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Thread: Power ups for a maze arena.
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2014-07-16, 07:37 PM (ISO 8601)
- Join Date
- Sep 2011
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?Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
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2014-07-16, 07:42 PM (ISO 8601)
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- Jun 2014
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2014-07-16, 07:58 PM (ISO 8601)
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- Jun 2014
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- Eastern Oklahoma
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Re: Power ups for a maze arena.
DR 3/adamantine for 3 minutes?
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2014-07-16, 08:18 PM (ISO 8601)
- Join Date
- Aug 2009
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.The Complete Warrior rules on losing prerequisites for a PrC apply to all books. This bothers me enough to sig it. If you disagree, please PM me, I'm down with being proven wrong.
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2014-07-16, 08:53 PM (ISO 8601)
- Join Date
- Sep 2011
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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2014-07-16, 08:57 PM (ISO 8601)
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- Nov 2009
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- Behind you!
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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.
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2014-07-16, 09:15 PM (ISO 8601)
- Join Date
- Sep 2011
Re: Power ups for a maze arena.
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