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  #1  
Unread 3rd of May, 2006, 01:42
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crueldespot
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Boomloar vs Linklegacy77: 2 Shall Enter, At Least 1 Shall Perish

This is a gentlemen's duel to determine the best build. Started HERE

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. 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?

Last edited by crueldespot; 3rd of May, 2006 at 01:44.
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  #2  
Unread 3rd of May, 2006, 01:48
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Originally Posted by crueldespot 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.
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Unread 3rd of May, 2006, 01:56
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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)

Last edited by Boomlaor; 4th of May, 2006 at 03:10.
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Unread 3rd of May, 2006, 02:01
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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.
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Unread 3rd of May, 2006, 02:21
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I like that site. I tested it out, and my only roll so far is a nat 20 ^^.
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Unread 3rd of May, 2006, 02:23
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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, Jump, Listen, and Move Silently 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.
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Last edited by Linklegacy77; 5th of May, 2006 at 02:26.
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Unread 3rd of May, 2006, 04:35
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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.
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Unread 3rd of May, 2006, 09:37
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Sure thing, I'll wait. You need to post a maze anyway really...
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Unread 3rd of May, 2006, 23:50
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What does quick reconoiter do?
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Unread 4th of May, 2006, 00:22
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+2 Init, free spot and listen check every round.
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Unread 4th of May, 2006, 05:15
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And what book is it from?
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Unread 4th of May, 2006, 05:32
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Unread 4th of May, 2006, 06:15
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Crueldespot: will there still be the random CR 10 monsters released into the maze every few rounds as initially planned?
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Unread 4th of May, 2006, 06:40
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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)
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Unread 4th of May, 2006, 08:45
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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.
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Unread 4th of May, 2006, 09:14
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So, do our characters pass inspection?
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Unread 4th of May, 2006, 09:31
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I would also prefer to have the extra monsters.
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Unread 4th of May, 2006, 09:43
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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.
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Unread 4th of May, 2006, 09:44
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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.
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Unread 4th of May, 2006, 09:47
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He gave it a yay, I believe.

Also, I'm always going to be hiding, or invisible lol.
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Unread 4th of May, 2006, 12:00
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Start of Round 1

START OF ROUND 1

Random Monster (1d100=97)
Says to roll on the 11th level chart.
11th lvl monster chart (1d100=5)
Says to roll on the 10th level chart again
10th lvl monster chart again (1d100=78)
Number of xills (1d4+1=3)

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)
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)

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.


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Unread 5th of May, 2006, 01:44
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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])
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Unread 5th of May, 2006, 02:21
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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)
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Unread 5th of May, 2006, 13:30
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Exclamation

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.

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Unread 5th of May, 2006, 14:12
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Bezial applies an oil of spikes to the wounding end of his quarterstaff, and moves to U17
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