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View Full Version : Psionic Tournament Round I - Varla v. Jeje


Boomlaor
25th of January, 2008, 16:37
Illithids and Mindflayers, Psions of all ages, welcome once again to the semi-annual tournament of slaves!

That's right folks! These beings' owners have been working hard for months to prepare these combatants to put on a show for you!

Our first battle of the morning will pit an Elan against a Grey Elf. Let's see what they have in store for us, or should I say for each other!

Lets get it on!

Varla:
hp - 79/79
pp - 120/120

Jéjé
hp - 74/74
pp - 91/91

Varla Initiative +11 = 13
Jéjé Initiative +18 = 23

Jéjé goes first.

Tashalar
25th of January, 2008, 18:13
Jéjé loses no time whatsoever. Clicking his heels together shortly, he speeds across the arena and launches himself at Varla in an effort to take her out early.

[Activate boots as free action. Luck blade in hand. Spend 2 PPs as a free action to charge deep crystal luck blade. Swift action to use lurk augments:
Additional sneak attack damage (0 PPs, +1d6 on sneak attack) and
Stunning attack (12 PPs => +6 on DC => DC 26 Fortitude save or be stunned 2 rounds {dire stun}).
If there is some kind of concealment effect on Varla, use ignore concealment augment in place of additional sneak attack damage augment.
Charge Varla by moving in a straight line to I2 and attack with charged luck blade and the above augments.

Attack [+18 (+17 +1 haste +2 charge)]: [roll0]
Damage [1d6+1 +3d6 psionic sneak +2d6 deep crystal]: [roll1]

AC: 20 (charged) / PP: 77 / hp: 74]

Lord Twig
25th of January, 2008, 21:23
Well let's end the suspense. Unless I am missing something Varla's Fort save is +10. So...

[roll0]

Boomlaor
26th of January, 2008, 04:01
Jéjé expends 2 pp to charge his deep crystal luck blade and activates 2 lurk augments. Jéjé charges and attacks Varla, 26 hits AC 22. deals 25 damage. Jéjé's stunning attack discharges, Varla 30 saves vs DC 26, Varla is not stunned.


Varla
hp - 54/79
pp - 120/120

Jéjé
hp - 74/74
pp - 77/91
18 lurk augments remaining
deep crystal luck blade charged, expires initiative count 23 round 11

Varla has 24 hours to post her round 1 action.

Lord Twig
26th of January, 2008, 07:43
Varla knew she was fast, but the reaction time of her opponent was truly amazing. Reeling from the power of his attack Varla manages to keep her mind focused. Almost without thought she reacts, sending a mental blast at the Elf designed to wipe her presence from his mind. It is her most commonly used ability, but she knows if it fails more drastic measures may be required.

OOC:
Activate Boots of Haste as a free action.

Expend Psionic Focus for a Quickened Cloud Mind (9PP), Will save DC 18. (Quickened powers do not provoke AoOs I believe, if they do Varla will manifest on the defensive.)

If Cloud Mind succeeds move to J5 and manifest Second Chance (9PP).

If Cloud Mind fails Varla will tumble at half speed (tumble 1d20+22=[roll0]) to K1, then move to M1 and Manifest Energy Stun (Cold) augmented with +9PP (12PP) using Overchannel (3d8 damage = [roll1]).

Energy Stun 10D6+10=[roll2], Fort save DC 28 for half. If Fort save is failed then Will save DC 28 or stunned for 1 round.

Tashalar
26th of January, 2008, 08:14
Jéjé's expression goes from anger to wariness as he fails to stun his target and Varla starts getting psionic on him.

[Save vs. Cloud Mind at +11, reroll d6 as described in discussion thread.
Save 1: 1d20+11;
Reroll: [roll0];
Save 2: 1d20+11 ]

Boomlaor
26th of January, 2008, 09:16
Varla expends her psionic focus and manifests a quickened cloud mind. Jéjé 29 v. DC 18, saves cloud mind has no effect. Varla attempts to tumble at half speed, success is automatic, Varla tumbles to K-1 and then moves to M-1. Varla invokes overchannel and takes 10 damage. Varla manifests Energy Stun (cold) centered on a corner of Jéjé's square. Jéjé 13 vs. DC 28, fails, takes 50 damage unless he decides to re-roll. Remainder of update pending Tash's decision.

Tashalar
26th of January, 2008, 18:49
(Jéjé knows the second effect will be much worse for him, so... take the damage and reroll on a 15 or lower for the Will save
Edit: Wait... I could've rolled this myself. Maybe I'll do that a tad later - need to get a look at the challenges!
Edit again: Damn, I need to think this through once more. I should not make this decision first thing in the morning after waking up.)

Tashalar
26th of January, 2008, 20:55
[Okay, decided otherwise - will do the reroll for the For save and will roll a will save just in case...

For: [roll0]
Will: [roll1] ]

Lord Twig
27th of January, 2008, 17:28
Varla is relieved to see Jéjé's crystal blade fall from his hand and the slack expression on his face. Now let's see if we can take him out, Varla thinks to herself.

OOC:
Manifest Energy Ray (Electricity) augmented with +9PP (10PP).

Energy Ray +6 base +5 Dex +1 PBS +1 Haste +3 Electric = +16 = [roll0], damage 10D6 +1 PBS = [roll1]. (I don't think Jéjé will still be stunned on Varla's next round, so she wouldn't get her Sneak Attack. If she does then add 2d6 = [roll2].)

If Jéjé is still up move to T10.

During Jéjé's turn if Varla is required to make a save she will use her Elan Resistance ability (1PP, immediate action) to gain +4 racial bonus to saves for one round. If not Varla will use Mental Barrier augmented with +5PP (10PP, immediate action) so it lasts 6 rounds.

Note: If Jéjé were to use an energy attack Varla would use her Energy Adaptation, but I don't think he has any.

Tashalar
27th of January, 2008, 18:53
Jéjé slumps to the ground in a bloody heap of flesh, energy sizzling and arching about his body...

There's an illithid who will be decidedly unhappy with his property... BUT: Jéjé might still win the competition... :roll:

Boomlaor
29th of January, 2008, 04:34
Round 1:
Jéjé fails both saves vs Energy Stun (Cold) and takes 50 damage. Jéjé Fort save (massive damage) +10 = 21 vs DC 15, Jéjé is not killed outright by massive damage. Jéjé is stunned for 1 round.

Round 2:
Jéjé takes no action (stunned)
Varla manifests Energy Ray (Electricity) to hit 35 vs AC 22, hits. Deals 43 damage. Jéjé is dead.

Jéjé, please roll d% for your resurrection spell, and declare whether high or low is good.

Tashalar
29th of January, 2008, 04:36
[Let's make it always high, just like the gladiator tournament?

In any case... that's my choice. ;)

[roll0]

Ugh... he loses a level now, did I just get that right? o.O]

Boomlaor
29th of January, 2008, 05:15
Er, yes. I just re-read my posting of the rule, and it is indeed always high. 1-75 = resurrection 76-100 = true resurrection. Yes, Jéjé does lose 1 lvl.

Tashalar
29th of January, 2008, 05:31
Erg... will modify the sheet in that case. :dead: