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Boomlaor
15th of March, 2008, 01:46
Our final day of this tournament of slaves opens with George the summoner and Jéjé the speedster.

Jéjé will have to be fast to pull off a win. No one has been able to do much to George once he gets that Emerald Gyre created.

Lets get it on!

George
hp - 63/63
pp - 146/146

Jéjé
hp - 74/74
pp - 91/91

Initiative
George +2 = 15
Jéjé +18 = 31

Jéjé goes first, and has 24 hours to post his round 1 actions.

Tashalar
15th of March, 2008, 05:48
Jéjé looks up to the announcers shortly. Those two are the only illithidas with some sense of humor. Alas, they'd munch away on my brain just as gleefully as the rest. Quickly he focuses back on the task at hand. In his usual speedster manner, he charges across the battle field and strikes at George.

[Activate boots as free actions. Charge short sword as free action (2 PPs). Use lurk augments Stunning strike augmented fully (12 PPs - DC 26 or 2-round-stun) and mental assault (2 points of Int damage). Charge to J2 and attack George. On a natural 1 use luck reroll.

Attack +20 (+15 +2 enhancement +2 charge +1 haste): [roll0];
Damage 1d6+1 +2d6 +3d6: [roll1] ]

Boomlaor
18th of March, 2008, 04:00
And Jéjé is off to a quick start again!

Well, that wasn't much of a hit that George took, but it seems to have scrambled his thoughts a bit.

That's a lucky turn of events for Jéjé. Let's see what he does with it.

Jéjé activates his boots of speed. Jéjé charges his short sword as a free action (2pp). Jéjé invokes lurk augments Stunning strike (12pp) and mental assault. Jéjé charges to J20 (I'm assuming that's what you meant Tash), and attacks. Jéjé to hit +20 = 22 vs AC 17, hits. George takes 17 damage. George fort +11 = 24 vs DC 26, George is stunned for 2 rounds.

George
hp - 47/63
pp - 146/146
stunned - expires end of Jéjé's turn round 3

Jéjé
hp - 74/74
pp - 77/91
haste - 9 rounds remaining

Jéjé has 24 hours to post his round 2 and 3 actions.

Tashalar
18th of March, 2008, 07:56
Jéjé smiles shortly before focusing once more on the task at hand. Hrhm... if I reduce his intelligence enough that he'll be unacceptable to those beasts, they might heal him... and then... Smiling once more, he makes a choice on how to deal with George. Instead of lashing out repeatedly, he does so slowly and precisely.

[Round 2: swift action for lurk augment mental assault (fully augmented - 8 Int damage) and stunning strike (DC 20). If he rolls a natural 1, luck reroll.

Under the condition that he did not roll a natural one, go ahead with round 3, otherwise I need to think about his second move. It's late. ;)
Round 3: swift action for lurk augment mental assault (fully augmented - 8 Int damage) and stunning strike (DC 20). If he rolls a natural 1, luck reroll.

If he is still stunned:
Round 4: same as above. ;)]

Boomlaor
19th of March, 2008, 04:42
Round 2

Jéjé invokes mental assault (12pp) and stunning strike. Jéjé attacks George. To hit +18 = 21 vs AC 15, hits. George takes 2 damage and 8 int damage. George fort +11 = 18 vs DC 20, fails, George is stunned through round 4.

Round 3

Jéjé invokes mental assault (12pp) and stunning strike. Jéjé attacks George. To hit +18 = 35 vs AC 15, hits. George takes 14 damage and 8 int damage. George fort +11 = 24 vs DC 18, success, George is not stunned.

George
hp - 31/63
pp - 146/146
18 int damage - -9 to all int based skills and checks, cannot manifest powers.
Stunned - expires end of Jéjé's turn round 4

Jéjé
hp - 74/74
pp - 53/91
haste - 6 rounds remaining

Map unchanged.

Tashalar
19th of March, 2008, 07:51
When George finally comes to, Jéjé smiles thinly. "Uh... you better give up? Just a suggestion?" Making a showy threatening move with his rapier, Jéjé grabs the front of George's shirt and whispers right in his face. "We want to get out of here. You've lost which means you are brainless. Soon. You with us? Trying to get out of here and dying while trying most probably?!"

Moving back, the rapier still at the ready, Jéjé adds "Get them to clean that brain mess up first... then we act."

Boomlaor
27th of March, 2008, 00:43
Jéjé waits, then threatens George and tries to get him to surrender.

George
hp - 31/63
pp - 146/146
18 int damage - -9 to all int based skills and checks, cannot manifest powers.


Jéjé
hp - 74/74
pp - 53/91
haste - 5 rounds remaining

Map unchanged. George has 24 hours to post his round 4 actions.