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View Full Version : Exhibition: Train vs. Sparks



hustlertwo
2010-07-30, 02:18 PM
http://i876.photobucket.com/albums/ab330/ArenaManager/Arenas/11-scorers_glass_arena.png

Sparks (http://www.coyotecode.net/profiler/view.php?id=6655)
Train (http://www.myth-weavers.com/sheetview.php?sheetid=133308)

How appropriate; after all, these two characters narrowly missed fighting each other over a year ago in round 58.

hustlertwo
2010-07-30, 02:19 PM
Init: [roll0]

I didn't color code, so you can pick which end you start on.

RandomAction
2010-07-30, 02:28 PM
Let's go with higher Ini roll chooses color.

Ini roll: [roll0]

hustlertwo
2010-07-30, 02:44 PM
I'll take red, then.

I don't intend to overly abuse the exhibition by buying a bunch of consumables, but I am going to take this opportunity to buy a horse and studded leather barding; I've pondered Train going as a mounted combatant from here on, and this will give me more practice in fighting as such. Thus far it's only been the one 3v3 exhibition.

So that's a heavy warhorse, the barding, and a lance. -510 gp from what I have on my sheet (which is 2,200 or so). If you want to buy anything, go ahead.

RandomAction
2010-07-30, 02:47 PM
Since Sparks only has 155gp, no purchases for me. Lead us off.

hustlertwo
2010-07-30, 02:55 PM
Train starts on his horse in M-3/N-4, holding a greatsword in his off-hand and a potion. He drinks the potion, drops the bottle, and the horse double moves to X-11/Y-12.

Stats:

AC: 19 (SoF 10 turns), HP: 31, Position: X-11/Y-12, Equipped: greatsword (off hand)

RandomAction
2010-07-30, 03:19 PM
Sparks,R-1:
Sparks stars in M-23, holding two wands.
Activate wand in right hand - standard.
effect:Cast Cat's grace on myself. +4 Dex for 1 minute.
Drop wand from right hand - free.
Switch wand from left to right - free.
Move to H-19.

End.

Stats:
Hp: 26
AC: 18
Location: H-19.
Cat's Grace - 10/10


Had to fix a spoiler tag.

hustlertwo
2010-07-30, 03:42 PM
OK, I think I only get the squeezing penalty once for getting through the narrow spot of the wall.

Horse double moves to J-18. Train draws his lance (I'm assuming you can't draw as part of a move action when you yourself aren't moving). He then attacks Sparks.

[roll0]
[roll1]

Well nuts to that. End turn.

RandomAction
2010-07-30, 04:03 PM
Gotta go for a bit, but will be back here soon.

Sparks,R-2:
Tumble to H-22 - move.
Check to avois AoO: [roll0]
Activate Gloves - swift.
Cast a spell @ Horse - standard.
Ray of Enfeeblement @ CL5
Ranged touch: [roll1]
Strength penalty for horse: [roll2]

End turn.

Stats:Hp: 26
AC: 18
Location: H-22.
Cat's Grace - 9/10

hustlertwo
2010-07-30, 04:21 PM
Just missed on the Tumble.

[roll0] (I forgot I get the higher ground bonus, not that it would have mattered last turn)
[roll1]

Good strategy. Horse's attacks have been weakened considerably.

We'll see what happens with the AoO before deciding how the turn goes.

hustlertwo
2010-07-30, 04:27 PM
Wow. That was special, in a short bus kind of way.

If at first you don't succeed, try, try again.

Move to stow lance. Horse moves to I-21/J-20. Free to shift greatsword to 2-handed grip.

[roll0]
[roll1]

Might as well attack with the horse too, for what it's worth.

[roll2]
[roll3]

Boosh!

hustlertwo
2010-07-30, 04:28 PM
Crit confirm: [roll0]
[roll1]

RandomAction
2010-07-30, 07:36 PM
Uhm, ouch!
Barely standing.........

Sparks,R-3:
5' step to G-23 - free.
Whimper - free.
Cast a spell - standard.
Color spray DC:14 Will
You and horse suffer if fail: Blind/Stun for [roll0] and Stunned for 1 round.
Drop wand - free.
Draw Glaive - move.

End.

Stats:Hp: 2/26
AC: 20
Location: H-22.
Cat's Grace - 8/10

TheFallenOne
2010-07-30, 07:46 PM
uh, level 3 exhibition. Though I have to step in here.

A light load for a heavy warhorse (http://www.d20srd.org/srd/monsters/horse.htm) is 300 lb. With 275 from Train alone, he + equipment will slow the horse down from the start

Once the horses strength is lowered to a mere 9, it's carrying capacity will be:
light load 90
medium load 180
max load 270

Means that after the ray of enfeeblement the horse can't move at all as long as you mount it

hustlertwo
2010-07-30, 09:08 PM
I didn't think we actually took character weight into account for anything, just figured it was idle fluff. I suppose Train needs to undergo a SlimFast routine, then.

RandomAction
2010-07-30, 09:11 PM
There's always Jenny or Nutrislim. :smallbiggrin:

hustlertwo
2010-07-30, 10:08 PM
I know precedent is that listed height is irrelevant for the Arena, not sure if the same is true of weight or not. If it turns out not to be the case, I'll have to see what the rules are about giving characters a bit of weight loss, or else scrap the mounted idea.

Sallera
2010-07-30, 10:45 PM
Aye, height's irrelevant, but weight is not. It has come up a few times before, with characters carrying each other around.

hustlertwo
2010-07-30, 11:20 PM
How bogus. Guess I'll knock him down to 175, then.

RandomAction
2010-07-30, 11:46 PM
So does your turn as earlier stand or are you redoing? I could argue that a rapid weight loss after an effect that has just happened to be illegal, but this is a test match......unless a ref wishes to make a statement.

TheFallenOne
2010-07-31, 05:18 AM
wow, 100 pound down, rather strict diet :smallbiggrin:


So does your turn as earlier stand or are you redoing? I could argue that a rapid weight loss after an effect that has just happened to be illegal, but this is a test match......unless a ref wishes to make a statement.

Changing weight in the middle of the game is of course illegal. Though there are no rules for changing weight, I'd allow it outside of a Round(and remember that the weight has to be between minimum and maximum for the given race and height as per the table here (http://www.d20srd.org/srd/description.htm))

Of course, since this is an exhibition, you are free to play how you like it, so if Random does object to the instant diet you see my ruling above, if he's willing to let it slide just go ahead

hustlertwo
2010-07-31, 08:15 AM
Oh, I'll stay as is for this exhibition. I'm saying in general, he'll be losing some weight. Although that basically means we need to start over again, since a medium load horse couldn't get to you that quick.

RandomAction
2010-07-31, 01:23 PM
Ok then, a start over. Go ahead and change your weight if you want to for this match, or is it rematch :smallbiggrin:

hustlertwo
2010-07-31, 01:56 PM
I was fine with still being a fatty for this fight, but sure, if you're cool with the slimdown.

First turn will be the same as it was before. Drink potion, move to that spot just above the wall split.

Edit: Wait, if we're doing the slimdown, why restart? I only had to restart because the overloaded horse couldn't have gotten me here as quick as I did. If you want to have slimmer Train, we can just continue from the beginning of the turn where I hit you with the crit. Only now, instead of just riding over there, I have to dismount to be able to attack.

hustlertwo
2010-07-31, 02:02 PM
Roll for quick dismount: [roll0] DC 20.

If that fails, it's a move action to dismount, and no attack for me.

OK, so I use my second move action to move to the spot I was in before (J-21), drop the lance, and shift the greatsword to a 2-hand grip. No attack, and your go.

RandomAction
2010-07-31, 11:38 PM
That works.

Sparks,R-3: redux

5' step to G-23 -free
Activate Gloves - swift
Cast a spell @ Train - Ray of Enfeeblement@CL5
Ranged touch [roll0]
Strength damage: [roll1]
Draw Glaive.

Done.

Stats:Hp: 26/26
AC: 20
Location: H-22.
Cat's Grace - 8/10

hustlertwo
2010-08-01, 01:27 AM
Well, at least the Arcanist's Gloves are empty.

5 foot to H-22, activate Whirling Frenzy.

[roll0]

[roll1]

Damage if needed.

hustlertwo
2010-08-01, 01:28 AM
Presumably the first hits.

[roll0]

RandomAction
2010-08-01, 07:46 PM
Nice hit.

Sparks,R-4:

5' step to F-23 - free.
Cast a spell @ Train.
Color Spray Wil DC:16 or be B/S [roll0] rounds + Stunned for 1 round

End.

hustlertwo
2010-08-01, 07:54 PM
[roll0]

Odds are against making the roll, but stranger things have happened.

hustlertwo
2010-08-01, 07:57 PM
5 foot to G-22. Full attack.

[roll0]
[roll1]

Damage as needed.

hustlertwo
2010-08-01, 08:00 PM
Damage for both:

1: [roll0]

2: [roll1]

RandomAction
2010-08-01, 10:54 PM
The second hit dropped me, care for a rematch?

hustlertwo
2010-08-01, 11:02 PM
Sure. I really ought to get around to levelling Battle Janitor at some point. At least then we wouldn't have to fight with the same two people.

Init: [roll0]

RandomAction
2010-08-01, 11:09 PM
Here we go, [roll0]

I am standing with no purchases.

RandomAction
2010-08-01, 11:10 PM
With a +3 mod too, well time for different tactics. Hopefully that 3 got the low-roll mites out.

hustlertwo
2010-08-01, 11:35 PM
In case Fallen's ruling on weight gets overturned, I had better try a match without the horse, see how level 3 Train rolls on his own.

Train starts out holding one of his 20 loaded slings (this one with a masterwork bullet) and has a potion in the other hand. He double moves to S-13.

RandomAction
2010-08-02, 12:06 AM
R1:
Starting in M-24, with wand in each hand.
Activate wand - standard.
Drop wand -free.
Switc wand from left to right - free.
Move to G-24 drawing glaive.

Done.

hustlertwo
2010-08-02, 01:10 PM
Move to M-14, drink potion, drop vial. Shift sling to off-hand.

Stats:

HP: 31, AC: 19 (SoF 10 rounds), Position: M-14, equipped: sling w/ masterwork bullet

RandomAction
2010-08-02, 01:23 PM
M2-R2:
Activate wand - standard.
Drop wand.
Move to G-18.
Shift grip to two hands.

Done.

Stats:Hp: 26/26
AC: 24
Cat's Grace - 9/10
Shield 10/10

hustlertwo
2010-08-02, 02:54 PM
Wow, lots of wand waggling. That's not good.

Train 5 foots to L-14, draws another pre-loaded sling (masterwork), and readies an action: to fire if Sparks comes within 50 feet, attempts to leave LoE (I think we have it right now, since I'm high enough up to fire over the walls, if not disregard this), attempts to move more than one range increment away, or ends his turn.

RandomAction
2010-08-02, 07:15 PM
Wand-juggling is a class skill, LOL.

R-3:
5' step to F-17. Should provide me with cover if I am right.
Shift grip.
Activate Gloves - swift.
Cast a spell at Train - standard.
(Kelgore's Firebolt @CL5)
DC:14 Reflex to take half damage: [roll0]
Return grip.

Done.

Stats:Hp: 26/26
AC: 24
Cat's Grace - 8/10
Shield 9/10

hustlertwo
2010-08-02, 08:34 PM
Readied goes off before you reach cover, and I fire a sling.

[roll0] (6, +1 for masterwork and -2 for range)

hustlertwo
2010-08-02, 08:35 PM
Oh, and Reflex.

[roll0]

RandomAction
2010-08-02, 08:38 PM
Miss and you take 11 points, your turn I believe....

hustlertwo
2010-08-02, 08:45 PM
Train will drop his empty sling and the other one, and draw his guisarme.

Readied action:

To move if Random casts a spell at me, or ends his turn.

RandomAction
2010-08-02, 08:51 PM
R-4:
Move to F-14.
Ready an action.
Cast a spell @ Train if he moves or ends his turn within range and still have LoE

Done.

hustlertwo
2010-08-02, 10:46 PM
Triggers my readied when your turn ends, Train moves to H-14.

RandomAction
2010-08-02, 10:51 PM
Your movement triggers my readied. How does this work out between us here? Mine was set for any movement that you would make.

Here is my action:
DC:8 CL check to cast the spell - [roll0]
If this passes, a ranged touch attack: [roll1]
Damage: [roll2] electrical

TheFallenOne
2010-08-02, 10:54 PM
a, readied action tango :smallbiggrin: well, Hustlers triggered, placing him on top of intiative order. But then Randoms triggered, placing him on top, so it should be Sparks turn now. Though having taken damage, he may revise his movement for the readied

And Random, I'm pretty sure your readied has to define which spell to cast, not just "cast a spell if"

hustlertwo
2010-08-02, 10:59 PM
Yeah, you have to ready specific spells. Same way that you can't just ready to make a melee attack and then end up taking it as a grapple or trip attempt the way we do with AoOs.

RandomAction
2010-08-02, 11:00 PM
Ok, then since I didn't chose my spell, then ignore the action as if it didn't happen. This is the only way for it to be a legit move.

R-5:
Tumble to F-17: [roll0]
If I still have my level 2 spell, then I cast or try to now.
DC8 CL check: [roll1]
Ranged Touch: [roll2]
Damage: [roll3]
If not then it goes:
Activate gloves (last) - swift.
Cast Kelgore's @ Train.
DC:14 Reflex for Half damage: [roll4]

Done and more than likely smacked down next turn.

hustlertwo
2010-08-02, 11:02 PM
AoO for the Tumble bumble.

[roll0]
[roll1]

And I assume the Seeking Ray was the one used, since there's no reason it wouldn't still be available. So another 9 damage, for a total of 20.

RandomAction
2010-08-02, 11:05 PM
Miss on the AoO. Yeah I thought that I would keep it since I messed up, but if it was considered cast then blah on the damage? Nevermind this part, your turn. This is gonna hurt ain't it?

hustlertwo
2010-08-03, 12:23 AM
Well, if a 20 missed, maybe not. For the record, if this was a real match I would definitely take advantage of how you didn't shift your grip back on your guisarme. I don't feel the need to be that cutthroat in an exhibition, though, but you should probably be sure to remember it when it counts.

Activate Healing Belt, restore [roll0] HP. 5 foot to I-14.

Stats:

HP: 20/31, AC: 19 (SoF 8 rounds left, or 7, I don't remember exactly), Guisarme equipped (2-handed)

RandomAction
2010-08-03, 05:37 PM
Yeah, I do keep it in mind, just forgot last turn.

R-6:
Move to F-14.
Activate gloves (last) - swift.
Cast Kelgore's @ Train.
DC:14 Reflex for Half damage: [roll0]
Switch grip to 2 handed - free.

Done.

hustlertwo
2010-08-03, 07:59 PM
Very nice damage rolls this match.

[roll0]

hustlertwo
2010-08-03, 08:06 PM
11 damage, then.

Burn another Healing Belt charge, restore [roll0] HP.

Shift grip on guisarme to one handed, move to L-13, drawing greatsword along the way. Drop guisarme, leave greatsword in off hand.

Stats:
HP: 23/31, AC: 19 (SoF 6 rounds left?), Guisarme in L-13

RandomAction
2010-08-03, 08:49 PM
Yes there has been, propably make up for it in an offical match.

R-7:
5' step to G-14.
Shift grip to 1 hand.
Cast a spell at Train.
Ray of Enfeeblement - Ranged touch:[roll0]
Strength damage: [roll1]
Return grip to 2 handed.

Done.

hustlertwo
2010-08-03, 09:46 PM
Lucky day there.

Train moves to H-13 and attacks the glass pane in G-13/14 with his bare hand, because it's worth potential lacerations to look like a hard case.

[roll0] (I don't remember the AC for sure, but I think it's 5.)

Damage is irrelevant, minimum roll still shatters it.

If I hit, Sparks takes [roll1] slashing damage, Reflex DC 15 for half.

OK, so we are officially able to state that all non-D20 rolls are skewing high in this fight.

RandomAction
2010-08-03, 10:39 PM
Save: 1d20+

I do believe that you are correct. Maybe this will change things.

R-8:
Hm.....5'step to G-13?
Drop Glaive.
Slam attack: [roll0], damage: [roll1]
Done.

RandomAction
2010-08-03, 10:40 PM
Erggg, save: [roll0], maybe this time.

hustlertwo
2010-08-03, 11:07 PM
Miss (I'll just go ahead and tell you the potion I drank was Shield of Faith).

And thanks, I've been hoping to get close to you.

Shift greatsword to one-handed grip.

Attempt grapple:

[roll0] (touch attack)

If that hits, I'll roll the grapple check.

hustlertwo
2010-08-03, 11:08 PM
Probably does.

[roll0] for grapple check.

Weak.

RandomAction
2010-08-03, 11:52 PM
I think I get an AoO for the grapple.

Attack: [roll0]
Damage: [roll1]

Grapple: [roll2]
Since grappling is considered a melee attack and I have weapon finesse, do I get to use my Dex mod for the check? If so then add +4 more to my roll.

Go from here.

Talk about cramming a d4 in a hidden area. :smallmad:

hustlertwo
2010-08-04, 12:11 AM
Train has Improved Grapple, it's a bonus feat for his barbarian variant. So no AoO. Also why his grapple mod is so high.

As for Weapon Finesse, no idea (though obviously it doesn't matter this time.. Might not be a bad question to ask in the Waiting Room; could be good to know if anyone tries to grapple Sparks in a real match. Or anyone else with Finesse, for that matter.

hustlertwo
2010-08-04, 12:12 AM
Dummy, should have rolled damage in that post, since the grapple was a success.

[roll0]

Your turn.

RandomAction
2010-08-04, 01:13 AM
Yeah thatis a good question, I believe I do but need a more experienced ref for that one. Going on the assumption that I do not.

R-9:
Try to break grapple: [roll0]

Sallera
2010-08-04, 01:18 AM
We ruled that grapple checks are not melee attacks a few weeks ago, so no weapon finesse.

RandomAction
2010-08-04, 01:44 AM
Thanks Sallera. I didn't know, need to back read to waiting room to catch up on things......

hustlertwo
2010-08-04, 01:07 PM
[roll0] to oppose.

Rats.

RandomAction
2010-08-05, 12:54 AM
Ok then, time to finish my turn.

R-9,p2:

Breaking free of a grapple is a move action correct?

5' step to F-13.
Cast a spell @ Train - Color Spray.
DC:14 Wil save or be Stunned/Blinded for [roll0] rounds and stunned another 1.

Done.

Sorry listed wrong save.....

hustlertwo
2010-08-05, 01:04 AM
Actually, it just says it is done instead of an attack. I'm not sure it is an action. Also, I don't know if escaping instead of having an attack also applies after you escape the grapple.

Pertinent info. (http://www.d20srd.org/srd/combat/specialAttacks.htm#grapple)

hustlertwo
2010-08-05, 01:06 AM
Will save: [roll0]

Sallera
2010-08-05, 01:44 AM
Aye, breaking a grapple is an attack action, so it takes up your standard.

RandomAction
2010-08-06, 12:23 AM
Ok, Sparks just moves off.

hustlertwo
2010-08-06, 10:12 AM
Train 5 foots to G-13, then, and tries again to give Sparks the squeeze.

[roll0] touch
[roll1] grapple

Come on with these grapple checks already!

RandomAction
2010-08-06, 06:54 PM
Wow, gonna nickname your character 'Snuggles'

Grapple check: [roll0]

Since that will nore than likely fail, My turn involves trying to break free.

Grapple: [roll1]

TheFallenOne
2010-08-06, 08:58 PM
We ruled that grapple checks are not melee attacks a few weeks ago, so no weapon finesse.

actually, that was overturned when Kyeudo said that Shaken applies to grapple, though he never made clear if it is because grapple is an attack or because it is an ability check

hustlertwo
2010-08-07, 10:54 AM
It seems like an ability check, but it applies BAB, which I don't believe any other ability check does.

Damage for successful grapple: [roll0]

Opposed grapple for your turn: [roll1]

hustlertwo
2010-08-07, 10:55 AM
OK, and for my turn I will attempt to damage you again. [roll0] [roll1]

Crap, I screwed up my damage roll in the last post. Actual damage for first turn of this grapple: [roll2]

RandomAction
2010-08-07, 11:42 PM
Ok, I yield. 'Snuggles' has been a little to cuddlely for Sparks in this match.

hustlertwo
2010-08-07, 11:50 PM
And that's the first time I even got to grapple someone with him, I think. At least, since he got Improved Grapple at level 2. I think I might have tried at some point, but came up short.

RandomAction
2010-08-08, 12:03 AM
With your build, it is a valid tactic and I would suggest trying it out in an offical match. Even better if you can grapple them in water to drown your opponent.

hustlertwo
2010-08-08, 12:09 AM
Train's a bit paranoid about drowning, after what happened in his second match. Specifically, getting bull-rushed into the quicksand on Sambusei in Round 58, and only getting out with a series of rolls that still might be the best I've strung together at once (since Train's ACP is -4 or something).