conversations: human
conversations:  Arena Tournament, Exhibition Match:  Kil'ak the Silvertongued  vs.  Zema Eloon  vs.  Talking Donkey's character  vs.  Sarri    
   Map:  
   Spoiler 
  
   
   
  
   Talking Donkey - Orkus 
   Vollmond - Zema Eloon 
   Tanaric - Kil'ak the Silvertongued 
   02youeng - Sarri 
   All Combatants, please roll initiative and declare any final purchases. 
conversations: Scorer:
conversations: human
conversations:  I will be reffing this match in case something comes up...
conversations: Scorer:
conversations: human
conversations:  Talking Donkey - Orkus 
   Vollmond - Zema Eloon 
conversations: Tanaric:
conversations: human
conversations:  Initiative:  (1d20+4)[ 21 ] 
  
  Wouldn't be able to afford anything else with starting wealth, so no purchases.
conversations: Tanaric:
conversations: human
conversations:  Zema Eloon 
  Init:  (1d20+5)[ 15 ] 
   Purchase Log:
  +15gp sell shortbow
  -300gp buy mighty composite +2 longbow
  -45gp buy 18 dragonsbreath arrows
  -50gp buy potion of mage armor
  -50gp buy potion of sanctuary
  
  right to react, etc 
  
  never mind, then. starting items (replacing what my charsheet says):
  240 gp STARTING
  -25 gp Studded Leather
  -150 gp Elven Courtblade
  -30 gp Shortbow
  -1 gp 20x Arrows
  -32.5 gp 13x Dragonsbreath Arrows
  -0 gp Clothing
  1.5 gp ENDING
conversations: vollmond:
conversations: human
conversations:  Exhibition matches generally only use starting wealth, to make it fair for everyone.
  
  If Scorer has something else in mind, I have some gold to burn as well.
conversations: Tanaric:
conversations: human
conversations:  You're right, exhibition matches use initial wealth.
conversations: Scorer:
conversations: human
conversations:  Orkus 
  
  Hello all.
  
  No extra gold so...
  
  No purchases.
  
  Initiative:  (1d20+1)[ 18 ] 
  
  I'm ready to roll.
conversations: Talking Donkey:
conversations: human
conversations:  Hey hey everyone, good luck
  
   Sarri 
    Initiative  - (1d20+6)[ 7 ] 
  
  And, my equipment is as follows:
  
  -37g Light Crossbow + 20 bolts
  -85g Sharkskin armour
  -30g Pony [then trained for Combat Riding]
  -10g Riding Saddle
conversations: 02youeng:
conversations: human
conversations:  Kil'ak the Cheater Mc Cheaterface, round 1 
  
  Starting in E-4, Kenny in E-5.
  
  Handle Kenny as many times as necessary (free actions) to seek and attack Zema.
  
  Move to L-2.
  
  Fire a KFB at Zema, whichever square he's in.
  
  Fire damage:  (5d6)[ 16 ] 
  
  Reflex DC 16 for half.
  
  Kenny double moves to O-3.
conversations: Tanaric:
conversations: human
conversations:  I believe that's a toasted elf, as even with the save it's enough to bring you to -1.
conversations: Tanaric:
conversations: human
conversations:  Zema's pointless reflex save:  (1d20+6)[ 19 ] 
  
  And here I was worried about keeping track of an FFA match :-)
conversations: vollmond:
conversations: human
conversations:  Orkus, Round 1 
  
  I believe it's my turn, so I will move double move to H-24
  
  As a Free Action I activate my Barbarian Rage.
  
  Greatsword is held in both hands.
  
  I think that is is.
  
  Done.
  
  Edit: Crap thought I was blue... not purple... oh well wasted a turn.
  
  Edit: Meant to go to S-24... too late now.
conversations: Talking Donkey:
conversations: human
conversations:  Sarri, round 1 
  
  Sarri starts in V22-W23, mounted on his pony already, wearing his armour, wielding a loaded crossbow.
  
  Actions:
  
  Pony's Move Action: move to O24-P25
  Swift action: activate Law Devotion [+3 attack]
  Sarri's standard action: fire at Orkus
  
    Attack  - (1d20+10)[ 17 ] 
    Damage  - (1d6)[ 2 ] 
  
  Free action: reload crossbow
  Pony's Move Action: move back to V22-W23
  Free action: use mount as cover
  
    Ride check  - (1d20+10)[ 14 ]  [DC 15]
  
  Hehe, I's done. Didn't roll for guiding with knees, cos I auto-pass.
  
  Edit: Heh, crap rolls for me so far. No cover then.
  
  Stats:
   
   Spoiler 
  HP: 10/10
  AC: 21, 15 FF, 18 Touch
  
  Law Devotion: 10/10 rounds remaining
   
conversations: 02youeng:
conversations: human
conversations:  Kil'ak, round 2 
  
  As many free actions as necessary to handle Kenny to seek and attack Sarri.
  
  Kenny double moves to N-12.
  
  Kil'ak moves to M-13.
  
  Done.
conversations: Tanaric:
conversations: human
conversations:  Orkus, Round 2 
  
  From H-24 Double Move to V-24
  
  Attack Sarri as a standard action
  Attack: (1d20+9)[ 28 ] 
  Damage:[roll[2d6+13[/roll]
  
  Stats:
   
   Spoiler 
  
  HP-13/15
  AC-10
  Rage-8/9
   
conversations: Talking Donkey:
conversations: human
conversations:  Orkus Round 2 Cont'd 
  
  Rerolling Damage:  (2d6+13)[ 22 ] 
  
  Confimring Crit:  (1d20+9)[ 13 ] 
  
  Crit Damage (if any)  (2d6+13)[ 17 ] 
  
  Done.
conversations: Talking Donkey:
conversations: human
conversations:  How do you double move and attack on the same turn? That sounds like a charge, but I don't know if you included the +2 tohit/-2 AC from that. 🤨
conversations: Tanaric:
conversations: human
conversations:  That's what I get for trying to do this when I'm dog tired.  I was going to charge, saw I couldn't because it wasn't a straight oine, so was going to double move... only I put an attack on the end because I intentionally intended to charge... I'm dumb.  Just move me to S-21 and kill me quick... I am tired.
  
  Sorry about that.
conversations: Talking Donkey:
conversations: human
conversations:  Sarri, turn 2 
  
  Actions:
  
  Horse's full round action: move to T14-U15
  Sarri's stardard action: ready an action:
   
   Spoiler 
  To shoot Kil'ak if he casts a spell, trying to interupt it
   
  
  
  Turn done
  
  Stats:
   
   Spoiler 
  HP: 10/10
  AC: 21, 15 FF, 18 Touch
  
  Law Devotion: 9/10 rounds remaining [Attack]
   
conversations: 02youeng:
conversations: human
conversations:  Kil'ak, round 3 
  
  Kenny moves to Q-14 and breathes blinding poison at Sarri. DC 12 fort saves for you and the horse, if you please.
  
  Need to see results before I finish the turn.
conversations: Tanaric:
conversations: human
conversations:  Sarri's Fort  - (1d20+2)[ 7 ] 
    Horse's Fort  - (1d20+5)[ 17 ] 
conversations: 02youeng:
conversations: human
conversations:  Blind duration:  (2d4)[ 6 ]  minutes.
conversations: Tanaric:
conversations: human
conversations:  Breath:  (1d4)[ 4 ] 
   Kil'ak, round 3 continued 
  
  Orkus/refs: 
   Spoiler 
  Kil'ak casts a spell at you:
  
  Spellcraft DC 16:  
   Spoiler 
  Kelgore's Fire Bolt
   
  
  
  Fire damage:  (5d6)[ 15 ]  Reflex DC 16 for half.
  
  He then moves to N-12.
   
  
  
  Done.
conversations: Tanaric:
conversations: human
conversations:  I need a listen check then...my readied action can still be triggered without sight.
conversations: 02youeng:
conversations: human
conversations:  Huh. Alright. Roll those dice, blind boy. 😉
conversations: Tanaric:
conversations: human
conversations:  Listen  - (1d20+4)[ 22 ] 
  
  Guess you can tell me if I hear anything?
conversations: 02youeng:
conversations: human
conversations:  You hear the sound of spellcasting above you to the west-northwest.
conversations: Tanaric:
conversations: human
conversations:  As I didn't hear movement, I'm gonna hope this works...
  
  Readied action goes off to interupt spellcasting. Blind Sarri fires at M-13 as he starts hearing casting.
  
    Attack  - (1d20+9)[ 28 ] 
    Damage  - (1d6)[ 4 ] 
    Miss chance  - (1d2)[ 1 ]  [1=hit]
  
  Of course, if I have the wrong square, I guess I miss automatically.
conversations: 02youeng:
conversations: human
conversations:  Crit confirm  - (1d20+9)[ 25 ] 
    Crit damage  - (1d6)[ 4 ] 
conversations: 02youeng:
conversations: human
conversations:  Refs: 
   Spoiler 
  Blast it all.
  
  Concentration:  (1d20+1)[ 11 ] 
   
  
  
  The sound of spellcasting turns into the surprised yelp of a kobold.
conversations: Tanaric:
conversations: human
conversations:  2 damage whilst sighted, 8 while blind. Who needs more than four senses anyways?
conversations: 02youeng:
conversations: human
conversations:  Kil'ak, round 3 revision 
  
  Orkus/refs: 
   Spoiler 
  Having had his spellcasting disrupted, Kil'ak instead moves to U-12.
  
  Move Silently:  (1d20+4)[ 8 ] 
   
  
  
  Sarri:  
   Spoiler 
  You hear the sound of movement in a north-ish direction, muted as though by a thin barrier.
   
  
  
  Done.
conversations: Tanaric:
conversations: human
conversations:  Orkus -Rolling for save.
  
  Reflex:  (1d20-1)[ 6 ] 
  
  Nevermind just saw it was disrupted.
conversations: Talking Donkey:
conversations: human
conversations:  Orcus, Round 3 
  
  Move to V-15 as a Move Action.
  
  Attack Sarri as a Standard Action.
  
  Attack: (1d20+9)[ 29 ] 
  Damage: (2d6+12)[ 23 ] 
   
   Spoiler 
  
  HP-13/15
  AC-10
  Rage-7/9
   
  
  
  Done.
conversations: Talking Donkey:
conversations: human
conversations:  Dice gods love me right now.
  
  Rolling for Crit:
  
  Attack to Confirm:  (1d20+9)[ 28 ] 
  Crit Damage: (2d6+12)[ 16 ] 
conversations: Talking Donkey:
conversations: human
conversations:  Wow, that's a double crit.
  
  Assuming a 28 hits your AC that's 39 points of damage.
conversations: Talking Donkey:
conversations: human
conversations:  Ouch, you got me. After I possibly saved your ass...
  
  Get it? Donkey, ass...teehee.
conversations: 02youeng:
conversations: human
conversations:  Kil'ak, round 4 
  
  Move to P-13. Fire a KFB at Orkus.
  
  Fire damage:  (5d6)[ 17 ]  DC 16 reflex for half.
  
  Not done, checking results.
conversations: Tanaric:
conversations: human
conversations:  Orkus, Reflex Save 
   (1d20-1)[ 17 ] 
  
  If I drop to zero or below on HP I will activate my Mad Foam Rager ability.
  
  Nevermind I pass, so I take 9 points of fire damage.
conversations: Talking Donkey:
conversations: human
conversations:  Kenny moves to U-14 and attempts to peck you.
  
  Attack:  (1d20+7)[ 21 ] 
  Damage:  (1d4-1)[ 3 ] 
  
  Done.
conversations: Tanaric:
conversations: human
conversations:  Orkus, Round 4 
  
  Move Action to move to Q-14
  
  Standard Action to attack Kil'ak with greatsword.
  
  Kenny gets an AoO, if he hits and drops me to zero hp, I will as an immediate action activate Mad Foam Rager, to negate the hit to the end of my turn.
  
  Attack:  (1d20+9)[ 22 ] 
  Damage:  (2d6+12)[ 19 ] 
  
  Done, I believe.
  
  Stats:
   
   Spoiler 
  
  HP 1/13
  AC 10
   
conversations: Talking Donkey:
conversations: human
conversations:  *gurgle... gurgle...*
  
  I hope you're happy, 02! This is all your fault!
  
  That's one dead kobold. 😛
conversations: Tanaric:
conversations: human
conversations:  Woot! Thanks for showing me the ropes guys.  You guys are awesome.
  
  I was down to 1hp, you guys had me worried.
conversations: Talking Donkey:
conversations: human
conversations:  I have to say, nice match! I liked your big damages Donkey!
  
  Well, What do you think? should I edit it to prevent get one shoted? or should I leave it as is?
conversations: Scorer:
conversations: human
conversations:  Leave it as is. Putting barriers between players makes initiative hardly matter at all. When people understand that having -6 to init can actually be sort of dangerous, it becomes a less appetizing flaw to take.
conversations: Tanaric:
conversations: human
conversations:  Aye, leave it as it is. Though it's tricky for mounted players, cos I'd have to squeeze through the one space gaps, hehe. You've an awesome character there Tanaric, I might have to do a proper caster as my next character. Isolde doesn't count, she's a melee wizard. I found a way to get CL 7 Lesser Orbs of Fire...would be fun.
  
  And yes, I'm happy, very very happy.
conversations: 02youeng:
conversations: human
conversations:  I like it... the one thing I kinda don't like is the 5' space between the glass and the out of bounds at the ends.  Aside from that, much fun.
  
  Also, I have already finished Orkus big sister, Walrus.  Alot harder to kill and hits just as hard.  Just trying to pick her last feat.  It's between Hidden Talent Force Screen, Extra Rage, and Blazing Berserker.
  
  One puts my AC at 21, which helps vs. Melee.  One gives me two more rages so I would be effective even in Endurance matches.  The last gives me fire immunity which helps vs. casters (namely Kelgores Firebolt).
  
  Which do you think would be the most advantageous for me to take?
  
  Edit:  Maybe bring the glass back 5 feet from each end, so that there is a 10' gap?
conversations: Talking Donkey:
conversations: human
conversations:  I'm always partial to high AC, myself. If a character isn't suited for an endurance round, just don't put it in an endurance round. *shrug*
  
  Fire immunity is nice, but effective only against a small number of gladiators. It's a toss-up.
conversations: Tanaric: