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ArenaManager
2010-02-23, 07:06 PM
Arena Tournament, Round 87: Thag vs. Aeochromine vs. Arena Character #1 vs. Dexter

Map:
http://i876.photobucket.com/albums/ab330/ArenaManager/Arenas/ffa07-platforms.png



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


Thag (http://www.myth-weavers.com/sheetview.php?sheetid=163377) - vollmond
Aeochromine (http://www.myth-weavers.com/sheetview.php?sheetid=173119) - IncarnumJunkie
Arena Character #1 (http://www.myth-weavers.com/sheetview.php?sheetid=185214) - V for Victory
Dexter (http://pifro.com/pro/view.php?id=3805) - Introbulus

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

vollmond
2010-02-23, 07:29 PM
Thag checking in.

[roll0]

Purchases to come later.

Trobby
2010-02-23, 08:00 PM
Purchases:

Sell:

Leather Armor (+5 GP)

Buy:

Chain shirt (-100 GP)

Initiative: [roll0]

Holding: Heavy Flail

IncarnumJunkie
2010-02-23, 09:13 PM
AC:19
Hp:13
Smite Opposition: Smite on Good or Chaotic
Attempts Remaining:2
+1 Damage

Mantle of Flame
Essentia:1
Deals 2d6 Fire damage to anyone who strikes Aeochromine in melee

Sapphire Smite
Essentia:1
+1 damage to Smite Opposition
+1 Smite Attempt


Initiative roll:
[roll0]

vollmond
2010-02-23, 09:31 PM
Questions:
1) are the starting platforms lit? IE, do we have starting LoS of any sort?
2) how soon do the green square disintegrate after an action? immediately? one round later?
3) how does the lighting work from a distance? if someone is standing near a light source on the other side of the map, can i see them?

V for Victory
2010-02-23, 09:47 PM
Initative: [roll0]

Sallera
2010-02-23, 09:48 PM
No, as soon as the action is complete, and yes.

V for Victory
2010-02-23, 09:51 PM
Opposed Initiative with Introbulus: [roll0]

Done with Purchases

vollmond
2010-02-23, 10:01 PM
Actually, ties go to the higher mod; no need for opposed.

IncarnumJunkie
2010-02-23, 10:09 PM
So the order is

V
Introbulus
IncarnumJunkie
vollmond.

Am I correct on that?

vollmond
2010-02-23, 10:19 PM
Looks right to me

V for Victory
2010-02-23, 10:25 PM
Arena Character #1, Round 1

Then I guess I'll go first :)

Arena Character #1 moves to square K, 23 he uses the invocation darkness to create darkness centered upon himself

Stats:


Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)



Turn over

vollmond
2010-02-23, 10:44 PM
Thag's purchases:

-1 sp Sling Bullet
-100 gp 2x Potion of Faith Healing
-100 gp 2x Potion of Mage Armor

Trobby
2010-02-24, 05:04 PM
((We have very limited power. I won't be able to post for awhile. Please be patient, as it may take awhile for power to come back to our house. It could take all weekend.))

IncarnumJunkie
2010-02-24, 07:22 PM
((Any way to use a public source to post like a library or something?))

Trobby
2010-02-24, 09:27 PM
((Any way to use a public source to post like a library or something?))

((Local sources also lack power. We have a generator running, but only for important things. I'm sneaking in on my mom's computer at the moment, and I don't really want to risk looking up DnD rules until I get my own computer back. Though I guess I can post a move, and add my stat block later. Yeah, I think I'll do that so we can get this moving.))
Dexter, Round 1

Starting on Y13.

LoS/Refs5-foot step to X12, and readying an action.
Ready Action
Attack any fighter who comes in striking distance with a Disarm attempt.

((Will add my stat block to my next round post))

Trobby
2010-02-25, 09:26 PM
**Still waiting on a stat block. But for now, End of Turn, in case it wasn't obvious.**

IncarnumJunkie
2010-02-25, 10:33 PM
Starts at M2.

Moves to K4.

End Turn.

AC:19
Hp:13
Smite Opposition: Smite on Good or Chaotic
Attempts Remaining:2
+1 Damage

Mantle of Flame
Essentia:1
Deals 2d6 Fire damage to anyone who strikes Aeochromine in melee

Sapphire Smite
Essentia:1
+1 damage to Smite Opposition
+1 Smite Attempt

vollmond
2010-02-26, 12:16 AM
Thag, Round 1

Note: I have a pending ref question regarding the jump check modifier (posted in the waiting room with full details). I'm going ahead and posting my turn to move the round along, but if it turns out the dog's jump check is only +8 (and not +12 as I believe), I would like to revise my turn.

Starting in B-13, mounted and wielding a lance two-handed.
Immediate: enter Ferocity.
Full-Round: Charge at Aeochromine, ending in I6.

Autosucceed on Guide With Knees check.
[roll0] DC15 edit: ok, so the ref question above is momentarily unimportant :smallwink:
[roll1]
[roll2]

Reactionary rolls:

[roll3]
[roll4]
[roll5]
[roll6]

Thag has Darkvision and Low-Light Vision
Dawg has Low-Light Vision and Scent


Turn complete.

Statblock:

Location: I6
Low-light Vision
Darkvision 60'
HP 14/14
AC 16, t16, ff12 (-2 for charging, +2 for Ferocity Dex bonus)
Ferocity: 5/6 remaining

Remaining Consumables:
10x Loaded Slings
1x Potion of CLW
2x Potion of Faith Healing
2x Potion of Mage Armor

IncarnumJunkie
2010-02-26, 12:15 PM
*sigh...*
I hope I never have to fight another Gnomish Gnight ever again...

Aeochromine = DEAD.

Sallera
2010-02-26, 12:18 PM
Erm, wait up a moment. I believe that damage is supposed to be +12, not +21, which I think leaves you conscious.

Right, ferocity. Ne'er mind then.

vollmond
2010-02-26, 12:22 PM
+5 STR (from Ferocity) x 1.5 for two-handed, x3 for charging

edit: if it helps, i totally would have gone for the warlock if i could see him :smallsmile:

edit2: initiative is now

V
Introbulus
vollmond

V for Victory
2010-02-26, 12:35 PM
Arena Character #1, Round 2


Arena Character #1 attacks Thag with an eldrich blast

Attack Roll(touch attack- AC due to concealment): [roll0]

Damage: [roll1]

Stats:



Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)



Turn over

Trobby
2010-02-26, 04:23 PM
Dexter, Round 2

Hmm...Dexter may need to change strategy.

Okay, dropping my Heavy Flail and drawing his bow, Dexter is going to draw his longbow and fire on Thag. Since I'm firing into shadowy illumination, that's a 20% miss chance, so...

Miss chance: [roll0] (Calling anything above a 20 as a hit)

Attack: [roll1]
Critical: [roll2]
Damage: [roll3]
Crit Damage: [roll4]

Still in square X12

Stat Block
HP: 11/11
AC: 17 (10 + 4 Armor + 3 Dex)
In Square: X12

vollmond
2010-02-26, 04:29 PM
V: do I get to see where that eldritch blast came from? Or at least what lights are doused by your invocation currently? (not 100% sure how Warlocks work) never mind, i'm stupid

Int: ouch, nice rolling

turn to come in a while (about to leave work)

vollmond
2010-02-26, 05:53 PM
Actually, wait... nooooooooo I forgot Thag doesn't have Rageclaws :smallfrown: he's at -1 and out of the running. Stupid critical.

Trobby
2010-02-26, 06:46 PM
((Y'know, I hate to point something out that could ruin an awesome critical, but you COULD try to take cover behind your riding dog. Granted, it would mean your riding dog got shot, but it could save you.))

vollmond
2010-02-26, 06:56 PM
Unfortunately, the +4 to AC won't be enough to save me -- the crit would still confirm. But thanks for the reminder :smallsmile: I had completely forgotten about that option.

edit: actually, hang on, let me make sure it wouldn't be good cover confirmed, would only be +4

Trobby
2010-02-26, 08:00 PM
Ah, well don't worry about it. ^^; I'm a human, so there's a good chance I'm going to lose anyway.

Speaking of which, V, it's your turn!

V for Victory
2010-02-26, 08:46 PM
Arena Character #1, Round 3


Arena Character #1 attacks Dexter with an eldrich blast

Attack Roll(touch attack- AC due to concealment): [roll0]

Damage: [roll1]

Stats:




Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)



Turn over

V for Victory
2010-02-26, 08:48 PM
I hate my attack rolls....

Trobby
2010-02-27, 02:25 PM
Yeah, though on the bright side, at least we have about an equal chance of hitting each other...though incidentally, for your next eldrich blast, don't forget that you have a -2 penalty for shooting from beyond 60 feet, and that your darkvision only extends 60 feet out from you.

That in mind...

Dexter, Round 3

First of all, I'm going to start putting my hide skill to use. So unless your spot beats my hide, or you're within 60 ft. of me, no peeking. ;p

Forget all that. I can't hide without moving into darkness. ^^; But anyway,
I'm going to pick up my Heavy Flail, put it away, and five-foot-step into X11.

Stat Block:
HP: 11/11
AC: 17 (10 + 4 Armor + 3 Dex)
In Square: X11
Weapon in Hand: Longbow

End of Turn

V for Victory
2010-02-27, 04:51 PM
Arena Character #1, Round 4


Arena Character #1 attacks Dexter with an eldrich blast

Attack Roll(touch attack- AC due to concealment): [roll0] (this time I included the minus 2)

Damage: [roll1]

Stats:





Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)



Turn over

Sallera
2010-02-27, 05:01 PM
Eldritch Blast has a range of 60ft, not a range increment of 60ft. It doesn't extend beyond the 60ft range.

Trobby
2010-02-27, 05:50 PM
Ah, that would actually be MY mistake then, since I was the one who misinterpreted the rule.

Though honestly, you should have enough movement ability to get to a spot where you CAN hit me from, V. So I suggest we just rewind your turn and have you try it again.

V for Victory
2010-02-27, 07:00 PM
Arena Character #1, Round 4 REDO

Arena Character #1 grabs the lantern and throws it off of the edge of the platform, targeting K 25

Attack:[roll0]
I need to hit an AC of 5

If I hit this AC I am now in total darkness and cannot be seen unless dexter has darkvision
Stats:


Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)



Turn over

Trobby
2010-02-27, 07:15 PM
((I feel that I should mention that you already have Darkness centered around yourself...unless that wore off at some point without me noticing. If not, then you might want to reconsider your action for that round. I'll let you reconsider, since it' makes a good deal of difference.))

V for Victory
2010-02-27, 07:18 PM
((I am aware of this, I probably should have thrown the lamp first but I didn't think of that. Darkness the invocation gives me concealment. But throwing the lantern off would give me total concealment, allowing me to have a 50% miss chance only when you guess which square I am in))

EDIT: ((Just leave the turn as it is please))

Sallera
2010-02-27, 07:27 PM
I should probably also point out that Darkness actually generates shadowy illumination, so if you've got it up, you're not in total darkness.

V for Victory
2010-02-27, 07:29 PM
Thats why I threw the lamp off of the edge

Sallera
2010-02-27, 08:00 PM
Right, but you've still got Darkness up, so you're still visible.

Trobby
2010-02-27, 08:02 PM
((He is? Huh..in that case, I think he should re-reconsider his action, again.

*continues to wait patiently* Hmm...this has become an interesting exercise in visibility rules.))

V for Victory
2010-02-27, 08:05 PM
Right, but you've still got Darkness up, so you're still visible.

All right, next turn can I dispel it somehow?

Sallera
2010-02-27, 08:05 PM
Failing to foresee the consequences of your actions isn't grounds for a rewind. Only doing something that's actually illegal. I let it slide the first time because you suggested and agreed to it, but let's not do it again. Go ahead and take your turn.

Edit: Ninja'd. It's dismissible, so you can dismiss it as a standard action.

V for Victory
2010-02-27, 08:08 PM
Failing to foresee the consequences of your actions isn't grounds for a rewind. Only doing something that's actually illegal. I let it slide the first time because you suggested and agreed to it, but let's not do it again. Go ahead and take your turn.

im not asking for a rewind. I'm asking to keep my actions and in a future turn I would like too dispel the darkness invocation.
Allright, read your edit. My turn is unchanged

Trobby
2010-02-27, 08:15 PM
Ah...alright then Sallera. And yeah V, I'm pretty sure you can dispel magical effects that you create yourself on your turn as a free action, but you might want to check with the refs on that, as you may actually need to either cast dispel on yourself, or just live with shadowy illumination.

And now...

Dexter, Round 4

Firing an arrow at V into the shadows...

Miss Chance: [roll0] Calling anything above a 20.

Attack: [roll1]
Damage: [roll2]
Crit Confirm: [roll3]
Crit Damage: [roll4]

Then taking my move action to move to X9.

Stat Block
HP: 11/11
AC: 17 (10 + 4 Armor + 3 Dex)
In Square: X9
Weapon in Hand: Longbow

End of Turn

V for Victory
2010-02-27, 08:22 PM
Arena Character #1, Round 5


Arena Character #1 dispels his darkness invocation with his standard action

While in darkness(ref only):

I move to K21

Stats:

Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)



Turn over

Trobby
2010-02-27, 08:28 PM
Hmmmm...

Dexter, Round 5

Move to V9, ready an action.

Readied Action:

Shoot him as soon as he comes into LoS

Spot Check: [roll0]

Stat Block

HP: 11/11
AC: 17 (10 + 4 Armor + 3 Dex)
In Square: V9
Weapon in Hand: Longbow
Action Readied

V for Victory
2010-02-27, 08:33 PM
Arena Character #1, Round 5

Readied Action:

Attack Dexter with an eldritch blast as soon as he gets within my 60 foot range


Stats:

Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)


Turn over

Trobby
2010-02-27, 09:17 PM
((...I suspect that you haven't done anything that would warrant an LoS check, so...should I just take my turn?))

Edit: Yeah, I think I'll just take my turn...it's not like it's going to change the course of the battle much...

Dexter, Round 6

...Holding my readied action.

Reactive Roll:

Spot: 1d20-1
Listen: 1d20-1

Stat Block Same as last stat block

End of Turn

V for Victory
2010-02-27, 09:45 PM
((There is NO WAY you can see me unless you have dark vision, spot checks mean nothing. I am in total darkness))

Arena Character #1, Round 7

Holding readied action

Stats:


Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)


Turn over

V for Victory
2010-02-27, 09:49 PM
Also, for you spot checks you need to factor in a -1 per 10 feet of distance.

And since I am treated an invisible right now in this situation, then you CAN may a dc 20 spot check to see me. that is your only chance.

Trobby
2010-02-27, 09:52 PM
((This is true. I ask this because you might willingly choose to leave the area of darkness, but attempt to stay hidden.))

Dexter, Round 7

Still holding my readied action...

Stat Block: Still the same as before.

V for Victory
2010-02-27, 09:53 PM
Arena Character #1, Round 8

Holding readied action

Stats:



Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)


Turn over

Trobby
2010-02-27, 10:09 PM
Hmm...time for a slight change in strategy...

Dexter, Round 8

Five-Foot step to V10, taking the lamp and attaching it to my belt to create a makeshift light source centered on myself.

Stat Block:

HP: 11/11
AC: 17 (10 + 4 Armor + 3 Dex)
In Square: V10
Weapon in Hand: Longbow
Wearing a light source

Reactive Spot Check: [roll0]

V for Victory
2010-02-27, 10:11 PM
Arena Character #1, Round 9
Holding readied action

Stats:


Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)


Turn over

Trobby
2010-02-27, 10:35 PM
((Hm...I'll have to be careful here...))

Dexter, Round 9

...No, actually, that's a stupid idea. I pull out the alchemy fire, and put it back.

...which takes up an entire turn and makes Dexter look like an idiot. <.<;

Status: An Idiot.

End of Turn

V for Victory
2010-02-28, 07:19 AM
Arena Character #1, Round 9

Arena Character 1 attempts to jump the pit. Moving from K 21 to I 21 and jumping
((I don't know where Volmond got his DC but according to SRD I need to roll a 10))
Jump Check:[roll0]
((If the jump check fails but is over 5 I can attempt a DC 15 reflex save to grab the ledge))
Refllex Save:[roll1]


Stats:

Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)

V for Victory
2010-02-28, 07:22 AM
Since I failed the jump but hit the reflex I use my standard as a move and make a DC 15 Climb Check to pull myself up
[roll0]

Turn over

V for Victory
2010-02-28, 07:24 AM
((And I failed by exactly 4 so I don't fall but I make no progress))

vollmond
2010-02-28, 09:58 AM
Thag was jumping diagonally, for 15 instead of 10

Trobby
2010-02-28, 12:09 PM
Hmm...okay...

Dexter, Round 10

Dexter moves into W10 to get a proper running start, then takes a leap, jumping for R10.

Jump Check: [roll0] [DC 10]
Reflex if fail: [roll1] [DC 15]
Climb Check if fail and succeed on reflex: [roll2] [DC 15]

And if I do succeed on my check, I ready an action...

Readied action:
...to shoot at my foe when he climbs up to the platform (because I'm assuming I could see him making the jump, since he didn't explicitly try to hide during the jump.

Stat Block
HP: 11/11
AC: 17 (10 + 4 Armor + 3 Dex)
In Square: R10
Weapon in Hand: Longbow
Action Readied
Reactive Spot Check: [roll3]

V for Victory
2010-02-28, 02:04 PM
Arena Character #1, Round 11

Arena Character #1 tries to pull himself up from the ledge

Climb:[roll0] DC 15

If he succeeds he moves to E22

If he fails by 4 or less then he tries again

Climb:[roll1] DC 15

Stats:

Hp: 6/6
AC: Full AC: 18, Flat-Footed AC: 14, Touch AC:14 (+4 armor, +4 dex)

V for Victory
2010-02-28, 02:05 PM
I failed, so I fall.

Trobby
2010-02-28, 03:41 PM
((Ah...that's...actually kind of disappointing. I was hoping we could finish this with a good old-fashioned shoot-out. You falling is...kind of anti-climactic. :smallfrown: Well...I'll go get the refs then.))

V for Victory
2010-02-28, 03:53 PM
Yeah, what happens now?
I get the xp and gp awards for second place and I am put into another match?

Trobby
2010-02-28, 03:57 PM
Yeah, I think so. But first we need to wait for a Ref to get around here and call the match.

V for Victory
2010-02-28, 04:05 PM
allright. cool

Scorer
2010-02-28, 05:12 PM
High Ref Scorer

And so, Arena Character #1 forgot to bring his grip gloves and he falls to a delayed fire death, making Dexter the winner!

1st: Dexter - Introbulus
2nd: Arena Character #1 - V for Victory
3rd: Thag - vollmond
4th: Aeochromine - IncarnumJunkie

V for Victory
2010-02-28, 05:24 PM
HOLD ON!!!! THEY MAKE GRIP GLOVES!?!?!?!?!?

Also, now i am automatically assigned to a new fight, correct?

And I add the GP and XP for being#2 to my character right?

Trobby
2010-02-28, 05:24 PM
Ooo~! Nice! 600 XP and 550 GP. Oh the things I could spend it on...

...Except now I'm not sure what to spend it on. :smalleek:

V for Victory
2010-02-28, 05:27 PM
Ooo~! Nice! 600 XP and 550 GP. Oh the things I could spend it on...

...Except now I'm not sure what to spend it on. :smalleek:

Based on this last match I am waiting till I know my next map. I am NOT forgetting to buy grip gloves

Scorer
2010-02-28, 06:33 PM
Actually the grip gloves was something I said to make it sound fun (which is the Hi Ref habit) I'm not sure if they actually exist, and what would they do...

Sallera
2010-02-28, 06:33 PM
Masterwork Climb tool, presumably. :smalltongue:

Trobby
2010-02-28, 06:42 PM
What you should really be after are some slippers of spider climbing (http://www.dandwiki.com/wiki/SRD:Slippers_of_Spider_Climbing). Though by then, you might as well just buy something that makes you fly. :smalltongue:

Alternatively, you could buy a potion of enlarge person, and since you only fall at your speed every round (For...some reason), you could drink it, and then brace yourself against the walls.

Scorer
2010-02-28, 06:44 PM
It's cheaper to buy a potion of Jump in the first place :smalltongue:

V for Victory
2010-02-28, 06:48 PM
Or a grappling hook with a knoted rope