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Scorer
2009-10-31, 11:05 AM
Arena Tournament, Exhibition Match: Kil'ak the Silvertongued vs. Zema Eloon vs. Talking Donkey's character vs. Sarri

Map:
http://www.abpm.com.mx/scorer/Scorer's FFA Glass Arena.jpg



Talking Donkey - Orkus (http://www.dndsheets.net/view.php?id=807)
Vollmond - Zema Eloon (http://www.myth-weavers.com/sheetview.php?sheetid=156862)
Tanaric - Kil'ak the Silvertongued (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=30441)
02youeng - Sarri (http://www.coyotecode.net/profiler/view.php?id=6918)

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

Scorer
2009-10-31, 11:07 AM
I will be reffing this match in case something comes up...

Tanaric
2009-10-31, 11:30 AM
Talking Donkey - Orkus (http://www.dndsheets.net/view.php?id=807)

Vollmond - Zema Eloon (http://www.myth-weavers.com/sheetview.php?sheetid=156862)

Tanaric
2009-10-31, 11:32 AM
Initiative: [roll0]

Wouldn't be able to afford anything else with starting wealth, so no purchases.

vollmond
2009-10-31, 01:15 PM
Zema Eloon
Init: [roll0]

Purchase Log:
+15gp sell shortbow
-300gp buy mighty composite +2 longbow
-45gp buy 18 dragonsbreath arrows
-50gp buy potion of mage armor
-50gp buy potion of sanctuary

right to react, etc

never mind, then. starting items (replacing what my charsheet says):
240 gp STARTING
-25 gp Studded Leather
-150 gp Elven Courtblade
-30 gp Shortbow
-1 gp 20x Arrows
-32.5 gp 13x Dragonsbreath Arrows
-0 gp Clothing
1.5 gp ENDING

Tanaric
2009-10-31, 01:37 PM
Exhibition matches generally only use starting wealth, to make it fair for everyone.

If Scorer has something else in mind, I have some gold to burn as well.

Scorer
2009-10-31, 07:01 PM
You're right, exhibition matches use initial wealth.

Talking Donkey
2009-11-01, 08:54 PM
Orkus

Hello all.

No extra gold so...

No purchases.

Initiative: [roll0]

I'm ready to roll.

02youeng
2009-11-01, 10:31 PM
Hey hey everyone, good luck

Sarri

[roll0]

And, my equipment is as follows:

-37g Light Crossbow + 20 bolts
-85g Sharkskin armour
-30g Pony [then trained for Combat Riding]
-10g Riding Saddle

Tanaric
2009-11-01, 10:51 PM
Kil'ak the Cheater Mc Cheaterface, round 1

Starting in E-4, Kenny in E-5.

Handle Kenny as many times as necessary (free actions) to seek and attack Zema.

Move to L-2.

Fire a KFB at Zema, whichever square he's in.

Fire damage: [roll0]

Reflex DC 16 for half.

Kenny double moves to O-3.

Tanaric
2009-11-01, 10:52 PM
I believe that's a toasted elf, as even with the save it's enough to bring you to -1.

vollmond
2009-11-01, 11:05 PM
Zema's pointless reflex save: [roll0]

And here I was worried about keeping track of an FFA match :-)

Talking Donkey
2009-11-01, 11:07 PM
Orkus, Round 1

I believe it's my turn, so I will move double move to H-24

As a Free Action I activate my Barbarian Rage.

Greatsword is held in both hands.

I think that is is.

Done.

Edit: Crap thought I was blue... not purple... oh well wasted a turn.

Edit: Meant to go to S-24... too late now.

02youeng
2009-11-01, 11:47 PM
Sarri, round 1

Sarri starts in V22-W23, mounted on his pony already, wearing his armour, wielding a loaded crossbow.

Actions:

Pony's Move Action: move to O24-P25
Swift action: activate Law Devotion [+3 attack]
Sarri's standard action: fire at Orkus

[roll0]
[roll1]

Free action: reload crossbow
Pony's Move Action: move back to V22-W23
Free action: use mount as cover

[roll2] [DC 15]

Hehe, I's done. Didn't roll for guiding with knees, cos I auto-pass.

Edit: Heh, crap rolls for me so far. No cover then.

Stats:
HP: 10/10
AC: 21, 15 FF, 18 Touch

Law Devotion: 10/10 rounds remaining

Tanaric
2009-11-01, 11:59 PM
Kil'ak, round 2

As many free actions as necessary to handle Kenny to seek and attack Sarri.

Kenny double moves to N-12.

Kil'ak moves to M-13.

Done.

Talking Donkey
2009-11-02, 12:09 AM
Orkus, Round 2

From H-24 Double Move to V-24

Attack Sarri as a standard action
Attack:
Damage:[roll[2d6+13

Stats:

HP-13/15
AC-10
Rage-8/9

Talking Donkey
2009-11-02, 12:11 AM
Orkus Round 2 Cont'd

Rerolling Damage: [roll0]

Confimring Crit: [roll1]

Crit Damage (if any) [roll2]

Done.

Tanaric
2009-11-02, 12:14 AM
How do you double move and attack on the same turn? That sounds like a charge, but I don't know if you included the +2 tohit/-2 AC from that. :smallconfused:

Talking Donkey
2009-11-02, 12:21 AM
That's what I get for trying to do this when I'm dog tired. I was going to charge, saw I couldn't because it wasn't a straight oine, so was going to double move... only I put an attack on the end because I intentionally intended to charge... I'm dumb. Just move me to S-21 and kill me quick... I am tired.

Sorry about that.

02youeng
2009-11-03, 01:51 AM
Sarri, turn 2

Actions:

Horse's full round action: move to T14-U15
Sarri's stardard action: ready an action:
To shoot Kil'ak if he casts a spell, trying to interupt it

Turn done

Stats:
HP: 10/10
AC: 21, 15 FF, 18 Touch

Law Devotion: 9/10 rounds remaining [Attack]

Tanaric
2009-11-03, 02:18 AM
Kil'ak, round 3

Kenny moves to Q-14 and breathes blinding poison at Sarri. DC 12 fort saves for you and the horse, if you please.

Need to see results before I finish the turn.

02youeng
2009-11-03, 04:16 AM
[roll0]
[roll1]

Tanaric
2009-11-03, 10:44 AM
Blind duration: [roll0] minutes.

Tanaric
2009-11-03, 10:47 AM
Breath: [roll0]

Kil'ak, round 3 continued

Orkus/refs:Kil'ak casts a spell at you:

Spellcraft DC 16: Kelgore's Fire Bolt

Fire damage: [roll1] Reflex DC 16 for half.

He then moves to N-12.

Done.

02youeng
2009-11-03, 11:05 AM
I need a listen check then...my readied action can still be triggered without sight.

Tanaric
2009-11-03, 11:07 AM
Huh. Alright. Roll those dice, blind boy. :smallwink:

02youeng
2009-11-03, 11:08 AM
[roll0]

Guess you can tell me if I hear anything?

Tanaric
2009-11-03, 11:11 AM
You hear the sound of spellcasting above you to the west-northwest.

02youeng
2009-11-03, 11:15 AM
As I didn't hear movement, I'm gonna hope this works...

Readied action goes off to interupt spellcasting. Blind Sarri fires at M-13 as he starts hearing casting.

[roll0]
[roll1]
[roll2] [1=hit]

Of course, if I have the wrong square, I guess I miss automatically.

02youeng
2009-11-03, 11:16 AM
[roll0]
[roll1]

Tanaric
2009-11-03, 11:18 AM
Refs:Blast it all.

Concentration: [roll0]

The sound of spellcasting turns into the surprised yelp of a kobold.

02youeng
2009-11-03, 11:22 AM
2 damage whilst sighted, 8 while blind. Who needs more than four senses anyways?

Tanaric
2009-11-03, 11:25 AM
Kil'ak, round 3 revision

Orkus/refs:Having had his spellcasting disrupted, Kil'ak instead moves to U-12.

Move Silently: [roll0]

Sarri: You hear the sound of movement in a north-ish direction, muted as though by a thin barrier.

Done.

Talking Donkey
2009-11-03, 01:33 PM
Orkus-Rolling for save.

Reflex: [roll0]

Nevermind just saw it was disrupted.

Talking Donkey
2009-11-03, 01:46 PM
Orcus, Round 3

Move to V-15 as a Move Action.

Attack Sarri as a Standard Action.

Attack:[roll0]
Damage:[roll1]


HP-13/15
AC-10
Rage-7/9


Done.

Talking Donkey
2009-11-03, 01:49 PM
Dice gods love me right now.

Rolling for Crit:

Attack to Confirm: [roll0]
Crit Damage:[roll1]

Talking Donkey
2009-11-03, 01:50 PM
Wow, that's a double crit.

Assuming a 28 hits your AC that's 39 points of damage.

02youeng
2009-11-03, 02:36 PM
Ouch, you got me. After I possibly saved your ass...

Get it? Donkey, ass...teehee.

Tanaric
2009-11-03, 02:42 PM
Kil'ak, round 4

Move to P-13. Fire a KFB at Orkus.

Fire damage: [roll0] DC 16 reflex for half.

Not done, checking results.

Talking Donkey
2009-11-03, 03:04 PM
Orkus, Reflex Save

[roll0]

If I drop to zero or below on HP I will activate my Mad Foam Rager ability.

Nevermind I pass, so I take 9 points of fire damage.

Tanaric
2009-11-03, 04:05 PM
Kenny moves to U-14 and attempts to peck you.

Attack: [roll0]
Damage: [roll1]

Done.

Talking Donkey
2009-11-03, 05:15 PM
Orkus, Round 4

Move Action to move to Q-14

Standard Action to attack Kil'ak with greatsword.

Kenny gets an AoO, if he hits and drops me to zero hp, I will as an immediate action activate Mad Foam Rager, to negate the hit to the end of my turn.

Attack: [roll0]
Damage: [roll1]

Done, I believe.

Stats:

HP 1/13
AC 10

Tanaric
2009-11-03, 05:21 PM
*gurgle... gurgle...*

I hope you're happy, 02! This is all your fault!

That's one dead kobold. :smalltongue:

Talking Donkey
2009-11-03, 05:33 PM
Woot! Thanks for showing me the ropes guys. You guys are awesome.

I was down to 1hp, you guys had me worried.

Scorer
2009-11-03, 11:53 PM
I have to say, nice match! I liked your big damages Donkey!

Well, What do you think? should I edit it to prevent get one shoted? or should I leave it as is?

Tanaric
2009-11-03, 11:55 PM
Leave it as is. Putting barriers between players makes initiative hardly matter at all. When people understand that having -6 to init can actually be sort of dangerous, it becomes a less appetizing flaw to take.

02youeng
2009-11-04, 12:29 AM
Aye, leave it as it is. Though it's tricky for mounted players, cos I'd have to squeeze through the one space gaps, hehe. You've an awesome character there Tanaric, I might have to do a proper caster as my next character. Isolde doesn't count, she's a melee wizard. I found a way to get CL 7 Lesser Orbs of Fire...would be fun.

And yes, I'm happy, very very happy.

Talking Donkey
2009-11-04, 12:38 AM
I like it... the one thing I kinda don't like is the 5' space between the glass and the out of bounds at the ends. Aside from that, much fun.

Also, I have already finished Orkus big sister, Walrus. Alot harder to kill and hits just as hard. Just trying to pick her last feat. It's between Hidden Talent Force Screen, Extra Rage, and Blazing Berserker.

One puts my AC at 21, which helps vs. Melee. One gives me two more rages so I would be effective even in Endurance matches. The last gives me fire immunity which helps vs. casters (namely Kelgores Firebolt).

Which do you think would be the most advantageous for me to take?

Edit: Maybe bring the glass back 5 feet from each end, so that there is a 10' gap?

Tanaric
2009-11-04, 12:44 AM
I'm always partial to high AC, myself. If a character isn't suited for an endurance round, just don't put it in an endurance round. *shrug*

Fire immunity is nice, but effective only against a small number of gladiators. It's a toss-up.