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Tavar
2010-05-19, 11:47 AM
Two foes in a 200 by 200 ft box fight it out. Half of the ground is water, half is land. Fight!

Niezck
2010-05-19, 11:49 AM
[roll0]

Daily spells? Prep rounds? 1d3 maybe?

Tavar
2010-05-19, 11:53 AM
Sure. [roll0]. For the prep, how about you can move within one's own half of the area. Right now, the water earth divide runs north-south. Do you want to divide the arena the same way, or bisect it east-west?

Int is in the Arena thread. 28 or 24, depending on one last question.

Niezck
2010-05-19, 11:56 AM
So we go

50ft land === 100ft water === 50ft land

Like that?

And sure, movement is fine by me. I have a swim speed too ^^

Tavar
2010-05-19, 11:59 AM
I was actually thinking 100ft land-100ft water, but the above works for me as well.

My character shifts into Behemoth form, and double moves to the edge of the boundary.

Niezck
2010-05-19, 12:03 PM
You got any spellcraft ranks? Either way ...

Round One:
(DC 22.)
Fly 70ft into the air

Ironguard

Round Two:
(DC 19)
Fly 70ft forwards

Assay Spell Resistance

Round Three:
DC 23
Fly 30ft forward and 30ft up, so I am now flying 100ft above the centre of the water.

Spell Turning

You're up :smallsmile:

Tavar
2010-05-19, 12:09 PM
Spellcraft; [roll0]

[roll1]

[roll2]

I'll be taking my other two rounds worth of actions after the rolls.

Niezck
2010-05-19, 12:22 PM
Spellcraft; [roll0]

[roll1]

[roll2]

I'll be taking my other two rounds worth of actions after the rolls.

You figure out Assay SR & Spell Turning :smallsmile:

Tavar
2010-05-19, 12:32 PM
The great beast moves upwards, without visible means to do so. It moves as close as possible to you, without crossing the invisible barrier. After you're third action, it charges you(You are within 310ft, yes?). When he gets close enough, he erupts in a blistering barrage of attacks.

Attacks Unarmed Strikes; 120+37 120+32 120+28 120+23 120+18
Damage US; [roll1] [roll2] [roll3] [roll4]

Gore attack; [roll5]
Damage; [roll6]

Stamps: [roll7] [roll8]
Damage; [roll9] [roll\3d6+15

Claws; [roll10] [roll11] [roll12] [roll13]

Damage. [roll14] [roll15] [roll16] [roll17]

For every one that hits, make a grapple check(snatch feat). My checks are, in order,
[roll18]
[roll19]
[roll20]
[roll21]

Note, I have true seeing active. My attacks ignore armor bonus grantted by spells, including spell trigger or spell completion items, and any attack automatically dispells all such protections. I also ignore miss chances granted by spells or abilities. My attacks are considered Epic, Magic, Adamantime and Cold Iron for the purpose of DR. They also have the ghost touch property. If you are an Evil outsider, you take and additional 4 damage per hit.

Essentia 0/11

Sphinx Claws(Hands)
Girallon Arms(Totem)
Totem Avatar(Shoulders)
Shedu Crown 4
Kraken Mantle
Ankheg Breastplate


Blue Steel Bracer 4
Incarnate Avatar 3
Planar Ward

Stance-Master of the Field

Manuevers granted-all
Quench the Fire
Wear Away the Earth
Cresting Wave
Risky Gambit
Elder Mountain Hammer
Phoenix’s Embrace
Seize the Blade
Foehammer
Imperator’s Warning

Tavar
2010-05-19, 12:33 PM
Fixing unarmed strike attack rolls and second Stamp Damage.

Attacks Unarmed Strikes; [roll0] [roll1] [roll2] [roll3] [roll4]

[roll5]

Niezck
2010-05-19, 12:45 PM
The gore hits, as do both of the stamps and the last claw.

My concealment is item-based, so do I still get it?

All my armour bonus comes from either actual armour or wondrous items. And are any of your attacks metal-based?

Also, I cast Wings of Cover to prevent the Gore attack, entirely cancelling it out.

EDIT: I also have continuous Freedom of Movement, so your grapple checks are nullified.

Tavar
2010-05-19, 12:49 PM
Nope, True Sight. And all of the attacks are natural attacks or unarmed strikes, so no there as well.

Niezck
2010-05-19, 12:58 PM
So I take 74 damage total since you ignore my DR. Actions to come shortly. How big are you, btw?

Tavar
2010-05-19, 01:00 PM
I'm Huge, due to shapeshift.

Niezck
2010-05-19, 01:12 PM
Alrighty, let's see how this works out ...

I can't cast defensively, right? And you're huge so you've got a lot of reach, therefore I'm just gonna have to suck it up and take an AoO I think.

I fly 70ft directly away from you, then cast a spell.

DC 24 spellcraft:

Time Stop - [roll0]

I'll continue in the next post.

Tavar
2010-05-19, 01:31 PM
I use an immediate action to follow you, and end my movement adjacent to you(ability from PrC). You can change your actions if you wish, to respond to mine.

Niezck
2010-05-19, 01:43 PM
That is beyond annoying. >_>

I'll continue casting, and do a pre-emptive concentration check DC 19+damage

[roll0]

Tavar
2010-05-19, 01:49 PM
I'll use my patented Bictch Slap of Doom attack.
Unarmed Strike;[roll0]
[roll1]

Edit; what the hell, dice. Could you at least roll something close to average....

Niezck
2010-05-19, 02:26 PM
No hit :smallbiggrin:

In which case I get a smexy 2-round time stop.

I'll get to it in a second.

Niezck
2010-05-19, 03:13 PM
Alrighty then, now I'm back, let's get a-rockin'


Round One:
Move 30ft
Delayed-Blast Fireball 'till the end of the TS
[roll0] SR check
[roll1] damage

Round Two:
Move 70ft up
Prismatic Sphere


Within the blink of an eye you see my suddenly re-appear a further 30ft back, at my starting position, and another 70ft upward. A fireball explodes at your feet and a prismatic sphere appear around me.

39 to beat your SR
71 damage, Reflex DC 26 for half

Tavar
2010-05-19, 03:59 PM
Reflex Save [roll0]. Energy Resistance takes off 15 damage after the save. As for what I do...

I fly directly above the sphere, and ready and action to attack you should you exit said sphere.

Edit: the Ref save should be +20, but a 19 succeds in any case. I take 20 fire damage