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  1. - Top - End - #1
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    Default Gestalt Warrior Arena mk III Fight 2

    Eurus vs. MistressBaerne


    A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
    Anastriana, Michael. You have been chosen to fight. Prepare yourselves! With that he brings his hands down and the two of you find yourself transported to the arena

    OOC:
    You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

    On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS). Arena has a 60 foot ceiling.

    Opening post should have an initiative roll, anything you said after he called your name and what, if anything you did with the 'surprise round' before being transported. After that, start fighting in initiative order.

    Eurus
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    Michael starts at I4.

    MistressBaerne
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    Anastriana starts at AA32.
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    Default Re: Gestalt Warrior Arena mk III Fight 2

    (1d20+7)[27] Initiative

    Michael crosses himself, mounts his griffon, and draws his bow, just before a flash of light transports him and his foe to the arena.

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    [roll]1d20+11[/roll] Initiative

    Anastriana mounts Grim the Dire Bat and draws her bow, smiling slightly as she appears in the arena in a flash of light.

    EDIT: Erm, how do you roll dice on this board?
    Last edited by MistressBaerne; 2009-08-15 at 04:00 PM.
    "Religion. It's given people hope in a world torn apart by religion." - Jon Stewart

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Testing... (1d20)

    EDIT: Never mind, obvious solutions exhausted.
    Last edited by MistressBaerne; 2009-08-15 at 04:09 PM.
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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Erm... That's odd. The first one should've worked. (1d20+11)[23]

    You didn't try to edit in the roll, did you?

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Well, yes, as it didn't work the first time. But the editing was an attempt to fix what should have already worked.

    (d20+11)[21]

    EDIT: Odd... Anyway, you go first.
    Last edited by MistressBaerne; 2009-08-15 at 04:19 PM.
    "Religion. It's given people hope in a world torn apart by religion." - Jon Stewart

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Michael directs his mount forward, keeping his eyes peeled for any sign of his foe.

    Actions:
    Spoiler
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    Moving 60 feet to J-16

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Anastriana is surprised by the fact that she can't see her enemy, and, after a moment's thought, nocks an arrow and waits for him to appear.

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    In other words, I ready a full attack against Michael should he show himself.
    "Religion. It's given people hope in a world torn apart by religion." - Jon Stewart

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Hmm, I assume Lyndworm will tell us when we get within line of sight of each other. That might result in having to backtrack a few rounds if he doesn't notice right away, though. Anyway...

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    Move to J-28

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Secret plot, engage! This'll require Lyndworm's involvement, as it's rather twisty.

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    Right, I'm making a Hide check ((d20+25)[29], and readying an action to snipe at Michael if he should appear. That is to say, one ranged attack, then immediately hide again. It's specifically allowed in the Hide skill description. The bat moves to Z34.
    "Religion. It's given people hope in a world torn apart by religion." - Jon Stewart

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    OOC:
    For future reference, please PM me if you'd like my opinion/ruling on something.

    Currently, Grim has line of sight to Michael, and vice versa. Grim resides in square Z34, Michael resides in square J28.
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    Default Re: Gestalt Warrior Arena mk III Fight 2

    At a prompt from Michael, Silvertide flies toward the dire bat, the griffon's great wings whipping up dust from the ground only a few feet below. His bow seems to glow with an aura of holy power, and a protective curtain of wind springs to life around him. The knight unleashes a storm of arrows at the beast, each shot splitting in two mid-flight. Half of the arrows vanish after striking flesh or dirt, but the other half -- the original arrows -- arc through the air to return to Michael's side.


    Actions:
    As a free action, Michael spends a turn attempt to activate Divine Might, adding his charisma modifier (5) to damage for 1 round. As a swift action, he activates the Air Devotion feat, giving him a +4 sacred bonus to armor class and causing ranged attacks against him to incur a 50% miss chance for 10 rounds.

    Silvertide moves to Z-28, flying 5 feet above the ground, and Michael makes a full attack against the dire bat, using Improved Rapid Shot to make 4 attacks. The Splitting property on his bow causes each shot to split in two (both arrows requiring separate attack rolls), resulting in 8 attacks total. The Raptor Arrows that he's shooting automatically take on the Bane property appropriate to whatever he's attacking, and return to him after the attack.

    Rolls:
    Attack 1 - (1d20+27)[38]; Damage 1 - (1d8+8)[15]+(2d6)[7]
    Attack 2 - (1d20+27)[33]; Damage 2 - (1d8+8)[10]+(2d6)[7]
    Attack 3 - (1d20+27)[39]; Damage 3 - (1d8+8)[9]+(2d6)[7]
    Attack 4 - (1d20+27)[30]; Damage 4 - (1d8+8)[13]+(2d6)[6]
    Attack 5 - (1d20+22)[42]; Damage 5 - (1d8+8)[9]+(2d6)[9]
    Attack 6 - (1d20+22)[30]; Damage 6 - (1d8+8)[14]+(2d6)[4]
    Attack 7 - (1d20+17)[37]; Damage 7 - (1d8+8)[12]+(2d6)[11]
    Attack 8 - (1d20+17)[35]; Damage 8 - (1d8+8)[12]+(2d6)[7]

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Crit confirmation for attacks 5 and 7:

    Attack 5 Confirmation - (1d20+22)[29]
    Attack 5 Confirmation - (1d20+17)[37] (Sorry, that's for attack 7)

    If either of these confirm, multiply the base damage from that attack (not counting the 2d6 from bane) by 3.
    Last edited by Eurus; 2009-08-16 at 08:28 PM.

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Grim the Dire Bat falls to the ground with six arrows through his chest, landing with a heavy thump. He does not get back up again.

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    All attacks other than 4 and 6 hit, and attack 7 is a confirmed critical. Total damage: Greater than hit points. He killed my bat!


    Just as Michael the bat-slaying fiend is beginning to celebrate, an arrow whips towards him from an uncertain location!

    (1d20+31)[37]

    And damage...(1d8+10)[12] + (1d6)[2]
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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Oops, and
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    Hide check for staying hidden... [roll]1d20+25[/roll]

    EDIT: Oops again, I spelled "hidden" wrong.

    DOUBLE EDIT: Accidentally deleted part of the roll, was 30.

    * post roll count doesn't match database
    Last edited by MistressBaerne; 2009-08-17 at 09:10 AM.
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    Default Re: Gestalt Warrior Arena mk III Fight 2

    (EDIT: Wait, you forgot to roll the miss chance from Air Devotion. Unless you have a way to ignore wind effects?)

    Hehehe...

    So... since I don't know if you're invisible, hiding, or actually out of line of sight, here's a pair of spot checks from Michael and his mount. Other actions for the turn depend on if I see you or not.

    Michael spot - (1d20+18)[31]
    Silvertide spot - (1d20+16)[22]

    If neither one sees you, then I have two questions. First, which direction (roughly) did the shot come from? Presumably I could tell that much, at least, from the direction the arrow is sticking out of me. A simple north, south, east or west would be great.

    Second, Silvertide has Scent, so are you within 30 feet of Z-28? If so, he'll know (though he won't know exactly where you are in that area unless you're within 5 feet).
    Last edited by Eurus; 2009-08-16 at 09:29 PM.

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    (d100)[84] Here's your miss chance...

    And I'm roughly southeast of you, within 30 feet. Your spot checks fail.
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    Default Re: Gestalt Warrior Arena mk III Fight 2

    The arrow thuds into Michael's side, and he winces in pain. Quickly, he guides Silvertide in an S-curve, hoping to get close enough for the griffon to be able to locate its target by scent.

    Actions:
    Sorry if this gets confusing, aerial maneuverability is a pain.

    If Silvertide gets within 5 feet of you, he can pinpoint you by scent. He has a fly speed of 80 feet, but average maneuverability, so he can only turn 45 degrees for every 5 feet he moves. Being a large creature, he currently occupies 4 squares, Z-28 through Y-29, just above ground level.

    He will move 20 feet east, 5 feet southeast, 5 feet south, and 5 feet southwest. Then 15 feet west, 5 feet southwest, 5 feet south and 5 feet southeast. This should bring him, at some point during his move, within 5 feet of each square southeast of his starting location within 30 feet.

    If/when he gets within 5 feet of you, he immediately stops and attempts to initiate a grapple. He doesn't have Improved Grapple, but you'd need to be able to make attacks of opportunity with a bow to take advantage of that. Regardless of if he succeeds or fails, Michael will then open fire at you. If you are grappled, you lose your dex bonus to AC and Improved Precise Shot keeps him from accidentally hitting Silvertide.

    Rolls:
    Griffon Touch Attack - (1d20+34)[36]; Griffon Grapple - (1d20+38)[57]

    Attack 1 - (1d20+27)[36]; Damage 1 - (1d8+3)[6]+(2d6)[8]Attack 2 - (1d20+27)[28]; Damage 1 - (1d8+3)[11]+(2d6)[5]
    Attack 3 - (1d20+27)[43]; Damage 1 - (1d8+3)[7]+(2d6)[7]
    Attack 4 - (1d20+27)[45]; Damage 1 - (1d8+3)[8]+(2d6)[11]
    Attack 5 - (1d20+22)[26]; Damage 1 - (1d8+3)[10]+(2d6)[8]
    Attack 6 - (1d20+22)[41]; Damage 1 - (1d8+3)[10]+(2d6)[6]
    Attack 7 - (1d20+17)[32]; Damage 1 - (1d8+3)[4]+(2d6)[7]
    Attack 8 - (1d20+17)[19]; Damage 1 - (1d8+3)[9]+(2d6)[2]
    Last edited by Eurus; 2009-08-17 at 11:54 AM.

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Well, that's that - You did rather more than my total hit points in damage.

    Incidentally, I want your bow.
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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Really? I think it was only 119 damage, assuming all of them hit... Sorry it was over so fast.

    The Splitting enchantment is in Champions of Ruin, and it's awesome for any archer. For the cost of a +3 bonus, all arrows you fire split in two, each requiring a separate attack roll and thus being eligible for precision-based damage like sneak attack or favored enemy.

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    I'm usually a mage of some sort, so my collection of martial rulebooks is rather lacking - clearly a mistake. I may have to redo my character.

    Anyways, good fight and congratulations on your win!
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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Thanks, and good luck to you in future fights.

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    Default Re: Gestalt Warrior Arena mk III Fight 2

    Match Finalized.

    Eurus/Michael of the Veldt, Victor
    Wins 1/Losses 0

    MistressBaerne/Anastriana, Victim
    Wins 0/Losses 1
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