PDA

View Full Version : Homebrew Edition - Godskook vs 9mm



Godskook
2010-05-13, 11:32 PM
Alright, let's get the party started.


Using this homebrew:

True Potential [Ascendant]
Steel sharpens steel, and like so does one man sharpen another. Only by facing death, delivered by a worthy foe, can we truly transcend our weaknesses and become truly powerful.
Prerequisites:
-Must have dueled an opponent of a CR at least equal to your ECL in deadly combat and won.
-ECL 6
Benefits: A player with this feat adds 1/4 of his HD to all skill checks. He is also now eligible to take Ascendant feats. This counts as a Ascendant feat for the purpose of determining the number of Ascendant feats a character has.

Battle Stride [Ascendant]
True warriors move across the battlefield with the grace and ferocity of lions.
Prerequisites:
-One [Ascendant] feat
-ECL 8
Benefits: You may move* up to your speed before any attack you make(including AoOs). You may do so a number of times per round equal to the number of your [Ascendant] feats. If you do so, you sacrifice a move action for this round.
*Not 'take a move action', just simply 'move'.

Eye of Tiger [Ascendant]
With an enhanced awareness, you can take advantage of almost any opening
Prerequisites:
-Battle Stride
-ECL 12
Benefits: Your threatened area is determined by your reach + your speed.
Normal: Your threatened area is determined by your reach with a melee weapon.

Flash Step [Ascendant]
You move at speeds so fast that even magic has to struggle to keep up.
Prerequisites:
-Any two [Ascendant] feats
Benefits: Whenever you move, opponents must succeed on an opposed prowess check in order to react to your movement. Failure means that they can not react to your movement. Reactive magic(such as contingencies) uses its caster level as its prowess modifier. In this case, failure means that the magic will not trigger, unless you are still triggering the effect after making your movement. If you attack at the end of the movement, your first attack is treated as part of that movement for the purpose of determining if something can react to it.

To determine a Character's prowess modifier:
A character's prowess modifier is determined in two steps. First, you add up all the pre-cap modifiers and penalties, and then you add on any post-cap modifiers or penalties. The 'cap' is +20 or the character's HD, whichever is lower.

Pre-cap:
-A character with class levels adds his full HD.
-A character without class levels adds 3/4 HD.
-A character that has abilities with multiple levels, or an ability with an effective spell level, power level, or similar, takes a penalty equal to the highest 'level' he's capable of using.
-A character with more than 10 BAB adds (BAB-10).
-A spell, power, or item adds its caster level.

Post-cap:
-A character adds half his total number of Ascendant feats, rounded up
-A spell, power, or item adds its effective spell level.

Examples:
An antimagic field, cast by a L20 wizard has a prowess modifier of +26.
The wizard has a prowess modifier of +11.
His contingent dimension door(which was made at min prices) has a prowess of +11 as well.
A L20 fighter, who has 12 Ascendant feats, has a prowess modifier of +26.
A Solar has a prowess modifier of +19.
An Old Black Dragon has a prowess modifier of +18.

Improved Flash Step [Ascendant]
Your speed improves even farther.
Prerequisites:
-Flash Step
Benefits: Whenever an opponent fails a level check against your flash step, they are treated as flat footed against your next attack.

Superb Talent [Ascendant]
Your natural talent is apparent in everything you do. Nothing is too complicated or unfamiliar.
Prerequisites:
-True Potential
-100 skill points
Benefits: You may add a 1/2 HD bonus to any skill check you make, instead of using your rank in that skill. This stacks with the bonus gained from True Potential, gaining a total 3/4 HD bonus on skills where both apply.

Calculated Movement [Ascendant] [Tactical]
Your keen awareness allows you to react to your opponent's movement as it is happening.
Prerequisites:
-Flash Step
-Battle Stride
Benefits: Calculated Movement enables the use of two tactical options.
Side Step: Whenever an opponent provokes an AoO from you due to movement, you may choose to forgo the AoO and instead move up to half your speed. Doing so counts against your limit of AoOs and Battle Strides for the round.
Timing: Whenever an opponent provokes an AoO for movement, you may choose not to take the AoO. If you do, and the same movement would later cause him to leave a square you threaten, it provokes a new AoO.

Rupture Magic [Ascendant]
Your training has become so refined that you can bend the magic of others.
Prerequisites:
-Flash Step
-Battle Stride
Benefits: Whenever you make a battle stride, roll an opposed prowess check against any magical effect that would impose a penalty on your battle stride(either the attack or movement). If you succeed, you ignore that effect. This does not enable you to attack an opponent you otherwise would not be able to, such as an ethereal creature, but it might negate the miss chance associated with the blink spell. This also does not enable you to locate a creature you'd otherwise be unable to locate, such as a wizard inside a fog cloud(without proper senses), but if you start outside the fog cloud, it might negate the miss chance associated with attacking him. Additionally, any effect that is already affecting you can not be negated in this way, such as an antimagic field you're already inside of. Any effect negated this way immediately re-takes effect after your attack.[/QUOTE]

Godskook
2010-05-13, 11:38 PM
[roll0]

Map preferences?

3 buff rounds + all day sound good?

9mm
2010-05-13, 11:41 PM
I'll use Marcus

map don't care

buff rounds sound good

Godskook
2010-05-13, 11:46 PM
Small map it is:


{table=head]|A|B|C|D|E|F|G|H|I|J|K|L
1||||||||||||
2|
3|||C|C|||||C|C||
4|||C|C|||||C|C||
5||||||||||||
6|
7|
8||||||||||||
9|||C|C|||||C|C||
10|||C|C|||||C|C||
11|
12|||||||||||[/table]

Godskook
2010-05-13, 11:58 PM
Buff rounds:

Buff rounds:
1.Cast shield
2.Cast Mage Armor
3.Cast Heroics(Martial Stance(Thicket of Blades))

Starting in C2

9mm
2010-05-14, 12:05 AM
[roll0]
Buffs

round 1: extended protection from good lasts 14 minutes, activate alchemical captal quick spark with swift share spell with familar
Round 2: move: draw moonfire salve from haversack, apply to feat with standard (gain fly for 5 minutes)

Round 3: extended karmatic aura lasts 14 rounds share spell with familar; swift acticate aclch capsule ghostblight

9mm
2010-05-14, 12:08 AM
starting in square L12 do we start with LoS

Godskook
2010-05-14, 12:14 AM
Nope. Turn?

9mm
2010-05-14, 12:15 AM
hmmm
Marcus:
Swift action enter hunters Sence stance (I has scent!)
Standard:

use wand of augment familar



Fluffy :
Move: move to E12
Ready action to

Demorilize first hostile withing threatened area


Turn endo.

Godskook
2010-05-14, 12:25 AM
Swift - enter Thicket of Blades stance
Standard - become invisible
Move - progress to B2, B5, E5 in order, gaining LOS at E5, and so, ending movement.

9mm
2010-05-14, 12:36 AM
Fluffy:
Move: moves up to E7-F8
Standard: ready action

demorlise first hostil in reach



Marcus:
Move: moves to k8
Free: remove on hand from weapon
free: draw vial from potion belt
standard: pour vial's contents over weapon

oil of mighty whalllop

free: return hand to weapon
turn endo

Godskook
2010-05-14, 01:03 AM
AoO:

Bethor moves from E5 to K6, and makes an attack, coming out of invisibility to do so.

[roll0]
[roll1]
[roll2]

I'm not sure what bonuses being invisible gives me against a scent user, so I didn't add those in.

If you're an arcanist, you're also my favored enemy, so take another 2 damage.

9mm
2010-05-14, 01:06 AM
Whiff!

10 characters of me laughing.

Godskook
2010-05-14, 01:12 AM
Swift Action - activate gloves of striking

Attack, moving to K10, flying directly overhead, outside a non-reach opponent's threatened area.

[roll0]
[roll1]
[roll2]

9mm
2010-05-14, 01:14 AM
blow strikes clean: Make a will save

your current elevation?

Godskook
2010-05-14, 01:21 AM
Rolling my prowess check:

[roll0]

9mm
2010-05-14, 01:24 AM
[roll0]

10 characters

Godskook
2010-05-14, 01:25 AM
Will save:

[roll0]

9mm
2010-05-14, 01:50 AM

9mm
2010-05-14, 01:53 AM
Fluffy:
Move: moves to K8-l9 per mental direction from marcus
Standard: use intimidate to demoralise (http://www.d20srd.org/srd/skills/intimidate.htm)
+4 for every size catagory smaller you are to fluffy (large)

Marcus:
Move: will tumble to l10 [roll1]
Free:dirrect dark compaion to k11 (all adjacent enemies take -2 to ac and saves)
Free: HEXBLADE CURSE, roll will
Standard: use Saphire nightmare blade: [roll2] (if this beats your ac you are treated as flat footed
power attacking for 2
[roll3]
[roll4]

If this hits the folling damage is rolled

[roll=flaild12+6
[roll5]fire damage
[roll6] electricity damage
[roll7]
also on a connect roll the following saves
Ref vs burning DC 11
fort vs Dc 14
if successfully sneak attacked roll another Fort vs dc= total damage this blow delt

finally if I delt more than 10 damage, roll a streagth check against trip


I think that's everything

Godskook
2010-05-14, 02:04 AM
On sight of Fluffy, Bethor abrupt jaunts to K12.

If the beast attempts to move within 10' of Bethor, Bethor flies straight up 40'.

Godskook
2010-05-14, 02:19 AM
On sight of Fluffy, Bethor abrupt jaunts to K12.

If the beast attempts to move within 10' of Bethor, Bethor flies straight up 40'.

Not sure which 'halving' I forgot, but that's only 20' straight up, I guess.

9mm
2010-05-15, 08:36 PM
Orney cuss, ain't he?

Fluffy:
Standard: Ready action

attempt to grapple next hostile in reach


Marcus:
Free: direct dark compaion to L12 (-2 to ac and saves against adjancent foes)
Move: retrieve Tanglefoot bag from haversack
Standard: Toss da bag atcha
[roll0]-4 from range penelties

end turn.

Godskook
2010-05-15, 11:05 PM
Yes, he is, but I'll get to him in a moment.

Move to I8, wrapping around the column, attacking:

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

9mm
2010-05-15, 11:37 PM
I was talking to Fluffy
Marcus:
Free: driect dark compainon to J8
Free: HEXBLADE CURSE: roll will
Free: 5' into j8
Standard: Saphire Nightmare blade
[roll0] If that beats your ac you are treated as flatfooted
Power attacking for 2
[roll1]
[roll2]
Damage:

whoo boy this gets complicated
Swift: activate sudden stunning
[roll3]
[roll4] Fire
[roll5] electricity
[roll6]

roll the following saves
Ref (burning)
Ref (sudden Stunning)
Fort (sneak attack only)
Fort (from getting smacked at all)
and roll a trip check.


Fluffy to come.

Godskook
2010-05-15, 11:59 PM
Abrupt Jaunt, to H9, while the curse is 'on the stack', if possible.

9mm
2010-05-16, 12:51 AM
[01:40] 9mm: works for me. you porting after the dark compaion moves?
[01:40] Godskook: Yep.

Port'n is no good against a nose like mine...

Marcus:
Move: tumble to H8 [roll0]
Free: hexblade curse roll will.
Standard: saphire nightmare: see above post for rolls

Godskook
2010-05-16, 01:02 AM
Fly up and over your head, attacking downward at my full reach(So I'm not in your melee range).

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

[roll4] - Assuming you still use your curse on me after the AoO.

Godskook
2010-05-16, 01:17 AM
How about flying?

9mm
2010-05-16, 01:19 AM
you avoid getting cursed... This time:

Fluffy:
move: to h7-i8
Standard: will attempt to grapple, make your AoO (if you have any left)

Godskook
2010-05-16, 01:33 AM
Sidestep to A8 to avoid the grapple.

Tumble mod is +21, unless you really want me to roll it.

9mm
2010-05-16, 09:23 AM
Sidestep to A8 to avoid the grapple.

Tumble mod is +21, unless you really want me to roll it.

you can nat 1 skill checks, you have to roll it I'm afraid.

Godskook
2010-05-16, 10:17 AM
[roll0]

Is that a ToS thing?

Claudius Maximus
2010-05-16, 12:54 PM
No. You can only nat 1 attack rolls, saves, and the occasional odd thing here and there. Skill checks generally don't autofail on a nat 1.

Godskook
2010-05-16, 03:31 PM
No. You can only nat 1 attack rolls, saves, and the occasional odd thing here and there. Skill checks generally don't autofail on a nat 1.

Well, I knew they didn't in 3.5, but I wasn't sure about ToS.

Claudius Maximus
2010-05-16, 04:57 PM
There is no deviation from RAW in this regard, as far as I know.

9mm
2010-05-16, 11:32 PM
this wasn't about auto fail, he's moving at full speed in this tumble instead of half: imposing a -10 penelty. It was possible for him not to hit 15.

Godskook
2010-05-17, 02:04 AM
this wasn't about auto fail, he's moving at full speed in this tumble instead of half: imposing a -10 penelty. It was possible for him not to hit 15.

Right then, I keep forgetting to factor additional movement restrictions in my sidesteps.

So, anything left to you and fluffy's turn(s)?

9mm
2010-05-19, 09:28 PM
Right then, I keep forgetting to factor additional movement restrictions in my sidesteps.

So, anything left to you and fluffy's turn(s)?

no, your turn.

Godskook
2010-05-20, 01:04 AM
I think it is time we started doing this differently.

I fiddle with my ring, and disappear.

Last known spot was A8, 10' up.

Godskook
2010-05-21, 01:03 AM
Probably shoulda said, my turns over.

I'll do interesting things when its your turn, like any classic blue deck. Muah ha ha.

9mm
2010-05-22, 10:22 AM
Small map it is:


{table=head]|A|B|C|D|E|F|G|H|I|J|K|L
1||||||||||||
2|
3|||C|C|||||C|C||
4|||C|C|||||C|C||
5||||||||||||
6|
7|
8||||||||||||
9|||C|C|||||C|C||
10|||C|C|||||C|C||
11|
12|||||||||||[/table]
reposting map for refference

spoiler all invisible movement for observers

Fluffy:
Move to k11-L12
Standard: ready action:

grapple at marcuses direction]


Marcus: Double move to L12

end turn

Godskook
2010-05-22, 11:57 AM
Movement:
For fluffy's movement: E12, which is out of scent range before he moves. Confirmed in-chat that he moves away from me first, so he doesn't get a whiff until I move again.

For Marcus's 1st move action to K11: Nothing, hoping that either (A) he reappears or (B) I can gank his AC in peace.

Attempting to take the last few steps of your movement(K-11 to K-12), Bethor's chain swings out at you from K-11, 10' up, you smelled him coming from the left side of the room.

Rolls:
[roll0]
[roll1]
[roll2]

9mm
2010-05-28, 07:09 PM
you land your hit.

[roll0] if that beats yours roll will

final free action fro Marcus is to bring his dark compaion to his square

end turn

Godskook
2010-05-29, 09:41 PM
Swift - Activate Blurrstrike(You see my arm go blurry, so there's no point to obscuring the name, really).
Standard: Move to J12 and land(15' of movement), and strike at you.

(Tumble mod is +21, and I didn't move far enough to incur penalties(10' out of 80', due to descent doubling movement))

[roll0] - Blurrstrike, which hits FF AC, unless you can negate that
[roll1]
[roll2]

9mm
2010-06-03, 07:16 PM
Swift - Activate Blurrstrike(You see my arm go blurry, so there's no point to obscuring the name, really).
Standard: Move to J12 and land(15' of movement), and strike at you.

(Tumble mod is +21, and I didn't move far enough to incur penalties(10' out of 80', due to descent doubling movement))

[roll0] - Blurrstrike, which hits FF AC, unless you can negate that
[roll1]
[roll2]

I suppose I roll prowess for for karmatic aura?
[roll0]

also my turn?

Godskook
2010-06-03, 11:01 PM
Yes, your turn.

[roll0]
In case I fail, its a will save, right?
[roll1]