PDA

View Full Version : Arena Tournament, Round 36: AquaManny vs. Ghost



ArenaManager
2008-03-24, 10:45 AM
Arena Tournament, Round 36: AquaManny vs. Ghost

Map:
http://i16.photobucket.com/albums/b30/Kyeudo/GlassArena.jpg


XP Award: 300 XP
GP Award: 300 GP

Talic - AquaManny (http://www.coyotecode.net/profiler/view.php?id=3528)
Tar Palantir - Ghost (http://www.myth-weavers.com/sheets/view.php?id=45176)

All Combatants, please roll initiative.

Talic
2008-03-24, 11:07 AM
Checking in.

Debating Purchases.
Holy Symbol, wooden, x2, for starters.

Initiative: [roll0]

Spells Prepared:
Detect Magic, Cure Minor Wounds, Create Water, Obscuring Mist, Bless.
Domain: Divine Favor

Other Starting Effects:
Blood-quickening: Bahamut

Tar Palantir
2008-03-24, 03:46 PM
Checking in

[roll0]

Talic
2008-03-24, 11:43 PM
No other purchases, except maybe in response to you. Start the match, if you're ready :)

For your reference, I shall be starting in B13, with a shortspear in one hand, and a waterskin in the other (same hand as the buckler's strapped to).

Tar Palantir
2008-03-25, 05:06 PM
Very well then. My only other purchase will be a single tindertwig.

I'm starting in Y13, with my hand crossbow drawn and loaded and my kukri, tindertwig, and smokesticks in my belt.

I will move to S13.

Ready Action (relatively obvious that I'm readying an action, but I want to get in the habit of spoilering my actions)

Prepare to shoot at AquaManny if I get a clear shot.


That's all for this round. I humbly cede my hard-won initiative to my worthy foe. *coughclericsareloserscough*

Talic
2008-03-25, 09:22 PM
Tindertwig? Sounds good. Let's see if the weakest of superheroes can dance with NEENJAS.

Round 1

Swift Action: Activate Travel Devotion
Standard Action: Activate Water Devotion, pouring my waterskin into square C13, summoning a small water elemental.
Free Action: Drop Waterskin in square B13, 5 foot step to A12
Free Action: (speak aquan) Hang on a sec, lemme get your friends. Just go out that way a little, Make sure he tries to go around the sides. (24 words)
Move Action: Draw another Waterskin

Elemental Actions:
Move x2: K12
No other actions.

Cede the turn to the honorable NEENJA

Stats:
Me:Location: A12
HP: 7/7
AC: 13 (FF 13)(Touch 10) (+2 armor, +1 shield)
Saves: 2/0/3
In hand: waterskin, shortspear, buckler readied
Turns: 8/8
Status effects: Travel Devotion 1/10, Water Devotion used, Blood Quickening (Bahamut)
Spells Memorized:Detect Magic, Cure Minor Wounds, Create Water, Obscuring Mist, Bless.
Domain: Divine Favor

Elemental 1Location:K12
HP: 11/11
AC: 17 (FF 17) (Touch 11) (+1 Size, +6 Natural)
Saves: 4/0/0
In Hand: Nothing
Attacks: Slam +0 (1D6-1)
Status Effects: Summoned (1/10), On Land

Tar Palantir
2008-03-26, 05:39 PM
Round 2

Move Action: Move to N16

Standard Action: Ready an Action (slightly less obvious than last time)

Shoot AquaManny if he casts a spell.


Come and fight the ninja if you can, punny fishman! Cede turn.

Talic
2008-03-26, 06:03 PM
Round 2, Part 2

Nice. You've established LOE. Let's see what I can do for that. First, you're probably trying to shoot me (I mean, the only thing in your hands is a crossbow... I suppose you could be readying to move, but why?), but if I do what? Let's see if the threat of an AoO will dissuade you.

Elemental One's Actions:
Move: from K12 to L16
Move: From L16 to M16

My actions:
Swift: Move from A12 to C19 (using travel devotion)
Standard: Pour Waterskin into D18, burning a turn attempt for an extra use of Water Devotion. Summon Water Elemental Two into Square D18.
Free: Drop Waterskin in C19.
Free: Speak Aquan Back up your buddy over there, try not to get hit.
Move: Draw another Waterskin.

Elemental Two's actions:
Double Move: from D18 to K15.

Turn Done.

Stats:Me:Location: C19
HP: 7/7
AC: 13 (FF 13)(Touch 10) (+2 armor, +1 shield)
Saves: 2/0/3
In hand: waterskin, shortspear, buckler readied
Turns: 7/8
Status effects: Travel Devotion 2/10, Water Devotion used, Blood Quickening (Bahamut)
Spells Memorized:Detect Magic, Cure Minor Wounds, Create Water, Obscuring Mist, Bless.
Domain: Divine Favor

Elemental 1:Location: M16
HP: 11/11
AC: 17 (FF 17) (Touch 11) (+1 Size, +6 Natural)
Saves: 4/0/0
In Hand: Nothing
Attacks: Slam +0 (1D6-1)
Status Effects: Summoned (2/10), On Land

Elemental 2:Location:K15
HP: 11/11
AC: 17 (FF 17) (Touch 11) (+1 Size, +6 Natural)
Saves: 4/0/0
In Hand: Nothing
Attacks: Slam +0 (1D6-1)
Status Effects: Summoned (1/10), On Land

Tar Palantir
2008-03-27, 03:40 PM
Not sure if that triggered my readied action. I'll post it for a ref.

Mavian
2008-03-27, 04:05 PM
@Ghost

He didn't cast a spell, so your readied action doesn't occur

Maurkov
2008-03-28, 05:48 PM
Ghost, hang on a second.

@refsI checked, and water devotion is a spell like ability. Shouldn't that trigger the readied action?

Mavian
2008-03-28, 10:27 PM
@Refs and Ghost

After review, I'm going to have to agree with Maurkov and reverse my previous ruling.

Ghost may take his readied action.

Tar Palantir
2008-03-28, 10:30 PM
Readied Action: Shooting at Aquamanny, who I believe has cover. Not 100% sure, but we'll see if it makes a difference before pestering a ref.

[roll0]
[roll1]
[roll2]

Mavian
2008-03-28, 10:38 PM
Actually, completely disregard that. There was no LoE when the readied action would've been triggered. I failed to notice Aquamannys move to C19

Tar Palantir
2008-03-28, 10:40 PM
Absolutely correct. I missed that too. Disregard my last post. I should have my turn posted tomorrow, barring major catastrophe (which of course will occur now that I mentioned it).

Talic
2008-03-29, 09:59 PM
Catastrophe?

EDIT: Catastrophe, indeed.

EDITEDIT: For some reason, I read catastrophe, and I think, "Dooooooooooom"...

Tar Palantir
2008-03-30, 07:42 AM
Less catastrophe, more unreliable wireless Internet. Sorry.

Free Action: Five foot step to O16

Standard Action: Shoot the elemental at M16 (no crit check because elementals are immune to crits :smallyuk: )

[roll0]
[roll1]

Move Action: Reload crossbow

And I cede the turn to you, my summon-happy foe.

Talic
2008-03-30, 12:08 PM
Nothing to be sorry for. You're still in time limit. :) I was just overly bored last night. That said, let's see about this "summon happy" claim.

Round 3, Part 2

My actions (Current Location C19):
Swift:Move (Travel Devotion) from C19 to H17.
Standard: Burning another turn attempt, using Water Devotion again, pouring waterskin into I16, summoning a Small Water Elemental there.
Free: Drop Waterskin in H17.
Free: (Speak Aquan)surround him! Beat him if he tries anything!Move: Draw another Waterskin.

Elemental One's Actions (Current Location M16):
Move: From M16 to N16, then to O15. This would provoke an AOO, if you had a melee weapon drawn.
Standard: Ready an action.Attack if opponent does anything.

Elemental Two's Actions (Current Location K15):
Move: From K15 to N16.
Standard: Ready an action.Attack if opponent does anything.

Elemental Three's Actions (Current Location I16):
Move: From I16 to M16.
Move: From M16 to O17.

And I pass the turn to my foe, who knows more about elementals than I would like. DARN YOU, SRD!!!!!!!!

Stats:Me:Location: H17
HP: 7/7
AC: 13 (FF 13)(Touch 10) (+2 armor, +1 shield)
Saves: 2/0/3
In hand: waterskin, shortspear, buckler readied
Turns: 6/8
Status effects: Travel Devotion 3/10, Water Devotion used, Blood Quickening (Bahamut)
Spells Memorized:Detect Magic, Cure Minor Wounds, Create Water, Obscuring Mist, Bless.
Domain: Divine Favor

Elemental 1:Location: O15
HP: 11/11
AC: 17 (FF 17) (Touch 11) (+1 Size, +6 Natural)
Saves: 4/0/0
In Hand: Nothing
Attacks: Slam +0 (1D6-1)
Status Effects: Summoned (3/10), On Land

Elemental 2:Location:N16
HP: 11/11
AC: 17 (FF 17) (Touch 11) (+1 Size, +6 Natural)
Saves: 4/0/0
In Hand: Nothing
Attacks: Slam +0 (1D6-1)
Status Effects: Summoned (2/10), On Land

Elemental 3:Location:O17
HP: 11/11
AC: 17 (FF 17) (Touch 11) (+1 Size, +6 Natural)
Saves: 4/0/0
In Hand: Nothing
Attacks: Slam +0 (1D6-1)
Status Effects: Summoned (1/10), On Land

Tar Palantir
2008-03-30, 03:05 PM
Time to bring out the ninja.

Round 4

Move Action: Draw smokestick from belt.

Standard Action: Light smokestick with tindertwig, covering N16, N17, O16, and O17.

Concealment from elementals and total concealment from you.

Free Action: 5 foot step to N17.


Cede turn. Lets see how you handle a little smoke and mirrors, my foolish little fishboy.

Talic
2008-03-30, 03:16 PM
Drawing smokestick triggers Readied actions. Water elementals 1 and 2 get attacks.

Elemental 1 (on ground -4, flanking +2):
Attack: [roll0]
Damage: [roll1]
If Threat: [roll2]
If Crit: [roll3]

Elemental 2 (on ground -4):
Attack: [roll4]
Damage: [roll5]
If Threat: [roll6]
If Crit: [roll7]

Closest action to lighting a smokestick with a tindertwig on the actions chart is Lighting a torch with a tindertwig. That action provokes Attacks of opportunity.


Elemental 1 (on ground -4, flanking +2):
Attack: [roll8]
Damage: [roll9]
If Threat: [roll10]
If Crit: [roll11]

Elemental 2 (on ground -4):
Attack: [roll12]
Damage: [roll13]
If Threat: [roll14]
If Crit: [roll15]

Elemental 3 (on ground -4, flanking +2):
Attack: [roll16]
Damage: [roll17]
If Threat: [roll18]
If Crit: [roll19]

I'll wait until the results of the action before I make my move. Further, as the only move you have available for movement is a 5 foot step, there is no movement that brings you out of sight of my elementals. Your actions shouldn't be in spoilers. I'll get a ref, however, to confirm the Attacks of opportunity, and the LOS between you and elementals.

Tar Palantir
2008-03-30, 03:18 PM
No, both are correct. I simply spoilered it when I first started my post, and forgot to take out the spoiler. However, all of the attacks miss (glad the forum roller hates everyone equally).

Talic
2008-03-30, 04:31 PM
Ok, then. Let's go on the next part.

Round 4, part 2

Enough play. Here at water corp, we don't just make elementals. We make elementals better.

Delay, until Elementals 1 and 2 act in round 5 (due to readied actions).

Round 5, part 1

Opponent in N17, Hand crossbow in hand, no melee weapon in hand
Smoke N16-O17

My actions (Current Location H17):
Swift: Move from H17 to M17.
Standard: Cast a spell (Spellcraft DC16 to ID). This would normally provoke, but again, you're not threatening.Bless.

Elemental Two's Actions (Current Location N16):
Move: From N16 to N18, by way of O17 (elemental 3 grants passage).
Standard: Ready an action.Attack if opponent does anything.

Elemental One's Actions (Current Location O15):
Move: O15 to N16.
Standard: Ready an action.Attack if opponent does anything.

Elemental Three's Actions (Current Location O17):
Standard: Ready an action.Attack if opponent does anything.

Let's get all cozy and close like. This time tonight, you'll be sleepin' with the fishes....

See?

Got a question for Refs, then I'll pass the turn to you.

@Refs:Blood Quickening: Bahamut, has the specific wording of: "When he casts a spell, he can choose any creature targeted by or within the area of that spell. If the selected creature is evil, the spell deals 2d6 points of damage to it, in addition to the spell's normal effects. A spellscale can use this ability 3 times on the day this meditation is performed."

Does this apply to bless? If so, I choose to modify the bless spell in this fashion, and deal 2d6 damage to my opponent.

Stats:Me:Location: M17
HP: 7/7
AC: 13 (FF 13)(Touch 10) (+2 armor, +1 shield)
Saves: 2/0/3
In hand: waterskin, shortspear, buckler readied
Turns: 6/8
Status effects: Travel Devotion 4/10, Water Devotion used, Blood Quickening (Bahamut), Bless 1/10, Flanking
Spells Memorized:Detect Magic, Cure Minor Wounds, Create Water, Obscuring Mist, (Bless - used).
Domain: Divine Favor
Elemental 1:Location: N16
HP: 11/11
AC: 17 (FF 17) (Touch 11) (+1 Size, +6 Natural)
Saves: 4/0/0
In Hand: Nothing
Attacks: Slam +1 (1D6-1)
Status Effects: Summoned (4/10), On Land, Concealed, Bless 1/10, Flanking
Elemental 2:Location: N18
HP: 11/11
AC: 17 (FF 17) (Touch 11) (+1 Size, +6 Natural)
Saves: 4/0/0
In Hand: Nothing
Attacks: Slam +1 (1D6-1)
Status Effects: Summoned (3/10), On Land, Bless 1/10, Flanking
Elemental 2:Location: O17
HP: 11/11
AC: 17 (FF 17) (Touch 11) (+1 Size, +6 Natural)
Saves: 4/0/0
In Hand: Nothing
Attacks: Slam +1 (1D6-1)
Status Effects: Summoned (2/10), On Land, Concealed, Bless 1/10, Flanking

Paladin Latham
2008-03-30, 05:41 PM
@Talic:
I see no problem with your interpretation of Blood Quickening. Kinda strange that you'd hurt someone with Bless. But cool.

Talic
2008-03-30, 05:46 PM
In that case, based on ref ruling, my spell was affected by Blood Quickening (Bahamut). This means, that, in addition to the standard effects of the spell, I may select one character in the area of effect of the spell (you), and, if that target is evil, they take 2d6 damage, in addition to the effects of the spell.

[roll0]

As you're not hidden, and I'm 5 feet from you, I do have LoS, and can thus target. Let's see if I get lucky for once, on damage.

Tar Palantir
2008-03-30, 06:58 PM
And that's game. Pity, one round and I could have hid with and attacked with Sudden Strike, and possibly had game. Clever strategy, though. I think I might have done better in an arena that wasn't entirely tranparent, but that's the way the cards fall. I bow to you, my worthy foe.

Talic
2008-03-30, 07:08 PM
The arena does hurt hiders. My Skrag would be hard pressed to win here. GG, Tar. I hope to see good things from ghost. :)

chilepepper
2008-03-30, 09:07 PM
ref chilepepper

HOLD ON A SECOND!

Bless
Area: The caster and all allies within a 50-ft. burst, centered on the caster


Because "caster and all allies" is listed in the area, opponents aren't in the area, at least according to RAW.

Tar Palantir
2008-03-30, 09:22 PM
What? Something randomly worked out in my favor? SWEET! Talic, my name is Tar Palantir. You tried to kill my ninja. Prepare to die.

Round 5, Part 2

Move Action: Bluff for a diversion and hide. +4 bonus to the Bluff check from Improved Diversion, but -10 on the Hide check for Bluffing to Hide.

[roll0]
[roll1]

Standard Action: Shoot AquaManny with my crossbow with Sudden Strike, since you're flat footed.

[roll2]
[roll3]
[roll4]
[roll5]

If you survive, cede turn. If not, wrong number.

Talic
2008-03-30, 09:55 PM
Bluff triggers all readied actions.

Elemental 1 (-4 on land, +1 bless, +2 flank)
Grapple: [roll0] Against touch AC
Opposed Grapple, if hit: [roll1]
Damage, if successful: [roll2]

Elemental 2 (-4 on land, +1 bless, +2 flank)
Grapple (auto success if elemental 1 grappled): [roll3] Against touch AC
Opposed Grapple, if hit: [roll4]
Damage, if successful: [roll5]

Elemental 3 (-4 on land, +1 bless, +2 flank)
Grapple (auto success if elemental 1 or 2 grappled): [roll6] Against touch AC
Opposed Grapple, if hit: [roll7]
Damage, if successful: [roll8]

You wanna dance? Let's play the opposed roll game. Provided you succeed all the grapple checks, I'll take 7 damage, which will stagger me. I'll still be up well enough to get at least one more round of actions, though, and I intend to make them count.

Edit: the first and second check hit. You'll need to succeed at a grapple check (1d20-4 for you, I believe), for each of these. If you fail either, you'll need to make a check for the third.

Tar Palantir
2008-03-30, 10:01 PM
What, realized you can't take me in a straight fight, so you decided to dogpile me? Alright, let's play, then. All of them hit my touch AC, so let's do some opposition.

Rolls in order
[roll0]
[roll1]
[roll2]

If I succeed on all three (which I doubt for the last one), then you'll need to make your opposed rolls.

EDIT: And I lose the last one. Crap.

EDIT 2: Wait, so if I make the first two hecks, the third attack misses? The gaming gods have blessed me with their leetness! HUZZAH! You, sir, are staggered.

Talic
2008-03-30, 10:13 PM
Forego the sense motive, as I have no chance of passing it. Also forgot conceal checks last attacks, will add

Reactive spots:

Me: [roll0]

Elemental 1: [roll1]
Elemental 2: [roll2]
Elemental 3: [roll3]

If spot checks succeed:

My attack of Opportunity: (+2 str, +1 bless, +2 flank)
[roll4]
If hit: conceal: [roll5] (1-20 misses on all conceal rolls)
If hit: [roll6]

Elementals: (+1 bless, -4 on land, +2 Flank, +1 Size, +1 BAB, +2 str)
Elemental 1: [roll7]
Conceal: [roll8]
If hit: [roll9]

Elemental 2: [roll10]
Conceal: [roll11]
If hit: [roll12]

Elemental 3: [roll13]
Conceal: [roll14]
If hit: [roll15]

Only attacks where the attacker met your hide DC are valid.

EDIT: 1 point of damage, from elemental 2. I take 7 damage.

Tar Palantir
2008-03-30, 10:15 PM
Elemental 2 hits for 1 damage. Everything else is a no-go.

Talic
2008-03-30, 10:20 PM
My go. Still got you in a flank. I'm disabled. Go time.

Elemental 1: Attack
Attack: [roll0]
Conceal: [roll1]
Damage: [roll2]

Elemental 2: Attack
Attack: [roll3]
Conceal: [roll4]
Damage: [roll5]

Elemental 3: Attack
Attack: [roll6]
Conceal: [roll7]
Damage: [roll8]

Me: Cast obscuring mist, which covers a 20 foot radius area centered on me. Modify with Blood quickening: Bahamut. No "allies only" here, just 2d6.

[roll9]

If you survive all of this, I take 1 damage, and you win.

EDIT: 12 damage this turn. That's game.

chilepepper
2008-03-31, 12:16 AM
ref chilepepper

Man, I hate to do this because I remember how I felt when I got shot down repeatedly back when I was making Chile III. I'm sorry, but the blood quickening still doesn't apply.

From Bahamut blood quickening RoD25
...he can choose any creature targeted by or within the area of that spell.

Obscuring Mist, SRD
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high

Aiming a Spell, SRD
Aiming A Spell

You must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The next entry in a spell description defines the spell’s target (or targets), its effect, or its area, as appropriate.
Target or Targets

Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

If the target of a spell is yourself (the spell description has a line that reads Target: You), you do not receive a saving throw, and spell resistance does not apply. The Saving Throw and Spell Resistance lines are omitted from such spells.

Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if you’re flat-footed or it isn’t your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.

Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity.
Effect

Some spells create or summon things rather than affecting things that are already present.

You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the spell’s range.

---little cut---

Area

Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.

---cut from there---

The blood quickening applies to either a target of a spell, or someone in the area of spell. It does not affect someone in the effect of a spell. Obscuring mist is a range spell, not an area spell. It has an effect that goes out 20', but it's not an area spell.

Talic
2008-03-31, 01:03 AM
You're right. No need to be upset over being the bearer of bad news. I just caught that a second ago. I lose this match. Overconfidence and haste got me, where remaining back and grinding away would have gotten me a win.

In the future, I shall pay closer attention to my spell list, and refrain from obscuring mist, when Detect Magic works just fine.

Good game and well played, Ghost. The above is in no way a slight to your ability. Excellent use of smokesticks, and thanks for one of the better matches I've had.

Kyeudo
2008-03-31, 01:33 AM
GM Kyeudo

Ghost is the Winner!

Tar Palantir
2008-03-31, 05:14 AM
Wow. I didn't expect to pull this off. Very good game.