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2008-07-25, 10:44 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerLuckily me, and the ice golem are still alive so as full round action for me I will have the golem charge you, and take a chance at grabbing your head
touch attack (1d20+10)[14], and if its a crit (1d20+10)[30], and unarmed strike damage to which I ironicly have the feat. damage
(1d8+4)[10] after which I relinquish control of the golem as a free action its rocks maybe tumbleing down on your head.
EDIT: PUT MORE CLARIFICATION INTO MY POST AS TO WHAT I"M DOING.Last edited by Fan; 2008-07-25 at 10:46 PM.
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2008-07-25, 10:47 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerA: That didn't hit anyway
B: Charging at me across the water?
C: It should be Rialu up next, before you go.Last edited by AlterForm; 2008-07-25 at 10:48 PM.
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2008-07-25, 10:57 PM (ISO 8601)
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- Water Tribe, South Pole
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerVery nice move, AlterForm. But you miscalculated by 5 ft. You've left an opening, and I've done this before in the playtest, so it's legal, I assure you.
Also, Fanboy, when it's your turn; who's the "you" that you're referring to? Also, please explain the nature of this ditch of yours. I still have no idea what it is.
Rialu shivers and grunts in frustration as the snow whips around him, angry that he let the waterbender slip between his fingers. He glances around the boulder to his right and glares at Sikkun, prepared to destroy him with his bare hands. Or his bare foot.
The seasoned monk takes a quick step around the boulder, then dashes north, charging across the snowy plain then taking a reckless leap over the stream and lands, screaming in fury as he directs a lethal side-kick at his frustrating waterbending opponent.
SpoilerI take on move action for the 5-feet, moving from 019 to 018. Then I use a move-action to do the half-charge thing so I can move my 90-foot base land speed, cut in half by the snow to 45. The DC on the Jump check is 15 to cross, and I don't even need to roll. I land at I18 after 30 feet of movement (all part of the charge) and use my Sliding Side Kick class ability to make a Decisive Strike leg attack on Sikkun at the end of the charge. Full Power Attack. Also a Stunning Fist attack, by the way. Make a Fort save it if hits, please.
Attack Roll - (1d20+14)[23]
Damage Roll - (1d10+19)[25] x2 = 50 damage before DR.
Stunning Fist DC is 20 because of Decisive StrikeLast edited by Eighth_Seraph; 2008-07-25 at 10:59 PM.
Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-25, 11:03 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerOh, and don't forget my Knock-Down feat. I also automatically attempt to trip Sikkun for dealing more than 10 damage.
Trip Attempt - (1d20+7)[14]
Please make an opposed Strength or Dex check, whichever is higher. I'm pretty sure it's Dex for you.Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-25, 11:11 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerForgive me for not believing you, but...
Half-charging as a Move action? After moving in the same round?
You're going to need to show me a way you do that, since charging is (as I'm sure you know) normally a full-round action, which you can take as a standard if you are limited to 1 action per round.
And how are you decisive striking on a charge?
Is this all built into the Martial Artist class for the Avatar d20 system? Because I don't see how you'd get these using the DnD 3.5 monk.
And that fortitude save, which I suspect I'll fail. [EDIT]: Yep, failed.
(1d20+5)[18]
And the opposed check. [EDIT]: Rolled crap here too.
(1d20+3)[8]
I take 45 damage after DR.
[EDIT]
SpoilerAnd just what did the Stone Golem do, anyway? He (probably) couldn't charge Sikkun, since there's a stream in the way, and if he charged Rialu that'd mess up the monk's charge, would it not?Last edited by AlterForm; 2008-07-25 at 11:20 PM.
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2008-07-25, 11:22 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerHere's the charge rules. Again, from the SRD.(Emphasis mine)SpoilerCharge
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move.
Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)
If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.
You can’t take a 5-foot step in the same round as a charge.
If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.
Erg. I forgot that I could only charge as a move action if I didn't have a full-round action to begin with. I don't suppose you'd let me get around that frustrating five-foot diagonal motion, would you? If not, then I'll just redo my turn to something more boring and by RAW.Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-25, 11:26 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
Last edited by AlterForm; 2008-07-25 at 11:31 PM.
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2008-07-25, 11:43 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerI'll take that as a no, then?
Well...Actually. I can pull this off. If instead of taking a five-foot step, I simply take part of my charge move action to climb up the boulder in front of me (taking 40 ft. of move to make it to N19, leaving me with 140 feet of move), I then rampage in a straight line, jumping off the boulder and across the stream as mentioned before, and executing the kick. That all depends if we allow a short climb as part of a charge. The DC for these rocks is 25, and I don't have any help, so I need to see.
Climb check - (1d20+16)[18]
If y'all don't allow me to climb the rock as part of a charge, then I'll just just make the whole charge combo against Turak, which I can charge without jumping over any rocks or water. As soon as he explains the whole "ditch" thing.
Yup. I charge Turak.Last edited by Eighth_Seraph; 2008-07-25 at 11:44 PM.
Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-25, 11:45 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerAnd fall in the 15ft by 15ft ditch he made?
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2008-07-25, 11:46 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerI'm still more concerned about where that golem of Turak's is.
I'm starting to think we could really use a Ref for this.
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2008-07-25, 11:49 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerWell since it could'nt complete it's charge it is in the lake right next to the bridge.
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2008-07-25, 11:50 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerThat usually happens with benders. It's much easier on a table-top where you can talk and point to explain, I assure you.
Fanboy. Where, exactly, is this ditch of yours? And where are you? Give me the coordinates of your ditch and the coordinates for Turak, as well as how high or low everything is.Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-25, 11:51 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerAlright guys, time to call it a night for me. Continue tomorrow, eh?
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2008-07-25, 11:55 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerYeah. I have a book laying open by my left hand that's getting kinda lonely being unopened all day. But seriously, I want to solve the dilemma with Turak first. Could you give me all those coordinates before heading to sleep, Fanboy?Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-26, 12:02 AM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerI'am in L15, my golem is in L12 as I created it, and tried to have it charge, my ditch is in a perfect circle surrounding me in every surrounding space the ditch in level with the ground making it kind of hard to see, anyway it's 15 foot deep, and 15 feet wide, so DC 30 jump.
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2008-07-26, 12:12 AM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerActually, it's a DC 15 long jump. Which I'm going to do succeed at, without rolling with my +15 Jump modifier. You don't have to respond today (Go to sleep if you'd like), but I'm doing the whole thing that I was going to do against Sikkun, but now it's against Turak. And after I execute my attack, I land in the ditch, 15 feet down and take falling damage. And I'm okay with that.
Attack Roll - (1d20+15)[32]
Damage Roll - (1d10+19)[22] x2 = 44 damage, before DR
And if I hit, here's my Knock-down application.
Trip Attempt - (1d20+7)[16]
It's also a Stunning Fist attempt, so please make your Fort Save, if I hit. DC 20.
EDIT
SpoilerDefinite Hit. Please take your 39 damage, which, I believe, puts Turak at -1 HP and bleeding.Last edited by Eighth_Seraph; 2008-07-26 at 12:15 AM.
Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-26, 12:18 AM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerHow did you see me through my dust cloud? Which did hapen becuase it went odf AFTER you did the air blast, and you did see me but you did not know that the ditch was there.
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2008-07-26, 12:24 AM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerFanboy. AlterForm and myself have been working under the assumption that your Dust Cloud reaction did not occur for, like, 6 rounds now. The initiative order didn't change, and you never actually said what the radius was. That, and it hasn't affected any of our actions in all this time. Seriously, bro.
But anyway, I am tired and cranky, and I'm sure you are, too. Let's finish this tomorrow, when we can be reasonable and not get angry over a playtesting match, as I am uncomfortably close to becoming. Alright? G'night. I'll fightcha in the morning I guess. Or the afternoon.Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-26, 11:08 AM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerHow about we call in someone from the recruiting thread? Just so we have someone other than ourselves to abjudicate until Meph gets back?
Also, Seraph, how is Rialu decisive striking on a charge?
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2008-07-26, 01:54 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerYes, please. I'll put up an ad for it, if you haven't already. Decisive striking on a charge is one of the techniques granted by the Hand and Foot style, which I recently made and want to test. It's called Sliding Side Kick, and you should see it in my character sheet.Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-26, 02:11 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerThat's nasty.
I found the Hand and Foot style in the Martial Classes thread, btw. Not sure how I missed it the first time I checked.
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2008-07-27, 12:26 AM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerDo we want to just wait for Meph, maybe restarting the battle?
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2008-07-27, 12:07 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerWell, String sent me an adjudication for the discussion we're having in a PM. Here it is.
Originally Posted by String
It's just Rialu and Sikkun now. Go ahead, Pakku-clone.
Kidding, by the way. Friendly banter and all that.Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-27, 12:18 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerM16? Are you sure? Wasn't Turak at I12?
Nevermind, I'll just go with it.Last edited by AlterForm; 2008-07-27 at 12:28 PM.
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2008-07-27, 12:28 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-27, 12:42 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
"Nice jump there, pal! See you next fall!.."
Noticing the crowd had apparently already heard that one, Sikkun mustered everything he could into a trio of tentacles on the water. Now he'd just have to wait for his opponent to get back up. At the last second, he threw a little of his concentration (what little he could spare) on the other side of the bridge, summoning a fourth, meager-looking tentacle.
SpoilerStandard: Tentacle seed. Form 3 large tentacles at J14 through 20/K14 through 20 (I hope that's clear enough), and a single medium tentacle at J12.
Move: Ski to I17
Question: Are the tentacles intended to threaten their reach?If they don't, it needs to be spelled out in the seed description since they satisfy the condition of being able to attack in their threatened area.Last edited by AlterForm; 2008-07-27 at 01:04 PM.
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2008-07-27, 09:37 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
Rialu's elation at finally taking out that pesky earthbender makes its way out of his soul in the form of a fierce Ki-hap that resounds throughout the stones of the arena, earning him a redoubled cheer from the crowd as it revels in the broken bones of this barbaric sport.
With steely determination at his next target, Rialu resists the urge to immediately rip up the walls against Sikkun and first takes a drink from the gourds around his waist, letting the shell clatter against the carved stone at his feet as newfound adrenaline surges through his vein. Letting out an ominous chuckle, Rialu throws himself against carved earth in front of him, sparing a glance at the motionless form of the dying earthbender as he makes his way up, making a mental note to try and stop him from dying, if there's time at the end of the match. And if he wasn't too tired from pounding on the waterbender so hard. And if it's not too much trouble to jump across that ditch again.
SpoilerThey threaten, definitely. And this is a rather...difficult scenario for me to get out of, to say the least. But first things first.
I'm gonna pop the cap on on of my gourds and take another dose of chi-enhancing tea, which is now pleasantly chilled thanks to the artificial winter we've been experiencing. I'd also like to point out that Sikkun would have a hard time seeing me in the ditch I'm in. I'm gonna spend my move action moving to L12, which is 15 feet. I then spend the rest of my 75 feet of movement trying to scale the wall to the west at 1/4 my movement, a DC of 25 with success meaning that I make it to L11 and it's your turn. Failure means that I'm still at the bottom of the ditch.
Climb - (1d20+16)[35]
Yay! Success! Also, AlterForm, your three Large tentacles only take up room from J14 to J19 and K14 to K19.Last edited by Eighth_Seraph; 2008-07-27 at 09:46 PM.
Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-27, 09:58 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerYou're right about their space. Or at least, I'm trusting you on that. I can't get my eyes to focus right and count the squares.
Free: Relinquish Tentacles
Standard: Ice Prison form. (SteadyStance(Off)+Armor; DC 29). Reflex save DC 19 or be immobilized as the Steady Stance seed, without the option to chip away the ice.
Move Action if you succeed: Quickened Mist centered on SE corner of H16. 10-ft radius.
--Five-foot step to I17
Move Action if you fail: Quickened Snow. 2/4 rounds for Heavy Snow acrrued.
You're either going to end this with a quick, lucky damage roll, or I'm going to really draw the battle out as I slowly chip away at you from within mist banks.Last edited by AlterForm; 2008-07-27 at 10:08 PM.
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2008-07-27, 10:02 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerThis could get very bad for me, very soon...
Reflex - (1d20+13)[26]Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth
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2008-07-27, 10:10 PM (ISO 8601)
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Re: Avatar the last air bender. Bender battle(and a monk.)!
SpoilerAlright then. Rialu remembers this move, and he does. Not. Like it.
He takes a move action to F14, getting a safe distance away from water. Then he prepares to launch an Air Blast at the first sign of movement he sees. That's a readied action.Water, Earth, Fire, and Air: Benders of the Avatar worldAvatar By the amazing Mephibosheth