Unger

Narlock man of stone's page

33 posts. Alias of Edward Sobel.


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well I for one am not to sure on continuing at all.

I am in the same situation I am always in, continual ineffectiveness.

against Doom , yeah its really a matter if I win initiative because there won't be a round 2.

against Liberta? yeah my best attack needs a nat 19 or 20 to hit that will be a long drawn out loss. as I die a death of a thousand cuts.

I can only guess against any one else. so yeah, the concepts seemed cool for a regular game but in this it sucks big time.

so yeah I'll not be continuing at all.


if this arena thing is to work changes are needed.

1 every character needs to be fully stated and public ...

or no round can progress unless the GM verifies every single action and movement.

If I was running this I would expect a spoiler with detailed mechanics every single round that must be verified by the GM at the end of every round. no combat may progress unless the GM has authorized next round.

If you fail to provide what ability or power or spell you are using then you do nothing period.

a lack of GM presence makes this whole battle an exercise in total frustration.

I for one did really nothing in this and as such have no right to claim any victory.

had I faced any of the others 1 on 1 I would have lost. therefore I count this a loss for me.


look it does not matter, you readied an action and did it. fine then doom gets 1 attack and apparently hits for lots o damage. then your turn backed up (which would provoke as far as I can tell unless acrobatics or some other ability. then my turn which would be moving only. then Doom goes and step and full attack and does another world of hurt. battle over


Narlock simply double moves to current position on the map.


so he took a total of 59 damage so far.


well doom he's all yours, i'll just watch, best attack I have missed on a 17 I'll just hang back a watch..


Liberta Fucile wrote:
misses

who misses?


Narlock makes his way through his own terrain modifications and as he circles around a building he sees his target.

Narlock then finds his footing and with a stomp on the ground and thrust of his fist a fist sized stone flies toward his intended target, Liberta.

attack roll: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d8 + 5 ⇒ (4) + 5 = 9
bleed damage: 1d4 ⇒ 2

the rock slams into Liberta causing a bleeding gash on the side of his head.

actions:

Move to move into current position (calculated difficult terrain)
Standard to cast mighty fist of the earth

Liberta takes 9 damage and an additional 2 bleed every round


with the enemy no longer in his sights Narlock advances into his own spell effect.

double move straight ahead. positioned on the map as required


Ok guys can we stop worring about what we thought was the initiative order and get to posting actions?

Liberta you are up in the order...


Repost:

Initiative Order:

  • Zerin Vale
  • Doomsday
  • iberta Fucile
  • Narlock

based on actions I can tell it is start of round 3 Zerin is up


Seeing the nimbleness his oppnent seems to have Narlock makes a mental note of this for future.

scanning the area for where his opponent may surface Narlock advances cautiously.

actions:

perception to find opponent: 1d20 + 8 ⇒ (17) + 8 = 25

move forward 30'
ready action once an opponent is in his visual range cast mighty fist of the earth

has a range of 45' so will cast once in range

attack roll: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 1d8 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11
this incudes 9 points Bludge & 2 points bleed damage

if attacked and looks like it will be a hit (inculde spells that may need reflex save (like fireball), use immediate action to cast stone shield gives +4 bonus to AC and +2 bonus to reflex saves


I really thought this would move faster


yeah, but what's wrong with some fun descriptive text to go with it? makes the combat sound more dramatic than it really is. Also makes the spells sound more deadly that they really are.


Liberta Fucile wrote:
unless you ignore difficult terrain =D

oops oh yeah forgot about that, but that isn't really super common


was checking the map please remember those in the rubble cannot run, charge, nor 5' step also all movement is double cost so to move 30' you need to burn a double move action or have a speed of 60


See my above post about the outline


the center was the square that has what looks like drain about 4 squares in front of Zerin, sorry spoilered too much

I marked the area in red lines to show the difficult terrain


Narlock surveys the situation, his partner has vanished from sight.

Trusting that his partner knows what he is doing. Narlock plants his feet firmly on the ground and with a wave of his hands the air around Narlock erupts in dust and stone and gravel as rocks of various sizes congregate around his position. and with a thrust of his arms, the mass of rubble flies toward the enemy and in an explosion of rock and dust. capturing both enemies in a 40 ft radius and 20 foot high column of rock. (both take 7 bludgeoning damage)

rolls:

damage to both (no save): 2d6 ⇒ (2, 5) = 7

cast Stone call centered on the drain pictured on the map directly in front of the enemies. 40' radius is now difficult terrain


What are we waiting for?


ok what's up with the map? it shrunk and I am way in the back like off the map the other guys are off to the side what looks like on a roof top or in a building? I am pretty sure I wouold notice these things happening


ha doomsday take a look at both our pics (notice anything?)


Narlock the man of stone enters the arena ready to face what challenges are ahead of him.

click the link for a picture
will post actions as required on initiative


dotting in


still here, but not until tomorrow officially.


styx merely finds enjoyment watching the sparring studying the various art forms.

after the match Styx looks to the team captain

So any interesting news or advice for the match, or anything else?


entry
styx simply hold his spear aloft riding the chariot into the arena and as it reaches its destination he leaps from the chariot in a dramatic display of acrobatic skill. then gives with a skillful weapon performance he imitates a ready for combat

acrobatics: 1d20 + 13 ⇒ (11) + 13 = 24
perform act: 1d20 + 15 ⇒ (16) + 15 = 31

Styx motions to Ariella need to difuse the situation, we cannot afford to loose team members

Styx tryies to position himself in view of the Arcane Masters
Good Masters such actions are unnecessary the magic presented is for flair and audience appeasement it serves no ther purpose

attempting to lighten the situation before erupting to a premature fight

diplomacy: 1d20 + 4 ⇒ (7) + 4 = 11


The new person goes to to stand next to Ariella

whispering to her

Sleep well last night? Name is Styx, and you are?


The quiet newcomer takes a a golden belt and helm he dons a pair of fake white wings and a spear decorates the spear with some flowing gold tassles and a golden armored shoulderpads. also goes with white pants with gold shinguards with gold colored boots and gold bracers for his wrists/forearms.

attempting to mimic the snake man he makes some dramatic flourishes with his spear showing a bit of skill with the weapon.

perform act: 1d20 + 15 ⇒ (5) + 15 = 20

he then slams the spear butt to the ground with an impressive stance and smiles

the spear I am going with, is for show and not combat (unless there is no decrotive spear with the costumeing also is this costuming for the intros only? or what we will wear into the arena for fighting?


late during the night not long after "certain other activities" the serving boy tries to sneak into the room creaking the floorboards as he walks.

oops....sorry he whispers trying not to wake anyone.

he makes his way to a bed as close to the doorway as possible and climbs in to sleep.

stealth for the serving boy 1d20 + 5 ⇒ (1) + 5 = 6


stealth check: 1d20 + 21 ⇒ (3) + 21 = 24

to Ariella:

alte at night while the others are asleep Ariella is awakened by a masked individual she can barely make out his features as he seems to almost blend in with the darkness of the room. He places a finger over his lips to indicate silence and motions for her to follow.

stealth to exit the room: 1d20 + 21 ⇒ (19) + 21 = 40 exiting quietly

The man leads her to another room not far from the sleeping chamber.

I am the one you need to meet. I have been sent here by King Ullorth I am to assist in a special mission. we are to steal the true mask of Razmir from Omega. You need to win these games to get an audience with him. Also I have a second employer, I will need you and your team's help to accomplish that mission, but that will have to be discussed another time.

The man looks about to ensure no one else is present.

If you need to meet with me just give a message to the servent boy Styx he will relay it to me. the boy will be bunking in the room with your team and accompany you on in all of your matches. consider him a part of your team

Then the man is engulfed in shadows and and with some strange mumblings vanishes from sight.

Stealth to get away: 1d20 + 21 ⇒ (13) + 21 = 34

perception check if you want against the stealth rolls also spellcraft DC 16 for the mumblings

using 1 ki point for each stealth check for +4 (already calculated in)


Ariella does not need to make the check since the message was directed at her only those overhearing it need to make the check


coming to the table is a skinny fellow appears to be dressed in plain clothing he begins to clean the table gathering any dirty dishes and pauseing to ensure everyone's mug is full.

after cleaning he places a bowl of warm honey sweetened oatmeal in front of Ariella

Here ma'am I am sure this will stick to your ribs

bluff to pass simple secret message to Ariella: 1d20 + 11 ⇒ (3) + 11 = 14

to Ariella or sense motive check DC 14:

Passing message that I am Styx