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View Full Version : Arena Tournament, Round 88: Kregar vs. Wildgeist



ArenaManager
2010-03-16, 09:53 PM
Arena Tournament, Round 88: Kregar vs. Wildgeist

Map:
http://i876.photobucket.com/albums/ab330/ArenaManager/Arenas/11-scorers_glass_arena.png


XP Award: 300 XP
GP Award: 300 GP

Kregar (http://www.myth-weavers.com/sheetview.php?sheetid=188053) - Deathslayer7
Wildgeist (http://www.coyotecode.net/profiler/view.php?id=8242) - Wildgeist

All Combatants, please roll initiative and declare final purchases, if any. Remember that this is a single elimination Endurance tournament; all damage and effects carry over, with one hour between matches.

ArenaManager
2010-03-16, 09:55 PM
Both gladiators start this match at full health.

Wildgeist
2010-03-16, 10:06 PM
Wildgeist Reporting In

Rolling Initiative [roll0]

No last-hour nor reactionary purchases.

Wildgesit starts in M23.

Lets have a nice fight and may the best Barbarian win!!!!:smallbiggrin:

Deathslayer7
2010-03-16, 11:25 PM
Buying sun dark goggles and puttin them on.

[roll0]

Good luck little man. :smallamused:

start in M4. wont post any tonight. dead tired.

Wildgeist
2010-03-16, 11:49 PM
Wildgeist Round 1

Wildgeist strats with sling in hand and attacks the glass pane between M10/M11.

Sling

Attack [roll0]
Damage [roll1]

Need result to continue...

Wildgeist
2010-03-17, 12:06 AM
Ok then.... Since the pane seems to shatter...

By the way.... I kindda pointed the wrong target.... It was glass pane between M16/M17

Move: Wildgeist moves, while putting sling on backpack, to M15.

End of Turn


STATS


Wildgeist Started @M23
Wildgeist Ended @M15

HP 14/14
AC 18 (10 +3 Armor +1 Shield +4 Dexterity) T 14 FF 14

Bullets Left: 19 Carried of a total of 100 Owned

Bullets Used: 1

Rage: 0/8 Rounds

Good Hand Wielding: Free
Off Hand Wielding: Free


Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

Belt Pouch
Acid Flask X3
Alchemist Fire X3
Tanglefoot X1
Cure Light Wounds Potion X1
Mage Armor Potion X1
Shield of Faith Potion X1
Magic Weapon Oil X1

Scorer
2010-03-17, 01:19 PM
High Ref Scorer

I'm afraid that if you said M10/M11, it stays. Or else we would have everyone correcting their turns. It can only be corrected if a rewind is done, but since your turn is legal, it stays.

Ok, nevermind, I just saw why... See? this is an example of a rewindable ilegal turn, as you can't attack M10/M11.

Just pay more attention next time :smalltongue: I will do so myself

Deathslayer7
2010-03-18, 11:51 AM
Round 1

double move to I 12.

end turn. Cant post stats cause i cant acess sheet right now.

end of round 1

Wildgeist
2010-03-18, 03:28 PM
Wildgeist Round 2

Move Action: Draw Potion from Belt Pouch
Standard Action: Drink Potion.

Drink potion of Shield of Faith +2

+2 to Deflect AC

Free Action: Drop Empty Vial

STATS


Wildgeist Started @M15
Wildgeist Ended @M15

HP 14/14
AC 20 (10 +3 Armor +1 Shield +4 Dexterity +2 Deflection) T 14 FF 16
Shield of Faith: 1/10 Rounds

Bullets Left: 19 Carried of a total of 100 Owned

Bullets Used: 1


Rage: 0/8 Rounds

Good Hand Wielding: Free
Off Hand Wielding: Free


Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

Belt Pouch
Acid Flask X3
Alchemist Fire X3
Tanglefoot X1
Cure Light Wounds Potion X1
Mage Armor Potion X1
Magic Weapon Oil X1

Deathslayer7
2010-03-19, 09:18 PM
question for refs

could i move to L14 and attack him from there?

Scorer
2010-03-19, 09:26 PM
@Kregar

If it is with ranged weapon, yes, if you mean melee, no, unless you have a 20' long sword

Deathslayer7
2010-03-19, 09:54 PM
ref:

could i throw my longsword as an improvised weapon?
if so at a -4 penalty and do i add str modifier to damage and dex to hit?

Scorer
2010-03-19, 10:58 PM
@Kregar

You use you Dex mod and BA bonus to the attack, however I'm not sure wheter you add or don't your strenght mod to the damage. Let me check SRD to see if it says something about it...

Scorer
2010-03-19, 11:10 PM
@Kregar

Ok, so I found that improvised thrown weapons (which is the case) have 10' increment... nothing else, so I would say you don't add any bonus to damage

Sallera
2010-03-19, 11:12 PM
Kregar/Scorer:Actually, you always add strength to damage with a thrown weapon, regardless of whether it's improvised or not.

Scorer
2010-03-19, 11:15 PM
@Sallera/Kregar

Do you mean you add STR Bonus to alchemist fire as well?

Sallera
2010-03-20, 12:05 AM
Scorer:No, Alchemist's fire is a splash weapon.

Deathslayer7
2010-03-20, 12:24 AM
round 2

Move to K14.

end turn.

end of round 2

Stats:

HP: 14/14 AC: 15 FF: 13 T:12
Rage 0/7

Wildgeist
2010-03-20, 12:51 AM
Wildgeist Round 3

Move: Draw Oil from Belt Pouch
Standard: Apply Magic Weapon Oil to Greatsword (+1 to attack and damage rolls)
Free: 5-feet step to N15
Free: Drop empty vial.

STATS


Wildgeist Started @M15
Wildgeist Ended @N15

HP 14/14
AC 20 (10 +3 Armor +1 Shield +4 Dexterity +2 Deflection) T 14 FF 16
Shield of Faith: 2/10 Rounds

Magic Weapon Oil: 1/10 Rounds

Bullets Left: 19 Carried of a total of 100 Owned

Bullets Used: 1

Rage: 0/8 Rounds

Good Hand Wielding: Free
Off Hand Wielding: Free


Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

Belt Pouch
Acid Flask X3
Alchemist Fire X3
Tanglefoot X1
Cure Light Wounds Potion X1
Mage Armor Potion X1

Deathslayer7
2010-03-21, 07:34 PM
refs:

is there any way i could jump/glide to M15 from K14 and still have a standard action? If so, would it provoke an AoO? What about gliding around in a circle and say coming in from the side to avoide the AoO.


waiting

Kyeudo
2010-03-23, 11:33 AM
GM Kyeudo

Deathslayer7

You'd need a jump check capable of clearing ~3 feet without needing a running start to get over the wall from K14 to K15 or L15. From there, you can just take a few steps. You don't provoke AoOs for moving into a threatened square, only for leaving one, so you'd be fine.

Wildgeist
2010-03-23, 12:34 PM
Thanks Kyeudo!!!!! :smallbiggrin: We are really thankfull!!!!

Deathslayer7
2010-03-23, 11:57 PM
Rage.

Jump from K14 to L15 DC:24 (auto succeed +29 modifier).

Move to M15 and attack with a fist nonlethal.

[roll0]
[roll1]

Wildgeist
2010-03-24, 01:38 AM
Wildgeist Round 4

I'd say that's a no-hit.

Free: 5 feet step to O15
Movement: Draw Tanglefoot Bag from Belt Pouch
Standard: Throw Tanglefoot Bag to Kregar (10 feet away so no range increment...)

[roll0] VS. TAC 12


STATS


Wildgeist Started @N15
Wildgeist Ended @O15

HP 14/14
AC 20 (10 +3 Armor +1 Shield +4 Dexterity +2 Deflection) T 14 FF 16
Shield of Faith: 3/10 Rounds

Magic Weapon Oil: 2/10 Rounds

Bullets Left: 19 Carried of a total of 100 Owned

Bullets Used: 1

Rage: 0/8 Rounds

Good Hand Wielding: Free
Off Hand Wielding: Free


Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1
Mage Armor Potion X1

Wildgeist
2010-03-24, 01:41 AM
Wildgeist Round 4

I think now Kregar needs a reflex save or get glued to the ground.

End of Turn

Deathslayer7
2010-03-24, 09:01 AM
ref:
[roll0]

extra +2 is from raging. What's the DC?

Scorer
2010-03-24, 10:33 AM
High Ref Scorer

DC for save is 15 and you get no bonus to relfex save from rage, it only adds +2 morale bonus to will saves. It hits you anyway.

EDIT: Also, remember to use stat block in every turn, it makes ref life so much easier.

Wildgeist
2010-03-24, 10:41 AM
Ok then... Seems Kregar gets glued to the floor and the goo will become fragile after [roll0] turns.

Deathslayer7
2010-03-24, 12:09 PM
High Ref Scorer

DC for save is 15 and you get no bonus to relfex save from rage, it only adds +2 morale bonus to will saves. It hits you anyway.

EDIT: Also, remember to use stat block in every turn, it makes ref life so much easier.

I'm using the rage variant so poo on you. :smalltongue:

Whirlng Frenzy Rage Variant

+4 STR +2 dodge AC +2 reflex -2 to hit. able to make an extra attack. And i will next time. i was just in a rush.

Deathslayer7
2010-03-24, 02:35 PM
Strength check to break free. DC 17

[roll0]

is that a standard or move action to break free? :smallconfused: Either way action to come based on pass/fail.

edit: done since i cant do anything <.<

Stats:

HP: 14/14 AC: 15 FF: 13 T:12 Entangled ( AC is correct. -4 dex - 2 to attack rolls.)

Rage 1/7 (+4 str +2 dodge AC +2 reflex saves. extra attack at -2 penalty (both))

Sallera
2010-03-24, 02:37 PM
Standard action.

Deathslayer7
2010-03-24, 02:37 PM
that was fast. :smalltongue: but done.

Wildgeist
2010-03-24, 03:02 PM
Wildgeist Round 5

Free: 5 feet step to P15.
Move: Draw Greatsword.
Standard: Ready an action.


Attack Kregar if he moves within my attack range.


STATS


Wildgeist Started @O15
Wildgeist Ended @P15

HP 14/14
AC 20 (10 +3 Armor +1 Shield +4 Dexterity +2 Deflection) T 14 FF 16
Shield of Faith: 4/10 Rounds

Magic Weapon Oil: 3/10 Rounds

Bullets Left: 19 Carried of a total of 100 Owned

Bullets Used: 1

Rage: 0/8 Rounds

Good Hand Wielding: Greatsword
Off Hand Wielding: Greatsword


Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1
Mage Armor Potion X1

Deathslayer7
2010-03-24, 03:53 PM
DC:17 strength check

[roll0]

edit: end turn. bad luck. :smalltongue:


HP: 14/14 AC: 15 FF: 13 T:12 Entangled ( AC is correct. -4 dex - 2 to attack rolls.)

Rage 1/7 (+4 str +2 dodge AC +2 reflex saves. extra attack at -2 penalty (both))

Wildgeist
2010-03-24, 04:01 PM
Wildgeist Round 6

Full Round: Charge Kregar

Greatsword with Powerful Charge

Attack [roll0]
Damage [roll1]+[roll2]

Only If Critic [roll3]
Damage [roll4]+[roll5]


STATS


Wildgeist Started @P15
Wildgeist Ended @N15

HP 14/14
AC 20 (10 +3 Armor +1 Shield +4 Dexterity +2 Deflection) T 14 FF 16
Shield of Faith: 5/10 Rounds

Magic Weapon Oil: 4/10 Rounds

Bullets Left: 19 Carried of a total of 100 Owned

Bullets Used: 1

Rage: 0/8 Rounds

Good Hand Wielding: Greatsword
Off Hand Wielding: Greatsword


Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1
Mage Armor Potion X1

Wildgeist
2010-03-24, 04:03 PM
I think that's a no hit... The attack was against what AC?? 15??? Not sure... :smalltongue:

End of Turn

Scorer
2010-03-24, 04:13 PM
High Ref Scorer

If you had scored a crit threat and confirmed it, the powerful charge damage doesn't add up twice

And your attack bonus is +9 (+5 STR +1 BA +1 WF +2 Charge) not that it matters, a miss anyway

Wildgeist
2010-03-24, 04:22 PM
And is stillmissing the magic weapon effect.... then it should be +10.... No hit anyway???

Deathslayer7
2010-03-24, 04:30 PM
no hit.

AC is 15 normal +2 from raging but -4 dex (-2 AC from being stuck) so 15.

*whew* :smalleek:

Deathslayer7
2010-03-24, 04:58 PM
angry barbarian cant break free of tanglefoot bag, so angry barbarian full attack! :smallbiggrin:

[roll0] (included the -2 from the tanglefoot.)
[roll1] nonlethal

[roll2]
[roll3] nonlethal

No more entangled. Yay! :smallsmile:

stats:
HP: 14/14 AC: 17 FF: 15 T:14
Rage 3/7 (+4 str +2 dodge AC +2 reflex saves. extra attack at -2 penalty (both))

Scorer
2010-03-24, 08:19 PM
High Ref Scorer

Detected illegal move. Kregar can't rage. Kregar used Rage in the past match. Rewind to Kregar's turn Round 3

Deathslayer7
2010-03-24, 08:35 PM
well none of my attacks hit, but he would then hit me so can we just rewind to his turn?

Scorer
2010-03-24, 08:48 PM
High Ref Scorer

No. Rewind to Kregar Turn, Round 3, as that is the turn when Rage was used.

Wildgeist
2010-03-24, 09:13 PM
Damn... It's a pity!!! That tanglefoot got a really good roll...:smalltongue:

Sallera
2010-03-24, 09:26 PM
However, if neither of your actions would have changed, then you're free to just say so, and you can then continue from the point where it would have actually made a difference to someone's turn.

Wildgeist
2010-03-24, 09:32 PM
However, if neither of your actions would have changed, then you're free to just say so, and you can then continue from the point where it would have actually made a difference to someone's turn.

The thing here is that, although not really sure, the jump he autosucceded in round 3 was possible that way thanks to his rage modifiers, so it seems it do matters... Could a Ref check if it's right or wrong???

Scorer
2010-03-25, 12:41 AM
High Ref Scorer

Jump would have autosucceded anyway.

Wildgeist
2010-03-25, 12:51 AM
OK, then. In that case, I'd be cool to keep the round the way it went if Kregar is also cool with it, since it seems the "rage" issue had absolutely no effect. It's your call Kregar.

Wildgeist
2010-03-27, 12:37 AM
Just in case, I'm waiting for a clarification here.......

Deathslayer7
2010-03-27, 01:09 AM
yes i would have jumped down anyway and attack you. you're kind of open with no weapon or anything drawn, but either way i missed.

But idk if we need to reroll or not. But lets see. If the refs agree, we can go past that turn.

Sallera
2010-03-27, 01:10 AM
Aye, no need to reroll if the same actions are kept.

Deathslayer7
2010-03-27, 01:16 AM
well my action stays the same then. so its your turn. Kregar jumped down tried to hit you and missed.

Wildgeist
2010-03-27, 01:28 AM
My doubt here is, since the "rage issue" had no effect until my failed charge, that with no rage from Kregar should be succesfull.... The rewind shouldn't be to that point with my charge being succesfull??? I think so because checking my modifiers and adding the +2 to attack of the charge that I forgot to add in the roll I think it's a hit....

Deathslayer7
2010-03-27, 01:48 AM
probably. which is what i said before. :smalltongue:

Deathslayer7
2010-03-27, 01:55 AM
let's be honest here. Raging wouldnt have changed my actions, so i really dont see a reason why we would need a rewind. The only difference would be is that your charge would it. And I would probably retaliate to try and hit you.

so if you agree and i agree then i believe its your turn after you hit me with your charge. So I believe i have 15 damage on me.

Wildgeist
2010-03-27, 02:02 AM
So it's Wildgeist turn again.

Wildgeist Round 7

Standard: Attack Kregar (Non-Lethal Damage)


Greatsword

Attack [roll0]
Damage [roll1]

Only If Critic [roll2]
Damage [roll3]


Free: 5 feet step to O15

End of Turn


STATS


Wildgeist Started @N15
Wildgeist Ended @O15

HP 14/14
AC 20 (10 +3 Armor +1 Shield +4 Dexterity +2 Deflection) T 14 FF 16
Shield of Faith: 6/10 Rounds

Magic Weapon Oil: 5/10 Rounds

Bullets Left: 19 Carried of a total of 100 Owned

Bullets Used: 1

Rage: 0/8 Rounds

Good Hand Wielding: Greatsword
Off Hand Wielding: Greatsword


Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1
Mage Armor Potion X1

Deathslayer7
2010-03-27, 02:06 AM
that wouldnt hit since the tangled wore off right? :smallconfused:

Wildgeist
2010-03-27, 02:12 AM
Right and also I forgot to substract the -4 penalty for the non-lethal damage.. :smalltongue: Your turn!!!

Deathslayer7
2010-03-27, 02:17 AM
Kregar

5 ft step to you.

attack:

[roll0]
[roll1] nonlethal

End of round 7

stats:


-5/14 hp AC: 15 FF: 13 T: 12
no rage and no more entangled.

Wildgeist
2010-03-27, 02:23 AM
Wildgeist Turn 8


Standard: Attack Kregar Non-Lethal Damage

Greatsword

Attack [roll0]
Damage [roll1]

Only If Critic [roll2]
Damage [roll3]


Free: 5 feet step to P15

End of Turn

STATS


Wildgeist Started @O15
Wildgeist Ended @P15

HP 14/14
AC 20 (10 +3 Armor +1 Shield +4 Dexterity +2 Deflection) T 14 FF 16
Shield of Faith: 7/10 Rounds

Magic Weapon Oil: 6/10 Rounds

Bullets Left: 19 Carried of a total of 100 Owned

Bullets Used: 1

Rage: 0/8 Rounds

Good Hand Wielding: Greatsword
Off Hand Wielding: Greatsword


Backpack
Knotted Silked Grappling Hook (+2 circumstance bonus in Use Rope and Climb DC 0)
Bullets
Sling

Belt Pouch
Acid Flask X3
Alchemist Fire X3
Cure Light Wounds Potion X1
Mage Armor Potion X1

Wildgeist
2010-03-27, 02:24 AM
I think this is over. Good Battle Kregar!!! :smallwink:

Deathslayer7
2010-03-27, 10:12 AM
yes it is. Bad rolls all game. Never above a 10. :smalltongue:

But good game. You have the devil's luck :smallbiggrin:

Scorer
2010-03-27, 10:21 AM
High Ref Scorer

After Kregar sticks to the ground, Wildgeist sticks to the victory!