conversations: human
conversations:  Arena Tournament, Round 101:  The Narcomancer  vs.  Jim the Slim    
   Map:  
   Spoiler 
   
   
  
   XP Award:  300 XP
   GP Award:  300 GP
  
   The Narcomancer  - Capt Spanner
   Jim the Slim  - darkillini
  
   All Combatants, please roll initiative and declare final purchases, if any 
conversations: ArenaManager:
conversations: human
conversations:  initiative  (1d20-4)[ 16 ] 
  considering purchases
conversations: darkillini:
conversations: human
conversations:  "Initiative"  - (1d20+4)[ 12 ] 
  
  Also considering purchases.
conversations: Capt Spanner:
conversations: human
conversations:  Alright.
  1 potion of invisibility- 300g.
  
  Sorry bout the delay, significant other came into town this weekend.
  
  starting location: Y10 holding potion in mouth, and heavy crossbow loaded in hand (spear left at home again)
conversations: darkillini:
conversations: human
conversations:  No purchases. Your move.
conversations: Capt Spanner:
conversations: human
conversations:  ugh ninja'd while editing above post.  wheres your starting location?
conversations: darkillini:
conversations: human
conversations:  I'm starting in B10 with 3HP, scythe in my right hand.
conversations: Capt Spanner:
conversations: human
conversations:  jim round 1 
  
  comon 2 good rolls I don't wanna deal with sleep
  
  standard fire heavy crossbow at narcomancer
  attack  (1d20+2)[ 12 ] 
  damage  (1d10)[ 1 ] 
  swift activate travel devotion
  move to R-7
  
  
  done
  *edit  figures..
  
  stats
   
   Spoiler 
  hp 12/12
  ac 14/12/12
  travel 1/10
   
conversations: darkillini:
conversations: human
conversations:  Your attack misses.
  
  I cast Sleep at R7 (range - 85ft).
  
  This requires a will save DC16.
conversations: Capt Spanner:
conversations: human
conversations:  Sleep has a 1 round casting time, shouldn't it go off at the start of your next turn?
conversations: darkillini:
conversations: human
conversations:  Also if thatts your target I don't think it would affect jim,  because there's no loe bettween that square and jims location, thus the burst wouldn't hit him. 
  
  *edit im an idiot, I moved into an illegal square &gt;.&lt;gimmy a sec and il givd you closest legal squarre for his location
  
  *edit*edit. S6 is the closest location he can possibly reach that isn't a non enterable pole &gt;.&lt;  not intended location, but il take consequences of messing up my post.
  
  *editeditedit
  also is your turn done?
conversations: darkillini:
conversations: human
conversations:  Given that I now can't see you, I'm going revise my turn.
  
  LoS/Refs
   
   Spoiler 
  
  I move to B15 and cast Mage Armor
   
  
  
  Stats
   
   Spoiler 
  
  Pos: B15
  HP: 3/3
  AC: 20 (14 + 4 armor + 2 circumstance)
   
  
  
  EDIT: Turn is now done.
conversations: Capt Spanner:
conversations: human
conversations:  Actually B10 does have los to jims location, corner to corner, they just have cover from each other, though the rivision can stand if you want.
conversations: darkillini:
conversations: human
conversations:  Jim round 2 
  
  Swift: Move S6-&gt;M3
  
  Can I see you from here?
  rest of turn based on awnser.
conversations: darkillini:
conversations: human
conversations:  Yep, you can see me.
conversations: Capt Spanner:
conversations: human
conversations:  double move to C4
  
  done
  stats
   
   Spoiler 
  hp 12/12
  ac 14/12/12
  travel 2/10
   
conversations: darkillini:
conversations: human
conversations:  I cast Sleep on Jim the Slim.
  
  It resolves at the start of my next turn.
  
  Good luck!
conversations: Capt Spanner:
conversations: human
conversations:  thank you sir, and good luck to you as well after this.
   jim round 3 
  free shift potion to hand swift move to c9
  standard: breath 30ft line of entangling exhilation at narco
   (1d6)[ 5 ] /2 fire damage dc 14 reflex for half
  your now entangled as it does minnimum 1 damage to you with no fire resistance
  take 1d6 fire damge at start of my turn for next  (1d4)[ 1 ]  turns
  
  entangle effect
   
   Spoiler 
  -2 attack, -4 dex, half move speed no charging, dc 15 concentration checks
   
  
  
  your now going to need 2 concentraion checks to finish casting a dc 10+ damage
  and a dc 15 for entangled
  roll them on your turn in either order just label them which is which.
  
  move action: move 40 ft to H3
  
  done
  
  stats
   
   Spoiler 
  hp 12/12
  ac 14/12/12
  travel devotion 3/10
   
conversations: darkillini:
conversations: human
conversations:  "Reflex save"  - (1d20+4)[ 6 ] 
    "Entangling concentration"  - (1d20-1)[ 13 ] 
    "Damage concentration"  - (1d20-1)[ 2 ] 
  
  Spell casting disrupted, and I take 5 damage, putting me at -2, unconscious and bleeding out.
conversations: Capt Spanner:
conversations: human
conversations:  Its actually only 2 damage its 5 devided by two so 2.5 which becomes 2.
  
  You will however go unconcius at beggining of my turn as I cn do min 1 damage. So this is your last turn.
conversations: darkillini:
conversations: human
conversations:  I concede 
  
  I have no way of doing damage before becoming unconscious.
conversations: Capt Spanner:
conversations: human
conversations:  Master Ref PsiDog  
   Jim the Slim; Wins! 
conversations: Psionic Dog: