Ongoing Games (In-Character)Play-by-post games are going on in this forum as we speak (well, read). All threads on this board are actual games, so please, only post on a thread if you are a player of that game.
Extra notes: Houses are on average 20 feet high (just use that average figure all over the house), hay piles are up to 10 feet high against the walls. And, I don't care whether you're immune to sanctuary effects, you are not immune to the arena's sanctuary effect. Creatures summoned during the 1st round are also affected by the sanctuary effect.
I'll go ahead and start the buying.
I sell my smokestick and buy an Oil of Magic Stone, a Potion of Cure Light Wounds, and I'll pick up three pebbles as I enter the Arena.
I'll start in C11 with a loaded sling in one hand and a vial in the other.
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High Ref, OOtS Arena
I'll start mounted on W10-X11 holding lance and shield.
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Round 2
End Delay
As the booming voice rains down upon us, I whir up my sling and take a pot shot at you.
Attack (-4 for range) (1d20+2)[16]
Damage (1d3-2)[1] (minimum 1)
Then I'll disappear heading south down the 'A' column.
refs
Spoiler
To A16. The vial in my hand is the magic stone oil.
Hide (1d20+20)[26] in case he get LoS but I still have cover
Spot (1d20+6)[9] reactive during his turn
Listen (1d20+5)[23] reactive during his turn
stats
Spoiler
HP: 5
AC: 18 T16 F13
Ammunition: 19/20 bullets, 3/3 stones
In hand: Sling, unloaded // Magic Stone oil
Movement: C11 > A16
Condition: hiding, roll in this post
Done
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High Ref, OOtS Arena
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Sorry, that should be A13-B14 for my ending 4 squares.
I'm going to be away from Thursday night until Monday morning and I probably won't be able to post.
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Yeah, I'm done. There was a little confusion because I mistyped the space I ended on, heh.
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Free action, drop vial
Move action, draw vial
Swift action, refs
Spoiler
activate law devotion - AC
Standard action, throw vial
Junction of A13/14 and the wall, automatically hits. Both you and horse, please fail DC15 fort saves from the Sleepsmoke (you saw this stuff last match).
Done. Reminder to refs, this match on hold until Monday, April 7th.
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High Ref, OOtS Arena
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Move Action: Dismount onto A16, combined with loose shield
Free Action: Drop shield
Attack with lance (2-handed): (1d20+9)[29] (1d8+9)[17]
5-foot step to A17
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Minor play mistake, I think. Readying and loosing a shield, much like drawing and sheathing a weapon, is an action that is able to be taken as part of a regular move, provided your BAB is +1 (it is).
However, a Move action is not the same as a regular move. A regular move is the Move use of the move action. Thus, you could not have had the shield loosed when you attempted to drop it, and thus could not have had the 2nd hand free to use the lance with.
Play rewinds to the beginning of Krux's turn (since his first posted action is the one in error.)
Free Action: Drop Lance
Move: Squeeze and move to A16-A17, combine with drawing a short spear
Attack:Direct my horse to bull rush, moving to A16-A17.
I'll attempt to attack with the spear in tandem with the horse's attack.
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Ride check to take cover behind mount (DC15): (1d20+7)[20]
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Bullrushing is a special attack. I'd like a high ref to rule as to whether or not that is covered under the standard attack training for a war horse. I'm thinking it would be a separate trick you'd have to teach it.
Secondly, if you can bullrush with your mount, you need a DC 10 handle animal check to get your warhorse to do it.
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High Ref, OOtS Arena
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. . . Handling an animal is a move action. . .
Directing a mount to attack is a use of the handle animal skill, and it is a move action to do so.
Quote:
Originally Posted by SRD, Bull Rush
You can make a bull rush as a standard action (an attack) or as part of a charge.
Bull rushing is a standard action, and qualifies as an attack.
Quote:
Originally Posted by SRD, Mounted Combat
Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. . .If your mount charges, you also take the AC penalty associated with a charge.
Directing your mount to move is a free action (with some stipulations on what can be done by the rider if you move).
Further, The comment that "If your mount charges" implies that the mount can, indeed, be directed to charge (another special attack).
Thus, I see no illegal action, other than misformatting a couple items. The proper action list should be correctly listed as:
Quote:
Free Action: Drop Lance
Free Action: Squeeze and move to A16-A17, combine with drawing a short spear
Move Action: Direct my horse to bull rush, moving to A16-A17.
Standard Action: I'll attempt to attack with the spear in tandem with the horse's attack.
Ride check (guide with knees):
Spear Attack:
Damage:
Handle animal check (direct to attack):
Mount's STR check:
Based on this, the check we need from Krux is a handle animal check. Also note that, since Krux is considered to be taking up all four squares just like his mount (per the mounted combat section), he too will take penalties for squeezing. Strength check will be contingent on the success of the Handle animal roll.
I see. What I'm rolling is "Handle an animal, DC10" right? (1d20-3)[8]
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Correct. One of the tasks your mount knows is "attack". That includes most of the attacks in the PHb. However, in order to USE that, you must use handle animal. Ride is sufficient for directing movement and other things related to that.
As the check failed, the mount will not bull rush, though he will move up to chile's square.
Alright, so the spear attack missed. The bullrush didn't happen. You and horse are in A15/16.
The sleepsmoke expands and envelopes you and horse again forcing another save.
Assuming you both make the saving throw I'll do this:
I'll take a 5' step to A18.
Move action: Load sling
Spoiler
and reallocate law devotion to attack
Standard action: Attack Defensively (1d20+5)[21] vs AC 18 (no dex, -4 squeezing, +4 cover) (1d3-1)[1] (min 1) + (1d6)[2] (feat) + (1d6)[4] (sneak)
Free Action: (say something in draconic)
Spoiler
and reallocate low devotion to AC
edit: Looks like that's a hit. You're ride skill is high enough that you don't have to roll to stay in the saddle. If you or the horse fail the save at the beginning of my turn though, I'll redo the whole thing. Otherwise, I'm done.
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High Ref, OOtS Arena
Last edited by chilepepper : 04-08-2008 at 11:56 PM.
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Alright, scratch my move then. Since you're unconscious, you'll need to roll to see if you fall out of the saddle. You're on a military saddle, so it's 25% chance of falling.
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<--- Avatar made by bayar
High Ref, OOtS Arena
Hold up, I've found a possible error that may require rewinding of the match.
In post 13, Chile stated his attack automatically hit. That is not the case. From the 2nd range increment (15 feet), it is possible for the attack roll to miss. If it does, and the scatter roll is North, south, or East, the smoke will be in a different location, which could have an impact on the match.
Solution being used: Roll an attack roll, chile. If the attack hits (or misses and scatters in a westerly direction), then all actions up to now are correct as posted. If is scatters due south, due north, or east (2 squares, since it's from the 2nd range increment), then play will need to be rewinded to post 13, following the attack.
Source:
Quote:
Originally Posted by SRD" scatter for grenade-like weapons
If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 being straight back at you and 2 through 8 counting clockwise around the grid intersection or target creature. Then, count a number of squares in the indicated direction equal to the range increment of the throw.
Oh yeah, sorry... And to clarify, it's a 75% chance to stay in the saddle, not a 25% chance to fall out. (ie, 1-75 = stay in) (1d100)[62]
By the way, can't you miss if you roll a natural 1 no matter what?
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