1d6+6 : 5 + 6, total 11
QuoteLog
Spoiler
Round 1 begins.
Player casts Hold Person. Enemy saves. Player draws out Wand of Shield.
Enemy runs and is now adjacent.
Round 2 begins.
Player activates Boots of Swift Passage. Enemy is 20 ft away. Casts Hold Person, enemy saves.
Enemy 10 ft. steps closer, and full attacks but misses.
Initiative Order
Spoiler
Enemy
Player
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (3 hours from beginning of Tier 5), Fly, Hold Person x4, Arcanist Points: 3
Refreshes Remaining: 6
Round 3:
Move: Spend 1 Arcane Point for Dimensional Slide, move 30 ft. away.
Free: Spending 1 Arcane point to increase DC by another +2. Along with Spell Focus and Greater Spell Focus, the DC is: 22
Standard: Cast Hold Person on Enemy, duration is 6 rounds.
Round 4:
Standard: Use Eternal Wand of Shield (should be total 31 AC)
Move: Stow wand away.
Round 5:
Move: Move action to be adjacent while drawing out Mighty Axe
Round 6:
Fullround: coup de grace
Rolled 6d8-6 : 7, 2, 8, 2, 7, 2 - 6, total 22
Round 7:
Fullround: coup de grace again if needed
Rolled 6d8-6 : 2, 4, 3, 7, 3, 5 - 6, total 18
All steps assuming Enemy continues to fail hold person. Actions will change if the enemy saves, and disregard all rolls if enemy saves.
Round 3:
Rolled 1d20+6 : 3 + 6, total 9
Round 4:
Rolled 1d20+6 : 8 + 6, total 14
Round 5:
Rolled 1d20+6 : 20 + 6, total 26
Round 6:
Rolled 1d20+6 : 10 + 6, total 16
Round 7:
Rolled 1d20+6 : 14 + 6, total 20
AI broke on round 5, on enemy's turn. 1 arcanist point remaining. 1 cast of Hold Person remaining.
QuoteLog
Spoiler
Round 1 begins.
Player casts Hold Person. Enemy saves. Player draws out Wand of Shield.
Enemy runs and is now adjacent.
Round 2 begins.
Player activates Boots of Swift Passage. Enemy is 20 ft away. Casts Hold Person, enemy saves.
Enemy 10 ft. steps closer, and full attacks but misses.
Round 3 begins.
Player activates dimensional slide to move 30 ft. away. Casts Hold person and enemy is held.
Enemy is held.
Round 4 begins.
Player casts shield, and puts wand away.
Enemy is held.
Round 5 begins.
Player moves to be adjacent and draws out mighty axe.
Enemy succeeds, full attacks.
Initiative Order
Spoiler
Enemy
Player
Damage Taken and Status
Spoiler
Player: 0, 31 AC, Mage Armor (+4 AC), Shield (+4 AC, encounter)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (3 hours from beginning of Tier 5), Fly, Hold Person x5, Arcanist Points: 5,
Eternal Wand of Shield x1
Refreshes Remaining: 6
Rolled 1d20+13 : 16 + 13, total 29
Rolled 1d10+9 : 4 + 9, total 13
grapple 1d20+19 : 15 + 19, total 34
Rolled 1d20+13 : 17 + 13, total 30
Rolled 1d6+6 : 6 + 6, total 12
QuoteLog
Spoiler
Round 1 begins.
Player casts Hold Person. Enemy saves. Player draws out Wand of Shield.
Enemy runs and is now adjacent.
Round 2 begins.
Player activates Boots of Swift Passage. Enemy is 20 ft away. Casts Hold Person, enemy saves.
Enemy 10 ft. steps closer, and full attacks but misses.
Round 3 begins.
Player activates dimensional slide to move 30 ft. away. Casts Hold person and enemy is held.
Enemy is held.
Round 4 begins.
Player casts shield, and puts wand away.
Enemy is held.
Round 5 begins.
Player moves to be adjacent and draws out mighty axe.
Enemy resists being held, full attacks and misses.
Round 6 begins.
Initiative Order
Spoiler
Enemy
Player
Damage Taken and Status
Spoiler
Player: 0, 31 AC, Mage Armor (+4 AC), Shield (+4 AC, encounter)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (3 hours from beginning of Tier 5), Fly, Hold Person x5, Arcanist Points: 5,
Eternal Wand of Shield x1
Refreshes Remaining: 6
Round 6:
Free: Spending 1 Arcane point to increase DC by another +2. Along with Spell Focus and Greater Spell Focus, the DC is: 22
Standard: Cast Hold Person on Enemy, duration is 6 rounds. Triggers AoO.
Round 7:
Fullround: coup de grace
Rolled 6d8-6 : 5, 4, 6, 4, 4, 3 - 6, total 20
Round 8:
Fullround: coup de grace again if needed
Rolled 6d8-6 : 6, 3, 2, 7, 2, 2 - 6, total 16
All steps assuming Enemy continues to fail hold person, and enemy misses AoO. Actions will change if the enemy saves or successfully hits with AoO, and disregard all rolls if enemy saves.
Rolled 1d20+13 : 9 + 13, total 22
Rolled 1d10+9 : 1 + 9, total 10
grapple 1d20+19 : 16 + 19, total 35
Round 6:
Rolled 1d20+6 : 5 + 6, total 11
Round 7:
Rolled 1d20+6 : 7 + 6, total 13
Round 8:
Rolled 1d20+6 : 3 + 6, total 9
QuoteLog
Spoiler
Round 1 begins.
Player casts Hold Person. Enemy saves. Player draws out Wand of Shield.
Enemy runs and is now adjacent.
Round 2 begins.
Player activates Boots of Swift Passage. Enemy is 20 ft away. Casts Hold Person, enemy saves.
Enemy 10 ft. steps closer, and full attacks but misses.
Round 3 begins.
Player activates dimensional slide to move 30 ft. away. Casts Hold person and enemy is held.
Enemy is held.
Round 4 begins.
Player casts shield, and puts wand away.
Enemy is held.
Round 5 begins.
Player moves to be adjacent and draws out mighty axe.
Enemy resists being held, full attacks and misses.
Round 6 begins.
Player casts Hold Person triggering AoO. Enemy takes AoO but misses. Enemy fails save and is held.
Enemy is held.
Round 7 begins.
Player coup de grace dealing 20 damage. Enemy is dead.
Initiative Order
Spoiler
Enemy
Player
Damage Taken and Status
Spoiler
Player: 0, 31 AC, Mage Armor (+4 AC), Shield (+4 AC, encounter)
Enemy: 0
Daily Resources Used
Spoiler
Player: Wand of Magic Missile Charges x7, Mage Armor (3 hours from beginning of Tier 5), Fly, Hold Person x5, Arcanist Points: 5,
Eternal Wand of Shield x1
Refreshes Remaining: 6
Will use refresh. Ready day with Mage Armor
The next day you were ushered back into the arena with another opponent. The arenas were completely full. There were only a few individuals who managed to make it this far into the challenge arena, and many of them cheered for both you and your guild. You see some banners that people waved around with your name in plain sight to see. On the other side of the arena was a large bull. It stood over 15 ft. tall, and its body was around 30 ft. in length. Its horns were reminiscent of a stag, and were spaced at about 15 ft. apart.
(http://www.demilked.com/magazine/wp-content/uploads/2015/02/iceland-saga-metal-cover-asgeir-jon-asgeirsson-2.jpg)
Roll initiative! Enemy is 105 ft. away.
Rolled 1d20+4 : 4 + 4, total 8
Rolled 1d20+1 : 10 + 1, total 11
QuoteLog
Spoiler
Round 1 begins.
Enemy runs. Enemy is now adjacent.
Initiative Order
Spoiler
Enemy
Player
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player:
Refreshes Remaining: 5
Round 1:
Standard: Casting defensively for Hold Person.
Rolled 1d20+23 : 3 + 23, total 26
Move: If Hold Person success, draw out mighty axe.
Round 2:
Fullround: Coup de grace
Rolled 6d8-6 : 3, 6, 7, 7, 1, 6 - 6, total 24
Round 3:
Fullround: Coup de grace
Rolled 6d8-6 : 5, 8, 4, 2, 7, 1 - 6, total 21
All steps assuming Enemy continues to fail hold person. Actions will change if the enemy saves, and disregard all rolls if enemy saves.
Round 1
Rolled 1d20+3 : 3 + 3, total 6
Round 2
Rolled 1d20+3 : 7 + 3, total 10
Round 3
Rolled 1d20+3 : 19 + 3, total 22
QuoteLog
Spoiler
Round 1 begins.
Enemy runs. Enemy is now adjacent.
Player casts Hold Person defensively, enemy is held.
Round 2 begins.
Enemy is held.
Player coup de grace, DC 34 Fort or death to bull. Enemy is dead.
Initiative Order
Spoiler
Enemy
Player
Damage Taken and Status
Spoiler
Player: 0, 27 AC, Mage Armor (+4 AC)
Enemy: 0
Daily Resources Used
Spoiler
Player: Eternal Wand of Mage Armor, Hold Person x1, Arcanist Points: 1
Refreshes Remaining: 5
An hour later were ushered back into the arena with another opponent. The arenas were completely full. There were only a few individuals who managed to make it this far into the challenge arena, and many of them cheered for both you and your guild. You see some banners that people waved around with your name in plain sight to see. On the other side of the arena was a large crocodile.
(https://s-media-cache-ak0.pinimg.com/736x/c5/0a/76/c50a76b8ce9cda2bcfcfd1414322002f.jpg)
Roll initiative! Enemy is 100 ft. away.
Rolled 1d20+4 : 12 + 4, total 16
Rolled 1d20+5 : 10 + 5, total 15
Knowledge (nature)
Rolled 1d20+12 : 16 + 12, total 28
Deinosuchus CR 8
XP 4,800
N Gargantuan animal
Init +5; Senses low-light vision; Perception +14
DEFENSE
AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
hp 104 (11d8+55)
Fort +12, Ref +10, Will +7
OFFENSE
Speed 30 ft., swim 40 ft.
Melee bite +18 (2d6+13 plus grab), tail slap +12 (2d8+6)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (2d6+13), snap bite
STATISTICS
Str 36, Dex 12, Con 21, Int 1, Wis 15, Cha 2
Base Atk +8; CMB +25 (+29 grapple); CMD 36 (40 vs. trip)
Feats Awesome Blow (tail slap only)B, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception, Stealth), Weapon Focus (bite)
Skills Perception +14, Stealth +0 (+12 in water), Swim +21; Racial Modifiers +12 Stealth in water
SQ hold breath
Round 1:
Standard: Cast Hold Person with Arcanist Point to increase DC to DC 22.
Move: Draw out Eternal Wand of Shield
Round 2:
Standard: Use wand of Shield
Free: Drop wand
Move: Close distance (arcanist slide if needed) draw mighty axe
Round 3:
Fullround: Coup de grace
Rolled 6d8-6 : 7, 4, 1, 7, 5, 3 - 6, total 21
Round 1
Rolled 1d20+7 : 3 + 7, total 10
Round 2
Rolled 1d20+7 : 4 + 7, total 11
Round 3
Rolled 1d20+7 : 17 + 7, total 24
Your round 3 did not work, stopping at Round 2, let me know your actions.
QuoteLog
Spoiler
Round 1 begins.
Player casts Hold Person. Enemy is held.
Enemy is held.
Round 2 begins.
Player uses wand of shield. Moves 30 ft. closer. Enemy is 70 ft. away
Enemy is held.
Round 3 begins.
Initiative Order
Spoiler
Enemy
Player
Damage Taken and Status
Spoiler
Player: 0, 31 AC, Mage Armor (+4 AC), Shield (+4 AC, encounter)
Enemy: 0
Daily Resources Used
Spoiler
Player: Eternal Wand of Mage Armor, Hold Person x1, Arcanist Points: 1
Refreshes Remaining: 5