View Full Version : Arena Tournament, Round 109: Boris & Wise William vs. blasty & Cole
ArenaManager
2011-09-07, 03:46 PM
Arena Tournament, Round 109: Boris & Wise William vs. blasty & Cole
Map:
http://i876.photobucket.com/albums/ab330/ArenaManager/Arenas/03-river_arena.png
XP Award: 300 XP to each non-DQd member of winning team
GP Award: 300 GP to each non-DQd member of winning team
Boris (http://www.myth-weavers.com/sheetview.php?sheetid=183556) - Fitz
Wise William (http://www.myth-weavers.com/sheetview.php?sheetid=324724) - King_of_GRiffins
blasty (http://www.myth-weavers.com/sheetview.php?sheetid=292965) - jvluso
Cole (http://www.myth-weavers.com/sheetview.php?sheetid=323077) - ybot
All Combatants, please roll initiative and declare any final purchases
Prior to the match start you may privately plan by spoiler or PM with your partner, but after the start any communications will need to be done in character inside the arena as rules allow.
Checking in and no purchases
Fitz
King_of_GRiffins
2011-09-07, 03:59 PM
Checking in, wish I had an extra 30gp though.
Team Psychic
Team Psychic vs. Team Arcane. Looking at them, one will probably plan to get within 30 and spam color spray, and the other plans to... have no means of attacking us at all? Or at least has no listed weapons and spells. I'm not too familiar with Warmages.
I guess our tactics should be stay out of range and shoot 'em (easy enough). If they get too close, I can get a 2 round summon that has a 40 move speed. Color spray should go down in one hit from it (period), and Blasty... Maybe 2-3, but if we're sniping we might be good.
I feel bad I don't have a super long-range power.
team psychic
warmage looks set up to try and one shot someone with a magic missile, they get sorcerer type casting, know all warmage spells(anything like lesser orb or magic missile) and add Int mod to damage on spells
King_of_GRiffins
2011-09-07, 04:59 PM
team psychic
And back home, did some looking through the books. He's got one long ranged spell, but I'm not more worried about it that than magic missile. Everything else requires a ranged touch attack, and we're... okay on that. I got some Defensive Precog for an extra +1Ac, but not sure it'll help too much... may as well use it really.
You have DR, so you might be okay, I think...
checking in
initiative [roll0]
jvluso:
looks like the have few hit points and we can just magic missile them to death.
King_of_GRiffins
2011-09-07, 05:31 PM
Oh yeah, that Initiative thing.
Initiative: [roll0]
I'll let Fitz choose where he wants to stand first.
jvluso
2011-09-07, 09:06 PM
checking in
init - [roll0]
Boris - Where is the power 'force shield' from?
blasty will start in B11 holding his light shield, with his tower shield on the ground in A11.
Team Arcane
yep, 14 is probably more than one missile, but 4 is easily a secondary missile if they stay within 15 ft of each other. Init is important. Hopefully force shield has no relation to the spell shield.
Boris' inititive
[roll0]
force sheild should ne force screen from psionics (basically a psionic version of shield that doesn't bounce magic missiles )
Boris will start in A10 sling loaded in hand
fitz
force screen link on srd
http://www.d20srd.org/srd/psionic/powers/forceScreen.htm
would have thought the misspelling was picked up at checking, so will not use if anyone considers this unfair
amd make that boris in Y10 forgot which end was ours...don't think the casters would want a melee guy right next to them ;-)
team psychic
cole will be able to fight until -10 hp looks like trying to avoid thier spells getting us then clear up, am thinking go with long range to try and snipe them down then close with advantage of numbers? or we could just rush them?
Fitz
Fitz you can start you won initiative
starting in B10 with scythe and buckler
spells and stuff
spells:
launch bolt 3
color spray 2
magic missile 1
swift expidious retreat 1
soulmelds:
rageclaws
Ok assuming no other issues (are you guys ok with force screen)
boris moves to z14
assuming nothing blocking LOS
looses slingshot at blasty
to hit at 2nd range inc
[roll0]
damage
[roll1]
if crit
[roll2]
damage
[roll3]
done unless anything further needed
guess i fail to hit anything (even passing squirrells)
done
stats
ac 15, hps14, location z14, psionicly focused, in hand sling
remaining slingshot 9, fort +5 ref +1 will +2
King_of_GRiffins
2011-09-08, 11:33 AM
Prior to Entering, I buy a sling and 20 bullets (2sp)
Wise William
Starting in Z10
Sling in one hand, Power Stone in other
Manifesting Inertial Armour
Move to Z 8
Stats
HP: 4/4
AC 16, FF 14, T 12
F1/R2/W4
Location Z8
PP: 5/6
Psionicly Focused
Hand: Sling (20)
Hand: Power Stone [A]
Mount: Empty
Effects: Intertial Armour (1 hour) [Started Round 1]
End Turn
jvluso
2011-09-09, 02:52 AM
blasty - round 1
assuming the targeting is legal:
move to D9
cast a spell, spellcraft DC 16
magic missile
a beam flies out of his fingertips as he finishes the spell, striking unerringly at Wise William
damage - [roll0]
stats:
Hp:8/8
AC: 14 [touch 10,ff 13]
0th:5
1st:3
sudden extend: 1
sudden still: 1
sudden maximize:1
sudden empower:1
Arcanists gloves: 2
King_of_GRiffins
2011-09-09, 07:23 AM
William falls over unconscious and bleeding.
Stats
HP - -4/4, Stabalize check next turn
Cole round 1
move: move to G15
standard: cast a spell
spellcraft DC16
magic missle
a magical missile shoots at boris dealing [roll0]
spell falure 5 or less fails [roll1]
done
stats
hp 3/3
ac 12
buffs:
rageclaws
spells:
launch bolt 3
color spray 2
magic missile 0
swift expidious retreat 1
thought this wouldn't go well
Boris moves to v7
need Los
HP: 10/14
AC 15, FF 14, T 11
F5/R1/W2
Location v7
PP: 1/1
Psionicly Focused
Hand: Sling (9)
jvluso
2011-09-11, 09:35 AM
Why do you need LoS? We can all see each other.
Psionic Dog
2011-09-11, 10:21 AM
Master Ref PsiDog
LoS doesn't quite exist from everyone to everyone.
LoS
Boris
LoS to Cole is in G15
No LoS to Blasty
blasty
You loose LoS to Boris as he moves north-west out of W8.
Cole is in G15
Cole
Blasty is in D9
Boris is in V7
jvluso
2011-09-11, 11:06 AM
blasty - round 2
move to E6
turn not done, need LoS
stats:
Hp:8/8
AC: 14 [touch 10,ff 13]
0th:5
1st:3
sudden extend: 1
sudden still: 1
sudden maximize:1
sudden empower:1
Arcanists gloves: 2
Sallera
2011-09-11, 07:23 PM
Refs:Nyar.
Boris:Blasty is in E6.
blasty:Boris is in V7. Cole is in G15.
Cole:Blasty is in E6.
jvluso
2011-09-11, 07:32 PM
blasty - round 2, part 2
LoS:
swift - activate Arcanists gloves
standard - cast a spell, spellcraft DC16
sudden maximized, sudden empowered magic missile
two missiles fly from his fingers to strike Boris
He takes half of [roll0] plus 14 damage.
turn done
stats:
Hp:8/8
AC: 14 [touch 10,ff 13]
0th:5
1st:2
sudden extend: 1
sudden still: 1
sudden maximize:0
sudden empower:0
Arcanists gloves: 1
and that will end the round, as boris falls
just couldn't get out of LOS long enough
Fitz
candycorn
2011-09-12, 01:46 AM
High Ref Candycorn
Blasty and Cole pew pew their way to victory!
can someone check blasty,s last damage please? Doesn,t look right
Match call will stand though (min damage should get boris unconcious)
Cheers
fitz
Sallera
2011-09-12, 10:35 AM
It is slightly low, aye. CL3 MM is 2d4+2, maximized for 10, +4 from warmage edge for 14, so that part's correct, but the empower should add half of 2d4+2 rather than half of 2d4, so 1 more damage.
candycorn
2011-09-12, 01:01 PM
Yes, I checked that the damage dealt was sufficient to drop you before I called the match.
Remember, as Sallera showed: 1d4+1 is not "A variable number between 1 and 4, plus a static number 1."
It is "A variable number between 2 and 5"
That entire amount is multiplied by empower.
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