The Arena (PVP Thread)

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Apr 5, 2018 8:45 am
This is for all of you power gamers and murder hobos. Ever wanted to fight another player to the death? Pick a character level, a set of guidelines and I'll referee the match for you.
Apr 13, 2018 3:57 pm
In his background, Kuz (aka Hulk) is an arena champion...so if anyone wants to try him out, I'd be more than happy to accept the challenge !!
Apr 13, 2018 7:10 pm
Ehllo puppet. I'm willing to step in the ring with Lajak.
Apr 13, 2018 11:38 pm
I'm more than happy to set up the match. Before you begin please note that the arena will be generated randomly. You will start 1d20 x 10 feet away from one another. There may be cover. It may be an open field. You can set any parameters that you like. Please post a status update at the bottom of each post and include things like your ac and current HPs. You can keep posting alternatively until one of you are down. If you would like any rules clarifications then please just ask and I'll make a ruling for you. Questions before we begin?
Apr 14, 2018 12:15 am
Since the arena is randomly generated, can you give us an example of a parameter? Can it be anything regardless of the generation?
Apr 14, 2018 1:26 am
I, the great Kuz, will leave my opponent choose his battlefield !
[ +- ] Stats
Last edited April 14, 2018 1:27 am
Apr 14, 2018 4:21 am
Dibs on the winner!
Apr 14, 2018 11:55 pm
I can ranomly generate a battlefield or you can choose. You could choose to fight in a forest or on an open plain. There could be traps, things to find in the arena or it could just be a plain old open battle.
Apr 15, 2018 12:06 am
"Kuz like the idea of arena with traps !! Kuz ready to fight !!"
Last edited April 15, 2018 12:07 am

Rolls

Initiative - (1d20+3, 1d20+3)

1d20+3 : (2) + 3 = 5

1d20+3 : (8) + 3 = 11

Apr 15, 2018 12:22 am
deadpool_qc says:
I, the great Kuz, will leave my opponent choose his battlefield !
You said it. Battlefield: Middle of the Sea.
[ +- ] :)
Last edited April 15, 2018 12:22 am

Rolls

Initiative - (1d20+1, 1d20+1)

1d20+1 : (2) + 1 = 3

1d20+1 : (19) + 1 = 20

Apr 15, 2018 2:41 am
"Masked man choose sea battle ! This be fun !!"
Kuz takes something from his pouch and throws it on the boat floor. Suddenly, a giant horsefly appears and Kuz jumps on it. It takes off, 10ft off the ground. Axe in hand, "Go ahead masked man. You first !"
[ +- ] Stats
Last edited April 15, 2018 2:43 am
Apr 15, 2018 3:31 am
"Very well. Let's see how you handle the depths." The masked man runs and leaps off the edge of the boat. Instead of sinking immediately though, he stands atop the water "Lest you be afraid." He slowly sinks down into the water, as a black aura of darkness encompasses him.
OOC:
Action: Casting darkness.
Bonus action: Dash (I don't think we are in melee, if we are though, I'll disengage instead), full double movement (60 feet).
OOC:
DM, should I roll new portent rolls for this or use the ones I rolled for the actual game?
[ +- ] Stats

Rolls

Portent - (2d20)

(15) = 6

Apr 15, 2018 5:36 am
OOC:
Roll again. This is a completely different game :)
Apr 15, 2018 11:51 am
"One day, Kuz learn to not speak... Knowing this one is probably already lost, he takes his breath and jumps in the water to follow Ryestro.
OOC:
move, action: dash (total 80ft, divided in two for swimming so 40ft. I can hold my breath for 50 rds.
Breath: 1/50
[ +- ] Stats
Apr 15, 2018 12:07 pm
OOC:
The bubble of darkness is centered on yourself correct?
Apr 15, 2018 12:35 pm
OOC:
If it is, Hulk should be 5ft from the edge following it, if not he's gonna go strait through and follow Ryestro (if he came out of it).
Apr 15, 2018 2:23 pm
OOC:
Correct, it is centered on myself.
As soon as Kuz enters the waters, the darkness quickly envelops him as well as a feeling of unease...he feels as two forceful objects slam into him and a third skim by.
OOC:
Bonus Action: Hexblade's Curse
Action: Eldritch Blast (Advantage from hidden)

Movement is 60 ft. so I should have enough to encompass him in a 20 ft. radius

Rolled the portent in the previous post asking about it; got a 1 and a 5.
[ +- ] Stats
Last edited April 15, 2018 2:25 pm

Rolls

Eldritch Blast Beam 1 - (1d20+9, 1d20+9, 1d10+5)

1d20+9 : (11) + 9 = 20

1d20+9 : (17) + 9 = 26

1d10+5 : (2) + 5 = 7

Eldritch Blast Beam 2 - (1d20+9, 1d20+9, 1d10+5)

1d20+9 : (8) + 9 = 17

1d20+9 : (10) + 9 = 19

1d10+5 : (4) + 5 = 9

Eldritch Blast Beam 3 - (1d20+9, 1d20+9, 1d10+5)

1d20+9 : (3) + 9 = 12

1d20+9 : (16) + 9 = 25

1d10+5 : (2) + 5 = 7

Apr 15, 2018 3:26 pm
OOC:
Just want to be sure here, is your swim spd 30ft and when you double move (total 60ft) or is your swim spd 60ft and your double move (120ft)?
Apr 15, 2018 3:41 pm
OOC:
My swim speed is 60 ft, so doubled would be 120.
Apr 15, 2018 6:17 pm
I'll have to be honest here, Hulk can't do anything against you. I gave him a flying mount in case of something being too fast or out of reach but I never planned for underwater combat. If your speed was 30ft maybe I could have a chance of catching up but it is not the case here. HypCo, you totally outsmarted me here... Thumbs up !! Your win.
Apr 15, 2018 6:34 pm
Haha, thank you, deadpool. We didn't even get to the good part; Tasha's Hideous Laughter (Disadvantage on the save, portent 1 on success making it an auto-failure to get a nice big breath full of water), followed up by a pair of Dimensional Shackles to slowly sink to the bottom laughing at your own demise. I'll be honest though, going into this, I was for sure positive there'd be no way I'd be able to take down Kuz; I don't have the damage output or hit odds to deal with his 180 hp and 21 AC. You gave me a HUGE advantage that played little in your favor and tremendously in mine; hell, even Kuz winning initiative could of changed things the other way. I guarantee in any other setting, you'd wipe the floor with me.

Guess Tinwe v. Ryestro is up next?
[ +- ] Stats
Last edited April 15, 2018 6:37 pm

Rolls

New portent - (2d20)

(713) = 20

Initiative Advantage - (1d20+1, 1d20+1)

1d20+1 : (18) + 1 = 19

1d20+1 : (14) + 1 = 15

Apr 15, 2018 6:56 pm
I think I've got Ryestro figured out, but I've spent the last couple of hours trying to decide the best way to get around Tasha. Tricky! I knew I should have taken Counterspell for one of my Magical Secrets. But I'll give it a shot!

Rolls

Initiative - (1d20+7, 1d20+7)

1d20+7 : (18) + 7 = 25

1d20+7 : (6) + 7 = 13

Apr 15, 2018 6:57 pm
But no picking the terrain for you, HypCo! Haha, I vote the DM randomizes it.
Apr 15, 2018 7:12 pm
:)

I'm fine with DM randomization.
Apr 15, 2018 8:20 pm
I'll be back for the winner lol
Apr 15, 2018 11:15 pm
OOC:
And the arena has a new champion albeit a technical victory lol. Ok so random arena works like this. I roll a D20

1-5 normal arena. No battlefield quirks or cover.
6-10: special terrain: Minor modifications. Plenty of cover, opportunities to hide.
11-15: Special Terrain: medium modifications. Modifications also include traps and treasure.
16-20 Special Terrain: Major Modifications (Very limiting battle conditions such as difficult terrain, zone of darkness etc.)

Ooh traps and treasure. Lets roll to see what kind.

Rolls

Random Arena - (1D20)

(13) = 13

Random starting distance d20 × 10 feet. - (1D20)

(13) = 13

Traps? Treasure? - (1D4)

(1) = 1

Apr 15, 2018 11:28 pm
Lol, Hulk will be back for his title...in a more traditionnal arena this time lol
Apr 15, 2018 11:32 pm
What are the specs for a regular arena?
Apr 15, 2018 11:36 pm
You enter the arena and instantly duck as a spinning blade almost decapitates you, ending your arena run then and there.
OOC:
This arena is divided into 4 segments the North, South, East and West segment. Each segment is 50 square feet. One of you enters from the East and the other enters from the West. (You can decide which)

Every round, at the top of the initiative order roll a d4.
On a 1 the north blade activates
2 east blade activates
3 south blade activates
4 west blade activates

If you are in the zone when a blade activates you must make a dexterity saving throw. For level 15 characters lets set the DC to 17. On a fail you take 8 d4 slashing damage (1d4 per 2 levels). The blades pop out of the ground and extend to the roof of the arena, so no flying above them :) but they do not extend below the arena. That would just be silly :)
Apr 15, 2018 11:49 pm
Hokey doke. How high is the ceiling? And no walls? I'll take the East side.

My understanding is that it's like a big 100 ft cube. We rolled being 130 ft apart, but if the east and west walls are 100 ft from each other, are we actually at 100 ft? Just making sure before we get started.
Last edited April 16, 2018 12:59 am
Apr 16, 2018 1:05 am
OOC:
There are walls. The arena is a a square 100 feet by 100 feet. The ceiling is 100 feet above but it's a magical barrier rather than a traditional ceiling.

As to the starting distance. You are correct. You are 100 feet away from one another. That is the maximum starting distance.

I roll a D20 so that you have a slightly greater than 50% chance starting at maximum distance.
Apr 16, 2018 1:50 am
Tinwë enters the arena with an easy stride, light on her toes and with longbow in hand. She bends over backwards in a graceful arc as the blade trap sweeps just past her face. Blades... Looks like it's going to be a dance.

Darting forward towards Ryestro, she hums a quick, lively tune to keep her free and loose.

Stopping well short of her opponent, Tinwë sings out a short spell of flame, enchanting Ryestro's fine chain shirt with terrible magical heat.

Quick as a leaf on the wind, she pivots and darts back in the direction she came from, then skids to a stop at the wall of the arena.
OOC:
Action: 4th level Freedom of Movement on self.

Action Surge: 5th level Heat Metal on Chain Shirt, disadvantage on attack rolls and ability checks, DC 17 Con save or 5d8 fire damage, save for half.

Bonus Action: 1 Ki point, Step of the Wind dash - forward 40 ft, then back 40 ft, should end 100 ft away from Ryestro.
[ +- ] Stats
OOC:
Pardon the radiant damage, that should only be 15 fire damage, save for half.
Last edited April 16, 2018 2:05 am

Rolls

Trap zone - (1d4)

(2) = 2

Dex save DC 17 - (1d20+10)

(17) + 10 = 27

Fire and radiant damage (DC 17 Con save for half) - (5d8+15)

(14226) + 15 = 30

Initiative - (1d20+7, 1d20+7)

1d20+7 : (9) + 7 = 16

1d20+7 : (7) + 7 = 14

Apr 16, 2018 2:01 am
Just add an initiative roll. Not that it really matters now but it could be important later.
Apr 16, 2018 2:07 am
We rolled initiative earlier... does it change every round?
Apr 16, 2018 2:11 am
Sorry my mistake. No it doesnt.
Apr 16, 2018 3:09 am
A black aura of darkness encompasses Ryestro and moves forward 60 ft.
OOC:
Action: Cast Darkness (centered on myself)
BA: Dash (+full movement)
[ +- ] Stats
Last edited April 16, 2018 3:12 am

Rolls

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

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

1d20+1 : (7) + 1 = 8

Apr 16, 2018 3:57 am
Tinwë stamps her foot along to her song of fire, causing Ryestro's chain shirt to flare up again, the links glowing red with heat.

Then she turns and runs up the wall of the arena. When it looks as though she might run out of momentum and succumb to gravity, her winged boots come to life and propel her up even farther.
OOC:
Action: Dash straight up, winged boots allowing 40 ft fly speed, putting her 80 ft up the east wall.

Bonus action: rekindle Heat Metal - disadvantage on attack rolls and ability checks, DC 17 Con save for half damage.
[ +- ] Stats
Last edited April 16, 2018 4:02 am

Rolls

Blade trap - (1d4)

(1) = 1

Fire damage - DC 17 Con save for half - (5d8)

(73336) = 22

Apr 16, 2018 5:22 am
The black orb begins to rise, quickly.

The black orb blinks out of existence. Ryestro draws a broom from his bag and shoots up towards Tinwe.
OOC:
Action: Draw broom of flying
BA: Dash (+full movement) = 100 ft.
Using Portent roll: 13 to succeed concentration. Cancel that, sorry. New to wizards, have to declare portent before the roll.
[ +- ] Stats
Last edited April 16, 2018 5:45 am

Rolls

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

1d20+1 : (16) + 1 = 17

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

Concentration check - (1d20+1)

(3) + 1 = 4

Apr 16, 2018 9:30 am
As Ryestro takes to the air, Tinwë causes the heat to flare up one last time, then changes her song. She fades from view, and flies southwards along the east wall.
OOC:
Bonus Action: rekindle Heat Metal - DC 17 Con save for half damage.
[ +- ] Stats
Action: Cast Lvl 2 Invisibility on self, Heat Metal ends.
Last edited April 16, 2018 9:33 am

Rolls

Blade trap - (1d4)

(3) = 3

Fire damage - DC 17 Con save for half - (5d8)

(47844) = 27

Apr 16, 2018 10:51 am
OOC:
Btw, I did see somewhere that you can't move more than 50 ft on a broom of flying, on account of the broom having 50 ft fly speed, but it doesn't give the rider a fly speed. The broom doesn't have actions, so it's not like a mount where it can dash on its own. So the rider can take the Dash action, but that doesn't affect how far the broom can move at all. Truth or false doctrine?
Last edited April 16, 2018 10:54 am
Apr 16, 2018 2:45 pm
OOC:
Honestly, that's not how I'd rule it. I figure that if something gives you a speed of X then it's just a speed. It doesn't effect what you can and cannot do, so I'd let you take the dash action with it for sure.
Apr 16, 2018 3:08 pm
OOC:
Yeah, I get that. The only thing is that it specifically does not give the user a speed. The winged boots, by contrast, give the user a speed. It's like the magic item has set properties, and in this case the abilities of the rider wouldn't transfer over to the broom. But if that's your ruling then it's cool.
Last edited April 16, 2018 3:20 pm
Apr 17, 2018 2:09 am
OOC:
By that, since it is it's own speed—if I'm on the ground—I'd be able to use my movement (30 ft.), bonus action to dash (+30 ft.), then take off and use the broom to move it's movement (50 ft.) for a total of 110 ft.
Ryestro takes to the ground. The black aura once again erupts from him.
OOC:
Casting Darkness.
[ +- ] Stats
Last edited April 17, 2018 2:10 am

Rolls

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

1d20+1 : (14) + 1 = 15

1d20+1 : (7) + 1 = 8

Apr 17, 2018 2:40 am
OOC:
Haha, that would suit me just fine, HypCo. But I'll go with what the DM says.
Tinwë quiets her song to only an internalized pulse, concentrating on staying hidden from Ryestro, and flies silently as she can through the air.
OOC:
Action: Hide - stealth check 17

Movement: Somewhere in the East zone.
Last edited April 17, 2018 2:47 am

Rolls

Blade trap - (1d4)

(1) = 1

Stealth - (1d20+15)

(2) + 15 = 17

Apr 17, 2018 6:13 am
The orb moves towards the center.
[ +- ] Stats
HypCo sent a note to Arina
Apr 17, 2018 6:35 am
Arina sent a note to HypCo
Apr 17, 2018 9:11 am
HypCo sent a note to Arina
Last edited April 17, 2018 9:11 am
Apr 17, 2018 10:45 am
Arina sent a note to HypCo
Apr 17, 2018 12:03 pm
Tinwë does her best to remain hidden.

Araklusta sent a note to Arina
Last edited April 17, 2018 12:15 pm

Rolls

Blade trap - (1d4)

(3) = 3

Apr 17, 2018 11:02 pm
The black orb remains motionless.

HypCo sent a note to Arina
Apr 17, 2018 11:31 pm
Tinwë continues her game of silence.

Araklusta sent a note to Arina
Last edited April 17, 2018 11:52 pm

Rolls

Blade trap - (1d4)

(1) = 1

Apr 18, 2018 2:50 am
So it looks like the two of you are both playing the waiting game. How many rounds are left on your Darkness spell Ryestro?

@Both of you: I need to know exatly where you are. North, South, East or West.

@Ryestro: It's hard to tell from your posts but it looks like you started in the east and stayed there. Is that correct?

@Tinwe: looks like you're in the east too.
Apr 18, 2018 3:24 am
I'm in the South zone. I think I sent Arina a note? But I've never done the notes before, so I might have messed it up.

I could play the waiting game for a long time, but it might not be too fun for other people who want to play. I'd be okay with calling a draw though.

I'd also be interested in like a 2v2 match!
Apr 18, 2018 3:38 am
Don't worry. I'm going to resolve the waiting game.
Oh and I got your note :)
Apr 18, 2018 4:48 pm
I started in the west in the beginning, moved to the east because Tinwe was there, then moved towards the merging points of the four zones but stayed in the east. Darkness lasts for 10 minutes so I have a good amount of rounds. I'm good for a draw, I can cast darkness five more times. Willing to see what Arina has in mind though.
Apr 18, 2018 10:00 pm
I can be invisible for the rest of the hour with my current casting, and I've got plenty of slots left for more.
Apr 19, 2018 5:33 am
I'm going to run the traps at an increased speed. Both of your spells are concentration, so I expect one of you to fail before the other. That's my plan. I will stop as soon as one of you either dies or fails a concentration check.

As soon as you fail a check, I assume that your opponent has readied an action, so initiative will not come in to play until after your opponent takes a shot at you.

Ryestro: you get hit on a 2.
Tinwe: you get hit on a 3.

Let's go.

Rolls

Traps - (1D4)

(1) = 1

Traps - (1D4)

(1) = 1

Traps - (1D4)

(1) = 1

Traps - (1D4)

(4) = 4

Traps - (1D4)

(4) = 4

Traps - (1D4)

(2) = 2

Apr 19, 2018 5:54 am
Ryestro: Dex save please DC 17

Just checked and uncanny dodge will not work on the traps but evasion will.

Make a concentration check DC 10 on a failed save.

Rolls

Slashing Damage - (8d4)

(21331333) = 19

Apr 19, 2018 6:59 am
OOC:
Using my reaction to burn a charge from my ring to automatically save; half from save, none from evasion = no concentration check.
Last edited April 19, 2018 7:01 am

Rolls

Dex Save - (1d20+6)

(6) + 6 = 12

Apr 19, 2018 7:08 am
OOC:
Got it. Continuing.

Rolls

Traps - (1D4)

(2) = 2

Apr 19, 2018 7:34 am
@Ryestro:

You're up again.

Make a DC 10 con check on a failed save.

Rolls

Damage - (8d4)

(14222313) = 18

Apr 19, 2018 12:03 pm
Araklusta sent a note to Arina
Last edited April 19, 2018 12:06 pm
Apr 19, 2018 12:11 pm
Arina sent a note to Araklusta
Apr 19, 2018 12:37 pm
Araklusta sent a note to Arina
Apr 19, 2018 2:12 pm
Arina sent a note to Araklusta
Apr 19, 2018 2:16 pm
Arina sent a note to HypCo
Apr 19, 2018 2:40 pm
Anyone want to help test my homebrew?
Apr 19, 2018 5:03 pm
I knew it required a recast every round, I didn't know it took concentration though. To keep this back and forth from going on—I believe Tinwe has more spell slots than I and since she has done the most damage—I will take the L. I don't have that much time with work so I don't want to bog down posts to simply just hide and wait.

Very nice work, Araklusta, you locked down that match pretty quick.
Apr 19, 2018 7:13 pm
I didn't lock it down as quickly as you and Kuz ;) I'm not sure how I would have taken you down at the end. With all your Luck points (and Portent, and Evasion, and Shield, and and and...) I would have had trouble landing a finishing blow in one turn. I knew I couldn't give you even a single turn to target me with a spell or I would be toast. But I'm not looking forward to facing Kuz! I think he'll use me as a chew toy.

Good game, HypCo!
Apr 19, 2018 11:43 pm
"Kuz want to know, chew toy taste good ?"
Apr 20, 2018 1:22 am
OOC:
Yeah. It's a little sad as you both have the same style of fighting which is to use hit and run style combat. It's not too exciting though. I think Tinwe is better built for that sort of fight.But Jesus the defences and tricks that Ryestro has and the lockdown...

It could have been close.

Anyway next match is between Kuz and Tinwe

Apr 20, 2018 3:47 am
OOC:
I hadn't really given much thought to how Tinwë would fight in general. I mean, I built her to be like the green arrow where she could shoot her bow, dive into melee, and punch people. That never came up in this fight though, because I just couldn't risk Ryestro getting an offensive spell off.
"Come, Green Champion! Put on a show for Fah'lin!"
Last edited April 20, 2018 3:51 am

Rolls

Initiative advantage - (1d20+7, 1d20+7)

1d20+7 : (4) + 7 = 11

1d20+7 : (14) + 7 = 21

Apr 20, 2018 5:00 am
Shield and axe in hand, "RAAAARRGG !!!"

Rolls

Initiative (w/advantage) - (1d20+3, 1d20+3)

1d20+3 : (11) + 3 = 14

1d20+3 : (16) + 3 = 19

Apr 21, 2018 2:34 am
So I assume we're doing another random arena?
Apr 21, 2018 2:50 am
Lol, as long as the middle of the sea is not an option anymore !!
Apr 21, 2018 3:09 am
Haha, no kidding! But what will you do if I fly around?
Apr 21, 2018 3:23 am
Middle of the sea would be a 15-20 roll: major modification

Rolling for the arena now.

Rolls

Arena - (1D20)

(15) = 15

Apr 21, 2018 3:24 am
Araklusta says:
Haha, no kidding! But what will you do if I fly around?
I'll use a flying mount !
Apr 21, 2018 3:38 am
But what if I kill it?
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.
Apr 23, 2018 11:59 pm
OOC:
I mean—liquid, solid, gas—you gots to get that water trifecta. Should we start the 1v1v1 or wait for another to throw their glove in for the 2v2?

I can't help but think ahead in a 2v2, Kuz and Ryestro are a deadly combo.
Apr 24, 2018 1:47 am
OOC:
I think Bigdog was quite keen. He's made a homebrew class though. How does everyone feel about that?
May 4, 2018 2:42 am
I don't mind trying a 2v2. Don't know how good I'll be tho. Is this lvl 5 or 15?
May 4, 2018 3:05 am
I have both now, so I'm fine with either. Which ever one you want to practice with more, I guess.
May 4, 2018 4:57 am
My lvl 15 isn't in a game but you and I are both in the lvl 5 game.nwe can try that first.
May 4, 2018 6:16 am
Do you want to just have it in a generic arena or wait for Arina to roll something up?

Rolls

Initiative - (1d20+4)

(10) + 4 = 14

May 4, 2018 6:58 am
OOC:
It's up to you guys. I can roll you up an arena or you can just have at it. My usual rule is you start 1d20 x 10 feet to a maximum of 100 feet away from one another. But it's your choice.
May 4, 2018 7:55 am
Generic is fine.

80ft between us.
OOC:
Wow! Nat 20 on Initiative...
Last edited May 4, 2018 8:02 am

Rolls

Initiative - (1d20+5)

(20) + 5 = 25

Distance between us - (1d20)

(8) = 8

May 4, 2018 8:05 am
Araaz moves his max 40 ft and throws a blessed dart.
OOC:
I feel like these attack and damage modifiers are wrong, but that's what my sheet says... So I'm gonna roll with it!

Rolls

Blessed dart attack - (1d20+9)

(3) + 9 = 12

Damage - (1d4+9)

(3) + 9 = 12

May 4, 2018 10:55 am
OOC:
I can't view your sheet unless you add it to the library so I can't comment accurately on what it should be. Barring any magical weapons or features, the highest attack modifier you can have at this level is +8 (max dex or str (+5 mod) and +3 proficiency.
Ryki floats up and back 30 feet "Come now Razzy, where are your manners, not even a 'hello'?" He strums his lute, sending a bright flash towards Araaz.
OOC:
1st lvl guiding bolt
Mantle of inspiration to muah: +5 temp hp.
On mobile so no fancy links and stuff.

Rolls

Guiding bolt - (1d20+5, 4d6)

1d20+5 : (10) + 5 = 15

4d6 : (5453) = 17

May 4, 2018 11:17 am
OOC:
Attack rolls looks legit. (Prof+stat+bless) = +9. I'm trying to figure out how you got D4+9 damage though. To my knowledge it should monk weapon die +6 (stat +Bless), no?
May 4, 2018 11:26 am
Monk 2/cleric3 still a d4 until lvl 5 I think.
May 4, 2018 11:41 am
OOC:
My blessed darts are +1 to attack and damage so prof+stat+bless = 5+3+1=9. I wasn't sure at first but I got it now.
Ryki's attack misses, as Araaz performs a diving roll forward and continues moving toward Ryki another 40 ft. "I apologize for my error. Let us start again. Hello, friend Ryki. Would you like to try some as well?" He slides to a halt and, raising his left hand with fore and middle finger extended, fires off a brilliant missile.
Last edited May 4, 2018 2:15 pm

Rolls

Guiding bolt 1st lvl - (1d20+5)

(11) + 5 = 16

Damage - (4d6)

(4156) = 16

May 4, 2018 6:03 pm
OOC:
I have a feeling this fight is going to be pretty one sided. Don't know what I was thinking of throwing a support based character against a max stat monk. And dice usually hate me, so I doubt I'll land much hits.

Edit: Like I said, dice usually hate me.
The bolt slams into Ryki's floating body. He rights himself and nods "Tasty!" and floats 30 feet up, sending another streak of white. "You look lonely down there, Razzy-Tazzy. Here, use this to fly, my friend." He drops his lute down to Araaz.
OOC:
Casting Guiding Bolt 3rd level.
Bonus Action: Mantle of Inspiration +5 temp hp

Bardic Inspiration: 1/3
HP: 27 (+5 temp)
Last edited May 4, 2018 6:05 pm

Rolls

Guiding bolt - (1d20+5, 6d6)

1d20+5 : (4) + 5 = 9

6d6 : (245433) = 21

May 4, 2018 6:35 pm
Again, Araaz is able to avoid Ryki's attack, the missile missing by a ft or 2 over his head. However, Araaz realizes that this fit might take a while. Especially if Ryki keeps floating around out of melee range.... Araaz calls out to Ryki, "You know you're not making this very easy for me my friend."
Araaz moves another 40 ft in Ryki's direction and again raises his hand firing off another missile.
OOC:
My only ranged attacks are: guiding bolt, sacred flame and darts....oh well.

Casting Guiding bolt at 2nd lvl

Spending 1 Ki point to take the dodge action as a bonus action.

We are about 60 ft apart now right? I'm assuming you will just keep moving away from me in the air whenever I approach...

Rolls

Guiding bolt 2nd lvl - (1d20+5)

(7) + 5 = 12

Damage - (5d6)

(61612) = 16

May 9, 2018 2:58 am
"You can always use my lute to join me up here, Tazzy, my dear." Ryki waves his hand across himself, encasing him in glowing light that quickly fades.
OOC:
Action: Bless

Correct, I want to stay as far away from you as possible.

HP: 27+5temp
BI: 1/3
SS: 3 | 3 | 1
May 9, 2018 4:57 am
"I'm almost certain that even if I tried to use the lute to fly it wouldn't work for me and I would just be wasting my time." Araaz yells to Ryki while running towards hm again his max 40 ft. He throws another blessed dart at him.
OOC:
Also, spending another Ki point to take the dodge action again.

Rolls

Blessed dart attack - (1d20+9)

(11) + 9 = 20

Damage - (1d4+9)

(4) + 9 = 13

May 9, 2018 5:15 am
The dart sinks into his chest. Ryki flutters down into a bow "I yield, my good Raazy."
OOC:
Not that it probably matters with your insane hit bonus but, if you don't have sharpshooter, the dart only has a close range of 20 feet, anything beyond that is disadvantage.

Feel good about your character or are there somethings you still want to explore? I believe I have a retired 5th level barbarian in my character chest somewhere. I can dig him up and give you a more difficult challenge, instead of facing off against a solitary support build.
May 9, 2018 7:46 am
"You are too kind Ryki. Thank you for the bout."
OOC:
This is true... My bad. I'll have to remember the range disadvantage later. I think I need to get used to the melee side of the monk, so a barb fight would prob help.

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