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playswithfire
2008-09-08, 11:40 PM
Forgive me if I forgo the hooded figures.

Hettar starts at

E2

Ghakal starts at

AE39

in this arena (http://www.excessivefreetime.org/arena/arena3.html)

You still get your standard action and swift action before arriving in the arena.

Douglas
2008-09-09, 12:17 AM
Standard: Inspire Courage
Swift: Badge of Valor

Initiative: [roll0]

Default stance: Stance of Alacrity

Charlie Kemek
2008-09-09, 06:40 AM
{OOC Since I was Teleported this turn, do I get my skirmish bonus to AC and or damage? wondering, could make a big difference.}

Standard: activate Ring of Blinking

Init: [roll0]

Charlie Kemek
2008-09-09, 07:04 AM
Hettar Mounts his bat, and his bat flies (Runs) closer to the center of the battlefield (to...R20) and if At any time he sees Ghakal, he fires 3 arrows with manyshot at him.

Douglas
2008-09-09, 07:56 AM
Teleportation does not count as movement for Skirmish and similar abilities. Whether you see me from there depends on whether you are above the cliffs that are 5' ahead of you.

Regardless, you cannot use Manyshot because I am not within 30'.

Full Round: Activate Ring of the White Wyrm.
Swift: Activate Dragon Mask for 5 minutes of See Invisibility
Free: 5' step to AE38
Free: Rage
Free: Activate Boots of Haste

Position: AD37-AE38

Charlie Kemek
2008-09-09, 02:57 PM
{OOC where does it say that? I looked it up and it never said anything about teleportation not counting. and I meant I readied an action.}

Bat Flies Up until he sees you, and "runs" to AE 33. Rapid Shot to make 4 attacks. Bat then moves up as high as possible.
Attack roll [roll0] damage [roll1]+[roll2]
Attack roll [roll3] damage [roll4]+[roll5]
Attack roll [roll6] damage [roll7]+[roll8]
Attack roll [roll9] damage [roll10]+[roll11]

Forgot -2 penalty to attacks because mount is running.

Charlie Kemek
2008-09-09, 03:01 PM
#3 chance to crit.
[roll0] damage [roll1]+[roll2]
Forgot miss chance. 21 or higher hits
[roll3]
[roll4]
[roll5]
[roll6]

#2 misses

Douglas
2008-09-09, 03:12 PM
Immediate action: Armor of God to boost my AC
Only the natural 20 hits, for 56 damage, 15 of which goes into my delayed damage pool.

Forgot to roll for maneuvers granted. By now only one is not granted.
[roll0]

Douglas
2008-09-09, 03:18 PM
Swift: already used for Armor of God
Full round: Searing Charge

Pounce + Haste + Whirling Frenzy = 5 attacks.
I can see invisible, so only 20% miss chance from Blink. 21+ on miss chance hits.

Attack 1: [roll0] [roll1] Damage: [roll2] Fire: [roll3]
Attack 2: [roll4] [roll5] Damage: [roll6] Fire: [roll7]
Attack 3: [roll8] [roll9] Damage: [roll10] Fire: [roll11]
Attack 4: [roll12] [roll13] Damage: [roll14] Fire: [roll15]
Attack 5: [roll16] [roll17] Damage: [roll18] Fire: [roll19]

Charlie Kemek
2008-09-09, 03:21 PM
Swift: already used for Armor of God
Full round: Searing Charge

Pounce + Haste + Whirling Frenzy = 5 attacks.
I can see invisible, so only 20% miss chance from Blink. 21+ on miss chance hits.

Attack 1: [roll0] [roll1] Damage: [roll2] Fire: [roll3]
Attack 2: [roll4] [roll5] Damage: [roll6] Fire: [roll7]
Attack 3: [roll8] [roll9] Damage: [roll10] Fire: [roll11]
Attack 4: [roll12] [roll13] Damage: [roll14] Fire: [roll15]
Attack 5: [roll16] [roll17] Damage: [roll18] Fire: [roll19]

I am 60 Ft in the air. can you get me?

Douglas
2008-09-09, 03:28 PM
Searing Charge = flight with perfect maneuverability. Even 60' up, you are well within my Hasted charge range.

I do start falling down afterwards, but I'm not sure whether that happens this turn or next turn.

Charlie Kemek
2008-09-09, 04:26 PM
Wait, it's 70 ft. in the air.

Edit: also, how does the damage pool work?

Eldariel
2008-09-09, 04:30 PM
{OOC where does it say that? I looked it up and it never said anything about teleportation not counting. and I meant I readied an action.}

OOC: I think it's in the Complete Adventurer errata. You can dl it here (http://www.wizards.com/default.asp?x=dnd/er/20040125a). If that isn't, one important thing is "you can't use Skirmish while mounted". This may lead to broken character here.

Douglas
2008-09-09, 04:30 PM
You'd have to be quite a bit higher than that to be out of range.

Edit: Crusader class feature. I actually take the damage at the end of my turn, and I get a +1 bonus on attack and damage for each 5 points of damage in it until then. It can only hold 15 damage at a time, and any excess is not delayed.

Charlie Kemek
2008-09-09, 04:38 PM
crap, I didn't know it. I would have made some changes to the build if I had known it, and if I had had time before the battle. I also made you take 1d6 of it as acid. if that makes any difference. I wish I had ToB.

Can I see your sheet?

Douglas
2008-09-09, 05:01 PM
I don't have acid resistance, so that doesn't make any difference.

I take it you're dead? I was going to hold off on mentioning the no-mounted-skirmish thing until after the match and let it count as working until then, even if that meant a loss.

Charlie Kemek
2008-09-09, 06:40 PM
I don't have acid resistance, so that doesn't make any difference.

I take it you're dead? I was going to hold off on mentioning the no-mounted-skirmish thing until after the match and let it count as working until then, even if that meant a loss.

yes, i'm dead. this is very annoying, finding out my build doesn't work.

Douglas
2008-09-09, 07:20 PM
Technically, I think you could use skirmish even with the errata if you just dismount first. Just get a +19 ride bonus so you never fail the check to mount or dismount as a free action, and it just adds a restriction of beginning and ending each turn somewhere you can stand without the bat. Keep landing on cliffs and such, and you'd still mostly keep the benefit of requiring opponents to either fly or use ranged weapons to attack you.