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View Full Version : The monster arena!! Tiny Tim VS Drager0



Dragero
2010-03-26, 02:43 PM
THE MONSTER ARENA!!!!!

It will be a 1v1 match, with me (Drager0) Using a Lantern archon, fighting agaist Tiny tim using an Imp

The battle will be at:

Cloud Arena!
.[/spoiler]
5. Clouds

http://i876.photobucket.com/albums/ab330/ArenaManager/Arenas/05-clouds.png


-----------------------------------------

Lantern archon:

Lantern Archon
Size/Type: Small Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +1/-8
Attack: Light ray +2 ranged touch (1d6)
Full Attack: 2 light rays +2 ranged touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues
Saves: Fort +2 (+6 against poison), Ref +2, Will +2
Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
Feats: Improved Initiative
Environment: A lawful good-aligned plane
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful good
Advancement: 2-4 HD (Small)
Level Adjustment: —

Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.

Combat
A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.

Aura of Menace (Su)
Will DC 12 negates.

Light Ray (Ex)
A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type

(& common archon abilities)

Please post your character and roll for initiative:

Dragero
2010-03-26, 02:44 PM
(messed up roll code)

[roll0]

tiny tim
2010-03-26, 06:23 PM
Imp:

Size/Type: Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: +3/-5
Attack: Sting +8 melee (1d4 plus poison)
Full Attack: Sting +8 melee (1d4 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Dodge, Weapon Finesse
Environment: A lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 4-6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
Combat

Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.

An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex)

Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities

At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.

Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su)

An imp can assume another form at will as a standard action. Each imp can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.


Initiative:

[roll]1d20+3
[/spoiler]

tiny tim
2010-03-26, 06:24 PM
Messed that one up

[roll0]
I will start on N25

Dragero
2010-03-26, 06:41 PM
I`ll start at N1.

Teleport to 60ft above E17.

Your move.

tiny tim
2010-03-28, 01:39 PM
I just realized that your magi circle against evil makes it so that I an't hit you with my one attack. How should we fix this?

Dragero
2010-03-28, 02:01 PM
Hmm I thought you had range attacks......

Well maybe we should put up a warning like:

Warning: Creatures with a magic circle against evil are very hard to beat if you are an evil creature.

Or we could just make circles give -2 AC and -1 attack.

tiny tim
2010-03-28, 06:42 PM
It's either that second one or you give me a tiny greatsword.

Dragero
2010-03-28, 06:59 PM
Hmmm #2 it is!

Your go then!

tiny tim
2010-03-28, 07:40 PM
Ok then!

Cast invisibility and fly to O-20