Fighter vs Spellcaster Grudge match (Inactive)

Game Master Balancer

This is the arena for the thread, Fighter vs Spellcaster


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Grand Lodge

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This is the arena for the matches


Waiting with baited breath.


When do we start?

Grand Lodge

If you'll allow me to set the scene.

It's midday, not a cloud in the sky as the sun looks down on the brilliant arena, marble and gold as far the eye can see. The Colosseum is 200ft by 200ft with an open air roof, a height ceiling of 200ft being mandated. The floor is hard packed earth over the pits and cages beneath the Colosseum (Any attempts to burrow will be ground for DQ since you'll be leaving the arena), the roar of the crowd fills the air as they pack into their seats, thousands of them all eager to see the fight. Both contestants emerge from concealed platforms in the ground, seeing each other for the first time. A large horn sounds, signaling the fight.

Roll Initiative!!


Jadis, ancient and dreadful Queen of long forgotten Charn surveys the cheering crowd with a cynical eye. For 10,000 years she lay dormant in suspended animation, until a pair of incautious young adventurers woke her. Now she has returned and is determined to place her mark on the world once more.

She inclines her head ever so slightly to the crowd, her gold and green robes rippling in the slight breeze. On her shoulder, her tiny owl familiar shifts impatiently.

Ever the most magnanimous, some might say arrogant, conceited and overconfident, of magicians, Jadis graciously cedes the first move to her opponent.

Jadis chooses to allow her opponent to go first


The elven fighter stands at the ready looking across the arena at his opponent.

How far apart are we?

For the GM:

Spoiler:
Spend 10 stamina points for combat trick with Improved Initiative letting me use 20 as the number rolled. 39 is the initiative result.


The intro says we are 200' apart but I had thought the arena was 200' radius which would put us 390' apart.

Also, can I get a description of your fighter please, amour, weapons, any unusual items of note? Jadis looks like a stately woman in her early 60's, she wears flowing robes, belted at the waist and carries a long staff of ice blue crystal.

Grand Lodge

The arena is 200ft long, you are at each end of it.


I assume it is 200' wide as well?

Grand Lodge

Yes, Fighter, the caster has ceded the initiative. Please post your first round actions.


Pay no attention to this dice roll, it relates to a pre fight thing
Roll for the GM: 1d3 ⇒ 1


The fighter is wearing leather armor, a buckler, and holding a greatsword. There is a quiver on his back. Otherwise he is decked out in a full set of gear as you would expect for this level. Should I be putting my actions in spoilers like this or omitting them? Haven't done pbp here before.

The fighter looks toward Jadis and fades into an incorporeal shape before flying suddenly towards the wizard ending his movement in the square adjacent to the wizard.

GM:

Spoiler:
The weapon is glamered, so if the wizard has true seeing at the relevant distance, please let them know when they see the weapon as it truely is.

Swift action:Belt
Full-round action: Run adjacent to the wizard


Jadis regards the swift approach of this enemy with utter disinterest, as if he is quite irrelevant to her. On her shoulder the tiny owl familiar hoots and hops up and down. It then, surprisingly, casts a spell although it makes no sound or gesture to do so. It is apparent as a spell however as the air manifests with a distinct chill and snowflakes swirl around it. Both then promptly vanish.

For Anyone:
I like to put my mechanical stuff into a spoiler so as not to distract from the story playing out. Just so you aware aware the owl has cast a quickened spell which doesn't normally provoke but I don't know if you have anything which can react to that so I am waiting to post my remaining actions. The manifestation stuff is just following the FAQ on casting which makes it clear there are visible effects even when spells have no other components such as SLA's, psychic spells or still/silent ones.

For the GM:
The owl casts quickened greater invisibility on himself and Jadis, it does so defensively and it cannot fail the check even though it isn't required as quickened spells do not provoke. I am unsure if my opponent has anything he can do to respond to it so I am waiting to see before posting the rest of my actions


For Anyone:
That sounds good to me. I'll have to wait for the GM to make a call on actions.

For the GM:
I have see invisibility and blindsense, so if they went invisible, I should still see them. Teleport Tactician will give me an AoO on creatures using teleportation to enter or leave squares I threaten, so if they teleported I should get an AoO on any creatures who teleported. Since the teleportation is the trigger it doesn't interrupt the casting.

Grand Lodge

Fighter, though you have see Invisibility you do not Detect them as they turn invisible. However your blindsense let's you know they turned invisible.


The fighter focuses on the space where the wizard was, but doesn't react to the spell being cast.

Sounds like no action from me, go ahead and continue your turn.


I shall post the remainder of my turn after I have resolved a few things with the GM.

Grand Lodge

Jadis:
2d4 + 2 ⇒ (2, 4) + 2 = 8


Cloaked in invisibility Jadis casts a spell. The world slows, the crowd gradually freezing into immobility. It is a pitiful spell compared to the powers she wielded on her home world ten thousand years ago but the magic of this place is a thin and feeble thing. Still it should be enough to deal with this challenger.

For the crowd:
Jadis has cast extended Timetstop as a full round action. She continues with the following spells:

Round 1:
Standard: Greater Arcane Sight
Swift: Quickened Haste
Move: Unknown

Round 2:
Standard: True Seeing
Swift: Quickened Paragon Surge (taking Ectoplasmic Spell)
Move: Unknown

Round 3:
Full round: Persistent Dazing Wall of Fire
Swift: Quickened Ectoplasmic Wall of Fire

Round 4:
Full round: Persistent Dazing Wall of Fire
Swift: Quickened Ectoplasmic Wall of Fire

Round 5:
Standard: Greater Heroism
Swift: Quickened Ectoplasmic Wall of Fire
Move: Remove then drop buckler

Round 6:
Standard: Fickle Winds
Swift: Quickened Resist Energy (Fire)

Round 7:
Full round: Persistent Dazing Wall of Fire
Swift: Quickened Ectoplasmic Wall of Fire

Round 8:
Swift: Quickened Ectoplasmic Wall of Fire
Standard: Shapechange (into a form notified to the GM)

Each wall of fire cuts across the entire width of the arena. Each shoots straight through her opponent at a slightly different angle and each radiates heat towards the centre of the arena.

As time reasserts itself the crowd sees our warrior engulfed in a mass of screaming spectral flames. They cut across the entire width of the arena threatening to engulf the crowd! Our fighter's blindsense will pick up a figure still in front of him.

Mechanics:

5 ectoplasmic walls of fire do the following damage. It is not halved due to the Ectoplasmic Metamagic feat:

Ectoplasmic Wall of Fire 1: 2d6 + 20 ⇒ (6, 1) + 20 = 27
Ectoplasmic Wall of Fire 2: 2d6 + 20 ⇒ (3, 4) + 20 = 27
Ectoplasmic Wall of Fire 3: 2d6 + 20 ⇒ (4, 2) + 20 = 26
Ectoplasmic Wall of Fire 4: 2d6 + 20 ⇒ (4, 4) + 20 = 28
Ectoplasmic Wall of Fire 5: 2d6 + 20 ⇒ (4, 5) + 20 = 29

The Dazing Walls of Fire do half damage but each forces a DC32 Will save to avoid being dazed for 4 rounds. If you pass then you have to roll the save again.

Persistent Dazing Wall of Fire 1: 1d6 + 10 ⇒ (5) + 10 = 15
Persistent Dazing Wall of Fire 1: 1d6 + 10 ⇒ (6) + 10 = 16
Persistent Dazing Wall of Fire 1: 1d6 + 10 ⇒ (2) + 10 = 12

For a total of 180 fire damage unless you have any resistance.

Spell slots used:

Level 5: 6
Level 6: 6
Level 7: 3
Level 8: 1
Level 9: 2


Spoiler:
Shapechange brings paragon surge to an end, Jadis recovers her buckler and the end of round 8, she is currently just holding it


The elf falls over dead.


Jadis raise an eyebrow, she had not expected things to end quite so swiftly.


Time stop only lasts for 1d4+1 rounds, I don't know how you got 8 rounds of casting. You also (well the caster character) doesn't know how many rounds you get after casting.


Claxon wrote:
Time stop only lasts for 1d4+1 rounds, I don't know how you got 8 rounds of casting. You also (well the caster character) doesn't know how many rounds you get after casting.

Extended Timestop lasts for 2d4+2 rounds. I agree with you on the duration issue, I raised it with the GM, he disagreed. It might have changed the order of certain actions but probably wouldn't have made a difference to the result.


Match 2: Resetting to the start of the fight for match 2.

This time, the fighter immidiately steps forward 5', bringing the total to 195' between them. He again fades into incorporeality, and begins to draw and fire arrows. The greatsword shimmers turning into a longbow as the first arrow is knocked.

GM:
6 attacks, -2 each for the distance. +40/+40/+40/+35/+30/+25. They ignore armor and shield bonuses to AC, and are seeking so they ignore any miss chance.

Not sure how to do die rolls here, but I'll try.

Attack 1: 1d20 + 40 ⇒ (8) + 40 = 48
Attack 2: 1d20 + 40 ⇒ (12) + 40 = 52
Attack 3: 1d20 + 40 ⇒ (10) + 40 = 50
Attack 4: 1d20 + 35 ⇒ (1) + 35 = 36
Attack 5: 1d20 + 30 ⇒ (14) + 30 = 44
Attack 6: 1d20 + 25 ⇒ (4) + 25 = 29
Damage 1: 1d8 + 16 ⇒ (5) + 16 = 21
Damage 2: 1d8 + 16 ⇒ (4) + 16 = 20
Damage 3: 1d8 + 16 ⇒ (1) + 16 = 17
Damage 4: 1d8 + 16 ⇒ (7) + 16 = 23
Damage 5: 1d8 + 16 ⇒ (2) + 16 = 18
Damage 6: 1d8 + 16 ⇒ (7) + 16 = 23


Attacks 1, 2 3 and 5 hit, 75 damage doesn't really phase her.


The esteemed but underpaid cleric, employed by the Colosseum's upkeepers, is there to provide resurrections and true resurrections for the defeated combatants.

"Taxpayers' gold... *mutter* all those diamonds *mutter*..."

Grand Lodge

Voice of GOD "PLEASE DO NOT LOOK AT TABS NOT LABELED FOR THE GM, JADIS."


Balancer wrote:
Voice of GOD "PLEASE DO NOT LOOK AT TABS NOT LABELED FOR THE GM, JADIS."

To be fair it wasn't marked in a GM spoiler at the time.


Jadis, Queen of Charn wrote:
Claxon wrote:
Time stop only lasts for 1d4+1 rounds, I don't know how you got 8 rounds of casting. You also (well the caster character) doesn't know how many rounds you get after casting.
Extended Timestop lasts for 2d4+2 rounds. I agree with you on the duration issue, I raised it with the GM, he disagreed. It might have changed the order of certain actions but probably wouldn't have made a difference to the result.

Sorry, I missed that you used extend. I'm assuming you used a Greater Rod of Extend, correct?

The GM still shouldn't have told you how many rounds you got, but it is mostly moot. I agree that you will win, but its more a question of how much will the fighter get to do before he dies.

Honestly the martial characters lost when they had to specify you couldn't summon, bind or gate things in.


Claxon wrote:
Sorry, I missed that you used extend. I'm assuming you used a Greater Rod of Extend, correct?

Yep, I have one of each type.

Grand Lodge

My bad, please continue


Its clear Jadis handily beats the elf fighter, restarting for elf fighter vs Wiz bang

The elf fighter Theodwin Gilric, steps up for his next match against Wiz Bang the Wizard. Who will make the first move?

Initiative check is 35.


Wiz Bang wakes up from his nap and walks into the arena. He looks a bit disheveled and mutters something about his familiar messing with his scroll case and dumping fine wine all over it.

Initiative check of 44, using the foresight diviner ability forewarned to get a nat 20 on the roll.

Can Theodwin be seen across the map?


Yes, no current modifiers to his visibility.


Wiz Bang uses his presence ability to roll a d20 to save for latter free action d20: 1d20 ⇒ 9

He firsts drops his fist full of diamonds free action

He then casts Maze with the reach metamagic feat. spell pen if needed: 1d20 + 21 + 2 + 2 + 2 ⇒ (20) + 21 + 2 + 2 + 2 = 47

DM/spectators:
Then using his quicken rod, he casts wall of suppression but voluntarily lowers his caster level by one, giving the spell caster level 20 for all effects vice his normal 21. He makes the wall, which is shapable, into a block of cubes 4 wide and 5 long. The wall is centered on where the fighter was.

He then uses his move action to walk 20 feet forward.


Let's assume that leaving the arena via maze does not count as a loss for Theodwin


Theo looks toward the manifestations of the spell coming towards him and raises his buckler, which looks polished to a mirror finish. Reflecting, so it comes back to you.
Spell Turning percentage in case you also have it: 1d100 ⇒ 28

I agree on maze not being a loss, since it has a duration, and was done by the opponent, its not running from the fight.


Ah poor Wiz Bang he should have had spell turning up, instead he gets stuck in his maze, for the moment. Your turn.


Theo flies to the space 5' above where Wiz Bang disappeared. Full-round run action. Your turn.


Male Human Expert 1 Warrior 1

This also means that what happened under spoilers did not happen.


Wiz Bang uses his quicken rod to cast limited wish to get greater invisibility. He then uses wish to move himself back to the arena, midway along a side wall (as far as possible from where they both started).


Male Human Expert 1 Warrior 1

Used the "Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies." option from wish.


Is Wiz Bang on the ground or midway up the arena wall?


Wiz Bang is on the ground, though he is under mind blank, which may interfere with some things trying to find him.


And thats where Theo falls short. Same as with Jadis.

Theo continues to fly in that space, hoping for the wizard to reappear.Fly check to hover is passed even on a 1.

GM/Spectators:
Standard action to activate ring of spell turning. GM to roll number as it is secret.


Using his quicken rod, Wiz Bang will cast Wall of Suppression but voluntarily lowers his caster level by one, giving the spell caster level 20 for all effects vice his normal 21. He makes the wall, which is shapable, into a block of cubes 4 high and 2 long and 2 wide. The wall is centered on where the fighter is.

After this is cast Wiz Bang will cast Heightened (+2) Persisted possession.

Looks like hero lab forgot to take into account the heightened effect when it calculated the DC, perhaps an odd interaction with spell perfection, anyways the DC should be 32. 10 Base +11 int + 2 from spell focus (normally one but it is doubled with spell perfection) +2 from greater spell focus (again from spell perfection) then 7 from the spell level (after being heightened to 7th level). With persisted Theodwin must roll twice.

Unless Theodwin has something else up his sleeves he needs to make these save without the benefit of any magical items or spells. Additionally any supernatural abilities that are always on would be suppressed as well.

If for some unforeseen reason spell pen is still needed for the possession. spell pen: 1d20 + 21 + 2 + 4 + 4 + 2 ⇒ (6) + 21 + 2 + 4 + 4 + 2 = 39


Well, we can always believe in the dice right? Come on double 20's!

Wisdom check, no magic: 1d20 + 10 ⇒ (15) + 10 = 25
Fail, reroll with Improved Iron Will
Wisdom check #1, reroll, no magic: 1d20 + 10 ⇒ (18) + 10 = 28
Fail again, Theo has been possessed. Now what are you going to do with his very non-magical self?

Theo drops the 5 feet as the wall of suppression appears. He seems to stare off into the distance for a moment as he is visibly effected by a spell.


At that point Wiz Bang would declare victory as he could just keep on hitting himself till the body dies, but sees no need to waste valuable diamond dust.

Do you want to keep on playing but say that wall of suppression only suppresses if you move. I.E as long as you stay where you are it does not suppress your items or abilities?


Not much Theo can do. Mind Blank is a solid counter to him. Blame my inexperience fighting high level casters.

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