conversations: human
conversations:  Fight Some Stuff:  You  vs  Monsters    
   Map:  
   Spoiler 
  
   
  
  Shamelessly stolen from the kind folks at the Arena.
   
  
  
  Got a character you want to test out? Mechanics you want to get the hang of? Just test in a straight up arena style battle?
  
  Roll initiative.
conversations: Koury:
conversations: human
conversations:  Here's the character I want to test.
   http://www.coyotecode.net/profiler/view.php?id=9224 
  
  Initiative:
   
   Spoiler 
  
   (1d20+10)[ 13 ] 
   
  
  
  I'll start in B13
  
  +10 to init and I get a 13 ☹️
conversations: Axinian:
conversations: human
conversations:  So be it! Opposit of you (Y14), you find a grotesque monsterous female humanoid. (Knowledge Nature check to ID)
  
    Initiative  - (1d20+2)[ 5 ] 
  
  Also, I'll need a Fort save.
conversations: Koury:
conversations: human
conversations:  Fort Save:
   (1d20+5)[ 21 ] 
  
  Knowledge Nature to Id:
   (1d20+6)[ 16 ] 
conversations: Axinian:
conversations: human
conversations:  You succeed on your Fort save, and also the Knowledge check.
  
  You identify the creature opposit of you as a Sea Hag. You also vaguely recall hearing about some sort of gaze attack Sea Hags possess.
  
  You won initiative and are up.
conversations: Koury:
conversations: human
conversations:  I use my turn to Run to Q9 (I believe I have enough movement to make that running), and end it facing away from the Sea Hag.
  
  I got to start out with my vestige bound correct?
conversations: Axinian:
conversations: human
conversations:  Few issues here (though all minor). You can only Run in a straight line. You can double move a total of 80' but Q9 is outside that range (slightly). Also, facing does not exist in D&amp;D. You can't face away (though you can close your eyes, effectivly blinding yourself).
  
  EDIT: Yeah, you're bound already.
conversations: Koury:
conversations: human
conversations:  Okay in that case I'll run to M13 and close my eyes.
conversations: Axinian:
conversations: human
conversations:  You hear the Hag let out a primal scream and begin advancing on you.
  
  
  Upon opening your eyes (assuming you choose to):
   
   Spoiler 
  Hag is in O10
   
  
  
  End turn.
conversations: Koury:
conversations: human
conversations:  I do in fact open my eyes.
  
  I enter Child of Shadow Stance, move up to the hag (N10) and use Sapphire Nightmare Blade using an action point to enhance my concentration check.
  
  SNB Concentration check
   (1d20+10)[ 27 ] + (1d6)[ 1 ] 
  
  Attack Roll
   (1d20+14)[ 25 ] 
  
  Since I moved 10 feet, I gain concealment for a round. I succeed on the Concentration check if it beats her AC. If I do, she is flat-footed and I get +1d6 damage. If I don't I get -2 on the attack roll.
conversations: Axinian:
conversations: human
conversations:  Success on both counts (and you threatened a critical).
conversations: Koury:
conversations: human
conversations:  How? I crit on 18-20. I rolled an 11
conversations: Axinian:
conversations: human
conversations:  😦
  
  B-cuz I R gud at comprehension. 😳 My bad.
  
  Regardless, your attack was sucessful and I need a damage roll. 🙂
conversations: Koury:
conversations: human
conversations:  Happens to me all the time 😳
  
  Damage:
   (1d6+1)[ 3 ]  weapon - 1 str +  (1d6)[ 6 ]  SNB + 9 dex = 17
conversations: Axinian:
conversations: human
conversations:  You cut deeply into the Hag, causing her screams of rage to turn into screams of pain.
  
  As you pull your blade from the Hags spleen, you meet her gaze.
  
  Will Save.
  
  End Turn.
  
  For those playing at home (aka not for you Axinian):  
   Spoiler 
  Hag is now at 28/45 hp, with 3 rounds remaining in her rage.
   
conversations: Koury:
conversations: human
conversations:  I use Moment of Perfect Mind to substitute a Concentration check for the will save:
   (1d20+10)[ 13 ] 
conversations: Axinian:
conversations: human
conversations:  Success. You are able to fight off the magic you feel washing over your mind. You're up.
  
  Observers Only:
   
   Spoiler 
  DC was 13 (+1 HD, +2 Cha). That was close. I'd have hated to end the fight with a Save or Die, that's always so lame.
   
conversations: Koury:
conversations: human
conversations:  I use Burning Blade as a swift action to add 1d6+2 damage to my melee attacks, and then use Clinging Shadow Strike, using another action point to enhance my roll:
  Attack Roll:
   (1d20+14)[ 19 ] + (1d6)[ 3 ] 
  
  If it hits, she must make a DC 12 Will save or suffer 20% miss chance on attacks.
  
  Damage:
   (1d6)[ 2 ]  weapon +  (1d6+2)[ 7 ]  fire +  (1d6)[ 4 ]  CSS + 9 dex = 22 damage
  
  edit: That also uses up all the maneuvers I had readied.
conversations: Axinian:
conversations: human
conversations:  I'm fairly certian Burning Blade does 1d6+IL, which would be 3 for you (2 from SS levels, +1 from 2 levels of Binder.)
  
  Either way, the attack is successful. You cut another deep gash into the Hag. You can tell she is nearing her limit.
  
  Will Save:
   [OO]   
   Spoiler 
    Will  - (1d20+3)[ 23 ]  vs DC 12
   
  
  
  Hag actions upcoming, pending Will Save. Also, what is forcing the save (I'm not seeing it right away)?
  
   [OO]   
   Spoiler 
  Hag is at 5 HP. She dies when her rage ends.
   
conversations: Koury:
conversations: human
conversations:  You're right. It deals 1d6+3, so 1 more damage. Clinging Shadow Strike forces the will save.
conversations: Axinian:
conversations: human
conversations:  The Hag unleashes her wrath upon you, diving forward with both her claws.
  
    Claw  - (1d20+12)[ 23 ] 
    Damage  - (1d4+8)[ 9 ] 
    Claw  - (1d20+12)[ 13 ] 
    Damage  - (1d4+8)[ 11 ] 
  
  End turn.
conversations: Koury:
conversations: human
conversations:  And she made the miss chance on both? Just checking. Taking all the damage I'm at 22 HP
conversations: Axinian:
conversations: human
conversations:  Originally Posted by Axinian 
   Clinging Shadow Strike forces the will save. 
   
  
  Oh, yeah, duh. That'll teach me to watch someone play Xbox while I do this. 😩
  
  Her save was successful, for the record.
conversations: Koury:
conversations: human
conversations:  Okay, on my turn I just stab her in the face
  
  Attack Roll:
   (1d20+14)[ 23 ] 
  
  Damage:
   (1d6+9)[ 12 ] 
  
  Then I'll use to tumble to move at half speed with no AOO to L12 and gain concealment again. I have +15 to tumble, so I auto-succeed.
  
  Also her second attack missed (22 AC) but I missed that. So I'm at 35
conversations: Axinian:
conversations: human
conversations:  And with that attack, the Hag is downed. Her fugly corpse now little more than a singed, slashed mess of flesh and bone.
  
  In case you were interested, here are the Hags stats. Also, you're free to read any spoilers I've posted.
  
   
   Spoiler 
   Sea Hag, Barbarian 1 CR 5 
  Usually Chaotic Evil Medium Monstrous Humanoid ([Aquatic])
  Init +2
  
  ----------------------------------------------------------------------
  
  AC 15 FF 13 Touch 12
  (+2 Dex, +3 natural)
  HD: 4
  HP: 37 (3d8+12, 1d12+6)
  Fort +6 Ref +5 Will +3
  
  ----------------------------------------------------------------------
  
  Speed 30 ft. (6 squares), swim 40 ft.
  Base Atk +4 Grp +10
  Attack: claw +10 1d4+6
  Full Attack: 2 claws +10 1d4+6
  Space 5 ft. (1 squares) Reach 5 ft. (1 squares)
  
  ----------------------------------------------------------------------
  
  Abilities Str 23(+6) Dex 15(+2) Con 16(+3) Int 12(+1) Wis 10(+0) Cha 14(+2)
  Stat Points Gained From Advancement: 1
  
  ----------------------------------------------------------------------
  
  Total Feats: 2
  Feats: Alertness, Toughness
  
  ----------------------------------------------------------------------
  
  Skill Points: 23
  Skills: Climb +8, Craft (Armorsmithing) +3, Handle Animal +4, Hide +4, Intimidate +4, Jump +8, Listen +2, Ride +4, Spot +2, Survival +2, Swim +8
  
  ----------------------------------------------------------------------
  
  Horrific appearance(Su): Fortitude save DC 13(+1 HD, +0 Racial, +2 Cha, +0 Feat)
  The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim's Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. The save DC is Charisma-based.
  Evil eye(Su): Will save DC 13(+1 HD, +0 Racial, +2 Cha, +0 Feat)
  Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag's evil eye. The save DCs are Charisma-based.
  Amphibious(Ex):
  Spell Resistance(Ex): 14
  Rage(Ex) 1/day: In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
  Fast movement(Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
  Illiteracy(Ex): Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
   
  
  
  So yeah. You'd have gained 1500 XP if this were real. 😛
  
  Up for another?
conversations: Koury:
conversations: human
conversations:  Originally Posted by Koury 
   And with that attack, the Hag is downed. Her fugly corpse now little more than a singed, slashed mess of flesh and bone.
  
  In case you were interested, here are the Hags stats. Also, you're free to read any spoilers I've posted.
  
   
   Spoiler 
   Sea Hag, Barbarian 1 CR 5 
  Usually Chaotic Evil Medium Monstrous Humanoid ([Aquatic])
  Init +2
  
  ----------------------------------------------------------------------
  
  AC 15 FF 13 Touch 12
  (+2 Dex, +3 natural)
  HD: 4
  HP: 37 (3d8+12, 1d12+6)
  Fort +6 Ref +5 Will +3
  
  ----------------------------------------------------------------------
  
  Speed 30 ft. (6 squares), swim 40 ft.
  Base Atk +4 Grp +10
  Attack: claw +10 1d4+6
  Full Attack: 2 claws +10 1d4+6
  Space 5 ft. (1 squares) Reach 5 ft. (1 squares)
  
  ----------------------------------------------------------------------
  
  Abilities Str 23(+6) Dex 15(+2) Con 16(+3) Int 12(+1) Wis 10(+0) Cha 14(+2)
  Stat Points Gained From Advancement: 1
  
  ----------------------------------------------------------------------
  
  Total Feats: 2
  Feats: Alertness, Toughness
  
  ----------------------------------------------------------------------
  
  Skill Points: 23
  Skills: Climb +8, Craft (Armorsmithing) +3, Handle Animal +4, Hide +4, Intimidate +4, Jump +8, Listen +2, Ride +4, Spot +2, Survival +2, Swim +8
  
  ----------------------------------------------------------------------
  
  Horrific appearance(Su): Fortitude save DC 13(+1 HD, +0 Racial, +2 Cha, +0 Feat)
  The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim's Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. The save DC is Charisma-based.
  Evil eye(Su): Will save DC 13(+1 HD, +0 Racial, +2 Cha, +0 Feat)
  Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag's evil eye. The save DCs are Charisma-based.
  Amphibious(Ex):
  Spell Resistance(Ex): 14
  Rage(Ex) 1/day: In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
  Fast movement(Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
  Illiteracy(Ex): Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
   
  
  
  So yeah. You'd have gained 1500 XP if this were real. 😛
  
  Up for another? 
   
  
  I would do another cuz that was fun, but I gotta get to sleep. probably shouldn't stay up much later than 1 AM 😩
  
  Again, this was fun 🙂 Might be back tomorrow.
conversations: Axinian:
conversations: human
conversations:  Sounds like a plan.
  
  This particular arena is now open should anyone out there feel like a fight.
conversations: Koury:
conversations: human
conversations:  'Clunk'  could use his tires kicked a little I think.
  
  Made him to be an all around general tankish character.
conversations: Ragnarok'n'Roll:
conversations: human
conversations:  OK, one sec, I got caught up in YouTube. Next post (which will actually be relevent) coming up shortly.
conversations: Koury:
conversations: human
conversations:  Alrighty, I've got a fight lined up.
  
  In the east and west circle, you see a small (as in, Halfling sized) winged outsider.
  
  Knowledge: Planes to ID.
  
  Initiative please.
  
    Initiative  - (1d20+7)[ 11 ] 
  
  Spoilers stay closed while the battle is ongoing.
   
   Spoiler 
  Two Ice Mephits.
  
  AC 18 FF 15 Touch 14
  (+1 size, +3 Dex , +4 natural)
  HD: 4
  HP: 18 (4d8+0)
  Fort +4 Ref +7 Will +4
   
conversations: Koury:
conversations: human
conversations:  init:  (1d20-4)[ 10 ] 
  
  
  Not bothering with any knowledge checks.
conversations: Ragnarok'n'Roll:
conversations: human
conversations:  Map repost for ease.
  
   Map:  
   Spoiler 
  
   
  
  Shamelessly stolen from the kind folks at the Arena.
   
conversations: Koury:
conversations: human
conversations:  The creature on the west moves to M12 while the one on the east moves to M15.
  
  Both unleash bolts of magical energy which fly forward, striking you for a total of  (4d4+4)[ 9 ] 
  
  [Observers Only]  
   Spoiler 
  If it wasn't obvious, both unleashed a Magic Missile (CL 3)
   
conversations: Koury:
conversations: human
conversations:  Double move to J12 (assuming I'm player #1)
  
  
  Question: Are they at ground level?
conversations: Ragnarok'n'Roll:
conversations: human
conversations:  Yes, currently they are.
conversations: Koury: