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  1. - Top - End - #1
    Bugbear in the Playground
     
    playswithfire's Avatar

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    Default Gestalt Arena Match 10

    Forgive me if I forgo the hooded figures.

    Hettar starts at
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    E2

    Ghakal starts at
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    AE39

    in this arena

    You still get your standard action and swift action before arriving in the arena.
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    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Default Re: Gestalt Arena Match 10

    Standard: Inspire Courage
    Swift: Badge of Valor

    Initiative: (1d20+7)[25]

    Default stance: Stance of Alacrity
    Last edited by Douglas; 2008-09-09 at 12:18 AM.
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  3. - Top - End - #3
    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: Gestalt Arena Match 10

    {OOC Since I was Teleported this turn, do I get my skirmish bonus to AC and or damage? wondering, could make a big difference.}

    Standard: activate Ring of Blinking

    Init: (1d20+12)[27]

  4. - Top - End - #4
    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: Gestalt Arena Match 10

    Hettar Mounts his bat, and his bat flies (Runs) closer to the center of the battlefield (to...R20) and if At any time he sees Ghakal, he fires 3 arrows with manyshot at him.

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    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Default Re: Gestalt Arena Match 10

    Teleportation does not count as movement for Skirmish and similar abilities. Whether you see me from there depends on whether you are above the cliffs that are 5' ahead of you.

    Regardless, you cannot use Manyshot because I am not within 30'.

    Full Round: Activate Ring of the White Wyrm.
    Swift: Activate Dragon Mask for 5 minutes of See Invisibility
    Free: 5' step to AE38
    Free: Rage
    Free: Activate Boots of Haste

    Position: AD37-AE38
    Last edited by Douglas; 2008-09-09 at 08:06 AM.
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    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: Gestalt Arena Match 10

    {OOC where does it say that? I looked it up and it never said anything about teleportation not counting. and I meant I readied an action.}

    Bat Flies Up until he sees you, and "runs" to AE 33. Rapid Shot to make 4 attacks. Bat then moves up as high as possible.
    Attack roll (1d20+32)[48] damage (1d8+17)[21]+(9d6)[28]
    Attack roll (1d20+30)[42] damage (1d8+17)[25]+(9d6)[35]
    Attack roll (1d20+27)[47] damage (1d8+17)[25]+(9d6)[31]
    Attack roll (1d20+22)[33] damage (1d8+17)[25]+(9d6)[33]

    Forgot -2 penalty to attacks because mount is running.
    Last edited by Charlie Kemek; 2008-09-09 at 03:06 PM.

  7. - Top - End - #7
    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: Gestalt Arena Match 10

    #3 chance to crit.
    (1d20+27)[31] damage (1d8+15)[20]+(1d6)[4]
    Forgot miss chance. 21 or higher hits
    (1d100)[90]
    (1d100)[17]
    (1d100)[48]
    (1d100)[60]

    #2 misses
    Last edited by Charlie Kemek; 2008-09-09 at 03:06 PM.

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    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Default Re: Gestalt Arena Match 10

    Immediate action: Armor of God to boost my AC
    Only the natural 20 hits, for 56 damage, 15 of which goes into my delayed damage pool.

    Forgot to roll for maneuvers granted. By now only one is not granted.
    (1d11)[9]
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    Surgebinder in the Playground Moderator
     
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    Default Re: Gestalt Arena Match 10

    Swift: already used for Armor of God
    Full round: Searing Charge

    Pounce + Haste + Whirling Frenzy = 5 attacks.
    I can see invisible, so only 20% miss chance from Blink. 21+ on miss chance hits.

    Attack 1: (1d20+42)[44] (1d100)[29] Damage: (1d8+47)[50] Fire: (5d6)[16]
    Attack 2: (1d20+42)[57] (1d100)[60] Damage: (1d8+47)[51] Fire: (5d6)[19]
    Attack 3: (1d20+42)[59] (1d100)[31] Damage: (1d8+47)[52] Fire: (5d6)[15]
    Attack 4: (1d20+37)[41] (1d100)[24] Damage: (1d8+47)[55] Fire: (5d6)[21]
    Attack 5: (1d20+32)[35] (1d100)[31] Damage: (1d8+47)[55] Fire: (5d6)[18]
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    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: Gestalt Arena Match 10

    Quote Originally Posted by douglas View Post
    Swift: already used for Armor of God
    Full round: Searing Charge

    Pounce + Haste + Whirling Frenzy = 5 attacks.
    I can see invisible, so only 20% miss chance from Blink. 21+ on miss chance hits.

    Attack 1: [roll0] [roll1] Damage: [roll2] Fire: [roll3]
    Attack 2: [roll4] [roll5] Damage: [roll6] Fire: [roll7]
    Attack 3: [roll8] [roll9] Damage: [roll10] Fire: [roll11]
    Attack 4: [roll12] [roll13] Damage: [roll14] Fire: [roll15]
    Attack 5: [roll16] [roll17] Damage: [roll18] Fire: [roll19]
    I am 60 Ft in the air. can you get me?

  11. - Top - End - #11
    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Default Re: Gestalt Arena Match 10

    Searing Charge = flight with perfect maneuverability. Even 60' up, you are well within my Hasted charge range.

    I do start falling down afterwards, but I'm not sure whether that happens this turn or next turn.
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    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: Gestalt Arena Match 10

    Wait, it's 70 ft. in the air.

    Edit: also, how does the damage pool work?
    Last edited by Charlie Kemek; 2008-09-09 at 04:28 PM.

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    Colossus in the Playground
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    Default Re: Gestalt Arena Match 10

    Quote Originally Posted by Charlie Kemek View Post
    {OOC where does it say that? I looked it up and it never said anything about teleportation not counting. and I meant I readied an action.}
    OOC: I think it's in the Complete Adventurer errata. You can dl it here. If that isn't, one important thing is "you can't use Skirmish while mounted". This may lead to broken character here.
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    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Default Re: Gestalt Arena Match 10

    You'd have to be quite a bit higher than that to be out of range.

    Edit: Crusader class feature. I actually take the damage at the end of my turn, and I get a +1 bonus on attack and damage for each 5 points of damage in it until then. It can only hold 15 damage at a time, and any excess is not delayed.
    Last edited by Douglas; 2008-09-09 at 04:32 PM.
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  15. - Top - End - #15
    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: Gestalt Arena Match 10

    crap, I didn't know it. I would have made some changes to the build if I had known it, and if I had had time before the battle. I also made you take 1d6 of it as acid. if that makes any difference. I wish I had ToB.

    Can I see your sheet?
    Last edited by Charlie Kemek; 2008-09-09 at 04:44 PM.

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    Surgebinder in the Playground Moderator
     
    Douglas's Avatar

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    Default Re: Gestalt Arena Match 10

    I don't have acid resistance, so that doesn't make any difference.

    I take it you're dead? I was going to hold off on mentioning the no-mounted-skirmish thing until after the match and let it count as working until then, even if that meant a loss.
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  17. - Top - End - #17
    Orc in the Playground
     
    GreenSorcererElf

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    Default Re: Gestalt Arena Match 10

    Quote Originally Posted by douglas View Post
    I don't have acid resistance, so that doesn't make any difference.

    I take it you're dead? I was going to hold off on mentioning the no-mounted-skirmish thing until after the match and let it count as working until then, even if that meant a loss.
    yes, i'm dead. this is very annoying, finding out my build doesn't work.

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    Surgebinder in the Playground Moderator
     
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    Default Re: Gestalt Arena Match 10

    Technically, I think you could use skirmish even with the errata if you just dismount first. Just get a +19 ride bonus so you never fail the check to mount or dismount as a free action, and it just adds a restriction of beginning and ending each turn somewhere you can stand without the bat. Keep landing on cliffs and such, and you'd still mostly keep the benefit of requiring opponents to either fly or use ranged weapons to attack you.
    Last edited by Douglas; 2008-09-09 at 07:22 PM.
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