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Talic
2009-07-27, 06:33 PM
Announce what level of buffing you'd like.

I'd like long term (all day) buffs, at a minimum. If you want beyond that, I can accommodate.

Signmaker
2009-07-27, 06:35 PM
Go ahead with all-day, Jane has no buffing except reading scripture.

Talic
2009-07-27, 06:38 PM
Map:http://i194.photobucket.com/albums/z123/TheChilliGod/Giantitp/Arena2i.gif

Buffs:
All Day:

Extended Energy Immunity (Fire)
Extended Energy Immunity (Acid)
Superior Resistance
Favor of the Martyr (DMM Persist)
Bite of the Werebear (DMM Persist)
Divine Power (DMM Persist)
Extended Overland Flight
Wind Walk

Initiative: [roll0]

Starting in red square.

Signmaker
2009-07-27, 06:41 PM
That map is getting quite popular.

Initiative: [roll0]

B10 will do for me.

Talic
2009-07-27, 06:42 PM
You're up. :)

Z10 here.

Signmaker
2009-07-27, 06:47 PM
Jane walks idly over to I2, poring over a How-To book, when suddenly she notices a potential threat.

To you, Jane looks like a relatively unarmored aasimar, save for a shadowy shawl and various trinkets (presumably magical). What does she see in exchange?

"Is it that time again?", she asks, tendrils of shadow forming at her feet, as she prepares for combat.

Swift Action - Child of Shadow stance, readied action to Inertia Surge if approached within 10 feet of herself.

Talic
2009-07-27, 06:52 PM
The form, a human, translucent and misty, notes the figure approaching.

"Blast! The last one took more time."

He streaks up in wide circles gaining altitude to 200 feet (ending back in Z10, Altitude +200) Total distance traveled: 600. He then winks out, and appears, very, very high up. (Dimension door 920 feet up).

End turn. Location: Z10. Altitude 1,120 feet.


EDIT: What just happened: Wind Walk is active on me. While in it, I can choose to have a flight speed of 600, with poor maneuverability. Hence, the wide circling movement and only a couple hundred feet of elevation for all the Flight.

Signmaker
2009-07-27, 06:58 PM
Jane watches her opponent shoot upwards, suddenly disappearing out of her sight range.

"Well, this can't be good." Deciding that she'd much rather prefer a visible opponent, but knowing that ain't happening any time soon, she moves to Q3, shadows flaring up around her.

20% concealment due to stance

Edit: Seeing as you're obviously out of my spot check range, am I now unaware? o.O

Talic
2009-07-27, 07:01 PM
Now that I have a bit of altitude...

Assume movement 10 (Perfect).
Cast a spell: True Seeing.


EDIT: Done.

EDIT2: I have no concealment, so there is no spot check needed, technically.

Signmaker
2009-07-27, 07:03 PM
Well, seeing as Jane can't see nuffink, she's going to wait a good minute in case her potential assailant has left the premise, and walk away at the end of said minute. Unless something else happens in the mean time of course. Let that be your cue to do whatever the hell you want for ten rounds.

Edit: How I misspell my own character name is beyond me. d and n are half a keyboard away...

Talic
2009-07-27, 07:09 PM
Round 1: Blindsight
Round 2: Death Ward, drop 520 feet (use high speed travel)
Round 3: Sheltered Vitality
Round 4: Invisibility Purge, drop a bag and sword
Round 5: Lower 600 feet (ground level), Dismiss Wind walk, Cast Trollshape (Extended).

At this point, I'm back in the general vicinity, so help yourself to an action.

Signmaker
2009-07-27, 07:13 PM
Edit: Wow, totally misread that. Hey, you're back on land.

"Welcome back. I thought you had left without even a hello. Come closer and maybe we'll have a chat, though I doubt you'll understand just what I say."

Move to O9, shadows flare up once again.

Stance Concealment, readied action to Extended Inertia surge when approached within 30 feet. Attempt to, anyway.

Talic
2009-07-27, 07:15 PM
No, I was 1120 up. I dropped 520, and then 600, that's ground level.

The form of the human shifted into that of a grotesque troll.

It picks the bag and the sword up off the ground.

You're up.

Signmaker
2009-07-27, 07:18 PM
What square are you in again? Your starting area?

Talic
2009-07-27, 07:20 PM
I now occupy my entire starting area. Y10-Z11.

Signmaker
2009-07-27, 07:24 PM
In that case, Jane steps up to S9 and holds out a hand, a tendril of shadow lancing out at your throat!

Shadow Garrote: Ranged Touch Attack [roll0]
Potential Damage: [roll1]
Fort Save 13 if it connects.

The same shadowy concealment kicks up again.

Talic
2009-07-27, 07:27 PM
It connects. Is the fort save based on hitting? Or on dealing damage?

Talic
2009-07-27, 07:30 PM
Shadow Garrote. Ah. Hitting.

Fort: [roll0]

The effect hits the troll, dead-on... As it fades, there's not a scratch on him.

Signmaker
2009-07-27, 07:30 PM
The fort save just makes you either flat-footed or not flat-footed next round. Thazzit.

Talic
2009-07-27, 07:33 PM
Well, my fort result was 27. Am I flatfooted until the start of my next turn?

Signmaker
2009-07-27, 07:34 PM
Of course not, you passed silly.

Talic
2009-07-27, 07:38 PM
In that case...

The troll dismisses your assault with a grunt, as it pulls a necklace out of its bag, and puts it on.

Your turn.

Signmaker
2009-07-27, 07:42 PM
Jane is very confused as to how that didn't work, as well as why her opponent has decided to put on jewelry in the middle of a showdown. This can't be good. She hops to S11, and waits for movement, shadowy concealment flaring up again. "Not much of a talker, are you."

Readied action to Extended Inertia Surge should he attempt to cross the water.

Edit: Any particularly noticeable equipment you got on?

Talic
2009-07-27, 07:49 PM
The troll looks up, and responds, in perfect draconic, "I love when food talks."

It glides along the ground, feet barely brushing, legs not moving, to Q9-R10, slinging the haversack over its shoulder.

Go ahead.

EDIT: Gear visible:
The haversack on his shoulder.
A necklace, worn.
A large Adamantine Greatsword. As in, an adamantine greatsword designed for a large character.

Other than that? Nothing.

Not even clothes.

Signmaker
2009-07-27, 07:55 PM
As you cross the water, my readied action triggers.

"Taegar'asu!"

Truespeak to affect you:[roll0]
DC is 15 + (2xHD) + 5.

Signmaker
2009-07-27, 07:56 PM
Way to suck, me. I assume you're moving a way that doesn't provoke?

Talic
2009-07-27, 07:57 PM
15+(2x13)+5 = DC 46. That's a fail.

And no, I am making absolutely no moves to shield myself in any way. If you want an AoO, take an AoO.

Signmaker
2009-07-27, 08:01 PM
Cool. AoO, then.

Improved Disarm check, for amusement's sake: [roll0]

Talic
2009-07-27, 08:06 PM
Opposed Attack Roll: [roll]1d20+35[roll] (+4 for being large, +4 for 2 handed weapon, +13 BAB, +14 Str, +1 Enhancement, -1 Size penalty)

Talic
2009-07-27, 08:08 PM
Broken Roll: [roll0]

Incidentally, what weapon did you try to disarm me with?

Signmaker
2009-07-27, 08:13 PM
Don't bother fixing that, we can tell how that turns out. :smalleek:

Jane scans her enemy, delivering a single punch. Behind her exhalation you might notice faint whispering.

Emerald Razor: Melee Touch Attack [roll0]
Damage: [roll1]

If it hits, make a caster level check, because I'm attempting to dispel the highest-levelled effect targeting you.
Truespeak to oppose caster level check:[roll2]

Regardless of success, Tumble [roll3] to V7.

Edit: "My fist" for your question, I get concealment again.

Talic
2009-07-27, 08:18 PM
You've got that. There goes my Superior Resistance.

And he doesn't like dispel one bit.

Move to V7, altitude +10. Attack downward. Power attack for 5.

Attack: [roll0] ***Critical Threat***
If Hit: [roll1]
If Threat: [roll2]
If Crit: [roll3]

True Seeing should bypass any concealment you're generating.

Signmaker
2009-07-27, 08:24 PM
Damn, didn't get your trollform thingymabopper. And ow. That really, really hurts.

Assuming you're done, Tumble [roll0] to X13, readied action.

Coming within 20 feet, Jane will try that Extended Inertia Surge again.

HP: 13/95


Done. And yeah, True Seeing probably sees through a supernatural concealment effect granted by Shadow Hand Stance.

Talic
2009-07-27, 08:46 PM
If not, Blindsight would. And Superior Resistance is a 6th level spell.

Trollform is 4th.

I'm Moving to V12-X13 (Altitude +10), and doing the same attack, no power attack, though.

Attack: [roll0] *** Critical Threat ***
If Hit: [roll1]
If Threat: [roll2]
If Crit: [roll3]

Signmaker
2009-07-27, 08:48 PM
Readied action triggers.

Truespeak vs. DC 46: [roll0]
If it works, you're held immobile by force-tendrils 20 feet away from me for two rounds. You may take actions normally, but you cannot move from where you currently reside. Unless you have Freedom of Movement, of course, in which you can read the following:

Immediate action, attempting to ask the universe to deflect that attack please. DC is your attack roll.

[roll1]

Talic
2009-07-27, 08:52 PM
Stopped in mid move. Very well, I reach into the sack and draw out a ring.

Your turn.

Signmaker
2009-07-27, 08:57 PM
Stopped in mid move. Very well, I reach into the sack and draw out a ring.

Your turn.

That bag of magical goodies is really starting to be a pain in the butt.

Move to O18, pull out a Wand. That's it.

Talic
2009-07-27, 09:04 PM
There's only one more trick in the bag. ;)

Put on the ring. Readied action:Move if my opponent attempts any action other than moving.

Signmaker
2009-07-27, 09:07 PM
Move to H20, UMD my wand of True Strike. +19 modifier says I autosucceed.

I am currently getting my sheet revised by Oskar, who has noticed my mistakes in Lesser Aasimar bonuses. That affects my elemental resistances, which haven't been used yet, as well as my Wisdom, which only affects my will save. I also apparently butchered the hell out of my will save, which I'm not entirely sure how I managed.

Talic
2009-07-27, 09:15 PM
Readied action triggers. Move (thanks to the Ring of Freedom of Movement) to M15-O16. The action that triggered was activating the wand.

Continue your turn. (finish activating wand, announce any other actions)

Signmaker
2009-07-27, 09:17 PM
The wand and the movement is all, thank you. Saving my immediate for sure death.

Talic
2009-07-27, 09:26 PM
Charge Action.

Attack: [roll0]
If Hit: [roll1]
If threat: [roll2]
If Crit: [roll3]

Signmaker
2009-07-27, 09:29 PM
Using the deflecting ability I didn't have to use before..

Truespeak: [roll0] vs Attack Roll result.

I assume you're still out of reach? Also, your square occupancy?

Talic
2009-07-27, 11:21 PM
I17-J18, Altitude +5. Currently 10 feet away from you.

Signmaker
2009-07-27, 11:34 PM
This should be amusing then.

Swift Action, Word of Movement Perfected. [roll0] vs DC 25 to activate.

That being done, I now Tumble [roll1] up the tree whose square you share (I17, is it?), land on a branch and balance [roll2], and attempt to Disarm you, seeing as I'm dead regardless of what I do.

Disarm Check: [roll3]

Talic
2009-07-27, 11:52 PM
You do have the Improved Disarm feat, correct?

Opposed Check: [roll0]

Signmaker
2009-07-27, 11:54 PM
Yes, and barring a miracle, good game, I lose.

Talic
2009-07-28, 12:00 AM
"You want me to drop it? FINE!"

Drop the sword.
Full Attack:

Claw: [roll0]
If Hit: [roll1]
If Threat: [roll2]
If Crit: [roll3]

Claw: [roll4]
If Hit: [roll5]
If Threat: [roll6]
If Crit: [roll7]

Bite: [roll8]
If Hit: [roll9]
If Threat: [roll10]
If Crit: [roll11]

If 2 Claws hit, Rend: [roll12] damage

Signmaker
2009-07-28, 12:02 AM
Jane Doe has become the next Jane Doe on a laundry list of deaths, congrats.

Talic
2009-07-28, 12:04 AM
There are a few Truespeak things that are rather interesting there.

For instance, combining an Emerald Razor with a dispel? Howzzat?

It seems that could go really well in a build designed for really high damage output.

Signmaker
2009-07-28, 12:12 AM
Word of the Fist Unraveling. If I can get a melee strike to connect, I can swift action truespeak to dispel your highest level buff. Seeing as I don't use Stunning Fist for anything other than truespeech, I find it to be a pretty nice synergy. It was either take the swordsage level you suggested, or get truespeaked SR versus targeted spells. Crazy kung fu seemed better.

Talic
2009-07-28, 12:23 AM
It is! Gives you a bit of funky offense.

Question: Do you have a way to take advantage of immobile foes?

1) At range (for melee beatsticks)
2) Up close (for casters)

Signmaker
2009-07-28, 12:28 AM
Unfortunately, no. This character is quite limited in battle options as-is. The fact that my single utterance only lasts 2 rounds (assuming I succeed in a 50% success rate) means that I really don't have much opportunity to take advantage of immobility. Usually, my tactic would be to get as much distance as possible, but that doesn't do me too much good when I currently only have close-range battle options.

Would you like me to PM the sheet to you to see?

Talic
2009-07-28, 12:32 AM
Sure. I won't be able to critique it until I get back to my books in the morning, but I'll be more than happy to see if I can offer any little tweaks here and there, mayhaps find an effective long range option, to enable you to take advantage of the immobility.