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  1. - Top - End - #1
    Bugbear in the Playground
     
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    Default Gestalt Arena Match 4

    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.
    Khamothep, eternal ruler of the land of Adubration and Lonehunter, bringer of law to those who play with fire. He pauses for you to identify yourselves.
    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. 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.

    Adumbration
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    start at F1

    Playswithfire
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    start at AI39
    [/QUOTE]
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    Default Re: Gestalt Arena Match 4

    Initiative:
    (1d20+7)[11]

    Khamothep, brandishing his great scimitar, grins evilly. "Now you see me... Now you don't." Khamothep flickers out of view.

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    Swift action to use Ghost step (invisible) and a standard action to activate the Celestial armor for flight.


    OOC: For the sake of simplicity, let's keep the invisibility purely an IC matter.
    Last edited by Adumbration; 2008-08-23 at 08:49 AM.

  3. - Top - End - #3
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    Default Re: Gestalt Arena Match 4

    Initiative: (1d20+6)[12]

    I wouldn't be very good at my job if something like that stopped me from tracking you down. The goliath then mumbles something while tapping the mask he weats. There you are.

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    Swift action to active Dragon Mask for 5 minutes of 'see invisibility'. Standard action to talk I suppose.
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  4. - Top - End - #4
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    Default Re: Gestalt Arena Match 4

    The hunt is on. The goliath rises into the air and begins searching for his opponent.

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    Swift action to activate Balance on the sky. Double move to AC32, 10 feet in the air.


    OOC: sorry for the delay; got this setup; realized i had things missing on the sheet and then had to go to the State Fair
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  5. - Top - End - #5
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    Default Re: Gestalt Arena Match 4

    Khamothep, the dread mummy, returns to visibility, floating gently five feet to the air, sheathing his weapon, seeming thoughtful. He wears no wraps that are commonly seen on mummies, and his skin has burned under hot skies into black leather. Unholy life burns in his eye sockets.

    "A hunter, eh? I've killed a score of you in my time."

    He then taps his scabbard with one, long, bony finger.

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    Move action to sheathe the scimitar, standard action to activate Scabbard of Keen edges. Free action to activate Boots of Speed.


    End of turn.

  6. - Top - End - #6
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    Default Re: Gestalt Arena Match 4

    Attempting to maintain the high ground, Lonehunter continues his pursuit.
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    Double move to the top of the cliff at P30
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  7. - Top - End - #7
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    Default Re: Gestalt Arena Match 4

    Khamothep appears at first to yawn, but the jaws keep opening to an inhuman length, and an animal scream erupts forth. At the same time, he draws his weapon again.

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    Make a DC 22 will save against the Despair ability. If he fails his save, he will be paralyzed for (1d4)[1] rounds.

  8. - Top - End - #8
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    Default Re: Gestalt Arena Match 4

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    Will save (1d20+19)[23] (saves increased by 2 due to defensive stance); EDIT: and that's just enough.


    Suppressing his revulsion at the distant sight of his opponent, the hunter continues walking from cliff to cliff.

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    Double move to the cliff at F22
    Last edited by playswithfire; 2008-08-24 at 09:01 AM.
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    Default Re: Gestalt Arena Match 4

    And then the foul undead pounces upon him, gliding through the air faster than a bird, his scimitar, wielded two-handed, bearing down upon the hunter.

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    First activate Whirling Frenzy - free action. Then simply charge and pounce.

    Attack #1:
    (1d20+28)[38]
    Damage #1:
    (1d8+32)[39]
    Confirming possible criticals - threatens on 15-20.
    (1d20+28)[31]
    And if confirmed, damage:
    (1d8+32)[35]

    Attack #2:
    (1d20+28)[45]
    Damage #2:
    (1d8+32)[37]
    Confirming possible criticals - threatens on 15-20.
    (1d20+28)[41]
    And if confirmed, damage:
    (1d8+32)[38]

    Attack #3:
    (1d20+28)[47]
    Damage #3:
    (1d8+32)[39]
    Confirming possible criticals - threatens on 15-20.
    (1d20+28)[38]
    And if confirmed, damage:
    (1d8+32)[34]

    Attack #4:
    (1d20+23)[38]
    Damage #4:
    (1d8+32)[37]
    Confirming possible criticals - threatens on 15-20.
    (1d20+28)[42]
    And if confirmed, damage:
    (1d8+32)[37]

    Attack #5:
    (1d20+18)[28]
    Damage #5:
    (1d8+32)[36]
    Confirming possible criticals - threatens on 15-20.
    (1d20+28)[39]
    And if confirmed, damage:
    (1d8+32)[36]

    If any criticals are confirmed, make the necessary DC 27 willsaves to avoid paralysis.
    Last edited by Adumbration; 2008-08-24 at 09:32 AM.

  10. - Top - End - #10
    Bugbear in the Playground
     
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    Default Re: Gestalt Arena Match 4

    I've got a 20% miss chance from my cloak of displacement, so I'll roll those miss chances for you; hits on anything over 20.

    (5d100)[78][11][97][48][14](248)

    I'm missing something: How are you hitting me when I'm 10 feet off the ground? know you said you were flying, but I'm not seeing what's letting you fly.

    I'm dead if you can actually fly up to me though.
    Last edited by playswithfire; 2008-08-24 at 09:34 AM.
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  11. - Top - End - #11
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    Default Re: Gestalt Arena Match 4

    I'm flying myself?

    EDIT: Though you might have a point. I'm only flying at 5 feet altitude.
    Last edited by Adumbration; 2008-08-24 at 09:33 AM.

  12. - Top - End - #12
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    Default Re: Gestalt Arena Match 4

    But what's letting you fly? Mummies don't fly and I don't see any class abilities or items that give you a fly speed, though I could just be missing it
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  13. - Top - End - #13
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    Default Re: Gestalt Arena Match 4

    Celestial Armor. 1/day flight, activated at the surprise round.

    EDIT: I do understand the irony of using Celestial armor.
    Last edited by Adumbration; 2008-08-24 at 09:37 AM.

  14. - Top - End - #14
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    Default Re: Gestalt Arena Match 4

    Missed that. You got me; you've got enough speed to move up the extra 5; I played this wrong. I should've hidden behind the pillar and shadow blinked over to you next round, but I didn't think you could reach me. You win.

    EDIT: You're surprisingly fast for a mummy
    Last edited by playswithfire; 2008-08-24 at 09:40 AM.
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  15. - Top - End - #15
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    Default Re: Gestalt Arena Match 4

    Want a rematch? I wasn't expecting a victory this fast, and to be perfectly honest, I didn't enjoy it much.

  16. - Top - End - #16
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    Default Re: Gestalt Arena Match 4

    Just to see what would have happened if I got to act next round.

    Swift action to shadow blink, then full attack using Pouncing Charge maneuver.

    Attack 1: Trip
    Touch Attack: (1d20+27)[32]
    Trip Attempt (1d20+20)[26] vs your (1d20+14)[27]
    Attack (1d20+27)[31] Damage (3d6+14)[22]
    Free grapple check (1d20+38)[39] vs (1d20+25)[34]
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  17. - Top - End - #17
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    Default Re: Gestalt Arena Match 4

    Rematch is fine; just want to finish seeing what would've happened here

    Trip failed, so none of that happened.

    Attack 2: Grapple
    Touch attack: (1d20+20)[22]
    Grapple Check (1d20+38)[56] vs (1d20+25)[44]
    Damage (3d6)[7]

    Attack 3: Use Rope Check to hog-tie you with silk rope
    (1d20+35)[36] vs (1d20+25)[34]

    EDIT: Seriously? A natural 1? Ugh

    Though, since you're immune to death effects, the ability to Coup de Grace you isn't all that helpful
    Last edited by playswithfire; 2008-08-24 at 09:51 AM.
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  18. - Top - End - #18
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    Default Re: Gestalt Arena Match 4

    Ouch. Just read up on the Improved Hog-tie, and it's nasty. Helpless and bound, and with my Escape Artist modifiers, that probably would've been it.

    EDIT: Anyway, you could've just kept full-attacking me. Not much I could've done.
    Last edited by Adumbration; 2008-08-24 at 09:53 AM.

  19. - Top - End - #19
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    Default Re: Gestalt Arena Match 4

    Random locations for rematch
    You: (2d20)[4][10](14)
    Me: (2d20)[20][1](21)

    Sadly, I think a lot of matches are going to end quickly, with one person or the other having a ridiculous full attack in the first round. That's why I'm working on that catfolk who should be able to avoid that most of the time.
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  20. - Top - End - #20
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    Default Re: Gestalt Arena Match 4

    Quote Originally Posted by Adumbration View Post
    Ouch. Just read up on the Improved Hog-tie, and it's nasty. Helpless and bound, and with my Escape Artist modifiers, that probably would've been it.

    EDIT: Anyway, you could've just kept full-attacking me. Not much I could've done.
    Yeah, that's the whole point of this build; I wanted to see if I could make hog-tie a viable strategy.

    True; though you'd have a decent chance of just busting the ropes with a strength check

    You're at J4 for the rematch; I'm at AN21
    Last edited by playswithfire; 2008-08-24 at 09:55 AM.
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  21. - Top - End - #21
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    Default Re: Gestalt Arena Match 4

    Surprise round

    Initiative:
    (1d20+7)[14]

    "Didn't you learn your lesson the first time?"

    A standard action to activate the Celestial armor for flight, free action to activate Boots of Speed.

  22. - Top - End - #22
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    Default Re: Gestalt Arena Match 4

    Initiative (1d20+6)[26]

    swift action to activate dragon mask

    I have learned OOC: I hope
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    Default Re: Gestalt Arena Match 4

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    Swift action to activate Balance on the Sky; double move to AG17; 5 feet off the ground.

    Recognizing the importance of cover when facing a flying opponent, Lonehunter moves behind a convenient cliff.
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    Default Re: Gestalt Arena Match 4

    This time Khamothep remembered to leave his scimitar in the sheathe to avoid repetition. He gazes out into the plain, trying to seek out his opponent, and floats 5 feet into the air.

    Standard action to activate Scabbard, move action to draw it.

    Your turn.

  25. - Top - End - #25
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    Default Re: Gestalt Arena Match 4

    Vanishing into the shadows, Lonehunter moves to the next outcropping.
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    Swift action to activate cloak of deception, then double move to AB5, still 5 feet off the ground
    Hide check: (1d20+38)[50] vs your spot of (1d20-1)[6]
    Last edited by playswithfire; 2008-08-24 at 10:12 AM.
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    Default Re: Gestalt Arena Match 4

    Khamothep is starting to look slightly unnerved, if such a thing is possible for a mummy. He rises up to sixty feet in the air, and appears to ready himself for something.

    Ready action:
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    If Khamothep is attacked, he will attack back.

  27. - Top - End - #27
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    Default Re: Gestalt Arena Match 4

    Coming around the corner, Lonehunter spots the flying mummy and continues to the next wall, landing behind it.

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    Double move to T7, ground level; Will save (1d20+19)[25] DC 22 for seeing the mummy
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  28. - Top - End - #28
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    Default Re: Gestalt Arena Match 4

    Continueing the readied action.
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    If Khamothep is attacked, he will attack back.


    OOC: Not much I can do with my spots checks.

  29. - Top - End - #29
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    Default Re: Gestalt Arena Match 4

    OOC: here goes nothing; I'll skip the trip attempt this time, since I'm not at all sure how that works when we're both flying

    Swift action to use shadow blink 50 feet straight up, then pouncing charge to charge to K5

    Attack 1: Grapple Attempt
    Touch Attack (1d20+27)[39]
    Grapple Check [roll]120+38[/roll] vs (1d20+25)[36]
    Damage (3d6)[7]
    Attack 2: Hog-tie with masterwork manacles [roll]120+33[/roll] vs (1d20+25)[40] (using grapple check instead of use rope)
    If you're hog tied, I attack: (1d20+17)[20] Damage (3d6+14)[25]
    If not, Use Rope check to hog tie (1d20+33)[49], still with the manacles
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  30. - Top - End - #30
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    Default Re: Gestalt Arena Match 4

    I missed some d's and forgot your opposed roll for the last one, so it should look like this

    Attack 1: Grapple Attempt
    Touch Attack (1d20+27)[39]
    Grapple Check (1d20+38)[57] vs (1d20+25)[36]
    Damage (3d6)[7]
    Attack 2: Hog-tie with masterwork manacles (1d20+33)[51] vs (1d20+25)[40] (using grapple check instead of use rope)
    If you're hog tied, I attack: (1d20+17)[20] Damage (3d6+14)[25]
    If not, Use Rope check to hog tie (1d20+33)[49], still with the manacles vs (1d20+25)[28]


    EDIT: I was thinking that helpless gave you -4 AC; it gives me +4 to attack, so my last attack roll is 24 and hits your bound AC of 22 (yay -5 dex bonus) for a total of 32 damage (22 after your DR) and you are bound

    Obviously you still get your readied attack; remember the miss chance)
    Last edited by playswithfire; 2008-08-24 at 11:49 AM.
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