Match One: The Sandy Arena, Round 3
One of the worms burrows up leaps at Cyr with its hooked limbs, but the Invoker evades it. Kauldron isn't so lucky, one managing to clamp onto the goblin but not managing to bite through his tough armor.
The burrower itself dives into the sands despite, knocking Brenwar and Lerrick around as its it burrows. Its barbed, lashing tail is finally visible as its long, blazing body arcs through the sand. It swivels its head towards the goblin that provoked it but seems too rattled by Gil's enfeebling magic to do much else.
GM: | @Neurotic , curse damage is also maximized on a crit.
@pathfinderq1 , Joy took 5 damage for entering the Burrower's aura.
@CaBaNa , your attacks vs Spawn 4 and Burrower took 5 extra psychic damage from inevitable defeat.
For convenience, we'll assume Brenwar went before Artemis was slid away so his Lay On Hands doesn't have to be retconned.
@FourMonos , Artemis had already been slid before his turn. Because of that, he took his 5 fire damage from moving to N24 through the aura to get to Spawn 4 instead of at the start of his turn.
Gave Artemis the 3 THP. | |
[sblock=Enemy Actions]
Burrower Spawn 1: Burrow up to I26,
Stealth 32,
Claw Hooks(+2 CA):
16 vs Cyr's
AC 22, miss.
Burrower Spawn 4:
Claw Hooks:
31 vs Kauldron's
28 AC, hit,
13 damage and Kaldron is
grabbed.
Burning Bite:
16 vs Kauldron's
28 AC, miss.
Burrower:
Burrow Up: Burrow Down (close burst 1, -2 marked), take
7 radiant damage from Kauldron's
Divine Challenge,
28 vs Brenwar's
18 Fort, hit,
11 vs Joy's
16 Fort, miss, Brenwar takes 11/2=5 reduced to
2 damage. Burrower midsection replaces head, Burrower tail replaces midsection,
Stealth 23, Burrow Up (close burst 1, +2 CA):
20 vs Brenwar's
18 Fort, hit,
13 vs Ootah's
16 Fort, miss,
16 vs Kauldron's
18 Fort, miss,
17 vs Lerrick's
16 Fort, hit, Brewnar and Lerrick take
18(Brenwar's reduced to
15) damage and
slide 2.[/sblock]
[sblock=Combatants]
-Party-
Ootah:
L25,
37/46hp,
prone,
5 fire damage if start turn adjacent to Burrower
Joy:
O23,
35/46hp,
Inevitable Defeat
Cyr:
L27,
22/42hp
Gil:
B24,
36/36hp
-Phantasmal Henchman:
M19
-Twilight Falls:
L21-N23
Kauldron:
O25,
38/59hp,
grabbed(Spawn 4),
5 fire damage if start turn adjacent to Burrower
Artemis:
N24,
3+25/37hp,
+5 AC
Martelai:
L15,
5+15/54hp,
concealment,
insubstantial
-Shade:
I10
Lerrick:
P27,
13/47hp,
5 fire damage if start turn adjacent to Burrower
Brenwar:
N22,
22/65hp,
DR3,
+5 AC,
2x5 fire damage if start turn adjacent to Burrower
-Enemy-
Burrower Spawn 1:
L26,
12/57hp
Burrower Spawn 4:
N25,
25/57hp,
Divine Sanction(Kauldron),
5 fire damage if start turn adjacent to Burrower,
Quarry(Ootah),
Curse(Martelai)
Burrower Spawn: 57hp, AC 21, Fort 19, Ref 19, Wil 18. Resist 5 fire.
MBA: +12 vs AC, 1d10+5 damage and the target is grabbed.
Fire Sense(Immediate Reaction, when targeted by a fire attack): The Burrower Spawn may not be targeted by the attack.
Burrower Surprise: The Burrower does +1d6 damage when it has CA.
Burrower Spawn killed:
2
Burrower:
Head(M26-O28)-Mid(L20-M21)-Tail(O21),
196/285hp,
Divine Sanction(Kauldron),
Dazed,
Curse(Martelai)
Burrower: 285hp, AC 23, Fort 25, Ref 20, Will 19.
MBA: +13 vs AC, 3d6+5 fire and poison damage and 5 ongoing fire and poison damage(save ends), Miss: 1/2 damage and no ongoing.
Burning Sands(Aura 1): The zone is difficult terrain and any creature that enters or starts its turn in the aura takes 5 fire damage. The damage from the auras stacks.
Burrower Surprise: The burrower does +1d8 damage when it has CA.
Half-burrowed: The burrower is immune to forced movement.
Effect Key:
location,
hp/max hp,
damage related,
TenT or TsnT,
conditional,
save ends,
encounter[/sblock]
[sblock=Terrain]
Walls: The walls out of the arena are 30 feet tall sheer stone Athletics (Climb) DC 25 if you want to try to escape into the stands for some reason.
Pillars: The pillars in the center are the same DC and can provide cover.
Stairs: The stairs are all difficult terrain. The northern podium area is one square above the rest of the arena. [/sblock]
[sblock=Appease the Crowd]*As a minor action, a PC may make a skill check to wow the crowd. If they succeed at the check, they gain +2 to their next d20 roll if they beat the DC, plus +2 per 5 by which they beat the DC. If the check is failed, the PC takes a -2 penalty to their next d20 roll, -2 more per 5 by which they miss the DC.
I.E, if the DC is 15, 1-5 would be -6, 6-10 would be -4, 11-14 would be -2, 15-19 would be +2, etc.
*All skill DCs will start at 15 and each individual skill's DC goes up by 2 per time the skill is used as the crowd gets more jaded. The DCs go up at the end of the round in which they are used. The DCs do not drop between arena rounds.
*Any skill can be used, as long as the player can provide relevant character action to back up the roll.
Current Skill DCs:
Religion:
19
All:
17[/sblock]