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  1. - Top - End - #31
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    chilepepper's Avatar

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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Oh, your bat and spider 'see' me move south and loose track of me at various times.
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  2. - Top - End - #32
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    well from the Z line you can't move south because i have a spider in the way.. and the bat was right next to you. so i get an AoO on you if you move.

    Also i would like to know how you moved through the spiders square.

    2ndly. the spider has tremorsense 60ft. so if you are touching the group w/in 60ft of him, he would know the exact distance and direction. he would neve lose "sight" until you leave his 60ft range.

    i will be needing a ref to do my action then.
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  3. - Top - End - #33
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Oops, my bad, I meant west. And your bat doesn't get an attack of opportunity.

    Yes I know about the Tremor sense and the Echolocation. They don't know where I am, but they do know I went west.
    Last edited by chilepepper; 2008-06-26 at 09:09 PM.
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  4. - Top - End - #34
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    ok... but we still need positioning from refs to determain if your movement is legal... so waiting on that...

    then i will take my actions.

    @ref's
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    if he moved up and west, that would be impossible because he can't move through my bats space. in my last post my bat moved down to "ground level" to attack him. which means he couldn't get out north unless he was in Z1.

    so please track his movement and my bats and figure if i did have him pinned in.


    Last edited by stupnick; 2008-06-26 at 10:58 PM.
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  5. - Top - End - #35
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    GM Kyeudo

    The bat is in Z4, 5 feet off the ground. There is a small monstrous spider in Z7. Now, I need a few answers before I can figure out what is going on.

    Chile VI
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    How are you in Z1 to run to A1? Your last declared move action puts you in Z5.


    Fannir
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    You said the bat would attack him, charging if able. Charging puts the bat at 5 ft off the ground.

  6. - Top - End - #36
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

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    Oops, I made a clerical error somewhere. Okay, so from Z5, make that a double move to N1.


    I'm glad you called for a ref, I actually had made a clerical error.
    Last edited by chilepepper; 2008-06-28 at 05:51 PM.
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  7. - Top - End - #37
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    ref's
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    ok so when you say 5ft off the ground, does that mean that chile can go underhim if needed?

    why can't he charge to ground level so chile can't move under him? it's a straight line, it's just angled down.



    i just wanted to make sure chile couldn't get out, and if he get's AoO that's fine.

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  8. - Top - End - #38
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    GM Kyeudo

    Fannir
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    Charge moves you to the square closest to your target. Z4:10 is the closest square.


    Fannir's turn, I believe. Chile still moved west and the bat gets an AoO as he does, but he still managed to get outside the bat's and spiders blind/tremorsense.

  9. - Top - End - #39
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Blindsense (Ex)

    A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
    Total Concealment

    If you have line of effect to a target but not line of sight he is considered to have total concealment from you. You can’t attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

    You can’t execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.
    You can skip that AoO, since I have total concealment from the bat as I move.
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  10. - Top - End - #40
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    ok, no problems, at least everything is resolved. going to take my actions

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    I finish my spell, summoning a another spider in C8, i will tell him to protect me, attack him if he comes close. The spider will hold his action, and if chile comes into range where the spider can attack him he will move and take his attack

    as for the bat and the other spider. The bat will double move to be right next to or in front of chile, if able. (8 sq speed)

    the other spider will run to J7 in preperation attempting to get ahead of chile to cut him off.

    i will begin casting another spell, my last summon monster


    stats
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    Location B9
    HP 8
    AC 15 T 10 F 15
    In Hand:
    Turn Attempts 2/6
    Spells Prepared
    0-Cure Minor x3
    1-Summon Monster 1 x31

    Creatures

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    Fiendish Dire Bat 3/5 rounds 30/30 hp, AC 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
    Fiendish Small Monstrous Spider 2/8 rounds 6/6 hp, AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11, Beckon the Frost, and Augment Summoning
    Fiendish Small Monstrous Spider 1/8 rounds 6/6 hp, AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11, Beckon the Frost, and Augment Summoning



    your go, need some ref's to place where my pet's end up for your refrence tho.
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  11. - Top - End - #41
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Okay, I see you posted in the Waiting Room already, so I'll wait for a LoS check before I take my turn. Here's stats for refs since there were alot of posts since my last turn.

    stats
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    HP 9/9
    AC 11 t11 f10

    Spells :
    Launch Item, LI, LI, LI, LI
    ER, EP, FoS, FoS

    Effects: Invisible
    Location: N1
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  12. - Top - End - #42
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Ref Talic

    @Stupnick:
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    For reference, make attack rolls as standard. Refs will handle concealment rolls, if needed, and apply additional modifiers to the rolls.


    Remainder of issues will wait 5 hours until I have full resources at my disposal.

  13. - Top - End - #43
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    @ref's
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    ok, well i was under the impression that he was not w/in 60 ft of the bat, so therefor it would be a double move to get to him, and therefore i couldn't attack.

    i just need to have the bat placed infront of him, or next to him.

    As far as the other two spiders those have been taken care of.

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  14. - Top - End - #44
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    refs
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    Why'd the spider fall out of the tree?

    It was dead.

    Why'd the bat fall out of the tree?

    It was stapled to the spider.

    Why'd the other spider fall out of the tree?

    Peer pressure.

    Get it, peer pressure. See it's funny because... oh nevermind.
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  15. - Top - End - #45
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    REF HENRY

    Stupnick
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    You need to define "in front of" better, for me. Is your intention for the bat to attempt:
    (A) To block Chile's escape Eastwards?
    (B) To block Chile's escape Westwards?
    (C) To block Chile's escape Southwards?
    (D) none of the above?


    As soon as I get the answer to this, my next post will get this match up and running again.
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  16. - Top - End - #46
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    ref's
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    get between me and chile...

    otherwise how ever you want to place him works for me.. he wants to get in front of him.. so if chile is going west, then he wants to be 1 square farther to the west.
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  17. - Top - End - #47
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Thank you ref Henry, looking forward to getting going again.
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  18. - Top - End - #48
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Ref Henry

    Chile
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    The bat comes from behind you, ending its movement in M1. It provokes an AoO as it crosses through your square (two if you have combat reflexes ). You do not see the spider.


    Fannir
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    Spiders 1 and 2 are in J7 and C8 respectively. You do not see Chile or the bat.


    Game on!
    Last edited by Dr Bwaa; 2008-07-09 at 12:44 AM.
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  19. - Top - End - #49
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Much gratitude for helping us out. There's just one slight problem.

    refs
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    The bat can't move through my square. It can't tumble, so it's intended movement will end when it is adjacent to me, O1. However, it was at +5 elevation when I left it. If it remains at +5 elevation, it could fly over me. I need to know in what square and at what altitude the bat ends it's movement.
    Also, just an FYI, I wouldn't get two AoO, a single movement only provokes once.


    I just need a slight clarification and we can be on our way. I'm headed to the Waiting Room to post.
    Last edited by chilepepper; 2008-07-09 at 01:32 AM.
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  20. - Top - End - #50
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Ref Henry

    Chile
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    My apologies. Technically the bat flies over you (through threatened space), into M1 about 2-3 feet off the ground (occupying the square in front of you rather than in front of above you, in other words).I shall illustrate, the bat's final position is the X (side view):

    bat trajectory-------------------\
    ground..............................chile `-X
    -----WEST---->

    Better picture:
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    Last edited by Dr Bwaa; 2008-07-09 at 02:03 AM.
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  21. - Top - End - #51
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Thank you.

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    Not taking AoO. Cast expeditious retreat. Move to Z3. Bat doesn't get AoOs because I still have total concealment against it. Again, this'll take me out of the range of the bat's blindsense and hopefully the spiders are moving west down the middle to intercept me. If so, I should be out of their tremor sense, hopefully.


    stats
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    HP 9/9
    AC 11 t11 f10

    Spells :
    Launch Item, LI, LI, LI, LI
    ER, EP, FoS, FoS

    Effects: Invisible
    Expeditious Retreat 1/20
    Location: Z3


    Okay, I'm done, but you'll need LoS checks for your spiders. The bat 'sees' me moving east, leaving it's blindsense range.
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  22. - Top - End - #52
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Ref Adumbration

    Let me get one thing straight - Do we give the LOS information of the summoned creatures to Stupnick?
    Last edited by Adumbration; 2008-07-09 at 06:24 AM.

  23. - Top - End - #53
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Not unless the creatures have some way of communicating to him.

    Summon Monster I

    Conjuration (Summoning) [see text]
    Level: Brd 1, Clr 1, Sor/Wiz 1
    Components: V, S, F/DF
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One summoned creature
    Duration: 1 round/level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

    The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

    A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

    When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
    Arcane Focus

    A tiny bag and a small (not necessarily lit) candle.
    The text I've bolded indicates the spell does not grant the ability to communicate in any way. If you don't get that information with familiars and mounts (precedent exists), I don't see why you'd get that information from a summoned monster unless you can communicate with it.
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  24. - Top - End - #54
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    actually, fiendish creatures are allowed to understand 1 language. but they can not talk back.

    ref's
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    before i take my turn, i take a free action and ask my spiders to point towards where he is or has gone. (which should be a free action on there part)

    once i get that i will take my turn, and place my new summon. my existing ones will go all out and try to get to him. if you want to start working on there placements.


    getting a check before my turn.
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  25. - Top - End - #55
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Ref Henry

    Fannir
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    Your spider points Northeast.
    Also, if you want to define "get to him" better, please do so if you have any sort of strategy in mind. Otherwise the summons will just close with him however they think is best.
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  26. - Top - End - #56
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

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    I summon my spider in H8. "You and you, (spider in J7) take him from this side of the houses. Run down there and corner him in." (Assuming he left my spider's tremor sense range, from c7 and went to the NE. he would have to be down the 1 line, or the Z line, time to corner him in)

    as long as they tremor sense him in the Z line spider
    S1 will be in Z7, S3 will be in Z8.
    S2 is given the command "go help the spider get behind him and pin him in." He will go up around around the building he is next to stopping in J1
    The bat is up to you, as i do not know his location and i can not command him. but his speed is 8 squares. he would be smart to stay low to the ground to pin him in, since he knows he has spider friends to help attack.
    I move to D3

    if tremor sense is not down the Z line and i would see them stop short, and will readjust, but place as you see fit, attempting to pin chile into 1 position for flank and attacking. taking away his mobility.





    stats
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    Location B9
    HP 8
    AC 15 T 10 F 15
    In Hand:
    Turn Attempts 0/6
    Spells Prepared
    0-Cure Minor x3
    1-Summon Monster 1 x3

    Creatures
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    B1-Fiendish Dire Bat 4/5 rounds 30/30 hp, AC 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
    S1-Fiendish Small Monstrous Spider 3/8 rounds 6/6 hp, AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11, Beckon the Frost, and Augment Summoning
    S2-Fiendish Small Monstrous Spider 2/8 rounds 6/6 hp, AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11, Beckon the Frost, and Augment Summoning
    S3-Fiendish Small Monstrous Spider 1/8 rounds 6/6 hp, AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11, Beckon the Frost, and Augment Summoning




    Just need them placed for your refrence, then it's all you
    Last edited by stupnick; 2008-07-09 at 05:45 PM.
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  27. - Top - End - #57
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Ref Henry

    Chile
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    The bat is behind you, in Z2, at ground level.
    There are spiders in Z7 and Z8.


    Also, so you guys know, I've just gone ahead and subscribed to this one since you need LOS and placement every move, so you don't need to post in the waiting room unless I'm being slow.
    Last edited by Dr Bwaa; 2008-07-09 at 06:21 PM.
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  28. - Top - End - #58
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Round 6

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    Alright, I'll just jump over the spiders. So, I'm going to move to Z6 and jump from there to Z8 continuing my move to U12 - O12 - M14 - J14.

    Jump check (1d20+22)[36] DC minimum 20 (25)
    10'=DC10 x2 for insufficient movement beforehand, if I beat it by 5 I land normally, otherwise, I'll have to change the rest of my turn
    jump bonus is +6 str, +16 movement above 30'

    Okay, for the two spiders and the bat. The bat loses track of me leaving X9 heading southwest. Both spiders lose track of me leaving P12 heading west.

    LoS for me - I'll assume everything is on the top 2/3s of the map. During my movement, I see all of I/J/K/N/O/P/Q/R except N3. Also I can see A4 and down, and B5 and down.

    I figure he's still near his starting position since he's been cranking out full round casts. What I really hope to learn is if/where/what his fourth summoned monster is.

    Don't forget I'm still invisible.

    I made a map showing all the angles and movement and positions and sense ranges, but photobucket is down right now. If you want to see it to confirm everything, I'll have it posted as soon as I can.
    Here's my map
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    Red line - my movement the + is 70' for the end of my first move action
    Blue spot - spider
    Blue line - edge of spider's tremorsense
    Yellow spot - bat
    Yellow line - edge of bat's echolocation
    Green line - LoS lines
    Light Blue polygons - squares I can see into


    Done, barring a really poor roll. Stats coming after I double check the roll result.

    stats
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    HP 9/9
    AC 11 t11 f10

    Spells :
    Launch Item, LI, LI, LI, LI
    ER, EP, FoS, FoS

    Effects: Invisible 4/30
    Expeditious Retreat 2/20

    Location: J14
    Last edited by chilepepper; 2008-07-10 at 07:48 AM.
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  29. - Top - End - #59
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    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    ok need some LOS checks...

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    i move to f3 and hide inside the hay. (1d20+5)[17]

    the spiders and bat will attack him since he is pinned in. unfortunately only the bat and 1 spider can attack. (let me know how many attack rolls i get to make here and what bonuses i get)


    stats
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    Location F3
    HP 8
    AC 15 T 10 F 15
    In Hand:
    Turn Attempts 0/6
    Spells Prepared
    0-Cure Minor x3
    1-Summon Monster 1 x3

    Creatures
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    B1-Fiendish Dire Bat 5/5 rounds 30/30 hp, AC 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
    S1-Fiendish Small Monstrous Spider 4/8 rounds 6/6 hp, AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11, Beckon the Frost, and Augment Summoning
    S2-Fiendish Small Monstrous Spider 3/8 rounds 6/6 hp, AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11, Beckon the Frost, and Augment Summoning
    S3-Fiendish Small Monstrous Spider 2/8 rounds 6/6 hp, AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11, Beckon the Frost, and Augment Summoning



    need some LOS checks
    Last edited by stupnick; 2008-07-10 at 09:38 AM.
    Never come between a Dwarf and his Ale
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    Made by Arokh


    Character Sheets
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    Arzeal
    Shylain
    Halia
    Krannin


    Arena Characters
    Cyn
    Fannir


    Awesome Runic Dwarf Avatar by Bayar

  30. - Top - End - #60
    Bugbear in the Playground
     
    Dr Bwaa's Avatar

    Join Date
    Jan 2008
    Location
    Boulder, CO
    Gender
    Male

    Default Re: Arena Tournament, Round 41: Chile VI vs. Fannir

    Ref Henry

    Chile
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    You see a spider in J1. That is the only other thing (other than the spiders you already know about in Z7 and Z8) you see, at any time throughout your movement.
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    Also, I am keeping my own running map of this game, so you don't have to worry about keeping yours updated.


    Fannir
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    For future reference, just make as many attack rolls as you could need with whatever your normal modifiers are, and a ref will adjust them if needed. No further input needed from you at this time.


    Chile
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    (on Fannir's turn)You see the spider scuttle off to the East. The other two spiders follow you down, ending up in N11 and N13. The bat appears from behind the house and ends its movement in N12. Finally, another spider scuttles out from behind the house as well, ending in W9.


    Play continues; Chile's turn.
    Last edited by Dr Bwaa; 2008-07-10 at 09:02 PM.
    For people who enjoy reading or writing.

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    Awesome banner/avatar by El_Frenchie!

    Play chess? Look me up! (bwaa)


    Formerly known as lordhenry4000

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