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  1. - Top - End - #1
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    Default Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Arena Tournament, Round 101: Deiter Scalekiller vs. The Narcomancer

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    Deiter Scalekiller - Beelzebud1111
    The Narcomancer - Capt Spanner

    All Combatants, please roll initiative and declare final purchases, if any
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  2. - Top - End - #2
    Ogre in the Playground
     
    Beelzebub1111's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    initiative - (1d20-3)[3]
    Purchases: None ATM, but may have reactionaries.

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    Capt Spanner's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Here we go, good luck.

    [roll=Initiative]1d20+4[/roll]
    Last edited by Capt Spanner; 2011-03-03 at 08:43 AM.

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Hmm...I don't remember editing that.

    Although I did get an error saying "Please make your message longer than 10 characters" the first time. Maybe that counts as an edit.

    Here goes again:

    Initiative - (1d20+4)[11]

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    Beelzebub1111's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    No reactionary purchases, You won initiative, you go first.

    REF ONLY! NO PEAKING!

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    I telepathically command my Throwing scarab to detach (Dealing 1d3 wisdom damage, and losing two hit points) then to bite me, (dealing one point of damage) to wake me up
    Last edited by Beelzebub1111; 2011-03-03 at 09:46 AM.

  6. - Top - End - #6
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    Capt Spanner's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Ah, whoops. Did I jump the gun on my move?

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    I cast Mage Armor (duration, 1 hour - lasts 360 rounds).
    Move 30ft: Y10 (start)-R8.


    Stats:
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    3HP
    Position: R8
    18AC

  7. - Top - End - #7
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    Beelzebub1111's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Deiter Scalekiller, Round 1
    Start in Y10, Empty Handed, Double Move to H2
    Done.
    Stats
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    Location H2
    HP: 12
    AC: 15
    Active Effects: Round 1


    By the way, we start with line of sight.
    Last edited by Beelzebub1111; 2011-03-04 at 02:48 PM.

  8. - Top - End - #8
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    Capt Spanner's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    I believe the fact your name is in blue means you're starting in A10:B11. Are you still ending up in H2, or did just mistype your starting square?

  9. - Top - End - #9
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    Beelzebub1111's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Mistyped starting square. starting in b10

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Very well - I take a move action to R3 and end my turn.

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    Location: R3
    HP: 3
    AC: 20 (14 base + 4 mage armor + 2 from the tree)
    Effects: +2 to reflex from tree. Round 2.

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    Beelzebub1111's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Scalekiller round 2
    Free Action, Draw Javelin
    Standard Action: attack with javelin

    Ranged Attack - (1d20+4)[8]
    Damage - (1d6+2)[7]
    Crit Confirm - (1d20+4)[17]
    Crit Damage - (1d6+2)[7]

    Not done...
    Last edited by Beelzebub1111; 2011-03-05 at 05:40 PM.

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Didn't expect to hit...Move to M3

    Done

    Stats:
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    Location H2
    HP: 12
    AC: 15
    Active Effects: None

  13. - Top - End - #13
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    Capt Spanner's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Round 3:

    I cast sleep on Deiter Scalekiller.

    (Will save DC16 to negate).

    Do you usually roll that, or do I?

  14. - Top - End - #14
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    Beelzebub1111's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Let your opponent roll their own saves, and sleep has a 1 round casting time, so you spend your turn casting it and it goes off at the beginning of your next turn, so it's my turn now, unless you want to take that action back...
    Last edited by Beelzebub1111; 2011-03-05 at 05:52 PM.

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    That suits me.

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Scalekiller, Round 3
    Move to P3
    Free Action: draw shard from symbiont.
    Standard action: Throw Shard Point Blank
    Attack - (1d20+5)[12]
    damage - (1d6+3)[5] + acid - (1d6)[2]
    Crit threat - (1d20+5)[11]
    Damage - (1d6+3)[8]

    If it hits you need to make a concentration check to keep your spell.

  17. - Top - End - #17
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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Damn...missed.
    Will Save - (1d20+2)[8]

    EDIT: DAMN! your turn. I'm not technically out, yet. But I think you get a turn or two first.

    EDIT2: Actually I have a ref question, first

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    Would my Symbiont detach the round that I fell asleep, but before Narcomancer goes? or would I have to wait a round to wake up?
    Last edited by Beelzebub1111; 2011-03-05 at 06:39 PM.

  18. - Top - End - #18
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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Deiter:
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    The sleep spell completes after your turn is finished, so your scarab won't take its action to detach until your turn. Also, since the spell is an AoE, you'll need to roll a Will save for the scarab as well.
    Thanks to Arokh for the avatar.
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  19. - Top - End - #19
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    Beelzebub1111's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Well that sucks
    Scarab's Save - (1d20+2)[12]
    EDIT: Well I'm boned.
    Last edited by Beelzebub1111; 2011-03-11 at 05:13 AM.

  20. - Top - End - #20
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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Five foot step to Q3, and coup de grace with my scythe.

    Damage roll is 2d4-1:

    damage - (2d4-1)[2].

    And crits for x4 damage (8 damage total).

    If that damage doesn't kill you, you need to pass a fortitude save of DC10+Damage (DC18) or die.

    EDIT: There's actually a fair chance you'll survive this. *GULP*. I only needed 1 more point of damage to kill you outright too.

    That said: isn't sleep "1 minute per round"? That would mean that, even if you survive, you remain sleeping for 9 more rounds?

    Stats:
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    Position: Q3
    HP: 3
    AC: 18
    Mood: Murderous.
    Last edited by Capt Spanner; 2011-03-12 at 11:31 AM.

  21. - Top - End - #21
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    Beelzebub1111's Avatar

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Not really, you rolled crit damage wrong. you roll all the dice not once and multiply, so you roll 8d4-4

  22. - Top - End - #22
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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    Ah...all this time of playing computer based D&D, or characters who aren't based around crit hitting bites me hard. Ok, take 2 on that coup de grace:

    "Coup de Grace damage" - (8d4-4)[14]

    I believe that kills you, but if it doesn't you need to make a DC24 fortitude save to survive.
    Last edited by Capt Spanner; 2011-03-12 at 07:34 PM.

  23. - Top - End - #23
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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    That'll do it. Good luck in your next match, hope you don't get put up against a warforged or elf....or someone with magic missile and a good initiative modifier.
    Last edited by Beelzebub1111; 2011-03-12 at 09:32 PM.

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    Default Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer

    High Ref Sallera

    The Narcomancer takes the victory.
    Thanks to Arokh for the avatar.
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