Dungeon Master
GM, 241 posts Wed 30 Mar 2016 at 22:42  Arena  TakeshiRound 1
 01  02  03  04  05  06  07  08  09  10  11  A  X  X  X  X  X  X  X  X  X  X  X  B  X           X  C  X      TK      X  D  X           X  E  X           X  F  X   TG2       BR2   X  G  X    TG1     BR1    X  H  X  X  X  X  X  X  X  X  X  X  X 
Enemies:
TG 12  Thugs  AC 18 (Touch 12)
BR 12  Brutes  AC 16 (Touch 12)
Allies
TK  Takeshi
Environment
X  Wall
Initiative
Thug 1  22
Brute 1  17
Brute 2  11
Thug 2  8
Takeshi  5

Dungeon Master
GM, 245 posts Wed 30 Mar 2016 at 23:24  Arena  TakeshiThe combat is over before it could even begin. Takeshi is overwhelmed by his opponents and before he can even react he is rendered unconcious.
All of them charge Takeshi.
Dungeon Master, for the NPC Brute 1, rolled 11 using 2d6+3 with rolls of 6,2. Damage.
Dungeon Master, for the NPC Thug 2, rolled 20 using 2d8+10 with rolls of 8,2. Critical Damage.
Dungeon Master, for the NPC Brute 2, rolled 9 using 2d6+3 with rolls of 3,3. Damage.
Dungeon Master, for the NPC Brute 2, rolled 17 using 1d20+6 with rolls of 11. Attack.
Dungeon Master, for the NPC Brute 1, rolled 13 using 1d20+6 with rolls of 7. Attack.
Dungeon Master, for the NPC Thug 2, rolled 25 using 1d20+8 with rolls of 17. Confirm Critical.
Dungeon Master, for the NPC Thug 2, rolled 27 using 1d20+8 with rolls of 19. Attack.
Dungeon Master, for the NPC Thug 1, rolled 9 using 1d20+6 with rolls of 3. Attack.
Takeshi takes 40 damage and is knocked unconcious.
Well, that was short.

Takeshi
player, 11 posts Thu 31 Mar 2016 at 00:00  Arena  Takeshi   Takeshi gives the sword to Elena, so that she may give it to the winner. Then, he strips his armor from him and walks into the arena with only the very strange and exotic weapon, a chain covered with spikes. And as all his enemies charge him, he gets into the Punishing stance and the dance begins.
I have 4 AOOs per turn and a reach weapon, so I threaten an area of 2 squares around me.
Attack rolls (I have corrected the values, the bonus should be +8, not +10):
Takeshi rolled 26 using 1d20+8 with rolls of 18. AOO4. (Brute 2)
Takeshi rolled 17 using 1d20+8 with rolls of 9. AOO3. (Brute 1)
Takeshi rolled 21 using 1d20+8 with rolls of 13. AOO2. (Thug 2)
Takeshi rolled 19 using 1d20+8 with rolls of 11. AOO1. (Thug 1)
Damage rolls:
Takeshi rolled 11 using 2d4+6 with rolls of 2,3. AOO4 Damage. (Brute 2)
Takeshi rolled 13 using 2d4+6 with rolls of 3,4. AOO3 Damage. (Brute 1)
Takeshi rolled 14 using 2d4+6 with rolls of 4,4. AOO2 Damage. (Thug 2)
Takeshi rolled 11 using 2d4+6 with rolls of 3,2. AOO1 Damage. (Thug 1)
Punishing stance extra damage:
Takeshi rolled 3 using 1d6 with rolls of 3. Punishing stance damage 4.
Takeshi rolled 4 using 1d6 with rolls of 4. Punishing stance damage 3.
Takeshi rolled 2 using 1d6 with rolls of 2. Punishing stance damage 2.
Takeshi rolled 4 using 1d6 with rolls of 4. Punishing stance damage 1.
Since I have dealt 10 damage or more to them, I can perform a trip attempt as a free action on each of them due to that feat.
Trip checks:
Takeshi rolled 19 using 1d20+12 with rolls of 7. Trip Attempt 4.
Takeshi rolled 24 using 1d20+12 with rolls of 12. Trip Attempt 3.
Takeshi rolled 31 using 1d20+12 with rolls of 19. Trip Attempt 2.
Takeshi rolled 32 using 1d20+12 with rolls of 20. Trip Attempt 1.
I now need them to roll their opposed trip checks. If they fail, they fall prone before they even get to me and attack me, so their attacks won't actually happen. Of course, if one of them manages to beat me and trip me, then it will be somewhat different.
If I manage to trip them, I can attack each of them once more due to the Improved Trip feat.
After this is resolved, I can post my own action.
If they try to get up next turn, then they will provoke another AOO.

Dungeon Master
GM, 248 posts Thu 31 Mar 2016 at 00:19  Arena  TakeshiDungeon Master, for the NPC Brute 2, rolled 6 using 1d20+2 with rolls of 4. Trip resist.
Dungeon Master, for the NPC Brute 1, rolled 8 using 1d20+2 with rolls of 6. Trip resist.
Dungeon Master, for the NPC Thug 2, rolled 5 using 1d20+2 with rolls of 3. Trip resist.
Dungeon Master, for the NPC Thug 1, rolled 16 using 1d20+2 with rolls of 14. Trip resist.
Know what, you win. They only have like 3 HP left each anyway and you still get 1 attack against them. With the prone bonus.

Dungeon Master
GM, 249 posts Thu 31 Mar 2016 at 00:55  Arena  TakeshiNo one can truly comprehend what had happened in the arena that day, but one thing is for certain. In a few seconds, Takeshi managed to dispatch four strong warriors, without suffering any injuries and without any armor.
The audience looks upon it in stunned silence. But then it gives way to overwhelming revelry. The cheers and applause Takeshi receives for his masterful skill is astounding and it's sure to be remembered in centuries to come.
And thus, a grand ornamental belt that befits a champion was gifted to Takeshi by the Order of Heironeous to commemorate his victory.
Well, I did promise it... learned my lesson now.

Daelin Swiftbow
player, 82 posts Thu 31 Mar 2016 at 01:19  Arena  TakeshiDaelin looked on with wide eyes, clearly impressed with the Warriors skill. Raising his eyebrows, he allows a smile. "Where was this guy when we were fighting the drow?" He muttered more to himself than the others.

Al'andra Dreazahn
player, 70 posts Brilliantly choreographed Excellently executed Thu 31 Mar 2016 at 01:31  Arena  TakeshiAl'andra looked on with relative disinterest. Arms folded over her chest, her face an emotionless mask. There is a truth to Daelin's words that stings the core. The inadequacy that she, herself, may feel is insurmountable. Still, she never has found respect for those of skill who chose to show it off in such manners. Any respect she would have had is negated by the action behind the victory. She is done with this, there is nothing more she wishes to see.
