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ArenaManager
2011-08-17, 10:01 AM
Arena Tournament, Round 108: Ranko vs. Lyir Torsis

Map:http://i876.photobucket.com/albums/ab330/ArenaManager/Arenas/10-bloody_altar.png

XP Award: 300 XP
GP Award: 300 GP

Ranko (http://www.myth-weavers.com/sheetview.php?sheetid=320896) - Scorer
Lyir Torsis (http://www.myth-weavers.com/sheetview.php?sheetid=235169) - Kyeudo

All Combatants, please roll initiative and declare final purchases, if any

Kyeudo
2011-08-17, 11:41 AM
Inititive:[roll0]

Purchasing a Potion of Shield of Faith +2, a Potion of Resist Fire, and a Potion of Resist Acid.

Scorer
2011-08-17, 11:52 AM
Reporting in

Init
[roll0]

Ready to begin here big boss...

Kyeudo
2011-08-17, 11:56 AM
Same here. Looks like it's your go.

Scorer
2011-08-17, 12:16 PM
Ranko 1st Turn


Start in M26 with Silked Knotted Roped Grappling Hook in Hands. Longbow in mouth

Standard: Throw Grappling Hook to edge L26

Use Rope DC 14 (+2 silked)

[roll0]

Move: If succesful, start accelerated climbing (20') to reach edge

Auto pass (DC 5) Mod +5


End of Turn

STATS

Ranko started @ M26
Ranko ended @ M26 (maybe up 20')
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

10 arrows left
10 MW arrows left

Hand 1: Grappling Hook
Hand 2: Grappling Hook
Mouth: Bow

No consumables used yet

Kyeudo
2011-08-17, 01:15 PM
Lyir - Round 1


Start in M2 with my glaive in one hand and my potion of shield of faith in the other. Standard action to down the potion, move action to open the door, 5 foot step to M3.


End of Turn. LoS needed.

Stats:

HP: 13/13
AC: 19 (+2 Dex, +5 Armor, +2 Deflection)
Location: M3

Buffs
Rageclaws
Shield of Faith 10/10

hustlertwo
2011-08-17, 01:25 PM
LoS

Refs

y helo thar

Ranko

No LoS

Lyir

No LoS

Scorer
2011-08-17, 02:17 PM
Ranko 2nd Turn


Move: End up movement in L26 and
Move: Retract Grappling hook, leaving it in L26.
Free: Pass Bow to hands

Do all this hiding

(Dunno what penalties may apply, rolling as it is)
Hide [roll0]
Move Silently [roll1]





End of Turn

STATS

Ranko started @ M26
Ranko ended @ L26
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

10 arrows left
10 MW arrows left

Hand 1: Grappling Hook
Hand 2: Grappling Hook
Mouth: Bow

No consumables used yet

Kyeudo
2011-08-18, 01:05 PM
I'll wait for LoS before acting.

Sallera
2011-08-18, 03:21 PM
Refs:Nyar.

Ranko:When you enter L26, you see Lyir in M3, holding glaive. There is an empty vial on the ground in M2. You may revise your turn from this point.

Lyir:Your opponent's door is closed.

Still Ranko's turn.

Scorer
2011-08-18, 08:24 PM
@refs
No revision

hustlertwo
2011-08-18, 08:33 PM
Lyir's turn.

Kyeudo
2011-08-19, 01:32 AM
Lyir - Round 2


Standard Action to activate Shield. Move to M9.


End of Turn.

Stats:

HP: 13/13
AC: 23 (+2 Dex, +5 Armor, +2 Deflection, +4 Shield)
Location: M9

Buffs
Rageclaws
Shield of Faith 9/10
Shield 10/10

Scorer
2011-08-19, 06:44 PM
Ranko 2nd Turn


Double Move: at half speed to E25

Hide [roll0]
Move Silently [roll1]


Ref Question that does not hold gameplay: if I shoot with Rapidshot, would both attacks go to FF AC and +2 for unseen attacker, or just the first one?




End of Turn

STATS

Ranko started @ L26
Ranko ended @ E25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

10 arrows left
10 MW arrows left

Hand 1: Longbow
Hand 2: Longbow
Mouth: Free

Grappling hook at L26

No consumables used yet

Sallera
2011-08-20, 01:38 PM
Refs:Nyar.

Lyir:No LoS.

Ranko:No LoS. Only the first attack would benefit.

Kyeudo
2011-08-24, 12:12 AM
Lyir - Round 3

Alright, something wierd is happening here. That usually doesn't mean good things for me.


Double move to K19.


End of Turn.

Stats:

HP: 13/13
AC: 23 (+2 Dex, +5 Armor, +2 Deflection, +4 Shield)
Location: M9

Buffs
Rageclaws
Shield of Faith 8/10
Shield 9/10

Scorer
2011-08-24, 12:41 AM
Ranko 3rd Turn


Move: To kneel position hiding

Hide [roll0]
Move Silently [roll1]


Move: Active spot

Spot [roll2]




End of Turn

STATS

Ranko started @ E25
Ranko ended @ E25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

10 arrows left
10 MW arrows left

Hand 1: Longbow
Hand 2: Longbow
Mouth: Free

Grappling hook at L26

No consumables used yet

Sallera
2011-08-24, 12:52 AM
Refs:Nyar.

Lyir:No LoS.

Ranko:Lyir moves to K19. You may revise your turn.

Still Ranko's turn.

Scorer
2011-08-24, 11:33 AM
@refs
I will use a standard action instead of the active spot. Also, swift to activate Law Devotion to attack.

One MW arrow comes and...

vs FF AC

Attack
[roll0] <- I don't beleive it :smallmad:
Damage
[roll1]
If Crit
[roll2]
Additional Crit Damage
[roll3]

LD to AC

After that, Ranko is visible in E25

Kyeudo
2011-08-24, 11:06 PM
Lyir - Round 4

Yep, called it. Something wierd going on for sure.

How does one win when one's opponent is out of melee range and one has no ranged weapons? I don't know!

Move to M23 and open the door.

End of Turn.

Stats:

HP: 13/13
AC: 23 (+2 Dex, +5 Armor, +2 Deflection, +4 Shield)
Location: K19

Buffs
Rageclaws
Shield of Faith 7/10
Shield 8/10

Scorer
2011-08-25, 11:45 AM
Ranko 4th Turn

Move: Stand up
Free: Pass Bow to one hand grip
Move: L25 (while moving draw Acid Flask)
Free: Wave hello to Lyir "Hello :smallsmile:"

End of Turn

STATS

Ranko started @ E25
Ranko ended @ L25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

10 arrows left
9 MW arrows left

Hand 1: Acid Flask
Hand 2: Longbow
Mouth: Free

Grappling hook at L26, retracted

No consumables used yet

Kyeudo
2011-08-25, 12:32 PM
Lyir - Round 5

Move to M25.

Now, some questions:
Do I see how Ranko got to the top of the wall?
How much damage do I need to do to a wall to create handholds?

Not Done.

Stats:

HP: 13/13
AC: 23 (+2 Dex, +5 Armor, +2 Deflection, +4 Shield)
Location: M25

Buffs
Rageclaws
Shield of Faith 6/10
Shield 7/10

hustlertwo
2011-08-25, 01:16 PM
1. There is a grappling hook in L-26. The rope has been retracted, however.

2. No clue. Is there any RAW rulings on this somewhere? I thought objects could only be whole or broken, and any damage level in between would still be whole from a functional standpoint.

Kyeudo
2011-08-25, 01:56 PM
There is mention of making your own handholds and footholds in ice walls using a chopping implement in the Climb skil discription (http://www.d20srd.org/srd/skills/climb.htm).

Scorer
2011-08-25, 02:05 PM
If I were a valid ref, Id say it can apply, yes...


edit: it says


You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15.

I guess it would take 6 minutes to get to me...

candycorn
2011-08-25, 02:16 PM
Ref Candycorn

Assuming that a handhold/foothold is 3 inches deep, a stone wall (http://www.d20srd.org/srd/exploration.htm#hitPoints) would require a total of 45 damage, taking into account hardness 8, to destroy enough wall to make such a handhold/foothold. Per piton rules, you'd need one per 3 feet of distance to climb. That would be 3 for a 10 foot pillar, 6 for a 20 foot stone wall, and 9 for a 30 foot wall (as 30 feet is the top ledge).

While on the wall, you would need both hands for climbing, but you could make attacks with 1 handed weapons to damage higher sections, when you weren't climbing, per climbing rules.

Are there any precedents for arena features being indestructible?

Scorer
2011-08-25, 02:21 PM
I beleive precedent says that only if it says undestructible, so I'd say this is destructible... but again, im no valid ref now :smalltongue:

Sallera
2011-08-25, 03:31 PM
If I recall my precedents correctly, it's the reverse; arena features that don't say they can be damaged can't be. I have a vague memory of the match it came up in, so I'll take a look, but otherwise, I believe that's how it stands.

Edit: Ah, I did find it (http://www.giantitp.com/forums/showpost.php?p=7942108&postcount=181), but as it was my own post, that doesn't really add anything to the point.

Scorer
2011-08-25, 06:31 PM
Ah yes, I remember that one...

Psionic Dog
2011-08-25, 09:52 PM
If I recall my precedents correctly, it's the reverse; arena features that don't say they can be damaged can't be. I have a vague memory of the match it came up in, so I'll take a look, but otherwise, I believe that's how it stands.

Edit: Ah, I did find it (http://www.giantitp.com/forums/showpost.php?p=7942108&postcount=181), but as it was my own post, that doesn't really add anything to the point.

That precedent appears to be of the same vein as the climbing precedent whereas if the DC of a task(wall) are unlisted the task(climbing) shall be impossible.

So a 10-ft post of unknown material can't be broken down (no given DC or HP). This wall, however, is specified as 'solid stone' for which rules giving a hardness and hp/inch can be found. Thus, the wall could be damaged/destroyed. In theory.

The possible '1 minute/handhold' at best could only be linked to ice. For stone we have Sectional Object damage, Of greatest importance is how small can a destroyable section be, seeing as damaged sections/objects appear to remain intact until destroyed.

I believe sections are typicaly 5x5(x5) ft, but destroying a 5ft stone cube with 900 hp would be rather slow. Possibly Mr. Meteor-is-Coming-Soon kind of slow.

Looking smaller, Races of the Dragon provides rules for Profesion(mining). Those rules gives the smallest daily progress increment as 1/2 of a 5ft cube, halved for each size smaller than medium. For a fine creature this gives 3.9 cubic feet as the smallest 'sectional size' allowed by any rule I can think of.

Maximizing the surface area to minimize the depth gives 5ftx3ft (handhold spacing) x 3 inches. (rounded to nearest half inch)

So there you have it, some tenuous RAW rule-logic to justify 3inch handholds as the minimum possible in a stone wall.

Scorer
2011-08-28, 01:22 AM
So... what now?

Kyeudo
2011-08-28, 01:45 AM
Well, I'm not quite sure what the ruling here is. Do I need to make damage rolls for each round of progress or do I need to just take 1 minute carving handholds?

If I can carve handholds with no need to roll, I'll start chipping away for the next two minutes to put handholds 10 feet up the wall, provided you stay up there. Otherwise, it will be longer.

hustlertwo
2011-08-28, 09:03 AM
I think the question is whether any of these rulings are going to be pragmatic when in all likelihood they all end with you dead long before you make your ascent. No ranged weapons...I am disappoint, Kyeudo. You're too good to make such a scrub mistake.

I'll agree the wall can be damaged as stone. But the fact that they singled out ice for that handhold-carving rule implies that they were deliberately excluding walls made of more solid material. Implication, however, is not RAW in and of itself.

Kyeudo
2011-08-28, 11:12 AM
His best ranged weapon can deal 1 point of damage to me on anything less than a critical hit if you roll maximum damage. He only has 20 arrows, well, 19 now. I have more than that in health. Can he actually kill me before I chip hand-holds into the rock?

Scorer
2011-08-29, 02:29 PM
so that means...?

Kyeudo
2011-08-29, 02:43 PM
I don't know. Did any ref actually make a ruling about whether I could do it or not?

hustlertwo
2011-08-29, 03:12 PM
I don't feel confident enough to do so. I can't tell if ice rules should work with rock or not.

Kyeudo
2011-08-29, 05:40 PM
We have a pickle here then. The refs willing to make a ruling are the players, so we can't make a ruling.

Sallera
2011-08-29, 06:05 PM
Is PsiDog's ruling insufficient?

Kyeudo
2011-08-29, 06:19 PM
I can't tell what he ruled there. Can I do it? Do I need to make a Profession(Mining Check) or is it a damage roll? How long does it take?

Sallera
2011-08-29, 06:29 PM
Hm. Well, provided we accept all of his premises and I'm reading that right, I believe it would take 23 damage to a given 5ft section for it to count as having handholds.

Kyeudo
2011-08-29, 06:56 PM
Alright, I can go with that. I will continue my movement to N25 and then attack the wall.

Attack:[roll0] vs AC 3
Damage:[roll1]

Scorer
2011-08-29, 10:27 PM
Ranko 5th Turn

Standard: Throw Acid Flask at Lyir

Attack (-4 range, +1 PBS)
[roll0]
Damage
[roll1]
If Crit
[roll2]
Additional Crit Damage
[roll3]

Move: Draw Alchemist Fire

End of Turn

STATS

Ranko started @ L25
Ranko ended @ L25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

10 arrows left
9 MW arrows left

Hand 1: Alchemist Fire
Hand 2: Longbow
Mouth: Free

Grappling hook at L26, retracted

1x Acid Flask used

hustlertwo
2011-08-29, 10:31 PM
Ah, fudge it. If no one with actual knowledge will say anything, I will. Work it like the ice. I'm fairly sure RAI is against it, but Arena doesn't give two squirts about RAI. And RAW-wise, it's the closest thing we have to a ruling on this idea either way.

Kyeudo
2011-08-29, 11:13 PM
Lyir - Round 6

Free Action: Say "Ow"
Free Action: Shift to one handed grip on the glaive
Move Action: Draw a potion of Resist Fire
Standard Action: Drink potion
Free Action: Resume two handed grip

Stats:

HP: 9/13
AC: 23 (+2 Dex, +5 Armor, +2 Deflection, +4 Shield)
Location: N25

Buffs
Rageclaws
Shield of Faith 5/10
Shield 6/10
Resist Fire

Scorer
2011-08-30, 10:10 AM
Ranko 6th Turn

Free: Pass Alchemist Fire to Mouth
Free: Proper Bow Grip
Free: LD to Attack
Full Round: Rapid Shot with MW

Attack 1
[roll0]
Damage
[roll1]
If Crit
[roll2]
Additional Crit Damage
[roll3]

Attack 2
[roll4]
Damage
[roll5]
If Crit
[roll6]
Additional Crit Damage
[roll7]

End of Turn

STATS

Ranko started @ L25
Ranko ended @ L25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

10 arrows left
7 MW arrows left

Hand 1: Longbow
Hand 2: Longbow
Mouth: Alchemist Fire

Grappling hook at L26, retracted

1x Acid Flask used

Law Devotion 4/10

Kyeudo
2011-08-30, 10:13 AM
Lyir - Round 7

Two misses.

Attack the wall some more:
Attack:[roll0]
Damage:[roll1]

Stats:

HP: 9/13
AC: 23 (+2 Dex, +5 Armor, +2 Deflection, +4 Shield)
Location: N25

Buffs
Rageclaws
Shield of Faith 4/10
Shield 5/10
Resist Fire

Scorer
2011-08-30, 10:54 AM
Ranko 7th Turn

Full Round: Rapid Shot with MW

Attack
[roll0]
Damage
[roll1]
If Crit
[roll2]
Additional Crit Damage
[roll3]

Attack
[roll4]
Damage
[roll5]
If Crit
[roll6]
Additional Crit Damage
[roll7]

End of Turn

STATS

Ranko started @ L25
Ranko ended @ L25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

10 arrows left
5 MW arrows left

Hand 1: Longbow
Hand 2: Longbow
Mouth: Alchemist Fire

Grappling hook at L26, retracted

1x Acid Flask used

Law Devotion 5/10

Kyeudo
2011-08-30, 01:02 PM
Lyir - Round 8

And you ping me for 1.

Attack the wall some more:
Attack:[roll0]
Damage:[roll1]

Stats:

HP: 8/13
AC: 23 (+2 Dex, +5 Armor, +2 Deflection, +4 Shield)
Location: N25

Buffs
Rageclaws
Shield of Faith 3/10
Shield 4/10
Resist Fire

Scorer
2011-08-30, 03:39 PM
Ranko 8th Turn

"Question, what is the duration for resist fire?"

Full Round: Rapid Shot with MW

Attack
[roll0]
Damage
[roll1]
If Crit
[roll2]
Additional Crit Damage
[roll3]

Attack
[roll4]
Damage
[roll5]
If Crit
[roll6]
Additional Crit Damage
[roll7]

End of Turn

STATS

Ranko started @ L25
Ranko ended @ L25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

10 arrows left
3 MW arrows left

Hand 1: Longbow
Hand 2: Longbow
Mouth: Alchemist Fire

Grappling hook at L26, retracted

1x Acid Flask used

Law Devotion 6/10

hustlertwo
2011-08-30, 05:05 PM
Resist is always 10 min./level. So regardless of what level Kyeudo's is, it's probably long enough not to matter. Handholds may take a while to carve, but not 100 rounds length.

Scorer
2011-08-30, 05:27 PM
Remember I had a match that lasted like 60 rounds...

Psionic Dog
2011-08-30, 07:27 PM
I can't tell what he ruled there. Can I do it? Do I need to make a Profession(Mining Check) or is it a damage roll? How long does it take?

I ruled that the walls can be damaged, and that footholds can be carved by doing 45 damage* per foothold/handhold carved. Since the wall is not ice you may not automatically gain a foothold/handhold with one minute of work.

* 3 inches x 15 hp/inch = 45, hardness issues not included

Sorry for any confusion.

The Profession Mining reference was merely justifying why 3 inches was the minimum cutting depth to avoid pulling an arbitrary number out of thin air. If anyone can think of a half-plausible RAW-based explanation on how the cuts could be smaller they are welcome to it.

Kyeudo
2011-08-31, 12:21 AM
Lyir - Rounds 9-19

Well, let's speed this along. I'm basically banking on you not being able to kill me before you run out of arrows and this chip handholds thing is just so that maybe I'll get lucky and get to try and kill you before then. Here's my next 10 rounds of smacking the wall.

Attack1:[roll0] Damage1:[roll1]
Attack2:[roll2] Damage2:[roll3]
Attack3:[roll4] Damage3:[roll5]
Attack4:[roll6] Damage4:[roll7]
Attack5:[roll8] Damage5:[roll9]
Attack6:[roll10] Damage6:[roll11]
Attack7:[roll12] Damage7:[roll13]
Attack8:[roll14] Damage8:[roll15]
Attack9:[roll16] Damage9:[roll17]
Attack10:[roll18] Damage10:[roll19]

Stats:

HP: 6/13
AC: 23 (+2 Dex, +5 Armor, +2 Deflection, +4 Shield)
Location: N25

Buffs
Rageclaws
Shield of Faith 2/10
Shield 3/10
Resist Fire

Scorer
2011-08-31, 12:32 PM
Ranko 9th-19th Turn

What is the status of the Wall smacking after those 10 turns?
Assuming not able to reach me yet..

9: Move: Stow Alchemist
Standard: Shoot MW (10, 2 remaining)

Attack
[roll0]
Damage
[roll1]
If Crit
[roll2]
Additional Crit Damage
[roll3]

10: Move: Stow grappling hook
Standard: Shoot MW (10, 1 remaining)

Attack
[roll4]
Damage
[roll5]
If Crit
[roll6]
Additional Crit Damage
[roll7]

11: Standard: Shoot MW (10, 0 remaining)

Attack
[roll8]
Damage
[roll9]
If Crit
[roll10]
Additional Crit Damage
[roll11]

12: Standard: Shoot normal (9, 0 remaining) Law Devotion effect ends here

Attack
[roll12]
Damage
[roll13]
If Crit
[roll14]
Additional Crit Damage
[roll15]

13: Standard: Shoot normal (8, 0 remaining)

Attack
[roll16]
Damage
[roll17]
If Crit
[roll18]
Additional Crit Damage
[roll19]

14: Standard: Shoot normal (7, 0 remaining)

Attack
[roll20]
Damage
[roll21]
If Crit
[roll22]
Additional Crit Damage
[roll23]

15: Standard: Shoot normal (6, 0 remaining)

Attack
[roll24]
Damage
[roll25]
If Crit
[roll26]
Additional Crit Damage
[roll27]

16: Standard: Shoot normal (5, 0 remaining)

Attack
[roll28]
Damage
[roll29]
If Crit
[roll30]
Additional Crit Damage
[roll31]

17: Standard: Shoot normal (4, 0 remaining)

Attack
[roll32]
Damage
[roll33]
If Crit
[roll34]
Additional Crit Damage
[roll35]

18: Standard: Shoot normal (3, 0 remaining)

Attack
[roll36]
Damage
[roll37]
If Crit
[roll38]
Additional Crit Damage
[roll39]

19: Standard: Shoot normal (2, 0 remaining)

Attack
[roll40]
Damage
[roll41]
If Crit
[roll42]
Additional Crit Damage
[roll43]

End of Turns

STATS

Ranko started @ L25
Ranko ended @ L25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

2 arrows left
0 MW arrows left

Hand 1: Longbow
Hand 2: Longbow
Mouth: Free

1x Acid Flask used

hustlertwo
2011-08-31, 01:34 PM
Looks to me like a total of three damage for Lyir.

Yup. Thought I had to account for something, but as it turned out it didn't impact it. 3 damage to Lyir.

Kyeudo
2011-08-31, 01:49 PM
Lyir - Rounds 20-29

The wall has hardness 8, so I have dealt 22 damage so far. That's halfway to one handhold. It's gonna be a while before I get up there. In the meantime, though, looks like you are almost out of arrows and I'm not yet out of hp.

Unless you decide to do something else, I keep chipping away. I'll get you eventually.
Attack1:[roll0] Damage1:[roll1]
Attack2:[roll2] Damage2:[roll3]
Attack3:[roll4] Damage3:[roll5]
Attack4:[roll6] Damage4:[roll7]
Attack5:[roll8] Damage5:[roll9]
Attack6:[roll10] Damage6:[roll11]
Attack7:[roll12] Damage7:[roll13]
Attack8:[roll14] Damage8:[roll15]
Attack9:[roll16] Damage9:[roll17]
Attack10:[roll18] Damage10:[roll19]

EDIT: and there's 14 more, bringing the total to 36. 9 to go until my first handhold.

Stats:

HP: 3/13
AC: 17 (+2 Dex, +5 Armor)
Location: N25

Buffs
Rageclaws
Resist Fire (terminates on round 1006)

Scorer
2011-08-31, 05:30 PM
Ranko 20th-29th Turn

20: Move back and back forth to hide

Hide
[roll0]

21: Standard Shoot arrow non lethal (vs FF AC and +2 unseen if Hide succesful)

Attack
[roll1]
Damage
[roll2]
If Crit
[roll3]
Additional Crit Damage
[roll4]

22: Move back and back forth to hide

Hide
[roll5]

23: Standard Shoot arrow non lethal (vs FF AC and +2 unseen if Hide succesful)

Attack
[roll6]
Damage
[roll7]
If Crit
[roll8]
Additional Crit Damage
[roll9]

My arrows are gone, so I'll wait for Resist Fire to go away...

End of Turns

STATS

Ranko started @ L25
Ranko ended @ L25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Longbow
Hand 2: Longbow
Mouth: Free

1x Acid Flask used

Kyeudo
2011-09-01, 01:35 AM
You can't use a ranged weapon to deal nonlethal damage.


Nonlethal Damage with a Weapon that Deals Lethal Damage

You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a -4 penalty on your attack roll.


Note the use of the word "melee".

I'll let you just make those for lethal damage though, since that doesn't change which one hits or how much damage they do.

More Wall Chipping:
Attack1:[roll0] Damage:[roll1]
Attack2:[roll2] Damage:[roll3]
Attack3:[roll4] Damage:[roll5]
Attack4:[roll6] Damage:[roll7]
Attack5:[roll8] Damage:[roll9]
-First Handhold Finished.
Attack6:[roll10] Damage:[roll11]
Attack7:[roll12] Damage:[roll13]
Attack8:[roll14] Damage:[roll15]
Attack9:[roll16] Damage:[roll17]
Attack10:[roll18] Damage:[roll19]

Attack11:[roll20] Damage:[roll21]
Attack12:[roll22] Damage:[roll23]
Attack13:[roll24] Damage:[roll25]
Attack14:[roll26] Damage:[roll27]
Attack15:[roll28] Damage:[roll29]
Attack16:[roll30] Damage:[roll31]
Attack17:[roll32] Damage:[roll33]
Attack18:[roll34] Damage:[roll35]
Attack19:[roll36] Damage:[roll37]
Attack20:[roll38] Damage:[roll39]

Attack21:[roll40] Damage:[roll41]
Attack22:[roll42] Damage:[roll43]
Attack23:[roll44] Damage:[roll45]
Attack24:[roll46] Damage:[roll47]
Attack25:[roll48] Damage:[roll49]
Attack26:[roll50] Damage:[roll51]
Attack27:[roll52] Damage:[roll53]
Attack28:[roll54] Damage:[roll55]
Attack29:[roll56] Damage:[roll57]
Attack30:[roll58] Damage:[roll59]
EDIT: And 41 HP into the second.

Scorer
2011-09-01, 12:17 PM
Ranko 30th-59th Turn

Ok, so... Now I will regret taking noncombatant as flaw :smallannoyed:

Ranko draws Alchemist Fire waiting for Round 106... it is?

Well... I hope we reach 106 before you climb... Or it will get... interesting :smallwink:

End of Turns

STATS

Ranko started @ L25
Ranko ended @ L25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Alchemist
Hand 2: Longbow
Mouth: Free

1x Acid Flask used

hustlertwo
2011-09-01, 12:42 PM
This is definitely a battle where both people involved get to learn the same lesson: diversify. Always, always, always diversify. If Lyir had any sort of ranged weapon, he probably could have won by now. If Ranko had any sort of melee weapon (and hadn't made the iffy decision to take Noncombatant) he wouldn't be dreading the now-inevitable ascent quite so much.

I'll be honest, any time I saw a character like this that I was going to battle, I felt pretty confident. Anyone wholly focused on one of the three major modes of attack (melee, ranged, magic/psionic/whatever) to the point of ignoring the other two is very, very vulnerable, unless they are so overwhelmingly overpowered in their area of expertise as to make up for those gaps. Which is more rare than you might think.

Kyeudo, you mean that the first handhold is finished after attack 3 in that list, right? Because 4 and 5 are misses.

Scorer
2011-09-01, 12:56 PM
There is also another miss bottom of list

Kyeudo
2011-09-01, 01:22 PM
Stupid natural ones. I didn't notice them because I included my attack bonus and the wall has an AC of 3 at best. Those misses make it only 37 hp into the second.

My math on this climb:
The wall is 20 feet tall. As a medium creature, I have an 8 ft vertical reach. I can't chip handholds in the top 5 feet (I don't threaten it), so I'll have to jump some amount of distance to reach that (thank heavens for Sudden Leap). I only need to make it within 3 feet of the top (again, due to just being able to reach). I can probably succeed in jumping 3 to 4 feet. That leaves me needing to cover only 5-6 feet with the handholds, so I'll only need two handholds, since each one can be 3 feet apart. Let me know if you see a flaw in my reasoning.

Here's enough attacks to bring us to Round 106, should I fail to get that second handhold before then.
Attack1:[roll0] Damage:[roll1]
Attack2:[roll2] Damage:[roll3]
Attack3:[roll4] Damage:[roll5]
Attack4:[roll6] Damage:[roll7]
Attack5:[roll8] Damage:[roll9]
Attack6:[roll10] Damage:[roll11]
EDIT: And I get the second handhold here.
Attack7:[roll12] Damage:[roll13]
Attack8:[roll14] Damage:[roll15]
Attack9:[roll16] Damage:[roll17]
Attack10:[roll18] Damage:[roll19]

Attack11:[roll20] Damage:[roll21]
Attack12:[roll22] Damage:[roll23]
Attack13:[roll24] Damage:[roll25]
Attack14:[roll26] Damage:[roll27]
Attack15:[roll28] Damage:[roll29]
Attack16:[roll30] Damage:[roll31]
Attack17:[roll32] Damage:[roll33]
Attack18:[roll34] Damage:[roll35]
Attack19:[roll36] Damage:[roll37]
Attack20:[roll38] Damage:[roll39]

Attack21:[roll40] Damage:[roll41]
Attack22:[roll42] Damage:[roll43]
Attack23:[roll44] Damage:[roll45]
Attack24:[roll46] Damage:[roll47]
Attack25:[roll48] Damage:[roll49]
Attack26:[roll50] Damage:[roll51]
Attack27:[roll52] Damage:[roll53]
Attack28:[roll54] Damage:[roll55]
Attack29:[roll56] Damage:[roll57]
Attack30:[roll58] Damage:[roll59]

Attack31:[roll60] Damage:[roll61]
Attack32:[roll62] Damage:[roll63]
EDIT: And I can have a third handhold here if needed.
Attack33:[roll64] Damage:[roll65]
Attack34:[roll66] Damage:[roll67]
Attack35:[roll68] Damage:[roll69]
Attack36:[roll70] Damage:[roll71]
Attack37:[roll72] Damage:[roll73]
Attack38:[roll74] Damage:[roll75]
Attack39:[roll76] Damage:[roll77]
Attack40:[roll78] Damage:[roll79]

Attack41:[roll80] Damage:[roll81]
Attack42:[roll82] Damage:[roll83]
Attack43:[roll84] Damage:[roll85]
Attack44:[roll86] Damage:[roll87]
Attack45:[roll88] Damage:[roll89]
Attack46:[roll90] Damage:[roll91]
Attack47:[roll92] Damage:[roll93]
I only rolled the d20 so the 1s would stand out. I can't otherwise miss the wall.

Giving you a chance to post to contest my logic, check my match, or call for any relevant rulings.

hustlertwo
2011-09-01, 01:25 PM
So everything hits but 19 and 25.

Scorer
2011-09-01, 04:19 PM
Let me see if understood correctly...

You only need 2 hanholds to get to me? or what? what happens now?

Psionic Dog
2011-09-01, 07:59 PM
Hmm.

Two possible flaws perhaps.

1) 3 handholds needed. Jumping + reach needs to bring you to the handhold, not within 3ft of one. With a handhold at 17ft, and 14ft Lyir would need a 3rd at 11ft unless he could make a 6 foot vertical jump (14 - 8 = 6).

2) I'm not sure how sudden leap works, but doesn't Lyir still need to make jump checks? That top handhold is in the +15ft stone block, so I'd have thought a 5ft jump per swing would have been needed to strike that space on a ground-hop.

hustlertwo
2011-09-01, 08:28 PM
And a 5 foot jump from standing is DC 40, isn't it?

Kyeudo
2011-09-01, 11:33 PM
Hmm.

Two possible flaws perhaps.

1) 3 handholds needed. Jumping + reach needs to bring you to the handhold, not within 3ft of one. With a handhold at 17ft, and 14ft Lyir would need a 3rd at 11ft unless he could make a 6 foot vertical jump (14 - 8 = 6).


The first handhold is at 8 feet, the second is at 11 feet. I can't put any handholds in the 15-20 ft range, but I only need to jump to 17 feet to be able to grab the top.

Hmm, looks like I do need the third handhold at 14 feet.



2) I'm not sure how sudden leap works, but doesn't Lyir still need to make jump checks? That top handhold is in the +15ft stone block, so I'd have thought a 5ft jump per swing would have been needed to strike that space on a ground-hop.

Sudden Leap lets me jump as a swift action without need for a running start. Otherwise, I couldn't ever succeed on the jump to the top.

Due to cubic reach interpretation, I threaten from the ground all the way to the 15ft mark on the wall. I have no handholds in the top block.

Sallera
2011-09-01, 11:49 PM
As far as I can see, Sudden Leap doesn't make any exception to the running start rules.

Kyeudo
2011-09-02, 01:20 AM
I thought precedent was that you didn't need a running start with Sudden Leap. :smalleek:

Sallera
2011-09-02, 01:37 AM
A quick scan of previous uses doesn't seem to turn up any evidence for that; although I don't have time for a thorough search at the moment, the one instance I found where it was used without previous movement used the doubled DC.

Kyeudo
2011-09-02, 02:12 AM
Well, that's what I get for assuming things. Looks like I have to add one more ridiculous action to the pile if I want to make this crazy plan work.

I finish chipping the third handhold on Round 91, if I'm counting correctly. In Round 92, I take a 5 foot step up next to the wall and begin stripping off my armor. This takes one minute, so I finish just before starting Round 102. This bumps my speed up to 40, my Jump bonus up to +10, my Climb bonus to +6, and drops my AC into the toilet.

Now, all I have to do is climb up the wall without killing myself, make a DC 24 Jump check, and kill Ranko before he can kill me with that vial of Alchemist's Fire.

Lyir - Round 102

Climb checks vs DC 15.
[roll0]
[roll1]

EDIT: That puts me 10 feet off the ground, so that should be right at my highest handhold if I'm correct.

Will Ranko do anything?

Stats:

HP: 3/13
AC: 10
Location: M25

Buffs
Rageclaws
Resist Fire (3 rounds remaining)

Scorer
2011-09-02, 11:06 AM
I have quieck ref question...

@refs
What happens if I stay in the spot he would use to end climbing? Then he is unable to finish climbing?

Sallera
2011-09-02, 12:01 PM
Ranko:He would be unable to enter the square normally, yes, but could still attempt a bull-rush/overrun/grapple/etc. as usual, or simply go around.

Scorer
2011-09-02, 12:41 PM
Ranko 102th Turn Breaking record here :smalltongue:

Move: to L26
Standard: Ready an Action
To move if:
He ends up climbing/Attacks me/ends turn

End of Turns

STATS

Ranko started @ L25
Ranko ended @ L26
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Alchemist
Hand 2: Longbow
Mouth: Free

1x Acid Flask used

Kyeudo
2011-09-02, 02:35 PM
Well, here's for all the marbles:

Jump! [roll0] vs DC 24

EDIT: Looks like I made my jump and am now hanging from the top of the wall. Does this trigger your ready action?

Scorer
2011-09-02, 04:52 PM
Is that all your turn?

Kyeudo
2011-09-02, 11:40 PM
Not at all, but I didn't want to have to rewind if you had readied an action to punch me in the face as soon as I got to the top. Since that apparently is not the case . . .

Lyir - Round 103 continued

Swift Action to use Sudden Leap to jump to L25 from the edge. [roll0] vs DC 10. Since that basically can't fail, I then use my remaining move action to redraw my glaive (I needed 2 hands for the climb and I doubt anyone will let me get away with "I held it in my teeth").

End of Turn

Stats:

HP: 3/13
AC: 12 (+2 Dex)
Location: L25

Buffs
Rageclaws
Resist Fire (3 rounds remaining)

Scorer
2011-09-03, 01:31 AM
Ranko 103th Turn

Standard: Ready an Action
To Bull rush if:
He ends up climbing/Attacks me/ends turn
May take a 5' step

End of Turns

STATS

Ranko started @ L26
Ranko ended @ L26
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Alchemist
Hand 2: Longbow
Mouth: Free

1x Acid Flask used

Kyeudo
2011-09-03, 01:50 AM
Lyir - Round 104

Swift Action to use Mark of Madness on you. Will Save DC 13 or be confused for one round.
Five foot step to L24 and attack with Steely Strike.
Attack:[roll0]
Damage:[roll1]

Stats:

HP: 3/13
AC: 12 (+2 Dex)
Location: L24

Buffs
Rageclaws
Resist Fire (2 rounds remaining)

Scorer
2011-09-03, 10:58 AM
Will Save
[roll0]

Edit: So, how does this affect my readied action?

Scorer
2011-09-03, 11:01 AM
I guess it is lost... Rolling my confusion roll

[roll0]

Scorer
2011-09-03, 11:04 AM
Good! Act normally! :smallbiggrin:

Ranko 104th Turn

Free: 5' step to L25
Standard: Full defense

End of Turns

STATS

Ranko started @ L26
Ranko ended @ L25
HP 9/9
AC 19 +4 dodge (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Alchemist
Hand 2: Longbow
Mouth: Free

1x Acid Flask used

Kyeudo
2011-09-03, 11:35 AM
Edit: So, how does this affect my readied action?

Actually, I believe my activation of Mark of Madness tripped your ready action, since it triggers off of an attack.

Scorer
2011-09-03, 02:58 PM
so what? I dont understand

Kyeudo
2011-09-03, 03:08 PM
Just saying you could have taken it.

Scorer
2011-09-03, 04:09 PM
Ah no, it's ok like this, your turn

Kyeudo
2011-09-04, 12:15 AM
Lyir - Round 105

Alright, probably a good thing that you didn't try to push me off the cliff.

Move action to jump to J26. [roll0] vs DC 15? 20?
EDIT: Alright, so now we need a ruling as to whether I needed to be able to leap the 7ish feet the gap actually represents or if I needed a jump check sufficient to move the square count the gap represents. Great. :smallannoyed:

If I make it, swift action to recover my manuvers and attack you with my glaive.
Attack:[roll1]
Damage:[roll2]

End of Turn

Stats:

HP: 3/13
AC: 12 (+2 Dex)
Location: L24

Buffs
Rageclaws
Resist Fire (1 round remaining)

Sallera
2011-09-04, 01:51 AM
As the rules use the length of the gap, I believe this one counts as only 5ft despite the diagonal.

Kyeudo
2011-09-04, 02:01 AM
Well, then I more than hurdle the gap. Now, one more round before I probably eat fire to the face.

Scorer
2011-09-04, 02:02 AM
The thought of bullrushing you came to my mind, but it was unprobable and risked AoO... Not very public-fun, but is safer like this :smalltongue:

Ranko 105th Turn

Free: 5' step to K26
Standard: Full defense

End of Turns

STATS

Ranko started @ L25
Ranko ended @ K26
HP 9/9
AC 19 +4 dodge (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Alchemist
Hand 2: Longbow
Mouth: Free

1x Acid Flask used

Kyeudo
2011-09-04, 10:43 PM
Lyir - Round 106

Swift action to hit you with my Mark of Madness again. DC 13 Will Save.
Five foot step to I26.
Ready an action:

Attack with Steely Strike if he attacks me/moves/ends turn.


Stats:

HP: 3/13
AC: 12 (+2 Dex)
Location: I26

Buffs
Rageclaws

Scorer
2011-09-05, 06:11 PM
[roll0]

Just how many of those do you have? :smalleek:

Scorer
2011-09-05, 06:16 PM
Confusion roll
[roll0]

Scorer
2011-09-05, 06:20 PM
Ok, the round everyone was waiting for...

Ranko 106th Turn

Free: 5' step to J26
Standard: Throw Alchemist Fire at Lyir

Attack
[roll0]
Damage
[roll1]
If Crit
[roll2]
Additional Crit Damage
[roll3]

Ranko takes 1 point of fire damage

End of Turns

STATS

Ranko started @ K26
Ranko ended @ J26
HP 8/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Free
Hand 2: Longbow
Mouth: Free

1x Acid Flask used

Kyeudo
2011-09-05, 07:06 PM
Lyir - Round 107

First off, I believe you can't take that 5 foot step. You are currently confused, meaning you cannot choose your own actions, and the action chosen on a 3 is attack the caster. Movement is only mentioned in the spell discription if you cannot attack. That means you make your attack from K26 and I get an AoO.
Attack:[roll0]
Damage:[roll1]
You, of couse, don't take the splash damage from your alchemist's fire now.

Second, you trigger my ready action with your attack.
Steely Strike:[roll2]
Damage:[roll3]

Finally, I take my actual turn.
Swift action to recover my manuvers. Standard action to attack you.
Attack:[roll4]
Damage:[roll5]
Move to G26.

End of Turn.

EDIT: Apparently the dice roller hates me now for rolling so many damage rolls on the walls. :smallannoyed:

Stats:

HP: 1/13
AC: 12 (+2 Dex)
Location: G26

Buffs
Rageclaws

Scorer
2011-09-05, 09:41 PM
First second fire damage...

[roll0]

Ranko 107th Turn

Free: Drop bow
Move: To H26
Standard: Disarm attempt

[roll1] (considering -4 for unarmed)

End of Turn

STATS

Ranko started @ J26
Ranko ended @ H26
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Free
Hand 2: Free
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

hustlertwo
2011-09-05, 09:45 PM
...yeah, it hates you, Kyeudo. Just be glad Scorer wasn't making an unarmed strike, or this fight might be over.

Scorer
2011-09-05, 09:47 PM
it wouldn't, my unarmed damage is 1d2, with crit confirmed 4 max, not enough with his #$%& 5dr :smallconfused:

hustlertwo
2011-09-05, 09:50 PM
Ah, well, that would be a problem, wouldn't it?

Kyeudo
2011-09-05, 10:10 PM
Wait, so I happen to be holding the only weapon in the arena capable of killing me? This match just gets nuttier and nuttier. :smalltongue:

Disarm:[roll0]

Kyeudo
2011-09-05, 10:20 PM
Lyir - Round 108

Attack of Oppourtunity:[roll0]
Damage:[roll1]

Move to E26. Ready an Action:

Attack with Steely Strike if he enters a square I threaten.


End of Turn.

Stats:

HP: -4/13
AC: 12 (+2 Dex)
Location: G26

Buffs
Rageclaws

Scorer
2011-09-05, 10:33 PM
Shouldn't I have the weapon cause I got a natural 20? An anyway, if not, why AoO? nevermind, I remember which one...

TheFallenOne
2011-09-05, 10:34 PM
natural 1s and 20s are meaningless in opposed rolls. Just the result total counts

Kyeudo
2011-09-05, 10:56 PM
I should have rolled that AoO before I rolled the disarm check, but I forgot. It's for you moving through a threatened square.

Scorer
2011-09-05, 11:15 PM
Mhhh.. the that makes probability quite low... let's try something else...

Ranko 108th Turn

Move: To P26

Jump DC 10 right?
[roll0]

Standard: Ready an Action
To Move if Lyir jumps here also...

End of Turn

STATS

Ranko started @ H26
Ranko ended @ P26
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Free
Hand 2: Free
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

Kyeudo
2011-09-06, 01:21 AM
Lyir - Round 109

Running away won't win you this match and I'm not likely to fall when I can easily get a running jump.

Double Move to O26 and then, provided your readied action doesn't go off, continue to O24. As soon as you are in range, use my swift action to hit you with my final use of Mark of Madness.

Jump:[roll0]

Stats:

HP: -4/13
AC: 12 (+2 Dex)
Location: O24?

Buffs
Rageclaws

Scorer
2011-09-06, 12:14 PM
Actually yes, my readied action triggers when you jump, and I move to O26...

:smallamused: mwahaha (Evil laugh)

Kyeudo
2011-09-06, 01:55 PM
All that should make me do is change where I land to O25. Worst case scenario I'd be dangling from the edge in N26.

Scorer
2011-09-06, 02:28 PM
my readied action was set to trigger when you jump, so a midair landing change would be... absurd... anyway, what is the ruling for this?

candycorn
2011-09-07, 04:07 AM
Precedent on ready actions is that the trigger action must be completed as announced. The trigger action, in this case, was "Jumps over here".

Therefore, just as moving out of range on a ready action can spoil an attack, so can moving in the path of a jump can spoil the jump.

Scorer
2011-09-07, 08:39 AM
So what? he needs a reflex save to stay hanging or something?

candycorn
2011-09-07, 02:48 PM
Per Jump rules, Reflex DC 15 can grab the ledge, yes.

Also, per climb rules, Climb DC 35 can do so also (DC of pulling self up +20).

Kyeudo
2011-09-07, 05:54 PM
Let's see if I make it then. Reflex:[roll0]

Scorer
2011-09-07, 06:08 PM
And now the conclusion of the strategy...

Ranko 108th 109th Turn

Standard: Trip attempt to dislodge

Melee Touch Attack (+1 higher ground, -4 size)
[roll0]

Opposed Trip check if hit
[roll1]

If trip success...
Move to R26

If trip fail
Stay there

End of Turn

STATS

Ranko started @ P26
Ranko ended @ R26 or P26
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Free
Hand 2: Free
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

Kyeudo
2011-09-07, 06:20 PM
Lyir - Round 109 continued

Pull myself up and over to O25, then finish moving to O24. Climb:[roll0]

You still need to make the will save against my Mark of Madness. It has a 30 foot range currently, so I activated it before I jumped.

End of Turn.

Stats:

HP: -4/13
AC: 12 (+2 Dex)
Location: O24

Buffs
Rageclaws

Kyeudo
2011-09-07, 06:23 PM
Well, crap, looks like that means I fall.

Damage:[roll0] - 5 for my DR.

I use my remaining movement to end up in M25.

EDIT: Might want to make sure my turn is finished before attempting to trip me.

TheFallenOne
2011-09-07, 06:25 PM
Scorer, why -4 size on the touch? YOu get size penalty on the opposed trip, not the touch attack

Scorer
2011-09-07, 08:05 PM
Arg... would have sworn you ended turn, sorry :smallredface: So now it is my turn again right? the 109?

Scorer
2011-09-07, 08:14 PM
Save
[roll0]

Scorer
2011-09-07, 08:15 PM
Confusion roll
[roll0]

Scorer
2011-09-07, 08:20 PM
Ok, Im guessing I do and go ahead posting turn...

Ranko 109th Turn

Double Move: To L25 via jumping to L26, autosucceed jump

End of Turn

STATS

Ranko started @ O26
Ranko ended @ L25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Free
Hand 2: Free
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

Kyeudo
2011-09-07, 08:21 PM
Arg... would have sworn you ended turn, sorry :smallredface: So now it is my turn again right? the 109?

Yep, you are on round 109. Got to get me to fall the full 20 feet if you want me to damage myself.

Kyeudo
2011-09-07, 08:32 PM
Lyir - Round 110

You know what, I kind of like you up there. I'm gonna start putting back on my armor. Unless you come down here before round 150, I'll get my armor bonus back.

Stats:

HP: -4/13
AC: 12 (+2 Dex)
Location: M25

Buffs
Rageclaws

Scorer
2011-09-07, 08:35 PM
I need to consult something before posting...

Scorer
2011-09-07, 09:06 PM
Ranko 110th Turn

Move out of LoS to southwest:

Move to K26 and then hang down from the edge and jump down to K25

Jump DC 15 to avoid falling damage
[roll0]

Then move to K24 and Full defense



End of Turn

STATS

Ranko started @ L25
Ranko ended @ K24
HP 9/9
AC 19 +4 dodge (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Free
Hand 2: Free
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

Kyeudo
2011-09-07, 09:12 PM
Unless you show yourself on the bottom level here, you have until round 150 to do whatever you want.

Scorer
2011-09-07, 10:42 PM
Ranko 111th Turn

Move: Ranko appears in M23 and ends up movement in M24
Standard: Disarm

[roll0]

End of Turn

STATS

Ranko started @ K24
Ranko ended @ M24
HP 9/9
AC 19 +4 dodge (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Free
Hand 2: Free
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

Kyeudo
2011-09-07, 11:25 PM
Lyir - Round 112

Huzzah! My plan to get you down from the wall has succeeded!
I have a +12 bonus on the disarm check, so I auto-succeed in beating you.
Cease putting on armor, Move action to open the other door to this closet, five foot step to N26, standard action to attack with Steely Strike.
Attack:[roll0]
Damage:[roll1]

Stats:

HP: -4/13
AC: 12 (+2 Dex)
Location: N26

Buffs
Rageclaws

Scorer
2011-09-08, 12:37 AM
Ranko 112th Turn

Free: 5' step to M25
Move: Grab Armor
Standard: Improvised weapon attack with armor spikes

Attack
[roll0]
Damage
[roll1]
If Crit
[roll2]
Additional Crit Damage
[roll3]

End of Turn

STATS

Ranko started @ M24
Ranko ended @ M25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Armor
Hand 2: Armor
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

Kyeudo
2011-09-08, 10:27 AM
Lyir - Round 113

And this match takes one more step into the bizzare. I may well be beaten to death with my own suit of armor.

Move to N23, swift action to recover manuvers, and attack you.
Attack:[roll0]
Damage:[roll1]

I believe I just gave you an AoO, but you can't do much when you are trapped in a corner. End of Turn.

Stats:

HP: -4/13
AC: 12 (+2 Dex)
Location: N23

Buffs
Rageclaws

Scorer
2011-09-08, 10:53 AM
Indeed

Attack
[roll0]
Damage
[roll1]
If Crit
[roll2]
Additional Crit Damage
[roll3]

Ranko 112th Turn

Free: 5' step to N24
Standard: Improvised weapon attack with armor spikes

Attack
[roll4]
Damage
[roll5]
If Crit
[roll6]
Additional Crit Damage
[roll7]

End of Turn

STATS

Ranko started @ M25
Ranko ended @ N24
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Armor
Hand 2: Armor
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

hustlertwo
2011-09-08, 12:13 PM
Match of the year confirmed. You both are winners just for being in it.

TheFallenOne
2011-09-08, 12:16 PM
great Scott, recently I wondered if I should tone down my Crazy, but seeing this I realize my matches are nowhere crazy enough

Kyeudo
2011-09-08, 01:04 PM
Lyir - Round 114

Ooh, that was a close one.
Five foot step to N24, attack with steely strike.
Attack:[roll0]
Damage:[roll1]

Stats:

HP: -4/13
AC: 12 (+2 Dex)
Location: N23

Buffs
Rageclaws

hustlertwo
2011-09-08, 01:34 PM
Aside from the fact that both of them were a bit scatterbrained for not bringing a backup attack mode with them, the strategy and improvisational skills both combatants have displayed has been even better than you'd expect from two such storied vets.

Edit: Had a ref question here and answered it myself, then saw Fallen had done so as well.

TheFallenOne
2011-09-08, 01:36 PM
hustler
Dude, DR 5. That's the whole reason it ever got this far

Scorer
2011-09-08, 01:43 PM
You can't go to N24, Im in N24

Kyeudo
2011-09-08, 01:48 PM
That was a mistype. I meant N22.

Scorer
2011-09-08, 01:53 PM
Ok, here goes the lowest attack mod ever, a Nat 20 would be the cherry in the pie...

Ranko 113th Turn

Free: 5' step to N23
Standard: Improvised weapon attack with armor spikes dealing nonlethal damage defensively

Attack
[roll0]
Damage
[roll1]
If Crit
[roll2]
Additional Crit Damage
[roll3]

End of Turn

STATS

Ranko started @ N24
Ranko ended @ N23
HP 9/9
AC 19 +2 dodge (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Armor
Hand 2: Armor
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

hustlertwo
2011-09-08, 01:58 PM
Whoops. Looks like you'd have given him a point of damage if you hadn't tried to get fancy with it. Although I can understand your reasoning; only need 1 point of nonlethal damage to win, and if you're taking the -4 for nonlethal you might as well add in defensive since your mod is already trashed.

Scorer
2011-09-08, 02:04 PM
I've studied probability and it is more probable to win this way... as strange as it may be... Also a -11 mod adds to the amusement :smallbiggrin:

hustlertwo
2011-09-08, 02:26 PM
I've also studied probability and I'm not quite convinced of that, but go for it. Like you said, it does make it funnier.

Scorer
2011-09-08, 02:35 PM
@Hustler
The problem is that with normal hits I need to down 6hp, and with non lethal only one hit is enough...

I wish Falling damage would have been non lethal

hustlertwo
2011-09-08, 02:55 PM
Scorer (does not hold up play)

True, but to get nonlethal you need first to get a nat 20, which only happens 5% of the time, and then to get 6 or 7 damage to overcome DR, which happens 33% of the time. Odds of this occurring are 1.67%, meaning on average it's going to take you more than fifty rounds (or attacks, if you get more than one in a round after a while) before this happens. You can bump it up a tiny bit to allow for the slim chance of a double nat 20 to confirm, but not enough to matter. With regular attacks you hit 30% of the time, and deal damage 33% of those times. Meaning you should hit him for lasting damage once every ten attacks. You need to do that a minimum of six times, but almost certainly less often than that. And if you roll a nat 20 you have a much higher chance of confirming the crit, and in doing so dealing a lot more damage and potentially even killing him outright (since max damage after DR would be 9).

Ultimately, both are longshots. Just a question of which one you prefer. I'm not here to give you suggestions, not my place (otherwise I would). Just wanted to break down the numbers a bit for you.

Sallera
2011-09-08, 09:42 PM
Hate to disappoint gladiators and spectators alike, but a Small creature can wield only up to 25lb items as improvised weapons, and Lyir's armour weighs 30. Need to rewind to Round 112, Ranko's turn.

Scorer
2011-09-08, 10:38 PM
Bah, tell that to Tyrion Lannister :smalltongue:

Ranko 112th Turn

Free: 5' step to M25
Move: Grab Armor
Standard: Throw it away to O22

[roll0]

End of Turn

STATS

Ranko started @ M24
Ranko ended @ M25
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Free
Hand 2: Free
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

[/QUOTE]

Kyeudo
2011-09-09, 12:38 AM
Hate to disappoint gladiators and spectators alike, but a Small creature can wield only up to 25lb items as improvised weapons, and Lyir's armour weighs 30. Need to rewind to Round 112, Ranko's turn.

Wait, where is this from? :smallconfused: I can't find it in the SRD.

Sallera
2011-09-09, 01:01 AM
Complete Warrior, p.159.

Kyeudo
2011-09-09, 02:06 AM
Lyir - Round 113

Bummer. I was finding the possibility of being bludgeoned to death with my own suit of armor to be interesting.

Move to N23, swift action to recover manuvers, and attack you.
Attack:[roll0]
Damage:[roll1]

End of Turn.

Stats:

HP: -4/13
AC: 12 (+2 Dex)
Location: N23

Buffs
Rageclaws

TheFallenOne
2011-09-09, 02:45 AM
Hate to disappoint gladiators and spectators alike, but a Small creature can wield only up to 25lb items as improvised weapons, and Lyir's armour weighs 30. Need to rewind to Round 112, Ranko's turn.

It is no improvised weapon though in the first place, is it? Those are non-weapon items used as weapons, say, a chair. This seems more a case of Inappropriately Sized Weapons


Inappropriately Sized Weapons

A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a -4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Looking through the descriptions, i BTW couldn't find anything saying you need to be wearing the armor to use the spikes, which could be used to justify the improvised part

Sallera
2011-09-09, 10:54 AM
If Ranko were wearing the armour and using the spikes, I'd agree, but the armour itself is not a weapon, and she was trying to wield it entire. Seems fairly improvised to me.

Scorer
2011-09-09, 11:58 AM
I will require ruling of how much damage would my crossbow do as melee attack, and my grappling hook.

Ranko 113th Turn

Double Move: To I26 via climbing

Climb (DC 15?)
[roll0]

End of Turn

STATS

Ranko started @ M25
Ranko ended @ M25 or I26
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Free
Hand 2: Free
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

hustlertwo
2011-09-09, 01:54 PM
Well, he's just using the spikes as a weapon. I guess the question at the crux of the matter is whether armor spikes cease to be a weapon when the armor is not equipped.

Sallera
2011-09-09, 03:02 PM
The spikes are part of the armour, though; they can't just be pulled off, so you can't use them on their own unless you're wearing the armour.

Scorer
2011-09-09, 03:25 PM
@refs
So, is it official the ruling about falling damage overcoming DR? cause that would take him 5 hp further down and if my calculations are correct that would bring him to -9

Also don't forget to tell me what damage my bow or grappling hook would make

Sallera
2011-09-09, 09:17 PM
Ranko:Correct, falling damage is not reduced by DR.

Wasn't forgetting, just needed my books for this one. Both items deal 1d4 damage, and are one-handed weapons for you.

Edit: Just stating openly that falling damage is unaffected by DR. I'm... not actually sure why that whole discussion was tagged 'not Kyeudo' in the first place.

Kyeudo
2011-09-10, 10:56 AM
Before I get overzealous at the incredible oppourtunity this presents, there are several things I should inform you about that particular climb.

First, the first handhold is at the 8 foot mark. As a small creature, you need to jump 4 feet in the air to grab it. The DC of that is going to be 32, since you can't get a running start.

Second, there is another jump required to make it to the top. The top-most handhold is at 14 feet, so to reach the top edge, you need to make a jump check of at least DC 40, possibly DC 48.

Finally, if you climb there right now, I get an attack of oppourtunity while you are denied your Dex bonus to AC. If I deal damage, you must succeed on a DC 15 Climb check or fall, potentially rendering your entire action redundant.

Now, do you really want to attempt that climb?

Scorer
2011-09-10, 11:21 AM
bugger... couldn't you just make standard handholds? :smalltongue:

Ok, will change turn, hold on a sec...

Scorer
2011-09-10, 11:26 AM
Ranko 113th Turn

Free: 5' step to M24
Move: Draw Grappling hook
Standard: Attack you with it...

Attack
[roll0]
Damage
[roll1]
If Crit
[roll2]
Additional Crit Damage
[roll3]

End of Turn

STATS

Ranko started @ M25
Ranko ended @ M24
HP 9/9
AC 19 (10 +6 dex, +1 size, +2 armor) Touch 17 FF 13

0 arrows left
0 MW arrows left

Hand 1: Grappling hook
Hand 2: Free
Mouth: Free

1x Acid Flask used
1x Alchemist Fire used

Kyeudo
2011-09-10, 11:38 AM
bugger... couldn't you just make standard handholds? :smalltongue:

Ok, will change turn, hold on a sec...

I did make standard handholds. I just made them 8 feet up and I couldn't put any higher than 15 feet. :smalltongue:

Lyir - Round 114

You do realize that your grappling hook can only damage me on a critical hit, right?

Five foot step to N22 and attack with Steely Strike
Attack:[roll0]
Damage:[roll1]

End of Turn.

EDIT: And I think that's game right there.

Stats:

HP: -4/13
AC: 12 (+2 Dex)
Location: N22

Buffs
Rageclaws

Scorer
2011-09-10, 12:11 PM
Indeed, what a non climatic end for this non-standard match, now let's hope the Hi ref message calling the match is up to the challenge :smalltongue:

But at least I brought you to -9

Kyeudo
2011-09-10, 12:36 PM
Only -8. The fall was only 4 damage, not 5.

One thing you could have done was recollect some of your arrows. At least, you could have done that if you hadn't dropped your bow on the wall.

Scorer
2011-09-10, 12:42 PM
I thought it was ruled that all proyectiles are autodestroyed.

Kyeudo
2011-09-10, 01:16 PM
An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.


I never remember us overruling this particular rule.

Sallera
2011-09-10, 04:27 PM
Yeah, most people just don't bother rolling to recover standard projectiles. Not really worth the bother unless they're good ones.

Scorer
2011-09-10, 05:41 PM
Im not good at searching, but I will do one cause Im sure I read that rule.

Scorer
2011-09-10, 05:50 PM
Well, didn't find a thing, guess I may be confusing with some rule from special ammunition or something, anyway...

I will then roll for my MW arrows for next match... 9 misses

1=destroyed

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

RandomAction
2011-09-10, 08:05 PM
Well, it seems as though Veldryn is getting a rematch against Lyir. I have to say this was the strangest match I have seen so far.

Psionic Dog
2011-09-10, 09:59 PM
Yeah, most people just don't bother rolling to recover standard projectiles. Not really worth the bother unless they're good ones.

The 'good ones' can't be recovered, recovery is normal-amo only.


Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.

All magic weapons are automatically considered to be of masterwork quality.

While normal ammunition can be recovered, that is so cheap few people bother.

Scorer
2011-09-10, 10:11 PM
Ah yes, that was it... oh well...

Sallera
2011-09-11, 12:37 AM
Ah, by good ones I meant magic ammunition, which despite its masterwork qualities does specifically have only a 50% break chance when missing.

Scorer
2011-09-11, 09:18 AM
Im getting confused... So... My MW arrows are salvagable?

Also, why nobody calls the match? :smalltongue:

Psionic Dog
2011-09-11, 10:40 AM
Oh, is that what you're waiting for? :smalltongue:

And my bad, Sallera is correct: the magic weapon section does specifically state magic ammunition has a 50% break rate, so it appears only mundane masterwork ammunition will automatically breaks on use. Looks like your amo fills the Doughnut-hole there scorer.

Edit: Matchcall!

Lyir triumphs over the hook