The Arena (PVP Thread)

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Apr 21, 2018 5:20 am
I'll try to grab you before that.
Apr 21, 2018 11:12 am
Magic modifications. Rolling again.

Rolls

Major Modifications - (1D4)

(1) = 1

Apr 21, 2018 11:15 am
We have a battle on a frozen lake. The entire ground is frozen and considered difficult terrain, so your movement is reduced to half. However, you may choose to risk it and move your full speed. To do so, make a dexterity check DC 17. On a success you move as normal but on a fail you fall prone and do not move at all.

Starting distance is 1 D20 x 10 feet to a maximum of 100 feet.

Rolls

Starting Distance x 10 feet (max 100) - (1D20)

(10) = 10

Apr 21, 2018 2:31 pm
OOC:
So is it that the ground is difficult terrain AND our movement is halved? So if we make the check, we can move our full speed, but the ground is still difficult terrain?
Tinwë steps onto the ice, testing the slickness beneath her feet. Careful here... a single bad step could be a fatal mistake.

First she draws an arrow from her quiver and holds it to her lips, whispering a quick song. Then her eyes blaze with light and wings sprout from her back as she calls on the power Corellon himself gave her. She nocks the arrow and fires in one swift motion, and before the first arrow is halfway to its mark, a second arrow joins it in the air.
OOC:
Bonus action: lvl 4 Lightning Arrow
Action: activate Radiant Soul
Action Surge: 2 attacks. If one hits, Defensive Flourish
[ +- ] Stats
OOC:
Narrative doesn't make as much sense, but Lightning Arrow works for whichever attack that actually hits. Radiant Soul adds my level in radiant damage once per turn, so that comes out to 46 damage total.
Last edited April 21, 2018 2:40 pm

Rolls

Longbow 1 - (1d20+12, 1d8+5)

1d20+12 : (3) + 12 = 15

1d8+5 : (8) + 5 = 13

Longbow 2 - (1d20+12, 1d8+5)

1d20+12 : (16) + 12 = 28

1d8+5 : (7) + 5 = 12

Lvl 4 Lightning Arrow does 5d8 instead of regular damage - (5d8)

(57517) = 25

Defensive Flourish - (1d10)

(6) = 6

Apr 21, 2018 10:56 pm
OOC:
My apologies. The 'and' in that sentence should have been a 'so'. I'll fix my post. Basically you either move at half speed normally or make a dex check to move your normal speed.
Apr 21, 2018 11:18 pm
OOC:
So lightning arrow replaces your first arrow's damage. (Full damage on hit or half damage on miss.) So since your first arrow misses, it deals 12 lightning damage. Your second arrow hits for 12, with radiant soul you add 15 and with defensive flourish you add another 6. So you deal me a total of 45 damage. Nice start !!
[ +- ] Lightning arrow
Before Kuz starts moving, a bolt of lightning passes right beside him and still burns him, blinding him long enough for the second arrow to hit him on the shoulder. After letting a deep cry of pain and rage, Kuz takes an object from is pouch and drops it on the ground besides him. Suddenly, a giant horsefly appears. He mounts it and it surges forward a few inches over the lake up to Tinwë where Kuz starts to swing wildly...
[ +- ] Actions
[ +- ] Stats
[ +- ] Ebony Fly
[ +- ] Battleaxe of wounding+2

Rolls

Attack 01(adv w/reckless), damage - (1d20+12, 1d20+12, 1d8+12)

1d20+12 : (2) + 12 = 14

1d20+12 : (1) + 12 = 13

1d8+12 : (1) + 12 = 13

Attack 02(adv w/reckless), damage - (1d20+12, 1d20+12, 1d8+12)

1d20+12 : (15) + 12 = 27

1d20+12 : (19) + 12 = 31

1d8+12 : (5) + 12 = 17

adding critical damage for attack 02 - (3d8)

(582) = 15

Apr 21, 2018 11:44 pm
OOC:
Gosh, you're totally right about that, Deadpool. I must have been thinking about the paladin smite spells. I'm more familiar with those ones!

Isn't it an action to take something out of your bag of holding?
Tinwë ducks easily underneath the first wild swing, but misjudges the sheer ferocity of this wild half-orc. The second strike leaves her wounded and bleeding. Still, she's not one to give up easily. She spins slightly to one side and plants one hand on the ice, pivoting her body so that her legs pull up and past her head. A quick twist follows, and then one foot comes smashing down into the ice with the strength of a falling boulder. A tremendous crack rings out across the lake, and a mighty wave of burning light and thunderous sound blossoms around the combatants.
OOC:
Action: Destructive Wave - DC 17 Con save for half damage and to not be knocked prone. Fly takes extra 15 radiant damage. Not sure if this breaks the surface of the lake?

Bonus Action: 1 Ki point, Step of the Wind to Disengage

Move: fly up 40 ft with Winged Boots.
[ +- ] Stats
Last edited April 22, 2018 1:42 pm

Rolls

Destructive Wave (Radiant and Thunder damage) - (5d6, 5d6)

5d6 : (14414) = 14

5d6 : (14211) = 9

Con save DC 15 - (1d20+1)

(11) + 1 = 12

Wound - (1d4)

(1) = 1

Apr 22, 2018 12:54 pm
Feeling the ebonyfly die under him, Kuz dismounts the dead corpse, barely hurt by the last spell. "That all you got ? How long you stay in air ? Come down for real fight !!"
OOC:
So half damage for con save is 12, and my rage halves it to 6. You still have 8 rounds of flight, so spend them all now in one post, Kuz will be using dodge. This is the perfect occasion to see how hard it is to take him down. Just make sure you identify each round clearly. And don't forget to take 1d4 necrotique damage at the star of each round until you make a Con save because of my axe
[ +- ] Actions
[ +- ] Stats
[ +- ] Battleaxe of wounding +2
Last edited April 22, 2018 1:06 pm

Rolls

Kuz's Con save - (1d20+9)

(18) + 9 = 27

Fly's Con save - (1d20+1)

(19) + 1 = 20

Apr 22, 2018 1:36 pm
OOC:
@Kuz. You see a massive crack form in the ice at your feet. The crack splits off into a virtual spiderweb with you at the center. Then the ice begins to break... Dexterity Save DC 17 please. On a success you manage to stay on the ice and can move as normal. On a fail, you're swimming.
Apr 22, 2018 1:48 pm
OOC:
Actually I have 4 hours of flight, on account of my winged boots. And as long as you're dodging, your rage ends early.
Tinwë stays aloft nursing her wound. "Your rage will play out eventually, dear. Why don't you take a swim and cool off?"

Bonus Action: lvl 3 Lightning Arrow
Action: Just chill
[ +- ] Stats
[ +- ] Radiant Soul
Last edited April 22, 2018 1:53 pm

Rolls

Con save - (1d20+1, 1d4)

1d20+1 : (20) + 1 = 21

1d4 : (2) = 2

Apr 22, 2018 2:01 pm
Kuz slips in the water... coming back up, he tries to get back on the ice...
OOC:
What do I need to roll for to get back up ?
Last edited April 22, 2018 2:05 pm

Rolls

Dex save - (1d20+3)

(7) + 3 = 10

Apr 23, 2018 12:51 am
OOC:
Athletics. DC 17. It takes an action and all of your movement to do so.
Apr 23, 2018 10:42 am
Kuz manages to get out of the water without to much trouble, but is more clear headed than he likes to be...
"Kuz miss old days when nobody fly or swim. Tinwë wins if he stay up." Then he mumbles to himself, "Next time Kuz ask to fight in dungeon. It be dry and with low ceiling. Or maybe area with no magic..."
OOC:
Lol, I clearly built him for more traditional arena fighting in mind or for working in a group, but even then mobility is not something I put to much time in. I should have dropped my shield to try and grapple you. Better luck next time for me I guess.
Last edited April 23, 2018 10:55 am

Rolls

Athletic roll - (1d20+10)

(10) + 10 = 20

Apr 23, 2018 11:26 am
OOC:
It's really rough. I've looked at your sheet and I doubt that any of the other characters could stand toe to toe with you. They need to keep their distance or you would wreck face. On of my major arena modifications is a no magic arena. Pray you never get that one if you're a magic user!
Apr 23, 2018 12:01 pm
OOC:
There really isn't a way to go toe to toe with Kuz. He's literally the Hulk! But if you had another way to fly he'd be even more terrifying. Watch out for no magic zones though. Your hill giant belt and amulet of health would stop working, right?

I'd be down for a 2v2 game though. Randomly determine who is on which team? Or dare we try 1v1v1?
Last edited April 23, 2018 12:01 pm
Apr 23, 2018 12:49 pm
OOC:
They would, but he would still have 16 in str and con, so it wouldn't be a big loss. I didn't plan on almost everybody starting to fly, but I did plan on him fighting in no-magic zones. All his abilities are non-magical except for his spirit seeker and spirit walker abilities from his path of the totem, and even with mundane items he'd still be a danger for his opponents. In a team, he'll trust his friends to ground anything they don't want to deal with.
Apr 23, 2018 9:09 pm
OOC:
Both a 2v2 or 1v1v1 sounds amazing! I also think it is pretty funny that, even randomized, Kuz got a large field of water.
Apr 23, 2018 10:50 pm
OOC:
next arena will probably be a sea of boiling water lol
Last edited April 23, 2018 10:51 pm
Apr 23, 2018 11:23 pm
OOC:
At least it was frozen water this time
I thought it would be an advantage for Kuz actually. So long as he managed to close the distance it would have been very hard to get away from him.
Apr 23, 2018 11:30 pm
OOC:
I think I should drop the shield for the arena and hurry up to grab my opponent.
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