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ArenaManager
2009-10-02, 08:22 PM
Arena Tournament, Round 73: Kil'ak the Silvertongued vs. Ford Perfect vs. Dexter vs. Hoppy

Map:
http://i181.photobucket.com/albums/x184/sublightrun/Garden.png



Awards
1st Place: 600 XP, 550 GP
2nd Place: 200 XP, 250 GP
3rd Place: 100 XP, 100 GP


Madtinker- Ford Prefect (http://www.myth-weavers.com/sheetview.php?sheetid=148882)
Introbulus- Dexter (http://pifro.com/pro/view.php?id=3805)
RPGAgmJAY- Hoppy (http://www.myth-weavers.com/sheetview.php?sheetid=151885)
Tanaric - Kil'ak the Silvertongued (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=30441)


All Combatants, please roll initiative and declare any final purchases.

Tanaric
2009-10-02, 08:31 PM
Initiative: [roll0]

No planned purchases, but might buy something reactionary, depending on the circumstances.

Trobby
2009-10-02, 08:33 PM
Initiative Roll:

[roll0]

No purchases before start.

Starting Position:

Starting on N25 with my bow in hand


Stat Block:


Hp: 11/11
AC: 15, Flat-Footed 13, Touch 12 (Armor +2 Dex +3)

No special conditions

madtinker
2009-10-02, 08:47 PM
Ford
Init[roll0]

Potion of mage armor.

RPGAgmJAY
2009-10-02, 09:07 PM
Hoppy

Init: [roll0]

Starting position:

Y14 with spiked gauntlet on 1 hand and shortbow in the other


No purchases.

Stats:

Hoppy
Current Position: Y14
Equiped w/ spiked gauntlet and shortbow
6/6 HP
AC:19 (17t/15ff)
Reactive spot: +6
Reactive listen: +7

Tanaric
2009-10-02, 09:12 PM
Well then, let's get this show on the road.

For the record, Kil'ak's animal companion is called Kenny. You don't want to know what happens if you kill Kenny.

RPGAgmJAY
2009-10-02, 09:12 PM
Hoppy - Round 1

Ref/LoS:

Moving crouched lower than 5' for whole battle unless specifically stated otherwise.

Double move to V22. (X15-X22, then over to V22)


Done.

Stats:

Hoppy
Current Position: V22
Equiped w/ spiked gauntlet and shortbow
6/6 HP
AC:19 (17t/15ff)
Psionically Focused
Neraph Camo (unused)
Reactive spot: +6
Reactive listen: +7

madtinker
2009-10-02, 09:17 PM
Well then, let's get this show on the road.

For the record, Kil'ak's animal companion is called Kenny. You don't want to know what happens if you kill Kenny.

Nice. Maybe I do...

RPGAgmJAY
2009-10-02, 09:22 PM
Well then, let's get this show on the road.

For the record, Kil'ak's animal companion is called Kenny. You don't want to know what happens if you kill Kenny.

Shouldn't we have stats on the little beasty?

Good Gaming!
-Jason

Tanaric
2009-10-02, 09:26 PM
Standard Swindlespitter, MM3, page 41.

Edit: For those without access to the MM3, the relevant info has been added to the bottom of Kil'ak's character sheet.

Trobby
2009-10-02, 09:33 PM
Dexter, Round 1

"Showtime." Grin

Ref LOS:

Knocking an arrow and readying an action, fire on the first person I see. Pre-emptive Spot and listen checks for those hiding and moving silently.

Spot: [roll0]
Listen: [roll1]


Stats:

Hp: 11/11
AC: 15, Flat-Footed 13, Touch 12 (Armor +2 Dex +3)

No special conditions


Turn Over.

Tanaric
2009-10-02, 09:38 PM
Kil'ak, round 1

For the sake of expediency I'll assume that there's no LoS. If this turns out to be false, I'll revise my turn.

Starting in B-13. Kenny is in B-14.

Kil'ak's turn:

Standard: Cast Expeditious Retreat. It affects Kenny as well, due to Share Spells.

Free: Handle Kenny to Seek. [roll0]
Free: Handle Kenny to Attack. Trained as bonus trick, no check required.

Move to G-1.

Kenny's turn:

Move to J-8.

Ready action:Spray poison on anyone that comes within 15 feet.

Done.

Stats:Kil'ak:

HP: 8/8
AC: 20/15/16
Position: G-1.
Buffs: Expeditious Retreat 1/20

Spells remaining: 0th: 5/5 1st: 5/6


Kenny:

HP: 11/11
AC: 18/16/13
Position: J-8
Buffs: Expeditious Retreat 1/20

Tanaric
2009-10-02, 09:48 PM
Refs:Forgot to roll some things.

Kil'ak:

Hide: [roll0]
Move Silently: [roll1]
Spot: [roll2]
Listen: [roll3]

Kenny:

Hide: [roll4]
Move Silently: [roll5]
Spot: [roll6]
Listen: [roll7]

All Hide/MS rolls are including the -5 penalty for full speed.

Carry on.

madtinker
2009-10-02, 09:52 PM
Ford, rd 1
Also assuming no LoS
Starting with loaded sling and potion (see spoiler) in hand.
Standard: drink potionmage armour
Move full speed to J5, hiding: [roll0]

StatsFord Prefect (http://www.myth-weavers.com/sheetview.php?sheetid=148882)
M LN Human Monk, Level 1, Init -3, HP 8/8, Speed 40
AC 19, Touch 15, Flat-footed 16, Fort +3, Ref +2, Will +4, Base Attack Bonus 0
FoB +0/+0 Unarmed Strike (-) +2 (1d6+2, x2)
Sling (20 bullets) +3 (1d4+2, x2)
FoB +1/+1 Shuriken (10) +3 (1d2+2, x2)
(+3 Dex, +2 Misc)
Abilities Str 14, Dex 16, Con 12, Int 14, Wis 14, Cha 8
Condition Mage armor rds 600/600

Psionic Dog
2009-10-02, 10:41 PM
High Ref PsiDog

@Refs
Uh... can animal companions be directed to ready actions? I don't think so.

Anyway, listen chart:
Blue moves Not Quietly. Takes 5 for an 8 with speed penalties.
[roll0]

Purple does nothing.
Listen Results: 19

Red moves. Tries quietly. 17 and 22
Listen results: 6 and 12

Orange moves. Not quietly. Takes 5, for a 2 with speed and hedge penalties. On the other hand his hide is enough to be see by red pet.
[roll1]

So...
Blue: (24)
vs Purple: nothing to hear.
vs Red: -11 distance. hears nothing.
vs Orange: -11 distance -2 bent listen line to dodge pilar. simple success

Purple: (19)
vs Blue: -4 distance. simple success.
vs Red: - bigenough. Hears nothing.
vs Orange: -11 distance -2 bent listen line to dodge pilar. simple success

Red: (6)
vs Blue: not a chance
vs Purple: no.
vs Orange: -2 distance, simple success

Red Pet (12)
same as master, not sure how pet would comunicat such knowledge though.

Orange: (25)
vs. Blue: -8 distance, improved success
vs. Purple: nothing to hear
vs. Red -3 distance simple success
can see red pet



Hoppy
No LoS.
You hear movement northish of yourself.

Dexter
No LoS.
You hear movement East(ish) and North(ish).

Kil'ak & Refs
Uhm... about your battle orders for your animal companion:

The refs are generally willing to concede basic animal control to the player when it is close to you to save time. (Just keep in mind you may not necessarily know what your animal knows)

However, last I read the 'attack trick' description, that required specifying a target, which you did not do. Further, even if you did I fail to see how that would cause your companion to ready attacks.

So... unless you can find a convincing argument for why your pet would naturally act in such a way or else general animal companion precedence in your favor having your pet make strategic readied actions will be disallowed.

---------------------------------------------
LoS Resut
No LoS.
You hear movement south(ish) of you.

Ford
Before moving you hear something to your SouthEast move further south, as well as softer movement somewhere west(ish) of you.

After moving you see Kenny standing at J-8

Tanaric
2009-10-02, 11:16 PM
@refs:With almost any other animal companion, I wouldn't have readied an action. However, the combat description for a Swindlespitter says this:


A swindlespitter has no interest in fighting other creatures; it relies solely on stealth to acquire its meals. It flees if discovered, either finding a hiding spot or simply running as fast as it can with its ill-gotten gains. If it is cornered, it attempts to blind its pursuers with its poison and dart away. Only as a last resort does a swindlespitter attack with its sharp beak.

I figured that a ready action to blind things with its breath was in line with this. If it's not, I'll concede the action and not ready further ones.

Edit: And about the target of the Attack trick, I could have sworn I specified. After reading my post over again though, I see that you're right. I intended for it to be directed at Ford, which is evidenced by both me and it moving toward his starting location. If this isn't enough, I'll re-handle it next turn.

Mavian
2009-10-03, 12:36 AM
@refs:With almost any other animal companion, I wouldn't have readied an action. However, the combat description for a Swindlespitter says this:



I figured that a ready action to blind things with its breath was in line with this. If it's not, I'll concede the action and not ready further ones.

Edit: And about the target of the Attack trick, I could have sworn I specified. After reading my post over again though, I see that you're right. I intended for it to be directed at Ford, which is evidenced by both me and it moving toward his starting location. If this isn't enough, I'll re-handle it next turn.



There is an actually trick for just that situation. Ambush, from Races of the Wild. Your animal companion doesn't know it though.

Tanaric
2009-10-03, 10:43 AM
@refs:After reading it, I'm not sure how having this particular AC trained with Ambush would differ from its natural combat description. However, I concede the readied action.

Go ahead, guys.

RPGAgmJAY
2009-10-03, 02:18 PM
Hoppy - Round 2

LoS- Refs:

Move action to move into U21.
Hide Check:[roll0]
MoveSilently Check:[roll1]
*both rolls include -5 penalty for moving more than 1/2 speed as well as modifiers for heavy undergrowth as presented on the map.*

Standard Action: Ready an action to fire on anyone within my LoS with my shortbow using a masterwork arrow. If moving my direction and unaware of my location, will fire once they get within 30ft of my position to use sudden strike ability.


Done.

Stats:

Hoppy
Current Position: U21
Equiped w/ spiked gauntlet and shortbow
6/6 HP
AC:19 (17t/15ff)
Psionically Focused
Neraph Camo (unused)
Reactive spot: +6
Reactive listen: +7

Trobby
2009-10-03, 03:07 PM
Dexter, Round 2

Ref LOS:

Moving from N26 to N21, veeeery carefully.

Spot: [roll0]
Listen: [roll1]
Hide: [roll2]
Move Silently: [roll3]


Stats:

Hp: 11/11
AC: 15, Flat-Footed 13, Touch 12 (Armor +2 Dex +3)

No special conditions


Not done. Need LoS.

AlterForm
2009-10-04, 09:05 PM
Ref AlterForm

LoS Check

Refs
Setting up a Perception listing.

Hoppy:
Hide at 19, MS at 17
Spot: [roll0] (I'll probably edit this out if it isn't needed, but I may forget)
Listen:[roll1]

Dexter:
Hide at 13, MS at 12 (On his turn) Hide at 8, MS at 7 (On his turn)
Spot: 14
Listen: 18

Kilak:
Spot: [roll2]
Listen: [roll3]
-> Kenny: Spot [roll4], Listen [roll5]

Ford:
Spot: [roll6]
Listen: [roll7]

Round 2, Hoppy's turn: (In no particular order)
Ford is at J5
Kilak is at G1, Kenny at J8
Dexter is at N25
Hoppy moves V22 to U21
Result:
Ford vs Hoppy:
No way
Kilak vs Hoppy:
No way
Dexter vs Hoppy:
Effective Listen penalty of about -4 disallows hearing Hoppy.
Final Result: No one detects anything

Round 2, Dexter's turn: (In no particular order)
Ford is at J5
Kilak is at G1, Kenny at J8
Dexter moves from N25 to N21
Hoppy is at U21
Result:
Ford vs Dexter:
Dexter's effective MS check after distance is 16. No dice.
Kilak vs Dexter:
Dexter's effective MS check after distance is 18. Kilak barely hears it.
Hoppy vs Dexter:
Introbulus' starting position conflicts with his stated actions. Because N25 was stated first and still allows a valid movement to N21, it will be assumed. Need to clarify Dexter's action before further analysis.
Dexter vs Hoppy:
Spot v Hide: 14 vs 19 (No)
Listen v MS: 15 vs 17 (No)

Addendum: Per post 23, Dexter is moving at not-quite-full speed, and accepting the applicable penalties. Thusly, the difference between N26 and N25 is moot, but he does take a -5 penalty to MS and Hide.


Kilak
You barely hear movement south(ish) of you.

Ford
No change.

Dexter
No LoS. You have actions remaining. Please stand by and wait to do so until told to, however, please.

Hoppy
LoS is established as Dexter enters N22. He is not aware of you, but is at a range of 35 feet. He continues one square farther north into N21. You can take your readied action now, or wait to see what he does. Which will it be?

AlterForm
2009-10-04, 09:32 PM
Ref AlterForm

Dexter
Your starting position of N25 in post #3 conflicted with your stated path of N26 -> N21 in your round 2 post. N25, having been posted first and still resulting in a valid action for movement to N21, was taken as your proper starting position.

That said, for your movement to N21, are you moving at half speed to avoid penalties? This results in the end of your first move action being at N22, with the movement to N21 being part of your next move action. Alternatively, you could move at near-full-speed and take only a -5 penalty. Full movement will inflict a -20 penalty.

Your LoS check will be in the above post once I get your answer, so be sure to check it.

Trobby
2009-10-04, 09:50 PM
To Alterform:


Ah, I forgot about penalties for moving more than half. And actually, I did mean to start in N26 and move to N21. My action stands, and I will take the -5 penalty.

RPGAgmJAY
2009-10-05, 09:26 AM
To Alterform:

Hoppy will wait to see what Dexter does, if he heads this way and gets within 30' I'll take my action, otherwise I'll sit tight for the moment.

AlterForm
2009-10-05, 09:40 AM
Hoppy:
Roger that.

Dexter
You may proceed.

LoS CHECKPOINT

Trobby
2009-10-05, 09:53 AM
Dexter Round 2, Part 2


Readied action


Shoot anything once LoS is established, then 5 ft. step back to N22.



Stats:


Hp: 11/11
AC: 15, Flat-Footed 13, Touch 12 (Armor +2 Dex +3)
Positioned on N21
No special conditions


End of Turn

Tanaric
2009-10-05, 12:29 PM
Kil'ak, round 2

Refs:The refs made no further mention of my attack command being invalid, so I'm continuing with it being directed at Ford, which was the intention all along.

Kenny uses 30 of 60 movement to move at half-speed into J-5.

I need to know what he sees before determining if he attacks or not.

Move Silently: [roll0]

Hide: [roll1]

Spot: [roll2]

Listen: [roll3]

Kil'ak uses 25 of 70 movement as a partial half-speed movement into I-1.

Move Silently:[roll4]

Hide: [roll5]

Spot: [roll6]

Listen: [roll7]

All rolls are accounting for the bonuses/penalties of the hedge squares.

Not done, need LoS.

Psionic Dog
2009-10-07, 01:38 PM
High Ref PsiDog

@Refs
LOL... this is the month for collisions is it not?
EDIT: actualy they may not. I don't know if the pet has enough movement.

AF already rolled this round for listen, and it isn't enough.
Dexter makes a simple success on listen vs Kil'ak.

Stuffing old LoS check here for reference.
@Hoppy
You see Dexter ready an action. If it matters he's holding a bow.

@DexterNo LoS.
You here movement northish of yourself

@Ford (pending Kil'ax and Kenny actions: possible collision

@Kil'ak
Hedges are very difficult terrain that requires 20ft of movement to enter. At half speed Kenny can't enter J-5 and have any actions remaining.

(the expeditious retreat is no longer in effect on Kenny since Kenny moved more than 5 ft away from you)

Does Kenny move at full speed to have a remaining action, half speed without the action, or do something else?

Need clarification on Kil'ak and company.

Tanaric
2009-10-07, 01:41 PM
Refs:That'll teach me not to read more carefully... full speed into the hedge he goes.

Psionic Dog
2009-10-07, 02:20 PM
@Refs
How do we handle Kenny? Kil'ak and kenny no longer have LoS to each other.

Kil'ak doesn't see Ford *yet*, but will if Ford breaks hidding to take the AoO on Kenny

@Hoppy
You see Dexter ready an action. If it matters he's holding a bow.

@DexterNo LoS.
You here movement northish of yourself

Kil'ak
You get a sudden burst of surprised recognition from Kenny.
No LoS to anyone, not even Kenny.

@Ford
*bump* Kenny tries to walk into you. If possible you may make an AoO if you so choose. (Kenny has bounced back into J-6)

You also hear movement in the bushes to the North.

Need clarification first from Ford, then Kil'ak may continue.

Tanaric
2009-10-07, 02:22 PM
Refs:I can't see Kenny? Surprised recognition? AHA! I found you, Ford! :smallamused:

I presume he had a readied action to attack or somesuch, which is why we're waiting on him first. After that's resolved, gogo blinding breath!

Edit: Or maybe it's an AoO? :smallconfused: If so, remember Kenny's +4 AC against AoOs

Also remember that Kenny has Uncanny Dodge, so even if he can't see Ford (this is where it would be helpful for me to know these things, but I understand why the refs have to handle it this situation) he still keeps his dex AC bonus.

madtinker
2009-10-07, 06:54 PM
@refsHhm...On the character sheet it says he sprays poison when threatened. Does this mean he can only spray poison as a reaction to my attack (and if so, is it a free action?)? Or must he use a move action to spray the poison?

If he sprays only as a reaction, I will pass on the AoO. If he does not spray as a reaction, but only as a regular attack, I will take the AoO. If he can do either one, I will attack.
Attack[roll0]
Damage[roll1]

In case he sprays me as part of the rest of his turn, my fort save vs poison [roll2]

Mavian
2009-10-07, 07:17 PM
@madtinkerer

It takes an action to use its poison spray ability

Tanaric
2009-10-07, 07:19 PM
Refs:Am I supposed to continue my turn now, and if so, can I see Kenny in J-5 now?

Psionic Dog
2009-10-07, 09:09 PM
@Tanaric
The bushes in J-5 shudder as Ford attacks something out of your LoS from that square.

Incidentally, Kenny starts sending you impressions of danger.
Say, would a 19 hit Kenny? If it does your familiar takes 8 points of damage.

(I know you claimed Kenny gets a +4 AC against AoO, but I couldn't find the source for such a bonus when examining the your char-sheet.)

After resolving the current health of Kenny you may continue your turn.

Tanaric
2009-10-07, 09:17 PM
Refs:Kenny has the Mobility feat. Mobility. (http://www.dandwiki.com/wiki/Mobility)

Coupled with his Uncanny Dodge, he retains his dex mod even if he couldn't see Ford, and gains a +4 bonus if the AoO was caused by his movement (I presume it was.)

So no, that does not hit Kenny.

Kil'ak, round 2 continued

Let's fry that sucker!

Standard: Fire a Kelgore's Fire Bolt at Ford.

Damage: [roll0]

Thanks to Spell Thematics, you may inform Ford that the fireball comes with a sprinkling of snowflakes. :smallbiggrin:

Not done yet.

Tanaric
2009-10-07, 09:21 PM
Refs, Ford:Go ahead and look at my previous action. KFB does allow a reflex save for half, but as it's more than twice as much HP as you have, the point is rather moot.

Kil'ak, round 2 continued (again)

Assuming that does indeed make a toasty pile of ash out of Ford, Kenny moves into J-6 K-5 (Sorry, he was already standing in J-6, so that made no sense). If it doesn't, I'll revise this portion of my turn.

Done.

Stats:Kil'ak:

HP: 8/8
AC: 20/15/16
Position: I-1.
Buffs: Expeditious Retreat 1/20

Spells remaining: 0th: 5/5 1st: 4/6


Kenny:

HP: 11/11
AC: 18/16/13
Position: J-5

Tanaric
2009-10-07, 09:24 PM
Refs:I'm going with the previous rolls for Kenny's hiding/moving silently, by the way. If those aren't valid for some reason, please note that I intend to have Kenny hiding, and those things should be rolled if appropriate.

Okay, I'm done for real now.

madtinker
2009-10-08, 09:26 AM
@Refs, Kil'akso...I'm dead I guess. But what about Kenny? I'm pretty sure I hit him.

Tanaric
2009-10-08, 10:30 AM
Refs, Ford:Kenny has the Mobility feat, and thus has 22 AC against AoOs caused by his movement. The refs said you rolled a 19.

madtinker
2009-10-09, 09:27 AM
In case anyone is wondering, I am dead. Please don't mutilate my face, Ford has a date tomorrow.

Tanaric
2009-10-09, 09:32 AM
Yeah, sorry about that. It's sorta what Kil'ak does, though...

Hoppy's turn now, I believe?

Trobby
2009-10-09, 09:42 AM
If that was your Second Round turn, then yes. We'll be starting Round 3 now.

RPGAgmJAY
2009-10-09, 11:19 AM
Hoppy - Round 3

Refs, LoS:

Stay put (keeping previous hide check? and not making a sound) with a readied action:

Shoot anyone who spots me within my LoS. If they don't spot me, only shoot if within 30' for sudden strike damage.



Done.

Stats:

Hoppy
Current Position: U21
Equiped w/ spiked gauntlet and shortbow
6/6 HP
AC:19 (17t/15ff)
Psionically Focused
Neraph Camo (unused)
Reactive spot: +6
Reactive listen: +7

Trobby
2009-10-09, 12:08 PM
Round 3

Refs, LoS



Okay, a double move at half speed to step into N19. Here are my hide and move silently checks, with the +5 -5 already factored in.

Hide: [roll0]
Move Silently: [roll1]

Spot: [roll2]
Listen: [roll3]


Stats:


Hp: 11/11
AC: 15, Flat-Footed 13, Touch 12 (Armor +2 Dex +3)
Positioned on N19
No special conditions


We should probably get an LoS check before Tanaric takes his turn.

hustlertwo
2009-10-10, 10:21 AM
Refs

Listen for Hoppy [roll0] For Dexter [roll1]

Dexter

No LoS. You have a different position listed in your stat block than you state in your action, but in those cases the action takes precedence. You hear the sounds of battle to the north, as well as Ford's death rattle.

Hoppy

No LoS. You hear fighting and Ford dying to the north, and movement to the west.

Kil'ak

No LoS.

Trobby
2009-10-10, 10:26 AM
Sorry about the stat block. ^^; I forgot to update the position again. Fixed it.

Anyway, that's the end of my turn.

Tanaric
2009-10-10, 10:26 AM
Kil'ak, round 3

Kil'ak:

Move action: Push Kenny to use the Ambush trick (Mavian said it would allow ready actions, so I'm going with that.) Handle Animal: vs DC 25.

Second move action if needed: Push Kenny again: [roll1]

Move to I-5, going I-1>J-2-3-4>I-5.

Hide: [roll]1d20+14
Move Silently: 1d20-6
Spot: 1d20+1
Listen:1d20

All rolls accounting for over half speed+hedge bonuses/penalties.

Kenny:

Move action: Hide: 1d20+16

Listen: 1d20+5
Spot: 1d20+5

Ready action:Spray blinding poison on anyone that comes within 15 feet.

Done.

Stats:Kil'ak:

HP: 8/8
AC: 20/15/16
Position: I-5.
Buffs: Expeditious Retreat 3/20

Spells remaining: 0th: 5/5 1st: 4/6


Kenny:

HP: 11/11
AC: 18/16/13
Position: K-5

Tanaric
2009-10-10, 10:34 AM
@refs:Whoops. Kil'ak rolls:

Hide: [roll0]
Move Silently: [roll1]
Spot: [roll2]
Listen:[roll3]

Kenny rolls:

Hide: [roll4]
Listen: [roll5]
Spot: [roll6]

Tanaric
2009-10-10, 11:54 AM
For the sake of expediency, I'll tell you that I haven't done anything to give you LoS if you didn't have it before.

RPGAgmJAY
2009-10-10, 05:07 PM
Hoppy - Round 4

Refs, LoS:

Stay put (keeping previous hide check? and not making a sound) with a readied action:

Shoot anyone who spots me within my LoS. If they don't spot me, only shoot if within 30' for sudden strike damage.



Done.

Stats:

Hoppy
Current Position: U21
Equiped w/ spiked gauntlet and shortbow
6/6 HP
AC:19 (17t/15ff)
Psionically Focused
Neraph Camo (unused)
Reactive spot: +6
Reactive listen: +7

Trobby
2009-10-10, 06:59 PM
Refs:


*Sigh* It's times like these that make me wish I had taken the Quick trait.


LoS, Refs:


Putting away my bow as a move action, I use my other move action to go forward and start moving up the ladder, trying to go at half-speed when I get there rather than quarter speed. No sense making a hide check, but I'll make a MS check and a Climb check. MS factors in the -5 penalty.

MS: [roll0]
Climb: [roll1]


Stats:

Hp: 11/11
AC: 15, Flat-Footed 13, Touch 12 (Armor +2 Dex +3)
Position: N16, near the top of the ladder if I succeed my climb check
No special conditions


Quick check for LoS or readied actions, and then Tanaric's turn.

Tanaric
2009-10-10, 07:48 PM
I'll be away for the weekend. If it takes longer than two days, consider this advance warning so I don't get DQed for absence.

Sallera
2009-10-12, 03:45 PM
Refs:Spot for Dexter:[roll0]

Kil'ak:No LoS.

Dexter:No LoS.

Hoppy:Dexter climbs halfway up the ladder in N16. Also, please list your hide check in your stat block if you haven't moved. And for future reference, I don't believe "if someone spots you" is a valid trigger for a readied action, as you won't have any way of knowing if that has happened.

Tanaric
2009-10-12, 04:13 PM
Kil'ak, round 4

Kil'ak actions:

Stay still, keeping old hide check of 34.

Active spot check: [roll0]

Reactive spot: [roll1]
Reactive listen: [roll2]

Ready action:Fire a Kelgore's Fire Bolt at anyone that comes within LoE/LoS.

Kenny actions:

Move action: Hide: [roll]1d20+16

Reactive spot:[roll3]
Reactive listen: [roll4]

Keeping with his previous Ambush command, he readies the same action as before.

Done. Still haven't done anything to give LoS if you didn't have it before.

Edit: Fixed spoiler tags.

Stats:Kil'ak:

HP: 8/8
AC: 20/15/16
Position: I-5.
Buffs: Expeditious Retreat 4/20

Spells remaining: 0th: 5/5 1st: 4/6


Kenny:

HP: 11/11
AC: 18/16/13
Position: K-5

Tanaric
2009-10-12, 04:14 PM
@refs:Messed up Kenny's hide check.

[roll0]

Nothing of importance. Keep going.

RPGAgmJAY
2009-10-13, 10:34 AM
Hoppy - Round 5

Refs, LoS:

Stay put (keeping previous hide check[19]? and not making a sound) with a readied action:

Shoot anyone who acts like they spot me within my LoS(direct an attack or spell in my direction). If they don't spot me, only shoot if within 30' for sudden strike damage.



Done.

Stats:

Hoppy
Current Position: U21
Equiped w/ spiked gauntlet and shortbow
6/6 HP
AC:19 (17t/15ff)
Psionically Focused
Neraph Camo (unused)
Reactive spot: +6
Reactive listen: +7

Trobby
2009-10-13, 12:39 PM
LoS, Refs:


This time, I'm finishing my climb up the ladder and walking to the edge of the Granite platform (N12). Assuming I make the climb check, I use my second move action to draw my bow again. Now that I'm up on the platform, I might be able to see the action down below. I might not, and I still want to avoid being heard, so just in case they're listening, here's my MS check, my spot check, my listen check, and my climb check.

MS: [roll0]
Spot: [roll1]
Listen: [roll2]
Climb: [roll3]


Stats:

Hp: 11/11
AC: 15, Flat-Footed 13, Touch 12 (Armor +2 Dex +3)
Position: N12, 10 ft. in the air
No special conditions

Sallera
2009-10-13, 01:11 PM
Dexter:No LoS.

Hoppy:Dexter moves to N12 and draws his bow.

Kil'ak:Dexter moves to N12 and draws his bow.

Tanaric
2009-10-13, 01:15 PM
Refs:That triggers my readied action, doesn't it?

Sallera
2009-10-13, 01:21 PM
Tanaric:Yep, go ahead.

Tanaric
2009-10-13, 01:25 PM
Refs, Dexter:Burn, baby, burn!

Fire damage: [roll0]

Reflex DC 16 for half.

If you survive that, you see an excited little Kobold in I-5.

I'll need the reflex save from you, then I'll take my turn.

Trobby
2009-10-13, 02:28 PM
Refs, Tanaric:


I'm not even sure what you just used to scorch me. It strongly resembles a Scorching ray, but with greater force. Probably whatever your "Kelgor's Ray" thing was...anyway, here's my Reflex roll. *Prays for a high roll*

[roll0]

...Ouch. You've torched and scorched him.


Dexter is out of the match.

Tanaric
2009-10-13, 02:29 PM
Refs, Dexter:No harm telling you, I suppose. It's a Kelgore's Fire Bolt.

I assume that means you're quite deadified?

Okay, I've done my part in this match. I'll be waiting for Hoppy to show himself now. :smallwink:

Tanaric
2009-10-13, 02:35 PM
Kil'ak, round 5

Kil'ak actions:

Move: Hide: [roll]1d20+19

Standard: Cast Ghost Sound at J-11, full volume (12 humans). It repeats the message "Come and fassse me, lessst this continue far too long. I promissse to make your death easssy, if not painlessssss." every round for 3 rounds.

Edit: Ah, right. It's in common, but Hoppy doesn't speak that. So it's just a lot of noise, then.

Kenny actions:

Move: Hide: [roll0]

Standard: Ready the same action as before.

Done.

Edit: Fixed spoiler tags.

Stats:Kil'ak:

HP: 8/8
AC: 20/15/16
Position: I-5.
Buffs: Expeditious Retreat 5/20

Spells remaining: 0th: 4/5 1st: 3/6


Kenny:

HP: 11/11
AC: 18/16/13
Position: K-5

Tanaric
2009-10-13, 02:36 PM
Refs:Messed up the hide roll again. :smallsigh:

Hide: [roll0]

Nothing important.

You should probably ask for a LoS/listen check, though.

Tanaric
2009-10-13, 02:37 PM
Refs:Oh good god! *facepalm*

Hide: [roll0]

Turn done for real now.

Sallera
2009-10-13, 02:45 PM
One sec.

Kil'ak:"A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can." Ghost Sound doesn't make any mention of intelligible speech, only the noise of talking.

Tanaric
2009-10-13, 02:49 PM
Refs:*shrug*

He doesn't speak common anyway. Change to to random babbling or whatever.

Sallera
2009-10-13, 02:59 PM
Refs:Listen for Hoppy:[roll0]

Kil'ak:That works.

Hoppy:No LoS.

RPGAgmJAY
2009-10-13, 05:03 PM
Okay, I've done my part in this match. I'll be waiting for Hoppy to show himself now. :smallwink:

Yeah... good luck with that.

Hoppy - Round 6

Refs & LoS

Double move to Q17 at half speed, keeping low.
Hide: [roll0]
Move Silently: [roll1]


Done.

Stats:

Hoppy
Current Position: Q17
Equiped w/ spiked gauntlet and shortbow
6/6 HP
AC:19 (17t/15ff)
Psionically Focused
Neraph Camo (unused)
Reactive spot: +6
Reactive listen: +7

Sallera
2009-10-13, 05:34 PM
Refs:Listen for Hoppy: [roll0]

Kil'ak:No LoS.

Hoppy:You hear speech to the northwest, but can't understand it.

Tanaric
2009-10-13, 05:47 PM
Kil'ak, round 6

Kil'ak actions:

Move: Hide: [roll0]

Standard: Cast Ghost Sound at N-8, at whatever volume is necessary to represent a kobold sorcerer critically failing a move silently roll. This Ghost Sound is programmed to go off after the other one, not before.

Notes: GS1 (J-11, babble) 2/3, GS2 (N-8, noisy movement) 1/3

Kenny actions: Keep old hide roll of 35.

Ready the same action as before.

Done.

Stats:Kil'ak:

HP: 8/8
AC: 20/15/16
Position: I-5.
Buffs: Expeditious Retreat 6/20

Spells remaining: 0th: 3/5 1st: 3/6


Kenny:

HP: 11/11
AC: 18/16/13
Position: K-5

Sallera
2009-10-13, 05:50 PM
Refs:Listen for Hoppy: [roll0]

Kil'ak:No LoS.

Hoppy:You hear more speech you can't understand to the northwest, then footsteps to the north.

RPGAgmJAY
2009-10-15, 08:19 AM
Hoppy - Round 7

Refs & LoS:

Double move at half speed to L16, while being sneaky.
Hide:[roll0]
Move Silently:[roll1]
Free Action: Peak around corner to look north while remaining hidden.


Done.

Stats:

Hoppy
Current Position: L16
Equiped w/ spiked gauntlet and shortbow
6/6 HP
AC:19 (17t/15ff)
Psionically Focused
Neraph Camo (unused)
Reactive spot: +6
Reactive listen: +7

Sallera
2009-10-15, 09:32 AM
Refs:Neither gladiator can beat the other's hide check. Joy.
Will save for Hoppy vs. first Ghost Sound, since he can see its source now: [roll0]

Sallera
2009-10-15, 09:33 AM
Refs:Bah, forgot Kil'ak's listen: [roll0]

Kil'ak:No LoS.

Hoppy:No LoS, although you do now realize that the unintelligible speech you can hear is fake.

Tanaric
2009-10-15, 11:06 AM
Kil'ak, round 7

I had hoped to avoid using Kenny as a walking radar device, but oh well. I guess now's as good a time as any to use his Scent ability.

Kil'ak actions:

Free: Handle Kenny to attack Hoppy.
Free: Handle Kenny to Seek south, then east, circling around the platform in the middle: [roll0]
Free: Give Kenny instructions to bark/jump about/otherwise give audible and visual clues if he picks up Hoppy's scent.

Kenny actions:

Run to I-18. That should cover most favorable cover within 30 feet of Kenny at any time while still keeping him within LoS of Kil'ak.

Not done, need LoS.

Sallera
2009-10-15, 11:22 AM
Ki'lak:Kenny stops in J16 and starts barking/etc.

Hoppy:You see Kenny come down from the north. He stops in J16 when he spots you and starts barking and waving his arms.

Tanaric
2009-10-15, 11:25 AM
Refs:Which way is Kenny looking while he's doing this?

Sallera
2009-10-15, 11:26 AM
Tanaric:East.

Tanaric
2009-10-15, 11:28 AM
Kil'ak, round 7, continued

Move to I-16 as a partial move action.

Not done. Need LoS.

Sallera
2009-10-15, 11:29 AM
LoS established. Kil'ak is in I16, Hoppy in L16, Kenny in J16.

Tanaric
2009-10-15, 11:32 AM
Dice, don't fail me now!

Standard: Cast a spell at Hoppy

DC 20 spellcraft:Kelgore's Fire Bolt, Spell Thematics style.

Fire damage: [roll0]

Edit: Reflex DC 16 for half... not that it matters.

RPGAgmJAY
2009-10-15, 11:36 AM
Wow... that's some serious damage.

Mind showing me how you've got a CL5 on this spell? I just don't see it on your character sheet. Also, I'm curious as to where in Dragons of Eberron you found 'loredrake', can you give me a page #?

Thanks!
-Jason

Tanaric
2009-10-15, 11:39 AM
CL 1 from Sorc 1. +2 from effective sorc levels from Loredrake (Somewhere around p.30? I don't remember exactly, though I can look it up later.) +1 from Spell Thematics. +1 from Spellgifted. Total, 5.

Bayar
2009-10-15, 11:46 AM
CL 1 from Sorc 1. +2 from effective sorc levels from Loredrake (Somewhere around p.30? I don't remember exactly, though I can look it up later.) +1 from Spell Thematics. +1 from Spellgifted. Total, 5.

Initiate Ref Bayar

I think we should pause the match until Kyeudo can make a ruling about the Loredrake part.

Tanaric
2009-10-15, 11:48 AM
Because of what, exactly? Nothing anywhere makes any mention of Loredrake not being allowed. By a RAW interpretation (conveniently what the arena runs on) Dragonwrought kobolds qualify for sovereign archetypes.

RPGAgmJAY
2009-10-15, 11:51 AM
Thanks for the page #. I don't see how you qualify for loredrake. Sovereign Archetypes are for true dragons(I know dragonwrought gives the the dragon type but it does not make you a 'True Dragon'), only at the DMs option, AND requires the dragon to follow a specific member of the sovereign host. Giggles, the God of Slapstick is neither Aureon nor the Shadow.

I'd like a ref to rule on this. Then we can end the match or re-roll damage as appropriate. Good use of your animal. =)

Refs:

Did I fail a spot check? It looks like he was right on top of me.


Good Gaming!
-Jason

Tanaric
2009-10-15, 11:57 AM
S'far as I know, roleplaying requirements are waived.

Either that, or Giggles absorbed the essence of the Eberron dragons and qualifies as being them for all purposes. Just like the Flying Spaghetti Monster gives access to all domains.

Edit: As for the dragon/true dragon thing, that argument has been done to death already. Just google "D&D Loredrake" to find the strict RAW interpretation that allows it. I really don't have the inclination to go read through a dozen brilliantgameologists/WotC forums posts just to make the same point that was made years ago.

Sallera
2009-10-15, 02:38 PM
High Ref Sallera

By virtue of managing to set snowflakes on fire, Kil'ak is victorious.

Final standings:
Kil'ak
Hoppy
Dexter
Ford

Tanaric
2009-10-15, 02:45 PM
I feel some sort of medal is in order for my defiance of the workings of nature.

...no? :smallfrown:

Sallera
2009-10-15, 02:48 PM
...you're a sorcerer. Everything you cast is in defiance of the workings of nature. :smalltongue:

Tanaric
2009-10-15, 02:50 PM
B-But... fiery snowballs! :smalleek:

Oh well.

*rides around arena on Kenny's back, chanting a war cry in draconic*

Trobby
2009-10-15, 08:11 PM
*Makes excellent kindling*

Just so you know, I am still a little bit worked up about taking a 5d6 fireblast to the face. :smallyuk: But I think that just means I need to be a little more sneaky and a little less archer-ey next battle.

Good show. :smallamused:

Tanaric
2009-10-15, 08:14 PM
Well, to be fair, everyone took a 5d6 fire bolt to the face.

Kindling for everyone! :smallcool:

Trobby
2009-10-15, 08:23 PM
...*Note to self: Make Kobold-favoring Ranger halfling. Possibly multiclass to Barbarian at later level.

...Scratch note. It's been done* :smalltongue:

RPGAgmJAY
2009-10-16, 09:07 AM
Nicely done. Don't agree with the build but can't complain about the tactics used to play it.

I feel very.... crispy.

Good Gaming!
-Jason