View Full Version : Duel: Stewie McWild vs. Sturmherz
Darwin
2010-04-27, 01:23 PM
Combatants
Team Blue: Sturmherz (http://www.myth-weavers.com/sheetview.php?sheetid=189148)
Team Red: Stewie McWild (http://www.myth-weavers.com/sheetview.php?sheetid=203386)
Map
http://i876.photobucket.com/albums/ab330/ArenaManager/Arenas/09-dawn_arena.png
Darwin
2010-04-27, 01:25 PM
Rolling Initiative: [roll0]
TheFallenOne
2010-04-27, 01:31 PM
hm, I bought a couple new toys after winning another match and haven't updated the sheet, but I'll play the character now as is on the sheet for ease of play.
Buy studded leather with armor spikes. No other purchases
Pre-battle: Switch EWP to heavy poleaxe with Weapon Aptitude
Start in D10, holding heavy poleaxe in hand, potion of faith healing in mouth
Initiative: [roll0]
Darwin
2010-04-27, 01:41 PM
Forgot to mention purchases.
Buy:
4x Alchemist's Fire
30x Crossbow Bolts
Let's get this show on the road :smallbiggrin:
TheFallenOne
2010-04-27, 01:42 PM
alright. Your turn then
Darwin
2010-04-27, 01:52 PM
Stewie McWild, Round 1
Starts in W10, holding Sling in hand.
Refs/LoS
Standard Action: Cast Entangle in Sturmherz's square.
Move Action: Single move to O10
Free Action: Activate Shifter's shifting
Swift Action: Law Devotion to AC
Stats:
Hp: 9/9
AC: 23, Touch: 17, Flat-footed: 19
Entangle: 10/10
Shifting: 7/7
Law Devotion: 10/10
End turn.
TheFallenOne
2010-04-27, 01:55 PM
um, you don't have Law Devotion
Reflex save [roll0]
let's see how this goes
Darwin
2010-04-27, 01:56 PM
um, you don't have Law Devotion
Reflex save [roll0]
let's see how this goes
HOLY BUGGER! I posted the wrong sheet :smalleek: Do you want me to reset the fight or just carry on?
EDIT: Updated the sheet link in the first post. Guess that'll teach me not to name my characters almost the same on myth-weavers :smallfrown:
TheFallenOne
2010-04-27, 01:56 PM
full round: strength check to break free [roll0] DC 20
Damn. End turn
edit: just post the right sheet then and carry on with your turn. After all there's nothing I could have done differently so far :smalltongue:
and activating Law Devotion is Swift, not free
edit2: can't view the sheet, not likely not set to public
Darwin
2010-04-27, 02:05 PM
Stewie McWild, Round 2
Refs/LoS
Free Action: 5 ft. step to N10
Free Action: Law Devotion to Attack
Standard Action: Attack with Sling:
Attack: [roll0]
Damage: [roll1]
Free Action: Law Devotion to AC
Stats:
Hp: 9/9
AC: 23, Touch: 17, Flat-footed: 19
Entangle: 9/10
Shifting: 6/7
Law Devotion: 9/10
End turn.
Darwin
2010-04-27, 02:06 PM
The sheet has been updated to Public :smallsmile:
TheFallenOne
2010-04-27, 02:08 PM
Well, you got me there, you chose the right map. Entangled on first turn and nothing I could do :smalltongue:
I want to break free [roll0]
*sigh* end turn, hope I survive long enough to finally make that check. If I'd seen your sheet earlier I have bought a hide shield to get total cover
Darwin
2010-04-27, 02:13 PM
Sambusei played to Sparta's strengths, consider this my sweet, sweet revenge :smallbiggrin:
Stewie McWild, Round 3
Refs/LoS
Free Action: Law Devotion to Attack
Standard Action: Attack with Sling:
Attack: [roll0]
Damage: [roll1]
Free Action: Law Devotion to AC
Stats:
Hp: 9/9
AC: 23, Touch: 17, Flat-footed: 19
Entangle: 8/10
Shifting: 5/7
Law Devotion: 8/10
End turn.
TheFallenOne
2010-04-27, 02:17 PM
hm, I see no particular advantage for Sparta on Sambusei. You should be happy I didn't take him for this match, things would look a little differently :smalltongue:
Standard: drink potion of faith healing, holding my weapon in one hand
Free: drop prone, hold weapon in both hands again
done
Darwin
2010-04-27, 02:22 PM
He had the advantage on Skrag since he wouldn't ever stand an honest man's chance in hell in a ranged fight. And it's much easier to keep distance in Sambusei compared to this.
Stewie McWild, Round 4
Refs/LoS
Free Action: Law Devotion to Attack
Standard Action: Attack with Sling:
Attack: [roll0]
Damage: [roll1]
Free Action: Law Devotion to AC
Stats:
Hp: 9/9
AC: 23, Touch: 17, Flat-footed: 19
Entangle: 7/10
Shifting: 4/7
Law Devotion: 7/10
End turn.
TheFallenOne
2010-04-27, 02:25 PM
Want a melee brawl SPARTA versus Skrag? I'm up for it :smallbiggrin:
well, one more hit and you got an easy victory here
Full round: strength check [roll0] DC20
if success, activate travel devotion
*facepalm* the most embarassing thing is that Sturmherz ends this without ever having moved
Darwin
2010-04-27, 02:27 PM
Sure, but let's save that for another day :smallbiggrin:
Stewie McWild, Round 5
Refs/LoS
Free Action: Law Devotion to Attack
Standard Action: Attack with Sling:
Attack: [roll0]
Damage: [roll1]
Free Action: Law Devotion to AC
Stats:
Hp: 9/9
AC: 23, Touch: 17, Flat-footed: 19
Entangle: 6/10
Shifting: 3/7
Law Devotion: 6/10
End turn.
TheFallenOne
2010-04-27, 02:29 PM
well, I blew every check and you made all attack rolls. That's game then
though preparing for the wrong character slightly rigged things, a hide shield for total cover would at least have allowed me to outwait the entangle
Darwin
2010-04-27, 02:33 PM
Not quite the victory I had expected, by a victory none the less :smallbiggrin: And sorry for messing up the sheets, as said before they can easily be mistaken when they're both named Arena - Druid :smalleek:
I think that rather than waiting the entangle out I would've slowly made my way out. Entangled creatures can still move up to half their speed.
TheFallenOne
2010-04-27, 02:36 PM
unless anchored to the ground, which is the case with the spell Entangle(roots and all that). Otherwise I would have been at your throat really fast even with half movement
Darwin
2010-04-27, 02:38 PM
Yeah, not that being at my throat neccesarily means a victory. Once shifted Stewie still has an AC of 23 and quite a decent melee capacity as well.
The frightening thing is that Sturmherz can down nearly any character in the arena with a single attack if you're lucky with your rolls :smalleek:
TheFallenOne
2010-04-27, 02:42 PM
well, with Steely Strike I have attack +11 and with Travel Devotion I can just hit you and then disappear, or just disarm you and then pick up your weapon. Rendered unable to move is the worst thing that can happen to Sturmherz, his AC is rather pitiful
and trust me, the frightening thing about Sturmherz isn't his damage, that one's normal for Water Orcs. I call him the Green-Winged Horror for his insane mobility. Just look at my Round 89 match versus Psidog to get an idea
Wizibirb
2010-04-27, 02:46 PM
A new contest has entered the arena!
just kidding!
This match was hilarious, and is entangle not considered an offensive spell?
and if anyone would be interested I would like to be part of a 1v1 it might be a little more entertaining then sitting in vine the whole time.
;p
Darwin
2010-04-27, 02:47 PM
Ohh right! I completely forgot Sturmherz was a Warblade, not a Fighter! And mobility is definitely a key in here, more than I had ever imagined.
Perhaps I should even consider switching my secondary shifting to Cliffwalker for a Climb speed :smallconfused:
EDIT: Sanctuary specifically states that the opponent can still be affected by area effect spells, which Entangle definitely is.
EDIT^2: I promised TheFallenOne an all-out melee brawl with Skrag sometime tomorrow (if you have the time that is). But after that I'll definitely be up for another training match with this guy :smallbiggrin:
Wizibirb
2010-04-27, 02:51 PM
It also says no offensive spell, and some offensive spells are AoE but if it is not classified as offensive makes sense then
Edit ^
I look forward to it *wicked grin*
Castiel really is better 1v1 :smallamused:
TheFallenOne
2010-04-27, 02:59 PM
Entangle is fine in this Arena, saw a Tanglepatch used by Sallera on the same map in some other match
Sanity, you up for a brawl versus Sturmherz? His feet are itching to get a move on
Wizibirb
2010-04-27, 03:15 PM
Alright lets tango!!!!! I am always down for a match.
Pick a map and set up a thread.... :smallbiggrin:
Edit -
Or heck we could just do it here
and don't worry I'll make sure he gets a good exercise.
TheFallenOne
2010-04-27, 03:22 PM
Sturmherz vs Castiel 2.0
TheFallenOne - Sturmherz (http://www.myth-weavers.com/sheetview.php?sheetid=189148)
Sanity702 - Castiel 2.0 (http://www.giantitp.com/forums/showthread.php?t=147800)
Initiative [roll0]
Sheet as-is, buy 2 potions of Faith Healing, ready
edit: actually, make that 1 potion, spiked leather armor just in case
Start in D10, holding heavy poleaxe in hands, potion Enlarge Person in mouth
Wizibirb
2010-04-27, 03:24 PM
Alright lets go.
[roll0]
and I am ready as well.
TheFallenOne
2010-04-27, 03:29 PM
Sturmherz Turn 1
Swift: Activate Travel Devotion
Free: hold weapon in one hand, switch potion to other
Standard: Drink potion. Become large, occupy D10/E11
Move: Go to N10/O11
Stats
Hp: 15/15
AC: Full 13, Flat-Footed 12, Touch 11(+1 Dex, +2 Armor)
Travel Devotion - 10/10
Steely Strike
Moment of Perfect Mind
Sudden Leap
done
this will be fun :smallamused:
Darwin
2010-04-27, 03:35 PM
You stole my thread! You can't just steal it like that! :smallbiggrin: Best of luck to the both of you, I'll be following the fight from the sidelines.
Wizibirb
2010-04-27, 03:37 PM
huh.... Well crap! I don't have one of those potions.... doesn't matter I WILL WIN!
Start in W-10
and before I post my turn what is the stats on a heavy polarm Poleaxe?
does it have reach whats your bab with it and damage?
can't find it on your sheet.
and it will be fun indeed! :smallamused:
and you know you can't fly yet correct?(unless you are getting it from something ele other than dragon born) that is at 6hd if I remember correctly.
TheFallenOne
2010-04-27, 03:39 PM
you got a problem? Complaints are filed to SPARTA, we'll see then if I have to steal it or just loot it from your corpse :smalltongue:
Pick pocket to steal thread: [roll0]
Make an opposed spot check
Wizibirb
2010-04-27, 03:40 PM
Facepalms
[roll0]
Darwin
2010-04-27, 03:41 PM
Stewie's hawk-like vision scours the battlefield [roll0]
OOC:
Well... Poodlesticks :smalleek:
TheFallenOne
2010-04-27, 03:45 PM
poleaxe has reach, 2d6 damage, slashing and piercing. Can't attack adjacent foes, x3 critical. It's in Complete Warrior
my attack bonus with it is +7 like with all melee weapons. Damage 2d6+9, enlarged 3d6+10
Wizibirb
2010-04-27, 03:49 PM
Don't have access to my book right now that I why I had to ask. Huh, well that sounds dangerous.... If only I had one more level then I would also have 50 ft movement.
and your weapons do not become large correct? so your reach is still only 10?
OR am I misunderstanding that?
anyways move to p-11
ready an action
Attack if Stumherz does anything
Wizibirb
2010-04-27, 03:50 PM
EDIT _
CRAP!
I am wrong just reread it huh... not good. :smallfrown:
Darwin
2010-04-27, 03:52 PM
Enlarge Person (http://www.d20srd.org/srd/spells/EnlargePerson.htm) lets your equipment grow with you to a suitable size. And you just had a ninja-realization on me :smalltongue:
TheFallenOne
2010-04-27, 03:54 PM
Course it does, it affects all worn equipment
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. (http://www.d20srd.org/srd/spells/EnlargePerson.htm)
Effect on Damage (http://www.d20srd.org/srd/equipment/weapons.htm#tableLargerAndSmallerWeaponDamage)
feel free to redo your turn
My reach would be 20 feet now. I actually only took the potion because I asumed you'd get one too, this might be overkill now...
Wizibirb
2010-04-27, 03:58 PM
Get the potion!? with what Money!?!?! lol I would of used one if I had the money and no my turn stands as is.
TheFallenOne
2010-04-27, 04:06 PM
Ah, somehow forgot you spent all for our current match. Though it would be fine to change your pre-battle buys from Round 90 to adapt for your new enemy, or we could just restart and I don't use the potion. With only one of us having Enlarge Person active this would be rather onesided. Hell, I'd have the higher grapple modifier now, this is just wrong
Wizibirb
2010-04-27, 04:11 PM
*does quick math* damn you do have a higher grapple mod!
wanna see how this turns out without enlarged person?
Darwin
2010-04-27, 04:13 PM
FallenOne you talked about a Hide Shield earlier, where can I find that?
TheFallenOne
2010-04-27, 04:14 PM
yeah
Instead I have a potion of Faith Healing in the mouth
Swift: Activate Travel Devotion
Move: to N10
Standard: ready action
Move if he moves adjacent to me or ends turn
done
edit: Hide Shield is in Sandstorm, similar to Tower Shield, but requires no feat
Wizibirb
2010-04-27, 04:18 PM
Start with a sling in one hand
Move to O-10
Ready an action
attack if I get attacked or he moves
stats
ac: 15
Hp: 9/9
done
TheFallenOne
2010-04-27, 04:21 PM
you trigger my readied action when you move adjacent to me
Sturmherz moves to M10
You can revise after your move
Darwin
2010-04-27, 04:24 PM
Damn, that's a neat little bastard Sandstorm had hiding in there. Stewie is definitely going to put that one to good use :smallbiggrin:
EDIT: You sunk my battleship! :smallfrown:
Wizibirb
2010-04-27, 04:35 PM
Nope I stay in o-10
TheFallenOne
2010-04-27, 04:40 PM
Sturmherz Turn 2
Standard: Steely Strike on Castiel
Attack [roll0]
Damage [roll1]
Move: to H10. Tumble in case you readied an action to move to get an AoO: [roll2] DC 15
Swift: Move to B6
Stats
Hp: 15/15
AC: Full 13, Flat-Footed 12, Touch 11(+1 Dex, +2 Armor)
Travel Devotion - 9/10
Steely Strike
Moment of Perfect Mind
Sudden Leap
done
guess I triggered your action with my attack or move
Wizibirb
2010-04-27, 04:44 PM
Yup triggered readied action attack!
Since you are 5 ft away
[roll0]
[roll1]
Wizibirb
2010-04-27, 04:48 PM
Well that wa a nice full damage from the sling. :smallbiggrin:
But unfortunately I am in pain now.
Round 2
Free drop sling
Ready an action
Attack if he attempts to attack me. Making a 5-ft step if necessary
Stats -
ac: 15
Hp: -5/9
TheFallenOne
2010-04-27, 04:55 PM
actually I'm 10 feet away(M10 to O10). You moved adjacent to me, with my readied I moved 5 away, so you'd get an AoO for the sling attack. Do you still take your readied action?
Wizibirb
2010-04-27, 04:58 PM
I thought that was why you made the tumble role? because if I got an AoO I would of swung at you with my fist, (for non-lethal of course)
Still a tad confused here, you moved, however it was still part of round 1 therefor I could not attack you. then Round two starts and you trigger my readied action and what happens well happened.
TheFallenOne
2010-04-27, 05:02 PM
I made the tumble roll in case your readied action was to move(say, I move, which triggers your readied, then you move adjacent to me and my move provokes an AoO for leaving a threatened square). You moved to O10 while I was in N10, my readied brought me to M10 from where I made my attack. If your readied action was to attack you'd get an AoO for using the sling while I threaten you, you can't make a melee attack because we're not adjacent and you don't have reach
Wizibirb
2010-04-27, 05:03 PM
Well either way I would have to reload the sling and since I don't have quick draw I would only get one attack correct?
TheFallenOne
2010-04-27, 05:06 PM
:smallconfused: the question now is if you in fact do take your readied action to shoot your sling because this would provoke an AoO as described. Your readied action happens during my turn, whenever it was triggered
Wizibirb
2010-04-27, 05:13 PM
Ah, I see the problem here. I forgot that attacking with a ranged weapon causes an AoO well in that case it would be wise to forgo my readied action because no matter how I do it I am going to get attacked.
also I am off to school now so I will be back on latter
TheFallenOne
2010-04-27, 05:16 PM
alright, my turn stands as is then, ending in B6 after whacking you good :smalltongue: See ya
TheFallenOne
2010-04-27, 05:19 PM
doh, actually I did something wrong. I'm so used to the spiked chain I rolled 2d4 for damage instead of 2d6. I really need to use more different weapons, being able to use any exotic weapon I want without penalty is a luxury I should use as good as possible
correct damage: [roll0]
and it's actually less damage, hilarious :smallbiggrin:
Wizibirb
2010-04-27, 06:24 PM
Wohooo! You did 1 less damage I am now at -4! and my action stands sit their with a readied action
TheFallenOne
2010-04-28, 12:55 AM
well, I'd assume you didn't drop your sling since it is still loaded :smallwink:
Move or swift, who cares: to K10
Standard: ready action
Move
Trigger: he attacks me with his sling, he provoked an AoO from me, he attempts a grapple, ends turn
done
Wizibirb
2010-04-28, 11:53 AM
You moved 50 ft correct? Thus you are out of movement? IF so
Trigger my readied action
Take a 5 ft step backwards and shoot sling at you.
[roll0]
[roll1]
Wizibirb
2010-04-28, 11:55 AM
OOOO Crit.
Confirm crit
[roll0]
[roll1]
TheFallenOne
2010-04-28, 11:56 AM
uh a threat
I moved 50, but can move another 50 thanks to Travel Devotion
At what point exactly do I trigger your action?
Wizibirb
2010-04-28, 12:04 PM
I really need to find out where you find these awesome Ideas.
and you would trigger it during your move, ((if that can still trigger your readied action I am going to have to forgo mine (I can't take another beating to the face)))
((sorry I still have problems with readied actions and all that jazz.))
TheFallenOne
2010-04-28, 12:16 PM
OK, if my movement triggered your action, I still have my standard left
Switch Faith Healing potion to mouth, drink it. Hold weapon in both hands again
Swift: move right back to B6
That didn't go well, back where I started, only short a potion and some HP
end turn. Do me a favour and repeat that crit in our current match :smalltongue:
Wizibirb
2010-04-28, 12:28 PM
I will do my best :smallcool: that was a nice crit though wasn't it... Sorry about the whole not that great with readied actions and all that.
anways that turned out well for me so
drop sling
move- draw sling
standard Ready an action
attack if strumherz moves near/tries to attack/charge or do anything that castiel does not like, this includes living/breathing or ending turn :smalltongue:
end turn
ac: 15
Hp: -4/9
TheFallenOne
2010-04-28, 12:35 PM
hm, you have the ranged advantage, so I have to finish this with the next blow. Full-round action to recover my expended maneuver. Done
Wizibirb
2010-04-28, 12:39 PM
Care to explain what that does?
and
ready an action
attack if strumherz moves near/tries to attack/charge or do anything that castiel does not like, this includes living/breathing or ending turn, taking a 5 ft step if necessary
TheFallenOne
2010-04-28, 12:45 PM
I recovered my maneuver Steely Strike, it's what I used earlier. Standard Action, single attack with +4 on attack, -4 AC for one round
I take my swift and move to go to M10(your still in O10 right?) and then take a swing at you with Steely Strike. I guess your readied interrupts me
Wizibirb
2010-04-28, 12:51 PM
No I took a 5ft step back so would be in p-10
and yup
your movement causes my readied action to trigger.
take a 5 ft step back again so I should be n q-10 ((note I am doing this without looking at the map I could be wrong))
[roll0]
[roll1]
TheFallenOne
2010-04-28, 12:55 PM
ow. Well, with 100 feet to play around I can still easily get close enough for my melee attack(let's say O10 if you're in Q10 now)
Steely Strike
[roll0]
Damage [roll1]
If this misses I'm in big trouble
uhoh. Your turn.
Wizibirb
2010-04-28, 01:04 PM
What is your hp?
and does the I can't beleve you rolled a two stare
So lets say I drop my sling
ok this shouldn't provoke an AoO if it does I will revise my turn (cause lets face it one more hit and I am dead.
5 ft step to p-10
introduce Mr. Fist to Mr. Face.
[roll0] If I hit that should be game.
[roll1] non-lethal <----- that would of been game if I had hit you with that turn 1 :smalleek:
and that is Castiels strong point 1d6+6 non-lethal damage to the face is dangerous I don't care who you are
TheFallenOne
2010-04-28, 01:07 PM
you got me there, I'm down. Damn, I would have punched you to -24 HP if I didn't roll a 2 :smalltongue:
non-lethal wasn't necessary, I don't have Rageclaws(stunning, I know)
Wizibirb
2010-04-28, 01:10 PM
I thought you did, f you didn't wouldn't you be down from my two sling shots?
8 + 4 from crit = 12 + 9 (second shot) = 21
wait weren't you down after the first shot then?
TheFallenOne
2010-04-28, 01:13 PM
Faith Healing got me some health back, otherwise I would have been down
Damn, Sturmherz gets beaten around here. Luckily he's doing way better in Round 89 where it counts :smallcool: Guess for the next fun match I better take SPARTA, Sturmherz wasn't optimized for combat, but for ending games with as few LoS checks as possible
Wizibirb
2010-04-28, 01:18 PM
Oh thats right, but enough hp to survive the second rock? :smallconfused:
haha ok ok I'll stop belly aching lol
Wizibirb
2010-04-28, 01:54 PM
Now sparta Vs. Castiel would be a very interesting match.... and when we get to lvl 2 let us hope they have another 2v2 :smallcool:
TheFallenOne
2010-04-28, 01:59 PM
that would actually a bad matchup for me, my harpoons do nothing, grapple bypasses my insane AC. That was my reasoning for offering alliance to you
1) Castiel is an almost perfect counter to SPARTA
2) 2 characters with arrow deflection in a round full of shooters is veeeery nasty
3) Harpoon effect and a grappler synergize well
Wizibirb
2010-04-28, 02:03 PM
I know he is a direct Nerf to you hense why I wanted to see it :smallbiggrin:
Darwin
2010-04-28, 02:05 PM
Ugh, you can tell me about the damn shooters in round 90 :smallannoyed: The team we had to face after you guys were even better archers, and had no trouble keeping us at bay. I should have foreseen a melee character wouldn't stand a chance on Sambusei :smallsigh:
TheFallenOne
2010-04-28, 02:08 PM
You just want an easy victory, that's all :smalltongue: maybe I should test the grappler I'm planning on Castiel, I think I'll manage a grapple modifier of +18 or slightly lower, but with reach on my grapple attacks
Wizibirb
2010-04-28, 02:10 PM
Sigh if only I had thought of the Law devotion or whatever it is that gives you the insane attack power. and lets go I know Castiel will win!
TheFallenOne
2010-04-28, 02:11 PM
Ugh, you can tell me about the damn shooters in round 90 :smallannoyed: The team we had to face after you guys were even better archers, and had no trouble keeping us at bay. I should have foreseen a melee character wouldn't stand a chance on Sambusei :smallsigh:
Well, you just need to be fast enough. Sturmherz could be in the enemies starting zone in turn 1 on Sambusei. That's his strong point, rushing casters and shooters and getting them into AoO hell before they can do anything. His biggest weakness are guys who are better at melee than he is(or an Entangle turn 1 of course :smallannoyed:)
Wizibirb
2010-04-28, 02:16 PM
I am not a better melee I just roll better
:smalltongue:
TheFallenOne
2010-04-28, 02:19 PM
you indeed did, but it's just bad manners to attribute a loss to bad luck.
Although, in this case, it would have been true :smalltongue:
Wizibirb
2010-04-28, 02:21 PM
I know :smalltongue:
Thats why I do not mind if you do :smallbiggrin:
Darwin
2010-04-28, 05:44 PM
FallenOne are you ready for a fight against Skrag? Now that we've officially been crushed by another set of shooters I'd like to see how he'd fare in fair melee :smallbiggrin:
TheFallenOne
2010-04-28, 05:49 PM
alright. Same map, I keep my harpoons and javelins out. What about your fear effects, still fair game? Since you invested more feats into those than I did in my harpoons you could keep them I think
Oh, and no (deliberate) running away please. You're faster than me and with ranged attacks forbidden there's nothing I could do to stop you
Darwin
2010-04-28, 05:51 PM
alright. Same map, I keep my harpoons and javelins out. What about your fear effects, still fair game? Since you invested more feats into those than I did in my harpoons you could keep them I think
Oh, and no (deliberate) running away please. You're faster than me and with ranged attacks forbidden there's nothing I could do to stop you
No running away on my part, but I definitely want to keep my fear effects. Can we agree on a no-consumeables policy? Skrag doesn't have any, and it would really be unfair game for you to take advantage of your winnings against him.
Also, would you deem the use of Daunting Presence a direct attack that conflicts with Sanctuary? :smallconfused:
TheFallenOne
2010-04-28, 05:56 PM
I'll just play him as he was in our match where he had a Psionic Tattoo of Vigor, so I won't take advantage of the 300 GP for the win, I'll not even get a weapon :smalltongue:
Not sure about Daunting presence, but I'd prefer to restrict it in the Sanctuary effect, would be kinda odd if you can affect me at range and I can't affect you
Initiative [roll0]
Darwin
2010-04-28, 05:58 PM
Alright, that seems fair.
Initative [roll0]
I'll go first :smallbiggrin:
TheFallenOne
2010-04-28, 06:01 PM
*sigh* wasted a perfectly good roll there to loose on the draw
Start in D10 again
Darwin
2010-04-28, 06:06 PM
Skrag, Round 1
Refs/LoS
2x Move Action: Move to Q20
Free Action: Yell "I'M IN Q20"
Stats:
Hp: 14/14
AC: 15, Flat-footed: 13, Touch: 12 (+3 Studded Leather Armor)
Rage Claws soulmeld active
End turn.
I really don't want to bother with LoS, so I'll give up my position, but I need the tactical advantage of not being directly in melee with your when round 2 starts.
TheFallenOne
2010-04-28, 06:10 PM
SPARTA Cuss, Turn 1
Move to H14
Standard: Activate Psionic Tattoo
Stats
Hp: 16/11
AC: Full 22, Flat-Footed 11, Touch 21(+1 Dex, +8 Armor, +3 Shield)
Law Devotion: unused
Vigor: 10/10
done
Darwin
2010-04-28, 06:14 PM
Skrag, Round 2
Refs/LoS
Move Action: Move to J20
Ready Action: Activate Daunting Presence on Sparta when he is within LoS and within 30 ft.
Stats:
Hp: 14/14
AC: 15, Flat-footed: 13, Touch: 12 (+3 Studded Leather Armor)
Rage Claws soulmeld active
End turn.
TheFallenOne
2010-04-28, 06:24 PM
SPARTA Cuss, Turn 2
Move to J13(5 feet out of range of your daunting presence)
Ready Action
Move
He uses daunting presence, comes within 10 feet, ends turn, readies an action
Stats
Hp: 16/11
AC: Full 22, Flat-Footed 11, Touch 21(+1 Dex, +8 Armor, +3 Shield)
Law Devotion: unused
Vigor: 9/10
done
Darwin
2010-04-28, 06:28 PM
Skrag, Round 3
Refs/LoS
Ready Action: Activate Daunting Presence on Sparta when he is within LoS and within 30 ft.
Stats:
Hp: 14/14
AC: 15, Flat-footed: 13, Touch: 12 (+3 Studded Leather Armor)
Rage Claws soulmeld active
End turn.
This is going to be a loooooooooong match xD
TheFallenOne
2010-04-28, 06:33 PM
... Mexican Standoff?
Darwin
2010-04-28, 06:34 PM
... Mexican Standoff?
I'll at the very least be able to wait out your Vigor :smallbiggrin:
TheFallenOne
2010-04-28, 06:37 PM
great, I agree to forgo ranged weapons and you repay me by holding me at bay with your Daunting Presence :smalltongue: well, give me a moment to think
Darwin
2010-04-28, 06:40 PM
I think I'm going to have to rename Skrag to Tuco Ramirez. And feel free to take your time, I'm here all night :smallwink:
TheFallenOne
2010-04-28, 06:52 PM
alright, I take my readied to move closer to you.
On my turn, I move adjacent to you, most likely running into Daunting Presence Will save before continuing [roll0] what was the DC again?
TheFallenOne
2010-04-28, 06:53 PM
hah, who cares :smallbiggrin: Payback time for stalling
Move adjacent
Swift: Activate Law Devotion to attack
Standard: Slam!
Attack [roll0]
Damage [roll1]
Free: "This!"
Law Devotion to AC
done
nooooo, so fast can luck run out
Darwin
2010-04-28, 07:00 PM
Skrag, Round 3
You, of course, trigger my readied action to activate Daunting Presence which you manage to resist.
Refs/LoS
Standard Action: Activate Daunting Presence (DC13)
Stats:
Hp: 14/14
AC: 15, Flat-footed: 13, Touch: 12 (+3 Studded Leather Armor)
Rage Claws soulmeld active
Wait for results..
TheFallenOne
2010-04-28, 07:08 PM
You call this a melee brawl? :smalltongue: [roll0]
rightful punishment :smallbiggrin:
Darwin
2010-04-28, 07:10 PM
Skrag, Round 3
I call it evening the odds :smallbiggrin:
No more actions.
End turn.
EDIT: 20, on both your saving throws? *shakes an angry fist at the forum roller* :smallyuk:
TheFallenOne
2010-04-28, 07:12 PM
one more slam then I'm off for now
Law Devotion to Attack
Fist of Pain [roll0]
Damage [roll1]
Free: "Is!"
Law Devotion to AC
done
edit: ...
Darwin
2010-04-28, 07:14 PM
Where's that Silence spell when I need it? :smallbiggrin:
Activate Daunting Presence
Await result
??!?
Profit.
TheFallenOne
2010-04-28, 07:15 PM
if we just exchang blow for presence I can just copypaste :smallbiggrin: [roll0]
Darwin
2010-04-28, 07:16 PM
Fiddlesticks :smallannoyed:
I NEED that damned Presence to trigger before I can move on in the fear chain.
Your go :smallbiggrin:
TheFallenOne
2010-04-28, 07:17 PM
Law Devotion to Attack
Atack [roll0]
Damage [roll1]
Free: "Arena!"
Law Devotion to AC
done
Darwin
2010-04-28, 07:18 PM
Daunting Presence
Wait for iiiiiit...
TheFallenOne
2010-04-28, 07:18 PM
ooooooh, crit check
Atack [roll0]
Damage [roll1]
Darwin
2010-04-28, 07:19 PM
ooooooh, crit check
Atack [roll0]
Damage [roll1]
Phew, dodged a bullet there. Now let me see that Daunting Presence go through!
TheFallenOne
2010-04-28, 07:20 PM
fourth Save in a row!
This is gonna be legend...
Wait for it...
Still waiting...
DAIRY! [roll0]
Darwin
2010-04-28, 07:21 PM
YES! Sparta goes to Shaken (remember the penalty to saving throws!)
Your go.
TheFallenOne
2010-04-28, 07:22 PM
Law Devotion to Attack
Atack [roll0]
Damage [roll1]
Free: "Daddy's home!"
Law Devotion to AC
done
Darwin
2010-04-28, 07:25 PM
Free: RAGE!!! :furious: (roll vs. fear of become frightened)
Full-round: Full attack (roll vs. fear or become frightened or possibly panicked)
Attack [roll0]
Damage [roll1]
TheFallenOne
2010-04-28, 07:28 PM
do you have to hit me for that to take effect? Also, DCs?
[roll0]
[roll1]
Darwin
2010-04-28, 07:30 PM
No hit needed, I just need to perform the action. Sparta is hereby panicked as long as he can see Skrag, and frightened while he can't. Initimidating Rage lasts till my rage runs out and Dreadful Wrath lasts for a full minute.
TheFallenOne
2010-04-28, 07:32 PM
In that case I'll have to withdraw from Skrag for 12 squares. Well, that's bothersome, we'll figure the random direction out tomorrow
Darwin
2010-04-28, 07:35 PM
Yeah, we're in the same timezone so I see where that is coming from. Thanks for the fight so far and sleep well :smallwink:
Wizibirb
2010-04-28, 07:44 PM
FallenOne are you ready for a fight against Skrag? Now that we've officially been crushed by another set of shooters I'd like to see how he'd fare in fair melee :smallbiggrin:
I will do melee with you :smallamused:
Wizibirb
2010-04-28, 07:51 PM
wow I am gone for like an hour and you two take off like its a race track :smallsigh:
haha, nice work Skrag, still would like to see you against Castiel :smallcool:
TheFallenOne
2010-04-29, 10:06 AM
so, random direction for flight 1 is directly north, count clockwise [roll0]
or does he run directly away from the source, so north anyway? Running right back directly through the source of his fear seems strange
Darwin
2010-04-29, 10:21 AM
I'd say directly away, running through me does sound kind of silly :smalltongue:
TheFallenOne
2010-04-29, 10:33 AM
actually, I may have to run. run to J1 then, getting an AoO from you
Darwin
2010-04-29, 10:39 AM
Charge to J9 and make grapple attempt.
I can make a grapple attempt at the end of a charge in place of a melee attack, right? :smallconfused:
Melee touch: [roll0]
Grapple check:[roll1]
Rage Duration: 6/7
Dreadful Wrath Duration: 9/10
Darwin
2010-04-29, 10:42 AM
****! I messed things up, I read J1 as J10. How did you make it that far with only 2 move actions? :smallconfused:
EDIT: GHARHL!! I messed everything up, again! Consider the charge attack a grapple attempt as my AoO, remove the +2 bonus from charging.
TheFallenOne
2010-04-29, 10:48 AM
Run action, 3x normal movement
I found nothing in panicked or frightened saying I can't do AoOs. If hit, the grapple attempt fails(it's good having a natural attack, can't drop it :smalltongue:[/roll]
attack [roll0]
Damage [roll1]
If miss, opposed grapple [roll2]
edit: still standing?
Darwin
2010-04-29, 10:51 AM
Panicked
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frightened.
I think that's a pretty clear sign that you can't do AoO.
TheFallenOne
2010-04-29, 11:02 AM
As far as I'm aware AoOs are not classified as any kind of action. Actions in combat (http://www.d20srd.org/srd/combat/actionsincombat.htm) doesn't list it as a separate action, Attacks of Opportunity (http://www.d20srd.org/srd/combat/attacksOfOpportunity.htm) gives no indication of it being an action either
Darwin
2010-04-29, 11:06 AM
I think that in this particular case the term "action" is supposed to cover any kind of action, be it classified as a certain kind of action D&D or not. If you don't mind I'll ask in the waiting room to get a third opinion? :smallsmile:
TheFallenOne
2010-04-29, 11:09 AM
yeah, do so. Far as I can tell AoOs are nonactions, but I may be missing something
Normally, a panicked character couldn't make AoOs because he has to drop his weapons, but with a natural attack you can circumvent that
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