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Lubirio
2009-11-07, 01:15 PM
Arena Exhibition: Bandit Keith vs. Deliverykill

Map:
http://i194.photobucket.com/albums/z123/TheChilliGod/Giantitp/Arena2i.gif

GP Reward: None
XP Reward: None

Bandit Keith (http://www.coyotecode.net/profiler/view.php?id=7425) - HCL
Deliverykill (http://www.myth-weavers.com/sheetview.php?sheetid=150033) - Lubirio

All Gladiators, please declare final purchases, if there are any, and roll for initiative.

HCL
2009-11-07, 01:17 PM
Init: [roll0]

Psionic Tattoo of Force Screen
Tower Shield
30x sling bullets and a sack to hold them in

Lubirio
2009-11-07, 01:17 PM
[roll0]

No purchases, I now own a longbow, an elven thinblade, and leather armor. Go ahead.

HCL
2009-11-07, 01:19 PM
Start with Guisarme held in left hand, loaded sling equipped in right, in Y10. Move to T7 behind the tree. Activate Psionic tattoo of force screen.

End Turn

Lubirio
2009-11-07, 01:23 PM
Deliverykill - Round 1

Start in B11, wielding a longbow.
Double move to I18, where the tree's at.

Done, stats:
Deliverykill (http://www.myth-weavers.com/sheetview.php?sheetid=150033)
Female LN Snow Elf Fighter, Level 1, Init +5, HP 10/10, Speed 40ft
AC 19, Touch 17, Flat-footed 14, Fort +3, Ref +5, Will -2, Base Attack Bonus 1
Longbow (100) +6 (1d8, x3)
Elven Thinblade +6 (1d8+3, 18-20/x2)
Leather (+2 Armor, +5 Dex, +2 Misc)
Abilities Str 16, Dex 20, Con 12, Int 10, Wis 6, Cha 4
Condition None
Senses Spot: +0 Listen: -1
Position I18

HCL
2009-11-07, 01:24 PM
Oh I forgot to roll for my maneuvers:

First granted:

[roll0]
[roll1]

1: Crusader's strike
2: CHarging minotaur
3: Vanguard Strike
4: Stone bones
5: Leading the Attack

first granted maneuver is CS, removed from pool, second is Leading the attack

HCL
2009-11-07, 01:29 PM
Round 2

More maneuvers:
[roll0]
[roll1]

1: Charging minotaur
2: Vanguard Strike
3: Stone bones

CM and VS granted

Move to R9, use law devotion as swift attack ready an action
Attack with sling if he attacks, or moves out of cover or ends turn within LOS

end turn

Lubirio
2009-11-07, 01:31 PM
Deliverykill - Round 2

Rapid Shot at Bandit! (triggering your readied action?)

[roll0]
[roll1]
[roll2]
[roll3]

In case of crit:
[roll4]
[roll5]

Done, waiting for result. (low attack rolls, high damage rolls. :smallsigh:)
stats:
Deliverykill (http://www.myth-weavers.com/sheetview.php?sheetid=150033)
Female LN Snow Elf Fighter, Level 1, Init +5, HP 10/10, Speed 40ft
AC 19, Touch 17, Flat-footed 14, Fort +3, Ref +5, Will -2, Base Attack Bonus 1
Longbow (98) +6 (1d8, x3)
Elven Thinblade +6 (1d8+3, 18-20/x2)
Leather (+2 Armor, +5 Dex, +2 Misc)
Abilities Str 16, Dex 20, Con 12, Int 10, Wis 6, Cha 4
Condition None
Senses Spot: -1 Listen: -2
Position I18

HCL
2009-11-07, 01:33 PM
Yeah, it triggers my ready action to attack with my sling

[roll0]
[roll1]

Lubirio
2009-11-07, 01:34 PM
Hit, crit by any chance? :smalleek:

Lubirio
2009-11-07, 01:38 PM
So your turn, minus a standard action.

HCL
2009-11-07, 01:39 PM
It would appear that you are still standing. Slings only crit on natural 20s

Turn 3
Move: West, attempting to jump across bridge. I have a +6 modifier, not sure how big the gap is so I guess I will roll [roll0]. All maneuvers have been granted. Lets see the result of this roll first.

Alright, I am across the gap and in K9. I drop my sling and wield my guisarme in 2 hands as a free action, and continue to K17.

End turn

EDIT: If it comes up, the guisarme is locked into the gauntlet.

hustlertwo
2009-11-07, 01:40 PM
Why would his turn be minus a standard action, Lubirio? Readied actions are from a previous round and have no bearing on the actions you get in a following one.

Lubirio
2009-11-07, 01:45 PM
You'd have a +10 on jump because every 10ft beyond 30ft you speed is you get a +4 on it, I'd say it's 10ft, so you make it.


Ready

[stuff]

Initiative Consequences of Readying
Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

[some more stuff]

Most of the entry on readying an action, I've highlighted the important part.

And some more SRD:

Gauntlet, Locked

This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so that it cannot be dropped easily. It provides a +10 bonus on any roll made to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity.

[stuff]

So it isn't locked yet...

HCL
2009-11-07, 01:50 PM
I assumed we could start with our gear fully prepared and ready for use. I didn't mention it in the first post though I should have (I doubt it will come up).

If that is the case with readied actions, some of those games in round 71 would need to be overturned (tanaric beat lance by readying actions to move every round). I think it means that you lose your standard action in the round you readied the action, not in the round your action goes off.

hustlertwo
2009-11-07, 01:51 PM
Interesting. Somehow it seems like Arena has ignored that rule in the past. That's really RAW, and not one of the rule variants? If so....I dunno. Maybe I'm wrong, and it simply never came up for me before, but I think you might want to mention it in the Waiting Room.

Lubirio
2009-11-07, 01:54 PM
Actually, the guisarme still won't be locked because you started with the sling, and here's the links to both of them: Readied action (http://www.d20srd.org/srd/combat/specialInitiativeActions.htm#ready), Locked Gauntlet (http://www.d20srd.org/srd/equipment/armor.htm) (scroll down a little)

I think it has been mentioned a while back, that's why I thought of it.

HCL
2009-11-07, 01:56 PM
I think I only have to lock it into one gauntlet (the left), that way I can switch between just carrying it in my off hand and using a sling/javelins in the right, and using it 2 handed. I might be wrong about this, but it won't matter for the purposes of this match since I don't intend to make any disarm attempts and I doubt you do either.

Sallera
2009-11-07, 02:25 PM
Regular action, as in your turn that round. It doesn't say "standard action", it doesn't affect your standard action.

Lubirio
2009-11-07, 02:30 PM
So it takes up a move action?

I think using it that way would be fine, and I won't try to disarm you, as I'll try to stay away from you. :smallwink:

Lubirio
2009-11-07, 02:33 PM
Deliverykill - Round 3

Rapid Shot again.

[roll0]
[roll1]
[roll2]
[roll3]

In case of crit:
[roll4]
[roll5]
Then switch bow to off-hand.

Done, stats:
Deliverykill (http://www.myth-weavers.com/sheetview.php?sheetid=150033)
Female LN Snow Elf Fighter, Level 1, Init +5, HP 2/10, Speed 40ft
AC 19, Touch 17, Flat-footed 14, Fort +3, Ref +5, Will -2, Base Attack Bonus 1
Longbow (96) +6 (1d8, x3)
Elven Thinblade +6 (1d8+3, 18-20/x2)
Leather (+2 Armor, +5 Dex, +2 Misc)
Abilities Str 16, Dex 20, Con 12, Int 10, Wis 6, Cha 4
Condition None
Senses Spot: -1 Listen: -2
Position I18

Still horrible rolls. :smallsigh:

hustlertwo
2009-11-07, 02:37 PM
Deliverykill - Round 3

Rapid Shot again.

[roll0]
[roll1]
[roll2]
[roll3]

In case of crit:
[roll4]
[roll5]
Then switch bow to off-hand.

Done, stats:
Deliverykill (http://www.myth-weavers.com/sheetview.php?sheetid=150033)
Female LN Snow Elf Fighter, Level 1, Init +5, HP 2/10, Speed 40ft
AC 19, Touch 17, Flat-footed 14, Fort +3, Ref +5, Will -2, Base Attack Bonus 1
Longbow (96) +6 (1d8, x3)
Elven Thinblade +6 (1d8+3, 18-20/x2)
Leather (+2 Armor, +5 Dex, +2 Misc)
Abilities Str 16, Dex 20, Con 12, Int 10, Wis 6, Cha 4
Condition None
Senses Spot: -1 Listen: -2
Position I18

Still horrible rolls. :smallsigh:

Be happy! Getting bad rolls out in an exhibition just leaves more good rolls for you in a real match. And I still don't quite understand this egular action thing, but no matter. Sounds like there is something that means the way we play it works, which is all that needs to be known.

Lubirio
2009-11-07, 02:44 PM
Actually, now that you mention it, I haven't put any of my buys that played in rounds in new rounds... I'll put this guy, if he checks out, in the FFA round, to replace Knoll. (I'll post this as well in the Waiting room/recruiting thread, don't worry)

HCL
2009-11-07, 03:14 PM
I did not see you move at all so I think you are still in I18, and therefore threatened (within 5 feet, so use my spiked gauntlets). NOrmally I would trip attempt but I don't want to spend time doing opposed checks :P

[roll0]

Then for my turn I will 5 foot step to K18 and punch you again. I would probably want to intitiate a maneuver but I am at a friends and dont have Tome of Battle handy :P

[roll1]

HCL
2009-11-07, 03:16 PM
I think that second attack hits so [roll0] damage

Tanaric
2009-11-07, 03:27 PM
A couple things. Readied actions work exactly as they're played in the arena. They trade the readied action ("your regular action") in a given round for the ability to take it at a later point. In 1v1s we don't bother changing the initiative count, as you still act in the same order, effectively.

Secondly, all mundane preparations are already completed. Slings are loaded, gauntlets are locked, boots are spit-shined to perfection.

Unless you want to spend a minute donning your armor every match, that is.

Lubirio
2009-11-07, 03:49 PM
But... But... :smallfrown:

The quote I posted earlier clearly states it takes up the standard action of the next round, the one that's now before the person that triggered it. :smallconfused:

Oops, I didn't see you finished your move into K17, threatening me... :smalleek: That 7 damage ends me...

Tanaric
2009-11-07, 03:56 PM
Not really, no.


Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

You don't get your regular turn. You get a different one. That's the whole point of the initiative order. It just has such a negligible effect in 1v1 matches that we don't bother changing the turn order turn numbering.

Example: Player 1 init: 16. Player 2 init: 4

Player 1 moves and does something. Player 2 moves, sees Player 1, and readies an action, with the trigger being "If Player 1 moves".

Player 1 moves. Player 2's readied action triggers, bringing his init count to 16.1, so he acts just before Player 1. Player 1 continues with his turn. Init count 4 comes along. Player 2 does not get his regular turn. Init count 16.1 comes along. Player 2 gets his turn. Init count 16 comes along. Player 1 gets his turn.

Making sense here? It's the same turn order in 1v1s, and although Player 2 is effectively acting before Player 1 in the turn order, there's no distinguishable change from how it was before.

Lubirio
2009-11-07, 03:58 PM
Ah, yes it does, sorry for all the trouble. :smallredface:

Could you post this in the waiting room as well, I posted my case there at urging from HCL.