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darkillini
2011-08-23, 03:29 PM
map
http://i876.photobucket.com/albums/ab330/ArenaManager/Arenas/11-scorers_glass_arena.png

ante (http://www.myth-weavers.com/sheetview.php?sheetid=310139) - red corner
peta (http://www.myth-weavers.com/sheetview.php?sheetid=323324) - green corner

roll initiative/ purchases like normal.



gonna buy a heavy mace on peta -12 g
and an alchemist fire -20g
and what the heck why not a tangle foot bag as well -50g

soul melds once i see what your going for :smallbiggrin:

TheFallenOne
2011-08-23, 03:33 PM
[roll0]

Resist Energy(Acid) 50 GP
have to deny you your best offensive meld
heavy wooden shield 7 GP

pretty sure that's it

darkillini
2011-08-23, 03:33 PM
intitiative [roll0]

darkillini
2011-08-23, 03:40 PM
okay. melds shaped,
crystal helm (expanded)
and....
uhm... crud too many energy types to guard against.. and darn i need to be soulborn/totemist for the one that resists all dragon breaths...

oh well will go with lightning gauntlets... and re-think it later after the fight.

starting in M23, holding tanglefoot bag in hand alch fire in mouth (dangerous) shield in other hand, mace stashed.

have 2 essentia in crystal helm.

will get actual first turn up in about 2 hours after my class is done.

darkillini
2011-08-23, 03:44 PM
Actually, I can't recall, are both bloodtalons and lightning gaunts the same chakra slot?
if so scratch the lightning gaunts. And will will in later

TheFallenOne
2011-08-23, 03:50 PM
your sheet shows Rageclaws, not Bloodtalons. And yes, both of those and Lightning Gauntlets are hands chakra only

If I ever do a full Incarnum character it will be a Silverbrow Human Totemist. Dragon Mantle for all-around energy resistances is just win. Claws of the Wyrm is nice as well for two naturals without Totem bind

darkillini
2011-08-23, 04:05 PM
Actually the dragon mantel isn't that good.
since at lvl 1 you only have 1 essentia, barring extra sources.

And the ammount of resistance you gain is, 3*invested essentia.. so a whopping 6 resistance vrs 4 energy types for having 2 essentia invested. Not that great in my mind.

On the other hand the real energy source that's troubling is the cl 5 kelgores that keep being thrown around at a maximized, enlarged 45 damage.
and most of those use the overcome resistance ability, so anything under 10 is useless.

Other sources only really come in against energy ray fireing psionics, and ante is the first psionic char I've seen in a while.

darkillini
2011-08-23, 06:45 PM
ok shaped = crystal helm(expanded). 2 essentia allocated
felmist robe.
rage claws.

PETA round 1.
starting im M23 as listed previously.

move action move to H18
standard ready action
move if ante attacks/ ends turn

done.
stats
hp 8/8
ac 21/15/18
melds
crystal helm 2/2
felmist robe 0/1
rage claws 0/1

TheFallenOne
2011-08-23, 06:53 PM
ANTE Turn 1

Start in N4, shield and weapon equipped

Double move to U12

Stats
HP 9/9
AC 19, Touch 11, FF 18
Rageclaws formed

PP 2/2
Psionically focused

done

darkillini
2011-08-23, 06:57 PM
end turn triggers readied.
move to I14

Round 2
move to O13
standard ready action
move(5ft step)if he tries to use breath weapon. attacks, or ends turn.

stats
hp 8/8
ac 21/15/18
melds
crystal helm 2/2
felmist robe 0/1
rage claws 0/1

TheFallenOne
2011-08-23, 07:06 PM
[QUOTE=TheFallenOne;11704631]ANTE Turn 2

5 foot step to T13
Ready Action
Entangling Exhalation acid breath when enemy in range

Stats
HP 9/9
AC 19, Touch 11, FF 18
Rageclaws formed

PP 2/2
Psionically focused

done

darkillini
2011-08-23, 07:33 PM
PETA turn 3
standard: throw tanglefoot bag at ante. range touch attack [roll0] (+3 dex, -4 range,+1 I've got the high ground)
brittle in [roll1] rounds
move: to L13

done
stats
nothings changed yet..

TheFallenOne
2011-08-23, 07:40 PM
ANTE Turn 3

hm, not what I was expecting

move to S13
Ready Action
Entangling Exhalation acid breath when enemy in range and LoE

Stats
HP 9/9
AC 19, Touch 11, FF 18
Rageclaws formed
Entangled 4/4

PP 2/2
Psionically focused

done

darkillini
2011-08-23, 07:42 PM
wait how are you moving? make the reflex save to do that..

TheFallenOne
2011-08-23, 07:43 PM
wait, reflex save or immobile
[roll0] DC 15
if fail ignore movement

darkillini
2011-08-23, 07:47 PM
ok better haha.

PETA round 3
speak, in celestial of course (being all high and mighty) and now you burn before any more pretty ponies get hurt!

move: move to o13
free: shift alch fire to hand
standard huck alchemist fire at ante. [roll0] (same modifiers) ranged touch again, vrs -4 dex touch.
damage [roll1] fire

TheFallenOne
2011-08-23, 07:52 PM
ANTE Turn 4

"Cute. You like fire? Come down here, I have a lot more to spare."

Ready Action
Entangling Exhalation acid breath when enemy in range and LoE

Stats
HP 4/9
AC 19, Touch 11, FF 18
Rageclaws formed
Entangled 3/4

PP 2/2
Psionically focused

done[/QUOTE]

I rather take the ongoing d6 fire than abandon my readied action

darkillini
2011-08-23, 07:54 PM
question if i were to throw my heavy mace.... would it be gone, or would i be able to pick it up again when it hit the target.

continuing fire damage before i take turn.
[roll0]




*edit*omg.. my rolls have been on fire tonight... dang near impaled a guy to a wall (at least i assume the 22 attack hits, dealing 15 damage..) with a javalin from my mad bear cow. and now the fire damages / rolls here. where is this usually lol.

TheFallenOne
2011-08-23, 07:59 PM
ouch. That 20 GP investment certainly paid off

If a thrown weapon hits, it would end up in the targets square. On a miss roll like for splash weapons to see where it goes

darkillini
2011-08-23, 08:03 PM
ok peta round 4

for the puppies!
and move action to T15
standard throw heavy mace at glass wall T13/T14 [roll0] (3 dex, -4 non proficent)
damage [roll1]

assuming that breaks the 3 hp 1 hardness glass
slashing damage to ante [roll2] dc 15 reflex for half.

done

stats
nothing changed again.

darkillini
2011-08-23, 08:05 PM
i do believe that misses the wall.
miss direction (cant pass the wall can it?) [roll0]



*edit* so its in u14 right?
its odd since the glass walls arn't an intersection, or a square, as the figure dictates..

TheFallenOne
2011-08-23, 08:18 PM
far as I remember the glass walls have an AC of, like, 5
[roll0]

ANTE Turn 5

"Maybe this will get you to stop annoying me with little things like that and hurry up. Pazuzu. Pazuzu Pa..."

Ready Action
Entangling Exhalation acid breath when enemy in range and LoE

Stats
HP 4/9
AC 19, Touch 11, FF 18
Rageclaws formed
Entangled 2/4

PP 2/2
Psionically focused

done

grr, bad luck continues and forgot something important

darkillini
2011-08-24, 12:18 AM
round 5.. the flaw of throwing th weapon into the square next to the enemy.. if i do my math right thats 17 damage to you so far, leaving you at -8 with rage claws, so technicaly i only have to do... 1 non lethal damage and your unconcious. GOIN FOR IT! (could really use that powerful charge raceial ability right now....)

charge attack punch!
you should get your aoo for the punch being "not armed"
attack [roll0] (+4 str, +2 charge, -4 non armed/ proficiency)
damage [roll1]

TheFallenOne
2011-08-24, 12:27 AM
readied action triggers
[roll0] acid damage, halved. Reflex DC 14 halves again
[roll1]

Cooldown
[roll2]

AoO
[roll3] -2 entangle
[roll4]

turn coming after results

darkillini
2011-08-24, 12:29 AM
ok so 1 damage now, entangled for 1 round,
and a miss on the attack.

TheFallenOne
2011-08-24, 12:30 AM
ANTE Turn 6

ongoing acid damage [roll0]
[roll1] halved, Reflex 14 halves again
[roll2]

Cooldown
[roll3]

Move: pick up your weapon and hold it in mouth

Stats
HP -8/9
AC 19, Touch 11, FF 18
Rageclaws formed
Entangled 1/4

PP 2/2
Psionically focused

done

darkillini
2011-08-24, 12:32 AM
how are you picking up the weapon? its not in your square. its in mine.

also how are you breathing again? did you roll a 0 cooldown?

TheFallenOne
2011-08-24, 12:32 AM
you can pick up items from adjacent squares

darkillini
2011-08-24, 12:34 AM
guess i should type it here. do you have multiple breath weapons?
unless you rolled a 0 for your breath cool down, you shouldn't be able to breath again yet...

never mind... due to the poor wording of dragon born breath weapon. you can get away with rolling a 1 or a 2 and using it every turn with recover breath...

TheFallenOne
2011-08-24, 12:36 AM
I rolled a 1. I used it on your turn with a readied action, so it should reset at the start of my next turn

darkillini
2011-08-24, 12:38 AM
technically rounds start on my turn since i went first. so the once per/1d4-1 rounds wording actually hurts you here. since its the same round, and the ability isn't expressed in turns.

darkillini
2011-08-24, 12:40 AM
from PH

Each round’s activity begins with the character with the highest
initiative result and then proceeds, in order, from there



Effects that last a certain number of rounds end just before the same initiative count that they began on

from races of the dragon

A dragonborn can use her breath weapon once every 1d4 rounds


by just wording of this, if you rolled a 1 for the 1d4 rounds. you cant use your breath this round, as you used it for the round on my turn.

TheFallenOne
2011-08-24, 12:46 AM
no, it doesn't work like that. Just look at spells with 1 round/level duration. They don't last longer or shorter because of your position in the initiative order.
Or AoOs for that matter. One per round too, but they reset at the start of your turn

And if you want to be really technical, the triggered readied means I'm moved on top of you in the initiative order, so in fact my Turn 6 happens in turn 7 :smallwink: but of course we don't play it like that in one on one matches in Arena, needlessly messy

darkillini
2011-08-24, 12:47 AM
figured id try to avoid a breath attack, and out of frustration taht i forgot i didnt have to stand next to you to grab my weapon again ugh.. lol.

TheFallenOne
2011-08-24, 12:51 AM
if it makes you feel better, I foolishly forgot to grab your weapon too after you threw the glass pane to pieces :smalltongue: mistakes happen

darkillini
2011-08-24, 12:53 AM
ah well its just a exhibition, lesson i learned hear... shape the incarnate weapon if you've got nothing better to use lol.

TheFallenOne
2011-08-24, 12:56 AM
wearing a spiked gauntlet would have been good enough here to not end up completely disarmed. Always a good and cheap investment

TheFallenOne
2011-08-24, 01:03 AM
you know, let me just drop you the mace again. Getting an AoO out of every of your attacks - with a -4 to boot - is a little too onesided

darkillini
2011-08-24, 01:19 AM
peta makes no mistakes! i shall triumph still lol!
round 6
punch punch punch away
[roll0]
damage if it hits your unconcius. [roll1]


take your aoo!


*meh if id have not been dumb earlier thatd be game, but play on :smallbiggrin:

darkillini
2011-08-24, 01:21 AM
reflex from last breath [roll0]

done*
stats
hp 0/8
entangled 4 rounds.
ac 19/13/16

TheFallenOne
2011-08-24, 01:23 AM
actually, it wouldn't. Still got a trick up my sleeve for things like that

AoO [roll0] [roll1]

Turn 7

tanglefoot bag peels off
[roll2]
move: store your weapon
Standard: attack [roll3] [roll4]

done

darkillini
2011-08-24, 01:27 AM
see you still cant hit him :smallamused:

round 8(i think?) new plan time!

melee touch attack to initiate grapple! [roll0] (no penalty for unarmed this time lol)
take your aoo again.

grapple opposed roll [roll1]
damage if works [roll2] nonleathal

done
stats
hp -1/8
ac 19/13/18
entangled 2/4

TheFallenOne
2011-08-24, 01:31 AM
good decision

[roll0] [roll1]
if AoO fails [roll2]

darkillini
2011-08-24, 01:31 AM
still a miss.
and nice grapple roll
your turn.

TheFallenOne
2011-08-24, 01:32 AM
so I miss, but avoid the grapple

Ante Turn 8

[roll0]
[roll1] [roll2]

done

darkillini
2011-08-24, 01:34 AM
sigh, and with that swing, the lights go out on incarnate peta.

his 21 ac aint bad, but that entangle got him.

funny thing is i had this big plan about dodging your breath weapon then laying into you... but then i got you entangled lol, and you couldn't come to me any more haha.

darkillini
2011-08-24, 01:40 AM
idea for you, if your not set on the entangling exhalation/ recover breath, look into grabbing the storm dragonmark that salera's playing with, then grab the breath of syberis feat from erberon dragon marked.

would up your breath weapon to 2d8 damage at lvl 1.

TheFallenOne
2011-08-24, 01:43 AM
well, the cooldown is pretty short with 1d4-1. I also contemplated taking total defense and kill you solely with the ongoing damage, with -2 attack from entangle you'd hit me only on a 20.

Incarnates are a bit lacking on level 1 if you ask me, too few offensive options. You can try to make it up with a high strength, though for Arena I prefer it as a secondary class for added versatility.

edit: I'll take a look, but I really want that debuff and short recovery. 2d8 with reflex halves will allow the enemy a couple counterstrikes before he goes down

darkillini
2011-08-24, 01:48 AM
i remember you talking about that before, one of the reasons i made peta a incarnate in the first place, if the high refs are saying that its not a great class.. then darnit ima make one work in the arena.

his general setups along the lines of
vs spell casters. spell resistance of 13, at least a 50% fail rate on their spells.
vrs melee pump his ac to 21+
vs ranged, DR 6/magic ranged attacks.

basically push them into areas they arn't built to operate in.

but ya.. that breath weapon is nasty.. too many options to cover, DFA just grab the fire resistance meld. any other same thing, but 4 element choices is nuts.



can't decide wheather to keep the rageclaws, or swap it out for a natural armor+2 meld, and the ability to use lightning gaunts >.<


*edit, another thing to look at is, if your able to save up to 2k (expensive for the arena i know) theres the dragon fire tincture item in the MIC that raises the damage of a breath weapon by 1 die, so with breath of sib, you hit 3d8 damage/ breath.

TheFallenOne
2011-08-24, 01:21 PM
look up Astral Vambraces (http://www.wizards.com/default.asp?x=dnd/psm/20060217a). You can have DR 6/magic all around, not just against ranged attacks.

well, you saw the problem with Incarnates. You only got two good offensive melds, one of them not compatible with Rageclaws. The class has versatility and defensive options, but those aren't remarkable enough to make up the lack of offense.

The SR can be a match winner, sure
AC 21 isn't that remarkable with all those strength 22 beatsticks around, and you have invest waaaay to much to get it(a meld, expanded capacity, two essentia)
The DR can be decisive against enemies with low to moderate physical damage output. Unless you're fighting one of the better players who know the options avaiable to an Incarnate and will thus bring a Magic Weapon Oil

In conclusion, Incarnate is as said a nice supporting secondary class, but not that good as primary. I'm quite happy with my Crusader/Incarnate. Therapeutic Mantle works well with Martial Spirit. Or just take Mantle of Flame and let the enemy suicide on you :smallbiggrin:

Oh, and when you play an Incarnate, I reccomend being evil. Why? Necrocarnum Circlet crown bind on level 2. That one is just awesome


I know of that item, but ANTE frankly is a throwaway character. Once he reached level 2 he will be retired and make way for another throwaway character

darkillini
2011-08-24, 02:05 PM
Ya their offense is weaker, which is why I focused on the defensive side of soulmelds.

Im debating swaping him over to azurin, I lose 2 str, but I gain 2 more feats, since he wouldn't have to burn on on cobalt charge for 2 essentia pool.

Other thought was to go kryn minotaur, to have the nat weapon and higher str/ ac from the- 1dex ac for 2 nat armor trade..

darkillini
2011-08-24, 02:22 PM
Hey my current minotaur also just pincusioned his opponent to death here (http://www.giantitp.com/forums/showthread.php?t=211910) anyway you could stop through and make the match call?