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    Bugbear in the Playground
     
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    Default Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Dorizzit's team - RED TEAM

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    Number: Ein
    Strength: 16
    Dexterity: 8
    Constitution: 8
    Weapons: Greataxe
    Armor: Chain Shirt
    Speed: 30 ft.
    AC: 13
    Attacks: Greataxe +7 melee (1d12+3)
    Skills: Climb +9, Jump +9
    Feats: Weapon Focus (Greataxe), Endurance, Diehard
    HP: 13

    Number: Zwei
    Strength: 16
    Dexterity: 8
    Constitution: 8
    Weapons: Greataxe
    Armor: Chain Shirt
    Speed: 30 ft.
    AC: 13
    Attacks: Greataxe +7 melee (1d12+3)
    Skills: Climb +9, Jump +9
    Feats: Weapon Focus (Greataxe), Endurance, Diehard
    HP: 13

    Number: Drei
    Strength: 16
    Dexterity: 8
    Constitution: 8
    Weapons: Greataxe
    Armor: Chain Shirt
    Speed: 30 ft.
    AC: 13
    Attacks: Greataxe +7 melee (1d12+3)
    Skills: Climb +9, Jump +9
    Feats: Weapon Focus (Greataxe), Endurance, Diehard
    HP: 13

    Number: Vier
    Strength: 8
    Dexterity: 16
    Constitution: 8
    Weapons: Sickle (x2), Light Crossbow, 10 bolts
    Armor: Chain Shirt
    Speed: 30 ft.
    AC: 17
    Attacks: Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8)
    Skills: Tumble +6, Climb +5
    Feats: Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw
    HP: 13

    Number: Funf
    Strength: 8
    Dexterity: 16
    Constitution: 8
    Weapons: Sickle (x2), Light Crossbow, 10 bolts
    Armor: Chain Shirt
    Speed: 30 ft.
    AC: 17
    Attacks: Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8)
    Skills: Tumble +6, Climb +5
    Feats: Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw
    HP: 13

    Number: Sechs
    Strength: 8
    Dexterity: 16
    Constitution: 8
    Weapons: Sickle (x2), Light Crossbow, 10 bolts
    Armor: Chain Shirt
    Speed: 30 ft.
    AC: 17
    Attacks: Sickle (x2) +4 (1d6-1), or Light Crossbow +6 (1d8)
    Skills: Tumble +6, Climb +5
    Feats: Two-Weapon Fighting Feat, Weapon Finesse, Quick Draw
    HP: 13

    Number: Sieben
    Strength: 8
    Dexterity: 16
    Constitution: 8
    Weapons: Longbow, 20 Arrows, Flail
    Armor: Chain Shirt
    Speed: 30 ft.
    AC: 17
    Attacks: Longbow +6 (1d8), Flail +2 (1d8-1)
    Skills: Spot +3, Listen +3
    Feats: Point Blank Shot, Rapid Shot, Run
    HP: 13

    Number: Acht
    Strength: 8
    Dexterity: 16
    Constitution: 8
    Weapons: Longbow, 20 Arrows, Flail
    Armor: Chain Shirt
    Speed: 30 ft.
    AC: 17
    Attacks: Longbow +6 (1d8), Flail +2 (1d8-1)
    Skills: Spot +3, Listen +3
    Feats: Point Blank Shot, Rapid Shot, Run
    HP: 13

    Number: Neun
    Strength: 8
    Dexterity: 16
    Constitution: 8
    Weapons: Longbow, 20 Arrows, Flail
    Armor: Chain Shirt
    Speed: 30 ft.
    AC: 17
    Attacks: Longbow +6 (1d8), Flail +2 (1d8-1)
    Skills: Spot +3, Listen +3
    Feats: Point Blank Shot, Rapid Shot, Run
    HP: 13

    Number: Zehn
    Strength: 16
    Dexterity: 8
    Constitution: 8
    Weapons: Spiked Chain
    Armor: Half Plate
    Speed: 20 ft.
    AC: 16
    Attacks: Spiked Chain +6 (2d4+3)
    Skills: Spot +3, Listen +3
    Feats: Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard
    HP: 13

    Number: Elf
    Strength: 16
    Dexterity: 8
    Constitution: 8
    Weapons: Spiked Chain
    Armor: Half Plate
    Speed: 20 ft.
    AC: 16
    Attacks: Spiked Chain +6 (2d4+3)
    Skills: Spot +3, Listen +3
    Feats: Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard
    HP: 13

    Number: Zwolf
    Strength: 16
    Dexterity: 8
    Constitution: 8
    Weapons: Spiked Chain
    Armor: Half Plate
    Speed: 20 ft.
    AC: 16
    Attacks: Spiked Chain +6 (2d4+3)
    Skills: Spot +3, Listen +3
    Feats: Exotic Weapon Proficiency (Spiked Chain), Endurance, Diehard
    HP: 13

    Weapon Total: 549
    Armor Total: 2700



    Deepblue706's team. - BLUE TEAM



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    #1-3: Skirmishers
    Strength: 12
    Dexterity: 14
    Constitution: 8
    Weapons: Longbow (20 arrows), Greatclub, Dagger
    Armor: Chain Shirt
    Speed: 30ft
    AC: 16
    Attacks: +6 Longbow (1d8), +4 Greatclub (1d10+1), +4 Dagger (1d4+1)
    Skills: Listen (+3), Spot (+3), Tumble (+4)
    Feats: Point Blank Shot, Precise Shot, Weapon Focus: Longbow
    HP: 13

    #4-5: Guardians
    Strength: 14
    Dexterity: 8
    Constitution: 12
    Weapons: Longsword, Longsword, Sling (10 bullets)
    Armor: Half-Plate, Heavy Wooden Shield
    Speed: 20ft
    AC: 19
    Attacks: +5 Longsword (1d8+2), +2 Sling (1d4+2)
    Skills: Balance (+2), Listen (+3), Spot (+3)
    Feats: Diehard, Endurance, Improved Initiative
    HP: 19

    #6-8: Shock Troopers
    Strength: 14
    Dexterity: 10
    Constitution: 10
    Weapons: Greatsword, Longsword, Sling (10 bullets)
    Armor: Chain Shirt
    Speed: 30ft
    AC: 14
    Attacks: +6 Greatsword (2d6+3), +5 Longsword (1d8+2), +3 Sling (1d4+2)
    Skills: Climb (+6), Jump (+6), Swim (+6)
    Feats: Weapon Focus: Greatsword, Improved Overrun, Power Attack
    HP: 16

    #9-11: Sentinels
    Strength: 14
    Dexterity: 12
    Constitution: 8
    Weapons: Glaive, Morningstar, Heavy Crossbow (10 bolts)
    Armor: Banded Mail
    Speed: 20ft
    AC: 17
    Attacks: +6 Guisarme (2d4+3), +5 Morningstar (1d8+2), +4 Light Crossbow (1d8)
    Skills: Listen (+3), Heal (+3), Spot (+3)
    Feats: Combat Reflexes, Weapon Focus: Guisarme, Toughness
    HP: 16

    #12: The Sneakyman
    Strength: 8
    Dexterity: 16
    Constitution: 8
    Weapons: Rapier, Shortbow (20 arrows), Dagger
    Armor: Leather Armor
    Speed: 30ft
    AC: 15
    Attacks: +6 Rapier (1d6-1), +6 Shortbow (1d6-1), +6 Dagger (1d4-1)
    Skills: Hide (+9), Move Silently (+9), Tumble (+6)
    Feats: Skill Focus: Move Silently, Skill Focus: Hide, Weapon Finesse
    HP: 13




    Game will be played in the statue arena.



    The black areas are walled off. The walls are 50ft high and have a climb DC of 30.

    The gray circles are statues. They are perfect representations of the soldiers fighting. They cannot be climbed or destroyed. Every round, the statues on the red side move 5ft towards the statues on blue's side, and vice versa. Treat the statues movement as if the statues rolled a -10 for INT. Anyone caught in front of a moving statue is considered bull rushed, and automatically fails the strength check. Anyone caught between the two center statues when they move together is killed instantly. Once the two statues in the center meet, the statues begin to move in reverse from their normal direction until they reach their starting positions. Then, they go back to normal movement. Repeat the process until someone has won.
    Last edited by Silence; 2008-07-10 at 12:06 PM.

  2. - Top - End - #2
    Bugbear in the Playground
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Rolling initiative. For convenience, I'll codify my team members as follows:

    Ein-Drei: Warriors

    Vier-Sechs: Slicers

    Sieben-Neun: Archers

    Zehn-Zwolf: Guardians

    Teams:

    Team 1 consists of 2 Warriors, 1 Slicer, and 1 Archer.
    Initiative: (1d20)[20]

    Team 2 consists of 2 Slicers, 1 Warrior, and 1 Archer
    Initiative: (1d20)[20]

    Team 3 consists of 3 Guardians and 1 Archer
    Initiative: (1d20)[15]

    I'll post start locations later, RL calls.
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  3. - Top - End - #3
    Ogre in the Playground
     
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    I have three groups as well:

    1, 4, 6 and 9 form group One. That's a Skirmisher, a Guardian, a Shock Trooper, and a Sentinel.
    Initiaive:(1d20)[17]

    5, 10, and 11 form group Two. That's a Guardian and Two Sentinels.
    Initiaive:(1d20)[18]

    2, 3, 7 and 8 form group Three. That's two Skirmishers and two Shock Troops.
    Initiaive:(1d20)[5]

    So, how are we determining Init? I gave my guardians Improved Initiative in hopes it'd give me better chances of acting first.

    And, how do I go about using stealth? #12 is not included in any group, because I'd like to have his location hidden. Let me know what rolls to make.

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    Bugbear in the Playground
     
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Your groups will use the lowest INIT modifier in the group. Stealth units must be included in the group. Their INIT will be know to all, but their actions will be spoilered. They won't be included on the tactical map.

    Your stealth unit will be included in group 2. All groups must have 4 units.

  5. - Top - End - #5
    Bugbear in the Playground
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Wait, how can 12 hide? Shouldn't he be visible, at least at the start?

    Also, my group positioning:

    Team 1: Warrior in B 10, Greataxe Drawn, Archer in A 11, Bow Drawn, Slicer in A 12, Crossbow Drawn, Warrior in B 13, Greataxe Drawn.

    Team 2: Slicer in B 17, Crossbow Drawn, Slicer in B 18, Crossbow Drawn, Archer in B 19, Bow Drawn, Warrior in B 20, Greataxe Drawn.

    Team 3: Guardians with Spiked Chains Drawn in squares A 14-16. Archer in Square B 15.
    Last edited by Dorizzit; 2008-07-10 at 08:40 PM.
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    I dunno.

    Wait, why are you on the right side (BC, etc)? I thought I was blue team!

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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Placement.

    Group One: (No Init modifier)
    Sent9@Bc10
    Guard4@Bc11
    Shock6@Bd11
    Skirm1@Bd10

    Group Two: (+1 Init modifier)
    Sent10@Bc14
    Guard5@Bc15
    Sent11@Bc16
    Sneak12@Bd15

    Group Three: (No Init modifier)
    Skirm2@Bc18
    Skirm3@Bc20
    Shock7@Bd17
    Shock8@Bd19
    Last edited by Deepblue706; 2008-07-10 at 07:53 PM.

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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Another note (sorry for trip post, but I don't want to keep editting things due to, well, you know): Guardians and Shock Troopers are ready with their best melee weapons available (Longswords and Greatswords, respectively). All others are wielding ranged weaponry.

  9. - Top - End - #9
    Bugbear in the Playground
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Whoops, my mistake. I'll fix it.

    Edit: two things.

    1. do statues block ranged attacks? I figure they do, but I need confirmation.

    2. My teams 1 and 2 move simultaneously with DeepBlue706's group 2, correct?
    Last edited by Dorizzit; 2008-07-10 at 08:44 PM.
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    1. Yes, the statues block ranged attacks.

    2. Hmmmm..... dang, the rulebook gives no rules on this. I say do a INIT reroll just for those 3 groups. The reroll only effects order within those three groups; anyone that rolled higher or lower will still go before or after (respectively) regardless of the reroll.

  11. - Top - End - #11
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Works for me.

    (1d20-1)[4]

    (1d20-1)[11]
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Okie dokie.

    (1d20+1)[10]

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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Ok, let's get this going!

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    Bugbear in the Playground
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Grek. Sorry.

    Group 2. The Warrior moves to B21 and then to G21. The rest of the group follows in a line.
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Group Two:
    Sent10@Bc14 to Z14
    Guard5@Bc15 to Z15
    Sent11@Bc16 to Z 16
    Sneak12@Bd15 to Ba5

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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Group 1: In formation, moves upward (same letter, number decreases) 1 space, then forward four spaces. Final positions:

    Warrior: F12

    Slicer: E13

    Archer: E14

    Warrior: F12
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Can you give them numbers instead of just saying "warrior" and such? Makes my life easier.

  18. - Top - End - #18
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Group 3:

    Skirm2@Bc18 to W19
    Skirm3@Bc20 to W21, fires Longbow upon warrior at G21
    Shock7@Bd17 to X18
    Shock8@Bd19 to X20

    Skirm3 attack roll (1d20+6)[19]
    Skirm3 damage roll (1d8)[7]

  19. - Top - End - #19
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Drozzit has informed me, via PM, that he has officially surrendered.

    Deepblue706 is the victor!

  20. - Top - End - #20
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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    He lost interest, eh?

    Well, I'll take the win.

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    Default Re: Tactical Battle Tournament- DeepBlue706 vs. Dorizzit

    Lucky you.

    KCiemer is up against you next. I'll shoot you a PM once I'm done setting it up.

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