[Jehova's Arena, Test] Fight the Twenty-Second, Macho vs. Kirk


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Macho and Kirk are in an arena they've never seen before, with slightly nicer stands and more people. The arena floor looks more cleanly-swept, and the peasants in the seats even look better washed. The two have no time to wonder at their surroundings, however, as they prepare for battle.

Macho A10, Kirk L10.


Elf

Kirk enters the Arena with an overconfident smirk. The kind of smartass smirk you tend to hate. He is an 6 ft 3 in tall elf with silver hair, dressed as a common traveler. You can make out something looking like a crossbow on his back and a blowgun on his belt, the only armor you can see is a haramaki. There is a dusty rose prism flying around his head, it looks like it has already seen it's best days. You can also make out a scroll case and some alchemical items hanging from his belt.
Kirk is accompanied by his miniatur giant space scorpion Uhura (just a greensting scorpion) who readies for the fight at L9.

Initiative:

Arbiter:

Kirk:

1d20 + 13 ⇒ (11) + 13 = 24

Uhura:

1d20 + 3 ⇒ (17) + 3 = 20

Kirk: 24

Uhura: 20


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

OOOOOOHHHHHH YYYYYEEEEEAAAAHHHH!!!!!

Macho enters the arena wearing his Lamellar (leather) armor and no apparent weapons except for his leather gloves with small spikes and his armguards also adorned with small spikes.

Looks like we have here a master of bugs, Macho Man is going squash those little bugs like hes going to squash you.

initiative roll:

1d20 + 3 ⇒ (13) + 3 = 16

initative = 16


Elf

What race is Macho?

[edit]Sry, just saw it.

:: Surprise Round ::

Kirk mumbles occult formulas and throws some sand in the direction of Macho. DC 16 will save please.

Arbiter:

Cast Sleep


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

macho is human


Elf

Sry, edited Kirk's action into my last post.


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

will save:

1d20 ⇒ 1

will save = 1


Elf

You fall asleep for 2 minutes.

I walk up next to your square, Uhura into your sqare.

Kirk casts another spell

Arbiter:

Cast shield

If I cast color spray now, can the spell affect you (since it states sightless creatures are immune, but closing your eyes does not protect)?

Uhura delayes actions until she is right after Kirk in the initiative order.

If yes: cast color spray first, if you win the will save, a second time, then coup de grace
If no: coup de grace with xbow

damage:

2d8 ⇒ (4, 6) = 10

DC 20 fort save please


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

oops no sleep for Macho can't cast sleep in surprise round casting time is 1 round...

Macho already lost a match because of casting spells in the surprise round that have to long of a casting time to cast sorry but i tend to keep up on every edge i can since macho has already lost 3 matches in a row and never won

EDIT unless it is the slumber hex in which case you are out of range and would have to move closer thus taking up the surprise round action to move closer.


Elf

You're absolutely right, and fully right to point it out. I shouldn't have won against Darkwolf the way I did then! Need to read the spells more carefully!

Kirk will still do the same action (starting to cast a spell) while Uhura moves to I10

Macho's up


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

Macho sees the tiny bug advance and the elf doing some finger waggling.

sorry little bug time for you to go squish

Macho charges the bug and slams into it with his fist.

charge action description:

If you are able to take only a standard 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) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

arbitor and rolls:

charge straight foward 35 feet and attack enter rage as free action
attack roll: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 1d4 + 7 ⇒ (3) + 7 = 10

attack roll = 16
damage = 10

Macho is now in sqaure H-10


Elf

Oh, thought you were on 30 movement.

But that attack does not hit.

:: Round 1 ::

Kirk finishes his spell with his move action (DC 16 will save please).


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

Will save:

will: 1d20 + 2 ⇒ (10) + 2 = 12

Save = 12

Edit: forgot I will awaken after the first damage attack


Elf

It's actually not over, sleep lets you wake up if I attack you, you might survive the coup de grace. I would try to cast color spray first though, dunno if it can effect you (asked about it in the advice forum).

Kirk and Uhura will do the exact same thing as stated in my 4th post in this thread with Kirk moving to G11.

[edit]seems like color spray can effect you, so another color spray first DC 16 will, if you make it another, then:

CDG damage:

2d8 ⇒ (4, 3) = 7

DC 17 Fort save please

[edit]Ninja'ed, my internet is horribly slow atm (28k style)


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

fort save:

fort save: 1d20 + 5 ⇒ (17) + 5 = 22

Fort save = 22


Elf

Sry, like I said my internet is horribly, horribly slow atm.

Seems like you can use color spray on unconscious creatures, so 2x DC 16 will saves please.


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

don't see how. i can't see it and unconcious i can't be affected by it. nor see it. also why 2 saves? or are you casting it twice

anyway saves are 1d20 ⇒ 20 and 1d20 ⇒ 2

so first one saves (do I awake?) Do you know if I saved? I am unconcious and the first effect is unconcious so would you even know if the spell worked?


Elf

I probably wouldn't know if the spell worked (so I cast it twice). Sleep specifically states that slapping or wounding a creature wakes it.

About the rules question: The part about patterns that says: "or are caught in it", not "and are caught in it" makes me think Ximen Bao is right. And there is the argument that you cannot defend against it like you can defend against gaze attacks. But I'm not enough into the rules to say for sure.

If it works you won't wake up since the sleep ends but color spray still effects.


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

so fight over never even got a round 1 action.


Elf

I think Jehova has the final call on the Color Spray issue. But if it works that way, yes :(

I'm sorry but that's how my SOD wizard works. Or does not against good will saves, Inen put me to some really big trouble.


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

actually just tired of loosing every fight. apparently barbarians are not suited to arena combat.

I should have gotten at least some VP with all the ediolons and summoned crap I had to kill before reaching the main opponent

not very effective reaching my main opponent and have to rage to stay alive long enough to attack once then get cut down


Elf
The Roughnecks wrote:
apparently barbarians are not suited to arena combat.

If I got it right I think the character with the most VP (Rolg, lvl 3) is actually a barbarian...


For now, please proceed as though color spray cannot affect a sleeping character. I'll do more searching.


Elf

:: Round 3 ::

Kirk does his CDG, failing to kill Macho

Ok, so I think it's Uhura's turn then. She tries to sting at Macho.

Arbiter:

1d20 + 3 ⇒ (19) + 3 = 22

22

if it hits, 1 nonlethal damage and DC 10 Fort save

Macho's up


Elf

P.S. did a google session on the color spray question. My findings are posted in rules forum (you can find the link some posts above). Even asked the staff because I think they overlooked something :)

Currently my RAW argument is:
Since Loathsome Veil and Rainbow Pattern quite specifically state that you can defend against them averting/closing your eyes while Color Spray does not and sightless is a specific (ex) ability, I think by raw it should penetrate eyelids/blindfolds etc (so an unconscious character can see it and can be mind-effected). Patterns also do not specifically rule anything about defending by closing ones eyes. This might not be intended and I would house rule it if it came up in my campaign. But I think this is how it works by RAW.


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

actually I was questiononing more of weather the color spray effect (assume make the save) would awaken the sleeping character. after all it dies also blind and stun so if there is an assult (mentally) like that could that be the equvilent of slapping the sleeping person.

which also brings up an interesting question take a look at the alarm spell. I believe there is a mental Ping option, could you carry a stone of alarm with the mental ping so, should you be hit with a sleep spell and someone approaches could the mental Ping wake them up?


Elf

I think not because the ping text states "normal sleep" while the sleep spell causes a "magical slumber".


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

to get me back in the right order here: Macho hit by sleep (fails save) then CDG attack for 7 damage (mad fort save) Hit by scorpion for 1 damage (need fort save for poison) Fort save DC 10: 1d20 + 5 ⇒ (16) + 5 = 21

Macho awakened by attacks. OHHHH that was a Big Mistake Macho stands up (provoking an attack of oppurtunity)

arbitor:

sleep ended rage so use heart of the fields to remove fatigue. standing will provoke will not rage until standing so AOO attack is against AC 15

Once standing Mach lets out a roar and his massive arm alams into kirk

arbitor and rolls:

now free action re-enter rage, knockdown attack attck roll vs CMD: 1d20 + 10 ⇒ (14) + 10 = 24

attack roll vs your CMD = 24
if succesful take 7 damage and are prone

arbitor macho stats:

HP = 21 / 29
Ac vs the AOO = 15
AC after the AOO = 13
rage used 2/8

Kirk you get an attack of Oppurtunity as macho stands then resolve macho action then your turn


Elf

Kirk still has his crossbow in hand, so he cannot AoO. But Uhura can:

Arbiter:

1d20 + 3 ⇒ (15) + 3 = 18

18 vs prone AC? If it hits 1 damage and DC 10 fort save (for staggered so no attack).

In case you can make your attack:

:: Round 4 ::

Kirk hits to the ground and coughs some blood from the heavy blow.

Kirk decides it's time to finally end this. Cast a spell defensively:

Arbiter:

Cast Color Spray
Concentration DC 17

1d20 + 13 ⇒ (2) + 13 = 15

28, made it. Colors spray from Kirks hands, DC 16 Will save please :)

If you make the save, no move action for Krik. If not, stand up.

Then Uhura attacks if you're still standing. GDC if you fail your Will save.

Arbiter:

1d20 + 3 ⇒ (14) + 3 = 17

5 probably misses if you're still standing.


Elf

In case you can't make your attack Kirk still casts color spray defensively, move action depending on the outcome of the save. Uhura still attacks.


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

Macho saves:

fort save: 1d20 + 7 ⇒ (10) + 7 = 17
will save: 1d20 + 2 ⇒ (11) + 2 = 13

Fort save = 17
Will save = 13

So now Macho goes down for the count (should have grappled instead)


Elf

So Kirk does stand up.

rounds for unconsciousness of color spray:

2d4 ⇒ (1, 2) = 3

That should be enough...

1st CDG:

2d8 ⇒ (2, 8) = 10

DC 20 Fort save

2nd CDG:

2d8 ⇒ (5, 3) = 8

DC 18 fort save

Uhura CDG 3 times as well (dunno if fort save is needed though if she does nonlethal damage).

The Roughnecks wrote:
So now Macho goes down for the count (should have grappled instead)

I think that would not have made a big difference. Unless you have an insane +18 CMB I would have made that concentration check anyway.


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

can't CDG with non-lethal damage. also as far as concentration checks unless you have an insane casting stat your concentartion can't be that high at level 2 (combat casting feat does not apply when grappled)

and cannot cast spells with Somatic components the concentration check would be caster level 2 plus stat mod the DC would be pretty high also DC would be over 20)

anyway

fort saves:

1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (9) + 5 = 14

Macho is dead on the first CDG.


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

also should throw this out there

our DM has not ben online as frequently to arbitrate. if we are going to self arbitrate then in my opinion the character sheets need to be public to allow double checking of errors.


Macho has a point about that concentration check, which is neither the result under the spoiler. (I have a suspicion that Kirk read the final result and then mentally added his modifier, I do not believe it was a maliciousy falsehood). I have been allowing more self-arbitration lately, especially since I want to have several fights going on at once, and I welcome any ideas on how to keep a tighter hold on nitty-gritty stuff without making everything public. Perhaps I need to bring another arbiter on board.


Elf

What!? I rolled a 15, I swear by everything dear to me!

I did edit the part of the post before :: Round 4 :: in after I did the rest of the post because I forgot about Uhura's AoO and it would happen before round 4. Is the random system on the boards working in a way that the 15 from my now second roll in that post got shifted because of the edit?

[edit] the third roll in that post is no longer valid as well! damn it! you will see that my random results got shifted up one column by the edit, the 15 should have been the concentration roll, the 2 should have been uhura's attack roll :(


Elf
The Roughnecks wrote:
unless you have an insane casting stat your concentartion can't be that high at level 2 (combat casting feat does not apply when grappled)

Roughnecks:

It does. My concentration bonus is 2(level)+5(int)+4(CC)+2(trait)=13

I specifically built Kirk to be able to cast even if threatened or grappled.


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

Ok I never implied much of anything except that I thought combat casting did not apply while grappled. but I checked it out and it does so then yes I believe his modifier is correct.

I had a wizard with the same modifier at the same level in another game so for me it isn't an issue.

even though I lost the fight I believe that Kirk's modifier is acceptable.

I just was thinking an extra arbitor be in place to help ensureing that modifiers are all accounted for and a double check for map maneuvers and little things that can easily be missed.


Elf

I think you still did not loose the fight (more likely won). It's ultimately up to Jehova but I'd rule that Kirk lost his concentration and Uhura made a 17 on her regular attack. But I'd also rule that color spray can effect unconscious creatures ;)


I'm still not positive on the color-spray question, by the bye. I understand that color spray does not explicitly state that you can evade it by closing eyes, and the Pattern 'rules' (not very clear) state that they affects creatures caught in them, but there are other parts of the pathfinder rules that suggest any spell that utilizes visual nonsense to achieve its effect is affected by being able to perceive it. This is something that a sleeping creature could not do regardless of the state of its eyelids.

Smoked Goggles state "you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to).", which means that color spray is clearly a visual-based attack. You cannot defend against color spray by merely closing your eyes (it goes through eyelids, you can't look away, yada yada), but it does require you to visually perceive it, or else darkened, non-magical lenses would never give you a bonus against it. For this reason, I believe that an unconscious, sleeping, or blinded character (their eyes aren't currently giving their brain active feedback) would be unaffected. The point could be made that in natural sleep, bright shiny lights might wake you up, but Magical Sleep pretty clearly shuts you down hard. This is the ruling I was using for this fight, but more dialogue on the matter is good, so let me know if that doesn't sit right with you.


Elf

Thank you for taking your time, this is truly a tricky one.

The Arbiter wrote:
Smoked Goggles state "you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to)."

The last part is pretty much what makes me think color spray is not a visual attack (unlike like my other examples). Color spray states "caught in it" not "view". It does not state blind creatures are immune, it merely states sightless creatures are immune. It lacks any rules for blindness or averting your eyes. I think the actual spell happens in a victims mind (in a part of their mind sightless (ex) creatures lack), the colors are just visual side effect.


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

if we are to continue from where you recommeneded kirk then by my calculations so fat Macho has taken 9 damage so far and I owe a fort save from the scorpion sting.

fort save DC 10:

fort save: 1d20 + 7 ⇒ (1) + 7 = 8

and can you believe I got a 1 on the save so what is the effect? will wait on that before a post any actions in case it modifies my rolls


Elf

Macho feels sick (for 1 round) after being stung by the scorpion. You can make a new fort save at any time during your turn to cure (I dunno if you are still sick for your turn if you make your save at the beginning, poison rules are not very clear. The rules suggest you are not).


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

looked it up sickened for 1 round make a fort save every round for 6 rounds or until make the save (whichever comes first). Each failed save means keep the sickend condition for that round so Macho is sickened until your turn then he can save again (or at the begining of Macho's next turn) either way for this round he has the sickened condition.

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Elf

The problem is, all FAQ entries state ability damage (which is permanent), so a save to cure might cure any conditions as well. In my game I would use your rule though since it would be kind of strange if you only suffer the effect on 2 failed saves. And to rule that you cure the poison but still suffer the condition for the listed period seems sound.

[edit]Messed the rounds up. Since this is still the same round, you can roll a fort save to cure at the beginning of your turn next round.


Elf

Resolving all this takes really long :(


Elf

Ok, I'll post Kirk's next action regardless. If Kirk can take a standard action after Macho's action (and if he did not run away, what he probably won't do):

Give casting defensively another try.

Arbiter:

Cast color spray defensively

1d20 + 13 ⇒ (13) + 13 = 26

Casting on the defense: 26

DC 16 will save.


Navasi, Human, outlaw Envoy 4 | SP 24/24; HP 28/28 | RP 4/4 | EAC 17; KAC 18 | Fort +1; Ref +6; Will +6 | Init: +2 | Perc: +5; Perc. +7

sorry been taking awhile there are some thiongs going on that I needed to really take care of at home and this kind of fell off my radar.

Macho takes a breather for a mere second then slams into kirk with his fist.

actions:

end rage use heart of the fields to ignore fatigue then resume rage to reset 1/rage abilities
attack roll on kirk (still sikened): 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d3 + 5 ⇒ (3) + 5 = 8

attack roll = 23
damage roll = 8

again sorry about the delay


Elf

Ouch, Kirk is dying.


Elf

Seems like Macho got his first win :)

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