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View Full Version : Psionic Tournament Round I - George v. Timmy


Boomlaor
25th of January, 2008, 17:57
And with only a little bit of reluctance, we announce that this will be our last bout of the day. The earlier bouts produced plenty of excitement and fireworks, lets hope this one can follow suit!

Well, I don't think we have too much to worry about there. While our earlier battles were focused highly on speed, this slaves are reputed to be among the slowest ever to do battle in this arena. I guess their owners will soon either be considered geniuses or idiots.

Two philosophies dueling for superiority, which one will win the day?

Lets get it on!

George
hp - 63/63
pp - (? help me out here Link)

Timmy
hp - 67/67
pp - 53/53

Initiative
George +2 = 4
Timmy +0 = 15

Timmy goes first.

SlagMortar
26th of January, 2008, 03:34
Slump shouldered with a twisted grin, Timmy shuffles into the arena, dragging his huge shield and heavy weapon. He lumbers toward George while keeping a careful eye focused on him.

OOC:
Move forward 20 feet to I17.
Ready an action (PM'd to Boom)

Boomlaor
26th of January, 2008, 05:35
Timmy moves and readies an action.

George
hp - 63/63
pp - (? help me out here Link)

Timmy
hp - 67/67
pp - 53/53

George has 24 hours to post his round 1 action.

Linklegacy77
26th of January, 2008, 15:50
With absolutely no facial expression whatsoever, George brings forth his psionic power. Nothing visible seems to come from it, but soon later, loud noises come as a creature of some kind attacks Tim.

<OOC: Manifest an augmented astral construct to appear in J10/11 and I10/11. Spend psionic focus to use overchannel with talented, raising manifester level to 13. Spend 13 power points to bring in a 7th level astral construct. Ectopic form Emerald Gyre selected, with boost construct to add Natural Invisibility, making it constantly invisible, even while attacking. The emerald gyre may act immediately. Due to class feature, manifesting astral construct is only a standard action. Construct also has 2d6 temporary hit points. Construct takes the following action: charges Timmy. He has reach over Tim, and is invisible, so all attacks against him make him effectively flat-footed. Emerald Gyre has pounce, so he gets a full attack action. 2 slams at +19 to hit, if either hit, Emerald Gyre will start a grapple with improved grab. If Emerald Gyre starts a grapple on the first attack sucessfully, second attack will be a grapple attack to pin. Grapple Bonus is +25. If forced to make a saving throw, George will use his resilience ability (with feat) to grant himself a +6 on the saving throw. Should Tim's readied action make an action George would use void, and he is still able to change actions, he will. Move action will not be spent.>

Have 146 power points total, sorry about that. 134 Now

Boomlaor
29th of January, 2008, 05:04
George begins manifesting a power. This triggers Timmy's readied action. Timmy manifests twice augmented concussion blast, targeting George (7pp). No save. George takes 11 damage. George concentrate +18 = 29 vs DC 22, George does not lose his power. George invokes overchannel, Talented negates damage. George manifests astral construct, augmented 6 times, to create an emerald gyre astral construct, lvl 7, which appears in I-J/10-11. As a free action, George commands Emerald Gyre to attack Timmy. Emerald Gyre charges Timmy, using pounce to make a full attack. Slam at attack 33 vs AC 29, hits, Timmy takes 15 damage. Emerald Gyre attempts to initiate a grapple, Emerald Gyre 43 vs Timmy 16, success. Emerald Gyre initiates a grapple and moves into Timmy's space. Emerald Gyre attempts to pin Timmy. Emerald Gyre 34 vs Timmy 31, Success. Timmy is Pinned.

George
hp - 52/63
pp - 134/146

Emerald Gyre
hp - 105/105
pinning Timmy
expires initiative count 4 round 13

Timmy
hp - 52/67
pp - 46/53
pinned by Emerald Gyre

Timmy, you have 24 hours to post your round 1 action.

SlagMortar
29th of January, 2008, 09:31
Timmy rolls his eyes in bewilderment at the thing he can't even see now crushing him. Through grit and determination, he keeps his eyes on the prize, again watching George's moves intently, though considerably less comfortably than before.

OOC:
ready action PM'd to Boom

Boomlaor
29th of January, 2008, 11:58
Timmy readies an action.

Map unchanged.

George has 24 hours to post his round 2 action.

Linklegacy77
29th of January, 2008, 23:46
George just looks at the person not even trying to escape, and sighs. He directs the construct to crush Timmy, and goes about methodically ending him.

<OOC: Construct will spend one attack to maintain the pin. If that suceeds, second attack is to do damage. If first attack fails to maintain pin, second attack will be to maintain pin. George then manifests Psychic Scimitar augmented to 11 power points (so it deals 1d6+4 damage). Should George take damage, he will spend power points to reduce it to 0. Should George be forced to make a saving throw, he will spend 1 power point to increase his save by 6, taking precedance on the save over damage.)

Boomlaor
30th of January, 2008, 08:18
Emerald Gyre attempts to maintain its pin. Gyre +25 = 34 vs Timmy +11 = 23, success, Timmy is pinned. Emerald Gyre grapples Timmy attempting to do damage Gyre +20 = 27 vs Timmy +11 = 29 fails. George manifests augmented Psychic Scimitar. This triggers Timmy's readied action. Timmy attempts to manifest augmented Concussion Blast. Timmy concentration +16 = 31 vs DC 20, success. Timmy manifests augmented Concussion Blast targeting George (7pp). No save. 3d6 = 12 damage. George uses resilience and expends 6pp to reduce this damage to 0. George concentration +18 = 20 vs DC 14, success. George manifests Psychic Scimitar (11pp).

George
hp - 52/63
pp - 111/140
Psychic Scimitar, -2 int (-6 pp pool), expires initiative count 4 round 122

Emerald Gyre
hp - 105/105
pinning Timmy
expires initiative count 4 round 13

Timmy
hp - 52/67
pp - 39/53
pinned by Emerald Gyre

Map is unchanged. Timmy has 24 hours to post his round 3 action.

SlagMortar
31st of January, 2008, 02:53
George finds himself in a most disconcerting position. He concentrates on lessening his own body mass so that he might float up to heaven.

OOC:
I'm not just killing time, though I agree with Link that Timmy doesn't have much chance. When the Lilith vs James match finishes, I will probably concede, but let's see if I can do something in the mean time.

Manifest Psionic Levitate for cost of 3PP.
concentration check: [roll0]

Boomlaor
31st of January, 2008, 02:56
Timmy attempts to manifest Psionic Levitate (3pp). Concentration +16 = 18 vs DC 20, fails. Timmy loses 3 pp.

George
hp - 52/63
pp - 111/140
Psychic Scimitar, -2 int (-6 pp pool), expires initiative count 4 round 122

Emerald Gyre
hp - 105/105
pinning Timmy
expires initiative count 4 round 13

Timmy
hp - 52/67
pp - 36/53
pinned by Emerald Gyre

Map is unchanged. George has 24 hours to post his round 3 action.

Linklegacy77
31st of January, 2008, 04:03
George directs his construct to rip his foe to shreds, and orders his scimitar to begin attacking Timmy.

<OOC: Construct, same actions as last round. Scimitar attacks timmy from this point on. Note that since it's attacks are resolved as touch attacks, and Timmy is flat-footed against all attacks made from outside the grapple, his AC is 12 against it's attack at +6 (+2 from power) for 1d6+4 damage>

Boomlaor
31st of January, 2008, 04:38
Emerald Gyre grapples with Timmy, attempting to pin. Emerald Gyre +25 = 27 vs Timmy +11 = 16, Timmy is pinned. Emerald Gyre grapples with Timmy, attempting to do damage. Emerald Gyre +20 = 35 vs Timmy +11 = 18, success. Timmy takes 1d8+12 = 18 damage. As a standard action George directs Psychic Scimitar to attack Timmy. To hit +6 = 26 threatens and +6 = 21 vs AC 7, confirms critical. Timmy takes 14 damage.

George
hp - 52/63
pp - 111/140
Psychic Scimitar, -2 int (-6 pp pool), expires initiative count 4 round 122

Emerald Gyre
hp - 105/105
pinning Timmy
expires initiative count 4 round 13

Timmy
hp - 20/67
pp - 36/53
pinned by Emerald Gyre

Map is unchanged. Timmy has 24 hours to post his round 4 action.

SlagMortar
1st of February, 2008, 01:16
Timmy unleashes a burst of psionic energy attempting to disrupt the powers smacking him.

OOC:
Manifest an area dispel psionics augmented by 2 PP for a dispel check of +7+4=+11 Center on Timmy.
If this does not dispel both the Construct and the Scimitar then Timmy concedes.
against scimitar: [roll0]
against construct: [roll1]

SlagMortar
1st of February, 2008, 01:19
OOC:
Forgot concentration check. If successful, move to I12.
[roll0] vs DC 23

Edit: Failed.
IC: In a gravelly voice, Timmy cries out, "Uncle! Quarter!" Timmy concedes.