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Koury
2009-12-21, 02:14 AM
Arena Exhibition: Stergan Mish vs. Ms. Isle

Map:
http://i876.photobucket.com/albums/ab330/ArenaManager/Arenas/08-kyaces_glass_arena.png


XP Award: 0 XP
GP Award: 0 GP

Ms. Isle (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=31756) - Koury
Stergan Mish (http://www.myth-weavers.com/sheetview.php?sheetid=174306) - Eurus

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

I'll edit this post once I got your stuff. What now? :smallconfused:

Koury
2009-12-21, 02:28 AM
[roll0]

Changes to Ms Isle
HP increases from 7 to 12 (d6 average +2)
Base will +1. Saves now 2/2/2
BAB +1
All skills currently with ranks increased by 1
Spells per day now 6/5
Purchases
Potion of Fly - 750
Potion of Mage Armor - 50
Potion of Invisibility - 300
Potion of Blur - 300
Potion of CLW x 2 - 100
~~~~~~~~~~~~~~~
Total spent: 1500
Total remaining: 1

I'll revise this if its too much of a lame move on my part :smallamused:

Eurus
2009-12-21, 02:47 AM
...I won't use invisibility if you don't. Flight is fine, though. :smalltongue:

Koury
2009-12-21, 02:51 AM
OK. Swapped out for Fox's Cunning, same price.

Eurus
2009-12-21, 02:58 AM
Okay, sheet here (http://www.myth-weavers.com/sheetview.php?sheetid=174306). I opted to go with a Manticore Belt totemist over a Girallon Arms one. My assortment of potions is listed on the sheet. :smallwink:

See any particularly obvious errors?

Eurus
2009-12-21, 03:05 AM
Oh, and initiative.

[roll0]

Koury
2009-12-21, 03:12 AM
I knew I'd be dealing with shield. Jerk. :smallmad::smallamused:

No, nothing obvious. You're up. PermaLoS? Character knowledge?

Eurus
2009-12-21, 03:15 AM
Hey, Shield is a perfectly common and useful spell. It's not just there to spite you, I swear. :smallamused:

Perma LoS works for me. This character isn't stealth based.

Starting in B-13. Quaffing a potion of Reduce Person as a standard action. Moving to J-13 as a move action. Activating Travel Devotion as a swift action, to move to M-9. End turn.

Koury
2009-12-21, 03:24 AM
Start Y13. Two potions in hand. Blur and Fly

Drink potion of Blur.

Move to U14.

Eurus
2009-12-21, 03:29 AM
Move action: Move to N-7.
Standard action: Activate Manticore Belt to shoot three spines. You should be 55 feet away, so that's a -2 range penalty.
Swift action: Move to K-9 with Travel Devotion.

[roll0]; [roll1]; [roll2]
[roll3]; [roll4]; [roll5]
[roll6]; [roll7]; [roll8]

End turn.

Koury
2009-12-21, 03:37 AM
So 5 damage. OK. Is high or low miss? Not that it affects those rolls.

Drink Fly. Ascend 20 ft. Move to T10 (I'm unsure how movement is counted in 3d. I counted my up as 40 of my 60 ft (since 30 ft is max ascend speed, aka 2:1) and moved forward 20 ft for a total of 60.)

Eurus
2009-12-21, 03:40 AM
I've always assumed that the default was low misses, so that's what I'll be going with.

Move: Draw potion of Expeditious Retreat.
Standard: Drink it.
Swift: Move to E-11.

I like high move speeds. :smallamused:

Koury
2009-12-21, 03:44 AM
Move to J9.

Blast ceiling panel above me.

End turn.

Eurus
2009-12-21, 03:51 AM
Swift: Move to F-13.
Standard: Shoot three spines at you.
Move: Move to F-21.

[roll0]; [roll1]; [roll2]
[roll3]; [roll4]; [roll5]
[roll6]; [roll7]; [roll8]

End turn.

Koury
2009-12-21, 03:57 AM
1 and 3 miss, assuming those aren't touch attacks.

11 Damage total.

Float up 5 ft then over to H8.

Draw potion. CLW.

End

Eurus
2009-12-21, 04:22 AM
They're normal attacks, not touch. Range increment 30 feet, piercing damage.

Standard: Throw grappling hook up. Use Rope DC 14.
[roll0]

Move: Draw potion of Shield.
Swift: Move to J-25. Yes, I'm leaving the rope in F-21.

End turn.

Koury
2009-12-21, 04:37 AM
Drink potion

[roll0]

Move to N5, float down 10 ft.

End.

Eurus
2009-12-21, 04:43 AM
Standard: Drink potion of Shield.
Move: Draw potion of Cure Light Wounds.
Swift: Move to E-18.

End turn.

Koury
2009-12-21, 04:48 AM
Buff fest time, eh?

Draw and drink potion of Fox's Cunning. Int +5 now.


Float up 10 ft and S 15 ft to N8

End

Eurus
2009-12-21, 05:01 AM
Free: Drop the potion. By the rules, it doesn't break if it falls less than 10 feet. :smallamused:
Move: Start by moving to F-21. Then climb 20 feet, taking a -5 penalty (giving me a modifier of +1, for a DC of 0 to climb a knotted rope). End this move in F-20, on the glass ceiling.

Standard: Shoot you with the spines.

[roll0]; [roll1]; [roll2]
[roll3]; [roll4]; [roll5]
[roll6]; [roll7]; [roll8]

Swift: I may regret this, but I'll jump off the roof down back to E-18. Auto-pass the jump check to reduce falling damage by 1d6, and the first 1d6 is nonlethal since I'm intentionally jumping instead of falling. So I take:

[roll9]

End turn.

Koury
2009-12-21, 05:06 AM
All three miss. Draw and drink Mage Armor.

End.

Eurus
2009-12-21, 05:11 AM
You know what? I'll do the exact same thing as last time. Run up, shoot you, hop down.

[roll0]; [roll1]; [roll2]
[roll3]; [roll4]; [roll5]
[roll6]; [roll7]; [roll8]

And I take [roll9] again.

Koury
2009-12-21, 05:14 AM
2 hits, 5 damage.

Draw and drink CLW #2 (and my last potion)

[roll0]

End

Eurus
2009-12-21, 05:18 AM
Once more, with feeling!

[roll0]; [roll1]; [roll2]
[roll3]; [roll4]; [roll5]
[roll6]; [roll7]; [roll8]

[roll9]

Koury
2009-12-21, 05:27 AM
1 hit for 3 damage. I'm at 8 damage, for the record. You're at 7 nonlethal.

Move to J16. Attack panel with your hook on it. It shatters.

End

Eurus
2009-12-21, 05:30 AM
Pick up CLW potion, drink it, move to J-13. End turn.

[roll0]

Koury
2009-12-21, 05:41 AM
Move to J9 and down 5 ft (should be 30 ft away. I don't feel like measuring the 3d-ness really. I move closer if your not in range)(hovering over broken panel).

Cast Spell

[roll0] vs AC 15
[roll1]

With a little luck, this could be game. I need to hit AND deal 12 damage. 11 staggers you.

Eurus
2009-12-21, 05:46 AM
Sadly, you completely botch it. :smalltongue: And I retaliate with some more spines as a standard action. But I believe my Reduce Person and Travel Devotion have both worn off.

[roll0]; [roll1]; [roll2]
[roll3]; [roll4]; [roll5]
[roll6]; [roll7]; [roll8]

My move action will be to go to E-19.

Koury
2009-12-21, 06:05 AM
Move to E16 and down to +10 ft

Cast Spell

[roll0]

Reflex DC 16 for half.

End

Eurus
2009-12-21, 03:34 PM
Ow ow ow. Let's hope I make it. >_>

[roll0]

Eurus
2009-12-21, 03:37 PM
Okay, I'm still up. But my Expeditious Retreat has worn off, so I can't keep running. Let's hope this works, then; one last attack.

[roll0]; [roll1]; [roll2]
[roll3]; [roll4]; [roll5]
[roll6]; [roll7]; [roll8]

End turn.

Koury
2009-12-21, 09:56 PM
I take 5 more damage. I'm at -1/12 (Rageclaws).

Close distance and finish the fight. You have 5 nonlethal and 7 lethal. You're down in 5 damage. On an extreamly low roll you can reflex and live.

[roll0]

Should be game.

Eurus
2009-12-21, 11:14 PM
Yup. Good game. I can't seem to win a fight to save my life, though. :smallbiggrin:

Koury
2009-12-21, 11:20 PM
And I literally JUST realized something about one of my feats that I didn't know before. I should pretty much only lose battles at level one when I get one-shotted now.

Eurus
2009-12-21, 11:26 PM
What, Fell Drain? I've been wondering why you haven't just thrown around Fell Drain Acid Splashes, or something...

Koury
2009-12-21, 11:29 PM
Yeah, I didn't know I could make higher slots then I had. I just took Fell Drain because I planned on Fell MMing eventually. Apparently I can do that at lvl 3.

EDIT: I took Versatile Spellcaster just because higher slot > 2 lower slots 90% of the time. Lucky synergy I guess.

Eurus
2009-12-21, 11:32 PM
Yeah, I didn't know I could make higher slots then I had. I just took Fell Drain because I planned on Fell MMing eventually. Apparently I can do that at lvl 3.

EDIT: I took Versatile Spellcaster just because higher slot > 2 lower slots 90% of the time. Lucky synergy I guess.

Yup. You should be golden, then. If Fell Drain Magic Missile doesn't work, Fell Drain Hail of Stone almost certainly will.

Koury
2009-12-21, 11:35 PM
My Evo caster level is +1 from spellgifted too, so at level two I toss out two missiles with MM. That'll be nice for FFAs. Sadly that doesn't allow me to drain two levels from one spell though.

Is there something I can get that allows me to gain from levels I drain?

Eurus
2009-12-21, 11:38 PM
My Evo caster level is +1 from spellgifted too, so at level two I toss out two missiles with MM. That'll be nice for FFAs. Sadly that doesn't allow me to drain two levels from one spell though.

Is there something I can get that allows me to gain from levels I drain?

With metamagic? Not that I know of. I think in Libris Mortis there are some feats that let you benefit from drained levels, but they only work for racial energy drain abilities.

Koury
2009-12-21, 11:44 PM
Save DCs are based on regular spell level, right? Fell Drained Burning Hands is still save vs level one spell?

What about Spellcraft DC to identify?

Eurus
2009-12-21, 11:47 PM
Save DCs are based on regular spell level, right? Fell Drained Burning Hands is still save vs level one spell?

What about Spellcraft DC to identify?

Right. Fell Drained Burning Hands is a level 1 spell, for all intents and purposes, so unless something specifically says otherwise, the DC to identify should be normal. I don't know if identifying a spell identifies metamagics on it or not, though.