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  1. - Top - End - #1
    Bugbear in the Playground
     
    ArenaManager's Avatar

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    Default Arena Tournament, Round 36: Ned the Knight vs AquaManny

    Arena Tournament, Round 36: Ned the Knight vs. AquaManny

    Map:
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    XP Award: 300 XP
    GP Award: 300 GP

    Lord Sarthax - Ned the Knight
    Talic - AquaManny

    All Combatants, please roll initiative.
    Last edited by ArenaManager; 2008-04-13 at 12:37 AM.
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    Talic's Avatar

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    So, after this, ya wanna go get a... Oh hold up for a second, I think it's starting. Drinks after this right? Call me!

    ...plods out of the stands, down to the Arena Quartermaster...

    Not sure what I'm buying, but I'll likely get a little something. You churn out pretty impressive damage, and numbers alone may not win this fight. I may need someone that can throw down.

    Init: (1d20)[4]
    Last edited by Talic; 2008-04-13 at 02:36 AM.

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    AssassinGuy

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    im probably gona sell my light warhorse and by a heavy warhorse.

    Initiative
    (1d20-4)[-1]

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    Talic's Avatar

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    I'll buy a single scroll of Quick March. If you're ready, I'll take my 1st turn?

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    Assuming no more purchases. If you decide, I'll need to revise.

    AquaManny, Round 1

    Start In: Y13, Shield and waterskin in one hand, other hand empty.
    Move: to X7
    Standard: Cast a spell (Obscuring Mist).
    Duration is 10 rounds, AoE is a 20 ft radius spread, center is X7.
    LOS is now blocked.
    Spoiler
    Show
    No Further actions


    Visible Arena Effects: (anyone can read this spoiler)
    Spoiler
    Show
    [i]Obscuring Mist, center X7, Duration 1/10


    Done, provided you aren't purchasing anything further.

    Stats:
    Spoiler
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    Aquamanny:
    Location: X7
    AC: 13 (+2 Armor, +1 Shield) (Flat Foot: 13) (Touch: 10)
    HP: 7/7
    In Hand: Waterskin, Buckler Readied

    Spells:
    Spoiler
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    Divine Favor
    Obscuring Mist - x
    Obscuring Mist
    Create Water
    Detect Magic
    Cure Minor Wounds
    Last edited by Talic; 2008-04-13 at 09:48 PM.

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    Dwarf in the Playground
     
    AssassinGuy

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    question what are the rules for shooting into the fog concealment. say if i shot at where you dissapered.

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    Rules are, target a square. Make the attack (Spoiler it, since I can't see you either). A ref will spoiler a concealment roll (50/50, for total concealment), and, if you targeted the right square and passed concealment, will tell me how much damage I take.

    Unfortunately, without LoS, you won't get feedback on the hit/miss, and the conceal roll has to be concealed from both of us, as I won't know if you threw anything, and you won't know if you targeted the right square.
    Last edited by Talic; 2008-04-13 at 11:22 PM.

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    ref chilepepper

    Actually, that's incorrect.

    SRD
    Concealment Miss Chance

    Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck. Multiple concealment conditions do not stack.
    If you want to keep this all super secret, the attack chooses the square and attacks. A ref will verify if it's a hit and ask the defender to roll the miss chance. If the attacker doesn't get to know the roll result, but if he can otherwise see the projectile hit or miss, he'll know. The defender would see the projectile whiz, or get hit by it depending on the roll.
    <--- Avatar made by bayar

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    Then, if any attack rolls roam near enough to me for me to see, in addition to any notification of such, the ref can roll the conceal chance (not so concerned over my karmic right to electronic dice). That way, it's all done correctly (conceal roll is made, all players have the right info), and in a minimum of waiting for posts.

    EDIT: I always use low = hit, high = miss. (1-50 and 51-100, for total concealment)
    Last edited by Talic; 2008-04-14 at 01:58 AM.

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    AssassinGuy

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    ok one more question (sorry) my mount has a movement of 50 ft a round. would i be able to have it double move, or would the best i could do spur him on to do 60 ft if i also wanted to do something else in the round (like attack)?

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    Well, if you intend to ranged attack, you'll make an attack at -4 and you must attack between the two movements. If you intend to melee strike, you may double move and then attack.

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    ref chilepepper

    SRD
    Combat while Mounted

    With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.

    When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.

    If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance.

    You can use ranged weapons while your mount is taking a double move, but at a -4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally
    <--- Avatar made by bayar

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    AssassinGuy

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    Ned round 1

    Started in B13 with Javalin in one hand, Sheild in other. mounted on warhorse.

    Swift: issue knights challenge

    Other stuff that you cant see because of line of sight
    Spoiler
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    Mount moves at 4x speed, but since it has run, 5x. I have it move to T9 where I throw my javilin at him, Attack (1d20-3)[8] (+3 regular, -8 for movement, +1 for knights challenge, +1 for riding on mount that is bigger than him.) damage (1d6+3)[5], I then finish move T9->T12, T12-> X12 while I draw out my lance.


    Reffs, please notify me if there is anything wrong with my turn, I will be glad to go back and fix it (Talic, I think we should have a reff check it before we continue on, so that there isnt any mess ups that send us back here later in the game.)

    Stats for reffs
    Spoiler
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    Location: X12
    AC: 18 (+4 Armor, +2 Shield, +2 dex) (Flat Foot: 16) (Touch: 12)
    HP: 14/14
    In Hand: Lance, sheild
    Long lasting effects: Knights challenge 1/7


    waiting on the reffs 'ok' to continue

  14. - Top - End - #14
    Bugbear in the Playground
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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    Ref Maurkov

    @refs, lord sarthax
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    Two things. You only get x4 (or x5) more if you run, which needs to be in a straight line. If you're going to turn, you have to double move instead. Second, "you get the +1 bonus on melee attacks for being on higher ground," so one of your plus ones doesn't apply. (SRD).
    Business Trip 6/7 - 6/18. I'll try to keep up.
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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    ref chilepepper

    Ref Maurkov is absolutely correct. Furthermore, all the walls/pillars are made of glass in this arena, LoS is established from turn 1 and stays that way unless someone does something really tricky. Anything you do that is visible isn't spoilerable.

    Since the turn has to be redone anyway, what's in the spoiler doesn't matter. I'll say it's off limits to AquaManny, just to avoid any problems.

    It is still Ned the Knight's turn.
    Last edited by chilepepper; 2008-04-15 at 02:56 AM.
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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    List me as the tricky one that dropped a round 1 Obscuring Mist. :)

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    Oops, missed that. Sorry Sarthax, you were right in posting in spoilers.
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    AssassinGuy

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    ok redoing round
    Ned round 1
    started in B13, Lance and sheild in hand. mounted
    Swift: Knights challenge

    other action stuff
    Spoiler
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    double move to T12. If anything runs out at me from the mist, redy an action to gain cover, (using my mount as cover) Let me know if anything does pop out at me. Will roll DC 15 check then.


    Stats
    Spoiler
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    Location: T12
    AC: 18 (+4 Armor, +2 Shield, +2 dex) (Flat Foot: 16) (Touch: 12)
    HP: 14/14
    In Hand: Lance, sheild
    Long lasting effects: Knights challenge 1/7


    Done

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    Bugbear in the Playground
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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    Ref Maurkov

    Quote Originally Posted by Talic View Post
    List me as the tricky one that dropped a round 1 Obscuring Mist. :)

    Talic @ 04-13-2008 07:45 PM "center is X7."
    Which intersection, again?
    Business Trip 6/7 - 6/18. I'll try to keep up.
    Gwydr

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high

    If I have to be in a corner to cast this, we'll say SW corner, for poops and giggles.

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    ref chilepepper

    edit: nevermind

    AquaManny's turn.
    Last edited by chilepepper; 2008-04-15 at 04:43 PM.
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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    @Refs:
    Spoiler
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    Blood quickening requires a meditation to set up, and lasts 24 hours, however, it doesn't list the time for the meditation required. What would that be?


    Aquamanny: Round 2.

    Actions:
    Spoiler
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    Move: Draw another Waterskin
    Move: to Z5


    Arena effects: Obscuring Mist, centered on X7(SW), 20 ft radius spread Duration: 2/10

    Edit: Done.

    My Stats:
    Spoiler
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    Aquamanny:
    Location: X7
    AC: 13 (+2 Armor, +1 Shield) (Flat Foot: 13) (Touch: 10)
    HP: 7/7
    In Hands: Waterskin x 2, Buckler Readied

    Spells:
    Spoiler
    Show
    Divine Favor
    Obscuring Mist - x
    Obscuring Mist
    Create Water
    Detect Magic
    Cure Minor Wounds
    Last edited by Talic; 2008-04-15 at 07:07 PM.

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    AssassinGuy

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    Refs
    Spoiler
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    If i wanted to charge through the mist, if he would be in any thretened square that i threatened, would i get an attack roll on him? also, can i charge diagonaly, as long as its in a strait line?
    Last edited by lord sarthax; 2008-04-15 at 07:12 PM.

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    @Talic:
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    It takes an hour of meditation according to pg. 25 of Races of the Dragon to meditate for blood quickening. Its completely unrealistic for us to assume a character needs to meditate in the arena for an hour while the fight is happening so I'd say a character can do so as a beforehand measure. If another high ref has an objection speak now, or later, or forever hold your peace. sorta.
    Character Sheets:
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    Character for The Arena Tournament (reseve): Oathbreaker TGH
    Character for The Arena Tournament (reserve): Bloatsack the Vile
    Character for The Arena Tournament (reserve): Pin
    Character for The Grinder: Mr. Stabby


    Arena Tournament Medals (courtesy of The_Chilli_God)

    Arena Tournament. PvP. Forum Gaming. YES! GO!

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    @Refs:
    Spoiler
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    Cool. Not even gonna try, as I forgot to do it in the 1st post. Tiamat would've been good here tho.


    Go ahead, just a clarification.
    Last edited by Talic; 2008-04-15 at 08:08 PM.

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    ref chilepepper

    talic, refs
    Spoiler
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    Just to clarify: The official ruling is, anything that is 24 hours duration, like blood quickening and some of the warlock invocations, are in place before the match. However, just like memorized spells, if it's not claimed before the match starts, it's not in effect. 1 hour of meditation is correct.


    Just laying out some info, keep the action rolling.
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    AssassinGuy

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    need my question answered just to let you all know. :)

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    ref chilepepper

    Sorry, here's your answer.

    Lord Sarthax, refs
    Spoiler
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    SRD
    Charge

    Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move.
    Movement During a Charge

    You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.

    You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)

    If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.

    You can’t take a 5-foot step in the same round as a charge.

    If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.
    Last edited by chilepepper; 2008-04-16 at 12:07 AM.
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    Dwarf in the Playground
     
    AssassinGuy

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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    refs
    Spoiler
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    lets say i just run through, would i be able to attack him if i come with in 5 ft of him?

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    Bugbear in the Playground
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    Default Re: Arena Tournament, Round 36: Ned the Knight vs AquaManny

    @Ned, Refs
    Spoiler
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    If by "I" you mean, "my horse and I," Yes. The horse is using its action to move you, so you have the requisit standard action available for attacking.

    If it was just you, running is a full round action, so you would not be able to attack.
    Business Trip 6/7 - 6/18. I'll try to keep up.
    Gwydr

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