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    Titan in the Playground
     
    Snowbluff's Avatar

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    Sep 2011

    Default Power ups for a maze arena.

    So I have a maze arena for a ToS style battle royale. I started with a basic maze, so I didn't put any traps in it. I did put in some teleportation circles and power ups. The teleporters randomly teleport the players to one of the other 3 teleporters when they step on them. The power ups respawn every 1d4+1 rounds as a random power up.

    However, I only have a "Heals 50 HP" and "Restoration" power up right now. May I have a few suggestions for some power ups for level 10 arena fighters?
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  2. - Top - End - #2
    Barbarian in the Playground
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    Default Re: Power ups for a maze arena.

    Quote Originally Posted by Snowbluff View Post
    So I have a maze arena for a ToS style battle royale. I started with a basic maze, so I didn't put any traps in it. I did put in some teleportation circles and power ups. The teleporters randomly teleport the players to one of the other 3 teleporters when they step on them. The power ups respawn every 1d4+1 rounds as a random power up.

    However, I only have a "Heals 50 HP" and "Restoration" power up right now. May I have a few suggestions for some power ups for level 10 arena fighters?
    Free true strike on next attack?
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    Halfling in the Playground
     
    HalflingRangerGuy

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    Default Re: Power ups for a maze arena.

    DR 3/adamantine for 3 minutes?




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    Bugbear in the Playground
     
    Thiyr's Avatar

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    Aug 2009

    Default Re: Power ups for a maze arena.

    Do they know what the powerups before they're picked up?

    Haste for 5 rounds on the person who gets it.
    One time only use of Iron Heart Surge (stored for use at a later time)
    Big ol' blast o' damage in a radius around them when it's picked up.
    Summon loyal monster to assist for a minute (follows mental commands)
    Whenever you physically move during before the end of your next move, the area you moved through get filled with a wall of fire (per the spell, CL 15)The wall lasts for 3 rounds.

    Assuming the maze is intended to be a hazard (that is, they can't remember the layout without mapping it or something), you can see through the inner walls of the maze for 5 rounds.
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  5. - Top - End - #5
    Titan in the Playground
     
    Snowbluff's Avatar

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    Sep 2011

    Default Re: Power ups for a maze arena.

    They will know what it is by looking at it.

    Here's what I have from your suggestions:
    1) Hardness 5 for 3 rounds.
    2) Haste for 3 rounds.
    3) Summon Monster III of some kind.
    4) Removed a status condition or effect as a free action in the next 3 turns.
    5) Place a Wall of Fire (min CL)
    6) Casts True Strike.
    7) See through walls (they'll have maps, but no the locations of the enemies) for 3 rounds.
    Last edited by Snowbluff; 2014-07-16 at 08:54 PM.
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    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

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    Bugbear in the Playground
     
    The Grue's Avatar

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    Default Re: Power ups for a maze arena.

    I'm amazed no one has mentioned an Invisibility or Enlarge power-up yet.
    Last edited by The Grue; 2014-07-16 at 08:57 PM.

  7. - Top - End - #7
    Titan in the Playground
     
    Snowbluff's Avatar

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    Sep 2011

    Default Re: Power ups for a maze arena.

    Quote Originally Posted by The Grue View Post
    I'm amazed no one has mentioned an Invisibility or Enlarge power-up yet.
    Invisibility got banned after the last arena we did. Coincidentally, I'm not participating in this event and I will be DMing.
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
    GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

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