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Pharaoh's Fist
2009-08-30, 01:41 PM
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How many buffing rounds do you want?

lvl 1 sharnian
2009-08-30, 02:13 PM
How about atleast 2 buff rounds and alldays
And the temperature is 60 degrees F

Pharaoh's Fist
2009-08-30, 02:24 PM
Er... sure?

2 buff rounds, 60F room temp.

Buffs:


Greater Blink
Greater Invisibility
Superior Resistance (Cast last night)


I'll start at C1

lvl 1 sharnian
2009-08-30, 02:40 PM
Ok then
Buffs
Alldays-
1 - (Versatile Spellcaster 2 7-slots) Extended Arcane Spellsurge, Arcane Fusion (Displacement and Mage Armor)
2 - Arcane Fusion (Mirror Images and Reduce Person) [roll0], Extended Arcane Fusion (See Invisibility and Shield)


I'll start in L12

Starting Appearances?

You see (or somehow know) a crowd of 9 kobolds in robes in L12

Pharaoh's Fist
2009-08-30, 02:49 PM
I can't see or know that.

I will cast Fly and move up 15 feet.

lvl 1 sharnian
2009-08-30, 03:20 PM
Er.. Initiative? [roll0]

Pharaoh's Fist
2009-08-30, 03:21 PM
Initiative, with Nerveskitter: [roll0]

Alright, I guess the Fly will by my turn. You go.

lvl 1 sharnian
2009-08-30, 03:49 PM
Move to J7 and cast

DC16
Arcane Fusion (Burning Blood and Truestrike) and Extended Viscid Glob

Make Fort Save DC 23 everyturn for 14 turns or take 2d8 Cold Damage and only be able to take a move action each turn

Make Reflex Save DC24 or only be able to take pure mental actions. You can attempt to break out with a DC24 Strength check or Escape Artist Check as a full round action.

Your turn.

Pharaoh's Fist
2009-08-30, 10:03 PM
Ok, but do you count the turns or do I?

And what is a "mental action"?

50% chance to not be affected by Burning Blood: [roll0] not affected on a 1

50% chance to not be affected by the Glob: [roll1] not affected on a 1

Pharaoh's Fist
2009-08-30, 10:06 PM
I guess I'll use Wings of Cover to protect me from the first spell.

For the second, I'll try to make the reflex save. 1d20+10

Pharaoh's Fist
2009-08-30, 10:09 PM
It seems to be having problems. [roll0]

And just FYI, I'm invisible, so how do you see me?

lvl 1 sharnian
2009-08-30, 10:35 PM
You never spoilered any of your actions or hid that you flew up,
and I have see invisibility.

You count since you have to make the save

something like telepathy or manifesting a power or a stilled, silent spell.

I'll check the board

Pharaoh's Fist
2009-08-30, 10:59 PM
Hm, wait, the fort save or be reduced to a move action, does that occur on *my* turn or right when you hit me with the spell?

Cause if so, i'd just Wings of Cover against the spell that reduces me to mental actions and Ruin Delver's Fortune on the spell requiring a fort save.

lvl 1 sharnian
2009-08-30, 11:21 PM
I think the first instance occurs when it's cast and the rest is on your turn.

I'm not famialiar with ruin delver's fortune, how would it help?

Pharaoh's Fist
2009-08-30, 11:24 PM
It gives a save boost. It's in the SpC.

Ok, assuming you are correct (I'll concede loss to you if not) then I will use Wings of Cover to protect me from the attack that has me make a save on your turn, and then use Ruin Delver's Fortune on the one that affects me on my turn.

Ignore the reflex save, it's now time for a Fort Save: [roll0]

Pharaoh's Fist
2009-08-30, 11:28 PM
Yay! Now for the rest of my actions:

"Arrr! It be a Kobold!"

Wings of Flurry, DC 21 reflex save for half damage, you're dazed on a failed reflex save.

Damage: [roll0]
Wings of Flurry
Evocation [Force]
Level: Sorcerer 4
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Immense, scaled wings unfurl from behind you and beat at nearby foes in a savage flurry before vanishing as quickly as they appeared. You evoke flickering dragon’s wings that strike at every target in range, dealing 1d6 points of damage per caster level to all designated targets within 30 feet that fail a Reflex saving throw and half that damage to creatures that succeed on the save. Creatures that fail the Reflex save are also dazed for 1 round.
Special: A dragonblooded character, or a character with the dragon type, casts this spell at +1 caster level.
Don't let WotC know I let you see that.

Pharaoh's Fist
2009-08-30, 11:38 PM
Duration of Ruin Delver's Fortune: [roll0] rounds

lvl 1 sharnian
2009-08-30, 11:43 PM
Is that an area attack? If not, do you have a Way of foiling mirror images?

Anyways, wings of cover that wings of flurry

btw so you decide not to move? Assuming you're only invisible which I can see

Pharaoh's Fist
2009-08-30, 11:45 PM
Wings of Flurry is an Area attack, i beleive it say so in the spell description I gave you so I didn't elaborate.

I believe Wings of Cover gives you a +4 bonus against the attack, then?

Move to B3 and end my turn, still invisible and etc.

lvl 1 sharnian
2009-08-30, 11:48 PM
bad, I thought it was your hidden actions, anyways I wings of cover it assuming I can

Pharaoh's Fist
2009-08-30, 11:50 PM
Yes, Wings of Cover gives you cover from it. I believe that means you get a +4 to your reflex save against the attack. You will probably want to doublecheck this.

lvl 1 sharnian
2009-08-30, 11:50 PM
reLex save [roll0] subtract 2 for a total of 21 enough to save. Cover only grants +2 to reflex saves

Pharaoh's Fist
2009-08-30, 11:52 PM
Ok, here's how it works:

Cover and Reflex Saves
Cover grants you a +2 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover from you. Note that spread effects can extend around corners and thus negate this cover bonus.

Total Cover
If you don’t have line of effect to your target he is considered to have total cover from you. You can’t make an attack against a target that has total cover.

Varying Degrees of Cover
In some cases, cover may provide a greater bonus to AC and Reflex saves. In such situations the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Hide checks.

You roll a 21 assuming it's a +2, so let's just keep it in mind for next time.

You take 26 damage. All Mirror Images gone. I am out of sight, behind the pillar. Your turn.

Pharaoh's Fist
2009-08-30, 11:56 PM
Or it is possible you take no damage... let us ask for clarification first.

Pharaoh's Fist
2009-08-31, 12:15 AM
Or it could give


Iirc, Wings of Cover says it only gives +8 to the save and improved evasion vs area attacks.

Um, let's say you take no damage, but your images die.

Pharaoh's Fist
2009-08-31, 12:29 AM
I have a spellcraft mod of +17, so I can auto-succeed on your DC 16 you mentioned a bit up.


DC16
Arcane Fusion (Burning Blood and Truestrike) and Extended Viscid Glob

Two questions:
1. How come no attack roll if you cast True Strike? (I assume it's for Viscid Glob)
2. How are you casting an Extended Viscid Glob in the same round as you cast Arcane Fusion? I assume you're using a Greater Draconic Rite of Passage and Arcane Spellsurge?

Lastly, the DC for identifying Arcane Fusion should be DC 20, so I shouldn't have seen that without rolling for it...

lvl 1 sharnian
2009-08-31, 08:03 PM
Yup spellsurge, but you don't know that.

True strike is just a filler spell. Viscid glob doesn't require an attack roll.

Does suggestion need line of sight/effect?

And since I used an immediate action (wings of Cover) does that mean I don't get a swift action on my turn?

Pharaoh's Fist
2009-08-31, 10:10 PM
Immediate Action

Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it’s not your turn. Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are currently flat-footed.
Hm. That would make my fort save with Ruin Delver's Fortune illegal, I think? *sigh* confusing rules.

Well, I can make up for that with a use of the Headband of Conscious Effort, which allows me to substitute a concentration check in place of a fort save once a day.

Conc: [roll0]

There we go. It's all rules legal now.

Suggestion requires Line of Sight/Effect, so you'll have to get that somehow.

lvl 1 sharnian
2009-08-31, 10:22 PM
casting
DC 19
extended greater invisibility

Kabol disappears

move to D8

DC20 spot to notice presence
DC40 to pinpoint
invisibility

Your turn

Pharaoh's Fist
2009-08-31, 10:23 PM
Spellcraft: [roll0]

Pharaoh's Fist
2009-08-31, 10:26 PM
Cast:

DC19

Ruin Delver's Fortune, Fort save, extended
Duration: [roll0]*2 rounds

Edit: Ah! Eight rounds!

Sculpted Sleet Storm, at CL 14.
Areas to be covered - 40 ft radius centered on me.


Move to the right to E2

Spot: [roll1]

Do I see anything?

You see lots of snow around the pillar, a 40 ft spread 20 ft high starting from B2 (you don't know that exact co-ordinate, I'm just helping you plot it out.) You can't see anything else.

Pharaoh's Fist
2009-09-01, 09:04 AM
How tall is this thing, anyways?

how about [roll0]*5 feet? (So thirty)

lvl 1 sharnian
2009-09-01, 10:11 PM
Kabol casts

DC21
Disintegrate and destroys the Northwest Column

The NW column shatters into dust

and

cast
DC20
Extended Arcane Fusion (Conjure Ice Beast I (rat) on C7 and Control Temperature (2 levels) =Severe Cold

A severe cold sweeps over the room, Make Fort Save DC15 or take 1d6 nonlethal damage

An ice-blue rat pops into existence on C7, it moves to C3
Balance for Rat [roll0] and scent when its done.

If you are within 30ft of C3C7, indicate general direction, Pinpointed if within 5ft

Nevermind it failed, so scent originating from C7

Pharaoh's Fist
2009-09-01, 10:14 PM
Spellcraft: [roll0]

I am to the north and west of C3.

My turn: I rise 5, move to G2 (30 feet of movement total), and cast an Disntegrate on the NE column.

Saves in a moment.

Pharaoh's Fist
2009-09-01, 10:15 PM
Fort save vs cold: [roll[1d20+19[/roll]

Fort save vs your first spell: [roll0]

Pharaoh's Fist
2009-09-01, 10:16 PM
[roll0] for the botched save.

The fort save for the spell you first cast failed, but fortunately, Alter Fortune might help. (cost: 200 XP)

Pharaoh's Fist
2009-09-01, 10:17 PM
I guess I take [roll0] nonlethal cold damage.

Fort Save remade with Alter Fortune: [roll1]

Pharaoh's Fist
2009-09-01, 10:20 PM
Ok, so you probably can't see this, but a DC 21 spellcraft check will identify that someone else has also cast Disintegrate.

lvl 1 sharnian
2009-09-01, 10:22 PM
I cast Viscid Glob and
Extended Insidious Suggestion on you

Reflex Save DC24 or be unable to do anything but mental actions; Full Round action to attempt to break out, Escape Artist DC24 or Strength DC24
Will Save DC24 for the next 32 rounds or you fail a save.

Insidious Suggestion: Why don't you fly down and fight me in melee until I'm dead, using Spot and Listen to find me, because I'm both a kobold and a caster so I should be weak in melee?

Rat attempts to move to F4, Balance [roll0] and uses scent from C7

lvl 1 sharnian
2009-09-01, 10:24 PM
Spellcraft [roll0]

Pharaoh's Fist
2009-09-01, 10:42 PM
How do you see me? Everything in a 40 ft radius, 20 foot high is covered in sleet, and I'm right above the cylinder towards its back. Geometry would indicate that you probably can't see me from wherever your current position is.

lvl 1 sharnian
2009-09-01, 10:52 PM
Right, forgot that even though I know where you are, I still can't target you, change the Viscid Glob to Greater Dispel Magic targeting the Sleet Storm,
Dispel Check
[roll0]

if it succeeds continue with the Insidious Suggestion

Pharaoh's Fist
2009-09-01, 10:56 PM
Ok, but where do you target, and how do you know to do so? Remember, you only know my general direction is to the NE of your rat.

If you try to dispel the Sleet Storm, keep in mind you have to hit the Center of Origin, which is B2, but you can't know that, and would have a hard time figuring it out by judging the size of the Sleet Storm, especially if you're in it.

lvl 1 sharnian
2009-09-01, 11:18 PM
Movement

Dimension Door to C2

Is there a skill check to determine spell origins?

Your turn.

Ignore the Previous spells then, I don't cast either one

Pharaoh's Fist
2009-09-02, 07:07 AM
Well, you should have a high enough spellcraft to know about Sleet Storm. Problem is, you'd have to spend some time determining the radius of the storm to determine the center. (You'd have to metagame with the squares it covers, but I think we should allow this sort of metagaming just a little otherwise it is impossible to play).

You could start randomly bombarding areas with the Dispel Magic. Of course, the origin is behind a pillar, so you may not be able to reach it.

Alternatively, you could wait it out: It's only 1 round/level, after all.

D18 spellcraft

Sleet Storm again, centered on G11

Movement


Move to J2

Pharaoh's Fist
2009-09-02, 07:27 AM
Fort Save: [roll0]

Pharaoh's Fist
2009-09-02, 09:36 AM
Why not?

Hide: [roll0]

lvl 1 sharnian
2009-09-02, 05:41 PM
Does spellcraft tell the origin of the spell cast? If not I recommend putting the origin in another spoiler box

lvl 1 sharnian
2009-09-02, 05:48 PM
If you're sure a little metagaming is fine then,

Cast
Area Greater Dispel Magic on C3
[roll0]
Reasoning: Earlier when the first sleet storm popped up, it was around that pillar (The pillar was destroyed by an earlier Disintegrate from me)

Extended Greater Dispel Magic on G11
[roll1]
Reasoning: Spellcraft said so, I autosucceed on DC20 or lower Spellcraft=+19

Ice Rat moves to G7 and uses scent
If within 30ft of G7, general direction
If within 5 ft of G7, pinpoint

Pharaoh's Fist
2009-09-02, 05:57 PM
Does spellcraft tell the origin of the spell cast? If not I recommend putting the origin in another spoiler box

I trust you not to metagame.


Reasoning: Earlier when the first sleet storm popped up, it was around that pillar (The pillar was destroyed by an earlier Disintegrate from me)

Sleet Storm doesn't work that way. It fills the AoE immediately.

Can you apply Extend to a spell of Instantanious duration, by the way? I know what you're trying to do, so you might want to try a different feat.

lvl 1 sharnian
2009-09-02, 06:44 PM
Ok then, scratch off the extended dispel

RAW, I can extend the magic item suppressing effect, but I don't really think it would work that way

Pharaoh's Fist
2009-09-02, 08:01 PM
First sleet storm dispelled

Fort save: [roll0]

DC 21 spellcraft
Disintegrate on SW pillar

Move action

Move to G8

You see me move into the second fog cloud straight down from G2.

lvl 1 sharnian
2009-09-03, 03:18 PM
Spellcraft [roll0]

Area Greater Dispel Magic centered on I11
[roll1]

I'll finish turn after resolving the dispel effect

btw in 10 minutes make Fort Save DC16 or take 1d6 nonlethal from exposure

Pharaoh's Fist
2009-09-03, 03:46 PM
You dispel the second Sleet Storm as well.

Would you want to make dispel checks against my personal buffs as well? I think that I am in the AOE.

lvl 1 sharnian
2009-09-03, 03:47 PM
Since it's an area dispel, only the highest caster level buff, continuing if it fails until it either dispels a buff or fails against all your buffs

Is the Storm dispelled?

Pharaoh's Fist
2009-09-03, 03:50 PM
You have to make the dispel checks against my personal buffs for me to know if they disappear or not.

And yes, the sleet storm is dispelled.

Pharaoh's Fist
2009-09-03, 04:07 PM
This will be useful: Saph's ruling (http://www.giantitp.com/forums/showpost.php?p=6461912&postcount=67) on how this arena works when collapsing.

The only question I want to know is if it will collapse with three pillars removed instead of all four.

lvl 1 sharnian
2009-09-03, 04:24 PM
Well, Saph didn't say it collapsed until the last pillar fell so I would assume not, but it's not much of a big, you've got resilient sphere right? And doesn't dimension door work even when pinned?

Anyways Dispel Checks
[roll0]
Extras incase 1st dispel fails
[roll1]
[roll2]
[roll3]
[roll4]

Pharaoh's Fist
2009-09-03, 04:27 PM
You dispel my greater invisibility. What's your next action?

lvl 1 sharnian
2009-09-03, 04:28 PM
Are you hiding or can I see you, only place I don't have LoS is the SW corner

Pharaoh's Fist
2009-09-03, 04:29 PM
I'm at G8 right now. still Greater Blinking (first dispel check failed against it.)

lvl 1 sharnian
2009-09-03, 04:48 PM
I cast Extended Arcane Fusion (Wings of Flurry and Grease on G7-H8)
Reflex Save Half DC 23
[roll0]
Reflex Save DC 20 or Fall Prone

Ice moves to G7 and attacks
Free Action Ice Aura:
[roll1]

Bite:
Attack
[roll2]
Damage
[roll3]

Pharaoh's Fist
2009-09-03, 04:51 PM
Wait, my buffs are Superior Reistance, Greater Blink, Greater Invisibility, and Fly.

With the order you've given, you've dispelled Greater Blink, Greater Invisibility, but not Superior Resistance or Fly, so I'm still 10 feet in the air.

lvl 1 sharnian
2009-09-03, 05:25 PM
Actually I only dispelled the First one i can so I've dispelled Greater Blink so my rat can't affect with either it's attacks or it's cold aura, but my Wings of Flurry should still be working

Pharaoh's Fist
2009-09-03, 05:39 PM
Ah, I see.

In that case, Wings of Cover against your Wings of Flurry.

[roll0] + 4 or 8? And maybe it gives me Improved Evasion?

Confusing :smallannoyed:

lvl 1 sharnian
2009-09-03, 05:52 PM
You take no damage then, according to the ToS board, it's +8 to reflex, nice defenses... only targetable is Will Save which is already high

Pharaoh's Fist
2009-09-03, 05:55 PM
My turn:

Fort Save: [roll0]

Cast Disintegrate on SW pillar. The 10 ft cube I disintegrate will be half above the ground and half inside it.

I fly under the pillar and into the below ground portion.

The entire place collapses in 1 full round.

lvl 1 sharnian
2009-09-03, 06:10 PM
Does that protect you from the collapse?

Pharaoh's Fist
2009-09-03, 06:14 PM
No, but it's one full round later, so I get to move out before it actually collapses.

In game, I could justify this by noting that the ceiling doesn't collapse with 3 pillars gone, so it either won't collapse with the fourth gone or won't collapse immediately.

lvl 1 sharnian
2009-09-05, 12:03 PM
Disintegrate on D8-E9 Depth -3

Basically it's a cube 10ft below your hole that shares D9 as a corner

Hidden
move to E8 Depth -3

Cast DC20
Extended Insidious Suggestion

Will Save DC24 for next 32 rounds or until you fail a save, otherwise same as suggestion

"Come and find me so you can beat me to death barehanded, as I'm both a kobold and a caster so I'll be garbage in a melee fight."

Pharaoh's Fist
2009-09-05, 12:09 PM
Will save:

[roll0]

Pharaoh's Fist
2009-09-05, 12:10 PM
"You must think me quite stupid, kobold, to fall for such a ploy.

Fort save: [roll0]
I use a swift action to activate Alter Fortune.

Pharaoh's Fist
2009-09-05, 12:15 PM
Fort save: [roll0]

Moving up, then out, past the bottom exit, to K14.

Pharaoh's Fist
2009-09-05, 12:17 PM
Oh, and I cast Sleet Storm centered on K5 as my standard action and end my turn.

Pharaoh's Fist
2009-09-05, 12:22 PM
Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 Reflex save. Characters in the slide zone who fail their saves are buried.

Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check. If it fails, he takes 1d6 points of lethal damage each minute thereafter until freed or dead.

Now, I believe everything collapses. Reflex save DC 15 vs [roll0] damage, reflex save for half, and you're pinned.

What I want to know is if being pinned in this case means you can't cast verbal spells or not. Grappling allows this to be done at the grappler's discretion, but a collapse isn't a person, so...

lvl 1 sharnian
2009-09-05, 12:41 PM
There's an exit? If so, doesn't that count as retreat?

Reflex save [roll0]

I'm pinned and take 25 damage, but wouldn't being underground with a roof over my head protect me from collapse?

I suppose since it stopping verbal spells is an option, and the collapsing doesn't say it uses it, I guess it doesn't stop verbal spells

Pharaoh's Fist
2009-09-05, 12:48 PM
There's an exit? If so, doesn't that count as retreat?

It didn't last time. I'm not quite out of the dungeon, I'm just out of the room. There is a long corridor 10 feet wide, probably 10 feet high.



I'm pinned and take 25 damage, but wouldn't being underground with a roof over my head protect me from collapse?
I don't know. Saph didn't say so last time...

Pharaoh's Fist
2009-09-05, 12:50 PM
Ok, do you want to take a break while we ask on the ToS thread what happens exactly?

lvl 1 sharnian
2009-09-05, 01:47 PM
sure go ahead

Doc Roc
2009-09-05, 02:10 PM
There is no such thing as retreat in ToS. You simply move into a different arena or another part of that arena. That's my input at the moment. I'll drop a different judge on you, and roll you a fresh arena map if you need it.

Pharaoh's Fist
2009-09-05, 02:21 PM
Shall we just continue in a long corridor?

Also, good game so far sharnian.

lvl 1 sharnian
2009-09-05, 03:39 PM
thanks, but does me hiding underground help against the collapsing room?

Well, I need to get the corridor first, but I think that would be awesome to roll into another arena.

Pharaoh's Fist
2009-09-05, 03:42 PM
It would depend on how underground you are. I mean, if you're in a disintigrated pit, the ceiling comes down on you. If you're burrowing, you're likely collapsed in a tunnel. If you're earthgliding, then you might be ok...

lvl 1 sharnian
2009-09-05, 08:01 PM
alright then, disintegrated pit I was in so I take damage as normal...

Any word on what happens after the hallway?

sofawall
2009-09-05, 10:19 PM
Man, I have no clue how to deal with this...

Pharoah, don't kill the arena next time :P

Pharaoh's Fist
2009-09-05, 11:01 PM
Well, we could always call it a draw, continue in the corridor, or swap to a new arena.

lvl 1 sharnian
2009-09-06, 12:22 PM
I'd like to continue in another arena if that's okay

Pharaoh's Fist
2009-09-06, 12:29 PM
Ok, do you want to have the exits leading into a new arena?

lvl 1 sharnian
2009-09-06, 12:43 PM
Yeah, but where are the exits at?

Pharaoh's Fist
2009-09-07, 02:38 PM
Exits for this arena are at F1 and G1, F12 and G12. Note however that you can't see where they are...