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  1. - Top - End - #61
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    Talic's Avatar

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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    High Ref Talic

    Seems that there may be a bit of confusion here, so, at player request, I'm going to recap the last several rounds.

    LOS was established, triggering a readied action by Chile IV. That readied action was to cast a spell (Ice Knife). Zelandros used his ninja quick reflexes to Jaunt out of the way, ending move in S9, and summoning a scorpion in W9. That Scorpion charged Chile IV (currently in Y2), ending in X3, with a horrible miss.

    From there, Chile (and refs only):
    Spoiler
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    used a withdraw action to travel from Y2 to R1, by way of X1, in a bid to keep Zelandros's numerical advantage from becoming a factor.


    Zelandros's scorpion then moved (Chile and refs only):
    Spoiler
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    to S1, able to see chile IV, but unable to attack, with the rapid movement Chile performs.
    .

    Zelandros, (only):
    Spoiler
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    who saw the scorpion move northwest, continues his turn, hustling to S3, where (provided the arena walls are sloped, so that it is possible to see from S3 to S1) he sees his scorpion in S1. He doesn't see anything else in the area, however.

    If you could provide that ruling, just to make sure everything's clear, I'd appreciate it
    .

    Play continues, with the remainder of Zelandros's turn.
    Last edited by Talic; 2008-05-14 at 12:39 AM.

  2. - Top - End - #62
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    @Talic
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    Map Precedents say its so.
    * Stairs each rise 5'.
    * Cliff squares only have a 3' tall cliff face on the top.
    * Must succeed on a climb check DC 15 to stand on a cliff square or fall 20'.
    * If planks are scattered while a character occupies them, that character must make a DC 15 balance check to remain standing, or fall into the quicksand. The scattering also provokes a concentration check for vigorous motion if a spell is being cast. Planks remain stationary if scattered.
    High Ref and Recruiter for the PvP Arena.

    Characters for the Arena: || Snake || Yoshi || Todd

  3. - Top - End - #63
    Bugbear in the Playground
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    @Refs and Chile Most likely as well.
    Spoiler
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    Standard Action: Cast a Rapid Summon Undead 1 into Q1, for a Human Warrior Skeleton, which will then full attack into R1
    And my fog cloud will appear in R2/R3/S2/S3
    Claw 1
    Attack:(1d20+3)[21]+2 if the Scorpion can flank since it has Tremorsense
    Damage:(1d4+3)[7]
    Concealment:(1d100)[82] 50+
    Claw 2
    Attack:(1d20+3)[10]+2 if the Scorpion can flank since it has Tremorsense
    Damage:(1d4+3)[5]
    Concealment:(1d100)[93] 50+


    End of Turn

    Stats for Refs:
    Spoiler
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    Hp: 7
    Ac: 11
    Speed: 30
    Position: R3
    Spells:
    0th - 3xAcid Splash
    1st - 1xRapid Summon Undead 1, 1xRapid Summon Monster 1, 1x Summon Monster 1, 1xRapid Summon Undead 1
    Active Summons: Scorpion 2/3 rounds
    Active Summons: Skeleton 1/2 rounds
    Scorpion Stats
    Spoiler
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    FIENDISH MONSTROUS SCORPION, SMALL
    Small Magical Beast (Extraplanar)
    Hit Dice: 1d8+2 (8 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
    Base Attack/Grapple: +2/-3
    Attack: Claw +2 melee (1d3+1)
    Full Attack: 2 claws +2 melee (1d3+1) and sting -3 melee (1d3+1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Constrict 1d3+1, improved grab, poison, Smite Good 1/day (+1 damage)
    Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Cold and Fire Resistance 5, Spell Resistance 6
    Saves: Fort +4, Ref +0, Will +0
    Abilities: Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2
    Skills: Climb +5, Hide +8, Spot +4
    Feats: Weapon Finesse (B)
    Environment: Bleak Eternity of Gehenna
    Organization: Colony (2-5) or swarm (6-11)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: -
    Level Adjustment: -

    Constrict (Ex): A fiendish monstrous scorpion deals automatic claw damage on a successful grapple check.
    Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A fiendish monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
    Poison (Ex): A fiendish monstrous scorpion has a poisonous sting. The save DC is 12, and the initial and secondary damage is 1d2 Con damage. The save DCs are Constitution- based
    Skills: A fiendish monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

    Skeleton Stats: +4 strength from Augment Summon
    High Ref and Recruiter for the PvP Arena.

    Characters for the Arena: || Snake || Yoshi || Todd

  4. - Top - End - #64
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    chilepepper's Avatar

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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    I'll wait for a ref to either give me the go ahead to look in that spoiler, or to spoiler to me the relevant info, just to be safe.
    <--- Avatar made by bayar

  5. - Top - End - #65
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    While I'm waiting, I'll throw up my current stats, since I had to go back to the first page to find my last stat block.

    stats for refs
    Spoiler
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    HP: 3/3
    AC: 19 T15 F14 (w/ Mage Armor)
    Spells: 5, 4, 0
    Position: R1, hiding (16)
    In Hand: Sleepsmoke // Empty
    <--- Avatar made by bayar

  6. - Top - End - #66
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    SamTheCleric's Avatar

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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    High Ref Sam

    @Chile
    Spoiler
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    Go ahead and look at that spoiler


    @Mavian
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    I like bananas.

  7. - Top - End - #67
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    chilepepper's Avatar

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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

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    Yes, the scorpion grants flanking bonus, tremorsense doesn't matter.

    Concealment check 50%, 1=hit, 2=miss
    (1d2)[1]

    Not done.
    <--- Avatar made by bayar

  8. - Top - End - #68
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    Where did you cast that spell from? Not that it matters, but the refs never told me I saw you walk up to the edge.

    Anyway, assuming all is in line, that first claw drops me.
    <--- Avatar made by bayar

  9. - Top - End - #69
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    So no response in two days from my opponent means a DQ. If his last move was valid, he can have the win. If it wasn't, he gets a DQ.
    <--- Avatar made by bayar

  10. - Top - End - #70
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    GM Kyeudo

    I can find no problems with Zelandros's actions, so Chile IV goes down.

    Zelandros is the Winner!

  11. - Top - End - #71
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    Quote Originally Posted by Mavian View Post
    Zelandros - Round 4

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    Move Action: S9 to R3.
    Except for the fact that you can't see Q1 from R3, the lowest point you can see is between +5 and +10. I figured that's where he went because that was one full move. So the Summon Undead was illegal.
    <--- Avatar made by bayar

  12. - Top - End - #72
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    GM Kyeudo

    I don't get what you are saying. The LoE checks out perfectly fine on a model of the cliff edge:

    Code:
       _X
      /
    X/
    As you can see, the top corner has clear Line of Effect.

    Anyway, the scorpion is what killed you, not the undead. The scorpion had you on Tremorsense and beat your concealment. The undead is irrelevant.

  13. - Top - End - #73
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    The top of the cliff square is 3' wide. So this is what I get:



    And it was the illegally summoned undead that killed me. The scorpion double moved during it's turn and can't attack.
    Standard Action: Cast a Rapid Summon Undead 1 into Q1, for a Human Warrior Skeleton, which will then full attack into R1
    edit: and the scorpion is the irrelevant one, since it doubled moved during it's turn
    Last edited by chilepepper; 2008-05-22 at 04:51 PM.
    <--- Avatar made by bayar

  14. - Top - End - #74
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    GM Kyeudo

    Well, no arguing with that. I guess my model's scale was screwed up. We'll rewind to here and Mavian can choose a valid action.

    Quote Originally Posted by Mavian View Post
    @Refs and Chile Most likely as well.
    Spoiler
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    Standard Action: Cast a Rapid Summon Undead 1 into Q1, for a Human Warrior Skeleton, which will then full attack into R1
    And my fog cloud will appear in R2/R3/S2/S3
    Claw 1
    Attack:[roll0]+2 if the Scorpion can flank since it has Tremorsense
    Damage:[roll1]
    Concealment:[roll2] 50+
    Claw 2
    Attack:[roll3]+2 if the Scorpion can flank since it has Tremorsense
    Damage:[roll4]
    Concealment:[roll5] 50+


    End of Turn

    Stats for Refs:
    Spoiler
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    Hp: 7
    Ac: 11
    Speed: 30
    Position: R3
    Spells:
    0th - 3xAcid Splash
    1st - 1xRapid Summon Undead 1, 1xRapid Summon Monster 1, 1x Summon Monster 1, 1xRapid Summon Undead 1
    Active Summons: Scorpion 2/3 rounds
    Active Summons: Skeleton 1/2 rounds
    Scorpion Stats
    Spoiler
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    FIENDISH MONSTROUS SCORPION, SMALL
    Small Magical Beast (Extraplanar)
    Hit Dice: 1d8+2 (8 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
    Base Attack/Grapple: +2/-3
    Attack: Claw +2 melee (1d3+1)
    Full Attack: 2 claws +2 melee (1d3+1) and sting -3 melee (1d3+1 plus poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Constrict 1d3+1, improved grab, poison, Smite Good 1/day (+1 damage)
    Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits, Cold and Fire Resistance 5, Spell Resistance 6
    Saves: Fort +4, Ref +0, Will +0
    Abilities: Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2
    Skills: Climb +5, Hide +8, Spot +4
    Feats: Weapon Finesse (B)
    Environment: Bleak Eternity of Gehenna
    Organization: Colony (2-5) or swarm (6-11)
    Challenge Rating: 1/2
    Treasure: None
    Alignment: Always Neutral Evil
    Advancement: -
    Level Adjustment: -

    Constrict (Ex): A fiendish monstrous scorpion deals automatic claw damage on a successful grapple check.
    Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A fiendish monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
    Poison (Ex): A fiendish monstrous scorpion has a poisonous sting. The save DC is 12, and the initial and secondary damage is 1d2 Con damage. The save DCs are Constitution- based
    Skills: A fiendish monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

    Skeleton Stats: +4 strength from Augment Summon

  15. - Top - End - #75
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    edit: nevermind
    Last edited by chilepepper; 2008-05-22 at 05:38 PM.
    <--- Avatar made by bayar

  16. - Top - End - #76
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    Default Re: Arena Tournamentt, Round 37: Zelandros vs Chile IV

    High Ref Sam

    Chile IV is the winner by way of TKO

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