conversations: human
conversations:  Melamoto vs. Zipding  
  
  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.
  Crushinator, Issafer. 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, grey is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS), orange is the cliffs(20ft, Climb DC20, block LoS), red is the cliffs(30ft, Climb DC20, block LoS), dark green is the forest, this counts as difficult terrain and you can hide in it, blue is the water(10ft deep, Swim DC10). 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.
  
  Melamoto
   
   Spoiler 
  The Crushinator is in AD12 and cannot see Issafer
   
  
  
  Zipding
   
   Spoiler 
  Issafer is in AA59 and cannot see The Crushinator
   
conversations: Zipding:
conversations: human
conversations:  Issafer, Prep Round 
   "Heh, heh, heh. Not quite a mortal, but still, killing it should be fun" 
  Activate Blood in the Water Stance
  Init
   (1d20+12)[ 24 ] 
conversations: Zipding:
conversations: human
conversations:  The Crushinator, Prep Round 
  " Your termination is inevitable! "
  Initiative:  (1d20+2)[ 4 ] 
  Activating  Ring of Invisibility 
  
  You first. Also, I'm English, so I won't be on from 6 PM - 2 AM.
conversations: Melamoto:
conversations: human
conversations:  Issafer, Round 1 
  Full round action, change all maneuvers I have readied.
conversations: Zipding:
conversations: human
conversations:  Crushinator, Round 1 
  Full Round Action: Run straight down to AD-AE-22-23
conversations: Melamoto:
conversations: human
conversations:  Issafer Round 2 
  Issafer flies up just above ground level. He moves across the river and behind the cliff.
  Move to V52. Flying at ground level.
conversations: Zipding:
conversations: human
conversations:  Crushinator, Round 2 
  Full round action, run to AD-AE-34-35
conversations: Melamoto:
conversations: human
conversations:  Issafer, Round 3 
  Using caution, Issafer moves around the corner and prepares to attack anything that shows up.
  Move to Z51
conversations: Zipding:
conversations: human
conversations:  Sorry, just been away visiting relatives. I can post more frequently now.
  
  Anyway:
  
   Crushinator, round 3 
  Moving to AD-AE-38-39
conversations: Melamoto:
conversations: human
conversations:  Issafer, Round 4 
  Issafer prepares himself to be attacked
  Full-Defense
  OOC: I can't see the Crushinator, Melamoto😩
conversations: Zipding:
conversations: human
conversations:  There lies the inherent flaw of having an effective 20' base movement speed and difficult terrain.
  
   Crushinator, round 4 
  Moving to AD-AE-42-43
conversations: Melamoto:
conversations: human
conversations:  Issafer, Round 5 
  Issafer stays where he is and still prepares for the assault
conversations: Zipding:
conversations: human
conversations:  Crushinator, round 5 
  Plodding along (And finally leaving slow-zone) to AB-AC-45-46.
conversations: Melamoto:
conversations: human
conversations:  Issafer, Round 6 
  Issafer remains where he is, defending himself from any onslaught
conversations: Zipding:
conversations: human
conversations:  Crushinator, round 6 
  The Crushinator plods through difficult ground to Z-AA-45-46, and then heads back to his previous position upon seeing the enemy and being unable to act upon it.
  
  (This puts me in a great position...)
conversations: Melamoto:
conversations: human
conversations:  Issafer, Round 7 
  Issafer springs around the corner after listening to the warforged walk around the corner and back. He simply swings his kukri once to where he thinks it is.
  Move Action: Move to AA46, this provokes an attack of opportunity
  Standard Action: 1 attack with the kukri
   (1d20+27)[ 42 ] 
  Crit confirm(if needed)  (1d20+30)[ 48 ] 
  Miss chance  (1d100)[ 87 ] 
  Damage (1d4+12)[ 14 ] 
  
  For miss chance: Do I need to roll high to hit or low?
conversations: Zipding:
conversations: human
conversations:  I just realized I rolled a critical
   (1d4+12)[ 16 ] 
conversations: Zipding:
conversations: human
conversations:  The majority of games I play, miss chance success is 1-the % chance. We can do it whatever way you want though; 1 hit won't be such a big deal.
conversations: Melamoto:
conversations: human
conversations:  Crushinator, round 7 
  " Be crushed. "
  Move action: None
  Standard action: Bull Rush
  
  Strength check:  (1d20+28)[ 40 ] 
  Assuming Success, Armor Spikes:  (2d6+15)[ 21 ]  damage
  Grapple check (Greater Multigrab):  (1d20+31)[ 49 ] 
  If you get pushed back into the cliff:  (8d6+45)[ 80 ]  damage
  
  Make opposed Grapple and Bull rush rolls.
conversations: Melamoto:
conversations: human
conversations:  You autamatically win the bull rush.
  Grapple:
   (1d20+22)[ 27 ] 
conversations: Zipding:
conversations: human
conversations:  Ok then, I successfully grapple you...with my body spikes...🤨
  
  That's my turn done with.
conversations: Melamoto:
conversations: human
conversations:  Issafer, Round 8 
  Issafer claws and bites The Crushinator
  Bite:
   (1d20+17)[ 36 ] 
  Crit Confirm(If needed) (1d20+20)[ 37 ] 
  Damage:  (1d6+10)[ 12 ] 
  Crit damage: (1d6+10)[ 12 ] 
  
  Claw 1
   (1d20+22)[ 29 ] 
  Crit confirm(if needed) (1d20+25)[ 39 ] 
  Damage (1d4+10)[ 11 ] 
  Crit damage  (1d4+10)[ 12 ] 
  
  Claw 2
   (1d20+22)[ 36 ] 
  Crit confirm(if needed) (1d20+25)[ 36 ] 
  Damage (1d4+10)[ 14 ] 
  Crit damage  (1d4+10)[ 12 ] 
conversations: Zipding:
conversations: human
conversations:  Crushinator, round 8 
  (Not completely sure about the legality of this turn, should work as far as I can tell.)
  
  I let go of you next to the cliff.
  
  Climb up the cliff:  (1d20+10)[ 17 ]  (Should be DC 15; according to the jump skill, at least. My vertical reach is 16')
  
  And a long jump onto your space: Automatic pass
  
  I weigh just over 2400 lbs, and I'm falling 10'. That should be 12d6 of falling damage from me landing on you. I jumped so i'm safe.
  
  Any objections?
conversations: Melamoto:
conversations: human
conversations:  Just one question, isn't it a Tumble check to avoid falling damage?
conversations: Zipding:
conversations: human
conversations:  Originally Posted by SRD 
   A DC 15 Jump check or DC 15 Tumble check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. 
   
  
  Also, forgot to roll for damage.
   (12d6)[ 45 ] 
conversations: Melamoto:
conversations: human
conversations:  Issafer, Round 9 
  As a last ditch effort, Issafer tries to knock him out.
  Swift Action: Distracting Ember
  Standard Action: Use Mind Strike Maneuver
   (1d20+29)[ 46 ] 
  Damage (1d4)[ 2 ] 
  Damage (1d4+12)[ 13 ] 
  DC 21 Will save to prevent Wisdom Damage
conversations: Zipding:
conversations: human
conversations:  Sorry, I don't take ability damage. Ever. No, not even then. You can retake that move if you want.
conversations: Melamoto:
conversations: human
conversations:  Swooping Dragon Strike instead
   (1d20+29)[ 48 ]  No Dex to AC, unless you have Uncanny Dodge
  Crit confirm(if needed) (1d20+32)[ 36 ] 
  Damage (1d4+12)[ 15 ] 
  Damage (10d6)[ 32 ] 
  Jump Check (1d20+28)[ 41 ] 
conversations: Zipding:
conversations: human
conversations:  Confirmed crit:  (1d4+12)[ 14 ] 
conversations: Zipding:
conversations: human
conversations:  Crushinator, round 9 
  
  Full Attack
  
  Attack 1:  (1d20+25)[ 31 ] 
  Attack 2:  (1d20+25)[ 43 ] 
  Attack 3:  (1d20+20)[ 40 ] 
  Attack 4:  (1d20+15)[ 25 ] 
  
  Damage 1:  (3d8+22)[ 34 ] 
  Damage 2:  (3d8+22)[ 32 ] 
  Damage 3:  (3d8+22)[ 38 ] 
  Damage 4:  (3d8+22)[ 31 ] 
conversations: Melamoto:
conversations: human
conversations:  Attack 3 Critical Confirm:  (1d20+20)[ 37 ] 
  Attack 3 Critical Damage:  (3d8+22)[ 36 ] 
conversations: Melamoto:
conversations: human
conversations:  Manticore Parry to redirect your attacks to your self
   (1d20+27)[ 34 ] 
  Your first attack roll is on yourself, you need to roll miss chances for the critical hits.
  75%, above hits, below misses.
conversations: Zipding:
conversations: human
conversations:  If the criticals hit
   (5d6)[ 14 ] 
   (5d6)[ 16 ] 
  Damage to you
  Issafer falls down unconscious after the barrage of attacks
conversations: Zipding:
conversations: human
conversations:  (1d100)[ 82 ] 
  
  " I shall end you. "
  
  Coup de grace. More specifically, Curb Stomp sans curb.
  
   (6d8+44)[ 63 ] 
conversations: Melamoto:
conversations: human
conversations:  Issafer is dead, congratulations, you win. Have you seen the Talkie Thread? You need to change The Crushinator's saves, because they are too small. Also, don't forget Song of Steel🙂
conversations: Zipding:
conversations: human
conversations:  Well, the saves aren't so much a problem to me. I'm immune to virtually everything under the sun. And I haven't forgotten song of steel 🙂. Just gotta wait for the DM to sort out our turns now. Too bad I didn't roll lower on my initiative; this way I don't get the buffs from the team in my first turn ☹️. Also, the Custom Avatar I spent an hour on last night. Guess who it is? 😉
conversations: Melamoto:
conversations: human
conversations:  It's Ereged. After a bit of thinking and seeing your action, I figured it out.
  On the saves note, your character is being moved to pending for that.
conversations: Zipding:
conversations: human
conversations:  If you want to know what it is, it's Construct Perfection, from the Warforged Juggernaut PrC. It grants immunity to:
   
   Nonlethal Damage 
   Critical Hits 
   All Mind-Affecting spells and abilities 
   Death effects 
   Necromancy effects 
   Ability Damage 
   Ability Drain 
   Healing 
   
  
  Other class features are Armor Spikes, better Bull Rushing, better Charging, and reduced social skills.
conversations: Melamoto:
conversations: human
conversations:  What book is Warforged Juggernaut from? It looks really interesting
conversations: Zipding:
conversations: human
conversations:  Eberron Campaign setting, same place as the Warforged. Of course, I'm a Warforged Charger from MM3, but I still have access to the book. It is a pretty cool class, but it is highly dependent on charging and bull rushing. It's opposite is the Reforged, a PrC which focuses on the living aspects of a Warforged, although it isn't that strong mechanically imo it makes great RP material.
conversations: Melamoto:
conversations: human
conversations:  Cool, of course, Eberron is magic crazy. I heard that you could make a flying boat with magic alone
conversations: Zipding:
conversations: human
conversations:  Binding Elementals to the ship. There are also rules in the Arms and Equipment Guide to make ground vehicles fly, although it costs a lot (I think it was about 200,000). You can also let ships travel through the ground. These are the only reasons I ever want to take Leadership : P
conversations: Melamoto:
conversations: human
conversations:  I do have access to Arms and Equipment Guide, the new armour and weapons are fun. How about a dwarf swinging around a fullblade?😁(Seriously, I made a character that could do this😛)
conversations: Zipding:
conversations: human
conversations:  Ah, the Fullblade. The BFS of D&amp;D. It's really good too, if you know how to use it.
conversations: Melamoto:
conversations: human
conversations:  It really is. Something that works really well is Monkey Grip, Giant's Stance and Enlarge Person. Result: You swing a rediculously large sword around like it is your size. At epic levels, Weild Oversize Weapon, meaning, a medium sized character naturally swings around a Huge sized weapon.
conversations: Zipding: