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Moonlitdreams
2010-03-31, 11:33 AM
Alya vs. Dydrome


A towering figure in a dark robe enters the room where you have been milling around sizing up the competition. His face is completely obscured by his hood. He raises both hands to get your attention and speaks in a deep voice.
Alya, Dydrome'. You have been chosen to fight. Prepare yourselves! With that he brings his hands down and the two of you find yourself transported to the arena (http://excessivefreetime.org/arena/arena4.html)

OOC:
You've got time for one swift action and one standard action before you get transported in case you need to adopt a stance or activate an item.

On the map, green is open terrain, yellow is difficult terrain, red/brown is the cliffs (10ft, Climb DC20, blocks LoS). Arena has a 60 foot ceiling.

Opening post should have an initiative roll, anything you said after he called your name and what, if anything you did with the 'surprise round' before being transported. After that, start fighting in initiative order.

Starting Positions:
AlyaHorizontal axis [roll0]
Vertical axis [roll1]
DydromeHorizontal axis [roll2]
Vertical axis [roll3]

Moonlitdreams
2010-03-31, 11:35 AM
Once again, :smallsigh: Apparently this site doesn't like me rolling on the first post.

Starting Positions:
AlyaHorizontal axis [roll0]
Vertical axis [roll1]
DydromeHorizontal axis [roll2]
Vertical axis [roll3]

Moonlitdreams
2010-03-31, 11:52 AM
Prebattle Actions:

Swift: Take Hearing the Air stance. (blindsense 30', Listen +5)
Standard: Activate Ring of Blinking.

Note to self: Starting position is C12-D13.


Initiative: [roll0]

Eldariel
2010-03-31, 12:40 PM
"Good luck, wallsmasher." Alya says solemnly as she disappears into the arena

Pre-Combat Actions:
Standard Action: Wildshape into Greathorn Minotaur
Swift Action: Law Devotion
Free Action: Rage
Free Action: Feral Trance
Free Action: Declare Dodge-target
Free Action: Activate Boots of Speed

[roll0]

[roll1]

Stat Block:
Large Humanoid (Human)
Location: AE14-AF15
Form: Greathorn Minotaur [MMIV]
Stance: N/A
HP: 195/195; DR: 5/-
AC: 47; Touch: 36; Flat-Footed: 43
Senses: Tremorsense 120'; Scent; Darkvision 60'; Low-Light Vision; Spot +31, Listen +31
Speed: 80' (Earth Glide)
Unarmed Strike: 1d20 + 32 + Knowledge Devotion for 3d8 + 16 + Knowledge Devotion (+Wis for Maneuvers & +15 for Leading the Charge)
Gore: 1d20 + 19 + Knowledge Devotion for 2d6 + 7 + Knowledge Devotion (+Wis for Maneuvers & +15 for Leading the Charge)
Bite: 1d20 + 19 + Knowledge Devotion for 1d6 + 7 + Knowledge Devotion (+Wis for Maneuvers & +15 for Leading the Charge)

Str 32, Dex 14, Con 28, Int 16, Wis 24, Cha 12

Fort: +27; Ref: +11; Will: +20

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 12/12
Feral Trance: 12/12
Law Devotion: 10/10
Boots of Speed: 10/10
Cloak of Major Displacement: N/A/10
Animal Devotion #1: N/A/10
Animal Devotion #2: N/A/10
Dual Stance: N/A/4

Eldariel
2010-03-31, 12:50 PM
Ok, umm, does Alya see/sense you anywhere left of row 39 up to W39, by that cliff, diagonally to G15 to about M1? Oh, and if you have line of sight to AE14-AF15, you see Alya.

Stat Block:
Large Humanoid (Human)
Location: AE14-AF15
Form: Greathorn Minotaur [MMIV]
Stance: N/A
HP: 195/195; DR: 5/-
AC: 47; Touch: 36; Flat-Footed: 43
Senses: Tremorsense 120'; Scent; Darkvision 60'; Low-Light Vision; Spot +31, Listen +31
Speed: 80' (Earth Glide)
Unarmed Strike: 1d20 + 35 for 3d8 + 19 + Knowledge Devotion (+Wis for Maneuvers & +15 for Leading the Charge)
Gore: 1d20 + 22 for 2d6 + 10 (+Wis for Maneuvers & +15 for Leading the Charge)
Bite: 1d20 + 22 for 1d6 + 10 (+Wis for Maneuvers & +15 for Leading the Charge)

Str 32, Dex 14, Con 28, Int 16, Wis 24, Cha 12

Fort: +27; Ref: +11; Will: +20

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 12/12
Feral Trance: 12/12
Law Devotion: 10/10
Boots of Speed: 10/10
Cloak of Major Displacement: N/A/10
Animal Devotion #1: N/A/10
Animal Devotion #2: N/A/10
Dual Stance: N/A/4
Numbers:
Initiative Count: 23
Knowledge Devotion: +3 (27)
Wildshape Uses: 7/8 left

Moonlitdreams
2010-03-31, 12:57 PM
What does Alya look like currently? I do have LoS to her.

Also, she sees/senses Dydrome in C12-D13. He is a hulking creature with a bald head and muscles that look as if they were made out of stone. His face holds what seems to be a permanent sneer, he holds a glaive tightly in both hands, and wears black and white armor that shimmers as he blinks in and out of your senses and sight.

Eldariel
2010-03-31, 01:21 PM
Presently she looks like a hugely muscular Minotaur with immense horns (Greathorn Minotaur). And Cloak, Necklace, Boots, Robe, Crown and Belt for equipment. Unarmed, as always.

...technically we shouldn't have Line of Sight since she's merely Large and there's a hill blocking LoS at H13-I16 and J12, but no use crying over spilled milk. It's hardly possible to undo the LoS 'cause...well, yeah.


Well, Alya disappears from sight at AB8-AC9. Unless you have a sense that enables localizing her without sight at any rate.

Your turn.

Actions:
Move Action: Move to AB11-AC12 (20'), AB8-AC9 (15'), go down-forward 15' (25' movement) ending at Y8-Z9 [15' underground] and diagonally forward 10' to W10-X11 [15' underground] (15' movement)
Standard Action: Activate Cloak of Displacement
Swift Action: Activate Animal Devotion: Ape's Fury
Stat Block:
Large Humanoid (Human)
Location: W10-X11 [15' underground]
Form: Greathorn Minotaur [MMIV]
Stance: N/A
HP: 195/195; DR: 5/-
AC: 47; Touch: 36; Flat-Footed: 43
Senses: Tremorsense 120'; Scent; Darkvision 60'; Low-Light Vision; Spot +31, Listen +31
Speed: 80' (Earth Glide)
Unarmed Strike: 1d20 + 38 for 3d8 + 21 + Knowledge Devotion (+Wis for Maneuvers & +15 for Leading the Charge)
Gore: 1d20 + 25 for 2d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)
Bite: 1d20 + 25 for 1d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)

Str 38, Dex 14, Con 28, Int 16, Wis 24, Cha 12

Fort: +27; Ref: +11; Will: +20

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 11/12
Feral Trance: 11/12
Law Devotion: 9/10
Boots of Speed: 9/10
Cloak of Major Displacement: 10/10
Animal Devotion: Ape's Fury: 10/10
Animal Devotion #2: N/A/10
Dual Stance: N/A/4
Numbers:
Initiative Count: 23
Knowledge Devotion: +3 (27)
Wildshape Uses: 7/8 left

Moonlitdreams
2010-03-31, 01:45 PM
Er, well... sorry about that mistake, anyway.

At present, Dydrome was blindsense, but I believe Alya is too far away for it to work right now. And scent, if that matters.

Actions:

Free Action: Unfurl Wings of Flying
Free Action: Rage
Free Action: Frenzy
Free Action: Activate Boots of Speed
Move Action: Fly to O14-P15, 10 feet above ground.
Standard: Ready an action to charge Alya if he sees her and it is possible to (with terrain not in the way).


Depending on Alya's senses, I do not believe she can see Dydrome now.

Edit: Oh, and your turn.

Eldariel
2010-03-31, 02:42 PM
Round 2

Hm. Alright then. Well, at least that makes this easy. You...don't perceive anything.

Your turn.

Actions:
Standard Action: Total Defense
Move Action: Move to U20-V21
Swift Action: Activate Animal Devotion: Hawk's Flight
Free Action: Turn off Boots of Speed
Stat Block:
Large Humanoid (Human)
Location: W10-X11 [15' underground]
Form: Greathorn Minotaur [MMIV]
Stance: N/A
HP: 195/195; DR: 5/-
AC: 54; Touch: 43; Flat-Footed: 43
Senses: Tremorsense 120'; Scent; Darkvision 60'; Low-Light Vision; Spot +31, Listen +31
Speed: 50' (Earth Glide), 55' Fly (Average)
Unarmed Strike: 1d20 + 37 for 3d8 + 21 + Knowledge Devotion (+Wis for Maneuvers & +15 for Leading the Charge)
Gore: 1d20 + 24 for 2d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)
Bite: 1d20 + 24 for 1d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)

Str 38, Dex 14, Con 28, Int 16, Wis 24, Cha 12

Fort: +27; Ref: +11; Will: +20

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 10/12
Feral Trance: 10/12
Law Devotion: 8/10
Boots of Speed: 8/10 (not active)
Cloak of Major Displacement: 9/10
Animal Devotion: Ape's Fury: 9/10
Animal Devotion: Hawk's Flight: 10/10
Dual Stance: N/A/4
Numbers:
Initiative Count: 23
Knowledge Devotion: +3 (27)
Wildshape Uses: 7/8 left

Moonlitdreams
2010-03-31, 02:52 PM
Can Alya be seen/sensed by darkvision, blindsense, or scent anywhere west of the the horizontal row 30, except if she is hidden behind the cliff that takes up 6-11 on the horizontal axis?

Eldariel
2010-03-31, 02:52 PM
She cannot.

Moonlitdreams
2010-03-31, 03:01 PM
Hmm, okay.

Actions:

Free Action: Deactivate Boots of Speed.
Swift Action: Switch to Absolute Steel stance.
Move Action: Fly to O20-P21, still 10 feet above ground.
Standard: Retain readied action:
Ready an action to charge Alya if he sees her and it is possible to (with terrain not in the way).

Duration of Effects:
Rage: 12/13
Frenzy: 12/13
Boots of Speed: 9/10 (not on currently)
Ring of Blinking: Continuous.

Figuring of AC/etc:

34 (AC) -4 (frenzying) +2 (dodge bonus from stance) = 32



Your turn.

Eldariel
2010-03-31, 03:05 PM
Round 3

Your turn.

Actions:
Delay until after Dydrome.
Stat Block:
Large Humanoid (Human)
Location: W10-X11 [15' underground]
Form: Greathorn Minotaur [MMIV]
Stance: N/A
HP: 195/195; DR: 5/-
AC: 54; Touch: 43; Flat-Footed: 43
Senses: Tremorsense 120'; Scent; Darkvision 60'; Low-Light Vision; Spot +31, Listen +31
Speed: 50' (Earth Glide), 55' Fly (Average)
Unarmed Strike: 1d20 + 37 for 3d8 + 21 + Knowledge Devotion (+Wis for Maneuvers & +15 for Leading the Charge)
Gore: 1d20 + 24 for 2d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)
Bite: 1d20 + 24 for 1d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)

Str 38, Dex 14, Con 28, Int 16, Wis 24, Cha 12

Fort: +27; Ref: +11; Will: +20

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 10/12
Feral Trance: 10/12
Law Devotion: 8/10
Boots of Speed: 8/10 (not active)
Cloak of Major Displacement: 9/10
Animal Devotion: Ape's Fury: 9/10
Animal Devotion: Hawk's Flight: 10/10
Dual Stance: N/A/4
Numbers:
Initiative Count: 1
Knowledge Devotion: +3 (27)
Wildshape Uses: 7/8 left

Moonlitdreams
2010-03-31, 03:15 PM
Actions:

Fly to U20-V21, 10 ft. elevation.
Turn on Boots of Speed (8/10 rounds)
Retain readied action...



Your turn.

Eldariel
2010-03-31, 03:22 PM
Your turn.

Actions:
Standard Action: Total Defense.
Move Action: Move 5' up.
Swift Action: Dual Stance into Stance of Clarity [Dydrome] + Leading the Charge.
Stat Block:
Large Humanoid (Human)
Location: W10-X11 [10' underground]
Form: Greathorn Minotaur [MMIV]
Stance: Stance of Clarity [Dydrome] + Leading the Charge
HP: 195/195; DR: 5/-
AC: 57; Touch: 46; Flat-Footed: 46
Senses: Tremorsense 120'; Scent; Darkvision 60'; Low-Light Vision; Spot +31, Listen +31
Speed: 50' (Earth Glide), 55' Fly (Average)
Unarmed Strike: 1d20 + 37 for 3d8 + 21 + Knowledge Devotion (+Wis for Maneuvers & +15 for Leading the Charge)
Gore: 1d20 + 24 for 2d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)
Bite: 1d20 + 24 for 1d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)

Str 38, Dex 14, Con 28, Int 16, Wis 24, Cha 12

Fort: +29; Ref: +13; Will: +22

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 9/12
Feral Trance: 9/12
Law Devotion: 7/10
Boots of Speed: 8/10
Cloak of Major Displacement: 8/10
Animal Devotion: Ape's Fury: 8/10
Animal Devotion: Hawk's Flight: 9/10
Dual Stance: 4/4
Numbers:
Initiative Count: 1
Knowledge Devotion: +3 (27)
Wildshape Uses: 7/8 left

Moonlitdreams
2010-03-31, 03:30 PM
Actions:

Retain readied action.


Is Alya still not visible by those senses? If she is not, your turn.

Eldariel
2010-03-31, 03:41 PM
Nope, she's not.

Round 4

Alya appears from the ground, still in the Minotaur-form, at U20-V21. Does she detect you anywhere/you have readied actions that trigger? Turn will continue depending on what's going on.

EDIT: Oh yeah, and her form is unclear. More accurately, you have a 50% miss chance unless you have Blindsight/True Seeing.

Actions:
Full-Round Action: Bounding Assault (10' movement used thus far; 155' left)
Stat Block:
Large Humanoid (Human)
Location: W10-X11 [10' underground]
Form: Greathorn Minotaur [MMIV]
Stance: Stance of Clarity [Dydrome] + Leading the Charge
HP: 195/195; DR: 5/-
AC: 49; Touch: 38; Flat-Footed: 45
Senses: Tremorsense 120'; Scent; Darkvision 60'; Low-Light Vision; Spot +31, Listen +31
Speed: 50' (Earth Glide), 55' Fly (Average)
Unarmed Strike: 1d20 + 36 for 3d8 + 21 + Knowledge Devotion (+Wis for Maneuvers & +15 for Leading the Charge)
Gore: 1d20 + 26 for 2d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)
Bite: 1d20 + 26 for 1d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)

Str 38, Dex 14, Con 28, Int 16, Wis 24, Cha 12

Fort: +29; Ref: +13; Will: +22

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 8/12
Feral Trance: 8/12
Law Devotion: 6/10
Boots of Speed: 7/10
Cloak of Major Displacement: 7/10
Animal Devotion: Ape's Fury: 7/10
Animal Devotion: Hawk's Flight: 8/10
Dual Stance: 3/4
Numbers:
Initiative Count: 1
Knowledge Devotion: +3 (27)
Wildshape Uses: 7/8 left

Moonlitdreams
2010-03-31, 03:46 PM
Um... at U20-V21? That creates an interesting situation, because that is exactly where Dydrome is. And yeah, he did have a readied action that would go off, but considering she is so close to him, he cannot charge.

So I guess that means you can continue. You have a 50% miss chance as well though, due to the way Dydrome is blinking in and out of sight.

Eldariel
2010-03-31, 03:49 PM
Is he earthbound? 'cause then Alya would detect her before surfacing? Also, how do you ready an action to charge someone? Charging should be a full-round action. You can't ready actions longer than Standard.

Moonlitdreams
2010-03-31, 03:52 PM
No, he's flying 10 feet off the ground, with massive bat wings that seem to spring from his back.

...I hate how I always forget that little detail. My bad. It should have been just to attack then, but too late to change it now. Go ahead.

Eldariel
2010-03-31, 03:57 PM
Alright, well, seeing Alya's initiated Bounding Assault, she's pretty much free to move. Ok, she'll tumble (autosuccess) to U18-V19 (20' up) and attack:
[roll0] for [roll1] [roll2]
[roll3] for [roll4] [roll5]
[roll6] for [roll7] [roll8]
[roll9] for [roll10] [roll11]

[roll12] for [roll13] [roll14]
[roll15] for [roll16] [roll17]

Turn continued after this.

Moonlitdreams
2010-03-31, 04:03 PM
You take a -10 to your Tumble check, actually. If that affects your success, do tell me.

Only attack #3 connects. You notice that the attack does not seem to do as much damage as it should.

Go ahead.

Eldariel
2010-03-31, 04:04 PM
...wow, what a spectacular rolling fail. Does third one connect at least? Alright, I'm taking a new turn after this one. Will post it in a separate post tho.

Actions:
Full-Round Action: Bounding Assault
Swift Action: Moment of Prescience
Stat Block:
Large Humanoid (Human)
Location: W10-X11 [10' underground]
Form: Greathorn Minotaur [MMIV]
Stance: Stance of Clarity [Dydrome] + Leading the Charge
HP: 195/195; DR: 5/-
AC: 49; Touch: 38; Flat-Footed: 45
Senses: Tremorsense 120'; Scent; Darkvision 60'; Low-Light Vision; Spot +31, Listen +31
Speed: 50' (Earth Glide), 55' Fly (Average)
Unarmed Strike: 1d20 + 36 for 3d8 + 21 + Knowledge Devotion (+Wis for Maneuvers & +15 for Leading the Charge)
Gore: 1d20 + 25 for 2d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)
Bite: 1d20 + 25 for 1d6 + 12 (+Wis for Maneuvers & +15 for Leading the Charge)

Str 38, Dex 14, Con 28, Int 16, Wis 24, Cha 12

Fort: +29; Ref: +13; Will: +22

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 8/12
Feral Trance: 8/12
Law Devotion: 6/10
Boots of Speed: 7/10
Cloak of Major Displacement: 7/10
Animal Devotion: Ape's Fury: 7/10
Animal Devotion: Hawk's Flight: 8/10
Dual Stance: 3/4
Numbers:
Initiative Count: 1
Knowledge Devotion: +3 (27)
Wildshape Uses: 7/8 left

Moonlitdreams
2010-03-31, 04:07 PM
Okay. See my above post about which one connected and your Tumbling roll, though.

Eldariel
2010-03-31, 04:09 PM
-10 O.o Well, it does give me a small chance of failing. Might as well roll it out of the way then:
[roll0] (U19-V20) [up until then, I have cover from ground and thus no AoOs]
[roll1] (U18-V19, 5' up) [diagonal]
[roll2] (U18-V19, 10' up)
[roll3] (U18-V19, 15' up)
[roll4] (U18-V19, 20' up)

EDIT: The -10 is already factored in so all succeed.

Moonlitdreams
2010-03-31, 04:13 PM
Alright. It was worth a try. :smallbiggrin:

Edit: I have to go for a while; be back in a few hours.

Eldariel
2010-03-31, 04:21 PM
Round 5

Alya ripples in front of you and turns into a huge tree-like creature (Ironmaw). Then she strikes at you with a telling blow (if hit, DC32 Will-save or be Dazed):

[roll0] [roll1]

Continued after I know what happens.

Actions:
Move Action: Wildshape into Ironmaw
Standard Action: Disrupting Blow
Stat Block:
Huge Humanoid (Human)
Location: U17-W19 [20' up]
Form: Ironmaw [FF]
Stance: Stance of Clarity [Dydrome] + Leading the Charge
HP: 195/195; DR: 15/Magic & Slashing
AC: 60; Touch: 38; Flat-Footed: 56
Senses: Tremorsense 120'; Scent; Darkvision 60'; Low-Light Vision; Spot +31, Listen +31
Speed: 60' (Earth Glide), 85' Fly (Average)
Unarmed Strike: 1d20 + 38 for 4d8 + 24 + Knowledge Devotion (+Wis for Maneuvers & +15 for Leading the Charge)
Tendrils: 1d20 + 30 for 2d6 + 13 (+Wis for Maneuvers & +15 for Leading the Charge)
Bite: 1d20 + 30 for 1d8 + 13 (+Wis for Maneuvers & +15 for Leading the Charge)

Str 44, Dex 15, Con 31, Int 16, Wis 24, Cha 12

Fort: +31; Ref: +13; Will: +22

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 7/12
Feral Trance: 7/12
Law Devotion: 5/10
Boots of Speed: 6/10
Cloak of Major Displacement: 6/10
Animal Devotion: Ape's Fury: 6/10
Animal Devotion: Hawk's Flight: 7/10
Dual Stance: 2/4
Numbers:
Initiative Count: 1
Knowledge Devotion: +3 (27)
Wildshape Uses: 6/8 left

Eldariel
2010-03-31, 04:27 PM
Oh yeah, and miss chance: [roll0]

Eldariel
2010-03-31, 04:40 PM
And that's an epic fail. Ok, she disappears and appears in groundlevel at O15-Q13. Your turn.

Actions:
Swift Action: Shadow Blink to O15-Q13
Stat Block:
Huge Humanoid (Human)
Location: O15-Q13
Form: Ironmaw [FF]
Stance: Stance of Clarity [Dydrome] + Leading the Charge
HP: 195/195; DR: 15/Magic & Slashing; Resist: Acid 10, Sonic 10, SR 30; Immunity: Electricity, Cold, Criticals, Poison, Paralysis, Polymorphing, Mind-Affecting, Stunning, Sleeping
AC: 61; Touch: 39; Flat-Footed: 57
Senses: Low-Light Vision; Spot +35, Listen +35
Speed: 60', 85' Fly (Average)
Unarmed Strike: 1d20 + 38 for 4d8 + 24 (+Wis for Maneuvers & +15 for Leading the Charge)
Tendrils: 1d20 + 30 for 2d6 + 13 (+Wis for Maneuvers & +15 for Leading the Charge); Illness, Wounding, Attach
Bite: 1d20 + 30 for 1d8 + 13 (+Wis for Maneuvers & +15 for Leading the Charge); Engulf

Str 44, Dex 15, Con 31, Int 16, Wis 24, Cha 12

Fort: +31; Ref: +13; Will: +22

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 7/12
Feral Trance: 7/12
Law Devotion: 5/10
Boots of Speed: 6/10
Cloak of Major Displacement: 6/10
Animal Devotion: Ape's Fury: 6/10
Animal Devotion: Hawk's Flight: 7/10
Dual Stance: 2/4
Numbers:
Initiative Count: 21
Knowledge Devotion: +3 (27)
Wildshape Uses: 6/8 left


EDIT: Btw, as a Frenzied Berserker, I think you pretty much automatically fly to the Frenzy after that hit (the Will-save DC to avoid it is something obscene; DC 50 or so).

Moonlitdreams
2010-03-31, 07:32 PM
As Dydrome speaks, the tattered strip of cloth across his forehead shines with ancient runes and he suddenly sees things more clearly. (True Seeing temporarily gained, so no miss chance) He stops blinking in and out, and two of the gems on his belt turn gray. Rocking back to the balls of his feet, the hulking creature snarls furiously at Alya and leaps over the hill, bringing his glaive to bear as he attacks her.


Attack: [roll0] for [roll1] damage.
Attack: [roll2] for [roll3] damage.
Attack: [roll4] for [roll5] damage.
Attack: [roll6] for [roll7] damage.

The first three attacks are touch attacks, and you take a negative level for each attack that hits.

I am not sure if my turn is over. Possibly continued after I know what happens to Alya as a result of this.

Actions:

Standard: Activate Scout's Headband (gain true seeing for 10 rounds).
Free: Turn off Ring of Blinking.
Swift: 2 charges from Belt of Battle (gain another standard action).
Standard: Combining the properties of shock trooper, headlong rush, leap attack, battle jump, and spirit lion pounce, Dydrome leap-charges Alya, Power Attacking -15 AC.
Free?: Heartseeking Amulet used for first three attacks.

Duration of Effects:
Rage: 10/13
Frenzy: 10/13
Boots of Speed: 7/10
Ring of Blinking: Continuous. (not on currently)
Scout's Headband: 10/10


About being a Frenzied Berserker, I realize that, but it doesn't matter as I already started frenzying.

Edit: And this glaive counts as Magical, Slashing and Evil for the purpose of overcoming Damage Reduction, if applicable.

Eldariel
2010-03-31, 07:45 PM
Well, first, Alya has a 60' reach with Tendrils so your charge provokes an AoO. Alya still has a 50% miss chance. But first, the AoO; if it hits, your movement is cut (you can't Tumble in Frenzy):
[roll0] for [roll1] [roll2]

If that hits, the Tendril attaches to you, you are stuck; you must succeed a DC 34 Strength-check, DC 33 (I think?) Escape Artist-check or Sunder the Tendril (it has 13 HP). Either way, it interrupts the Charge.

EDIT: Oh, true seeing? Well, no miss chance then. Still need the PA info. Oh, and stopped blinking? I guess that attack hits then. Alright, DC 27 Fort-save, wound (3 damage/turn) and attachment. Unless your AC in a Frenzy is over 39, which I severely doubt. Teaches me to read the attack-stuff first...

Moonlitdreams
2010-03-31, 07:55 PM
EDIT: Ok, so if you're still blinking, that's a miss, but you'll still need those miss chance rolls.
I mentioned that I am not blinking anymore, and that does not hit.

OO:

Ring of Avoidance activates, raising my AC high enough for the attack to miss.




EDIT#2: Oh, and I'll need to know what parts of your damage are Power Attack; I'm immune to that.

+135 Power Attack damage to each attack... How in the world are you immune to that? :smallconfused:

Eldariel
2010-03-31, 07:58 PM
+135 Power Attack damage to each attack... How in the world are you immune to that? :smallconfused:

Negate Power Attack-option of Elusive Target.

Alright, if that doesn't hit, I'll initiate Counter Charge then; opposed Strength-check (with me at +4 for size):
[roll0]

Eldariel
2010-03-31, 07:59 PM
At this point, I'm going to invoke the Luck-domain granted power and reroll that:
[roll0] (besides, it had too high a bonus anyways; it should be 21, sorry)

EDIT: I should've been clear, sorry. Counter Charge is a 1st level Setting Sun counter that can be used when an opponent is charging at you. Allows me to place you 2 squares in any direction from the square you're attacking me from (which one is that, btw?) if I beat you in opposed Str- or Dex-check (my choice).

Moonlitdreams
2010-03-31, 08:07 PM
Alright.

Str-check: [roll0]

And Dydrome counts as Huge for this sort of this, so if that negates your size bonus, please make the adjustments.


Negate Power Attack-option of Elusive Target.

Interesting. I'll have to look that one up.

Eldariel
2010-03-31, 08:09 PM
Alright, doesn't really matter as Alya wins anyways (if you remove Alya's -4 bonus, she still rocks 31). From which square are you attacking? If it's a charge, it has to be the square closest to me at which you can attack. I'll have to decide where to place you.

Moonlitdreams
2010-03-31, 08:13 PM
Oh, right, P14-Q13.

Does this maneuver also negate my attack, by the way?

Eldariel
2010-03-31, 08:17 PM
Does this maneuver also negate my attack, by the way?

There would be little use in actually initiating it otherwise. That's a tough check to make; I'd rather not spend an action for the joy of giving you +2 to hit.

Either way, I'll place you at R16-S17.

EDIT: You threatened you'd continue your turn.

Moonlitdreams
2010-03-31, 08:29 PM
Right then. Makes sense. Anyway, I almost forgot, but you need to make a modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear, according to the SRD) against my Intimidate check to avoid being shaken by seeing Dydrome rage. This is a free action.

Intimidate check: [roll0]

Also, Dydrome shouts what seems to be an encouragement and attacks again, the first of which seems to be an especially solid blow.

Actions:

Swift: White Raven Tactics for another full-round action, which I use to full-attack. (1st attack is an Earth Strike)



[roll1] for [roll2] damage.
[roll3] for [roll4] damage.
[roll5] for [roll6] damage.
[[roll7] for [roll8] damage.

Once again, a negative level on each hit.

Eldariel
2010-03-31, 08:33 PM
Well, I automake the opposed check (her Wis is +7 and HD 15, so she makes it at +22; not that it matters, Plants have Mind-affecting immunity anyways):
[roll0]

Ok, first of those attacks hits, rest miss. 55 damage and negative level recorded.


I'm gonna want some post-match explanations on from where all these actions are coming though.

Moonlitdreams
2010-03-31, 08:35 PM
Fine by me. I don't even mind telling you now, if you prefer.

Anyway, it's your turn now.

Eldariel
2010-03-31, 08:43 PM
Round 6

You aren't moving any? Alright then; Alya switches her posture a bit. That'll end her turn.

Actions:
Full-Round Action: Adaptive Style; replenish all maneuvers.
Swift Action: Spent on Immediate.
Stat Block:
1 Negative Level

Huge Humanoid (Human)
Location: O15-Q13
Form: Ironmaw [FF]
Stance: Leading the Charge
HP: 135/190; DR: 15/Magic & Slashing; Resist: Acid 10, Sonic 10, SR 30; Immunity: Electricity, Cold, Criticals, Poison, Paralysis, Polymorphing, Mind-Affecting, Stunning, Sleeping
AC: 57; Touch: 35; Flat-Footed: 53
Senses: Low-Light Vision; Spot +35, Listen +35
Speed: 60', 80' Fly (Average)
Unarmed Strike: 1d20 + 37 for 4d8 + 24 (+Wis for Maneuvers & +14 for Leading the Charge)
Tendrils: 1d20 + 29 for 2d6 + 13 (+Wis for Maneuvers & +14 for Leading the Charge); Illness, Wounding, Attach
Bite: 1d20 + 29 for 1d8 + 13 (+Wis for Maneuvers & +14 for Leading the Charge); Engulf

Str 44, Dex 15, Con 31, Int 16, Wis 24, Cha 12

Fort: +31; Ref: +13; Will: +22

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 6/12
Feral Trance: 6/12
Law Devotion: 4/10
Boots of Speed: 5/10
Cloak of Major Displacement: 5/10
Animal Devotion: Ape's Fury: 5/10
Animal Devotion: Hawk's Flight: 6/10
Dual Stance: Used/2
Numbers:
Initiative Count: 21
Knowledge Devotion: +3 (27)
Wildshape Uses: 5/7 left

Moonlitdreams
2010-03-31, 08:57 PM
I cannot move, all my actions are spent. And alright.

Basic explanation is here, whether you want to read it now or later:

Basically:
First full attack because of a pounce.
Swift Action: White Raven Tactics for another full-round action, which Dydrome uses to full-attack again.


Concentrating deeply, Dydrome's crimson necklace glimmers with sudden power and he swings his glaive at Alya again.

[roll0] for [roll1] plus [roll2] damage.

This is a touch attack, and because of the maneuver used, it overcomes DR.
Oh, and the negative level if it hits.

Actions:

Standard: Ancient Mountain Hammer- (single melee attack); deal +12d6 damage, overcomes DR and hardness. Using last(?) charge from Heartseeker Amulet on this.

Eldariel
2010-03-31, 08:59 PM
Solid hit.

EDIT: Doesn't really do anything more than you'd imagine. Anything else?

Moonlitdreams
2010-03-31, 09:06 PM
Dydrome tenses, then relaxes, giving a quick flourish with his glaive.

Actions:

Swift: Replenish maneuvers.


That's the end of my turn, then.

Eldariel
2010-03-31, 09:10 PM
Round 7

Alya's eyes flash as the negative energy courses through her; this shall be paid back in spades! Alya shifts to an offensive posture and unleashes a flurry of strikes upon her adversary:
[roll0] for [roll1]
[roll2] for [roll3]
[roll4] for [roll5]
[roll6] for [roll7]

[roll8] for [roll9]
[roll10] for [roll11] (+Wounding + Attach + DC26 Fort-save or [roll12])
[roll13] for [roll14] (+Wounding + Attach + DC26 Fort-save or [roll15])
[roll16] for [roll17] (+Wounding + Attach + DC26 Fort-save or [roll18])
[roll19] for [roll20] (+Wounding + Attach + DC26 Fort-save or [roll21])

I shall continue after I find out what happens.

EDIT: I forgot to add +2 Charge on each of those attacks. And Con-damage is obviously #1-#4, not #1-#1.

Actions:
Free Action: Shift Law Devotion to offense.
Full-Round Action: Bounding Assault
Stat Block:
2 Negative Levels

Huge Humanoid (Human)
Location: O15-Q13
Form: Ironmaw [FF]
Stance: Leading the Charge
HP: 49/185; DR: 15/Magic & Slashing; Resist: Acid 10, Sonic 10, SR 30; Immunity: Electricity, Cold, Criticals, Poison, Paralysis, Polymorphing, Mind-Affecting, Stunning, Sleeping
AC: 52; Touch: 30; Flat-Footed: 48
Senses: Low-Light Vision; Spot +35, Listen +35
Speed: 60', 80' Fly (Average)
Unarmed Strike: 1d20 + 41 for 4d8 + 24 (+Wis for Maneuvers & +13 for Leading the Charge)
Tendrils: 1d20 + 33 for 2d6 + 13 (+Wis for Maneuvers & +13 for Leading the Charge); Illness, Wounding, Attach
Bite: 1d20 + 33 for 1d8 + 13 (+Wis for Maneuvers & +13 for Leading the Charge); Engulf

Str 44, Dex 15, Con 31, Int 16, Wis 24, Cha 12

Fort: +27; Ref: +9; Will: +18

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 5/12
Feral Trance: 5/12
Law Devotion: 3/10
Boots of Speed: 4/10
Cloak of Major Displacement: 4/10
Animal Devotion: Ape's Fury: 4/10
Animal Devotion: Hawk's Flight: 5/10
Dual Stance: Used/2
Numbers:
Initiative Count: 21
Knowledge Devotion: +3 (27)
Wildshape Uses: 4/6 left

Moonlitdreams
2010-03-31, 10:18 PM
OO:

Second use of Ring of Avoidance.


Unless you have anything that goes through deflection bonuses to AC, only one attack hits. (Attack #3) I'm assuming I do not have to roll Fort saves, since those didn't hit.

Eldariel
2010-03-31, 10:25 PM
She'll disappear and reappear again at G12-I10.

Your turn.

Actions:
Free Action: Shift Law Devotion to offense.
Full-Round Action: Bounding Assault
Swift Action: Shadow Blink
Stat Block:
2 Negative Levels

Huge Humanoid (Human)
Location: G12-I10
Form: Ironmaw [FF]
Stance: Leading the Charge
HP: 49/185; DR: 15/Magic & Slashing; Resist: Acid 10, Sonic 10, SR 30; Immunity: Electricity, Cold, Criticals, Poison, Paralysis, Polymorphing, Mind-Affecting, Stunning, Sleeping
AC: 52; Touch: 30; Flat-Footed: 48
Senses: Low-Light Vision; Spot +35, Listen +35
Speed: 60', 80' Fly (Average)
Unarmed Strike: 1d20 + 41 for 4d8 + 24 (+Wis for Maneuvers & +13 for Leading the Charge)
Tendrils: 1d20 + 33 for 2d6 + 13 (+Wis for Maneuvers & +13 for Leading the Charge); Illness, Wounding, Attach
Bite: 1d20 + 33 for 1d8 + 13 (+Wis for Maneuvers & +13 for Leading the Charge); Engulf

Str 44, Dex 15, Con 31, Int 16, Wis 24, Cha 12

Fort: +27; Ref: +9; Will: +18

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Quicksilver Motion
Radiant Charge
Shadow Blink
Greater Divine Surge
Durations:
Rage: 5/12
Feral Trance: 5/12
Law Devotion: 3/10
Boots of Speed: 4/10
Cloak of Major Displacement: 4/10
Animal Devotion: Ape's Fury: 4/10
Animal Devotion: Hawk's Flight: 5/10
Dual Stance: Used/2
Numbers:
Initiative Count: 21
Knowledge Devotion: +3 (27)
Wildshape Uses: 4/6 left

Moonlitdreams
2010-03-31, 10:50 PM
Alya sees Dydrome pull off his crimson necklace, stuff it into his belt pouch and pull out another, which he quickly dons. After this, he levels his glaive at her, and with new-found determination, he charges.

[roll0] for [roll1] damage.
[roll2] for [roll3] damage.
[roll4] for [roll5] damage.
[roll6] for [roll7] damage.

A negative level on each hit.

First three attacks are touch attacks.

And make a DC 32 Will save if the first attack hits.


Actions:

Swift?: Take off one Heartseeker Amulet, put on the other.
Standard: Charge (using the charges from Heartseeker Amulet; Disrupting Blow maneuver for the first attack) *Edit: These two not used, since the AoO interrupted before they were*

Eldariel
2010-03-31, 10:52 PM
First, AoO:
[roll0] [roll1] - All the same consequences; DC 26 Fort-save, Attachment, Wounding.

Moonlitdreams
2010-03-31, 11:03 PM
It hits.

Fort save: [roll0]

I was looking back to see what you meant by Wounding, and I cannot find it. What is it in this case?

Moonlitdreams
2010-03-31, 11:04 PM
I accidentally used a different number for that Fort save, sorry. It should have been [roll0]

Eldariel
2010-03-31, 11:05 PM
"Wound (3 damage/turn)"

It simply means you'll keep taking 3 damage per turn until you receive a Cure-spell or DC 10 Heal-check.

Eldariel
2010-03-31, 11:06 PM
Hm, that means you are subjected to Illness too and take:
[roll0]

Moonlitdreams
2010-03-31, 11:13 PM
Hm, okay, I'll go factor that into his stats.

Is this your only AoO, or is there more before he gets there?

Eldariel
2010-03-31, 11:15 PM
Well, there's the whole "Attach"-part; he's stuck until he makes a DC 33 Strength-check, DC 32 Escape Artist-check or severs the Tendril (as a Sunder-attack).

Moonlitdreams
2010-03-31, 11:21 PM
Ah, okay.

Sunder attempt: [roll0]
Damage: [roll1]

This does not provoke, as I have Improved Sunder.

Eldariel
2010-03-31, 11:23 PM
Fair. Opposed roll:
[roll0]


EDIT: Alright, the Tendril is gone. Is that your turn?

Moonlitdreams
2010-03-31, 11:25 PM
Yes. Dydrome has about no actions left, so he mutters a few words, one of his rings sparkle, and then it is your turn.

Action:

Activate Ring of Avoidance. (AC: 54 until the end of his next turn)

Eldariel
2010-03-31, 11:33 PM
Round 8

Alya takes it to the air and flies to I26-K24 (20' up). Then she stops.

Your turn.

Actions:
Move Action: Fly to I26-K24 (20' up)
Standard Action: Ready action: Disrupting Blow on Dydrome when he moves.
Stat Block:
2 Negative Levels

Huge Humanoid (Human)
Location: G12-I10
Form: Ironmaw [FF]
Stance: Leading the Charge
HP: 49/185; DR: 15/Magic & Slashing; Resist: Acid 10, Sonic 10, SR 30; Immunity: Electricity, Cold, Criticals, Poison, Paralysis, Polymorphing, Mind-Affecting, Stunning, Sleeping
AC: 52; Touch: 30; Flat-Footed: 48
Senses: Low-Light Vision; Spot +35, Listen +35
Speed: 60', 80' Fly (Average)
Unarmed Strike: 1d20 + 41 for 4d8 + 24 (+Wis for Maneuvers & +13 for Leading the Charge)
Tendrils: 1d20 + 33 for 2d6 + 13 (+Wis for Maneuvers & +13 for Leading the Charge); Illness, Wounding, Attach
Bite: 1d20 + 33 for 1d8 + 13 (+Wis for Maneuvers & +13 for Leading the Charge); Engulf

Str 44, Dex 15, Con 31, Int 16, Wis 24, Cha 12

Fort: +27; Ref: +9; Will: +18

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Shadow Blink
Radiant Charge
Quicksilver Motion Level Drain
Greater Divine Surge Level Drain
Durations:
Rage: 4/12
Feral Trance: 4/12
Law Devotion: 2/10
Boots of Speed: 3/10
Cloak of Major Displacement: 3/10
Animal Devotion: Ape's Fury: 3/10
Animal Devotion: Hawk's Flight: 4/10
Dual Stance: Used/2
Numbers:
Initiative Count: 21
Knowledge Devotion: +3 (27)
Wildshape Uses: 4/6 left

Moonlitdreams
2010-03-31, 11:54 PM
After cracking his massive neck, Dydrome looks up at the flying Alya and sneers. His bat-like wings flap once, twice, and then he takes off after her, pouncing to attack from L23-M24 (20 feet up now):

[roll0] for [roll1] damage.
[roll]1d20+33 for [roll2] damage.
[roll3] for [roll4] damage.
[roll5] for [roll6] damage.

A negative level on each hit.

First three attacks are touch attacks.

Also, Dydrome keeps attacking until he misses, so if all of those happen to hit, I will roll more.

Actions:

Full-round action: Avalanche of Blades (using the charges from Heartseeker Amulet)

Note: Ring of Avoidance activated. (AC: 52 until the end of his next turn)
*Edit: These two not used, actually, since the AoO interrupted before they were*

Eldariel
2010-03-31, 11:55 PM
You've activated my trap...err, readied action!
[roll0] for [roll1] (and other effects)

Make a DC32 Will-save or you cannot take actions for a round.

Moonlitdreams
2010-03-31, 11:55 PM
Broken second attack roll: [roll0]

Moonlitdreams
2010-03-31, 11:57 PM
I figured it would either be a readied action or an AoO... so good thing I already activated my super special AC increaser! :smallbiggrin:

Your attack does not hit.

Eldariel
2010-04-01, 12:02 AM
Ok then, I'll use a Tendril to do a Trip-attempt as an AoO:
[roll0]
[roll1]

I guess you'd get an AoO but as you aren't in reach, I don't think you can take it.

Moonlitdreams
2010-04-01, 12:06 AM
The Tendril does not hit. Anything else?

Eldariel
2010-04-01, 12:06 AM
The Tendril does not hit. Anything else?

Your touch AC is over 36 in Frenzy?!

EDIT: Your char sheet has 9 marked at touch AC; I'm having serious difficulty believing this.

Moonlitdreams
2010-04-01, 12:13 AM
Do'h. :smallsigh:

Of course that would be because I completely missed the *touch* attack part. I really do apologize for that.

Opposed Strength-check: [roll0]

Eldariel
2010-04-01, 12:14 AM
Well, if you're truly claiming your Touch AC is that high, I guess I'll have to ask you roll an opposed Dexterity-check yet as per Counter Charge:

[roll0]

Nevermind.

Eldariel
2010-04-01, 12:16 AM
Ok, that means you're tripped while airborne, which should cause you to fall down by maximum of 150' (which is hard here); since ground takes you in 20', you'll fall no more than that, and take:

[roll0] falling damage. The bigger loss, of course, is the movement action.

Moonlitdreams
2010-04-01, 12:22 AM
Damage noted. I cannot do anything else since that action is ruined, so I suppose it is your turn.

Eldariel
2010-04-01, 12:41 AM
Round 9

Alya shifts her posture, three stones on her belt turn dull grey, and she flies around in a circle ultimately ending up in the location she started from.

Actions:
Full-Round Action: Adaptive Style
Swift Action: Spend three charges from Belt of Battle for a Full-Round Action.
Move Action: Fly a circle
Standard Action: Ready action to use Disrupting Blow as soon as Dydrome moves.
Stat Block:
2 Negative Levels

Huge Humanoid (Human)
Location: G12-I10
Form: Ironmaw [FF]
Stance: Leading the Charge
HP: 49/185; DR: 15/Magic & Slashing; Resist: Acid 10, Sonic 10, SR 30; Immunity: Electricity, Cold, Criticals, Poison, Paralysis, Polymorphing, Mind-Affecting, Stunning, Sleeping
AC: 52; Touch: 30; Flat-Footed: 48
Senses: Low-Light Vision; Spot +35, Listen +35
Speed: 60', 80' Fly (Average)
Unarmed Strike: 1d20 + 41 for 4d8 + 24 (+Wis for Maneuvers & +13 for Leading the Charge)
Tendrils: 1d20 + 33 for 2d6 + 13 (+Wis for Maneuvers & +13 for Leading the Charge); Illness, Wounding, Attach
Bite: 1d20 + 33 for 1d8 + 13 (+Wis for Maneuvers & +13 for Leading the Charge); Engulf

Str 44, Dex 15, Con 31, Int 16, Wis 24, Cha 12

Fort: +27; Ref: +9; Will: +18

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Shadow Blink
Radiant Charge
Quicksilver Motion Level Drain
Greater Divine Surge Level Drain
Durations:
Rage: 3/12
Feral Trance: 3/12
Law Devotion: 1/10
Boots of Speed: 2/10
Cloak of Major Displacement: 2/10
Animal Devotion: Ape's Fury: 2/10
Animal Devotion: Hawk's Flight: 3/10
Dual Stance: Used/2
Numbers:
Initiative Count: 21
Knowledge Devotion: +3 (27)
Wildshape Uses: 4/6 left

Moonlitdreams
2010-04-01, 03:10 PM
Panting from where he had fallen, Dydrome pulls himself to his feet and watches Alya suspiciously as she flies about. His stance widens and he stares up at her defiantly.

Your turn.

Actions:

Stand up from prone.
Shift stance to Roots of the Mountain.
Ready an action to use Covering Strike (with a single Heartseeker Amulet charge) on Alya if she moves.

Eldariel
2010-04-01, 04:51 PM
You standing up provokes my Readied Action:
[roll0] [roll1] and DC32 Will-save if that hits (familiar from last round much?).

Moonlitdreams
2010-04-04, 06:11 PM
Okay, your readied action hits, but it shouldn't affect the rest of my stated turn actions, so the ones in my last post still apply.

Will save: [roll0]

And also, I am less clear on this, but I think my readied action goes off after yours, as it was keyed to Alya moving.

Eldariel
2010-04-04, 06:18 PM
Okay, your readied action hits, but it shouldn't affect the rest of my stated turn actions, so the ones in my last post still apply.

Will save: [roll0]

And also, I am less clear on this, but I think my readied action goes off after yours, as it was keyed to Alya moving.

Well, you should be unable to take actions the turn after my Readied Action triggers (though that Will-save was close O.o) so all actions after you rising up shouldn't happen; if you readied your action after moving, that would be impossible as the maneuver simply says "may not take actions for 1 round".

Also, Alya didn't move; hell, Readied Action wouldn't even allow that with the maneuver. You're simply within her threatened area (60' reach) and thus she can initiate the maneuver right from where she stands. Though if your condition was fulfilled and you readied your action before Alya's Readied Action, go ahead.

Moonlitdreams
2010-04-04, 06:20 PM
Fair enough.

And yeah, that Will save was really close. o.o

Eldariel
2010-04-04, 06:22 PM
So, my turn? I know you said "your turn", but with all the stuff going on, I just want to be sure.

Eldariel
2010-04-04, 06:36 PM
Hm, well, stop me if it's not.

Round 10

Using the momentary lapse in his opponent's ability to use defenses, Alya seeks to seize the momentum (Dancing Mongoose + Bounding Assault):

[roll0] for [roll1]
[roll2] for [roll3]
[roll4] for [roll5] [Dancing Mongoose]
[roll6] for [roll7]
[roll8] for [roll9]

[roll10] for [roll11] (Wound, Attach and DC 26 Fort-save or [roll12])
[roll13] for [roll14] (Wound, Attach and DC 26 Fort-save or [roll15]) [Dancing Mongoose]
[roll16] for [roll17] (Wound, Attach and DC 26 Fort-save or [roll18])
[roll19] for [roll20] (Wound, Attach and DC 26 Fort-save or [roll21])

[roll22] for [roll23]

Moonlitdreams
2010-04-04, 06:42 PM
Yeah it's your turn.

Where exactly is Alya attacking from? I realize she has 60' reach with those tendrils, but what about the unarmed strikes and the bite?

Regardless, none of the attacks hit.

OO:

Ring of Avoidance saves my butt again with its upgrade to 52 AC. Last charge... this will only last until the end of my turn.

Eldariel
2010-04-04, 06:45 PM
She's attacking from 15' away, at M20-O18 10' up.

Ok, now I'm really curious: How can you improve your AC so dramatically without taking an action? Disrupting Blow means you can't even take free actions, so I see no way your AC could be higher now than on your turn.

Moonlitdreams
2010-04-04, 06:51 PM
Ring of Avoidance was activated last turn and still (barely) active for that attack. That brought my AC to... 52 during frenzy.

Also, and yes this question is relevant, how far out does an Ironmaw's tendrils spread?

Eldariel
2010-04-04, 06:52 PM
Ring of Avoidance was activated last turn and still (barely) active for that attack. That brought my AC to... 52 during frenzy.

Hum, why didn't it affect my readied action then?

Moonlitdreams
2010-04-04, 06:53 PM
Oh. Well... actually, I guess it would have. In which case I DO get my readied action on you.

Also, and yes this question is relevant, how far out does an Ironmaw's tendrils spread?

Eldariel
2010-04-04, 06:59 PM
Oh. Well... actually, I guess it would have.

Well, that's gonna change my turn as there's no reason for me to charge in knowing I can't hit; if that attack misses, I'm not gonna do better on the full attack so yeah.


Also, and yes this question is relevant, how far out does an Ironmaw's tendrils spread?

Well, Ironmaw's space is 15'/15'/15' and there's nothing stating the Tendrils are outside his square except when attached. Basically, the creature is listed as having a 60' reach but standard space.

Far as I understand, they act like reach weapons; sure, you'd think you could attack the weapon whenever you're in his threatened area, but Sundering is only possible against an opponent you threaten.


And ok, take your readied action away.

EDIT: You mean on my turn? Well, considering that turn was based on false IC information, I'll have to redo it.

Moonlitdreams
2010-04-04, 07:08 PM
Well, that's gonna change my turn as there's no reason for me to charge in knowing I can't hit; if that attack misses, I'm not gonna do better on the full attack so yeah.


Alright. I apologize for the miscommunication. Go ahead and change your turn.



Well, Ironmaw's space is 15'/15'/15' and there's nothing stating the Tendrils are outside his square except when attached. Basically, the creature is listed as having a 60' reach but standard space.

Far as I understand, they act like reach weapons; sure, you'd think you could attack the weapon whenever you're in his threatened area, but Sundering is only possible against an opponent you threaten.


Well that's a strange rule. Alright though, I'll make sure I remember that one.



And ok, take your readied action away.


Here it is:

Touch attack: [roll0] for [roll1] and a negative level. Also, you cannot make Attacks of Opportunity for 3 rounds because of this.

OO:

The readied action was to use Covering Strike (with a single Heartseeker Amulet charge).

Moonlitdreams
2010-04-04, 07:10 PM
Okay, well go ahead and redo your turn and I will see if the AoO was activated.

Eldariel
2010-04-04, 07:16 PM
Round 10

Alya disappears and reappears again at E29-G27 45' up (in other words, at the ceiling), shifts her position a bit and braces herself.

Free Action: Deactivate Boots of Speed
Swift Action: Shadow Blink to E29-G27 (45' up)
Full-Round Action: Adaptive Style: Restore all.
Stat Block:
2 Negative Levels

Huge Humanoid (Human)
Location: E29-G27 (45' up)
Form: Ironmaw [FF]
Stance: Leading the Charge
HP: 49/185; DR: 15/Magic & Slashing; Resist: Acid 10, Sonic 10, SR 30; Immunity: Electricity, Cold, Criticals, Poison, Paralysis, Polymorphing, Mind-Affecting, Stunning, Sleeping
AC: 52; Touch: 30; Flat-Footed: 48
Senses: Low-Light Vision; Spot +35, Listen +35
Speed: 30', 50' Fly (Average)
Unarmed Strike: 1d20 + 36 for 4d8 + 24 (+Wis for Maneuvers & +13 for Leading the Charge)
Tendrils: 1d20 + 28 for 2d6 + 13 (+Wis for Maneuvers & +13 for Leading the Charge); Illness, Wounding, Attach
Bite: 1d20 + 33 for 1d8 + 13 (+Wis for Maneuvers & +13 for Leading the Charge); Engulf

Str 44, Dex 15, Con 31, Int 16, Wis 24, Cha 12

Fort: +27; Ref: +9; Will: +18

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Shadow Blink
Radiant Charge
Quicksilver Motion Level Drain
Greater Divine Surge Level Drain
Durations:
Rage: 2/12
Feral Trance: 2/12
Law Devotion: Used/10
Boots of Speed: 2/10
Cloak of Major Displacement: 1/10
Animal Devotion: Ape's Fury: 1/10
Animal Devotion: Hawk's Flight: 2/10
Dual Stance: Used/2
Numbers:
Initiative Count: 21
Knowledge Devotion: +3 (27)
Wildshape Uses: 4/6 left

Moonlitdreams
2010-04-04, 07:20 PM
Assuming that was some form of movement, any will do, Dydrome's readied action goes off.

Touch attack: [roll0] for [roll1] and a negative level. Also, you cannot make Attacks of Opportunity for 3 rounds because of this.

OO:

The readied action was to use Covering Strike (with a single Heartseeker Amulet charge) on Alya when she moved.

Eldariel
2010-04-04, 07:23 PM
Hm, she teleported from I24-K26 (20' up) to E29-G27 (45' up); how do you reach her at either point? Surely you can't use Covering Strike without being in range of the opponent. Or do you have immense reach?

EDIT: I've got your last known position at R17-S16 groundbound; that's definitely not within reach of Alya unless you have a 60' reach. You tried to move away twice but were Attached the first time and Tripped the second.

Moonlitdreams
2010-04-04, 07:39 PM
R17-S16, yes, but I was 20' in the air. Upon looking at the map again, I am not quite in range for that, so just disregard the AoO. My apologies. Is your turn over?

In any case, I am no longer in your threatened area. :smallbiggrin:

Eldariel
2010-04-04, 07:43 PM
That's true; but if you actually wanna hit me with something, you will be. Alright, your turn.

EDIT: And you shouldn't be 20' in the air since you specifically dropped as a consequence of the trip. We even rolled falling damage for you and you even stood up! Though the cliff you're on is 10' high so you're 10' in the "air" anyways.

Eldariel
2010-04-04, 07:46 PM
Oh, and also, standing up (last turn) does provoke an AoO so I might as well roll it even though it's unlike to hit:

[roll0] for [roll1] (and second Wound + Illness + Attach; remember your AC is -4 from Prone at this point yet)


EDIT: Well, I'm pretty sure that doesn't hit. I think that means we're finally done with the last turn. Knock yourself out.

Moonlitdreams
2010-04-04, 08:04 PM
Nope, doesn't hit.



Dydrome flies back, and Alya sees him drop from her sight behind the S6-X10 cliffs.

Your turn.

Observers Only/Round Actions:

Location: Starting: R17-S16 (ground level) Ending: H30-I31 (10' underground)

Move Action: Double Move. Drop back to U7-V8 at ground level, so behind the cliff. (30 feet movement) Burrow 10 feet down, and moving around to H30-I31 (still 10 feet underground).
Free Action: Stop Raging.
Free Action: Stop Frenzying.
Free Action: Deactivate Boots of Speed.
Swift Action: Replenish Maneuvers.

Eldariel
2010-04-04, 08:15 PM
Round 11

Teleporting and flying, Alya reaches S10-U8 (45' up) [pretty much direct diagonal movement, first horizontally to E24-G22 (45' up) and then diagonally]. Does she see anything? Mind that the cliffs are only 10' high and thus can't really hide you from vertical view from this distance.

Moonlitdreams
2010-04-04, 08:18 PM
There is nothing to be seen in the areas that she looks.

I assume you have more for your turn?

Eldariel
2010-04-04, 08:42 PM
Indeed. I'm assuming you can't see me either then, so I'm spoiling the rest.

Actions:
Free Action: Activate Boots of Speed
Swift Action: Shadow Blink to I21-K19 (45' up)
Move Action: Move 5' to I20-K18 (45' up) and diagonally to S10-U8 (45' up)
Standard Action: Wildshape into Cave Troll (10 hours) becoming Large [T9-U8 (45' up)]
Free Action: Deactivate Boots of Speed
Stat Block:
2 Negative Levels

Large Humanoid (Human)
Location: T9-U8 (45' up)
Form: Cave Troll [MM3]
Stance: Leading the Charge
HP: 49/185; Fast Healing: 8
AC: 52; Touch: 34; Flat-Footed: 48
Senses: Low-Light Vision, Scent, Darkvision 90'; Spot +27, Listen +27
Speed: 60', 50' Fly (Average)
Unarmed Strike: 1d20 + 31 for 3d8 + 19 (+Wis for Maneuvers & +13 for Leading the Charge)
Claw: 1d20+24 for 2d6+11
Bite: 1d20+24 for 1d8+11
Rend: 4d6+22

Fort: +29, Ref: +11, Will: +18


Str 37, Dex 19, Con 37, Int 16, Wis 24, Cha 12

Prepared Maneuvers (11):
Counter Charge
Zephyr Dance
Bounding Assault
Shadow Garrote
Disrupting Blow
Dancing Mongoose
Moment of Alacrity
Shadow Blink
Radiant Charge
Quicksilver Motion Level Drain
Greater Divine Surge Level Drain
Durations:
Rage: 2/12
Feral Trance: 2/12
Law Devotion: Used/10
Boots of Speed: 1/10
Cloak of Major Displacement: Used/10
Animal Devotion: Ape's Fury: Used/10
Animal Devotion: Hawk's Flight: 1/10
Dual Stance: Used/2
Numbers:
Initiative Count: 21
Knowledge Devotion: +3 (27)
Wildshape Uses: 4/6 left

Moonlitdreams
2010-04-04, 09:10 PM
Alright.

My turn actions:

Move: Burrow to F26-G27, poke Dydrome's head out. Clearly he would see that Alya is no longer there, so he burrows (10' underground, now) to O14-P15, and surface.
Free: Begin Raging again.
Free: Begin Frenzying again.
Free: Activate Boots of Speed.

Maneuvers:

White Raven Tactics
Covering Strike
Ancient Mountain Hammer
Avalanche of Blades
Disrupting Blow
Iron Heart Surge

Current Stance: Absolute Steel- swift action activation; +10 to speed, +2 dodge bonus to AC if move at least 10 feet per round.



Dydrome surfaces at O14-P15, 30' in the air. Is Alya visible from there?

Eldariel
2010-04-04, 09:16 PM
There's no way in hell you can surface 30' in the air. That's just physically not happening unless the surface itself is 30' in the air, in which case you aren't 30' in the air...so no, I think you're surfacing right at O14-P15 surface. Assuming that, Alya is at T9-U8 (45' up) looking like a large humanoid-shaped creature with two huge claws and teeth to match (Cave Troll).

EDIT: Don't forget to account for less than perfect maneuverability costing 2xmovement for rising.

EDIT#2: Corrected Alya to only take Large creature's space.

Moonlitdreams
2010-04-04, 09:38 PM
There's no way in hell you can surface 30' in the air. That's just physically not happening unless the surface itself is 30' in the air, in which case you aren't 30' in the air...so no, I think you're surfacing right at O14-P15 surface.

Must you pick on my wording? What I meant is that he emerges at O14-P15, and goes up 30'. But if he would see Alya before going up the 30 feet, then he doesn't bother.

He charges, attacking Alya with his glaive from R11-S12.


[roll0] for [roll1] + [roll2]
[roll3] for [roll4] + [roll5]
[roll6] for [roll7] + [roll8]
[roll9] for [roll10] + [roll11]

The first two are touch attacks. If the first hits, make a DC 32 Will save.

The double damage comes from Headlong Rush.

Edit: And a negative level for each successful hit.

OO:

Standard: Full-attack on a charge because of pounce. Disrupting Strike (swift action) used on the first attack.

Eldariel
2010-04-04, 09:42 PM
I'm not picking on your wording. It's game-mechanically very relevant whether you have sufficient movement to reach Alya, which is why I'm pointing out that you see Alya already from the ground. Also, I wanted to clarify if you actually meant you have e.g. some teleportation or such that puts you up there.


Also, initiate Counter Charge: Opposed Dexterity-check.
[roll0]

EDIT: Counter Charge is again: "Initiated when opponent charges you. I choose either Str-check or Dex-check. If I'm bigger, I gain bonus from Str. If I'm smaller, I gain bonus from Dex. Opponent doesn't get bonus either way.

If I win the roll, the attacker is denied chance to attack and I may place him 2 squares away from myself to any direction.

If I lose, you gain +2 to all attacks."

Level 1 Setting Sun.

EDIT#2: Actually, -2 on that check due to negative levels. So 16.

Moonlitdreams
2010-04-04, 09:58 PM
Alright... you needn't worry about me having enough movement though, as Dydrome has over 100 feet of movement with the stance he is in and the Boots of Speed, not to mention that in a charge you can move up to twice your speed. But no, I do not have teleportation. The method of rising into the air is clear to Alya: the giant wings on Dydrome's back.

Opposed Dexterity check: [roll0]

Eldariel
2010-04-04, 10:00 PM
Alright, that fails. Place you 2 squares (so 10') down from your present position. Continue if you have actions left.

EDIT: And "Alright" with regards to your movement too. My turn?

Moonlitdreams
2010-04-04, 10:08 PM
Alright. Swift action to gain another full-attack, and Dydrome jump-charges upwards at Alya.

[roll0] for [roll1] + [roll2]
[roll3] for [roll4] + [roll5]
[roll6] for [roll7] + [roll8]
[roll9] for [roll10] + [roll11]

The first three are touch attacks. If the first hits, make a DC 32 Will save.

The double damage comes from Headlong Rush.

Edit: And a negative level for each successful hit.

OO:

Swift: White Raven Tactics
Standard: Full-attack on a charge because of pounce. Disrupting Strike (swift action) used on the first attack. Using up the charges from the Heartseeker Amulet. Hopefully, this time they won't be stopped by an AoO or something.

Eldariel
2010-04-04, 10:09 PM
Well, that's it. There's no way for me to stop that. May I check your spoilers now? I really want to know what the heck has been going on all fight.

Also, epic fight.

Moonlitdreams
2010-04-04, 10:17 PM
Of course you may. Some of my spoilers have shorthand though, so feel free to ask for clarification.

And, very good match. I was in a real tight spot when I found out I couldn't use Power Attack on Alya.

Thank you. :smallsmile:

Eldariel
2010-04-04, 10:35 PM
...your actions are somehow messed-up. List of stuff I see reading through it all:
- You can't reactivate Frenzy or Rage after shutting them down. Ending Frenzy is a DC20 Will-save and both are once/encounter (Rage can be ended whenever, of course). And you're Fatigued after each (Exhausted after both).

- I thought we had a ruling that White Raven Tactics could not be used upon yourself here on the arena. I'll check up with Lynd; I don't see it listed so I guess that's a fair game. Still, I haven't been using it 'cause I thought we have a rule against it.

- Heartseeking Amulet and Ring of Avoidance from Magic Item Compendium? Those have activation actions: All items there have "Activation:" listed for what they require in MiC. Heartseeking Amulet is a swift action each, Ring of Avoidance is a standard action. Belt of Battle is a swift action. Scout's Headband is a standard action.

For example of how "Free action" is spelled out, check Ring of Communion. Boots of Speed are one of the few items usable as a free action (since the activation is "heel clap"). Also, generally deactivating an item is the same action as activating it (e.g. Ring of Blinking takes a standard action to deactivate).

- Ring of Avoidance only lasts until the beginning of your next turn.

- Disrupting Blow (if you're using the maneuver I think you're using) is a standard action strike. You can combine it with Battle Jump for Charge, I guess, though (somewhat ambiguous), but it's not a swift action either way.

- Battle Jump requires you to come down on your opponent from his size in feet. This means you'd e.g. need to jump over arena ceiling to successfully Battle Jump Alya in the end of this. Also, Battle Jump does not alleviate the need for an attack to actually do anything.

- Charging is a full-round action. E.g. second-to-last turn (before WRT), you couldn't have charged.

- Switching item is a move action to remove an item (generally, if it's easy to remove), free action to drop the old one, move action or free action to retrieve the new one (depending on how it's stored; Glove of Storing would be free action for example) and move action to wear the new one; regarding the "switching Heartseeking Amulet".

- I just checked Frenzy-rules; while under Frenzy, you can't:
* Activate magic items
* Actions that don't involve attacking opponent to best of your ability (this is ambiguous, but e.g. definitely closes out moving away)
* Use Dex/Con/Int/Cha-based skills

- Enhancement-bonuses to speed don't stack. So e.g. Boots of Speed + Absolute Steel Stance don't increase your speed by over +30 (from Boots of Speed).

EDIT: Btw, wow. The Dex-restriction is in Rage too and I never noticed. I thought it just had restrictions on mental stat abilities. I guess that means I can't use Tumble as I did here while Raging. Swell.

Moonlitdreams
2010-04-05, 01:44 AM
Are you wanting some sort of ret-con on this? After all, I made a lot of mistakes that affected things.

...Maybe a rematch, now that I know.

Eldariel
2010-04-05, 02:06 PM
Are you wanting some sort of ret-con on this? After all, I made a lot of mistakes that affected things.

...Maybe a rematch, now that I know.

Well, we'd have to retcon to pretty much turn 1. Though you may want to rebuild some of your character stuff; in particular the Frenzied Berserker + No-Magic-Item-Activation is a huge issue when your character so heavily relies on magic items. Well, that and the whole "magic items require actions"-part.

If you want to, we can rematch, but if you wanna do some tinkering first, that's fine too. Either way, considering more than half the actions in this fight were most likely illegal, I do think we need to do something about it.

Moonlitdreams
2010-04-05, 10:25 PM
Yeah, I'm going to see if my character can do without the Frenzied Berserker, and possibly change a few other things.

In that case, this match obviously doesn't count. But I would be happy to fight you again once I get everything worked out.

Eldariel
2010-04-05, 10:28 PM
Yeah, I'm going to see if my character can do without the Frenzied Berserker, and possibly change a few other things.

In that case, this match obviously doesn't count. But I would be happy to fight you again once I get everything worked out.

Sounds good. Give me a call. I'll fly with you.

sleepy
2010-04-18, 01:28 AM
Not to heckle from the peanut gallery here, but since you guys are going over some of the odd stuff that happened, entering Feral Trance also "destroy[s] any shoes or gloves you are wearing." :S

edit: I oughtta learn to keep my mouth shut. I get the vague sense that I've probably just made myself look foolish, so I google "feral trance shoes gloves." First result is the thread from one of Eladriel's matches. Figures.

Eldariel
2010-04-18, 01:32 AM
Not to heckle from the peanut gallery here, but since you guys are going over some of the odd stuff that happened, entering Feral Trance also "destroy[s] any shoes or gloves you are wearing." :S

That's...hardly an issue in Wildshape with the melding and all (which, in turn is not a question with Wilding Clasps to...simplify matters). I've actually went through that very question in the thread way back when.

sleepy
2010-04-18, 01:36 AM
Hah, read my edit. At any rate that's good. </unlurk>