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ArenaManager
2011-10-10, 01:18 PM
Arena Tournament, Round 109: Goodbad the Happysad & Overnight 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

Goodbad (http://www.myth-weavers.com/sheetview.php?sheetid=321090) - candycorn
Overnight (http://www.myth-weavers.com/sheetview.php?sheetid=323417) - Jopustopin
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.

candycorn
2011-10-10, 02:11 PM
Initiative: [roll0]

Pondering purchases.

Jopustopin
2011-10-10, 04:44 PM
Initiative: [roll0]

Loading Please Wait.

jvluso
2011-10-10, 05:31 PM
init - [roll0]

Team Arcane
The tent needs to be gone. Init is unfortunate.

Are we allowed to purchase alchemical items created by the epic craft skill (http://www.d20srd.org/srd/epic/skills.htm#craftAlchemy)?

candycorn
2011-10-10, 05:35 PM
I don't think that question has ever come up before... I'd be inclined to lean against it... But 20 foot smoke cubes do somewhat appeal to me, even if the cost is crazy high. Regardless, it's a call for a ref that's not me, since I'm involved in the match.

ybot
2011-10-10, 05:55 PM
Initiative [roll0]

team arcane
agreed
also, we both speak orcish!

ref question
In the breaking object rules it talks about vulnerability to certain attacks such as curtains being vulnerable to fire. Would the tent be vulnerable to fire?

purchases after questions are answered

Jopustopin
2011-10-11, 12:04 AM
Candycorn/Ref Question

Can my mule have the following readied action each round:

"Move towards the aggressor of someone who attacks Overnight"

Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.

candycorn
2011-10-11, 01:09 PM
Candycorn/Ref Question

Can my mule have the following readied action each round:

"Move towards the aggressor of someone who attacks Overnight"

Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.


@Jopustopin:I believe precedent establishes that the mount's "ready to defend" extends to AoO's and auto-attacking next round, not to ready actions. Ready actions is covered by the Ambush skill trick. Still, anyone that attacks you will draw the future aggression of your mount.

candycorn
2011-10-13, 12:31 PM
I think, to start purchases, I'll be getting a tattoo of Synesthete (-100gp).

Jopustopin
2011-10-15, 01:26 AM
I'm going to purchase a Masterwork guisarme and sell my guisarme. (I sell it for 50% of the price listed in phb right?)


How close are we to starting?

candycorn
2011-10-15, 01:31 AM
Correct. Items are sold at 50% value.

Currently waiting on any counter purchases from opponents.

Sallera
2011-10-15, 03:03 PM
Cole:No. Leather is not especially vulnerable to fire (it's actually reasonably resistant to it.)

ybot
2011-10-15, 05:24 PM
Thanks sallera.
We still need a ruling on Jvluso's question about the epic craft skill before I can do purchases.

Jopustopin
2011-10-17, 01:59 PM
Are we allowed to purchase alchemical items created by the epic craft skill (http://www.d20srd.org/srd/epic/skills.htm#craftAlchemy)?

Any idea what the prices for these things would be?

candycorn
2011-10-17, 02:21 PM
The epic skill rules say they cost 5 times as much to craft, so if they're allowed, the price would be x5.

Jopustopin
2011-10-17, 02:34 PM
Any reasons why they wouldn't be allowed?

candycorn
2011-10-17, 02:55 PM
Some of the more esoteric items have been, at times, disallowed. Examples include discount spells from PrC lists. It's a valid question, though I suspect they'll be allowed.

Kyeudo
2011-10-17, 09:57 PM
GM Kyeudo

I'm just going to use my GM powers and rule all of the epic rules out of play. The last thing we need is 20 minute tangle foot bags getting thrown around. 3 rounds of the things is crippling enough.

ybot
2011-10-18, 09:14 AM
Cole will purchase 4 acid flasks for 40gp.

jvluso
2011-10-18, 11:29 AM
blasty will buy a hammer and 4 Iron spikes (dungeonscape) for 9 sp

Jopustopin
2011-10-18, 12:03 PM
Overnight starts in Y10 holding a Masterwork Guisarme. He has a Thunderstone in his mouth. He is wearing Leather Armor.

Postal Service is in W11-X12. He has a carrot in his mouth and appears to be very happy.

candycorn
2011-10-18, 01:04 PM
Tent is in Z10-Z11, both flaps closed.
My mount is in: Y8-Z9.
Inside tent:I am in Z10.
Jopus, I think your mount placement is illegal, since we don't have all our spaces occupied. Can you please adjust it to X11-Y12, to fill all our starting squares?

Blasty, Cole, if you could post your location, and items in hand, in LOS spoilers, since I don't have LOS to you, I'd appreciate.

Jopustopin
2011-10-18, 01:07 PM
Postal Service is in X11 - Y12

LOS

He has finished his carrot and has a crazed look about him.

ybot
2011-10-18, 06:25 PM
starting position

start in B11 with rage claws shaped and holding his buckler.

spells prepared
level 0
2 launch bolt
1 daze
level 1
2 sleep
1 color spray
1 cause fear

candycorn
2011-10-18, 07:03 PM
ybot: I was looking over sheets, trying to figure out our best options vs your character, and how to chew through your 13hp... and then I realized.

The Shape Soulmeld feat requires a Constitution of 13.
Please reselect the feat, prior to round start.

Source (http://www.giantitp.com/forums/showpost.php?p=12053710&postcount=849).

ybot
2011-10-18, 09:20 PM
How much am I allowed to change? Could I just change stats to give him a 13 con?

candycorn
2011-10-18, 09:23 PM
You are allowed to remove the illegal feat, and replace it with a legal one, I believe. I do not believe any alteration beyond correcting the illegal portion is allowed.

Sallera
2011-10-18, 09:32 PM
Correct; only the feat can be changed.

ybot
2011-10-18, 09:37 PM
I switched it to sudden still spell, so he should be legal now.

Will I be able to fix other things after the round? He really isn't as good now, and if it had been caught in sheet checks I could have fixed his stats instead.

candycorn
2011-10-18, 09:44 PM
Not stats. But after the round you can retire/recreate him.

Jopustopin
2011-10-18, 11:26 PM
More Purchases:

I'm going to sell my Tower Shield and purchase a pair of Air Jordan (http://en.wikipedia.org/wiki/Air_Jordan)'s which function as a masterwork tool +2 jump checks.

jvluso
2011-10-19, 08:39 PM
What does that bring Overnight's total Jump to while shifting?

Jopustopin
2011-10-19, 08:46 PM
Plus twenty-seven.

jvluso
2011-10-20, 12:43 PM
I'm also going to buy a tent.

LoS to starting location:
tent is set up in B10/B11, flaps open
I've talked to ybot, he'll change cole's starting position

behind that
blasty is in A10

Jopustopin
2011-10-20, 06:48 PM
I will also buy a tent. It's all the rage these days.

I'm also going to change the starting position of my character, the starting position of my mount, what I'm holding, and other interesting things like that.

LOS:

I'm standing in Y10 wearing my brand new Air Jordan's. I'm holding a glaive in one hand, and a fully set up tent in the other; one of the tent's flaps is open, the other is closed. I'm holding the tent with the intent to set it down on a different location on this map. In my mouth is a thunderstone. I'm wearing leather armor. Postal Service is in X11-Y12


I'm ready to go, assuming everything is legal.

Jopustopin
2011-10-20, 06:51 PM
Sorry forgot: I'm selling my scimitar. Now I'm done.

ybot
2011-10-20, 07:35 PM
new starting position (you don't have LOS)
starting in B11 inside the tent with his buckler
same spells prepared

you can start

Jopustopin
2011-10-20, 11:01 PM
Team Speak:

Hey, why don't we teach our mules two more tricks? According to the template they can learn up to 8 tricks right?


Loading please wait.

candycorn
2011-10-21, 01:19 AM
@Team speak: No need. They are primarily mobile walls, and, for me, transportation.

Please amend your starting location to X10, and your mount to Y9-Z10. I would like to begin mounted at Y11-Z12, holding my own tent. I plan to drop it after moving, and dismount inside it

Adjusting starting location, since all the cool kids these days are doing it, pending a request to my teammate.

Jopustopin
2011-10-21, 01:29 AM
New Starting Position (again). LOS

Overnight starts in X10, and postal service is in Y9-Z10. All the previous equipment is still being held.


Ready?

candycorn
2011-10-21, 02:54 AM
New Starting Position:Mounted, Y11-Z12. Holding tent.

Jopustopin
2011-10-21, 12:09 PM
The Goodbad and the ugly; Round 1:


LOS

Free: Rage
Free: Shift
Move: X10-> K10 -> J11 (Overnight has a +30 jump check)
Free: Drop Tent, open flap facing our starting location, in square H12/I12
Free: Switch glaive to both hands.
Standard: Ready an action to move if any enemy performs an action that, were I threatening them, I would get an attack of opportunity.



Stats

Overnight
HP: 17/17
AC: 9 (-4 rage +2 armor, +1 dex)
Temporary Strength: 24
Temporary Constitution: 22
Temporary Dexterity: 12

Rage began in Round 1 and last for 9 rounds
Shifted in Round 1 and last for 11 rounds

Postal Service
No conditions; waiting for someone to attack his master.


End Turn

candycorn
2011-10-21, 06:12 PM
Goodbad, Round 1, second to act:

LOS:Mount Double Move to O-18/P-19
Free: Drop Tent into M17/N17, open flap in N17(east)
Move: Dismount into the tent (N17).

Rest of turn: Water Devotion:, into O-16
Drop 1 waterskin

Instruct it to move to E9, then attempt to climb out to D9
Elemental appears in O-16, moves to E9, then attempts a climb check: [roll0] DC 10
If successful, moves to D9

Done.

Stats:Location: N17, In tent
Tent Location:M17-N17 (open flap: N17-east)
HP: 6/6
AC: 13, touch 11, FF 12
Spells/Day: 4/4
In hand: 8 waterskins
Turns: 8/8
Temp Effects: None

Water Elemental 1: Location: E9 or D9
HP: 11/11
AC: 17, Touch 11, FF 17

jvluso
2011-10-21, 07:09 PM
blasty - round 1

assuming the targeting is legal:

refs/spectators:
I don't like not having LoS. The only reason I got the tent was because overnight is able to make a charge from his starting box to ours.

Los:
move to A9

turn not done, need LoS.

stats:
Hp:8/8
AC: 14 [touch 10,ff 13]

0th:5
1st:4

sudden extend: 1
sudden still: 1
sudden maximize:1
sudden empower:1
Arcanists gloves: 2

candycorn
2011-10-21, 08:10 PM
When you need LOS, it's customary to post a request in the waiting room. I will do it for you, in the interest of getting the match moving.

darkillini
2011-10-24, 10:05 PM
LOS (p.s. your all evil with the number of tents you have.)

refs
this is a nightmare..

overnight:
postal service is in Y9/Z10, goodbad & mount move to X12/Y13


goodbad
overnight is in J11, his tent is in h12/j12
you gain los to cole in B11 when you reach X12/Y13
you can revise from here.

Blasty
no los

cole
you gain los to goodbad & mount when they reach x12/Y13

still Goodbad's turn.

candycorn
2011-10-25, 11:38 AM
No major change to my turn.

LOS:Continue mount double move to O18/P19.
Shout: "Cole is in B11!"
Drop tent in M17-N17. M17 flap is closed.
Dismount into tent, in N17.

Elemental appears in O-16, moves to E9, attempts to climb out into D9, and fails.

jvluso
2011-10-25, 12:16 PM
blasty - round 1

assuming this is all legal:

refs/spectators:
Is there any easy way of destroying tents? I was hoping that epic flasks of acid or alchemists fire would do enough splash damage to burn the tent to the ground, but those are illegal.

Los:
move to A9

turn not done, need LoS.

stats:
Hp:8/8
AC: 14 [touch 10,ff 13]

0th:5
1st:4

sudden extend: 1
sudden still: 1
sudden maximize:1
sudden empower:1
Arcanists gloves: 2

darkillini
2011-10-25, 12:41 PM
LOS

refs
this is still a nightmare..

overnight:
postal service is in Y9/Z10, , good bad then dismounts into the tent, a water elemental comes out moves to E9 and fails to climb out of the water


goodbad
your mount is in O18/P19, postal service is in Y9/Z10

Blasty
theres a water elemental in E9, overnight is in J11, theres a tent in H12/I12. another tent in M17/N17, cole is in B11, postal service is in Y9/Z10

cole
goodbad & mount move to O18/P19 and shout "Cole is in B11!", then drops a tent in M17-N17, you lose LOS to good bad when she unmounts behind the tent. Blasty is in A9

jvluso
2011-10-25, 01:00 PM
refs:
What tent flaps are open? And can tents be moved while set up, or set up far outside your starting location?

darkillini
2011-10-25, 02:44 PM
blasty
the only tent flasp you can see which are open are the two for the tent that coles in.

the other part your going to have to ask in the waiting room, but i believe they can be moved if empty while set up.

jvluso
2011-10-25, 09:44 PM
blasty - round 1 part 2

assuming this is all legal:

refs/spectators:
I was mostly wondering how their tents ended up at H12/I12 and M17/N17.

Los:
finish movement to C5

activate arcanists gloves
cast a spell, spellcraft DC 16
maximized empowered magic missile
Two missiles fly at overnight; he takes [roll0]divided by two plus 14 points of damage.

speak in orc:
There's a water elemental in E9, overnight is in J11, and there's a tent in H12/I12. Another tent is in M17/N17, and postal service is in Y9/Z10. I don't know how the tents got there.

If possible, move the tent to D8/D9 to force the elemental to move before climbing onto land, so it can take no other actions on land.

turn done

stats:
Hp:8/8
AC: 14 [touch 10,ff 13]

0th:5
1st:3

sudden extend: 1
sudden still: 1
sudden maximize:0
sudden empower:0
Arcanists gloves: 1

ybot
2011-10-25, 10:17 PM
Cole - round 1

LOS
move: move to A15
standard: start casting a spell
spell craft DC 16
sudden still sleep
Free: shout "Gunt snort raar"
If you understand orcish that means "Gunt snort raar"


turn done

stats
HP 3
AC 12

spells
level 0
2 launch bolt
1 daze
level 1
1 sleep
1 color spray
1 cause fear

darkillini
2011-10-25, 10:18 PM
LOS

refs
this is still a nightmare..

overnight:
postal service is in Y9/Z10, , good bad then dismounts into the tent, a water elemental comes out moves to E9 and fails to climb out of the water, Blasty moved to A9, then moves to C5, then casts a spell,
this triggers your readied do you take it?, and where do you take it before the move or the spell cast?


goodbad
your mount is in O18/P19, postal service is in Y9/Z10

Blasty
theres a water elemental in E9, overnight is in J11, theres a tent in H12/I12. another tent in M17/N17, cole is in B11, postal service is in Y9/Z10

*you cannot move the tent based on my understanding of it as cole is inside*

cole
goodbad & mount move to O18/P19 and shout "Cole is in B11!", then drops a tent in M17-N17, you lose LOS to good bad when she unmounts behind the tent. Blasty is in A9

need input to a question before continuing.

Jopustopin
2011-10-25, 11:10 PM
LOS/Ref

Overnight takes his readied action.

If Blasty cast defensively

Overnight moves inside his tent

To I12



Otherwise:

Overnight moves to C3 (his speed is 70 and he has a +30 jump check) wielding his guisarme; he currently threatens Blasty in C5.

Attack of opportunity:
Guisarme [roll0] for [roll1] points of damage. If hit and conscious make concentration check.

Jopustopin
2011-10-25, 11:12 PM
Ref

Sorry, didn't mention it but it should be obvious from my previous post. I take it in response to the spellcasting.


Stats

Overnight
HP: 17/17
AC: 9 (-4 rage +2 armor, +1 dex)
Temporary Strength: 24
Temporary Constitution: 22
Temporary Dexterity: 12

Rage began in Round 1 and last for 9 rounds
Shifted in Round 1 and last for 11 rounds
Initiative changes and Overnight acts right before Blasty and after Goodbad.

Postal Service
No conditions; waiting for someone to attack his master.


Done.

End Turn

jvluso
2011-10-25, 11:51 PM
Jopustopin/Los:
It was not cast defensively. When does the movement trigger: Before beginning to cast the spell (when he could still change the spell cast) or after beginning to cast the spell (when he would not provoke an AOO.)

Jopustopin
2011-10-26, 12:13 AM
Refs/Jvluso

As far as I understand the rules the moment you cast the spell I can move next to you and take my attack of opportunity.

Both interrupting actions are the result of and occur immediately prior to you casting the spell.

I'll wait for a referee to correct me if I'm mistaken.

Here is what happened the last time I did this:

http://www.giantitp.com/forums/showthread.php?t=214548&page=9

Post #261, 262 and specifically #266.

jvluso
2011-10-26, 12:32 AM
Jopustopin/refs:
Correct. In this case the action order is as follows:

declare casting the spell
declare readied action triggering
readied action resolves
spell continues resolving
actions taken during casting of the spell (using sudden max/empower) are declared and then resolved
AoO is provoked, if applicable
AoO is resolved
spell is resolved

Knowing this, which of the two spoilers will Overnight use?

Jopustopin
2011-10-26, 12:34 AM
Jvluso

My post was clear. I'll wait for a ref to adjudicate.

jvluso
2011-10-26, 12:45 AM
Los:
I think that means he'll move to C3 since blasty was not casting defensively. In that case add sudden still to the list of sudden metamagics used when casting the spell so that it does not provoke.

stats:
Hp:8/8
AC: 14 [touch 10,ff 13]

0th:5
1st:3

sudden extend: 1
sudden still: 0
sudden maximize:0
sudden empower:0
Arcanists gloves: 1

Sallera
2011-10-26, 02:00 AM
blasty/Overnight:The action that triggers a readied action must be taken in its original form after the readied action occurs. Extra modifications may not be retroactively added.

jvluso
2011-10-26, 08:31 PM
Los:
lie dying on ground

turn done

stats:
Hp:-8/8
AC: 14 [touch 10,ff 13]

0th:5
1st:3

sudden extend: 1
sudden still: 1
sudden maximize:0
sudden empower:0
Arcanists gloves: 1

candycorn
2011-10-27, 11:34 AM
That makes it Cole's turn now?

darkillini
2011-10-27, 01:14 PM
yes cole will have to redo his Round 1 with following los check.

LOS

cole:
blasty moves to c5, overnight moves to C3 and knocks cole to the negatives with an AoO. theres a tent in M17/N17.

blasty
is laying on the ground dying.

overnight
theres an elemental in E9, Cole is at B11. the tents havent changed.

goodbad
no los change.

COLES round 1

ybot
2011-10-27, 05:56 PM
Cole - round 1

LOS
move: move to B6
standard: Cast color spray on overnight
DC17 will save
unconscious, blinded, and stunned for [roll0] rounds
blinded and stunned for [roll1] rounds
and stunned for 1 round


turn done

stats
HP 3
AC 12

spells
level 0
2 launch bolt
1 daze
level 1
2 sleep
1 cause fear

Jopustopin
2011-10-27, 06:03 PM
Cole

Will Save: [roll0]

Jopustopin
2011-10-27, 06:22 PM
Goodbad's turn.

candycorn
2011-10-28, 12:09 AM
Goodbad, Round 1, second to act:

LOS:5 foot stem to M17
Open M17 flap.

Not done. Tent Flap in M17 opens. Need LOS before continuing.

Stats:Location: M17, In tent
Tent Location:M17-N17 (open flap: Both)
HP: 6/6
AC: 13, touch 11, FF 12
Spells/Day: 4/4
In hand: 8 waterskins
Turns: 8/8
Temp Effects: None

Water Elemental 1: Location: E9 or D9
HP: 11/11
AC: 17, Touch 11, FF 17

darkillini
2011-10-28, 12:20 AM
LOS

refs
nada

goodbad
no los, what were the orders given to your elemental again?

cole
overnight is in C3, theres an elemental in E9

overnight
cole is in B6, theres an elemental in E9

blasty
lying bleeding out on the ground in C5

candycorn
2011-10-28, 12:52 AM
@Refs:Not yet given.
Pour out another waterskin into L-16, using a turn attempt to create elemental 2.

Command (Elemental 1): Climb out of the water. Seek out opponents, attempt to move adjacent. If, after doing that, actions are available, attack. Do not accelerated climb.
Command (Elemental 2): Travel west, until LOS is obtained with an enemy. Once you see an enemy, move towards it.

Need Ref adjudication.

Jopustopin
2011-10-28, 01:22 AM
Question before my turn:

Does a hostile spell activate my mounts "defense" trick?

candycorn
2011-10-28, 01:43 AM
Question before my turn:

Does a hostile spell activate my mounts "defense" trick?
Hostile spells are considered attacks, yes.

darkillini
2011-10-28, 05:26 PM
LOS

refs

acidently hit edit insted of quote for below
Spoiler
climb check for elemental 1 (1d20+2)[3]

passes on second move action, see below



goodbad
Spoiler
elemental 2 moves west to H16, then moves out of los to the NW at G14


cole
Spoiler
overnight is in C3,elemental1 fails a climb, then successfully climbs out to D9 and moves to C7, a second water elemental move from the SE to F12 dropping into the water


overnight
Spoiler
cole is in B6, theres a second elemental in F12, elemental1 fails a climb, then successfully climbs out to D9 and moves to C7


blasty
Spoiler
lying bleeding out on the ground in C5


game on.

darkillini
2011-10-28, 05:27 PM
refs
second climb attempt for elemental 1 [roll0]

Jopustopin
2011-10-28, 06:10 PM
Assuming what needed to be adjudicated was adjudicated. If not and nothing has changed after adjudication here is my turn.

Round 2:

LOS

Not an action: Move to B4
Standard Action: Attack Cole with Guisarme [roll0] for [roll1] points of damage.


LOS to Postal Service

Double Move: T5/U6



Stats

Overnight
HP: 17/17
AC: 9 (-4 rage +2 armor, +1 dex)
Temporary Strength: 24
Temporary Constitution: 22
Temporary Dexterity: 12

Rage began in Round 1 and last for 9 rounds
Shifted in Round 1 and last for 11 rounds
Initiative changes and Overnight acts right before Blasty and after Goodbad.

Postal Service
Moving to attack Cole


Done.

ybot
2011-10-28, 06:36 PM
Cole round 2

LOS
five foot step to B5
standard: cast cause fear on overnight DC17 will save for [roll0] rounds

turn done

stats
HP 3
AC 12

spells
level 0
2 launch bolt
1 daze
level 1
2 sleep

jvluso
2011-10-28, 06:53 PM
blasty - round 2

assuming this is all legal:

refs/spectators:
Incite. DC20. Widened. Next character.

Los:
stabilize on a 1: [roll0]

turn done.

stats:
Hp:-8/8
AC: 14 [touch 10,ff 13]

0th:5
1st:3

sudden extend: 1
sudden still: 1
sudden maximize:0
sudden empower:0
Arcanists gloves: 1

candycorn
2011-10-28, 07:04 PM
Goodbad:

LOS:Move from M17 to F14.

Not done, need LOS.

Stats:Location: F14
Tent Location:M17-N17 (open flap: Both)
HP: 6/6
AC: 13, touch 11, FF 12
Spells/Day: 4/4
In hand: 8 waterskins (1 is empty)
Turns: 8/8
Temp Effects: None

Water Elemental 1: Location: E9 or D9
HP: 11/11
AC: 17, Touch 11, FF 17

Jopustopin
2011-10-28, 07:07 PM
Cole

[roll0]

darkillini
2011-10-28, 07:16 PM
LOS

refs
I never thought id see the day..
*opps did it in the wrong post above lol*
LOS established between all when good bad reaches G15

Elemental 1 is at C7
Elemental 2 is at F12
blasty is bleeding out at C5
over night is at B4
Cole is at B5

postal service is at T5/U6
there is a tent at B10/B11 with both flaps open
there is a tent at M17/N17 both flaps open
there is a tent at H12/I12 and non of you can see an open flap on it.

good bad may revise turn from reaching G15

candycorn
2011-10-29, 12:29 AM
Continue to F14.

Standard: Pour out flask 3, using a turn attempt to summon Elemental 3 into E13.

Command Elementals (for Refs):Elemental 1: 5 foot step to B6 and attack Cole.
Elemental 2: Double Move from F12 to C8.
Elemental 3: Move from E13 to C-10, ready action to move if Cole moves or casts.

Elemental 1: Takes a 5 foot step from C7 to B6, and attacks Cole
Attack: [roll0] (includes flank bonus)
Damage: [roll1]

Elemental 2: Moves from F12 to C8.

Elemental 3: Moves from E13 to C10, and readies an action:Move if Cole moves or casts

Done.

Stats:Location: F14
Tent Location:M17-N17 (open flap: Both)
HP: 6/6
AC: 13, touch 11, FF 12
Spells/Day: 4/4
In hand: 8 waterskins (1 is empty)
Turns: 8/8
Temp Effects: None

Water Elemental 1:
Location: B6
HP: 11/11
AC: 17, Touch 11, FF 17

Water Elemental 2:
Location: C8
HP: 11/11
AC: 17, Touch 11, FF 17

Water Elemental 3:
Location: C10 (Ready Action)
HP: 11/11
AC: 17, Touch 11, FF 17

candycorn
2011-10-29, 12:33 AM
Critical Threat: [roll0]
Damage: [roll1]

ybot
2011-10-29, 12:43 AM
The crit will put him in negatives

good game.

Jopustopin
2011-10-29, 12:47 AM
I got a feeling we'll have a rematch. Good game all.

candycorn
2011-10-29, 12:57 AM
Agreed. Blasty's cannon had me worried for a minute.

Great job keeping pressure on them, Jopus.

Psionic Dog
2012-01-17, 12:27 PM
Master Ref PsiDog

Goodbad the Happysad & Overnight: Victorious.


I noticed earlier there was a bit of confusion on when readied actions trigger. Readied actions always trigger at the earliest opportunity.