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ArenaManager
2010-12-10, 12:43 AM
Arena Tournament, Round 99: Murk vs. Barberration

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

XP Award: 300 XP
GP Award: 300 GP

Murk (http://www.myth-weavers.com/sheetview.php?sheetid=195885) - AlterForm
Barberration (http://www.myth-weavers.com/sheetview.php?sheetid=242796) - TheFallenOne

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

AlterForm
2010-12-10, 08:58 AM
Murk init: [roll0]

No purchases yet; may have some later.

ArenaManager
2010-12-13, 12:52 AM
As Sanya was entered into this round without knowing the player hasn't logged in in a month, and a PM hasn't fixed matters, the spot has been swapped for Barberration.

TheFallenOne
2010-12-13, 07:06 AM
Greetings

Initiative [roll0]

does control light only affect natural light or also blot out torches, sunrods etc?

AlterForm
2010-12-13, 09:21 AM
The power says it decreases illumination in the area, so yes, those should be suppressed as well.

TheFallenOne
2010-12-13, 09:28 AM
Potion Faith Healing(Aberrant Commoner) 50 GP
4 sunrods 8 GP on the assumption they can be lit as part of mundane preparations

no further purchases

AlterForm
2010-12-13, 08:11 PM
No purchases. First move is yours. Don't believe we start with LoS to each other, so just to be safe:

Starting Info; LoS only.
Begin in B14, shortbow in hand, armor donned, all items on person. Psionic Focus active.

TheFallenOne
2010-12-14, 03:22 AM
Barberration Turn 1

You have LoS on me on the start. I am in Y13, wielding three lit sunrods

Double move to K12, autosucceeding on all jump checks(Sallera, couple days ago I fixed a mistake you missed when checking the sheet, I was lacking the +4 jump from speed).
Along the way, I drop one sunrod each into W12 and J12. That should give me shadowy illumination on your area
free as part of move: draw guisarme. Twohanded grip, last sunrod in mouth
Swift: Activate Travel Devotion

done

Stats
HP 13/13
AC 16, Touch 11, FF 15
Travel Devotion 10/10

AlterForm
2010-12-15, 12:40 AM
Are you sure you auto-succeed the checks? Even with the additional +4 you're only at +13 which could fail on a 1.

Sallera
2010-12-15, 12:50 AM
I'm not sure of the initial reason, but Arena precedent is that jump checks only take into account the width of the gap.

AlterForm
2010-12-15, 12:58 AM
I'm not sure of the initial reason, but Arena precedent is that jump checks only take into account the width of the gap.

That is...weird. But okay.

TheFallenOne
2010-12-15, 02:54 AM
I'm not sure of the initial reason, but Arena precedent is that jump checks only take into account the width of the gap.

It's RAW, actually


The DC for the jump is equal to the distance jumped(in feet). For example, a 10-foot-wide pit requires a DC 10 jump check to cross.

PHBI p. 77. Always remember that the SRD leaves out a lot of stuff that is on occasion relevant.

Though admittedly it makes little sense, when you jump over a 10 feet pit on the grid the character in fact has to move 15 feet. But them's the rules

AlterForm
2010-12-15, 07:38 PM
Are free actions allowed to be taken in the middle of other actions? Unless I've missed something, you'd need to be able to do so drop a sunrod in W12 and make it all the way to K12. I hate to stall my turn again, but I'd rather not have to revise if you have to change your turn.

TheFallenOne
2010-12-16, 02:19 AM
yes you can. There was a Kyeudo ruling regarding this a while ago in the Waiting Room. Should have added it to the precedent list

TheFallenOne
2010-12-16, 02:23 AM
here it is. (http://www.giantitp.com/forums/showthread.php?p=8449304#post8449304) Thank you oh mighty Search Function

AlterForm
2010-12-16, 09:22 PM
Murk is in B14, shortbow in hand, armor donned.

Murk - Round 1
Move: 25 ft to F15
Standard: Manifest power. DC 16 psicraft to ID.
Target regions, all set to -100% light:
C5::F6
I5::L6
O9::P12
I15::L16
E15::F18
C21::F22
There are several squares now covered with impenetrable darkness. I don't have much time at the moment, so I'll call a ref and let describe the layout.

Status
HP: 8/8
AC: 17 (Touch 14, FF 13)
PP: 3/4
Control Light:
Target regions, all set to -100% light:
C5::F6
I5::L6
O9::P12
I15::L16
E15::F18
C21::F22
Shortbow wielded in two hands
Arrows: 40
Blunt Arrows: 19
Psionic Focus: Yes

End Turn

Sallera
2010-12-16, 10:10 PM
Refs:Nyar.

Murk:Barberration is in K12.

Barberration:Darkness blocks your sight in C6-F6 and F5, I6-L6, O6-R6 and O5, O9-O12, I15-L15, F15-F18 and E15, F21, F22, and E22.

TheFallenOne
2010-12-16, 10:27 PM
OK, I think I#ll better make myself a map to avoid mistakes, then research if blindness affects my jump modifier due to reduced speed

two questions
1) the power has either duration concentration or 1 turn; in the latter case I think the power ends at the start of your next turn before you take any other action. Would I notice which option he took?
2) regarding the force panes. They disintegrate after you took any action on them. What if you leave them with a move action, do they disintegrate after you're gone? If yes, does the same apply for other panes you move over?

Sallera
2010-12-17, 12:01 AM
The power's duration is only 1 turn if you use it to increase illumination by 200%.
Any panes moved over will disintegrate when the move action is complete.

TheFallenOne
2010-12-17, 04:17 AM
Refs
Map (http://img143.imageshack.us/img143/6668/ffa07platforms.png)
I assume that was supposed E21, not 22. But doesn't matter

Barberration Turn 2

LoS
Move to C12(jump autosuccess).
Continue move and Swift Travel Devotion to D16
if Murk should've gone to F15 via C14 instead of C15 I have enough movement to just walk around the missing panes
Standard: Gore attack at F15.
Attack [roll0]
Damage [roll1]
I know he's there since he as no way of moving after having taken a move and standard, but just to be sure I'll let a Referee roll the miss chance if the attack roll is high enough
still guisarme in hands, lit sunrod in mouth

done

Stats
HP 13/13
AC 16, Touch 11, FF 15
Travel Devotion 9/10

TheFallenOne
2010-12-17, 04:19 AM
LoS
possible crit confirm
[roll0]
[roll1]

Sallera
2010-12-17, 06:05 PM
Refs:Listen for Murk: [roll0]
Concealment: [roll1]

Murk:Barberration moves west and around to the south. You hear movement end to the west-southwest. Something misses you.

Barberration:You don't hit anything. Blackness in the C15/F16 area; light to the south.

AlterForm
2010-12-17, 06:18 PM
Murk - Round 2

LoS
Move: 5 ft to E15 (not ending there yet)

Need a LoS before continuing.

Sallera
2010-12-17, 06:40 PM
Refs:Nyar.

Murk:No LoS.

Barberration:No LoS.

AlterForm
2010-12-17, 07:09 PM
Sallera
Are you sure on that? If I heard movement end at W by SW he'd have to be at least 2 squares to the west of me, which wouldn't be deluminated area. He doesn't have access to invisibility either, even though it would have popped on (what I assume was) his attack.

Sallera
2010-12-17, 07:28 PM
Refs:Nyar.

Murk:Sorry, got the Control Light area mixed up. Barberration is in D16.

Barberration:Sorry, got the light a little off there. E15/F18, not C15/F16.

AlterForm
2010-12-17, 08:05 PM
Sallera
No problem. Just didn't want him to have decided to duck in the darkness with me...that would've ended poorly for me. As is, this'll end in the next round I think.

Murk - Round 2 cont.

LoS
Swift: Ranged Lurk Augment (Sneak Attack)
Standard: Maenad Scream

An Energy Ray shoots forth from the darkness, attempting to strike Barberration
[roll0] vs Flat-Footed Touch AC (10, unless I'm mistaken)
[roll1] sonic and [roll2] additional

Status
HP: 8/8
AC: 17 (Touch 14, FF 13)
PP: 3/4
Augments: 2/3
Shortbow wielded in two hands
Arrows: 40
Blunt Arrows: 19
Psionic Focus: Yes
Position: E15

End Turn

At the end of Murk's turn, the psionically induced darkness disappears, revealing him in E15.

TheFallenOne
2010-12-18, 05:02 AM
you hit and do damage

well, a bull rush would be a funny way to end this and my advantage on the opposed roll with charge+frenzy is 10... You're not wielding any melee weapon or have a natural weapon that threatens adjacent squares, right?

I may make a normal Pounce, depending on Waiting Room question

TheFallenOne
2010-12-18, 05:43 AM
Barberration Turn 3

Free: Whirling Frenzy
Swift: Travel Devotion to E23, autosuccess
Free: one handed grip on guisarme
full round: Chargepounce, ending in E17
Gore 1 [roll0] +2/-2 frenzy, +2 charge
Damage [roll1]

Gore 2 [roll2] +2/-2 frenzy, +2 charge
Damage [roll3]

two handed guisarme grip

done

Stats
HP 7/13
AC 18, Touch 13, FF 15
Travel Devotion 8/10
Whirling Frenzy 5/5

TheFallenOne
2010-12-18, 06:13 AM
deaded?

Still sunrod in mouth so clear illumination when I make the attacks

AlterForm
2010-12-18, 12:36 PM
Full to corpse in one hit.

Didn't expect to be able to do much to you, anyway. Nowhere to flee to and rehide after the first volley because of those sunrods, so I had to hope you'd whiff your return attack. Maybe I'll pull some XP against the loser's bracket.

TheFallenOne
2010-12-18, 04:17 PM
good chances, with multiple suicides by failed jump I predict in the next match people will be more careful, which will be beneficial for a ranged build like yours. Best of luck to you

Sallera
2010-12-18, 09:13 PM
High Ref Sallera

Barberration takes the victory.