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2011-03-02, 03:26 PM (ISO 8601)
- Join Date
- Aug 2007
Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer
Arena Tournament, Round 101: Deiter Scalekiller vs. The Narcomancer
Map:Spoiler
XP Award: 300 XP
GP Award: 300 GP
Deiter Scalekiller - Beelzebud1111
The Narcomancer - Capt Spanner
All Combatants, please roll initiative and declare final purchases, if anyHave a question about the Arena Tournament? Ask one of our referees!
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Avatar: "Cubicle", by Bitzeralisis
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2011-03-02, 03:53 PM (ISO 8601)
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- Feb 2005
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- NJ
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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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2011-03-03, 08:43 AM (ISO 8601)
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- Feb 2010
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- UK
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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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2011-03-03, 08:48 AM (ISO 8601)
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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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2011-03-03, 09:39 AM (ISO 8601)
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- Feb 2005
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Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer
No reactionary purchases, You won initiative, you go first.
REF ONLY! NO PEAKING!
SpoilerI 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 upLast edited by Beelzebub1111; 2011-03-03 at 09:46 AM.
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2011-03-03, 11:13 AM (ISO 8601)
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- Feb 2010
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Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer
Ah, whoops. Did I jump the gun on my move?
LoS/Refs:
Spoiler
I cast Mage Armor (duration, 1 hour - lasts 360 rounds).
Move 30ft: Y10 (start)-R8.
Stats:
Spoiler
3HP
Position: R8
18AC
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2011-03-04, 02:47 PM (ISO 8601)
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- Feb 2005
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- NJ
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Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer
Deiter Scalekiller, Round 1
Start in Y10, Empty Handed, Double Move to H2
Done.
StatsSpoilerLocation 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.
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2011-03-05, 12:07 PM (ISO 8601)
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- Feb 2010
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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?
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2011-03-05, 01:05 PM (ISO 8601)
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- Feb 2005
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Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer
Mistyped starting square. starting in b10
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2011-03-05, 01:34 PM (ISO 8601)
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- Feb 2010
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Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer
Very well - I take a move action to R3 and end my turn.
StatsSpoiler
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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2011-03-05, 05:39 PM (ISO 8601)
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- Feb 2005
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- NJ
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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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2011-03-05, 05:42 PM (ISO 8601)
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- Feb 2005
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Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer
Didn't expect to hit...Move to M3
Done
Stats:
Spoiler
Location H2
HP: 12
AC: 15
Active Effects: None
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2011-03-05, 05:46 PM (ISO 8601)
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- Feb 2010
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- UK
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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?
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2011-03-05, 05:52 PM (ISO 8601)
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- Feb 2005
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- NJ
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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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2011-03-05, 06:11 PM (ISO 8601)
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Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer
That suits me.
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2011-03-05, 06:34 PM (ISO 8601)
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- Feb 2005
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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.
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2011-03-05, 06:36 PM (ISO 8601)
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- Feb 2005
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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
Refs:
SpoilerWould 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.
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2011-03-10, 11:35 PM (ISO 8601)
- Join Date
- Feb 2009
- Location
- Finland
Re: Arena Tournament Round 101: Deiter Scalekiller vs The Narcomancer
Deiter:
SpoilerThe 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.
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2011-03-11, 05:12 AM (ISO 8601)
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- Feb 2005
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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.
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2011-03-12, 11:25 AM (ISO 8601)
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- Feb 2010
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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:
SpoilerPosition: Q3
HP: 3
AC: 18
Mood: Murderous.
Last edited by Capt Spanner; 2011-03-12 at 11:31 AM.
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2011-03-12, 12:06 PM (ISO 8601)
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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
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2011-03-12, 07:34 PM (ISO 8601)
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- Feb 2010
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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.
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2011-03-12, 09:31 PM (ISO 8601)
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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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2011-03-12, 11:35 PM (ISO 8601)
- Join Date
- Feb 2009
- Location
- Finland