View Full Version : Boomloar vs Linklegacy77: 2 Shall Enter, At Least 1 Shall Perish
crueldespot
3rd of May, 2006, 01:42
This is a gentlemen's duel to determine the best build. Started HERE (http://online-roleplaying.com/forums/showthread.php?p=165132#post165132)
So these are the rules:
Battlefield
Since these characters were built to fight in a maze, the battlefield will be maze. I will post an image after the characters are posted here and approved by both players.
Die rolling
Everyone will roll their own dice using Invisible Castle (http://invisiblecastle.com/rolldice.py). Boomlaur will enter the character name "Bezial" on Invisible Castle and Linklegacy77 will enter the character name "Donriah." I suggest you test it before entering those names if you haven't used it before. Don't try to reroll with your character name. You will get caught. In the note field, you MUST specify what the rolls are for: "the first roll is to attack my opponent in round 1, the second is to confirm a crit if necessary..." You get the idea.
Once you hit the "roll the dice" button, the results page will show a pre-generated url shortcut in brackets, just below the results window. Copy and paste that url into your message on this thread.
Don't pre-roll anything in anticipation of your opponent's actions. For example, don't post your AtO attack rolls in advance just in case you might get an AtO. Common sense.
Posting
First copy your characters sheets into this thread. Paste the url for the initiative roll into the same post. Once we have both of your character sheets, don't jump into the fight just yet. We will allow a day or two for the contestants (and any bystanders) to sharpshoot the character sheets to make sure they are correct.
Once that is resolved, I will post the battlefiield image and show where the characters are located, and I will ask both players to roll initiative.
The battlefield will have coordinates for each square, so post your actions like chessmoves. Example: "I use a move action to go 30 feet from A2 to A8." Roll your own dice on invisible castle, and paste the url links for the rolls into your message.
After each action is posted, the opponent can go ahead and take his action next (or argue about the legality of his opponent's action, if warranted). I will only intervene if necessary to resolve a dispute. I will update the map as often as possible to reflect your moves.
What are your questions?
akiko
3rd of May, 2006, 01:48
Posting
First copy your characters sheets into this thread. Paste the url for the initiative roll into the same post. Once we have both of your character sheets, don't jump into the fight just yet. We will allow a day or two for the contestants (and any bystanders) to sharpshoot the character sheets to make sure they are correct.
Once that is resolved, I will post the battlefiield image and show where the characters are located, and I will ask both players to roll initiative.
*emphasis mine
Looks to me they are rolling initiative twice according to this.;)
Boomlaor
3rd of May, 2006, 01:56
CHARACTER SUMMARY(see details at the end of this post)
Character: Bezial Greenscale
Campaign: 8 Shall Enter, 7 Shall Perish {3.5e Tournament}
Player: Boomlaor Alignment: Lawful Evil
Size/Type: Medium Male Half-Dragon (green) Human Monk 6/Ranger2/Blackguard 4
Hit Dice: 8d8+4d10+36 (140hp)
Initiative: +3
Speed: 50' (walk)
Armor Class: 31 (3 dex, 4 natural, 2 monk, 4 wis, 6 bracers of armor, 2 ring of protection), touch 21, flat-footed 28
BAB: +10/+5 Grapple: +25
Attack: Unarmed Strike +21 [melee] (1d10+11 x2) -or-
Unarmed Strike (2 weapon fighting) +19/+19 [melee] (1d10+11 x2) -or-
Quarterstaff (2 handed) +24 [melee] (1d6+18 and x2) -or-
Quarterstaff (2 weapon fighting) +22/+22 [melee] (1d6+13/1d6+8 x2) -or-
Shuriken +13 [thrown] (1d2+11 x2 range increment 10’)
Full Attack: Unarmed Strike +21/+16 [melee] (1d10+11 x2) -or-
Unarmed Strike (2 weapon fighting) +19/+19/+14 [melee] (1d10+11 x2) -or-
Quarterstaff (2 handed) +24/+19 [melee] (1d6+18 x2) -or-
Quarterstaff (2 weapon fighting) +22/+22/+17 [melee] (1d6+13 /1d6+8/1d6+13 x2) -or-
Shuriken +13/+8 [thrown] (1d2+11 x2 range increment 10’) -and-
(can be added to any melee attack) bite +16 [melee] (1d6+5)
Special Attacks: breath weapon 1/day, smite good 1/day, flurry of blows
Special Qualities: Dragon Blood, Immune to sleep, paralysis, acid, and disease, darkvision 60’, low-light vision, Enchantment resistant, Detect Good at will
Saves: Fort +20, Ref +17, Will +15 (+2 vs. enchantment) Spell Resistance: 20
Abilities (with gear)[modifier]: Str 26 (32)[+11], Dex 14 (16)[+3], Con 16 [+3], Int 10[+0], Wis 14 (18)[+4], Cha 16 (20) [+5]
Skills: Balance +8, Climb +11, Concentration +6, Diplomacy +5, Escape Artist +3, Hide +8, Jump +19, Knowledge (religion) +5, Listen +15, Move Silently +7, Sense Motive +4, Spot +15, Survival +8, Swim +11, Tumble +11
Feats: Power Attack, Cleave, Improved Sunder, Weapon Focus (Quarterstaff), Power Critical (Quarterstaff), Craft Wondrous Item
Languages: Common, Draconic, Abyssal
Favored Class: Any
Experience Points: 105,000
Half-Dragon Traits
Dragon Blood: creature type changes to dragon.
Armor class: Natural armor improves by +4
Natural weapons: a medium sized half-dragon gains two claw attacks (1d4) and a bite attack (1d6).
Breath weapon: a half-dragon gains a breath weapon based on the dragon variety, usable once per day. A half-dragon’s breath weapon deals 6d8 points of damage. A successful reflex save (DC 10 + 1/2 half-dragon’s racial HD + half-dragon’s CON modifier) reduces damage by half. 30’ cone of corrosive gas (acid) reflex DC 14.
Darkvision 60’: A half-dragon can see in non-magical darkness out to 60’. This vision is in black and white.
Low light vision: A half-dragon can see twice as far as a human in low-light conditions and retains the ability to discern color.
Special qualities: A half-green dragon is immune to sleep and paralysis effects and to acid.
Abilities: Increase base creature’s abilities as follows: +8 str, +2 con, +2 int, +2 cha.
Monk Traits
AC Bonus [ex]: When unarmored and unencumbered, the monk adds his wisdom bonus to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by +1 for every 5 monk levels thereafter. These bonuses apply even against touch attacks or when the monk is flat footed. (with monk belt, this bonus as a lvl 11 monk, +2)
Flurry of blows [ex]: When unarmored a monk may strike with a flurry of blows at the expense of accuracy. As part of a full attack action monk may make a single additional attack at his highest attack bonus, but all attacks taken that round take a penalty to hit. A level 6 monk has only a -1 penalty when using a flurry. When using weapons as part of a flurry of blows, a monk adds his str bonus (not times ½ or 1½) to damage, whether he wields a weapon in one or two hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
Unarmed strike: at 1st level a monk gains Improved Unarmed Strike as a bonus feat. There is no such thing as an off hand attack for a monk striking unarmed. A monk may thus apply his full STR bonus to damage rolls for all unarmed strikes. (with monk belt, as a lvl 11 monk, 1d10 dmg)
Improved Grapple: A level one monk may choose improved grapple as a bonus feat.
Combat reflexes: A level two monk may choose combat reflexes as a bonus feat.
Evasion [ex]: at 2nd level or higher if a monk makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Fast Movement [ex]: Starting at level 3 a monk gains an enhancement bonus to his speed.
Still mind [ex]: A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike [su]: Beginning at 4th level a monk’s unarmed strikes are considered magic for the purpose of overcoming damage reduction.
Slow Fall [ex]: at 4th level or higher a monk within arms reach of a wall can use it to slow his descent. For a 6th level monk treat a fall as if it were 30’ shorter.
Purity of Body [ex]: At 5th level a monk gains immunity to all diseases except for supernatural and magical diseases.
Improved Trip: A 6th level monk may choose improved trip as a bonus feat.
Ranger Traits
Favored enemy (dwarf) [ex]: +2 to bluff, listen, sense motive, spot, and survival checks vs dwarves, and +2 to damage vs dwarves.
Track: A ranger gains track as a bonus feat.
Wild empathy [ex]: A ranger may make a diplomacy type check to improve the attitude of an animal, 1d20 + ranger lvl + cha bonus.
Two weapon fighting: a ranger may choose two weapon fighting as a bonus feat at lvl 2.
Blackguard Traits
Aura of evil (moderate): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
Detect Good [sp]: At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Dark Blessing [su]: A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
Smite Good [su]: Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Aura of Despair [su]: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Command Undead [su]: When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower. 8/day, +2 to checks because of ranks in knowledge (religion)
Sneak Attack +1d6: This ability, gained at 4th level, is like the rogue ability of the same name.
Spells/day:
1st-2 (dc 16)
2nd-2 (dc 17)
Spells known (must be prepared each morning as divine casters):
1st Level: cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
2nd Level: bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.
*creature summoned must be evil.
Equipment:
bracers of armor +6 (36,000gp) [+6 armor bonus to AC, 1 lb]
gauntlets of strength +6 (crafted) (18,500gp [includes cost of scroll of bull’s strength CL10] and 1440 exp) [+6 enhancement bonus to strength 1 lb]
+2 deflecting quarterstaff of wounding [1d6+2/1d6+2, one end can deflect 1 projectile/round that I am aware of, other end deals 1 con damage on a successful hit] (50,600gp) [4 lb]
cloak of charisma +4 (crafted) (8,400gp [includes scroll of eagle’s splendour CL8] and 640 exp) [+4 enhancement bonus to cha, 2 lb]
scarab of protection (38,000gp) [spell resistance 20, absorbs 12 attacks dealing energy drain, death effects, and negative energy attacks]
monk’s belt (13,000gp) [unarmed strike damage and ac bonus as if I had 5 additional monk lvls, 1 lb]
ring of protection +2 (8,000gp) [+2 deflection bonus to AC]
ioun stone +2 dex (8,000gp) [+2 enhancement bonus to dex]
headband of wisdom +4 (crafted) (8,400gp [includes cost of scroll of owl’s wisdom CL8] and 640 exp) [+4 enhancement bonus to wis]
wooden unholy symbol (1gp)
backpack (2gp) ½ lb, contains:
…spikes (oil) [caster lvl 3] x3 (900gp) [spell from complete divine]
…Potion of cure serious wounds x2 (1,500gp)
…Potion of cure light wounds x20 (1,000gp)
…Dragon Bile poison x4 (6,000gp) [contact DC 26, 3d6 str initial, 0 secondary]
…Purple Worm Poison x2 (1,400gp) [injury DC24, 1d6 str initial, 2d6 str secondary]
…Smokestick [fills a 10’ cube with opaque smoke] (20gp) [1/2 lb]
…tanglefoot bag (50gp) [4 lb]
…shuriken x30 (6gp) [15 lb]
...bag of caltrops x5 (5gp) [10 lb]
...20 lb of flour (4sp)
spell component pouch (5gp)
total value: 199,995gp, 4sp and 2720 virtual exp
weight carried: 66 lb (light load)
carrying capacity (for 29 str instead of 32, chart doesn’t go high enough, but irrelivent as I’m only carrying 66 lb):
light load: 466 lb
medium load: 467-933 lb
heavy load: 934-1400 lb
Character Advancement Notes:
Skill Breakdown:
{Monk: 44} (max 11) [Ranger: 12] (max 5) <Blackguard: 8> (max 7)
Balance 8 3(Dex) {5}(ranks)
Climb 11 11(Str)
Concentration 6 3(Con) <3>(ranks)
Diplomacy 5 5(Cha)
Escape Artist 3 3(Dex)
Hide 8 3(Dex) {5}(ranks)
Jump 19 11(Str) {8}(ranks)
Knowledge (religion) 5 0(Int) {2}+<3>(ranks)
Listen 15 4(Wis) {8}+[1]+2(ranks)
Move Silently 7 3(Dex) [4](ranks)
Perform 5 5(Cha)
Sense Motive 4 4(Wis)
Spot 15 4(Wis) {8}+[3](ranks)
Survival 8 4(Wis) [4]
Swim 11 11(Str)
Tumble 11 3(Dex) {8}(ranks)
Proficient with:
monk weapons, simple weapons, martial weapons, light armor, medium armor, heavy armor, shields
Feats:
Human 1: power attack
lvl 1: cleave
lvl 3: improved sunder
lvl 6: weapon focus: quarterstaff [+1 to hit with a quarterstaff]
lvl 9: power critical: quarterstaff [+4 to confirm criticals with a quarterstaff]
lvl 12: craft wondrous item
fort: +20 (12 base 3 con 5 cha), ref: +17 (9 base 3 dex 5 cha), wil: +15 (6 base 4 wis 5 cha)
Boomlaor
3rd of May, 2006, 02:01
So I went to the link to try out a dice roller, rolled a 10, then searched by my name to see how it worked. There were 3 rolls listed under "Bezial" 1 second appart. I'm not sure why, as this was the first time I've tried it and I only clicked roll the dice once.
Linklegacy77
3rd of May, 2006, 02:21
I like that site. I tested it out, and my only roll so far is a nat 20 ^^.
Linklegacy77
3rd of May, 2006, 02:23
CHARACTER SUMMARY (see details at the end of this post)
Character: Donriah Blackmoon
Player: Linklegacy77
Size/Type: Tiny Halfling Rogue 5/Assassin 10
Hit Dice: 15d6 (90 hp)
Initiative: +10
Speed: 30’ walk
Armor Class: 22 (8 dex, 2 armor, 2 size) touch 20, flatfooted 14
BAB: +10
Attack: Returning Assassin’s dagger +23 (1d2/19-20/x2)
Full Attack: Returning Assassin’s dagger +23 (1d2/19-20/x2) and Dagger +15 (1d2-2/19-20/x2) (In melee, use the assassin's dagger twice for 23/18)
Special Attacks: Sneak attack +8d6 and Death Attack (DC 30, or 31 with assassin’s dagger)
Special Qualities: Improved Uncanny Dodge, Evasion, Trap sense +1, Poison Use, +5 save against Poison, Hide in Plain Sight
Saves: Fort +5, Ref +20, Will +7
Abilities: Str 6, Dex 26, Con 10, Int 27, Wis 10, Cha 8
Skills: Disable Device 25, Disguise 3, Escape Artist 26, Hide 51, Jump 3, Listen 20, Move Silently 35, Open Lock 23, Search 25, Sleight of Hand 26, Spot 18, Tumble 26, Use Magic Device 17
Feats: Ability Focus (Death Attack), Weapon Finesse, Weapon Focus (Dagger), Quick Reconnoiter, Quick Draw, Iron Will
Languages: Common, Halfling, Elven, Gnome, Dwarven, Orc
Favored Class: Rogue
Experience Points: 105,000 (Next level at 120000xp)
ROGUE TRAITS
Sneak Attack +3d6
Uncanny Dodge(Ex)
Evasion(Ex)
Trap Sense+1(Ex)
Trapfinding
ASSASSIN TRAITS
Sneak Attack +5d6
Death Attack
Poison Use
Spells
+5 Save Against Poison
Improved Uncanny Dodge(Ex)
Hide in Plain Sight(Su)
HALFLING TRAITS
Base Land Speed: 20 feet
Athletic: 2 racial bonus on Climb (http://www.d20srd.org/srd/skills/climb.htm), Jump (http://www.d20srd.org/srd/skills/jump.htm), Listen, and Move Silently (http://www.d20srd.org/srd/skills/moveSilently.htm) checks.
Resistant: +1 racial bonus on all saving throws.
Accurate: +1 bonus on all thrown attacks
Unafraid: +2 morale bonus on saving throws against fear
EQUIPMENT/GEAR
Weapons and Armor Details:
Assassin’s Dagger: +2 returning dagger that adds +1 to Save DC against Death Attack.
TO HIT: +2 enhancement, +8 Dex, +10 BAB, +2 size, +1 Weapon Focus=23 (when thrown goes up by one because of Halfling race)
Damage: 1d2 size, +2 enhancment, -2 strength
Dagger: +8 dex, +10 BAB, +2 size, +1 Weapon Focus=21 (when thrown, goes up by one)
Damage: 1d2 size, -2 strength
+1 greater silent moves, greater shadow padded armor: [+2 AC, No Armor Check Penalty, 5% arcane spell failure, Light Armor
Items:
Backpack Cost 2 (PHB) .25 lbs
-Scroll of Heal Caster Level 11 Cost 1,650 gold (Page 242 DMG) 1 lb
-2 Wands of Cure Light Wounds (50 charges on each) Cost 750 gold each, total 1500 (Page 246 DMG) .1 lbs
-Spool of Endless rope Cost 2,000 (Complete Adventurer Page 135) 1 lb
Assassin’s Dagger. Cost: 10,302 (Page 226 DMG) (add Returning property, 10,000 gold, creating magic weapons DMG chapter 7) .25 lbs
Headband of Intellect +6 Cost: 36,000 (Page 258 DMG) .5 lbs
Gloves of Dexterity +6 Cost 36,000 (Page 257 DMG) .5 lbs
Boots of Striding and Springing Cost 5,500 (Page 250 DMG) .5 lbs
+1 Greater Shadow, Greater Silent Moves Padded Armor Cost:68655 (Uses Magic Item Creation Rules, DMG, Chapter 7) 2.5 lbs
Ring of Chameleon Power Cost: 12,700 (Page 230 DMG) .25 lbs
3 daggers, Cost 2 gold each, total 6 gold (PHB) .75 lbs
Permanent Reduce Person (Caster Level 20 for the permanency spell) Cost 3510 (PHB and SRD)
Goggles of Night Cost 12,000 (DMG page 258) .5 lbs
ENCUMBERANCE
Carrying 9 lbs
Carrying Capacity:
<10 Light
10-20 Medium
20-30 Heavy
75 Gold Left
-------------------------------------------------------------------------------------------------------------------------------------------------------------
-- CHARACTER NOTES --
Saves: Fort +5 (4 base, 1 racial), Ref +20 (11 base, 8 dex, 1 racial), Will +7 (4 base, 2 Iron Will, 1 racial)
Hit Points: Max Hit Points: 15d6=90
Death Attack DC: 10+8 int+10 assassin levels+2 ability focus=30
Feat Selection:
1st: Iron Will
3rd: Weapon Finesse
6th: Ability Focus (Death Attack)
9th: Quick Draw
12th: Weapon Focus (Dagger)
15th: Quick Reconnoiter
Skills Breakdown:
Skill Points: (8+int mod*8)+(6+int mod*10)= 203 skill points (Int Mod went up at level 8)
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge Local, Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Magic Device, Use Rope
Disable Device 18 ranks+7 int=25,
Disguise 4 ranks-1 cha=3,
Escape Artist 18 ranks+ 8 dex=26,
Hide 18 ranks +8 size +10 ring of chameleon power+8 dex+ 15 armor=51,
Listen 18 ranks+2 racial=20,
Jump 0 ranks, +5 boots, -2 strength=3
Move Silently 18 ranks+2 racial+15 armor=35,
Open Lock 15 ranks+8 dex=23,
Search 18 ranks +7 int=25,
Sleight of Hand 18 ranks+8 dex=26,
Spot 18 ranks+0=18,
Tumble 18 ranks+8 dex=26,
Use Magic Device 18 ranks -1 charisma=17
-- 32 Point Buy---
10 str 2 points
16 dex 10 points
10 con 2 points
18 int 16 points
10 wis 2 points
8 cha no points
Spells Known:
1st level: Critical Strike, Ghost Sound, Obscuring Mist, True Strike
2nd level: Wraithstrike, Darkness, Invisibility, Alter Self
3rd level: Deeper Darkness, Misdirection, Nondetection, Spectral Weapon
4th level: Sniper’s eye, Shadow Form, Dimension Door, Greater Invisibility.
Spells Per Day:
1st level 5
2nd level 5
3rd level 5
4th level 4
http://invisiblecastle.com/find.py?id=436776 for initiative. Total is 25.
crueldespot
3rd of May, 2006, 04:35
I went to the link to try out a dice roller, rolled a 10, then searched by my name to see how it worked. There were 3 rolls listed under "Bezial" 1 second appart. I'm not sure why, as this was the first time I've tried it and I only clicked roll the dice once.
Apparently this is a bug in the Invisible castle program. I checked the records for the rolls I made for my PBP, and I discovered that all of my rolls since the 20th of April have mysteriously tripled. I experimented with it and I found that the first roll is the one that appears on your screen after you click "roll dice." So, my ruling is this:
WHEN THE INVISIBLE CASTLE DIE ROLLER PRODUCES MULTIPLES, WE WILL USE THE FIRST ONE (I.E. THE ROLL WITH THE EARLIEST TIME TAG)
This also reduces the temptation to cheat, because the rerolls will be discarded whether or not they were intentional. For the time being, I recommend that you doublecheck your recent rolls after you use it, to make sure that the one you are using was the first one in the "barrage."
Looks to me they are rolling initiative twice according to this.
Good catch. I changed my mind but forgot to remove all traces of the original idea. At any rate, both contestants have already rolled initiative, so initiative is resolved, unless anyone intends to challenge the initiative modifiers on either character sheet.
Donriah got a 25 total and Bezial got a 13 total. So Donriah will go first. Don't post your action yet, Linklegacy. I want to give people a chance to scrub the character sheets first. Wait until I post the map and prompt you for your first action.
Boomlaor, next time add your modifier into the roll.
Linklegacy77
3rd of May, 2006, 09:37
Sure thing, I'll wait. You need to post a maze anyway really...
Boomlaor
3rd of May, 2006, 23:50
What does quick reconoiter do?
akiko
4th of May, 2006, 00:22
+2 Init, free spot and listen check every round.
generaljimX
4th of May, 2006, 05:15
And what book is it from?
akiko
4th of May, 2006, 05:32
Complete Adventurer.
Boomlaor
4th of May, 2006, 06:15
Crueldespot: will there still be the random CR 10 monsters released into the maze every few rounds as initially planned?
Linklegacy77
4th of May, 2006, 06:40
I hope so, because part of my character build was focused on being ready for those. (otherwise, I would have just made him a tiefling instead of halfling and polymophed into a sorrowsworn demon for an additional 8d6 sneak attack damage)
crueldespot
4th of May, 2006, 08:45
Crueldespot: will there still be the random CR 10 monsters released into the maze every few rounds as initially planned?
I hadn't planned on it, since we were settling which one of you could kick the other's butt.
But if that is what you both want, then that is what you will get. I am working for Y'all.
Linklegacy77
4th of May, 2006, 09:14
So, do our characters pass inspection?
Boomlaor
4th of May, 2006, 09:31
I would also prefer to have the extra monsters.
crueldespot
4th of May, 2006, 09:43
I am more worried about challenges from each other. I don't have to fight you, so I don't have as much incentive to inspect you.
Right now I am just waiting for Boomlaor to give us a yay or a nay on the random CR10 monsters. Then I will randomly determine where Y'all start on the map (and determine the type, location, and initiative rolls of the monsters if he agrees) and we will start.
Another rules issue:
As I stated earlier, since we only have two players, each of you will roll your own dice and we will resolve each player's actions one at a time. This is a change from what Canadian posted in the original thread. The reason for the change is that we only have 2 players.
Otherwise, I will try to follow the rules that Canadian posted in the original thread.
It would probably be most fair and realistic if you submitted your moves by private email when yothey aren't visible to your opponent.
However, that would be totally boring as a messageboard game, it would take forever to find each other, and it wasn't promised by Canadian's original rules.
So- all actions will be posted publicly, with one exception: If your character is hiding or invisible (being in a different area doesn't count), you can PM me with your specific coordinates instead of posting them in your message.
crueldespot
4th of May, 2006, 09:44
Boom answered the question while I was posting, and there haven't been any character sheet challenges, so I am ready to begin. Give me a little while to roll some dice and I will post the map etc this evening.
Linklegacy77
4th of May, 2006, 09:47
He gave it a yay, I believe.
Also, I'm always going to be hiding, or invisible lol.
crueldespot
4th of May, 2006, 12:00
START OF ROUND 1
Random Monster (1d100=97) (http://invisiblecastle.com/find.py?id=438655)
Says to roll on the 11th level chart.
11th lvl monster chart (1d100=5) (http://invisiblecastle.com/find.py?id=438657)
Says to roll on the 10th level chart again
10th lvl monster chart again (1d100=78) (http://invisiblecastle.com/find.py?id=438660)
Number of xills (1d4+1=3) (http://invisiblecastle.com/find.py?id=438663)
Random locations for everybody. If the result indicates a solid wall or occupied space, I will discard that roll and use the next one. Locations are determined in alphabetical order: Bezriah, Donrial, xill1, xill2, xill3. If I roll 40 times, I should get at least 5 usable locations.
Map coordinates. Odd # rolls are converted to alphabetical eastings. Even # rolls are northings (1d31=27, 1d31=20, 1d31=14, 1d31=31, 1d31=3, 1d31=4, 1d31=14, 1d31=10, 1d31=17, 1d31=28, 1d31=11, 1d31=7, 1d31=9, 1d31=24, 1d31=30, 1d31=18, 1d31=1, 1d31=20, 1d31=6, 1d31=22, 1d31=10, 1d31=17, 1d31=17, 1d31=3, 1d31=16, 1d31=1, 1d31=14, 1d31=17, 1d31=5, 1d31=15, 1d31=7, 1d31=13, 1d31=18, 1d31=23, 1d31=3, 1d31=20, 1d31=24, 1d31=21, 1d31=27, 1d31=31, 1d31=5, 1d31=30, 1d31=20, 1d31=27, 1d31=27, 1d31=24, 1d31=27, 1d31=7, 1d31=7, 1d31=8, 1d31=19, 1d31=25, 1d31=10, 1d31=24, 1d31=1, 1d31=29, 1d31=16, 1d31=31, 1d31=15, 1d31=17, 1d31=23, 1d31=28, 1d31=14, 1d31=10, 1d31=31, 1d31=3, 1d31=29, 1d31=28, 1d31=24, 1d31=30, 1d31=20, 1d31=20, 1d31=28, 1d31=14, 1d31=16, 1d31=18, 1d31=8, 1d31=19, 1d31=6, 1d31=10) (http://invisiblecastle.com/find.py?id=438680)
First pair is 27&20 =AA20 for Bezial.
Next pair is 14&31 =N31 For Donriah.
Next pair is 3&4 =C4 for Xill1.
Next pair is 14&10 Unusable
Next pair is 17&28 =Q28 for Xill 2
Next pair is 11&7 = K7 for Xill3.
Xills 1-3 initiative (1d20+7=20) (http://invisiblecastle.com/find.py?id=438811)
I determined the best way to make a map that resembles what Canadian intended: Use Canadian's sample map!. I tried to figure out how to do the "fog of war" but the technical aspect of the graphics were too much of a pain in the ass. So Rules Change: No Fog of War. Sue me.
The highest initiative roll belongs to Donriah. After Donriah, the xills will act, then Bezial.
Donriah, it's your move.
http://www.bzrserv.net/despot/BezialVsDonriah1.jpg
Boomlaor
5th of May, 2006, 01:44
Just one thing on the character sheet, Donriah's second attack in a full attack action should be at at +16(+17 when thrown). (5[bab], 8[dex], 2[size], 1[weapon focus])
Linklegacy77
5th of May, 2006, 02:21
I hadn't noticed that error, thank you. My second attack doesn't use the assassin dagger, as the returning feature brings it back at the end of my turn. I use a normal dagger for the second, making it at a +15.
Cast invisibility. Move to S-30. (Hiding in plain sight)
crueldespot
5th of May, 2006, 13:30
Middle of Round 1
Xill: CR 6; Size M; HD 5d8+10; hp 32; Init +7; Spd 40 ft; AC 20, touch 13, FF 17; BAB +5; Grapple +7; Atk: +5/+5 melee (1d6 + 2, short sword), +5/+5 melee (1d4 + 1, and claws), +5/+5/+5/+5 melee (1d4 + 2, or claws), +4/+4 ranged (1d8/crit x3, or longbows); SA Implant, improved grab, paralysis; SQ Darkvision 60 ft., planewalk, spell resistance 21; AL LE; SV Fort +6, Ref +7, Will +5; Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11.
Languages spoken: Infernal
Skills and Feats: Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11; Improved Initiative, Multiattack, Multiweapon Fighting.
Possessions: Short sword (10 gp, 1 lb), And claws (0 gp, 0 lb), Longbow
Xill2 moves to the location where Donriah disappeared (N31) and attempts to detect him. Donriah's move silently and hide mods and so high that Xill2 automatically fails.
Xill1 and Xill3 begin to planewalk.
Now it is Bezial's turn.
http://bzrserv.net/despot/BezialVsDonriah1x.jpg
Boomlaor
5th of May, 2006, 14:12
Bezial applies an oil of spikes to the wounding end of his quarterstaff, and moves to U17
crueldespot
5th of May, 2006, 19:45
Sorry, Boom. I should have clarified already: all doors begin closed.
Opening a door is a move action.
So Bezial can apply the oil of spikes as a standard action, take a 5' adjust to Y19, and open the door as a move action.
Is that OK, or do you want to revise your plan in light of this ruling?
Edit: Also, all participants know the general location of their opponents. If someone is invisible or hidden, opponents will need to make the necessary rolls to determine his precise location, but everyone knows each other's approximate location.
#1 This allows you to move towards each other so this doesn't last forever
#2 It avoids disputes over player vs character knowledge in a competitive event.
Boomlaor
5th of May, 2006, 23:19
Yep, revise action as you stated. Out of curiosity, which way do the doors swing? Into or out of the rooms?
Linklegacy77
6th of May, 2006, 03:03
Move to U 26 and open door, still hiding in plain sight. (Also, I can move up to my speed while hiding and take a -10 to my check, to avoid the -10, I can only move half my speed. Just wanted to make sure we were all on the same page with that)
Boomlaor
6th of May, 2006, 03:33
Here's a question, which is irrelivant at the moment because Donriah is invisible, but may come into play later. The hide in plain sight ability allows an assassin to hide as long as a shadow is within 10', even if being observed. However, to a creature with darkvision, there essentially are no shadows within the range of the darkvision. Would Donriah be able to use his hide in plain sight against Bezial when within 50' of him? (if he's 50' or more away, then he's within 10' of a shadow even to Bezial, and he would be able to use it)
generaljimX
6th of May, 2006, 04:45
I think what their going for with using the shadow as a reference is its dark. Even with darkvision you can still tell where a shadow is, and probably how intense it is. You just can't see color in the shadow. So, all he would have to do is move very little and be wearing clothes the same color of the shadow. At least, that's how I see it.
Boomlaor
6th of May, 2006, 05:47
Yeah, but the reason a person can normally hide in shadow/darkness is that it gives them concealment. Darkvision makes it so you don't have concealment in shadow/darkness. All hide in plain sight does is allow you to hide somewhere where you don't actually have concealment, as long as you're within 10' of it. If you're 30' away from somone with darkvision 60' then you're 30' away from the concealment, so it seems that it shouldn't work, but that's just me.
crueldespot
6th of May, 2006, 06:43
Middle of Round 2
I will research the hiding vs darkvision. Any info from the audience is welcome.
Xill2 begins to planeshift
Xills1&3 continue to planeshift
Go Bezial/Boomlaor
http://www.bzrserv.net/despot/BezialVsDonriah2.jpg
Boomlaor
6th of May, 2006, 07:13
Which way do the doors swing?
5' step to y18, apply dragon bile poison to deflecting end of my quarterstaff, close the door behind me.
crueldespot
6th of May, 2006, 07:29
All the doors swing both ways.
Go Donriah/Link
Linklegacy77
6th of May, 2006, 09:03
open door and move to y24
crueldespot
6th of May, 2006, 14:26
Middle of Round 3
Xill1 double move (ethereal) to O10
Xill2 continues planewalking
Xill3 double move (ethereal) to W13
http://www.bzrserv.net/despot/BezialVsDonriah3.jpg
Linklegacy77
6th of May, 2006, 19:47
Also, to answer your question Boomlaor, Hide in plain sight allows me to use shadows to hide as long as I am within 10' of them, but it grants another ability. I can use the hide skill to hide while observed, which you normally can't do. Your darkvision does make things annoying though.
crueldespot
6th of May, 2006, 21:51
I have reviewed the rules in the PHB and DMG re:hiding and shadows. In order to hide, you must have some sort of concealment or cover. Since shadows don't provide concealment when you are being observed by darkvision, you can't hide.
Canadian's initial description of the battlefield does not address lighting. This could be because the whole place is lit, or it could be because the whole place is dark so you need your own light source.
Compromise solution: The whole place has shadowy illumination.
However this is moot regarding the issue of hiding vs darkvision, since the shadows provide no concealment vs darkvision. Hide in plain sight ability allows you to hide within 10 feet of a shadow as well as if you were in the shadow, which is not at all vs Bezial.
akiko
6th of May, 2006, 22:45
Or at least not within his range of darkvision.;) Outside of that he sees like everyone else.
crueldespot
7th of May, 2006, 02:47
Good point, Akiko. Outside of the range of darkvision, the hide in plain sight ability would work normally.
10 Despot points for Akiko.
Boomlaor
7th of May, 2006, 03:05
I realized that i never posted what spells I have prepared.
1st: deathknell, doom
2nd: eagle's splendor, summon moster II
cast summon monster II for a fiendish monstrous scorpion
Linklegacy77
7th of May, 2006, 05:57
Open door, and move silently to y 19.
akiko
7th of May, 2006, 09:06
Woot! The tension is beginning to kill me guys. Kill each other already!
Linklegacy77
7th of May, 2006, 10:14
I'm trying! I'm trying! If he would stop running away and shutting doors behind him, he'd likely be badly hurt or dying now.
crueldespot
7th of May, 2006, 10:50
Bezial begins casting
Donriah moves silently.
Bezial Listen+15 (& -5 through a door) vs Donriah Move Silently +35. Donriah automatically succeeds.
Xills double move to unknown locations
I rolled move silently and listen checks vs the xills on invisible castle, but that was a waste of time since they can't be heard while ethereal.
http://bzrserv.net/despot/BezialVsDonriah4.jpg
Boomlaor
8th of May, 2006, 00:47
Cast eagle's splendor on self, move to to aa18, medium fiendish monstrous scorpion appears in y18 and readies to attack anything that comes through the door (tremorsense).
Linklegacy77
8th of May, 2006, 02:01
Instructions sent via PM
Listen Check as a free action, http://invisiblecastle.com/rolldice.py?u=Donriah&r=&d=1d20%2B15&n=For+listen+Check%3A+%2B20%2C+-5+through+door&a=Roll+the+dice
1d20+20-5 (through door)= 18 total. (rolled a 3)
move to coordinates in PM
Cast shadow form
crueldespot
8th of May, 2006, 20:32
Middle of Round 5
Bezial move silently vs listen success is automatic.
Xills 1 & 3 planewalk as a move action and attack as a standard action.
Xill#1 vs scorpion (2 attacks) then Xill#3 vs Bezial (2 attacks (1d20+5=22, 1d20+5=11, 1d20+5=23, 1d20+5=7) (http://invisiblecastle.com/find.py?id=444457) (+2 flanking vs scorpion not included)
Damage vs scorpion (1d6+2=4, 1d6+2=7) (http://invisiblecastle.com/find.py?id=444459)
11 total damage vs scorpion.
http://bzrserv.net/despot/BezialVsDonriah5.jpg
Boomlaor
8th of May, 2006, 23:37
move to Y17, attack X3 with quarterstaff (2 handed, wounding end) powerattacking for 5 (put in the +atk bonus wrong, forgot to take out the -5 from power attack. Result should be 24, which still hits AC20 per SRD:
http://invisiblecastle.com/find.py?id=444602 (http://invisiblecastle.com/find.py?id=444602)
Does 37 dmg to X3, if that drops him (I believe it does), cleave to X1 at same attack bonus (correct bonus in roller this time):
http://invisiblecastle.com/find.py?id=444604 (http://invisiblecastle.com/find.py?id=444604)
Does 34 dmg to X1.
Scorpion moves to Z16
Free action listen check listen check (1d20+15=20) (http://invisiblecastle.com/find.py?id=444618) -5(through door)=15 total
edit: ooc, what does shadow form do?
crueldespot
9th of May, 2006, 02:08
By moving around Xill3 without tumbling, Bezial provokes an AtO from Xill3.
Rolls 1-2 Xill1 AtO vs Bezial (1d20+5=7, 1d20+5=13) (http://invisiblecastle.com/find.py?id=444696) Both miss.
Bezial kills xill3 and xill1.
Listen check automatically fails (total roll lower than opponent's bonus).
Shadow form is in Complete Adventurer. I had to look it up myself. I recommend Crystal Keep Indexes (http://www.crystalkeep.com/d20/index.php) to figure out where to find stuff in all the supplements.
Linklegacy77
9th of May, 2006, 02:13
Cast improved invisibility.
Further instructions sent via PM.
Boomlaor
9th of May, 2006, 02:22
Bezial should have been able to (maybe) hear him casting, even if he couldn't hear him moving. Oh, and is either Xil unconscious and dying or did I kill both outright?
Linklegacy77
9th of May, 2006, 02:46
What is your listen bonus? You don't know where I am now, but it's quite possible I'm not even in your room, giving you a -1 for every 10 feet and a -5 through the door.
Boomlaor
9th of May, 2006, 02:47
+15 Like I said, it's a maybe, but it's easier to hear him casting than to hear him moving. My listen check was a 20 (d20=5+15)
Linklegacy77
9th of May, 2006, 02:49
No, that's probobly not enough. Even though I didn't specify it when casting, I'd like it mentioned that it's assumed that I cast my verbal components as whispers, not only because it makes sense when trying to sneak around, but it's a character habbit as a very stealthy assassin.
Boomlaor
9th of May, 2006, 02:58
Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice.
I don't think you can cast a spell quietly without the silent spell feat, but I'm not sure. Either way, the check may not be high enough with the applicable modifiers.
Linklegacy77
9th of May, 2006, 03:13
A strong voice can still be relatively quiet. If I could speak to you in person, I would show you what I mean. It's rather irrelevant, as I have moved since I cast it, and your check of 20 with the relevant modifiers aren't enough.
Boomlaor
9th of May, 2006, 03:14
Fair enough, on with the show! :) As to the attacks against the scorpion though, it has 14 AC (10+4natural), only 1 of the attacks should have hit.
crueldespot
9th of May, 2006, 08:07
The xills are dying but not at -10 yet.
Boom is correct. I did not take into acount the fact that Donriah was speaking. I agree that you can't whisper a spell. This changes the DC to zero+distance mod, so Bezial might be able to determine Donriah's exact location if he rolls high enough...and the remaining xill could also.
I screwed that up. Do over (DM Privilege-don't get any ideas). Bezial and Xill listen checks. (1d20+15=18, 1d20+9=14) (http://invisiblecastle.com/find.py?id=445137)
Bezial and the Xill can both hear Donriah casting spells. Neither Bezial's first listen check (from the previous round) or his new listen check for Donriah's second spell reveal his precise location, but Bezial can determine that Donriah is nearby to the south. Or at least that's where he was when he cast the spell. Once he starts moving after casting, Bezial doesn't know where he went.
I am waiting to settle a question with Link before resolving his action and the remaining Xill.
crueldespot
9th of May, 2006, 10:38
Middle of round 6, continued.
Donriah finishes moving.
The monstrous scorpion determines his location with tremorsense. Since Donriah is Bezial's enemy, it will attack Donriah automatically.
http://bzrserv.net/despot/BezialVsDonriah6.jpg
Linklegacy77
9th of May, 2006, 10:57
The scorpian will vanish in one round after bezials next turn. I just thought I should mention it.
Boomlaor
9th of May, 2006, 23:26
Scorpion full attacks Donriah:
Scorpion's round 6 attacks (1d20+2=6, 1d20+2=8, 1d20-3=12) (http://invisiblecastle.com/find.py?id=445958)
all miss.
Bezial full attacks the square which Scorpion attacked, using both ends of the quarterstaff (poisoned end primary) and flurry of blows, taking a 5' step if necessary. First 2 swings with poisoned end and swing with wounding end hit.
Bezial round 6 attacks (1d20+21=26, 1d20+21=27, 1d20+21=39, 1d20+16=18) (http://invisiblecastle.com/find.py?id=445964)
First 2 swings with poisoned end and swing with wounding would hit, 3rd swing with deflecting end would hit also because poison would reduce Donriah's dex bonus to +1 if he fails poison save. 50% miss chance from concealment:
Bezial's miss chance round 6 (1d100=97, 1d100=88, 1d100=85, 1d100=17) (http://invisiblecastle.com/find.py?id=445966)
2 strikes with deflecting end (including poison) and 1 strike with wounding end hit.
1d6+13=17, 1d6+13=15, 1d6+16=21 (http://invisiblecastle.com/find.py?id=445968)
53 total hp damage and 1 con damage, plus 15 str damage (Fort DC 26) from poison:
dragon bile poison damage (3d6=15) (http://invisiblecastle.com/find.py?id=445970)
akiko
9th of May, 2006, 23:48
Hey Guys, is it just me or do I not see Bezial's memorized spells for the day?
Oh, and this could be a nast round for Bezial.
Boomlaor
9th of May, 2006, 23:53
I realized that i never posted what spells I have prepared.
1st: deathknell, doom
2nd: eagle's splendor, summon moster II
I have deathknell and doom remaining
akiko
9th of May, 2006, 23:54
Thank you. I thought I saw it somewhere, just couldn't find it now. I was really hoping you had more scorpions. Those are cool.
Linklegacy77
10th of May, 2006, 00:07
First off: how does he have a +21 to hit? It says +19 on his character sheet.
Also, neither you or the scorian can full attack me, as I'm more then 5 feet out of your reach. Please revise your action accordingly.
Boomlaor
10th of May, 2006, 00:15
+19 with unarmed strike, Using the quarterstaff, both ends, and flury the bonuses work like so:
10(bab)+11(str)+2(enhancement bonus)+1(weapon focus)=+24 base for each end. Wounding end has an additional+2 from spikes (don't think that stacks with the +2 enhancement bonus though). Both ends -2 from two weapon fighting, both ends -1 from flurry of blows. Total bonuses: +21 Should actually be +24, since he's not using two weapon fighting or flurry of blows, but that would hit too of course.
Revise above action as follows:
Both scorpion and Bezial take a move action to move adjacent to Donriah (Crueldespot or Link, tell me where I'm moving to please), and attack once dropping all itterative attacks. Scorpion still missed with first attack, Bezial still hit with first attack.
edit: oh, and since he's just taking a single attack, it's a 2 handed attack, so 1.5 str bonus instead of 1.0 str bonus. Total damage: 22 hp and 15 str (if he fails the DC 26 fort save vs dragon bile poison).
akiko
10th of May, 2006, 00:21
SRD Flurry Link (http://www.d20srd.org/srd/classes/monk.htm#flurryofBlows)
I think you can still flurry after moving more than 5'. Nothing in the text says that it takes a full attack action or a standard or anything like that. Sorry link, not trying to pick on you <really>.
Boomlaor
10th of May, 2006, 00:25
The end of the first paragraph in that link:
A monk must use a full attack action to strike with a flurry of blows.
akiko
10th of May, 2006, 00:30
Thank you. My reading comprehension so sucks lately. ^_^
Linklegacy77
10th of May, 2006, 02:07
I would appreciate it if you would reroll your attacks for the following reason: You are taking a completely different turn. Even though you are still attacking, you are attacking in a completely different way: (2 handed strike with poisoned end, opposed to twf with both)
Crueldespot? I think it is fair to ask a reroll.
Boomlaor
10th of May, 2006, 02:24
An attack is an attack though, it's 1d20+modifiers, no matter what those are. I didn't pick and choose which roll to keep, I just went with the first roll for both the scorpion and for Bezial, had those been misses I'd have been out of luck. If we were playing face to face I would have known that a full attack wasn't possible before doing all the rolls, and would have acted accordingly. I don't think I should be forced to re-roll, but of course CD has the final say.
Noocytx
10th of May, 2006, 05:57
I would have to rule with Boomlaor on this one, just from what crueldespot originally wrote in his first entry.
In the note field, you MUST specify what the rolls are for: "the first roll is to attack my opponent in round 1, the second is to confirm a crit if necessary..." You get the idea.
He rolled what he could have done, found out he couldn't do the full attack, so he just used the first attack roll. It's kinda like had he rolled for a crit, but it wasn't necessary, so he just used the first rolls.
Linklegacy77
10th of May, 2006, 08:35
Except that it is a completely different action, furthermore, he had foreknowledge on the matter that we was going to hit, and that could have possibly influenced his actions. It's up to Crueldespot.
crueldespot
10th of May, 2006, 10:23
I don't think that Bezial's revised action represents a completely different choice. It is the same action but with the extra attacks removed.
I do want Boomlaor to reroll his attack- not because of Link's reason, but a different one: Boom didn't specifiy in the invisible castle description which roll was for which attack. Theoretically a player could roll the dice and then decide that the best roll was the one for the most potent attack. Who is to say whether that last roll, the one that missed, was originally intended to be the dragon bile attack?
So reroll your attack, Boom. No need to reroll the miss chance, damage, or dragon bile poison, though.
Once Boom rerolls his attack, Link should post his save against the dragon bile (if the attack hit) and then post his own action.
http://bzrserv.net/despot/BezialVsDonriah7.jpg
Boomlaor
10th of May, 2006, 10:27
Round 6 attack re-roll, 2handed attack with poisoned end of quarterstaff (1d20+24=34) (http://invisiblecastle.com/find.py?id=446606)
And please remember that because he's within 10' of me he takes -2 to his saves.
Linklegacy77
11th of May, 2006, 02:11
Consider the match over, Donriah is done. The poison is what took him out, his strength is at -9. I got a total of 13 on the save. http://invisiblecastle.com/find.py?id=447388
That's including the -2, which I might add was completely irrelevant, as I couldn't have passed without a nat 20 anyway. The tremorsense is what got me, I should have waited before entering the room, but I didn't think to check up on tremorsense.
Boomlaor
11th of May, 2006, 03:00
Well, you do have a +5 to saves against poison as a class ability, but you'd still have needed an 18 or better with the -2. It was really a 50/50 shot for me though, with the scorpion about to disappear if I had missed due to concealment it would've been very dificult to find you again, and those sneak attacks and death attacks would have hurt badly. Thanks for fighting it out with me, this was fun!
Just for good measure though, (since this was a "may the most evil man win" duel):
Bezial smiles evilly as he feels his quarterstaff contact his enemy, knowing that the poison would go to work. A wicked glint comes into his eyes as he hears his incapacitated enemy's body fall to the floor. Taking time with his feet to find his opponent's invisible form, he hefts his quarterstaff high above his head and swings with all his might.
[ooc 2 round coup de gras (first round to locate Donriah within his square, second round to deliver it), power attacking for full, auto hits auto crits, 91 damage, Fort DC 101 unnecessary as that already puts him to less than negative 10 hp]
Coup de gras damage [1d6+ 3(spikes) + 18(1.5 str and weapon enhancement bonus) + 20(powerattack)]x2 (2d6+82=91) (http://invisiblecastle.com/find.py?id=447440)
edit:I am curious though, how did you get in the room without me seeing a door open?
Linklegacy77
11th of May, 2006, 04:50
Easy, shadow form let's me walk through walls and such. It's a very good spell. It's too bad you prepared summon monster 2 though, albeit you posted it a bit late.
That scorpian was annoying, and I screwed up by going in the room while the scorpian was still there. To be honest, I just wanted to get it over with. Next time, I'll buy a scroll of dispel magic, and I won't lose.
Boomlaor
11th of May, 2006, 04:52
Yeah, I'll have to remember to invest in a scroll of see invisible too.
Linklegacy77
11th of May, 2006, 04:54
Lol, is that a spell on your list? And if it isn't, you might as well forget it, as you probobly couldn't make the UMD check.
Boomlaor
11th of May, 2006, 05:10
Curses, foiled again. Well, maybe a magic item with invisibility purge on it then, though that would get mighty expensive.
Linklegacy77
11th of May, 2006, 09:10
Very likely, and there are ways around it, such as setting up an ambush point, or I could pay for portable traps and such...
crueldespot
11th of May, 2006, 09:26
Thanks, guys. That was fun. I'm sorry it ends so soon.
One thing I learned is that dragon bile poison is completely broken. The price may balance it out in an ongoing campaign, but not for a tournament. I remember that BP had trouble with dragon bile poison in a tournament he did last year.
Lesson #1: If running a tournament, ban dragon bile poison.
Lesson #2: If participating in a tournament, stock up on dragon bile poison.
50 Despot points to Boomlaor for summoning a monster with tremorsense to find his invisible enemy. That was really clever. In fact, Boomlaor's tactics were so good that it didn't really provide a good test of the 2 builds. No shame on Linklegacy. Who could have predicted that? I know I wouldn't have done any better. Great battle, guys.
Boomlaor
11th of May, 2006, 22:17
It would've been much harder if I didn't know his general area, since the summoning only lasts 4 rounds, I doubt if I'd have been able to time it right to have tremorsense at the right time.
edit: As a question, CD, what do you think of other poisons? Is it purely the high DC which makes dragon bile poison broken? Purple worm poison, for example, has a dc of 24, almost as high, but it does only 1d6 initial str damage (though it does secondary damage also, unlike dragon bile). Do you think there's a way to make poison viable without making it overpowering?
Linklegacy77
11th of May, 2006, 23:59
It's not that it's broken, it's just broken for a tournament. It's because in a tournament, as it's a one use item. Not to mention you know your opponents weakness at the time. Dragon Bile poison is so nasty not just because of the DC, but because of the 3d6 immediate strength damage, instead of splitting it up with secondary.
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