View Full Version : Arena Tournament, Round 78: Arltek vs. Kelgore Junior
ArenaManager
2010-01-17, 11:48 PM
Arena Tournament, Round 78: Arltek vs. Kelgore Junior
Map:
http://i194.photobucket.com/albums/z123/TheChilliGod/Giantitp/Arena4ii.gif
XP Award: 300 XP
GP Award: 300 GP
Arltek (http://www.myth-weavers.com/sheetview.php?sheetid=161303) - Eguzki
Kelgore Junior (http://www.myth-weavers.com/sheetview.php?sheetid=125655) - Ganurath
All Combatants, please roll initiative and declare final purchases, if any
Ganurath
2010-01-19, 01:00 AM
[roll0]
No purchases, reserve reactionary right.
Sallera
2010-01-22, 01:43 PM
High Ref Sallera
Kelgore wins by virtue of attendance.
Eguzki
2010-01-22, 03:50 PM
O shoot I completely forgot about this!!
Only a few hours late... There is no way we could give me some slack and let this fight continue?
I should be more active now.
Sallera
2010-01-22, 04:11 PM
Technically you were over two days late, but if your opponent would rather play out the match, it's his choice at this point.
Ganurath
2010-01-22, 10:10 PM
You're so lucky I fight for the sport. You have until 24 hours after this post to roll initiative.
Eguzki
2010-01-22, 10:50 PM
thank you good sir
Here is my init roll
[roll0]
EDIT: i guess you go first
Ganurath
2010-01-23, 12:45 AM
Actually, Kelgore will delay his action to Initiative 6. He's starting in C10, though.
Eguzki
2010-01-24, 09:00 AM
In that Case
Arltec- Round 1
Arltec runs towards the middle house on the north side and you last see him at P6 he then disappears behind the house.
Refs:
Double move action ending in P3
Stats:
Arltek
Male CN Neanderthal Barbarian (Boar Totem), Level 1, Init +1, HP 14/14, Speed 40 (30 armor)
AC 17, Touch 11, Flat-footed 16, Fort +8, Ref +1, Will -1, Base Attack Bonus 1
+2 on disarm and trip attack Tigerskull Club (-) +8 (+11) (1d8+5 (+8), x4)
Shortbow (20) +1 (1d6, x3)
None Scale Mail, Large wooden Sheild (+4 Armor, +2 Shield, +1 Dex)
Abilities Str 26, Dex 12, Con 22, Int 6, Wis 8, Cha 6
Condition None
Location P6
Ganurath
2010-01-24, 11:30 AM
Kelgore Junior
LoS:Move action to I11.
Ready action:Blast him with Kelgore's Firebolt upon establishing LoS.
Stats:HP 6/6
AC: 14 Full, 10 FF, 14 Touch
Saves: Fort -1, Ref +4, Will +2
Special: Resist Acid, Cold, Electricty 5, Daylight 1/day
Turn Complete.
RPGAgmJAY
2010-01-24, 01:18 PM
RPGAGMJAY - Init Ref.
LoS Check:
Arltek
No LoS.
Kelgore Junior
No LoS
Continue...
Eguzki
2010-01-24, 05:24 PM
Arltek - round 2
double move to F1. I might revise if I make LoS.
Stats:
Arltek (http://www.myth-weavers.com/sheetview.php?sheetid=161303)
Male CN Neanderthal Barbarian (Boar Totem), Level 1, Init +1, HP 14/14, Speed 40 (30 armor)
AC 17, Touch 11, Flat-footed 16, Fort +8, Ref +1, Will -1, Base Attack Bonus 1
+2 on disarm and trip attack Tigerskull Club (-) +8 (+11) (1d8+5 (+8), x4)
Shortbow (20) +1 (1d6, x3)
None Scale Mail, Large wooden Sheild (+4 Armor, +2 Shield, +1 Dex)
Abilities Str 26, Dex 12, Con 22, Int 6, Wis 8, Cha 6
Condition None
location F1
RPGAgmJAY
2010-01-25, 09:54 AM
RPGAGMJAY - Init. Ref.
LoS Update:
LoS is established as Arltek moves.
Arltek is in K1.
Kelgore Jr. is in I11.
Kelgore:
Take your readied action or wait?
Arltek:
Arltek, you may revise your round after Kelgore posts an answer to my question.
Game on!
Ganurath
2010-01-25, 02:46 PM
In answer to the question, yes I will use my readied action. Kelgore's Firebolt!
[roll0]
Reflex DC 17 for half damage.
Eguzki
2010-01-25, 04:53 PM
Ouch
Ref: [roll0]
I'll edit depending on the outcome of this roll.
DEAD you win.
Short and sweet. Good match
hustlertwo
2010-01-25, 05:16 PM
High Ref Hust
It is better to burn out than fade away...Kelgore Jr. takes the match!
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