PDA

View Full Version : Arena Tournament, Round 69: Lil' Smasher & Quork vs. Arie Na & Kup Everyoung



ArenaManager
2009-10-04, 11:41 AM
Arena Tournament, Round 69: Lil' Smasher & Quork vs. Arie Na & Kup Everyoung

Map:
http://i194.photobucket.com/albums/z123/TheChilliGod/Giantitp/Arena2i.gif
The Arena walls for this map are 30 ft high, with a Climb DC of 30.



XP Award: 300 XP to each non-DQd member of winning team
GP Award: 300 GP to each non-DQd member of winning team

Lil' Smasher (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=30172) - Tanaric
Quork (http://pifro.com/pro/view.php?id=3409) - Sallera
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685) - Lubirio
Kup Everyoung (http://www.myth-weavers.com/sheetview.php?sheetid=154141) - BlackGodofHeat


All Combatants, please roll initiative and declare any starting combatants.

Prior to the match start you may privately plan by spoiler or PM with your partner, but after the start any communications will need to be done in character inside the arena as rules allow.

Lubirio
2009-10-04, 12:51 PM
[roll0]

No purchases.

BlackGodofHeat:
I think if you are first in init order again, you should make a 5ft step in front of me, preventing the insta-kill from last match. :smallbiggrin:

Also, both of them are Elan clerics, (:smallsigh:) so with ranged and cunning we should be able to take them out. I suggest you try to stay out of range from their spells whilst shooting at them, drawing most of their attention. I'll take care of the rest. :smallwink:

Sallera
2009-10-04, 01:20 PM
Init: [roll0]

Purchasing two more scrolls of Light of Lunia, reserving right for reactive etc.

Tanaric:Alright, well, there's a decent chance Arie will fall to one Light, and the only ranged spells he has are cantrips, so he'll probably try to get close for the Color Spray. I think I might pull out the scroll of Hold Person for Kup.

BlackGodofHeat
2009-10-04, 01:44 PM
Initiative: [roll0]

Today Kup has manifested nature's might with Aspect of the Hunter, like last match. This provised a +2 bonus on listen, move silently, spot, hide, and initiative, this bonus is included in the initiative above. No purchases.

Lubirio:
Sounds like a plan, but what exactly will you do, you have no combat spells except colour spray, which is only at close range, you make me curious. :smallconfused:

Tanaric
2009-10-04, 11:04 PM
[roll0]

Purchase list coming soonish.

Purchasing a Scroll of Light of Lunia.

Lubirio
2009-10-04, 11:08 PM
Don;t mind me, just discussing tactics. :smallbiggrin:

BlackGodofHeat:
I have my tridents, won't so much, but don't underestimate them. plus I have mage armor to be able to get close, I can cast that on you as well, as you used your potion last game. :smallcool:

BlackGodofHeat
2009-10-05, 11:16 AM
I buy a Greataxe for 20gp.

Lubirio:
So on your first turn you cast mage armor on me, then dive for the river? If that's the case I''ll go for a tree to get my AC higher still and shoot them from there, making myself the most obvious target. If they get close I'll activate rage and attack them with my newly bought Greataxe. during this whole time you can do your ghost sound to make it look like you appear behind a tree or something, then appear somewhere else (or not at all) and either attack them with color spray or your tridents. Is that what you had in mind?

I can't help but notice me jumping on front of you is no longer needed, as you go before me. :smallwink:

you can go on ahead Tanaric, we'll finish this with you guys listening. :smallbiggrin:

Tanaric
2009-10-05, 01:01 PM
Smasher, round 1

Starting in Y-10, mace and shield at the ready.

Free action: Whisper to Quork: I'm sticking with you this time, just not close enough for both of us to be color sprayed if something goes wrong.

I'll cast Blessed Aim first, and we'll take it from there.

Standard: Cast a spell

Spellcraft DC 16 to identify:Blessed Aim

then move to W-17.

Done.

Stats:AC 19/13/16

HP 9/9

Position: W-17

Spells: Virtue, Resistance, Cure Minor Wounds, True Strike, Light of Lunia, Blessed Aim

BlackGodofHeat
2009-10-05, 01:06 PM
Kup starts in B10.

Lubirio
2009-10-05, 02:08 PM
[roll0]

Arie Na - Round 1

I start in B11, next to Kup in B10.
Standard: Cast a spell.
(Spellcraft DC 16:)
Mage Armor
Free: Whisper to Kup:
"Shout out their location every turn. And I meant spears, not tridents." :smallredface:
Move: Move to D11, into the water, and out of sight into full depth (10ft).
Finish Movement in F10 10ft down.
Hide and Move Silently are not needed because of the water.
[roll1]
[roll2]

Done, stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft (Swim 30ft)
AC 14, Touch 12, Flat-footed 12, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6+2 (1d6-1 melee), x2)
(+2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition Swimming
Senses Spot: +5 Listen: +4
Location F10, 10ft deep in river
Spells cast
0th level: 0/5
1st level: 1/4

Sallera
2009-10-05, 02:30 PM
Spellcraft: [roll0]

BlackGodofHeat
2009-10-05, 02:56 PM
I'm up, because of the higher modifier for init.

Kup Everyoung:

Start in B10, bellow "SMASHER IN W17, QUORK IN Y11!!" (or wherever he starts) as a free action, shoot Quork as a standard action, then move to B15.

Rolls:

Attack: (against touch, doesn't include range penalty)
Damage: [roll1]
If crit:
Confirm: [roll2] (against touch, doesn't include range penalty)
Extra Damage: [roll3]

Stats:
HP: 14/14
AC: 19, FF: 16, T: 15 (+3 Dex, +4 Mage Armour, +2 Tree)
MA duration (neglible): round 1 of 60
Rage 1/day

Sallera
2009-10-05, 03:35 PM
I presume you mean against FF rather than touch, not that it matters. Max damage roll is painful. :smalltongue:

Quork, Round 1

Starting in Y11.
Free: Spurt blood anticlimactically.
Stabilize on 10: [roll0]

Stats:HP -2/7, AC17 (13, 14)
PP: 2/2
TU: 11/11
Psionically focused
Active effects: Hatred 8 rounds, Shield of Faith 9 rounds, Light of Lunia 98 rounds
Spells:
0th
Virtue
Guidance
Inflict Minor Wounds
1st
Doom
Light of Lunia
Shield of Faith
Done.

Lubirio
2009-10-05, 03:47 PM
I'll assume Kup keeps conveying info on what happens as it happens, so I'll be properly informed. :smallbiggrin:

and almost a crit too. :smalleek:

Arie Na - Round 2

"Run" to L4

Done, stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft (Swim 30ft)
AC 14, Touch 12, Flat-footed 12, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6-1), x2)
(+2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition Swimming
Senses Spot: +5 Listen: +4
Location L4, 10ft deep in river
Spells cast
0th level: 0/5
1st level: 1/4

BlackGodofHeat
2009-10-05, 03:49 PM
Those were some damn good rolls!

My intent was indeed to say it was for FF rather than touch, and almost doesn't count. :smallwink:

and you can count he does: "QUORK DOWN!!"

Tanaric
2009-10-05, 03:50 PM
You just skipped my turn? :smallconfused:

Lubirio
2009-10-05, 03:51 PM
My bad, I did. :smallredface: You can go and then I'll see if it changes anythingin my turn, okay?

Tanaric
2009-10-05, 03:58 PM
Smasher, round 2

Move to Z-11.

Free action to drop morningstar.

Move action to withdraw a scroll from Quork's person.

Quork, refs:Scroll of Hold Person.

Whisper to Quork:I'm sorry, but the only healing I have is Cure Minor. It's not enough to bring you up to disabled or higher, and I can't spontaneously cast Cure. I'll try to give 'em hell for you.

Done.

Stats:AC 19/13/16

HP 9/9

Position: W-17

Buffs/rounds: Blessed Aim 2/10

Spells: Virtue, Resistance, Cure Minor Wounds, True Strike, Light of Lunia, Blessed Aim

Lubirio
2009-10-05, 04:01 PM
My turn stands, go ahead BlackGodofHeat (we really need to find a good nickname for you...)

BlackGodofHeat
2009-10-05, 04:08 PM
Um... something resembling my name, preferably not a contraption of it. :smallwink:

Kup Everyoung R2:

Move to I10 and ready an action:
Shoot Smasher if he takes any actions other than a 5ft step.

Done.

Stats:
HP: 14/14
AC: 19, FF: 16, T: 15 (+3 Dex, +4 Mage Armour, +2 Tree)
Rage: 1 left, not active

Tanaric
2009-10-05, 04:13 PM
Smasher, round 3

Swap scroll to shield hand, move action to pick up morningstar, move action to move somewhere out of your LoS. You lose sight of Smasher as he leaves V-7.

Finish movement to T-7.

Done.

Stats:AC 19/13/16

HP 9/9

Position: T-7

Buffs/rounds: Blessed Aim 2/10

Spells: Virtue, Resistance, Cure Minor Wounds, True Strike, Light of Lunia, Blessed Aim[/spoiler]

BlackGodofHeat
2009-10-05, 04:23 PM
Swapping the scroll triggers my readied action. (condition: does anything besides a 5ft step. :smallamused:)

Kup Everyoung R3:

Shoot Smasker as my readied action, then move to R11, jumping the bridge from L12 to O12, with a running start, auto-succeed on the jump check. (total movement 45ft)

Rolls:
Attack: [roll0]
Damage: [roll1]
If crit:
Confirm: [roll2]
Extra Damage: [roll3]

This all happens before you even swap scrolls. :smallbiggrin:

The Init order now is: Kup -> Smasher -> Arie, with my turn done.

Stats:
HP: 14/14
AC: 19, FF: 16, T: 15 (+3 Dex, +4 Mage Armour, +2 Tree)
Rage: 1 left, not active

Tanaric
2009-10-05, 04:25 PM
Wrong. You take your readied action, then I continue my turn. You act immediately before my initiative count from now on.

So your readied action was the shot, I presume? I fail at reading. Your shot misses, and I choose to revise my turn from the point that your action triggers. Revision coming shortly.

Sallera
2009-10-05, 04:28 PM
*tries to stabilize* [roll0]

Tanaric
2009-10-05, 04:30 PM
Smasher, round 3, revised

After swapping the scroll, Smasher picks up his morningstar and moves to W-17.

Done.

Stats:AC 19/13/16

HP 9/9

Position: W-17

Buffs/rounds: Blessed Aim 3/10

Spells: Virtue, Resistance, Cure Minor Wounds, True Strike, Light of Lunia, Blessed Aim

Lubirio
2009-10-05, 04:35 PM
Hm... never really read the Ready action part before, says some interesting stuff...

Arie Na - Round 3

"Run" to L13, straight down.

Done, stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft (Swim 30ft)
AC 14, Touch 12, Flat-footed 12, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6-1, x2)
(+2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition Swimming
Senses Spot: +5 Listen: +4
Location L13, 10ft deep in river
Spells cast
0th level: 0/5
1st level: 1/4

Don't mind me, just enjoying a little swim...

Tanaric
2009-10-05, 04:37 PM
I should be able to see you if you're anywhere in the river from J to W squares, by the way. If you are, tell me the square please.

Edit: With some exceptions, assuming you're at the bottom.

BlackGodofHeat
2009-10-05, 04:56 PM
I believe he said he was when he first went into the water...

anyway, my turn:

Kup Everyoung R3:

Drop bow in R11, move to Y6, drawing greataxe as part of the move, and activate Rage.

stats:
HP: 14/14
AC: 19, FF: 16, T: 15 (+3 Dex, +4 Mage Armour, +2 Tree)
Rage: 1 left, not active

And since I now act before you in initiative order:

Kup Everyoung R4:

Charge and try to Bull-rush puny lil' smasher. Pushing you as far as you'll go.

Rolls:
Attack: [roll0]
Damage: [roll1]
Strength: [roll2]
If crit:
Confirm: [roll3]
Extra Damage: [roll4]
Damage: [roll5]

stats:
HP: 16/16
AC: 13, FF: 10, T: 9 (+3 Dex, +4 Mage Armour, -2 Charge, -2 Rage)
Rage: 8 rounds left

Sallera
2009-10-05, 05:01 PM
Initiative doesn't work like that. You move your place in the order immediately, not at the beginning of the next round. No free turns for you. <<;;

Tanaric
2009-10-05, 05:03 PM
Again, that's not how it works.

The initiative order is thus, as of the moment your readied action triggered: Kup -> Smasher -> Arie. We act in that order. If I trigger one of Arie's readied actions, for instance, we would act in the order of Kup -> Arie -> Smasher. Readying an action doesn't allow you to take a second turn.

Edit: As of the turn you need to be taking, you start in I-10, not R-11. That's where you were at the end of your last turn. Kindly revise your turn from that starting location.

Edit2: And I need to know if I can see Mr. Fishman from my location in W-17 or not.

Lubirio
2009-10-05, 11:08 PM
You cannot see Mr. Fishman, he's 10ft down into the river, he could be anywhere...

Tanaric
2009-10-05, 11:11 PM
And for some reason I can't see 10ft into clear, calm water?

BlackGodofHeat
2009-10-06, 09:11 AM
About the initiative:

Before my readied action the initiative order was: Smasher, Arie, Kup, Quork, then at turn #3, I readied an action, which was activated, changing the initiative order to: Kup, Smasher, Arie, Quork. Unless I actually lose an entire turn by having the readied action-merely a standard action-activated, I'm positive I get both my round 3 turn, and my round 4 turn, albeit one right after another.

I'm aware that if I do lose my round 3 turn, my readied action in this case is near useless... And if I in fact, lost my turn, it's Smasher up to go now.

Lubirio
2009-10-06, 09:19 AM
You do see me, my bad, but I have total cover unless you have freedom of movement. :smallwink:

You can read the last spoiler as my depth blocked view before, I'm now in L13.

Tanaric
2009-10-06, 09:50 AM
You readied an action on round 2, not round 3. You took your readied action on my initiative count on turn 3, which makes your turn 3, happen immediately before my turn 4. As Arie already acted before you in the initiative count, nothing changed the turn order. You don't magically get your round 3 and round 4 turns at the same time.

Before your readied action, the order was this: Smasher, Arie, Kup.

After your readied action, the order is this: Kup, Smasher, Arie.

There's really no change in the turn order, as we are still acting from my turn 3 point. After I finished, Arie took his round 3 turn. You now need to take your round 3 turn, starting from I-10, which is where you ended your round 2 turn.

BlackGodofHeat
2009-10-06, 10:04 AM
So in short my turn 3 was the readied action, and I take my turn 4 now, then we proceed with turn 4?

If that's the case:

Kup Everyoung R4:

Move to R11, making the jump from L12 to O12, auto-succeeding on the check, with 45ft of movement used total.

I then Shoot Smasher.

Rolls:
Jump: [roll0] (+2 Str, +4 ranks, +8 for 20ft higher movement speed than 30ft)
Attack: [roll1]
Damage: [roll2]
If crit:
Confirm: [roll3]
Extra Damage: [roll4]

Done, stats:
HP: 14/14
AC: 19, FF: 16, T: 15 (+3 Dex, +4 Mage Armour, +2 Tree)
Rage: 1 left, not active

If I don't get a standard action for any reason, I don't shoot...

((These readied-action rules have me confused big-time, I used to play it the way I originally played it out, finishing your turn when it triggers. I guess I used to play it all wrong then. :smallredface:))

Tanaric
2009-10-06, 10:16 AM
Smasher, round 4

Attempt to cast a spell from the scroll.

CL check vs DC 4: [roll0]

DC 13 Will Save, please.

BlackGodofHeat
2009-10-06, 10:18 AM
Will save: [roll0]

Or else what?

Tanaric
2009-10-06, 10:21 AM
Paralyzed for 3 rounds. :smallwink:

Smasher, round 4 continued

Free action to drop used scroll.

Move to X-9.

Done.

Edit: You get a new saving throw each round as a full-round action on your turn, if you so choose.

Lubirio
2009-10-06, 10:48 AM
Arie Na - Round 4

Assuming I can make a move action with a combination of on land and in water, my turn is as follows:

move to P10 (moving up the river included in movement), then ready an action
Cast Color Spray on Smasher once he comes within 20ft of Arie, making a 5ft step before casting.

Done, stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft (Swim 30ft)
AC 14, Touch 12, Flat-footed 12, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6-1, x2)
(+2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition None
Senses Spot: +5 Listen: +4
Location P10
Spells cast
0th level: 0/5
1st level: 1/4

If that movement is still bodged, let me know.

BlackGodofHeat
2009-10-06, 10:49 AM
Paralyzed lets me take a purely mental action, is activating a rage a mental action?

Tanaric
2009-10-06, 10:51 AM
Entering a rage takes no time itself, but a barbarian can do it only during his action*snip*

So no, not that I can see.

Edit: From what I can see, Lubirio, it looks like you're trying to climb out of the river under the bridge, which you kind of... can't do. If I'm wrong, could you tell me how else you get there in 30 ft of movement (including 5 for moving up from the bottom).

Lubirio
2009-10-06, 11:12 AM
from L13, swim to M10 (surface heiht) on a straight diagonal, then walk to P10, in a regular line, taking 30ft of movement, right?

Sallera
2009-10-06, 11:15 AM
I don't think you can walk up onto the bridge from the river. That would presumably require the usual move action and DC15 climb check.

Tanaric
2009-10-06, 11:16 AM
Uh, as far as I know, you're going to need a climb check to pull yourself up on to the bridge. :smallconfused: Go ahead and ask a ref if you don't think that's right.

Ninjas, ninjas, everywhere and not a drop to spare. :smallyuk:

Lubirio
2009-10-06, 11:28 AM
Well the bridge is AT surface level of the river, I think I would just need a DC10 or 15 climb or balance check to make it from the river (with the momentum that doesn't do me any good in D&D) onto the bridge. But I'm just the player controlling the character in question, what do I know?

BlackGodofHeat
2009-10-06, 11:37 AM
I know activating a rage can only be done in my action, but can I activate rage (as an immediate action), then spend a full-round action trying to break the paralisis? Making the activation of rage a mental action...

Tanaric
2009-10-06, 11:38 AM
Rage isn't an immediate action. It's part of another action, which you're currently incapable of performing, unless you have some other mental action you can take.

Sallera
2009-10-06, 11:44 AM
Rage has been ruled to be a free action. As far as I can tell, it is mental, so raging (on your turn) and then trying to break the paralysis should be possible.

Tanaric
2009-10-06, 11:47 AM
But it.. doesn't say... that. :smallconfused:

Oh well. Sallera likely knows more of Arena precedent than I, so go with what s/he said.

Sallera
2009-10-06, 12:02 PM
Here (http://www.giantitp.com/forums/showpost.php?p=6940410&postcount=14)'s the ruling on Rage's action type. The only thing in question would seem to be whether it's a purely mental action, and that I'm not sure on (affects physical stats, so iunno.)

Lubirio
2009-10-06, 01:04 PM
So my turn stands? And on whether or not activating a rage is a mental action, I'd say it is because you become enraged with your mind, mentally, there's no physical movement or anything involved. :smallwink:

Sallera
2009-10-06, 01:09 PM
Waiting on a ruling for your turn.

BlackGodofHeat
2009-10-06, 04:25 PM
I'll assume activating rage is a mental action until told otherwise:

Kup Everyoung R5:

Activate rage, then try to shake of paralysis as a full-round action.

Will save: [roll0] (2more than last time because of rage. :smallwink

In this case it is of little difference if my rage is active, just for the duration really...

Sallera
2009-10-06, 04:28 PM
We're still waiting to know whether Arie's movement was legal, by the way.

Psionic Dog
2009-10-07, 01:13 PM
High Ref PsiDog


...Entering a rage takes no time itself, but a barbarian can do it only on his action...

I fail to see why a rage must be a mental action, as far as I can see from the discussion it need only not by a physical action.

Rage requires no time to enter. It is the freest of free actions. Thus the barbarian need not perform a whooping war dance, shake a weapon, or even move a finger. I am not prepared to declare rage to be a mental action rather than simply a non-action (sometimes there is a distinction), but there is certainly no requirement for physical action of any sort.

This ref finds nothing wrong with Arie's action and declares it valid.

Tanaric
2009-10-07, 01:15 PM
Just to clarify, you find both the rage valid and moving on to the bridge from the water valid?

Lubirio
2009-10-07, 01:18 PM
It seems so, your turn then. :smallbiggrin:

Tanaric
2009-10-07, 01:18 PM
From the way it was worded, it sounds like he was confusing Arie with Kup. He made no mention of the water or the bridge, just the rage. Waiting for clarification before I take my turn.

Lubirio
2009-10-07, 01:20 PM
Or commenting on Kup's action without a definite ruling, then declaring Arie's movement legal?

Psionic Dog
2009-10-07, 01:51 PM
...
apparently I failed a research check. One moment.

Edit: OK

Kup: Rage legal

Arie: Missing Climb Check
((Precedent has said that a climb check is required to exit the water, but because of the grass, boyant water, etc, this check is only a DC 10))

Tanaric
2009-10-07, 02:00 PM
Regarding the above: His movement still wouldn't be quite legal, as he only moves at half speed one-quarter speed on a successful climb check, yes?

Psionic Dog
2009-10-07, 02:03 PM
I count 25 ft of linear distance (assuming I had the correct starting location) so an accelerated climb check (half speed: +5ft to path) would just be possible.

Reminder: Normal climbing is 1/4th speed and that would be impossible.

Lubirio
2009-10-07, 04:08 PM
So I make this DC 10 climb check (do I?) and my movement will be completely legal?

[roll0] DC10

Tanaric
2009-10-07, 04:12 PM
You had to do it as an accelerated climb (-5 penalty), so you fail by 1. You didn't have enough movement to it as a normal climb.

Lubirio
2009-10-07, 04:15 PM
So instead can I move 5ft less and not make the accelerated climb? (I think not because it is legal and I've already rolled...)

BlackGodofHeat
2009-10-07, 04:18 PM
...
apparently I failed a research check. One moment.

Edit: OK

Kup: Rage legal

Arie: Missing Climb Check
((Precedent has said that a climb check is required to exit the water, but because of the grass, boyant water, etc, this check is only a DC 10))

Hurray! :smallbiggrin:

it's too bad for your movement though, really. :smallfrown:

Sallera
2009-10-07, 04:24 PM
I believe the end result is Arie at surface level in M10 (presumably with the same readied action?).

Tanaric
2009-10-07, 04:24 PM
Your movement to M-10 was legal, as was your attempt to climb out. You can ask a ref if you like, but my understanding is that legal actions stand, even if, in hindsight, other choices would have been better.

Once this is all cleared up, I'll take my turn.

Edit: Yes, presumably.

Lubirio
2009-10-07, 04:27 PM
Go ahead, I've had precedent with 'what's legal stands' and I'm not going to argue it any further. :smallwink:

Edit: Yes, I keep the same readied action.

Tanaric
2009-10-07, 04:31 PM
Smasher, round 5

Move to S-12.

Cast a quickened spell

Spellcraft DC 16:True Strike

then attempt to bash Kup's (unfortunately not helpless) head in.

Attack: [roll0]

Damage: [roll1]

Expend psionic focus to add [roll2] damage to the attack.

Done.

Stats:AC 19/13/16

HP 9/9

Position: S-12

Buffs/rounds: Blessed Aim 5/10

Spells: Virtue, Resistance, Cure Minor Wounds, True Strike, Light of Lunia, Blessed Aim

Lubirio
2009-10-07, 04:37 PM
I can guess which spell that is even without the spellcraft check: :smallwink:
[roll0]

BlackGodofHeat
2009-10-07, 04:48 PM
Fortunately, Kup just survives all that damage, with 1HP left. Now I'm really glad I decided to acivate rage, otherwise I'd be done for.

Kup Everyoung R6:

Drop bow as a free action, draw greataxe (provoking an AoO), then bash Smasher's head with it (unless the AoO kills me of course...).

Rolls:
Attack: [roll0] vs AC 19
Damage: [roll1]
In case of crit:
Confirm: [roll2] vs AC 19
Extra Damage: [roll3]

Done, stats:
HP: 1/16
AC: 17 FF: 14 T: 13 (+4 Mage Armour, +3 Dex, +2 Tree, -2 Rage)
Enraged, 6 more rounds

Tanaric
2009-10-07, 04:49 PM
AoO: [roll0]

Damage: [roll1]

Edit: Waitaminute... wasn't it Arie's turn first? :smallconfused:

Lubirio
2009-10-08, 12:08 AM
It was...

Arie Na - Round 5

move to Q12, then cast a spell aimed in a way that it will hit Smasher, but not Kup (I think S14?).
Spellcraft DC16:
Color Spray

Roll will save.

done, stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft (Swim 30ft)
AC 14, Touch 12, Flat-footed 12, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6-1, x2)
(+2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition None
Senses Spot: +5 Listen: +4
Location Q12
Spells cast
0th level: 0/5
1st level: 2/4

Nooow you can go, I think you'd keep the same rolls no?

Tanaric
2009-10-08, 12:11 AM
You still need a climb check to get out of the water, per what PsiDog said.

Lubirio
2009-10-08, 12:13 AM
So I make this DC 10 climb check (do I?) and my movement will be completely legal?

[roll0] DC10

I certainly do not.

Tanaric
2009-10-08, 12:17 AM
*facepalm* That roll had to be an accelerated climb, otherwise you didn't have enough movement to move (1/4 speed = 20 ft to move 5 ft). So either you failed it, or you couldn't have done it in the first place, or you took another move action (which you couldn't have, since you stated you were readying an action).

Unless you're somehow reusing the roll from your last turn?

Lubirio
2009-10-08, 03:51 AM
Right after I realized an accelerated climb was necessary to make the appropriate movement I steted I'll use the roll to make movement using 5ft less, making the roll a sucess.

Sallera
2009-10-08, 09:43 AM
Except that you can't just change your intended action because you happened to fail the roll. Didn't we just go over this? You attempted an accelerated climb, it didn't work, so you didn't go anywhere and you're still in M10.

Lubirio
2009-10-08, 09:54 AM
yes, and from M10, I make the legal move to Q12...

But now I see I do need a climb check, not accelerated this time: [roll0]

Lubirio
2009-10-08, 09:57 AM
Arie Na - Round 5 redox

I failed my first climb check, now I try again, in case I succeed, I finish movement to Q12...
[roll0]

Done, stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft (Swim 30ft)
AC 14, Touch 12, Flat-footed 12, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6-1, x2)
(+2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition None
Senses Spot: +5 Listen: +4
Location Q12
Spells cast
0th level: 0/5
1st level: 1/4

BlackGodofHeat
2009-10-08, 10:27 AM
So Arie is in Q12 without a readied action then, and my turn.

Kup Everyoung - R6:

(New and refurbished!)
First of all I still drop my bow where I'm standing, in R11, then I tumble at half speed to R9, then back to R11, hoping to provoke no AoO from Smasher, drawing greataxe as part of the action. I then smash Lil' (cuddly, puny) Smasher's head in with my Great Axe. :smallbiggrin:

Rolls:
Tumble: [roll0] DC15, if fail: AoO from Smasher
Attack: [roll1] AC 19
Damage: [roll2] 9HP
If crit:
Confirm: [roll3] AC 19
Extra Damage: [roll4] 9HP

Done, stats:
HP: 1/16
AC: 17 FF: 14 T: 13 (+4 Mage Armour, +3 Dex, +2 Tree, -2 Rage)
Enraged, 6 more rounds

Tanaric
2009-10-08, 10:29 AM
Your last version of that turn was completely legal. What grounds do you have for changing it? :smallconfused: (Obviously you still missed, but that's not really the point.)

BlackGodofHeat
2009-10-08, 10:31 AM
My excuses, I was not aware that I could not change it after it was established I moved before I was due to go. I will then keep my older version, missing still, and you keep your AoO, missing also?

Tanaric
2009-10-08, 10:34 AM
Whoops. Just noticed something. Smasher didn't have enough movement to make it to S-12. He's actually standing in S-10. Apologies. If this would have changed Arie's turn, feel free to ask for a rewind.

Lubirio
2009-10-08, 10:36 AM
I will instead move to Q9, thanks. :smallwink:

Tanaric
2009-10-08, 10:37 AM
Smasher, round 6

Full round action: Withdraw to W-17.

Done.

BlackGodofHeat
2009-10-08, 10:43 AM
Neither update on movement will change my originally posted turn, as I didn't move... Your go Tanaric.

Oh, I took my while reading, nevermind...

Lubirio
2009-10-08, 10:48 AM
Arie Na - Round 6

Double move to Y13 (from Q9).

Done, stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft (Swim 30ft)
AC 14, Touch 12, Flat-footed 12, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6-1, x2)
(+2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition None
Senses Spot: +5 Listen: +4
Location Y13
Spells cast
0th level: 0/5
1st level: 1/4

BlackGodofHeat
2009-10-08, 11:07 AM
I got it, no jumps at DC 40 for me:

Kup Everyoung - R7

Drop greataxe as a free action, the pick up bow from the ground (move), and shoot Smasher.

Rolls:
Jump, just for lulz: [roll0] (NOT relevent at all, I will not use this in any way!)
Attack: [roll1] AC 19
Damage: [roll2] 9HP
If crit:
Confirm: [roll3] (aaawww. :smallfrown:) AC 19
Extra Damage: [roll4] 9HP

Done, stats:
HP: 1/16
AC: 17 FF: 14 T: 13 (+4 Mage Armour, +3 Dex, +2 Tree, -2 Rage)
Enraged, 6 more rounds (wrong calculation; now it's right)

Tanaric
2009-10-08, 11:11 AM
Immediate action: Spend 2 pp to negate the damage.

Smasher, round 7

Double move to L-17.

Done.

Lubirio
2009-10-08, 11:12 AM
You can only spend 1 pp at character lvl 1, so you still take 2 damage

Tanaric
2009-10-08, 11:13 AM
Wrong. You're thinking of manifesting powers. Resilience is a racial ability with no such restriction.

Lubirio
2009-10-08, 11:18 AM
I see.

Arie Na - Round 7:

Go to P10, 10ft depth.

Done, stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft, Swim 30ft
AC 14, Touch 12, Flat-footed 12, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6-1, x2)
(+2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition Swimming
Senses Spot: +5 Listen: +4
Location P10, 10ft depth
Spells cast
0th level: 0/5
1st level: 1/4

Tanaric
2009-10-08, 11:20 AM
P-10 is in the middle of a landmass. :smallconfused:

BlackGodofHeat
2009-10-08, 11:26 AM
I like this pace. :smallbiggrin:

Kup Everyoung - R8

Move to I10, making the jump at O9 to L10, auto-succeeding, then shoot Smasher.

Rolls:
Jump: [roll0] DC10, auto-succeed.
Attack: [roll1] AC 19
Damage: [roll2] 9HP (still...)
If crit:
Confirm: [roll3] AC 19
Extra Damage: [roll4] 9HP

Done, stats:
HP: 1/16
AC: 17 FF: 14 T: 13 (+4 Mage Armour, +3 Dex, +2 Tree, -2 Rage)
Enraged, 5 more rounds (including this one)

Tanaric
2009-10-08, 11:30 AM
I need to know where Arie actually moved before I take my turn.

Lubirio
2009-10-08, 11:31 AM
*brainfart*

I meant O15...

Tanaric
2009-10-08, 11:38 AM
Smasher, round 8

Move to G-15. Cast a spell

DC 16 SpellcraftLight of Lunia

and start glowing.

Done.

Stats:AC 19/13/16

HP 9/9

Position: S-12

Buffs/rounds: Blessed Aim 8/10, Light of Lunia 1/100

Spells: Virtue, Resistance, Cure Minor Wounds, True Strike, Light of Lunia, Blessed Aim

Lubirio
2009-10-08, 11:47 AM
[roll0]

Start glowing huh?

... I don't have the source for that spell. :smallredface:
Could you please tell me what source it's from then?

Lubirio
2009-10-08, 03:52 PM
I'm assuming the range for the spell is more than 15ft?

Arie Na - Round 8:

Move to K15 for 30ft of movement (with [roll0]DC10), then cast a spell in Smasher's direction:
(Spellcraft DC: 16)
Color Spray

You can't release a charge as you haven't readied an action to do so...

Done (I'll revise If I fail the climb), stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft, Swim 30ft
AC 14, Touch 12, Flat-footed 12, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6-1, x2)
(+2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition Swimming
Senses Spot: +5 Listen: +4
Location K15
Spells cast
0th level: 0/5
1st level: 2/4

Lubirio
2009-10-08, 03:54 PM
Arie Na - Round 8 revised:

Try climbing up again, then finish movement in K15...
[roll0]

Done, stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft, Swim 30ft
AC 14, Touch 12, Flat-footed 12, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6-1, x2)
(+2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition Swimming
Senses Spot: +5 Listen: +4
Location K15, 10ft depth
Spells cast
0th level: 0/5
1st level: 2/4

Tanaric
2009-10-08, 03:54 PM
You do realize that Smasher is 20 ft away from K-15, right? :smallconfused: (I don't need spellcraft to know that you're trying to color spray me.)

Not important anymore. Yay strength penalties. :smallbiggrin:

Lubirio
2009-10-08, 03:55 PM
from G15 to K15 is 15ft, no? (oh wait, no nvm)

Anyway, I'm not on land...

BlackGodofHeat
2009-10-08, 03:57 PM
Can I make a 2-handed unarmed strike? Since D&D isn't logical I thought maybe...

Tanaric
2009-10-08, 03:57 PM
It really isn't. :smallconfused:
G>H(5)>I(10)>J(15)>K(20)

Edit: Nope.

Edit2: To clarify, an unarmed strike is a light weapon. Light weapons don't benefit from using two hands.

BlackGodofHeat
2009-10-08, 04:03 PM
Oh well.

Kup Everyoung - R9:

Move to L17, then shoot Smasher.

Rolls:
Attack: [roll0] AC 17 (+1 for point-blank shot)
Damage: [roll1] 9HP
If crit:
Confirm: [roll2] AC 17
Extra Damage: [roll3] 9HP
And I get the good rolls on the crit stuff... :smallsigh:

Done, stats:
HP: 1/16
AC: 17 FF: 14 T: 13 (+4 Mage Armour, +3 Dex, +2 Tree, -2 Rage)
Enraged, 4 more rounds (including this one)

Tanaric
2009-10-08, 04:05 PM
Smasher, round 9

Partial standard: release one ray of light at Arie.

Attack vs Touch AC: [roll0]

Damage: [roll1]

Let's see how that works out before I decide where the second ray goes.

Tanaric
2009-10-08, 04:06 PM
Pfft.

Smasher, round 9 continued

continued standard: release second ray of light at Arie.

Attack vs Touch AC: [roll0]

Damage: [roll1]

Will finish turn once I see the results.

Tanaric
2009-10-08, 04:09 PM
Oh come on. I couldn't get one lucky break? :smallfrown:

Smasher, round 9 continued (again)

Move to C-9.

Done.

Stats:AC 19/13/16

HP 9/9

Position: C-9

Buffs/rounds: Blessed Aim 9/10

Spells: Virtue, Resistance, Cure Minor Wounds, True Strike, Light of Lunia, Blessed Aim

Sallera
2009-10-08, 04:11 PM
Not that it matters this time, as the second ray missed, but I think you have to release them simultaneously.

Lubirio
2009-10-08, 04:11 PM
Arie takes 1 total damage, and it's my turn again. :smallbiggrin:

Arie Na - Round 9

Try to climb up again (2 climbs if needed, go with first one first: [roll0], [roll1]) then finish movement in J15, and if the first climb succeeded, cast spell at Smasher. (yes, I'm that predictable...)
(Spellcraft DC16):
Color Spray
Roll will save if applicable...

Done, stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft, Swim 30ft
AC 14, Touch 12, Flat-footed 12, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6-1, x2)
(+2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition None
Senses Spot: +5 Listen: +4
Location J15
Spells cast
0th level: 0/5
1st level: 2/4

Huzzah!

Lubirio
2009-10-08, 04:13 PM
WAIT! you moved while I was typing my turn?!?!

Tanaric
2009-10-08, 04:13 PM
Okay... so you color sprayed in my general direction and hit the post? :smallconfused:

Hey man, I won't argue. It's legal. :smallwink:

You maybe should have waited for me to finish my turn?

Lubirio
2009-10-08, 04:15 PM
I thought the 'partial standard' action meant you could do two at a time, instead of it being HALF a standard... I guess I now lose the spell, Kup's turn. :smallfrown:

Tanaric
2009-10-08, 04:16 PM
As Kyeudo informed me, the school of hard knocks teaches an accelerated curriculum. Tough break, Lubirio. :smallfrown: For what it's worth, I'd let you take that action back if not for cemented arena rulings.

Lubirio
2009-10-08, 04:18 PM
"Life's hard, and then you die..."

Tanaric
2009-10-08, 04:19 PM
It's still a 2v1. :smalltongue: I have every confidence in my ability to lose this round. :smallwink:

BlackGodofHeat
2009-10-08, 04:21 PM
Yes, tough luck indeed, but with your messed up rolls, I ain't complainin' :smallbiggrin:

Kup Everyoung - R10

I move back to I10, where I shoot at Smasher again... :smallsigh:

Rolls:
Attack: [roll0]
Damage: [roll1]
I'll roll crit if needed...

Done, stats:
HP: 1/16
AC: 17 FF: 14 T: 13 (+4 Mage Armour, +3 Dex, +2 Tree, -2 Rage)
Enraged, 3 more rounds (including this one)

I'm going to run out of arrows soon, I have about 5 or 6 left...

Tanaric
2009-10-08, 04:27 PM
You'll run out of rage first. :smallwink:

Smasher, round 10

Move action: draw scroll.

Standard: cast spell from scroll

Spellcraft DC 16Light of Lunia

and start glowing.

Free: drop scroll

5-ft step to B-8.

Done.

Stats:AC 19/13/16

HP 9/9

Position: B-8

Buffs/rounds: Light of Lunia 1/100

Spells: Virtue, Resistance, Cure Minor Wounds, True Strike, Light of Lunia, Blessed Aim

Lubirio
2009-10-08, 04:57 PM
[roll0]

but you start glowing again...

Arie Na - Round 10

Move to D14, then cast a spell.

Spellcraft DC16:
Mage Armor on myself

Done, stats:
Arie Na (http://www.myth-weavers.com/sheetview.php?sheetid=148685)
Male CN Aquatic Human Sorcerer, Level 1, Init -4, HP 5/5, Speed 30ft, Swim 30ft
AC 18, Touch 12, Flat-footed 16, Fort +1, Ref +2, Will +4, Base Attack Bonus 0
double damage against charging character, can be thrown Shortspear (8) +2 (-3 melee) (1d6-1, x2)
Mage Armor (+4 Armor, +2 Dex, +2 Natural)
Abilities Str 8, Dex 14, Con 12, Int 14, Wis 14, Cha 16
Condition None
Senses Spot: +5 Listen: +4
Location D14
Spells cast
0th level: 0/5
1st level: 3/4

BlackGodofHeat
2009-10-08, 05:03 PM
That reminds me:

Kup Everyoung - R11:

Move to A11, shoot smasher again, and switch bow to off-hand, allowing me to give out AoO's.

Rolls:
Attack: [roll0]
Damage: [roll1]
Will roll stuff if crit

Done, stats:
HP: 1/16
AC: 15 FF: 12 T: 11 (+4 Mage Armour, +3 Dex, -2 Rage)
Enraged, 2 more rounds (including this one)

Tanaric
2009-10-08, 05:07 PM
Ugh. Do not like.

Smasher, round 11

Standard: Release both rays of LoL at Arie.

Attack 1 vs touch: [roll0]
Damage 1: [roll1]
Attack 2 vs touch: [roll2]
Damage 2: [roll3]

Not done.

Tanaric
2009-10-08, 05:11 PM
I don't see any way for Arie to have survived that, but if he somehow did, I'll revise this portion of my turn.

Smasher, round 11 continued

Move to D-4.

Done.

Stats:AC 21/15/18

HP 4/9

Position: D-4

Buffs/rounds:

Spells: Virtue, Resistance, Cure Minor Wounds, True Strike, Light of Lunia, Blessed Aim

Lubirio
2009-10-08, 05:12 PM
He's done for...

BlackGodofHeat
2009-10-08, 05:18 PM
Aha!

Kup Everyoung - R12:

free: drop bow
the charge at smasher, trying to bullrush him as far as possible, on my last turn of rage. It is unarmed however...

Rolls:
Attack: [roll0] AC 19, crap on a stick...
Damage: [roll1] HP4 (if hit, insta-kill)
Strength: [roll2]

Done, stats:
HP: 1/16
AC: 13 FF: 10 T: 9 (+4 Mage Armour, +3 Dex, -2 Rage, -2 Charge)
Enraged, last turn

Tanaric
2009-10-08, 05:19 PM
AoO:[roll0]
Damage: [roll1]

Boom goes the barbarian.

Tanaric
2009-10-08, 05:22 PM
Assuming that makes a lovely mess out of you...

"SMASHER SMAAAAASH!"

Sallera
2009-10-08, 05:25 PM
That was impressive. Especially since my only contribution to the fight was a scroll of Hold Person. :smallbiggrin:

Tanaric
2009-10-08, 05:26 PM
Which I really must thank you for bringing. So useful. :smallbiggrin:

Lubirio
2009-10-08, 11:46 PM
The scroll was indeed very useful, otherwise Kup might not have activated his rage, and he would have had a turn extra, a whole turn.

I can't say much else besides "well played," and "good game," really... :smallannoyed:

Tanaric
2009-10-08, 11:50 PM
I'd go with "amazing luck", myself. Smasher only survived because of several rolls in his favor. First the easy will save, then dodging several potentially lethal arrows...

But yes, good game.

Also: "SMASHER SMASH!" :smalltongue:

Lubirio
2009-10-09, 12:00 AM
that works, and luck did play a major factor, there was an adequate chance (I think 40%) that Kup would've killed you in the charge, but he smashes into the tree instead...

hustlertwo
2009-10-12, 01:13 PM
High Ref Hust
Lil' and Quork take the win and keep going.