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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Welcome, people of Paizo, to the first of what we hope will be many battles of arcane might!

It's pretty simple: Put 2 mages in a box, and have them fight to the death.

If you would like to make a mage and fight, here are the rules:

Spoiler:
You begin play in opposite corners of a 100' x 100' flat, featureless cube. The surface is mown grass on firm, dry land. It's a sunny, cloudless day, with a light breeze at 72 degrees farenheit. You can move and teleport within the cube, but not outside of it. The cube further extends 50' down into the soil beneath you (so it's not really a cube. It's 100 x 100 x 150', 50' of it below ground. ). The boundaries are permanent walls of pure magic, impermeable as steel, created by the gods, and you can't dispel or otherwise escape them. Air moves through it normally, and all spells work as normal within the boundaries.

*10th level characters, single-classed as wizards or sorcerers. No multiclassing or prestige classes.
*Any race from the PHB.
*Everyone's alignment is true neutral.
*15 pt. buy. Two traits; one magic, one general. Feats, ability score increases and skill points as normal for your race/class/level.
*No stats above 18 or below 7 before racial and level adjustments.
*60 (max) hp before adjustments.
*You get the standard 62,000 gp. for a 10th level character, and can have any item or class spell listed in the PRD.
*You may have no items (such as scrolls) that contain spells higher than CL 10.
*No one item can be worth more than 16,000 gp.
*No partially-charged items.
*No crafting. Pay book retail for everything.
*You begin with your full daily roster of spells, and haven't cast ANY.
*You have nothing in your hands at the start of your first turn.
*Have a full list of all your feats, your gear, its cost and weight, and the spells you know or have prepared in all slots.

Both mages begin in opposite corners, aware of each other, and roll initiative. One of you MUST DIE. This is a "best 2 out of 3" match, so each mage will get to fight at least twice.

The winner will be immediately restored to full health and spells, and defend his champion status until he's defeated or gets bored with his awesome superiority. Any charged items used are also restored to full.

The loser will be dead. He (along with all his belongings) just disappears.

Our first contestants will be Wareagle, with his elven wizard, "Lenwe Sirfalas," and Mr. Swagger, with his human sorcerer, "Sir Blast-A-Lot."

I will roll initiative for both characters, and the bloody conflict will ensue. Good luck, mages!

Lenwe Sirfalas:

Spoiler:
1d20 + 18 ⇒ (6) + 18 = 24

Sir Blast-A-Lot:

Spoiler:
1d20 + 10 ⇒ (11) + 10 = 21

Lenwe will go first.

HERE IS THE MAP

ROUND 1!

Grand Lodge

"May the best mage win, and with fame he will exit here." Lenwe says silently to himself.

Round 1 actions:
Move action: Draw gryphon figurine from pouch.
Free action: Whisper a small command into the air, calling a great bronze griffon to his aid.
Standard action: cast lesser globe of invulnerability on current standing location.
Swift action: Cast quickened disruptive magic missile at Blastalot (Must make concentration check DC20 for any spells or spell like abilities not to fail until next turn.)

5d4 + 5 ⇒ (1, 4, 4, 2, 4) + 5 = 20

Griffons action:Double move up beside Blastalot.


S 20?


With 20 damage and a griffon right next to him, Sir Blast-A-Lot has his work cut out for him. What will happen next? (:O


Minor Crab-beast

Hopefully there isn't any issues if I pipe up with a rules observation:
Activating a command word magic item is a standard action and does not provoke attacks of opportunity.
So Lenwë's round 1 actions are not legal.


Good catch, didn't specify time required in the item description so i just assumed it was just a regular speaking action though that does seem ridiculously cheap I still didn't catch on :) In that case Griffon will not be summoned this turn though I will still take the figurine out of pouch otherwise does not change action.


King of Goblins *MAP*

I'm glad there are rules. Again, I'm not the sole arbiter of any fight here. Let's all work to keep it honest.


10 Board Lurker/10 Nice Guy/
A highly regarded expert wrote:

Welcome, people of Paizo, to the first of what we hope will be many battles of arcane might!

It's pretty simple: Put 2 mages in a box, and have them fight to the death.

If you would like to make a mage and fight, here are the rules:

** spoiler omitted **...

My initiative bonus is 14, not 10. I should be going first. The only thing that changed in the 2.0 build was the magic items. I forgot herolab did not account for the init change so I did not input it manually like I did with the first build. Seeing as how his actions were illegal can we just say he did not take those actions. That would set thing back to normal. PS:The 14 initiative is referenced in the first build, and also the reason why it is a 14.

edit:just making a notation on the 2.0 build that the init is 14 should easier since the magic items did affect my stats.

edit:since it was an error on my part for not changing the init manually I can go ahead with things the way they are if that is easier. either way works for me.


I missed that, too. Well, we started, so let's just roll with it. Next round, your init will be right!:)


10 Board Lurker/10 Nice Guy/

Sir Blast a Lot was not have a good day to begin with.
First his opponent has pulled out a magic figurine. Knowing that melee was not his forte he knew he better think of a solution.
His opponent had also been able to get his spell off.
To identify the globe I need spellcraft of 19
spellcraft to identify the shimmering globe:1d20 + 11 ⇒ (8) + 11 = 19

Things are getting worse. The opponent is casting a second spell and little balls of energy are headed his way. DC is 16
spellcraft to identify magic missle:1d20 + 11 ⇒ (7) + 11 = 18

Having identified the spells he knew what not to cast. The missiles were of no concern however.
Brooch of shielding(now down to 80 hp)

Standard action: Cloudkill spellcraft DC 20
Fort save DC 22--> 1d4 con damage=1d4 ⇒ 2 . Fortitude partial

Quote:
similar to a fog cloud, except that its vapors are yellowish green and poisonous

The blue and green area is the cloud kill area. The blue part is the center. I kept it blue to be able to keep track of it. It is moving toward Lenwe

Fog Cloud wrote:
The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

Move Action:I moved just to so my opponent would not know where I was.

edit:My dinosaur familiar is assumed to be following me everywhere I go unless otherwise stated.

Grand Lodge

Fort:1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft:1d20 + 20 ⇒ (14) + 20 = 34

Lenwe is able to ward off most of the clouds effects but is still nauseated (taking 1 con damage.)The ever wise elf understands the spells properties well, and holds onto his bound ring recalling a spell he had learn long ago. A blast of the strongest of winds fly's forth from the wizards hands directed towards the spells origin pushing away the dangerous cloud closer to his opponent than himself, he whispers. "Right back at ya." Lenwe realizes that the cloud now obscures his sight of his opponents so he holds strong lacking spells to cast without somatic components.

Gust of wind should push the cloud back 60 feet so to around M13, on the map. The wind should also last until next round not that it will help or do anything though.


10 Board Lurker/10 Nice Guy/

Darn it. Oh well the could will be around for a while. :)
1 con down, hopefully not to many more to go. :)


I am entertained. Carry on!


10 Board Lurker/10 Nice Guy/

The edge of the cloud was pushed to O15. Since Gust of Wind disperses the cloud in one round it should be gone just before the start of your turn. I did not see the spell being cast so I can not spellcraft Gust of Wind.

Oh no. The cloud is coming back. Whew it stopped right in front of me. What to do, what to do?

Move action: Put out gem of elemental command
Standard action: Break the gem to release the fire elemental, have it appear at M6 N6 M7 N7. That is 50 feet away from my current position and the max at which I should be able to make it appear.
--------------------------------------------------------------

It can reach any point on the map with a charge.

Elemental will charge. AC is now 17
Attack: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Burn: 1d8 ⇒ 8 Reflex save 16
Burn Duration: 1d4 ⇒ 2

Burn:
Burn (Ex)
A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.

edit:A nat 1, really? <--Rhetorical question.

Grand Lodge

Lenwe drops his figurine to the ground after barely dodging the elemental attack, he draws a small gem from his side instead and with all his might crushes it with his bare hands summoning a water elemental directly behind the fire. He commands it to attack the fire elemental to try and put it out. The first strike is enough to put out the fire, the fire elemental is drenched by Lenwe's companion and is no more. He then makes his elemental 5 foot back so it may better protect him. Water elemental now at C2, D2, C3, D3.

1d20 + 12 ⇒ (6) + 12 = 18
1d20 + 12 ⇒ (19) + 12 = 31

1d8 + 5 ⇒ (5) + 5 = 10
1d8 + 5 ⇒ (8) + 5 = 13

1d20 + 8 ⇒ (15) + 8 = 23vs DC19
1d20 + 8 ⇒ (5) + 8 = 13vs DC19


10 Board Lurker/10 Nice Guy/

A fire elemental is not a magical fire, nor non magical fire. It is a creature.

The first attack also missed.

Quote:

Water Mastery (Ex)

A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

If the judges agree with me you should be allowed to redo your turn.

If they don't agree with me then the DC is 22 since the item(gem) was created at an caster level of 11 by the item


10 Board Lurker/10 Nice Guy/

If you have to take your turn again don't forget to cast defensively. I can't believe I did not think about that when you cast gust of wind. When your turn starts the cloud should be gone so you have line of sight again.


Seems I overlooked that last post a lot, so just disregard it have a new action.

Lenwe drops his figurine to the ground after barely dodging the elemental attack, he draws a small gem from his side instead and with all his might crushes it with his bare hands summoning a earth elemental directly behind the fire. He draws his dagger and, commands it to attack, it does so and with all it's strength slams itself into the great fire, Lenwe then follows up and launches a quickened volley of magic missiles at his foe hoping to end it.

1d20 + 14 ⇒ (14) + 14 = 28
1d20 + 14 ⇒ (15) + 14 = 29

1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (1) + 1 = 2
1d8 ⇒ 1
1d8 ⇒ 4

2d6 + 14 ⇒ (4, 3) + 14 = 21
2d6 + 14 ⇒ (5, 3) + 14 = 22

5d4 + 5 ⇒ (1, 2, 4, 2, 1) + 5 = 15


10 Board Lurker/10 Nice Guy/

drops figurine= free action
draw gem=move action
crushes it=standard action
draws dagger=free action if you have quick draw, otherwise it is a move action.
cast spell=swift action

Did you just use two move actions or did I read it wrong?

edit:if you have quick draw then nevermind. :)


Draw dagger? oh I did write that didn't I :)
Didn't actually mean to my bad, and just noticed somit the earth elemental s to hit would be two lower not that it will change the outcome.


10 Board Lurker/10 Nice Guy/

Where do you want your Earth elemental positioned at?

The map is open to editing by all of us, but I can place it(elemental) since I will be taking my turn soon if you want me to.


10 Board Lurker/10 Nice Guy/

"Great an earth elemental. Oh well, let's see if he has another gust of wind ready."

I want the elemental to attack you, but after getting hit like that I can see him wanting to go after the earth elemental

I will roll a wisdom check. If I roll 11 or higher he goes after you. If the is 10 or less then he gets to attack the earth elemental.

wis check:1d20 ⇒ 10
darn it

Standard action: Cast cloudkill
Fort Save 22
con damage:1d4 ⇒ 1
Elementals are immune to poison so they don't have to make the saves.

Move action:pull rod out.

Fire Elemental(badly hurt)
attack: 1d20 + 12 ⇒ (13) + 12 = 25
damage:1d8 + 2 ⇒ (1) + 2 = 3, fire damage:1d8 ⇒ 3
relfex:DC 16

attack: 1d20 + 12 ⇒ (16) + 12 = 28
damage:1d8 + 2 ⇒ (3) + 2 = 5, fire damage:1d8 ⇒ 3
relfex:DC 16

Burn damage to be taken at the start of your the earth elemental's next turn if it fails the reflex saves:
burn:1d4 ⇒ 1

2 more 1's. I keep rolling like this and I will lose. I am sure the non-fire damage did not pass the DR of the earth elemental either.

Grand Lodge

1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (13) + 1 = 14

Lenwe chokes as more venomous gases surround him, oh how he hate sorcerers. the elemental using it's tremor sense pinpoint's the exact location of the enemy wizard and runs straight for him. Lenwe casts another volley of quickened magic missiles on the Elemental in front of him who he can only barely make out. Lenwe then moves quickly out of the fog to A7 shoots a bolt of lightning at Sir blast A lot.

Lighting bolt:10d6 ⇒ (6, 3, 5, 1, 4, 1, 6, 6, 3, 2) = 37 Lightning damage Reflex DC22 to half
Magic missile:5d4 + 5 ⇒ (4, 4, 1, 4, 3) + 5 = 21


10 Board Lurker/10 Nice Guy/

The elemental DR 5 which negated some of the earth elemental's attacks. Damage rolls are need. :) He has 12 hp
Maybe someone besides me can roll some 1's.
edit:Oh well, I had to try. :)


10 Board Lurker/10 Nice Guy/

"I see I am outnumbered, and luck not has been on my side. Let's see what I can do. I see the silly little globe is gone."

Reflex save:1d20 + 12 ⇒ (3) + 12 = 15
Reflex save for my familiar:1d20 + 5 ⇒ (1) + 5 = 6
concentration check to not fizzle spell is 21 due to casting defensively: I have a 21 modifier to my concentration check when casting defensively. Even if I roll a 1 I can't fail.

Standard action(cast defensively):Fireball(perisisted and daze metamagic) DC 23
10d6 ⇒ (4, 6, 6, 4, 5, 3, 1, 3, 5, 6) = 43
Persist=roll twice and take lower roll
Daze=If you take damage then you are dazed for a number or round equal to the spell level.

Quote:
The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

burn damage to earth elemental for being on fire: 1d4 ⇒ 4

Move action: Move to L6 provoking an attack of opportunity from the elemental.

edit:My familiar is dead. Courtesy of another nat 1. My turn is over. I just happened to notice that he died due to a nat 1. The dice gods are surely not with me today.


1d20 + 13 ⇒ (12) + 13 = 25
1d20 + 13 ⇒ (11) + 13 = 24

aoo1d20 + 15 ⇒ (1) + 15 = 16
2d6 + 8 ⇒ (4, 5) + 8 = 17

Luck be with me.

Dazing does not effect due to successful save and only take 22 damage :)

Lenwe only barely resist's the daze effect, and he responds by firing a fireball right back at his opponent. If he still lives, the elemental charges forward and pummels him with his fists.

10d6 ⇒ (2, 1, 1, 4, 2, 1, 6, 3, 4, 1) = 25 DC 22 to half

1d20 + 14 ⇒ (12) + 14 = 26
2d6 + 14 ⇒ (1, 6) + 14 = 21

Total damage to sir blast alot should be either 83 or 100 if the aoo was a hit unless you have some sort of reduction.


10 Board Lurker/10 Nice Guy/

That is the match. The lightning bolt really hurt me.

After escaping from the elemental. He finds a fireball coming to meet him. As he is dodging the fireball the earth elemental comes up from behind. Between the two he has nowhere to go. Burned and crushed, this spellcaster's days have come to an end.

Good match:)

Grand Lodge

It was pure luck on my part would have lost like so many times there were it not for my epic rolls.

good match concero :)

Lenwe stops his heavy breathing as he sees his opponent finally fall, as the cloud disperses he hurriedly retrieves his figurine of power and holds it near. One match down but many to go...


The crowd goes wild! Such a fine display of unchecked brutality!

Yes, Sir Blast a Lot should have gone first, but I missed it. 2 out of 3, so a rematch would be in order.

Everyone's at full everything. Roll init. yourselves this time. I don't want to make any more mistakes!

Mages to your corners, and... fight!


10 Board Lurker/10 Nice Guy/

Lenwe when you pick an elemental gem you are supposed to pick the elemental type at the time of purchase. Your character which I just looked at did not have one mentioned. I would have lost anyway due to the dice gods not liking me, but whether you face me or someone else I wanted to point that out.

I thought we had another poster on standby. I don't mind letting them go next. I can use the same caster, and just change his name.
If he did not submit a build then I will start a little later.

PS:I will post part of my build like Lenwe did also.


I just sort of though you break the gem and it summons what you want :) didn't realize there is a different type's of gems for each elemental.

If there are any others waiting to go I don't mind letting them and we could have our rematch later, and for our rematch you think I could memorize my spells slightly differently?


10 Board Lurker/10 Nice Guy/

I don't mind if you change memorized spells.


Count Buggula had a halfling ready to go. Haven't heard, though. Some people don't post much on weekends, but if he shows up, his character looks good to go.

Count? 1, 2, 3, AH-HAHAHAHAHAHAHA?

Liberty's Edge

I'm here if you're ready for me.


10 Board Lurker/10 Nice Guy/

I will take the winner or the next newcomer if anyone else decides to join in.


Female Halfling Sorcerer 1

1d20 + 11 ⇒ (11) + 11 = 22 - initiative


Awesome avatar! LOL


10 Board Lurker/10 Nice Guy/

May the winner fight well, but prepare to lose the next fight. I will not go 0-2. :)


Mr. Swagger's words are full of his famous swagger. The elf must roll intitiative, and defend his title!

Grand Lodge

1d20 + 18 ⇒ (8) + 18 = 26 Looks like the elf is up first :)

Lenwe sighs, having to destroy a helpless opponent is just not as fun but nevertheless to guarantee his success just all the better. Reaching into his component pouch he pulls out a set of glass spheres and begins whispering an incantation under his breath.

Standard action: cast Feeblemind on Kirche. DC 22 will negates, an arcane caster such as yourself, takes -4 on this roll.

Move action: take out his elemental gem (earth)

Swift: Cast quickened disruptive mm on Kirche.

5d4 + 5 ⇒ (1, 2, 2, 1, 1) + 5 = 12 DC 21 concentration required to cast any spell or spell like abilities for next round


Female Halfling Sorcerer 1

Neither Quicken or disruptive metamagic feats increase the save DC of the spell. Unless I'm mistaken, MM should be DC 18 regardless of metamagic effects.

1d20 + 14 ⇒ (9) + 14 = 23 - will save vs DC 26

Not that it matters. GG.


Kirche wrote:

Neither Quicken or disruptive metamagic feats increase the save DC of the spell. Unless I'm mistaken, MM should be DC 18 regardless of metamagic effects.

1d20+14 - will save vs DC 26

Not that it matters. GG.

She's a cheeky little thing!


10 Board Lurker/10 Nice Guy/
Quote:
Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell's effects avoid this feat's effect as well. A disruptive spell uses up a spell slot one level higher than the spell's actual level.

MM has no save DC. Unlike the dazing spell feat it also has no mechanic to figure out the DC as if the spell did have a DC.

With that said I am ready when you are. :)

Liberty's Edge

The important thing to remember is this part:

PFSRD wrote:


Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up....In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description.

So no matter what you do to it, a DC based off of a level one spell will always be that of a level one spell.


10 Board Lurker/10 Nice Guy/

I was really hoping more people would jump in on this. I will be posting my initiative at 6 pm EST if nobody else want to try their luck. I can also give the current champ a break if need be though.


10 Board Lurker/10 Nice Guy/

No takers. Ok
initiative: 1d20 + 14 ⇒ (10) + 14 = 24

Liberty's Edge

Swagger, I'd be happy to have a go at you if Lenwe's MIA.


10 Board Lurker/10 Nice Guy/

ok. :)


Female Halfling Sorcerer 1

1d20 + 11 ⇒ (4) + 11 = 15 - initiative

Wow, great start. You're up first.


10 Board Lurker/10 Nice Guy/

Move action: Pull out rod
Standard action: cast fireball
10d6 ⇒ (1, 1, 6, 5, 3, 5, 6, 2, 5, 5) = 39 DC 23
Metamagic Persist=You must roll twice and take the lowest save.
Metamagic Daze=If you fail either save you are dazed for 3 rounds.

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