GM BC4Realz |
Yes we are.
I will get a plan built for the first round of battles and come back with the randomly drawn opponents sometime today.
EDIT: Rather than posting again, just edit here...
So doing some research, a double elimination tournament is just not feasible with 9 people...plus I don't like how low level it makes the finale.
I am thinking it will be more fun for more people if we do a round robin style tournament instead. Like this
So everyone would always gain a level at the end of each round, win, lose, or bye. Everyone stays in longer, until the end. And at the end we have 4 battles with level 10 combatants, which could be pretty cool to watch.
Person with the best record wins at the end.
Other nice thing about this is we have a clear 1st, 2nd, and 3rd place (probably)
It is more of a comittment that it was going to be originally though.
What do you guys think?
GM BC4Realz |
Generally sounds like people are on board...so let's get it started in here.
1 Dayreth - Suli Mage
2 Grog Skintaker - Suli Monk
3 Terra - Human Geokineticist
4 Krute Bloodroot - Ghoran Greenrager
5 Agkarar - Kasatha Warpriest
6 Gark - Orc Barbarian
7 Nawyu Simi - Halfling Druid
8 Narg Crowbait - Strix Wizard
9 Gormund - Gathlain Medium
Gormund - you get the first bye. Go ahead and start working on leveling your character up to lv 2.
The first set of battles will be:
Dayreth v Narg in Arena A
Grog v Nawyu in Arena B
Terra v Gark in Arena C
and Krute v Agkarar in Arena D
Please report to your assigned arena and roll initative. Once both combatants roll initiative you may begin combat.
I have created a Discussion Thread, but I don't know how to link it to all 4 gameplay threads, or if that is even possible. Please report there for OOC discussion, commentary, and the questions about or builds of next level characters.
Narg Crowbait |
after this I may bail out it really wasn't much fun.
Oh wait I am done, dead before my initiative even came up.
Well you do get to level *Terra, maybe you could pick up an initiative boost, or ability?
After 3 rounds in our battle the scores are Narg 0 damage done, Dayreth 0 damage done, Nips the Scorpion familiar 3 damage done!
*Terra |
*Terra wrote:after this I may bail out it really wasn't much fun.
Oh wait I am done, dead before my initiative even came up.
Well you do get to level *Terra, maybe you could pick up an initiative boost, or ability?
After 3 rounds in our battle the scores are Narg 0 damage done, Dayreth 0 damage done, Nips the Scorpion familiar 3 damage done!
you do not get anything for level 2 and loosing before I even get a turn isn't much fun at all.
mine was after the first half of round one I took 22 damage from a single sword swing from a charging barbarian (40' move = 80' charge distance) we started only 60' apart.
GM BC4Realz |
Terra, I apologize...this is a GM failure, compounded against bad/good luck on the dice rolls. Higher level characters are more resilient though, and you won't fight against Gark again during the competition unless we do a battle royale style finale (considering it).
I would encourage you to hang in there, but it is up to you obviously.
*Terra |
Terra, I apologize...this is a GM failure, compounded against bad/good luck on the dice rolls. Higher level characters are more resilient though, and you won't fight against Gark again during the competition unless we do a battle royale style finale (considering it).
I would encourage you to hang in there, but it is up to you obviously.
I am only considering it. I usually give it two match-up before deciding.
I do not mind loosing a fight, as long as it is a fun match-up rolling initiative then dying without a turn is not much fun.
BC4Realz |
GM BC4Realz wrote:Terra, I apologize...this is a GM failure, compounded against bad/good luck on the dice rolls. Higher level characters are more resilient though, and you won't fight against Gark again during the competition unless we do a battle royale style finale (considering it).
I would encourage you to hang in there, but it is up to you obviously.
I am only considering it. I usually give it two match-up before deciding.
I do not mind loosing a fight, as long as it is a fun match-up rolling initiative then dying without a turn is not much fun.
I understand entirely.
Grog Skintaker |
Yeah.... Low level magical characters are somewhat weak when it comes to fighting. I would suggest something of a bigger arena where in one move a character can't get to the other and kill him without both having a little time for action.
Right now in my arena.. i'm playing with Donkeys.. Which is weird, but interesting.
*Terra |
Well it all worked out well in the end with only one simple change.
We agreed that we were not flat-footed at the start of the combat.
this changed the whole thing and we had a rather great match-up.
Terra did pretty much loose in the end but not before taking Grak the orc barbarian down to -14 hp, it was his orc ferocity that did her in at the end. Terra was reduced to -11 hp.
I probably could have ended up winning via meta-gaming and using pure game mechanics but I wanted a more role-playing type finale and I think it worked for the best.
Gormund |
The soul of battle yearns for a fight, but waits with patience for the next round.
Gathlain Medium 2
CG Small Fey
Init +6; Senses Perception +5, Low-Light Vision
FOLLOWING STATS ASSUMING CHAMPION SPIRIT
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Defense
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AC 20, touch 15, flat-footed 16 (+4 Armor, +4 Dex, +1 Size, +1 Nat Armor)
Hp 17 (2d8+4)
Fort +2, Ref +4, Will +4
--------------------
Offense
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Speed 30 ft., 40 ft. fly (poor)
Melee Dagger +4 (1d3+4 S)
Ranged MWK Composite Longbow +8 (1d6+4; P, x3, 100 ft.), Shuriken +7 (1+4; P, x2, 10 ft.)
Special Attacks
Entangle SLA 1/day (DC 13)
Feather Step SLA 1/day
Spirit Surge (5 maximum) 1d6
Spells
0th- Light, Guidance, Detect Magic
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Point-Blank Shot
Traits Reactionary, Indomitable Faith
Skills Fly +5, Perception +5, Spellcraft +5, Use Magic Device +7
Languages Common, Sylvan
SQ Natural Armor, Low-Light Vision, Influence 1
Combat Gear MWK composite (+1 Str) longbow, arrows (20), dagger, acid, shuriken (10); Other Gear MWK chain shirt, 2 psychic scrolls of True Strike, 135 gp
--------------------
Special Abilities
--------------------
Spirit (stats assume Champion spirit)
Spirit Bonus +1 (for Champion, on attack rolls, non-spell damage rolls, STR checks, STR-based skill checks and Fort saves; is applied)
Spirit Power, Lesser (Martial Prof and Shuriken Prof)
Spirit Surge 1d6 (on all rolls that spirit bonus is applied to)
Seance Boon (+2 on non-spell damage rolls for Champion)
Taboo gives 2 extra uses of spirit surge (You are superstitious about arcane spellcasting, so you must not be the willing target of arcane spells or abilities and you must attempt a Will saving throw against even harmless arcane spells and abilities)
GM BC4Realz |
I just have not had time to...hoping to do that tomorrow.
The discussion forum does exist though. It is here and is waiting for everyone to come inside.