Arcane Arena

Game Master Dave Young 992

Locked in mortal combat, two arcanists must fight to the death! It's mortal combat! To the death! Really!


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10 Board Lurker/10 Nice Guy/

I am almost out of tricks though. This time I won't use the bag though. I have one more strategy I want to try.

After this I would like to build another caster. You can too if you like.

Init:1d20 + 14 ⇒ (14) + 14 = 28


Female Halfling Sorcerer 1

1d20 + 11 ⇒ (14) + 11 = 25 - init

You're up.


10 Board Lurker/10 Nice Guy/

spellcraft DC 16:

Spoiler:
Invisibility

You can't see me.

GM:
I moved to P16

Map Link


Female Halfling Sorcerer 1

1d20 + 11 ⇒ (5) + 11 = 16 - Spellcraft

Not wanting to lose sight of her target, Kirche quickly attempts to counter the spell as it's being cast.

1d20 + 10 ⇒ (11) + 10 = 21 - Using dispel magic for DC 21

Having foiled her opponent's attempt at becoming invisible, she casts an offensive spell.

spellcraft DC 20:

Kirche casts Icy Prison.

You find yourself encased in 10-inch thick ice. Reflex DC 23 to avoid being helpless. If you make the save, you're entangled. Either way, take 10 pts of cold damage.

Ice has 30 hp and DC 25 str check to break


10 Board Lurker/10 Nice Guy/

spellcraft: 1d20 + 11 ⇒ (18) + 11 = 29
Dispel check DC 21:1d20 + 10 ⇒ (1) + 10 = 11
Reflex:1d20 + 12 ⇒ (8) + 12 = 20

That match is over. I can't believe I forgot how hard it was to make the dispel checks. If that 18 had been anywhere else things would have been better.


Female Halfling Sorcerer 1

Such a fate, to slowly freeze to death encased in ice. I honestly didn't expect you to fail your reflex save, and was mostly using the spell for guaranteed entangle, making your successive spell casting more difficult. I just got lucky. Also, you can have a significant boost to the counterspell if you also have the exact same spell. Not guaranteed, but at least a lot more likely - so it makes it worthwhile to go for the less obvious or more obscure spells.

So that's 1-1 using the spell duel rules. Tie breaker?

1d20 + 11 ⇒ (16) + 11 = 27 - Inititative


10 Board Lurker/10 Nice Guy/

Sure.

init:1d20 + 14 ⇒ (18) + 14 = 32


10 Board Lurker/10 Nice Guy/

Spellcraft DC 20

Spoiler:
cloudkill
Fort save 22
con damage1d4 ⇒ 3

pulls rod out as a move action

edit:correct link to map

map is updated. The green area is the bad area.


Female Halfling Sorcerer 1

1d20 + 11 ⇒ (16) + 11 = 27 - spellcraft

Kirche attempts to counter the incoming spell.

1d20 + 10 ⇒ (19) + 10 = 29 - Using dispel magic for DC 21

She manages to stop the spell just as she smells the first hints of poison gas, and retaliates with a spell of her own.

Spellcraft DC 20:

Casts Feeblemind

Will save DC 32 to resist.


10 Board Lurker/10 Nice Guy/

spellcraft:1d20 + 11 ⇒ (3) + 11 = 14

dispel:1d20 + 10 ⇒ (15) + 10 = 25
He can't identify the spell so he goes to dispel magic as the defacto option.

Spellcraft DC 18:

Spoiler:
Dazing Persistent Fireball

fire damage:10d6 ⇒ (1, 1, 1, 5, 2, 4, 1, 3, 2, 1) = 21
Reflex save DC 23 for half
Make 2 saves or be dazed for 3 rounds.

edit:The dice gods surely hate me with crappy damage rolls like that.


Female Halfling Sorcerer 1

Hey, at least you made the dispel check - that's what's important

1d20 + 11 ⇒ (3) + 11 = 14 - spellcraft

Also has no idea what's being cast, so she uses Dispel Magic

1d20 + 10 ⇒ (8) + 10 = 18 - dispel vs DC 21

and fails to counter the spell.

1d20 + 13 ⇒ (20) + 13 = 33 - reflex
1d20 + 13 ⇒ (5) + 13 = 18 - reflex

Ouch! Kirche is dazed!

GM:
Dazed 1/3, 49/70 hp


I don't know about you, but I find this very entertaining.


10 Board Lurker/10 Nice Guy/

Feeling confident with his enemy in all sorts of trouble:
move action: move to P16

Standard action:

spellcraft DC 19:
black tentacles

Grapple check:1d20 + 15 ⇒ (6) + 15 = 21 CMD to break free=25
damage:1d6 + 4 ⇒ (3) + 4 = 7
concentration check to escape if you are alive-->25+spell level
--------------------------------------------------
2nd Round
Grapple check:1d20 + 15 ⇒ (14) + 15 = 29
damage:1d6 + 4 ⇒ (5) + 4 = 9
Move action: move to L12
Standard action:
spellcraft DC 18:
fireball

Fire damage: 10d6 ⇒ (3, 3, 3, 6, 3, 4, 4, 1, 3, 2) = 32
Reflex save DC 23 for half
Make 2 saves or be dazed for 3 rounds.
-----------------------------
last free round unless save was failed.
Grapple check:1d20 + 15 ⇒ (18) + 15 = 33
damage:1d6 + 4 ⇒ (4) + 4 = 8
Move action: move to H8
Standard action:
spellcraft DC 19:
enervation

ranged touch attack:1d20 + 9 ⇒ (2) + 9 = 11
negative levels:1d4 ⇒ 4

You now only have access to your 3rd level spells and your caster level is effectively only a 6 unless you have a way to remove the negative levels.


Female Halfling Sorcerer 1

Dazed 2/3, 42/70 hp, grappled

-------------------------
1d20 + 13 ⇒ (4) + 13 = 17 - Reflex
1d20 + 13 ⇒ (12) + 13 = 25 - Reflex
Dazed 1/3, 1/70 hp, grappled

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

Dazed 2/3, -7/70 hp, grappled

Kirche falls prone, and though the touch attack misses, she is dying. Even if she stabilizes she has no way to get back to positive HP before you (or the tentacles) finish her off. Well done.


10 Board Lurker/10 Nice Guy/

I can't believe I missed a touch attack. Oh well, a win is a win. :)


Step right up! Carefully make a caster only to see it die in 3 rounds! Fun for the whole family!


10 Board Lurker/10 Nice Guy/

If anyone steps up I will tweak my caster for the dueling rules. Those elemental gems cost me a good deal of money, and there is no reason to keep them if I can't use them.

Grand Lodge

I'll gladly take you on Swagger :)


10 Board Lurker/10 Nice Guy/

Check the dueling rules in ultimate combat. Myself and the other poster agreed on no summons because they are an insta-win.

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