View Full Version : [Arena] Amiria vs. Fiend
2007-01-02, 04:24 PM
Tournament Battle: Amiria (http://www.thetangledweb.net/profiler/view.php?id=4008) (Amiria) vs. Fiend (http://www.thetangledweb.net/profiler/view.php?id=4127) (Grymmheart)
KEY: -Colored squares: These are the starting areas. The challenger starts in the Red square, the defender starts in the blue square. You can start anywhere in the square.
-Big spikey circular thing in the middle: The Sarlaac pit. Or, for those who want to keep in more medieval, the Maw of Doom. Stepping in any of the squares the sarlaac touches starts a grapple check (Sarlaac has +25). Every turn while grappled, you take piercing and crushing damage, 3d6 each. After 2 full rounds of being grappled, you are sucked in and swallowed whole, taking 4d6 acid damage and 5d6 each of piercing and bludgeoning. The only way to escape is with a DC 25 climb check, which will let you escape from the digestive tract, but you're still grappled.
-Brown diamonds with red dots: Lava geysers. Every time you step in one there's a 25% chance that you take 10d6 fire damage (reflex half).
-Greenish blobs: Acid pools. 3d6 acid damage for every step through them. *
-Grey circles: Normal, boring, 5' diameter boulders. Use them for cover or for improvised weapons, or whatever else you can come up with.
-White circles with the two lines: Bunnies. Have absolutely no effect on the battle unless someone does something to them.
-Weird stick figure in the upper-left hand corner: Waldo. Oh, there he is. Basically like the bunnies, but he can be used as cover, too.
Amiria (http://www.thetangledweb.net/profiler/view.php?id=4008) starts in the red square.
Fiend (http://www.thetangledweb.net/profiler/view.php?id=4127) starts in the blue square.
2007-01-02, 04:58 PM
Cain takes a seat.
2007-01-03, 03:58 AM
*Vhroom* *Vhroom* *Vhroom*
Amiria descends into the arena and lands in the red square (at P5). Her Vhroom of Flying returns to the Silverthorn.
*Vhroom* *Vhroom* *Vhroom*
Amiria nods to her opponent and yells "I will kill you !" in a rather bedlam sing-song. She drops her quarterstaff and casts a quick spell. Then she rapidly draws and reads many scrolls. With the last scroll she vanishes from sight.
Casts Assay Spell Resistance while looking at Fiend
Reads scroll of Protection from Energy (Acid), quickened (CL11)
Reads scroll of Shapechange (CL 25)
Reads scroll of Limited Wish, quickened (CL 26) to emulate the 5th level bard spell Improvisation (CAd)
Reads scroll of Protection from Energy (Cold), quickened (CL11)
Reads scroll of Moment of Prescience (CL 25)
Reads scroll of Duelward, quickened (CL 15)
Reads scroll of Protection from Energy (Fire), quickened (CL11)
Reads scroll of Mind Blank (CL 15)
Reads scroll of Improved Blink, quickened (CL 15)
Reads scroll of Protection from Energy (Lightning), quickened (CL11)
Reads scroll of Greater Arcane Sight (CL 13)
Reads scroll of Nervesskitter, quickened (CL 7)
Reads scroll of Protection from Energy (Sonic), quickened (CL11)
Reads scroll of Superior Invisibility (CL 15)
Rod of Absorption appears in left hand
Shapechange into a Solar (Angel) that strongly resembles Amiria
Moves to M+N 4+5
Changes and additions for Solar form
Size/Type Large Outsider (Angel, Extraplanar, Good)
AC 60 (-1 size, +6 Dex, +8 armor, +5 deflection, +1 insight, +26 natural, +5 shield), touch 21, flat-footed 54
Immune acid, cold, and petrification
Speed 100 ft., fly 150 ft. (good)
Space/Reach 10 ft./10 ft.
Abilities Str 30, Dex 26, Con 26
Saves Fort +32 (+36 against poison), Ref +34
SQ change shape, damage reduction 15/epic and evil, darkvision 60 ft., protective aura, regeneration 15, resistance to electricity 10 and fire 10, tongues
Amiria uses Moment of Prescience on the Initiative roll.
Inititiave: 1d20+44 (+8 Dex, +4 Improved Initiative, +1 Competence, +1 Luck, +5 Nervesskitter, +25 Moment of Prescience)
Inititiave: 1d20+44 = 48 (http://invisiblecastle.com/find.py?id=808345)
2007-01-04, 09:41 AM
Fiend enters the ring, fresh off of forfiet victory. He desire to spill blood has increased exponentially since his last bloody fight, and he just inwardly laughs at the woman's comment.
So she expects to kill me. That may be the case, but before I see my maker, I will bathe in her blood thinks Fiend as he begins his preparations.
Round 1 Readies bow
Round 2 Scratches backside
Round 3 places goggles on
Round 4 drinks potion
Round 5 Activates haste boots
Initiative does not matter if rolled after you cast moment of prescience. However I thought initiative was rolled before we take preparations.
Initiative (1d20+20=21) (http://invisiblecastle.com/find.py?id=810040)
what are your round 5 actions?
2 quickened scroll spells (using multispell, which I am not sure affects spells cast from scrolls?), reading scroll of superior invis (which is a 10 minute cast spell), rod of absorption into hand (draw item/weapon move action or free action with quick draw), shapechange (free action), move to square (move action).
2007-01-04, 12:48 PM
It doesn't matter if the quickened spells come from my memory or from scrolls. There is no such distinction in the description of Multispell.
I use the Spell Compendium version of Superior Invisibility (casting time is a standard action), not the Complete Arcane version. The Rod of Absorption comes from my left Glove of Storing, as a free action. The rest is correct.
2007-01-04, 01:11 PM
I believe it is your turn then, since i lost initiative
2007-01-04, 05:36 PM
The amiriaesque Solar jumps into the air, flaps with her wings and hovers right above the Sarlaac Pit in a height of 20 feet (where Fiend can see her with True Seeing).
She draws and reads a scroll and a burst of translucent magical energy spreads out from the intersection between N-O 30-31 towards Fiend and catches him.
She draws and reads a second scroll and a green ray shoots towards the Redcap. The rod which she holds in her left hand disappears and another one appears in her right hand.
Amiria casts casts a third spell and flies back into her half of the arena. Two orbs of white energy shoot towards her opponent. As she lands near her starting area the rods switch again (R-S 6-7).
As Amiria comes within 120 feet range of you she can discern which spells are active on you (Greater Arcane Sight).
1st spell: Scroll of quickened Mage's Disjunction. All your active spells go "poof" (like the True Seeing from your Goggles and the spell from the potion that you drank) and you must make a DC 23 Will save for every magic item (including potions) against disjunction. No spell resistance.
2nd spell: Scroll of empowered, maximized, quickened Ray of Clumsiness. Since you can't see Amiria anymore she strikes as an invisible creature (+2 to hit) and you lose your dexterity modifier to AC.
Ranged Touch Attack: 1d20+21 + (+2 (invisible), +6 (6 points from Amiria's Improvisation luck pool, now 46/52) => 1d20+29 = 32 (http://invisiblecastle.com/find.py?id=810627); Dexterity Penalty: 11 + (1d6+5 x 0,5 = 5 (http://invisiblecastle.com/find.py?id=810629)) = 16. No saving throw. Spell Resistance is overcome automatically (Assay Spell Resistance + Arcane Mastery).
3rd spell: Twinned Orb of Fire; maximized (with Rod of Maximize Spell); changed to sonic damage (with Mastery of Elements); cast and move with Mobile Spellcasting. Since you can't see Amiria anymore she strikes as an invisible creature (+2 to hit), and you lose your dexterity modifier to AC.
Ranged Touch Attacks: 2 x 1d20 +21 (+2 (invisible), +6 for each orb (12 points from Amiria's Improvisation luck pool, now 34/52) => 2 x 1d20+29 = 38, 38 (http://invisiblecastle.com/find.py?id=810635); Damage = 2 x 90 points of sonic damage. No saving throw. No spell resistance.
2007-01-04, 10:09 PM
Fiend watches as his foe jumps into the air and soars over the pit nearest him, and marvels at the spread of magical energy that encompasses him. He feels his step slow slightly and uses his will power to fight the effects of his spell. Next he sees a ray generated from the pit fly at him, but miss him. Then he sees two orbs fly at him, clearly meant to cause significant damage to the small fey, but these two fly wide of their mark. As the winged creature flies back to her start area, Fiend smiles and flies near his foe (Q-12) and draws a bead to fire arrows at his foe. He lets 4 arrows fly, confident that a few will hit his foe and cause dmg.
forgot to put start space so will say 0-35 which allows him to be in radius of spell
haste and divine power lost
true seeing is not an effect on me, but an effect of looking through the googles, so safe if saved
will saves for items +37 save, only fail on a 1 so did not add in the
+37 to invis castle
Slayer,slasher,basher,bracers,cloak,vest,ring deflect, ring size, boots, amulet, googles, belt, bag, quiver, 5 silence, 10 +5, 20 +1, divine, 2 blind, curse, disease, 10 cure (1d20=4, 1d20=11, 1d20=17, 1d20=3, 1d20=12, 1d20=17, 1d20=9, 1d20=4, 1d20=4, 1d20=3, 1d20=20, 1d20=19, 1d20=20, 1d20=2, 1d20=17, 1d20=2, 1d20=19, 1d20=10, 1d20=20, 1d20=4, 1d20=9, 1d20=4, 1d20=8, 1d20=12, 1d20=20, 1d20=17, 1d20=1, 1d20=16, 1d20=8, 1d20=7, 1d20=8, 1d20=12, 1d20=16, 1d20=9, 1d20=13, 1d20=1, 1d20=18, 1d20=1, 1d20=8, 1d20=16, 1d20=18, 1d20=14, 1d20=9, 1d20=18, 1d20=16, 1d20=15, 1d20=20, 1d20=16, 1d20=15, 1d20=2, 1d20=9, 1d20=11, 1d20=4, 1d20=8, 1d20=13, 1d20=2, 1d20=4, 1d20=19, 1d20=11, 1d20=6, 1d20=14, 1d20=15, 1d20=9, 1d20=8) (http://invisiblecastle.com/find.py?id=810867)
Lost items- 1 +5 arrow and 2 +1 arrows.
Fly move about 120ft (range 150' perfect)
Now that he is close to his foe, he designates her as his dodge foe.
Manyshot with +5 silence arrows (1d20+51=67, 1d20+51=54, 1d20+51=59, 1d20+51=63) (http://invisiblecastle.com/find.py?id=810907)
Woodland archer adds +4 to hit if a preceeding arrow misses, it looks like 2nd arrow misses so attack rolls on 3rd is 63 and 4th is 67.
Damage for each shot, not sure which hit (1d10+36=46, 1d10+36=40, 1d10+36=39, 1d10+36=39) (http://invisiblecastle.com/find.py?id=810914)
Damage above, subtract out DR as needed.
PS town rules ask you not to assume if things hit or damage a foe, let them write in if damage ioccurs.
2007-01-05, 03:02 AM
Since you acknowledge that you lose your Haste effect then you should also lose your True Seeing effect. Both are spells that come from use-activated magic items. Why do you see a difference between them ?
Boots: "Three times per day, the wearer can utter a command word to activate the boots’ haste power (as the haste spell, lasts 20 rounds)."
Gem: "... as though she were affected by the true seeing spell. A gem of seeing can be used for as much as 30 minutes a day, divided up into periods of minutes or rounds as the user sees fit."
2007-01-05, 03:06 AM
((Its a moot point anyways, really, since you have Mind Blank on, Amiria))
2007-01-05, 03:24 AM
((Why ? I don't think that Mind Blank offers protection from True Seeing.
"This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects."
True Seeing is a divination spell, right. But I don't see it as information gathering. It just enables you to see all things as they really are ... well, that might be useful informations ... now you confused me ! :smalleek: ))
2007-01-05, 03:28 AM
((I asked in the RAW thread. They agreed with my interpretation))
Assume that you are Invisible (via Invisibilty or Greater Invisibility).
Also assume that you are affected by the Mind Blank spell.
If someone has Trueseeing, and you are in their range, would they see you, or would Mind Blank shield you from it?
I believe that you would remain unseen, but it depends on the interpretation of the term "information gathering".
Mind Blank protects against "information gathering" by divination spells and True Seeing is a divination spell.
2007-01-05, 03:36 AM
((Even more power to the casters ! Yay ! :smallfrown:
Hmm, wait, it might not be as bad. Everyone (including non-casters using items) could get Mind Blank so nobody could see each other with See Invisibility or True Seeing.))
2007-01-05, 03:37 AM
((Yeah, pretty much.
I've been saving this in case no one noticed... but... oh well))
2007-01-05, 08:40 AM
[ Amiria, question: Why bother with a mithral weapon? Mithral does precisely jack when used in weapons. :smalltongue:]
2007-01-05, 08:49 AM
((I just wanted a nice elven style weapon. You know, the weapon and its proficiency came as a class feature of the Ruathar PrC. It is mainly just a fancy accessoire ... but I have Greater Magic Weapon memorized. Fear me ! :smallsmile:
Mithral does something when used in weapons: weight reduction :smallamused: ))
2007-01-05, 08:51 AM
[ Is your carried gear really that close to carrying capacity? :smallamused:]
2007-01-05, 09:00 AM
((See, I have this sword and I have proficiency in it. And my avatar has it too (the one in the spoiler). I also came with a mundane quarterstaff into the arena.
And when I should really whack people with the sword in melee then their damage reduction (probably something supernatural) won't matter. Since I'll have an Antimagic Field around me that leaves my own square unaffected while my opponents stand in the AMF.))
2007-01-05, 10:08 AM
[ I meant no offense; when I play a caster I haul a melee weapon too. I just wondered about the mithral, that's all.]
2007-01-05, 10:31 AM
((No offense taken.))
Powered by vBulletin® Copyright © 2014 vBulletin Solutions, Inc. All rights reserved.