PDA

View Full Version : Conjurer's Chess: The Exhibition Matches


Andorax
13th of October, 2005, 10:56
Well, that's it. We're sunk. The Necromancer's League is after us, the Guild Arcane is threatening to pull their sponsorship if we don't get underway soon. And this letter, if I'm reading it right, is from a colony of Aboleths that demand priority seating in large tanks of seawater...and if we don't provide it they will sue us, or else take over our pathetic human kingdom.

Let me see that...no, you've got it all wrong. If we don't come through, they'll sue us AND take over our pathetic human kingdom.

Do you know how much seawater tanks COST?!?

We'll just put them in the elemental sections...none of the visitors from the Elemental Plane of Water object to a little salt in their water.

Still, the costs for this tourney are through the roof. We've got to raise some ready funds ahead of time.

I've got it. We'll hold an exhibition match. After the complaints we've received about the psions from the last tourney, you've been hankering to put your "tweaks" to the test anyways. We keep the advertising low-key, bottom out the costs, sell a bunch of cheap seats, and we'll have the spending money we'll need.

Sounds risky, but we can try it. I know a few people we can call to get competitors. Good sports, all of them, they'll be willing to put up with some modified rules to accommodate our needs. Now about that venue...

Easy enough. The Elder Druids have already petitioned for hosting one of the venues, and as I'm sure one of their own will be taking part in your little trial matches, why not let them play host? Nothing much to damage that a few Plant Growth spells can't fix, ample room and seating.

It's perfect! Except for...

...for what? What now??

We've also got this issue of Alternate Prime Material Planes to deal with. There's a whole 'nother reality that will want to observe this match as well, and if we don't keep both happy, we're going to lose out on sales.

Simulcasters

What?

Simulcasters. Illusionist/Diviners. They observe the results and reproduce them, as illusions, in the alternate location. I know a couple who will work cheap, and the audience won't know the difference.

Ok then. The match will be simulcast in the Alternate Prime, we'll sell twice as many seats, and we'll be in business for the main tourney itself!

Conjurer's Chess: The Exhibition Matches

Due to a desire to test out some of the new rules, work out the mechanics, and just plain get everyone back in the swing of things before the start of Conjurer's Chess III, I have imparted upon the kindness and generosity of four previous competitors to play out a series of five matches, intended to test the relative power and capability of Psions and NecroSummoners versus a "standard" Conjurer and Druid, and against each other.

This is a closed set. Five matches run simultaneously, with very strict rules and guidelines. You are welcome to watch and observe, cheer on your favorite, but there won't be any opportunity to join in...yet. Watch the matches, think over some strategies, and be ready for Conjurer's Chess III, coming soon on the heels of crowning a winner in the Gladiatorial
Tournament.

At this time, it looks like Conjurer's Chess III will take place at online-roleplay.com, however, I promised the four volunteers that the Exhibition Match would take place on 3EBB. As such, and so the ORP.COM people can get a look at what lies ahead, I will be reposting all of the action in all five matches in the forum there. No, I won't be doing this for the actual tourney later on...that's way more work than I'm ready to deal with. As it is, it's going to be a bearcat.

Andorax
13th of October, 2005, 10:57
The rules thread lists the rules for Conjurer's Chess III, which will also apply to this Exhibition Match, although they are subject to change before that match begins, and even (as necessary) during the matches. Part of the purpose of running these matches is to determine if the rules balance is solid.

In addition, a few further rules are in place specific to the Exhibition Match:

1) There will be no brackets, no advancement, no playoff. The five matches will be played simultaneously (in-forum), with no specific "winner" or "loser". The goal is to see how the five matches play out, not to crown a winner from amongst our competitors. If they wish to vie for position, they're all QUITE welcome to enter appropriately-leveled versions of their PCs in the later Conjurer's Chess III tournament.

2) Instead of rolling a summoning die for the rounds of the match, each of the first six rounds will be a summoning round with summoning die equal to the round number itself. Thus, Round 1 will be for I summons, Round 2 for II summons, and so forth through Round 6 for VI summons. The matches will be 10 rounds in total, with a prep round beforehand, and standard rules will be in place for what can and can't be cast during these rounds.

3) Posting time limitations may be relaxed, rules changed mid-match, and even results altered to best suit the intended purpose of the match...testing the rules.

4) The Tournament Venue is the same as listed above for Round III, the Elder Druid field. Summoners have full and free reign to wander anywhere within 15' of their own Summoner's Row.

Andorax
13th of October, 2005, 10:58
Jessica Zelten (Played by Frost Numenor)
Race: Human
Size: Medium
Alignment: Neutral
Deity: None
Class: Druid 12
Hit Dice: 12d8-12
Iniative: +0
Speed: 30ft.
AC: 12
BAB: +9/+4
Attacks: N/A.
Saves: Fort +6, Ref +6, Will +13
Abilities: Str 8, Dex 14, Con 8, Int 14, Wis 21, Cha 12
Racial Traits: bonus feat at first level, 4 bonus skill points at first level, 1 bonus skill point at levels above first.
Class Abilites: Animal Companion(Brown Bear), nature sense, wild empathy, Woodland Stride, trackless step, resist nature’s lure, Wild Shape(4/day), Wild Shape (Large, Plant, Tiny).
Feats: Spell Focus (Conjuration), Augment Summoning, Natural Spell, Empower Spell, Extend Spell, Fast Wildshape, Maximize Spell.
Skills: Concentration +13, Survival +21, Listen +14, Spot +14(1 from human), Spellcraft +17, Psicraft +17(human), Handle Animal +9, Knowledge (nature) +15, Speak Language 10points: 5 languages
Languages: Common, Druidic, Infernal, Ignan, Sylvan, Auran, Celestial, Terran
Spells per Day: 6/7/5/5/4/4/2
Spells Saves: 18 + Spell Level
.

Jessica Zelten has been a druid for a number of years now. She is pushing her Early Thirties. She has Auburn hair and Brown eyes. She prefers soft leathers similar to that of a light brown deer hide. She is not the strongest person and if prone to sicknesses. She prefers to do any fighting in a form that is suiting her situation. She has been a nomad and has seen numerous animals to supplement her basic forms. She has just now learned how to assume a plant form. She has a brown bear companion named Dawnstrider. She has learned how to cast spells in her wildshaped forms. She prefers to lead her animals into battle or provide support. She is in loose association with the druids of her woods due to her extreme protection of bears. At best she is found with a shortspear and longbow and wears no armor.


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

Name: Nadira Peketra (played by Lord Twig)
Race: Human
Alignment: Neutral
Deity: None
Class: Wizard 12 (Conjurer)
Hit Dice: 12d4+27 (59 hp)
Initiative: +2
Speed: 30ft
AC: 12
BAB: +6/+1
Saves: Fort +5, Ref +6, Will +9
Abilities: Str 8, Dex 14, Con 14, Int 21, Wis 12, Cha 8
Racial Abilities: Bonus Feat, +4 Skill Points at 1st Level, +1 Skill Point per level

Class Abilities: Summon Familiar, Bonus Feats (3)

Feats: Augment Summoning(b), Empower Spell, Extend Spell(b), Extra Slot (4), Extra Slot (5), Spell Focus (Conjuration), Quicken Spell(b), Scribe Scroll(b), Spell Penetration

Skills: Concentration +17, Decipher Script +20, Knowledge: Arcana +20, Knowledge: Nature +15, Knowledge: The Planes +15, Listen: +6, Speak Language (5r), Spellcraft +20, Spot +6

Languages: Common, Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Sylvan, Terran

Spells per Day: 5/7/6/6/6/6/3
Spells Saves: 15 + Spell Level (16 + Spell Level for Conjuration spells)
Prohibited Schools: Enchantment, Illusion

Spell book:
0th – Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Disrupt Undead, Flare, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Touch of Fatigue
1st –Comprehend Languages, Expeditious Retreat, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Obscuring Mist, Orb of Acid (Lesser), Orb of Sound (Lesser), Ray of Enfeeblement, Shield, Summon Monster I, Unseen Servant
2nd – Bull’s Strength, Cat’s Grace, Continual Flame, Darkvision, Fox’s Cunning, Glitterdust, Melf’s Acid Arrow, See Invisibility, Spectral Hand, Summon Monster II, Web
3rd –Dispel Magic, Fireball, Fly, Haste, Lightning Bolt, Mage Armor (Greater), Magic Circle against Evil, Summon Monster III, Tongues, Vampiric Touch
4th –Dimensional Anchor, Evard’s Black Tentacles, Globe of Invulnerability, Mass Resist Energy, Orb of Acid, Stoneskin, Summon Monster IV, Wall of Fire, Wall of Ice
5th – Arc of Lightning, Lesser Planer Binding, Summon Monster V, Teleport, Wall of Stone
6th – Disintegrate, Planer Binding, Summon Monster VI, Wall of Iron

Equipment: diamond dust (1500gp), spell book, spell component pouch

Familiar: Toad

Note: Nadira is a rather plain looking woman, dressed in formless green and brown robes. Her dull brown hair and muddy brown eyes complete a picture of nondescript mediocrity. Such an image is far from the truth however. Nadira is well versed in the Arcane Arts and her plain exterior hides her tremendous power.

Nadira is not a subtle woman, preferring direct, concrete results from her spells. As such she has forsaken the insubstantial powers of illusion and equally ethereal power of enchantment. She is not a combatant, however, and has become proficient in summoning creatures to fight in her stead.


Name: The Dark Shadow (played by kots)
Race: Human.
Size: Medium.
Type: Humanoid.
Classes: 6 Cleric of Velsharoon\6 Master of Shrouds.
Hit Dice: 12 (57 hp).
Initiative: +1.
Speed: 30ft.
AC: 11 (+1 DEX).
BAB: +8.
Attack: Don't apply.
Special: Rebuke Undead, Summon Undead, Improved Summoning, Death Touch.
Saves: Fort 7, ref 5, will 15.
Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 20, Cha 14.
Skills: Consentration +15 (15r), Heal +10 (5r), Hide +11 (10r), Knowledge (religion) +6 (5r), Knowledge (arcana) +6 (5r), Knowledge (Planes) +6 (5r), Spellcraft +18 (15r).
Feats: Spell Focus (Conjuration), Augment Summoning, Extra Turning, Beckon the Frozen, Profane Vigor, Necrotic Presence, Necrotic Might.
Languages: Common, Undercommon.
Alignment: Neutral Evil.
Spells Per Day: 6+1\6+1\5+1\5+1\4+1\3+1\1+1.
Domains: Summoning, Death.


Thurator the Shaper (Played by SuperJosh)
Human Psion (12)
CN

Str 10
Dex 11
Con 14 +2
Int 20 +5
Wis 14 +2
Chr 10

HP 55
PP 150

Fort 6, Ref 4, Will 10

Skills
Concentrate:20 15+5 int
Know(Psionics):20 15+5 int
Know(Planes):20 15+5 int
Psicraft:20 15+5 int
UPD:15 15+0chr

Feats:
BH Overchannel
1 Talent
P1 Boost Construct
3 Metapsionic Quicken power
P5 Psionic Meditation
6 Burrowing Power
9 Expanded Knowledge: Schism
P10 Twin Power
12 Expanded Knowledge: Hustle

Powers:
1st: Astral construct, Call to mind, Entangling Ectoplasm, Attraction, Control Light
2nd: Psionic Repair Damage, Share Pain, Detect Hostile intent, Bestow Power
3rd: Body adjustment; Energy Wall; Hustle; Time hop
4th: Schism, Psionic Divination, Intellect Fortess, Wall of Ectoplasm
5th: True Seeing, Ectoplasmic Shambler, Incarnate, Power Resistance
6th: Temporal Acceleration, Psionic Contigency, Co-opt Concentration

At 7'1"and 153 pounds Thurator looks anyting but human. His gaunt, hallow face, blue eyes and hairless scalp do nothing to add to the apperance. Thurator has taken the liberty to cover his body in twisting sinewous tatoos to add to his bizarre apperance.

Disproportioned since birth, Thurator has always been an outsider, his only freinds imaginary. As he spent more and more time alone his friends became more and more real until one day they -were- real. One of his freinds came to life and struck down one of the other children that had been particularly vicious. Though no one could prove Thurato had anything to do with the bizarre attack, the other children were wise enough to leave him alone. This suited Thurator just fine. He spent his time honing his new found powers and as soon as he was old enough left his home to wander the countryside.

It was during this wandering he was introduced to the sport of Conjurer's Chess. His love for his friends and for the game as a perfect match and he spends all his time traveling the countryside and honing his skills.

Andorax
13th of October, 2005, 10:59
Feel free to discuss the match and/or the summoners themselves here (rules discussion should be in the rules thread). The floor is now open to you all to observe and comment. Particularly, if you see anything that YOU feel is imbalanced or needs tweaked before the actual tournament, please speak up, either here or in the Rules thread, as appropriate.

As a note to our four competitors in the exhibition match...please do NOT reply to the threads here. Reply to the threads on 3rdedition.org. I will copy the results over here as we go. You're welcome to take part in the discussions here, but the match threads themselves are just for copies.

Andorax
26th of October, 2005, 21:45
Ladies and gentlemen, it is with great trepidation that I must announce the end of simulcaster coverage of the Conjurer's Chess exhibition matches. Our budget simply will not allow continuing such coverage.


BP, at your convenience, please feel free to delete the CC threads here.