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View Full Version : Test of Spite: TheAmishPirate vs. theterran



Claudius Maximus
2011-05-17, 05:26 PM
I shall monitor and referee this match. Direct spoilers and such to observers and/or to me, and I'll see to any questions or concerns.

The two of you should agree on a map. I shall provide some options here:

Columns II:

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Columns II - Jumbo Edition:

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River Map:
http://img212.imageshack.us/img212/4343/arena2i.gif

Blank Map:
http://img64.imageshack.us/img64/959/blandarena.png
Starting spaces are generally limited to the first 10 or twenty feet of a map's edges: north/south for the columns maps. Columns maps generally have 30 ft. ceilings and constant lighting unless you agree otherwise.

You are not limited to only these maps.

TheAmishPirate
2011-05-17, 07:51 PM
I'm alright with either of the column maps.

theterran
2011-05-18, 07:12 AM
Let's do Jumbo.

I'll start in the north
CM:
M2

[roll0]

TheAmishPirate
2011-05-18, 07:59 AM
Initiative: [roll0]

CM:
48U

theterran
2011-05-18, 08:29 AM
Looks like you're up first :smallsmile:

TheAmishPirate
2011-05-18, 08:41 AM
Alright, I've never really done these before, so let me know if I'm doing something horribly wrong.

First Turn


Swift: I activate/use Stealth [roll0]

Move: I fly 30ft to the ceiling, then go to 25U to see if I can see anyone. I then duck behind the column and end on 25T

Perception: [roll1]

Standard: None

Claudius Maximus
2011-05-18, 09:46 AM
That's fine, TheAmishPirate.

theterran, please provide a perception check now, and then one on each of your turns.

theterran
2011-05-18, 09:55 AM
Turn 1

LoS:

Fly to U2 +5, drawing my energy sword. Use another Move Action to project a generator automaton in V27.

Note: The bitter dregs adds a +1 to all d20s, so the rolls below have been increased by one. This feat seems very good...I wonder if this is how it was intended. things it gives +1 bonus to: (Saves, Attacks, Skills, Initiative, Any kind of Level Check,anything else you might need a d20 for)

[roll0]
[roll1]


Done.

stats:

Location: U2(+5)
Generator Location(s):V27
AC: 31
HP: 143


(edit)

Oops, looks like I was ninja'd

theterran
2011-05-18, 09:59 AM
Bonus Perception:

[roll0] +1


That should catch me up.

Claudius Maximus
2011-05-18, 10:50 AM
LoS:

TheAmishPirate:
You don't see anything on your turn, nor do you see your opponent on his turn, but oddly enough, a strange floating black contraption pops into existence in V27, a mere 10 feet from you. It does not seem to do anything to harm you, at least at this point.

An Arcana check can identify the machine. DC 14:
It is a Generator Automaton from the Runesong Summoner track (pg. 134).

theterran:
You do not detect your opponent at any point.

TheAmishPirate's turn.

TheAmishPirate
2011-05-18, 11:35 AM
Turn 2:

I don't bother to make the check. It doesn't seem to see me, and I doubt I could make the check anyway.

Move: I move from 25T to 25D, then move up to 14D. If I see him before I reach 14D, I attack, move to the D column if I'm not there already, and go as far south as I can. If I don't see him at all, then I move back to 17D and end my turn without attacking.

Standard: If an attack is made, Flurry with Freezing Blood toxin applied (Fort save DC 19, 1d6 Dex damage. I'll make the rolls if LoS is established.

Swift: Apply Freezing Blood toxin if an attack is made.

Perception: [roll0]

Claudius Maximus
2011-05-18, 12:23 PM
LoS:

TheAmishPirate:
You see your opponent almost immediately when you start your turn (you've had LoS to him for a while, but until now have failed to beat his stealth). He is in U2. When theterran posts his description you can look at it.

Since I don't think you had a plan for this, what are you doing now?

theterran:
There's a short gray area in LoS for now - I'll be able to tell you what you see in a little bit, after he posts.

You should each post a visual description of your character in a spoiler for if/when you are seen. I will refer the other player to it when appropriate.

TheAmishPirate's turn is not over.

TheAmishPirate
2011-05-18, 12:47 PM
Turn 2 cont:

:smallsigh: Of course it would be the one thing I didn't write a contingency for. Oh well, that works too.

Description: You see a human whose skin appears to shift and meld with the surrounding area with a pair of wings sprouting from his back. He has no hair to speak of, or it is all covered by the black bandana he wears. He is holding a small flintlock pistol in each hand.

Move: Move to U25, then to U16. Take a full attack and continue to 16D, then finish at 21D.

Swift: Apply Freezing Blood Toxin (1d6 Dex, DC 19 Fort negates) It's only one application, so it's one save, not four.

Standard:
Attack 1: [roll0] + 4 if sneak attack is applied
Damage 1: [roll1] + 7 cold damage + Sneak Attack [roll2]

Attack 2: [roll3] + 4 if sneak attack is applied
Damage 2: [roll4] + 7 cold damage + Sneak Attack [roll5]

Attack 3: [roll6] + 4 if sneak attack is applied
Damage 3: [roll7] + 7 cold damage + Sneak Attack [roll8]

Attack 4: [roll9] + 4 if sneak attack is applied
Damage 4: [roll10] + 7 cold damage + Sneak Attack [roll11]

I don't know if this counts as flat-footed, so apply Sneak Attack if it does.

theterran
2011-05-18, 12:59 PM
Description:
You see an elf, with a red laser sword drawn, in a dark robe (purely for looks), with a hood pulled forward over his head. Think an elf sith lord :smallwink:

Claudius Maximus
2011-05-18, 01:02 PM
Swift: Apply Freezing Blood Toxin (1d6 Dex, DC 19 Fort negates) It's only one application, so it's one save, not four.

Standard:
Attack 1: 37
Damage 1: 28 + 7 cold damage

Attack 2: 25
Damage 2: 33 + 7 cold damage

Attack 3: 34
Damage 3: 34 + 7 cold damage

Attack 4: 26
Damage 4: 25 + 7 cold damage

theterran:
You see him pop out, guns blazing.


Description: You see a human whose skin appears to shift and meld with the surrounding area with a pair of wings sprouting from his back. He has no hair to speak of, or it is all covered by the black bandana he wears. He is holding a small flintlock pistol in each hand.

You see him move from T25 to U25, then to U16, from which he launches the above attacks. Afterwards, you see him move to T16 before losing LoS.
theterran's turn.

TheAmishPirate
2011-05-18, 01:16 PM
CM:

Just did the math, and my third attack was a crit with a 17. If the attack hits, theterran is Blinded for one turn.

theterran
2011-05-18, 01:41 PM
Fort Save!

[roll0]

theterran
2011-05-18, 02:03 PM
CM:
There needs to be a feat where I can block projectiles with my laser sword, jedi style :smallbiggrin: I also just realized that I need spell-like abilities for my laser sword to really shine...ah well...:smallsigh:

Turn 2

LoS:

[roll0]
[roll1]

Standard Action: Cast Nature's Power at Dex. (gain 1 Focus)
Move Action: Fly to V11.



Done.

Stats:

Location: V11(+5)
Generator Location(s):V27
AC: 33
HP: 123
Assemblage (7)
Focus (1)

Claudius Maximus
2011-05-18, 02:30 PM
theterran:
If attack 3 up there hit, you are blinded. Sorry I forgot to note this earlier.

You might want to reconsider your turn with this new information, if you are now blind.

theterran
2011-05-18, 02:33 PM
@CM
Lovely...how long am I blind? :smallannoyed:
(edit)
And does being blinded take away my Dex to AC?

Claudius Maximus
2011-05-18, 02:38 PM
theterran:
One round, and yes:


The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Perception checks and on all Physical skill checks. All checks and activities that rely on vision automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

theterran
2011-05-18, 02:53 PM
Based on New information, my turn is changing.

Turn 2

LoS:

Standard Action: Cast Cure Light Wounds on myself, healing for [roll0] and removing the Blinded Effect. (+1 Focus)
Move Action: Place another Generator Automaton in X29.

Stealth - 35 (taken from previous rolls above)
Perception - 33 (taken from previous rolls above)


Done.

Stats:

Location: V2(+5)
Generator Location(s):V27, X29
AC: 31
HP: 143
Assemblage (16)
Focus (1)

Claudius Maximus
2011-05-18, 09:30 PM
TheAmishPirate:
You do not see your opponent anywhere during his turn, but you notice another one of those bizarre machines appearing in X29.

TheAmishPirate's turn.

TheAmishPirate
2011-05-18, 10:39 PM
Turn 3, Part 1:

Move: I fly towards 4D. If I see anyone, I'll need to see what the situation is before I finish my move.

Perception: [roll0]

Claudius Maximus
2011-05-18, 10:53 PM
TheAmishPirate:
You see nothing on your trip to D4.

TheAmishPirate
2011-05-18, 11:08 PM
Round 3 part 2:

I move to D5, use my swift action to activate Shadow Blink, and use my standard to withdraw instantly to 17D. I end my turn.

Claudius Maximus
2011-05-18, 11:22 PM
LoS:

TheAmishPirate:
You don't see anything new from that further movement.
theterran:
You see your opponent emerge from behind the column at D5, moving to D4. Shortly thereafter, he moves back to D5, and then vanishes from your sight altogether.
theterran's turn.

theterran
2011-05-19, 10:59 AM
Turn 3

LoS:

Cast Nature's Power, targeting my Dex. (+1 Focus)

Move to U10.

[roll0]
[roll1]


Done.

Stats:

Location: U10(+5)
Generator Location(s):V27, X29
AC: 33
HP: 143
Assemblage (32)
Focus (2)

Claudius Maximus
2011-05-19, 12:48 PM
LoS:

TheAmishPirate:
You do not see your opponent.

theterran:
You see your opponent in D17. It does not seem that he is aware of you.
TheAmishPirate's turn.

TheAmishPirate
2011-05-19, 12:51 PM
Turn 4 Part 1:

I attempt a Knowledge: Arcana check to see what that thing is.
Knowledge Check: [roll0]

Also, did I see theterran on the turn when I attacked? If so, can I get a description?

Claudius Maximus
2011-05-19, 03:49 PM
TheAmishPirate:
Yes, you saw him when you attacked. I referred you to his description in post 12. You can find it here (http://www.giantitp.com/forums/showpost.php?p=11017434&postcount=14) if you missed it.

Your Arcana check succeeds, and you recognize the machines as the Runesong Summoner's Generator Automatons (from "The Littlest Automatons" on pg. 134 of the document).

TheAmishPirate
2011-05-19, 05:55 PM
Turn 4, Part 2

Ooookay. That actually does change things.

I move toward 4D again. If I spot theterran, I make an Acrobatics check to catch him flat-footed, then I'll full attack. Either way, I go to 5D and end my turn.

Perception: [roll0]

Acrobatics: [roll1]

Claudius Maximus
2011-05-19, 06:32 PM
LoS:

TheAmishPirate:
You do not see your opponent at any point during that move. You end up in D5.
theterran:
You see your opponent dart over from D17 to D8, then you lose sight of him as he moves north into D9, breaking LoS.
theterran's turn.

theterran
2011-05-20, 07:05 AM
@CM
The Runesong Summoner Track is a little confusing...the way it talks in "The Littlest Automatons", I can only have up to 4 of these guys, capping at level 18. However, reading further in the same ability, it talks about having 5 or 6. I guess this is confusing because if you read "To Bend Steel", it talks about abilities stacking up to 6 times, yet I can still only produce 4 automatons...some clarity would be greatly appreciated!

Turn 4

LoS:
He sure does run around alot...

Anyway...

Move Action: Place a Hunger Automaton in F9.
Standard Action: Cast Sanctuary on myself. (Focus +1)
[roll0]
[roll1]


Done.

Stats:

Location: U10(+5)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 143
Assemblage (55)
Focus (3)
Effects:
Nature's Power (Dex)
Sanctuary (Will Save DC23 to negate)

Claudius Maximus
2011-05-20, 01:42 PM
TheAmishPirate:
A reddish glow comes from around the other side of the column. Suddenly, red crawling runes pour out, some going around the corner to affect you. You take 14 damage.

A DC 20 Arcana check reveals:
This is the effect of the Runesong Summoner's Hunger Automaton.

Which, as written, ignores LoE. :smallsigh:
theterran:
I'll have that looked at in the next cycle. For now we go with the RAW restrictions, so up to 4 max. Note that some caps were designed to handle multiple people with the track, so the caps might be cumulative totals.

The Hunger Automaton successfully drains someone's HP, adding to your pool.
TheAmishPirate's turn.

TheAmishPirate
2011-05-20, 01:47 PM
Turn 5

I move to 4U by way of 4D. Do I see him?

Perception: [roll0]

Claudius Maximus
2011-05-20, 02:29 PM
LoS so far.

TheAmishPirate:
You do not see him.
theterran:
You see your opponent emerge from behind the column, in U4.
Still TheAmishPirate's turn as far as I can see.

TheAmishPirate
2011-05-20, 02:36 PM
Turn 5 Part 2:

I continue moving back around the south side of those two pillars, go south down the D column, end at 21I, then re-hide myself.

Standard: Using as move.

Swift: Stealth: [roll0]

Do I see any more of his machines/see him along the way?

theterran
2011-05-23, 07:58 AM
Can I get an LoS (assuming his turn is done)

TheAmishPirate
2011-05-23, 08:37 AM
Yeah, my turn's done. Barring an extremely unlikely circumstance, there isn't anything else I can do.

Claudius Maximus
2011-05-23, 09:05 AM
LoS:

TheAmishPirate:
You do not see him, nor do you see any new machines, though the ones that were there already are still present.

theterran:
You lose track of him almost immediately after spotting him in U4.
theterran's turn.

theterran
2011-05-23, 09:11 AM
@CM

When he's been "moving", has he been walking or flying? Or can I tell?

theterran
2011-05-23, 09:32 AM
@CM
Meh...I'll take a different course of action.


Turn 5

LOS:

Cast Flame Strike (+1 Focus), centering the 20ft radius on U4 (the last place I saw him)
Fire [roll0] Reflex Halves (DC23)

I'll then fly to P8 (+10) and hide.
[roll1]
[roll2]


Done.

Stats:


Location: P8(+10)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 143
Assemblage (71)
Focus (4)
Effects:
Nature's Power (Dex)

Claudius Maximus
2011-05-24, 11:08 AM
Hmm.

TheAmishPirate:
You do not see your opponent.
theterran:
He has been moving along the ground the whole time so it's not completely clear. He has wings though, and at least some of the movement has used them.
TheAmishPirate's turn.

theterran
2011-05-24, 11:14 AM
@CM
Huh...guess he wasn't around...that dude is fast!

Just curious, are there "readied actions" in Legend? Cause that's about the only way I'm going to get a shot in

TheAmishPirate
2011-05-24, 11:31 AM
Turn 6:

I try to spot him again, and move to 25I, then 25U. I'll decide what to do if I see him.

Perception: [roll0]

CM:
Just to be clear, I am flying 30 ft off the ground at around ceiling height.

Claudius Maximus
2011-05-24, 01:17 PM
LoS:

TheAmishPirate:
You do not see your opponent anywhere.
theterran:
You do not see your opponent anywhere at this time.

Readied actions are provisionally allowed. Last ruling I got from Doc Roc suggested they were supposed to be rather conservative with respect to ors and ifs and such, and you need to make most of the decisions about your action when you ready it (e.g. the destination of a move action).
I think this battle is turning into a good argument that vision modes should be more accessible.

TheAmishPirate
2011-05-24, 01:34 PM
Turn 6:

I continue moving south to 35U, then move to 35D. I'm using my standard as a move again. Do I see any more machines?

CM:
I'll start shooting him in the face once the dice roller stops giving me garbage Perception rolls. :smallannoyed:

End turn, unless something unexpected happens.

Claudius Maximus
2011-05-24, 02:35 PM
LoS:

TheAmishPirate:
You do not see your opponent anywhere. You do not see any new machines.
theterran:
You do not see your opponent anywhere.
theterran's turn.

theterran
2011-05-24, 02:59 PM
Turn 6

LoS:

[roll0]
[roll1]
Move to U-12. If I don't see him, continue moving to U21.(Otherwise, I will do something (like attack)).


Done.

Stats:
Location: U21(+10)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 143
Assemblage (87)
Focus (4)
Effects:
Nature's Power (Dex)

Claudius Maximus
2011-05-24, 03:30 PM
LoS:

TheAmishPirate:
You do not spot your foe.
theterran:
You do not spot your foe.
TheAmishPirate's turn.

TheAmishPirate
2011-05-24, 03:40 PM
Turn 7, Part 1:

I move north to 25D, then to 25 U. I try to spot, yet again.

Perception: [roll0]

Claudius Maximus
2011-05-24, 04:43 PM
LoS:

TheAmishPirate:
Still nothing.
theterran:
You see your opponent pop out in U25 +25, flying along the ceiling.

TheAmishPirate
2011-05-24, 05:11 PM
Turn 7: Part 2

I move up to 20U. If there aren't any visible machines, I end my turn.

Claudius Maximus
2011-05-24, 07:04 PM
TheAmishPirate:
No new machines, no. Just the two that were there before (V27, X29). They seem to just be humming along.
theterran:
Your opponent moves to U20 +25
Not clear if the turn has ended.

TheAmishPirate
2011-05-24, 07:39 PM
Yeah, my turn's done.

EDIT: Wait, no it's not. I'm sorry.

I move (using my standard) to 16U, then 16D. If there are no machines near my ending point, I end my turn there. I'm still just trying to spot the guy, so if I see him, I'll stop and decide what to do.

Claudius Maximus
2011-05-24, 08:14 PM
TheAmishPirate:
You don't see anything new. You still see the red totem in F9 though.
theterran:
Your opponent moves to U16 +25, then off to the east, out of LoS.
theterran's turn.

theterran
2011-05-25, 09:03 AM
Turn 7

LOS:

I will move down to U25. If I do not see him, I will Cast Crush of Earth (+1 Focus) centered on E24. If nothing else, that should slow him down when he enters that area. (A20-I28) (Anything entering that area must make a Fort Save DC 23 or fall prone and be immobilized (causing flying creatures to fall) for 1 round. Half speed on a successful save).

[roll0]
[roll1]


Done.

Stats:
Location: U25(+10)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 143
Assemblage (103)
Focus (5)
Effects:
Nature's Power (Dex)

Claudius Maximus
2011-05-25, 12:21 PM
LoS:

TheAmishpirate:
You hear the vague sounds of spellcasting coming from the southeast of you, over roughly where the machines are.
theterran:
Empty spoiler for paranoia purposes.
TheAmishPirate's turn.

TheAmishPirate
2011-05-25, 12:41 PM
Turn 8: Part 1

I move to 25D, but stop and re-assess if/when I see him. If I don't see him, I'll figure it out from there.

Perception: [roll0]

Claudius Maximus
2011-05-25, 12:52 PM
TheAmishPirate:
As soon as you enter D20, you notice that it's almost as if the gravity there is far higher. You must make a fortitude save (DC 23).

On a success:
You are [slowed] for one round.
On a failure:
You fall prone and are immobilized for one round.
You do not see your opponent thus far.
theterran:
You see your opponent enter D20 +25, but then he is subject to your spell and we have to figure out exactly what happens.

TheAmishPirate
2011-05-25, 01:21 PM
Fort Save:

[roll0]

CM:
Uh, the rules don't have a description for the [slowed] effect...

Claudius Maximus
2011-05-25, 01:36 PM
TheAmishPirate:
:smallsigh:

From conversations with Doc Roc, I vaguely remember it forcing you to choose to sacrifice either a move action or a standard action, and halving speed. Let's go with that.

Since you just moved into it, I think it means you don't get a standard now.

TheAmishPirate
2011-05-25, 01:48 PM
Turn 8: Part 2

I move to 21D and then to 210. Do I feel like the field is still there?

End Turn

Claudius Maximus
2011-05-25, 01:55 PM
TheAmishPirate:
You leave the effect when you move to H21. You are now free of it. You still do not see your opponent.
theterran:
Your opponent does not fall, and continues to fly to L21, after which point you lose LoS to him. His last heading was eastward.
thterran's turn.

theterran
2011-05-25, 02:36 PM
Turn 8

LoS:

[roll0]
[roll1]

Move to O28.

If I see him:

Standard Action: Cast Harm!. (+1 Focus)
78 Damage Will Save Halves (DC23)
Immediate Action: Use My Name is War to Copy my Harm!
78 Damage Will Save Halves (DC23)
If he passes the Will save, that Harm cannot take him below 1 HP


If I don't see him:
Ready an Action to Cast Harm should I see him.


Done.

Stats:

Location: O28(+10)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 143
Assemblage (119)
Focus (1 or 6)
Effects:
Nature's Power (Dex)

Claudius Maximus
2011-05-25, 02:44 PM
TheAmishPirate:
You see your opponent! He comes out from the corner in S25+10, and moves to O28 +10. From there:

Standard Action: Cast Harm!
78 Damage Will Save Halves (DC23)
Immediate Action: Cast Harm!
78 Damage Will Save Halves (DC23)
If he passes the Will save, that Harm cannot take him below 1 HP
theterran:
You spot your opponent in O21 +25, and double Harm him.
TheAmishPirate's turn when this is all adjudicated.

TheAmishPirate
2011-05-25, 02:55 PM
Saves:

1st Will:
2nd Will [roll1]

Current Stats:
25 HP

And I guess I'll take my turn then:

The next turn:

I make an Acrobatics check to try and catch him flat-footed.

Acrobatics: [roll]1d20+22

I then full attack, using my swift action to try a Touch of Death (Extra 78 damage on first attack, DC 19 to halve damage and cannot be reduced below 1 for that attack, [Staggered] either way).

If the Acrobatics check passes, then he is flat-footed, and all these attacks are Sneak Attacks with an additional +4 to the attack roll.

All attacks will crit on a 16-20.

Attack 1: 1d20+22 + 4 if SA
Damage 1: 4d8+7 + 7 Cold Damage + Touch of Death + 7d6 SA

Attack 2: 1d20+22 +4 if SA
Damage 2: 4d8+7 + 7 Cold Damage + 7d6 SA

Attack 3: 1d20+17 +4 if SA
Damage 3: 4d8+7 + 7 Cold Damage + 7d6 SA

Attack 4: 1d20+17 +4 if SA
Damage 4: 4d8+7 + 7 Cold Damage + 7d6 SA

TheAmishPirate
2011-05-25, 03:11 PM
Sorry for the double-post, but I forgot you can't make rolls after you post.

The Next Turn.
I make an Acrobatics check to try and catch him flat-footed.

Acrobatics: [roll0]

I then full attack, using my swift action to try a Touch of Death (Extra 78 damage on first attack, DC 19 to halve damage and cannot be reduced below 1 for that attack, [Staggered] either way).

If the Acrobatics check passes, then he is flat-footed, and all these attacks are Sneak Attacks with an additional +4 to the attack roll.

All attacks will crit on a 16-20.

Attack 1: [roll1] + 4 if SA
Damage 1: [roll2] + 7 Cold Damage + Touch of Death + [roll3] SA

Attack 2: [roll4] +4 if SA
Damage 2: [roll5] + 7 Cold Damage + [roll6] SA

Attack 3: [roll7] +4 if SA
Damage 3: [roll8] + 7 Cold Damage + [roll9] SA

Attack 4: [roll10] +4 if SA
Damage 4: [roll11] + 7 Cold Damage + [roll12] SA

Claudius Maximus
2011-05-25, 03:25 PM
Well then, this happens:

I make an Acrobatics check to try and catch him flat-footed.

Acrobatics: 34

I then full attack, using my swift action to try a Touch of Death (Extra 78 damage on first attack, DC 19 to halve damage and cannot be reduced below 1 for that attack, [Staggered] either way).

If the Acrobatics check passes, then he is flat-footed, and all these attacks are Sneak Attacks with an additional +4 to the attack roll.

Attack 1: 34 +4 if SA
Damage 1: 32 + 7 Cold Damage + Touch of Death + 28 SA

Attack 2: 34 +4 if SA
Damage 2: 28 + 7 Cold Damage + 24 SA

Attack 3: 18 +4 if SA
Damage 3: 21 + 7 Cold Damage + 16 SA

Attack 4: 21 +4 if SA
Damage 4: 24 + 7 Cold Damage + 29 SA
theterran's turn if he survives this.

theterran
2011-05-25, 03:29 PM
I'm gonna assume that save is Fort.


[roll0]



(Edit)
@CM
Does Flat-Footed deny Dex to AC in Legend?

Either way I'm alive, I just need to know how much life I have left...

TheAmishPirate
2011-05-25, 03:35 PM
Yes, the save is Fort.

CM:
I still have my move action, I'm waiting to see if he survived.

Claudius Maximus
2011-05-25, 09:09 PM
TheAmishPirate:
He survived.
theterran:
Flat-footed removes Dex to AC.

TheAmishPirate
2011-05-25, 09:39 PM
Turn whatever this one is:

I hug the wall and move along it, ending up at 23U. I end my turn.

Claudius Maximus
2011-05-25, 10:05 PM
theterran:
You see your opponent move to U24 +25, then break LoS by traveling north.
theterran's turn.

theterran
2011-05-26, 06:36 AM
@CM

Do I not get an AoO on him? I have my lightsword drawn, and if he's within melee range, shouldn't I be as well?

Claudius Maximus
2011-05-26, 10:24 AM
theterran:
He is using guns, so he was actually a bit further away. He never came within your reach.

theterran
2011-05-26, 11:26 AM
@CM
How long am I staggered? :smallconfused:

Claudius Maximus
2011-05-26, 12:10 PM
theterran:
Until the beginning of his next turn. So basically one round.

theterran
2011-05-26, 12:22 PM
Turn: Next

LoS:
Cast Cure Moderate Wounds.
[roll0] (+1 Focus) This also removes [Staggered]

So then I will sneak to U28 like a ninja (hopefully)
[roll1]
[roll2]


Done.

Stats:

Location: U28(+10)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 140/143
Assemblage (16)
Focus (2)
Effects:
Nature's Power (Dex)

Claudius Maximus
2011-05-26, 12:35 PM
TheAmishPirate:
I believe you forgot to roll perception for your last turn. Could you do so now?

TheAmishPirate
2011-05-26, 12:43 PM
Perception Roll:
[roll0]

Claudius Maximus
2011-05-26, 12:56 PM
LoS:

TheAmishPirate:
You do not see your opponent.
theterran:
You see your opponent in U23+25.
TheAmishPirate's turn.

TheAmishPirate
2011-05-26, 01:01 PM
CM:

If I were to go ethereal, would I be able to see things in the arena?

Claudius Maximus
2011-05-26, 01:12 PM
TheAmishPirate:
I believe so, yes. Legend's current handling of [Ethereal] is closer to 3.5's incorporealness than etherealness. Going [ethereal] will simply give you the ability to move through objects, a +10 bonus to Stealth checks, and a 20% miss chance on all incoming attacks. You can still attack your opponent, and he can still attack you.

TheAmishPirate
2011-05-26, 01:23 PM
Turn 10, I think

WELP. Didn't know that. Time for shenanigans.

Swift: I go ethereal.

Move: I hide.

Stealth: [roll0]

Standard: I move into the columns to the west, and move to 24S. If I can see out of the columns, I try to spot him.

Perception: [roll1]

Claudius Maximus
2011-05-26, 01:39 PM
TheAmishPirate:

an ethereal being cannot see through a wall, not even if it is hiding inside one
Since you can't spot him form in there, are you still moving there? Or would you change your turn?

TheAmishPirate
2011-05-26, 01:45 PM
Turn 10: Part 2

Instead, I go to 22R and try to spot him. What do I see?

Claudius Maximus
2011-05-26, 02:05 PM
LoS:

TheAmishPirate:
You do not see your opponent.
theterran:
Your opponent vanishes, and you no longer see him.

TheAmishPirate
2011-05-26, 02:12 PM
CM:

I end my turn.

Claudius Maximus
2011-05-26, 02:12 PM
theterran's turn

theterran
2011-05-26, 02:19 PM
Turn: X

LOS:
:smallsigh: Really? This match is NEVER going to end!

[roll0]
[roll1]

Move to U18.
Cast Stoneskin on myself. (+1 Focus)


Done.

Stats:

Location: U18(+10)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 140/143
Assemblage (32)
Focus (3)
Effects:
Nature's Power (Dex)
Stoneskin (130/130)

Claudius Maximus
2011-05-26, 02:43 PM
LoS:

TheAmishPirate:
You do not see your opponent.
theterran:
You do not see your opponent.
TheAmishPirate's turn.

TheAmishPirate
2011-05-26, 02:53 PM
Turn 11

I move to 22U, then back into the wall and up to 16T, then back into the wall and west to 17T. Do I see him, or any more machines? If I see him, I'd like to attack.

Perception: [roll0]

Claudius Maximus
2011-05-26, 02:59 PM
LoS:
TheAmishPirate:
When you get to U22, you see him at U18 +10.
theterran:
Your opponent pops out at U22 +25.

TheAmishPirate
2011-05-26, 03:13 PM
Turn 11, Part 2

I make an Acrobatics check to catch him flat-footed (if coming out of the wall doesn't surprise him).

Acrobatics: [roll0]

Full Attack:

Attack 1: [roll1] +4 if SA
Damage 1: [roll2] + 7 cold damage + [roll3] SA

Attack 2: [roll4] +4 if SA
Damage 2: [roll5] + 7 cold damage + [roll6] SA

Attack 3: [roll7] +4 if SA
Damage 3: [roll8] + 7 cold damage + [roll9] SA

Attack 4: [roll10] +4 if SA
Damage 4: [roll11] + 7 cold damage + [roll12] SA

I then use my swift action to Shadow Blink to 19P. If that can't be done, then I Shadow Blink to 18L.


CM:
Third attack is a crit. If it lands, I regain 13 HP

Claudius Maximus
2011-05-26, 03:52 PM
I make an Acrobatics check to catch him flat-footed (if coming out of the wall doesn't surprise him).

Acrobatics: 39

Full Attack:

Attack 1: 30 +4 if SA
Damage 1: 25 + 7 cold damage + 27 SA

Attack 2: 28 +4 if SA
Damage 2: 14 + 7 cold damage + 28 SA

Attack 3: 37 +4 if SA
Damage 3: 48 + 14 cold damage + 38 SA

Attack 4: 31 +4 if SA
Damage 4: 23 + 7 cold damage + 26 SA

TheAmishPirate:
You successfully get to 19P, though I think the rules on Shadow Blink will be changed soon. From 19P you can not see your opponent. Are you done?
theterran:
if you survive this, your opponent vanishes after the barrage.
theterran's turn.

TheAmishPirate
2011-05-26, 03:53 PM
CM:

Yes, my turn is done.

theterran
2011-05-27, 08:32 AM
Turn XI

LoS:
Yikes! That almost did me in, even w/ stoneskin!

Cast Stoneskin on myself again. (+1 Focus)

Move to R12 all sneaky like.

[roll0]
[roll1]


Done.

Stats:
Location: R12(+10)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 70/143
Assemblage (16)
Focus (4)
Effects:
Nature's Power (Dex)
Stoneskin (130/130)

TheAmishPirate
2011-05-27, 08:36 AM
CM:

I forgot to mention this but any time I crit and the attack lands, he is [blinded] for 1 round. I don't know if the crit hit or not, just want to make that clear.

Claudius Maximus
2011-05-27, 11:49 AM
theterran:
TheAmishPirate just informed me that you are blinded for one round on account of being hit by a crit. Are you changing your turn at all in light of this?

theterran
2011-05-27, 10:12 PM
@CM

Would I still be able to do my turn as is blinded?

Claudius Maximus
2011-05-27, 10:45 PM
theterran:
Not exactly, since you have to move at half speed now. Or 1/4 with unpenalized stealth in the mix. I don't think you can get to R12 as-written.

theterran
2011-05-31, 07:21 AM
@CM
Well that won't do...

Turn XI (redux)

LoS

Cast Heal on myself, healing 78 damage and removing blind.

Move to R12 all sneaky like.

[roll0]
[roll1]


Done.

Stats:
Location: R12(+10)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 143/143
Assemblage (16)
Focus (4)
Effects:
Nature's Power (Dex)

Claudius Maximus
2011-05-31, 10:12 AM
LoS:

TheAmishPirate:
Your opponent casts a spell, and then you lose track of him.
theteran:
You lose LoS to your opponent.
TheAmishPirate's turn.

TheAmishPirate
2011-05-31, 10:31 AM
Turn 12:

Not surprising, as I am currently stationed inside of a wall. :smalltongue:

I move out to 18P and try to spot him. If I don't, then I move to 18Q, then to 16Q and try to spot him. If I don't, then back into the wall and to 17U. If I don't see him, I move back into the wall and to 21R.

Perception: [roll0]

Claudius Maximus
2011-05-31, 12:50 PM
TheAmishPirate:
At no point do you see him. You end up in R21.
theterran:
You see your opponent pop out of the wall at P18 +25, then sink back into the wall at Q18 +25. You see him pop out again at Q16, retreat again, pop out again at U 16 +25, and then sink back into the wall at T17. From there you lose track of him.

Hope you like whack-a-mole.
theterran's turn.

TheAmishPirate
2011-05-31, 01:07 PM
CM: I wasn't done with my turn yet.

I wanted to move back into the wall, then up to 25S. If I still don't see anything, I move to the following squares in order, using my standard as a move:

35S
35U
47U
47D
43D
43E

If I see him at any point, I'll adjust my move accordingly. Otherwise, I end my turn.

Claudius Maximus
2011-05-31, 01:39 PM
My apologies.

TheAmishPirate:
You still don't see him, and end up at E43.
theterran:
His turn was actually not over, sorry.

You don't see him again though.
theterran's turn.

theterran
2011-06-01, 06:37 AM
CM:
Would tremorsense allow me to sense him while he's in the walls if I'm on the ground, even if he's ethereal?

Turn XII

LoS

Cast Stoneskin on myself.(+1 Focus)

Move to S15 and up to +25, which should put me on his level.
[roll0]
[roll1]


Done.

Stats:

Location: S15(+25)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 143/143
Assemblage (32)
Focus (5)
Effects:
Nature's Power (Dex)
Stoneskin (130/130)

Claudius Maximus
2011-06-01, 01:23 PM
theterran:
I am going to say yes.

If you have had tremorsense this whole time that would have been great to know before this became a 12-round stealth battle. I'd probably have to annul the match.

You don't see your opponent.
TheAmishPirate:
You do not see your opponent.
TheAmishPirate's turn.

TheAmishPirate
2011-06-01, 01:36 PM
Turn 13:

Same deal as last turn, trying to spot him or his machines.

Perception: [roll0]

Moving: From 43E, move to the following spaces in order:
43D
30D
30U

I'll decide the rest of my turn based on what I see. Moving any farther means I can't attack.

Claudius Maximus
2011-06-01, 01:52 PM
TheAmishPirate:
You do not see your opponent.
theterran:
You do not see your opponent.
Still TheAmishPirate's turn.

TheAmishPirate
2011-06-01, 02:06 PM
Turn 13, Part 2:

Continuing movement:
30T
4T
4Q
8Q

Unless I spot him, I end my turn at 8Q.

theterran
2011-06-01, 02:15 PM
@CM

Since this match is still based off of the older document, I don't have Tremorsense, I got to looking at the "Mechanist Savant" in the newer document, and Trust in Steam got a major overhaul where it grants tremorsense instead of basically doubling the pain I can take (which I neglected to do for about half the battle, not that it's mattered up to this point).

So, in summary, No, I don't current have tremorsense. Sorry if my question gave you a scare. I simply was reading the wrong document when I asked that question...:smallsigh:

Claudius Maximus
2011-06-01, 02:59 PM
TheAmishPirate:
As soon as you enter T16, you find your opponent. He's in S15, adjacent to you.

I expect this might affect your turn, so what are you doing now?
theterran:
You see your opponent pop out in T16 +25. As in, right next to you.
Still TheAmishPirate's turn.

TheAmishPirate
2011-06-01, 03:30 PM
Turn 13, Part 3

First, I make an Acrobatics check to avoid an Attack of Opportunity.

Acrobatics: [roll0]

I move to 8T, then Shadow Blink to 17S and end my turn.

I do note if he tries to attack me and if I can see any more of his machines.

Claudius Maximus
2011-06-01, 08:47 PM
TheAmishPirate:
I'm afraid that's a failure, and he gets a swing at you.

You don't see any machines that weren't there before. Current locations are F9 (red one that hurt you once) and V27 and X29 (Generator Automatons, which you know about IC).
theterran:
Your opponent moves past you and disappears into T8, after which you lose track of him.

As he moves he provokes an Attack of Opportunity.
theterran's turn.

theterran
2011-06-02, 06:53 AM
AoO:

[roll0]
[roll1] +5[Cold]

Miss % (since he's Ethereal) [roll2]

Turn XIII

LoS:

[roll3]
[roll4]

Fly to U-9.
Ready an action to cast Harm on him if I see him.


Done.

Stats:
Location: U9(+25)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 143/143
Assemblage (48)
Focus (5)
Effects:
Nature's Power (Dex)
Stoneskin (130/130)

TheAmishPirate
2011-06-02, 08:41 AM
Just a heads up, I'll be on vacation next week with minimal internet access. I'll do what I can to speed up my posting so hopefully we can be done in time.

Claudius Maximus
2011-06-02, 10:18 AM
TheAmishPirate:
You do not see your opponent, because you are in a wall.
theterran:
You do not see your opponent.
TheAmishPirate's turn.

theterran
2011-06-02, 10:36 AM
@CM
Can I tell if the AoO hit?

TheAmishPirate
2011-06-02, 11:39 AM
Turn 14, Part 1

Do I need to re-hide myself? It seems that he detected me somehow.If I do, I use my swift action to do so.

Stealth: [roll0]

I then move to the following squares, trying to find him.

19S
19U
14U
14N

Perception: [roll1]

EDIT: This game would be so much faster if I could get consistent Perception rolls.

Claudius Maximus
2011-06-02, 01:18 PM
TheAmishPirate:
You do need to roll again if you wish to hide now.

You do not see your opponent.
theterran:
You do not see your opponent.
TheAmishPirate's turn still

TheAmishPirate
2011-06-02, 01:28 PM
Turn 13, Part 2

I go to 8Q and end my turn.

*headdesk*

Claudius Maximus
2011-06-02, 01:49 PM
TheAmishPirate:
Yeah, I'm pretty sure this is an all-time ToS record.

You do not see your opponent.
theterran:
You still do not see your opponent.
theterran's turn.

TheAmishPirate
2011-06-02, 02:04 PM
CM:

I can just imagine the press release for this match: A completely empty arena, most of the patrons in the stands are just scratching their heads or falling asleep, and a single caption:

"You do not see your opponent."

theterran
2011-06-02, 02:09 PM
Turn XIV

LoS:

[roll0]
[roll1]
Fly to P-10.
Ready an action to cast Harm on him if I see him.


Done.

Stats:
Location: P10(+25)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 143/143
Assemblage (64)
Focus (5)
Effects:
Nature's Power (Dex)
Stoneskin (130/130)

Claudius Maximus
2011-06-02, 02:56 PM
TheAmishPirate:
Yeah, I think stealth needs to get looked into. A Legend battle should ideally not take longer than about 5 rounds.
theterran:
I forgot to mention: yes, your AoO should have hit.
TheAmishPirate's turn.

TheAmishPirate
2011-06-02, 03:04 PM
Turn 15, Part 1


Same deal as before, looking to spot him, here's where I'm moving:

8P
9P
9U
21U
21S


Perception: [roll0]

Claudius Maximus
2011-06-02, 03:30 PM
:smallsigh:

Well this is going to need some adjudication.

TheAmishPirate:
Are you hiding at all?

TheAmishPirate
2011-06-02, 03:38 PM
CM:

Yes, I've been using Stealth since last turn.

Claudius Maximus
2011-06-02, 05:47 PM
Woooooowwww I'm stupid. There was no problem at all.

TheAmishPirate:
You do not see your opponent.
theterran:
You do not see your opponent.
Still TheAmishPirate's turn.

TheAmishPirate
2011-06-02, 05:52 PM
Turn 15, Part 2

I move to 21D, then 20D. If I don't see him then, I move to 17Q (moving through the wall the whole time) and end my turn.

Claudius Maximus
2011-06-02, 08:15 PM
TheAmishPirate:
You do not see your opponent.
theterran:
You do not see your opponent.
theterran's turn.

theterran
2011-06-03, 07:01 AM
Turn XV

LoS:

[roll0]
[roll1]
Ready an action to cast Harm on him if I see him.


Done.

Stats:
Location: P10(+25)
Generator Location(s):V27, X29
Hunger Location(s):F9
AC: 33
HP: 143/143
Assemblage (80)
Focus (5)
Effects:
Nature's Power (Dex)
Stoneskin (130/130)

Claudius Maximus
2011-06-03, 12:36 PM
TheAmishPirate:
You do not see your opponent.
theterran:
You do not see your opponent.
TheAmishPirate's turn.

TheAmishPirate
2011-06-03, 01:01 PM
Turn 16, Part 1

Going to keep trying to spot him.

Perception: [roll0]

Movement:

17P
15P
15U
21U
21R

Claudius Maximus
2011-06-03, 01:41 PM
TheAmishPirate:
As soon as you move to P17 you see him. He is in U9 +25.
theterran:
You do not see your opponent.
Still TheAmishPirate's turn.

TheAmishPirate
2011-06-03, 02:08 PM
Turn 16, Part 2

I make an Acrobatics check to catch him flat-footed, then full attack. I'll finish my movement if he survives.

Acrobatics: [roll0]


Attack 1: [roll1] + 4 if SA
Damage 1: [roll2] + 7 cold damage + [roll3] SA

Attack 2: [roll4] + 4 if SA
Damage 2: [roll5] + 7 cold damage + [roll6] SA

Attack 3: [roll7] + 4 if SA
Damage 3: [roll8] + 7 cold damage + [roll9] SA

Attack 4: [roll10] + 4 if SA
Damage 4: [roll11] + 7 cold damage + [roll12] SA



CM:

The final hit is a crit. Damage is doubled, he is [blinded] for 1 round, and I heal for 13 HP if it lands.

Claudius Maximus
2011-06-03, 03:52 PM
Okay, sorry if this took a bit but I needed some clarifications.

TheAmishPirate pops out of the wall at P17 +25, spots theterran, and unleashes this, momentarily revealing himself:


I make an Acrobatics check to catch him flat-footed, then full attack. I'll finish my movement if he survives.

Acrobatics: 41


Attack 1: 32 + 4 if SA
Damage 1: 22 + 7 cold damage + 25 SA

Attack 2: 34 + 4 if SA
Damage 2: 17 + 7 cold damage + 32 SA

Attack 3: 23 + 4 if SA
Damage 3: 33 + 7 cold damage + 25 SA

Attack 4: 37 + 4 if SA
Damage 4: 48 + 14 cold damage + 52 SA and he is [blinded] for one round.

If theterran survives this, he is blind, but his readied action still goes off, with a 50% miss chance. He casts Harm on TheAmishPirate.

After that, assuming he has survived, TheAmishPirate may continue his turn.

theterran
2011-06-06, 08:31 AM
@CM
That entire attack was soaked up by my Stoneskin / Assemblage. I'm not sure what ability is blinding me, but is the wording on it that it's any Crit, or does it actually have to deal damage to my person to blind me?

Claudius Maximus
2011-06-06, 12:13 PM
theterran:
You are still [blinded] as far as I can tell. It just says it blinds "on a successful critical hit."

theterran
2011-06-06, 12:27 PM
Lovely.

Alright, still kicking.

Rolling for the 50% miss chance on Harm (78 damage).

[roll0] <50 = Miss

theterran
2011-06-06, 12:31 PM
Alright, Will Save for Half Damage

TheAmishPirate
2011-06-06, 01:23 PM
Will Save: [roll0]

CM:
Alright, that brings me down to -19, I die at -20. Legend has no explicit rules for stabilizing. :smallsigh:

Claudius Maximus
2011-06-06, 02:42 PM
TheAmishPirate:
There are some rules on pages 84-87, the condition summary. Talk of -9 and such there should be ignored and replaced with the appropriate values for the changed negative hit point threshold.

In any case, do you have any means to survive at this point, or has theterran won?

TheAmishPirate
2011-06-06, 04:03 PM
CM:

Yeah, he's won at this point. Sorry, I just didn't see those.

Can I see his character's sheet once this is all done? Or at the least know his class makeup? I'd be willing to show him the same.

Claudius Maximus
2011-06-06, 04:06 PM
Alright, theterran is officially the victor, having rendered his foe [Dying].

Any commentary? This was a long one to say the least.

Also:

Can I see his character's sheet once this is all done? Or at the least know his class makeup? I'd be willing to show him the same.

TheAmishPirate
2011-06-06, 06:11 PM
Well, I set out to break the system/get rules changed, and by the looks of things I won in that regard. :smallcool:

Here are my thoughts:

1) Readied actions need to be explained a bit more. Maybe I just missed that in the rules, but I was not aware they were even in this system.

2) The [Ethereal] status needs to be explained in the rules.

3) Stealth needs to be nerfed. If I may provide the summary of this match: You do not see your opponent. Either:

a) Give ways to increase Perception beyond Wis score.

b) Increase the penalties to Stealth via moving and attacking.

That's my thoughts so far. I'll likely have more after my next match/once I see what his build was. I'm more curious as to how this build will deal with another fighter-type, and not a spellcaster.

EDIT: And from looking at the battle, I have a few more thoughts:

4) Stealth needs to be explained better. Specifically, what breaks Stealth? When does it need to be re-rolled? What does it take to activate? I made a bunch of my turns under the impression that I was still stealthed, and I'm finding a bunch of turns where it looks like theterran (not accusing of anything, just confused) Stealthed and moved and I'm not sure if he has Chameleon Skin.

theterran
2011-06-06, 06:19 PM
I have no problem sharing, as he was suboptimally built...and the main reason I actually "won" was fixed in the latest release of the PDF.

Base Sage -
Tracks: Just Blade (You never got close enough to actually swing at), Shaman Casting, Discipline of the Dragon (Monk), Runesong Summoner (has a new name in the new PDF)

I agree w/ all of his comments. I would also say that something needs to be done about that movement speed, at least from an "arena" perspective, as speed it doubly important here. Basically, because I didn't take a specific Track, my speed is severely hampered. (and this might have been addressed in the revision, or it might not), but 10ft per CL is a bit much (IIRC).

TheAmishPirate
2011-06-06, 06:29 PM
I have no problem sharing, as he was suboptimally built...and the main reason I actually "won" was fixed in the latest release of the PDF.

Base Sage -
Tracks: Just Blade (You never got close enough to actually swing at), Shaman Casting, Discipline of the Dragon (Monk), Runesong Summoner (has a new name in the new PDF)

I agree w/ all of his comments. I would also say that something needs to be done about that movement speed, at least from an "arena" perspective, as speed it doubly important here. Basically, because I didn't take a specific Track, my speed is severely hampered. (and this might have been addressed in the revision, or it might not), but 10ft per CL is a bit much (IIRC).


Your move speed was hax? My fly speed was 160, and it should have been higher because I forgot to add in the boost from Athletics.

How did you have Shaman Casting? Doesn't that require a fourth track?

Anyway, my build was:

Base Monk:
Assassin, Discipline of the Serpent, Discipline of the Crane

My pistols dealt 4d8 base damage with 7d6 sneak attack, and I don't think it was possible for you to hit my AC. I actually thought "Man, it would stink to face a spellcaster in this match" as I was building it. :smalltongue:

Claudius Maximus
2011-06-06, 07:01 PM
A bunch of rules got made up halfway through the match, which explains some of the inconsistencies. The lack of relevant rules in the doc is of course its own problem.

My understanding of stealth when the match began was that anyone trying to hide had to roll it once each round (this is how it works in 3.5). Later on I was informed by a designer that you could keep a former roll while moving around, but must reroll when stealth is broken. I changed the way I handled it to reflect that at some point. I believe stealth has been redone quite a bit in the new revision.

Readied actions were not a part of the rules because the designers were still a bit unsure how to handle it. The rules I used here were slightly different from those of 3.5, since theterran could not take his action until the trigger had concluded. I'm not sure how they'll make it into the final rules.

We are using an experimental definition of [Ethereal], one with the goal of being somewhat like 3.5's incorporealness. Once again it is unclear how it will turn out.

theterran
2011-06-07, 07:02 AM
I took the Full-In option to get the 4th Track. :smallsmile:

TheAmishPirate
2011-06-07, 10:35 AM
@theterran Ohhhhhhh! That's actually pretty clever. I completely forgot about that.

@Claudius Maximus: Ah! That makes much more sense, thanks for the clarification. That pretty much answered any other questions I had.