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View Full Version : ToS Exhibition: Siadaus_Shade vs. Pheonixrivers



Siadaus_Shade
2010-04-08, 02:48 PM
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I propose this map. How many buff rounds would you prefer?

PhoenixRivers
2010-04-08, 02:52 PM
I'm flexible on buffs. All day + 2? 3? How many do you want?

Siadaus_Shade
2010-04-08, 03:04 PM
How about 2 buff rounds? All day buffs should be cast within these rounds like any other buff.

Unless that's unreasonable. I'm pretty open too.

PhoenixRivers
2010-04-08, 03:32 PM
How about 2 buff rounds? All day buffs should be cast within these rounds like any other buff.

Unless that's unreasonable. I'm pretty open too.

Generally buffs that last all day (such as hours/level buffs, and 24 hour buffs) are cast immediately after spell preparation, and thus, don't count against buff rounds). They do count as slots expended, though.

For example, Mind Blank is a 24 hour spell. Cast it right after you spell prep, and you've got it all day.

Siadaus_Shade
2010-04-08, 03:50 PM
I understand that, I just didn't want a huge amount of buffs. I guess All-Day +2 is fine.

Sorry about the late reply, this storm is screwing with my connection.

PhoenixRivers
2010-04-08, 04:18 PM
K.

Buffs:Mind Blank
Energy Immunity: Fire
Energy Immunity: Acid
Anticipate Teleportation, Greater
Dispelling Buffer
Superior Resistance

Round 1: Schism
Round 1 (Swift): Spellcaster's bane
Round 2 (Schism): Activate Bead of Karma
Round 2: Spell Turning ([roll0])
Round 2 (Free): Drop bag, Assume trollform + Favor
Round 2 (Move): Pick up bag.

Init: [roll1]

Location:A3-B4

Don't worry, I don't have a laundry list like some characters. Just a short list of preferred immunities.

Siadaus_Shade
2010-04-08, 06:03 PM
That's good, Because I'm not the best at choosing buffs.

Buffs:
Round 1: Summon Monster VI 1d3 Celestial Griffons
Round 2: Applying Poison
Round 2: Quickened Fox's Cunning

Initiative: [roll1]

Each square is 5 feet, correct? And how about the walls be 30ft, the cielings 60ft up?

Siadaus_Shade
2010-04-08, 06:05 PM
One of my rolls didn't work

[roll0]

PhoenixRivers
2010-04-08, 06:12 PM
Each Square is 5 feet, sure.

60 feet ceiling, 30 feet walls? Hm.

I'll bite, sure.

Take your first action.

Siadaus_Shade
2010-04-08, 06:27 PM
Hide: [roll0]
Move Silently: [roll1]

Moving. I now have line of sight on everything above 9 (I think).

Spot: [roll2]
Spot: [roll3]
Spot: [roll4]
Spot: [roll5]
Spot: [roll6]

Do I see anything?

Position:
17E-9E
Griffon 1: 18F-2F
Griffon 2: 19F-3F
Griffon 3: 19E-3E
Griffon 4: 19G-3G

PhoenixRivers
2010-04-08, 06:29 PM
Oh yes. You see a troll in A3-B4. What does the troll see? (Please note: If you do not have cover or concealment, you cannot normally hide or move silently.)

Siadaus_Shade
2010-04-08, 06:39 PM
I have the class skill 'Hide in Plain Sight.'

My turn isn't over yet. I ready an action.

Readied Action:
Cast 'Teleport' if attacked or targeted by a spell.

End Turn. Your go.

The troll sees Griffons, Occupying Squares 2F, 3F, 3E, and 3G

PhoenixRivers
2010-04-08, 06:44 PM
Very Well. My action.

Observers only:
Schism: Cast a DMM still + Rod silent Veil of Undeath

It should be noted: If a spell is cast within Line of Sight to me (I don't actually need to see the caster, just be able to establish the need for a spot roll) I automatically know what spell.

End Turn. The troll doesn't move.

Siadaus_Shade
2010-04-08, 06:50 PM
Are you saying I didn't see you with my spot roll?
Also, If anything is within 60ft of me, I automatically know where they are.

PhoenixRivers
2010-04-08, 06:53 PM
Are you saying I didn't see you with my spot roll?
Also, If anything is within 60ft of me, I automatically know where they are.

I'm saying that you saw a troll. The Troll's holding a bag in one hand, and a rod in the other.

If you want me to process the "within" 60 feet of you, I need to know more details.

1) Does it ignore Line of Effect (as Mindsight does, but as Blindsight doesn't)?
2) Is it based on detecting Mind-Affecting Creatures?
3) Does it work across planar boundaries?
4) Is it a divination effect?
5) Is it an effect which is blocked by Darkstalker?
6) Is it functionally identical to blindsight or blindsense?
7) Is it based on detecting living creatures?

There are a lot of qualifiers, and no sensory ability bypasses everything.

Siadaus_Shade
2010-04-08, 07:06 PM
The effect is blindsight.

1) No, It doesn't.
2) No, It isn't
3) No, It doesn't
4) No, It isn't
5) Yes, It is. (Though if you are within line of sight, I still made a pretty decent spot roll, and you haven't made any hide ones.)
6) Yes, It is Blindsight
7) No, It isn't

Apologies for the lack of information.



The Griffon's will each make a charge against the troll.

Griffon 1:
Attack Roll: [roll0] Damage: [roll1]
Attack Roll: [roll2] Damage: [roll3]
Attack Roll: [roll4] Damage: [roll5]
Attack Roll: [roll6] Damage: [roll7]
Attack Roll: [roll8] Damage: [roll9]

Griffon 2:
Attack Roll: [roll10] Damage: [roll11]
Attack Roll: [roll12] Damage: [roll13]
Attack Roll: [roll14] Damage: [roll15]
Attack Roll: [roll16] Damage: [roll17]
Attack Roll: [roll18] Damage: [roll19]

Griffon 3:
Attack Roll: [roll20] Damage: [roll21]
Attack Roll: [roll22] Damage: [roll23]
Attack Roll: [roll24] Damage: [roll25]
Attack Roll: [roll26] Damage: [roll27]
Attack Roll: [roll28] Damage: [roll29]

Griffon 4:
Attack Roll: [roll30] Damage: [roll31]
Attack Roll: [roll32] Damage: [roll33]
Attack Roll: [roll34] Damage: [roll35]
Attack Roll: [roll36] Damage: [roll37]
Attack Roll: [roll38] Damage: [roll39]

Any hits?

PhoenixRivers
2010-04-08, 07:09 PM
Please note: Griffons are Large creatures, and occupy a 10x10 square, though they only have a 5 foot reach. Please re-list their locations before their charge, and their altitude. Given my location, I'm not entirely sure they can all get charges off.

At least 3 should be able to, if my internal head map is right, but I'd need to get their original locations to be sure.

EDIT: Also, please verify one part of your HiPS. Some versions let you hide while being observed. Others allow you to hide while being observed without cover. Make sure that yours is the latter, otherwise you still do need cover.

Siadaus_Shade
2010-04-08, 07:16 PM
I stand Corrected. I suppose that only makes it possible for one or two to charge?

Griffon 1: E1-F2
Griffon 2: G1-H2
Griffon 3: E3-F4
Griffon 4: G3-G4

Each at 35ft Altitude.

It looks like to me, Only Griffon 1 and Griffon 3 can charge. Just use their roles then.

PhoenixRivers
2010-04-08, 07:18 PM
Several hits land, but don't even scratch the troll.

Continue.

EDIT: Specifically:

Griffon one hit with its 1st, 4th, and 5th attacks.
Griffon three hit with every attack except the 5th attack.

EDIT2: Let me know if/when your turn is over.

Siadaus_Shade
2010-04-08, 07:38 PM
The other griffins move into a better position to attack. Griffon 2 hovers 5 feet above Griffon 1, While Griffon 4 lands at 5A-6B. The Griffons squall and cry out confusingly, creating quite a ruckus. While all of this is going on, an ecstatic white-hot lightning bolt flies from the South-East, apparently out of nowhere, directly at the troll.

[roll0]

Reflex for half.

Movement:
E9 to H4

Turn over.

Siadaus_Shade
2010-04-08, 07:40 PM
Forgotten Rolls

Hide: [roll0]
Move Silently: [roll1]

PhoenixRivers
2010-04-08, 07:45 PM
I voluntarily fail the reflex save.

No damage, as I take it straight to the forehead.

PhoenixRivers
2010-04-08, 07:47 PM
My action: Troll calmly puts one rod in the bag and pulls another out.

Observers Only:Schism: Cast (Rod Silent) Still Spell Sonorous Hum

Go ahead.

EDIT: Oh, and unless that was an invisible spell Lightning bolt, would you be so kind as to tell me the squares that the spell occupied?

Siadaus_Shade
2010-04-08, 07:55 PM
You are kidding right? I guess this troll has DR 10, atleast. But spell immunity too? Come on! The lightning bolt apparently originated from the air occupying square E8.

Griffon 1 makes a Grapple check on the troll, and the others all use Aid Another to help him do it.

I hate grapple rules. Do your attack of oppurtunity, if you want.

PhoenixRivers
2010-04-08, 08:07 PM
If I had spell immunity, I wouldn't have chosen to fail the save..

AoO on the Griffon: [roll0]
If hit: [roll1]
If threat:[roll2]
If Crit:[roll3]

If this hits, the grapple fails.

Siadaus_Shade
2010-04-08, 08:31 PM
The troll sucessfully deflects the lunge of the griffon; the grapple fails.

You sense 'Deathsight' being cast.

Movement: (observers only)

H4 to B2

The troll is suddenly attacked by an invisible asailer.

[roll0] Damage: [roll1]
[roll2] Damage: [roll3]
[roll4] Damage: [roll5]
[roll6] Damage: [roll7]

If any one of these hit, Make a DC 36 fortitude save.
For each one that hits (including the first) make a secondary, DC 26 Fortitude save.
For each one that hits, you immediately take 6 charisma damage, no save.

turn not done, awaiting outcome.

Claudius Maximus
2010-04-08, 08:42 PM
Siadaus_Shade:
I can vouch that what PhoenixRivers is doing is legal (in the context of us having lifted the ban on his character's trick for this match).

It's possible Phoenix might be able to identify the spell/power/whatever that caused the lightning bolt. You should include a possibility for him to roll that check, perhaps including the name of the spell in a spoiler he should open if he makes the roll. At any rate, you should note the identity of the effect in a spoiler for refs like me.

Also, if your lightning bolt was a spell, and it was not silenced, Phoenix is entitled to a listen check to hear its verbal components.

What is your altitude?

Furthermore, I'd like to know what you just did. Specifically, how are you casting Deathsight, then moving, then attacking more than once?

Siadaus_Shade
2010-04-08, 09:03 PM
Sorry about the confusion, I'm getting tired.
The Spell Cast, was lightning bolt. I thought that was fairly obvious, but I suppose I should have stated it. Since he knew where the spell came from, making a listen check would be redundant.

What just happened:
Deathsight casted, augmented with a Quicken Metamagic rod, lesser.
I posess a hustle magic item, so I was able to move as a swift action.
I then full attacked on the troll.
I should be able to use another swift action to move away, if not-I have other options.

Altitude: I was 35ft in the air during the first round, but landed shortly after. I am now on the ground.

Any more questions?

EDIT: Just for the sake of completion:
The Initial Fortitude Save is a Death Attack.
The Secondary Fortitude Save is coming from a poison
The Charisma Damage is coming from Maiming Strike.

PhoenixRivers
2010-04-08, 09:09 PM
All 4 of the attacks hit. None of them successfully deal damage.

Fort Save: [roll0]
Fort Save: [roll1]

The ability damage does not successfully occur.

PhoenixRivers
2010-04-08, 09:10 PM
Missed the "for each that hits" part.

Fort: [roll0]
Fort: [roll1]
Fort: [roll2]

Siadaus_Shade
2010-04-08, 09:14 PM
Failure of the first fortitude roll results in instant death, unless you are unaffected by it.
Each other fortitude save you fails deals 3d6 strength damage.

I'm not seeing how you can be hit and not take any damage whatsoever, or any of the ability damage.

Does anything that I did last turn work on you?

PhoenixRivers
2010-04-08, 09:16 PM
I am immune to death effects. I am immune to strength damage.

I am also immune to any effect requiring a Fort save unless that save affects objects.

Edit: My turn?

EDIT2: I'll tell you how I do it after the match. Fluffy is a tier 0.5 build.

This means:
Tier .5: A build that can probably only be beaten if you have specifically prepared for it. Example: Sofawall's Cube build.

Claudius Maximus
2010-04-08, 09:26 PM
Siadaus_Shade:
You can normally only take one swift action per round. Do you have some ability that lets you take more than that?

What item is giving you Hustle? You seem to have your hands full, which rules out Power Stones unless you have Quick Draw.

Siadaus_Shade
2010-04-08, 09:28 PM
No, Not your turn yet.

Movement.
B2 to K3

Your go. Honestly this is getting a bit boring. So far it's consisted of me trying to do something, anything at all to you, and you sitting there and being immune to everything.

Claudius:
The rules say up to 2 swift actions a round...am I missing something?

PhoenixRivers
2010-04-08, 09:33 PM
I'm doing things. They'll start picking up soon. The spells I'm casting just aren't visible.

OO:Schism: Start full round action: Cast Summon Elemental Monolith (DMM Still, Silent spell via rod)

The Troll Takes a withdraw Action: Move North to A1-B2, and then East to E1-F2, then south to F7-G8.

Siadaus_Shade
2010-04-08, 09:40 PM
Does that not provoke attacks of oppurtunity from the griffons? Not that it matters much...

The Griffons dissipate. I ready an action.

Cast Teleport if attacked or targetted by a spell.

End Turn.

sofawall
2010-04-08, 09:40 PM
Claudius:
The rules say up to 2 swift actions a round...am I missing something?

Yes, you are. The limit is the maximum, full stop. You have to be able to reach the maximum (Ruby Knight Vindicator, for example) for it to be relevant. So unless you have extra Swift actions per round, you have 1, just like everyone else.

Also, Tier 0.5 characters, like Fluffy? They win because they are hard to kill. Being able to deal 40k damage in one round? About tier 2, maybe 1 if you have some defenses. Being immune to almost all forms of attack, even odd and esoteric? 0.5.

PhoenixRivers
2010-04-08, 09:46 PM
Withdraw means that the square I start from doesn't count as threatened.

My action (OO): Schism: Finish Full round action: Cast Summon Elemental Monolith. Choose Air. Sonorous Hum takes over concentration.

It appears at A1-D4, uses its whirlwind ability, and chooses 60 feet tall.

A towering creature comprised of air fills A1-D4, going 20 feet up. It promptly becomes a 60 foot tall vortex of air... And then begins moving.

A1-D4 to i1-L4. If you are in any of these squares, at any altitude, I need two reflex saves (DC 39). It passes through every square in rows 1-4.

After that, it's your turn.

PhoenixRivers
2010-04-08, 09:48 PM
Creature's Spot and listen checks:

Spot: [roll0]
Listen: [roll1]

Siadaus_Shade
2010-04-08, 09:49 PM
Thanks, that makes more sense, the sleepyness must be setting in.

Pheonixrivers: I messed up handling action economy on that multitude of attacks. In that situation, I wasn't able to make a full attack. So you only needed to make two saves. It wouldn't have made any difference at all though, so it's not a big deal.

sofawall
2010-04-08, 09:50 PM
Siadaus_Shade: And your buff rounds, too

Siadaus_Shade
2010-04-08, 09:50 PM
Hide and move silently:
[roll0]
[roll1]

Siadaus_Shade
2010-04-08, 09:52 PM
Sofawall:
No, I didn't mess those up in the slightest. Those were spell-like abilites. The Quicken Spell-like Ability feat specifically says that the casting time is reduced to a free action not a swift action.

PhoenixRivers
2010-04-08, 09:56 PM
Well, if you aren't in rows 1-4, then it's your turn.

Siadaus_Shade
2010-04-08, 10:05 PM
Ah okay, I see it now.

Reflex saves:
[roll0]
[roll1]

Before I go, can you tell me what a failed save would do to me?

Great, I rolled a 4, making me fail one. Insta-death?

Claudius Maximus
2010-04-08, 10:10 PM
Sofawall:
No, I didn't mess those up in the slightest. Those were spell-like abilites. The Quicken Spell-like Ability feat specifically says that the casting time is reduced to a free action not a swift action.

Siadaus_Shade:
This is incorrect; the Rules Compendium updated quickened SLAs to take a swift action. (Page 8).

I actually missed this though. I apologize for not seeing it and pointing it out earlier.

I think the best course of action is to drop the quickened summon monster, since that never had any real effect and as far as I can tell is impossible to quicken in the first place.

Siadaus_Shade
2010-04-08, 10:12 PM
Claudius:
I'm sorry, I wasn't aware. Thank you for correcting me, I'll go and edit right away.

PhoenixRivers
2010-04-08, 10:31 PM
If you failed the 1st save, you take: [roll0] damage.

The second save was worse. That would have had you tagging along with the elemental while he flew around.

That's my action. Help yourself to some fun.

Siadaus_Shade
2010-04-08, 10:40 PM
Alright, let's try and take out the monolith.

Siadaus_Shade
2010-04-08, 10:44 PM
I screwed up the attack. here we go:

(These are touch attacks.)

[roll0] Damage: [roll1]
[roll2] Damage: [roll3]
[roll4] Damage: [roll5]
[roll6] Damage: [roll7]

If any one of these hit, Make a DC 36 fortitude save.
For each one that hits (including the first) make a secondary, DC 26 Fortitude save.
For each one that hits, you immediately take 6 charisma damage, no save.

PhoenixRivers
2010-04-08, 11:12 PM
Alright, let's try and take out the monolith.

**Post Roll count doesn't match database** generally means that rolls were made, then deleted. Which rolls were those?

Also, @Claudius: Question: Just realized that I've got an illegal power on my list (Fluffy was made when Temp Accel was legal). Obtaining opponent permission for a power exchange.

@ Siadaus: I realized that one of my powers (Temporal Acceleration) is no longer legal. Would you mind terribly if I replace it with a lower level power?

Siadaus_Shade
2010-04-08, 11:45 PM
Well I rolled, but not the right amount, or with the right bonuses. Since you can't edit to add more rolls, I decided to scap it and just reroll entirely. I'm not terribly concerned about my attack rolls anyway, I'm making touch attacks, and my attack bonus is pretty high.

And I don't mind at all, go ahead.

PhoenixRivers
2010-04-08, 11:50 PM
KK.

OOChanging Temp Acceleration to Touchsight.

PhoenixRivers
2010-04-08, 11:57 PM
Monolith's out cold from ability damage (good deductive work, by the way). Next? Is your turn over?

Siadaus_Shade
2010-04-09, 09:54 AM
Yes, your go. I think it's about time I stopped resisting the inevitable. Go ahead and kill me. Also, I have been reading your other threads, I saw you explain to people you like to use the Monolith to finish people, or extra damage, whatever. I've been waiting for it really.

PhoenixRivers
2010-04-09, 10:05 AM
Ah.

My next round would be touchsight to about 80 feet, and then I'd follow up with spiritual weapons to do my hitting for me.

Soooo... touch sight, 80 feet. Go ahead.