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| ^Rayne^07-10-04, 08:26 PM | Team Combat Arena Proposal: Objective: This is the place to see how powerful duo can be when they work together. This is also the place to have fun and let go of some of the overly stringent rules of the Core Coliseum but still participate on this forum. General Guideline: - This will be a mini-tournament featuring four dynamic duos. There will be one Pitlord who will be responsible for organizing rounds and map information and generally keep Core rules from being broken and stopping meta-gaming as players make their moves. (When I say ‘stop meta-gaming’ this means for example that if one gladiator is using stealth and the enemy PC doesn’t know where they are but the player running their PC does and conveniently uses this out of character information to find the hidden PC the Pitlord will stop this from happening). - All four teams will consist of two gladiators that follow the current board standards for character creation. Teams will be generated by the players. They will decide what PC to build and which other player they would like to work with. - It is the job of the Pitlord running the tournament to check over all PC’s and verify they are not breaking any rules, spending too much money, etcetera-etcetera. - The winners of the first matches will advance to the final round where they will face their opponent who survived their first round match-up. Between matches there is a short 50 round break between the Semifinals and Finals (5 minutes in the game world). All spells with a duration will continue to tick away between rounds so some could expire in that time. This 5 minute time period can be used to do whatever could be done in this round by the players in this situation. During this break between matches, buffing spells can be cast just before entering the Arena again for the final match, however NO pre-buffs will be allowed before the first match. - PC’s will all be 10th level (or ECL), for this battle royal! - Level 10 = 49,000 gp to spend on all necessary gear. - This arena battle doesn’t have any penalty for delaying within reason. IE as long as gladiators continue to do something, stalk prey, climb, use stealth, cast spells and generally look for their prey, then they won’t be penalized for delaying the game. There is no use planar shifting to escape danger and the outer parameter of arena will be the boundaries for this fight. - Players of characters will have to post moves for their PC’s at least once a day. Any move they don’t make will be made by the Pitlord running the show after a 24 hour period with no posts made. If a player knows they will be away and unable to participate for a day or so they can leave instructions for their moves with the Pitlord running the event but the Pitlord always has the right to alter the moves if he/she feels a better move exists that fits the situation better. - Duo’s need to be of similar alignment to work together and since good and evil clash there won’t be any pairings of teams with opposite alignments unless they can provide a very great Role-playing reason for it. - If someone sunders your weapon, or kills your mount, destroys your component pouch, steals your healing potion and breaks or drinks it, or your partner is killed but your PC survives into the finals you will have to make due. Good luck and be warned! - Semi-Final and Final match-ups will be considered two different rounds so for example Barbarians with Rage ability will be able to use their Rage again in the Finals (if a Barbarian somehow makes it to the next area). - All spell-casters who have to memorize spells will have to list their complete spell repertoire prior to knowing which team they will face in the first round. Semi-final pairings will be the last thing determined before the fight begins and spell-casters who have to memorize spells will only have knowledge of the other possible teams they might face but not exactly which ones first (you have been warned, be prepared)! - Between the Semi-finals and the Finals during the five minute break a Gnome Alchemist who sells potions, grenade weapons, ammo, scrolls (all minimum caster level) will be available to make purchases from. However he will charge you 200% of the standard cost. Those of you who have good Appraise skills, Charisma modifiers, and Diplomacy stats will have the opportunity to lower this price more to their liking as in a normal game. More information on this gnome will be supplied soon (please note that these two gnomes are identical twins and both True Neutral working on opposite sides of the two entrances entering the Finals Match-up arena). Both twins speak Common, Undercommon, Gnome, and Dwarven, and Draconic languages and will have to be talked to in a language they recognize. Without the ability to speak these languages PC’s will be charged 300% of the cost of what they want. - The Semifinal maps for both matches will be identical and will be opposite rooms of symmetrically designed Dwarven Stronghold. One of these rooms is located on the East side and the other on the West side. Each of these two complexes will have a North and South entrance where duos will begin their matches. When the match is finished the East complex will have a door on the West wall that opens to the Gnome shop where there 5 minute break will begin. In the West complex a door on the East wall will become accessible when the match is completed and just like on the East side they will have access to a Gnome shop (identical twin brother). Once a team enters the room the door closes and they wait in the small rooms till 5 minutes is up. At that point a door on the opposite wall will open allowing both teams to enter the Central Dwarven Complex Throne Room. It is in this large room that the Finals of our contest will begin and end. Maps for this Dwarven complex will be posted soon. Be warned that all of the lighting in the complex is either torches or special stones with permanent light spells cast upon them. It will be dim and in some cases flat-out dark. Bring a way to see if you don’t have darkvision or prepare for consequences at your own risk. Halls will never be lower than 10’ high and never higher than 40’ in the complex, prepare accordingly. - Role-playing is STRONGLY encouraged. - Grand-prize for winning is a very special weapon forged by the finest Dwarven craftsman made of either Mithral, Darkwood, or Adamantine for each of the Victor’s. These weapons will be of +3 enchantment. Once won these weapons can be used in a future battle (planned for teams of level 15 gladiators) in addition to standard gold given for that character level. More on this later on. ;) Goals of this proposal: - To have a great time! - To encourage a different dynamic of builds by encouraging people to create PC’s that work together not just solo. - To test builds in a cooperative setting with an arena designed to maximize as many class builds as possible. If you are interested in creating a combatant for this please post it here. Please look for a teammate if possible but perhaps just post your PC and look for others you compliment with well. I already will reserve a space for one kobold, class yet to be named. He will be good aligned but I don't know all of the other details just yet. If eight people are interested and willing to participate then the fights will be held here. The maps will be posted soon for all to see right here. A few more guidelines might be added soon but I think I covered most bases so far. If you have questions about anything I've covered so far please let me know and I will do my best to address the question. |
| ^Rayne^07-10-04, 08:27 PM | Still under Construction: Please note the West map will be updated soone with Colors to help make it more simple to read. Also I will be posting the East Map soon but everyone should know it is the exact same as this one only reflected. Imagine a mirror placed on the right side of this map and look into the mirror. That is what the East Map will be like when it is done. The Central map will be different and will be posted soon. If you have any questions or concerns please let me know. Also note that I will still need to show where light sources are on this map but I will update this map again soon and provide this information so everyone has it ahead of time. Semifinals West Map: x 2 1 - + 1 2 y 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 20 w w w w w w w w w w w w w w w w w w w w D w w w w w w w w w w w w w w w w w w w w 9 w w w w w w w w w * * * * * * * w w A A A A A w w * * * * * * * w w w w w w w w w 8 w w w w w w w w w X * X * X * X w w A A A A A w w X * X * X * X w w w w w w w w w 7 w w w w * * X X X X X X X X X X w w A A A A A w w X X X X X X X X X X * * w w w w 6 w w w * * X X O O O O O O O O O w w w O O O w w w O O O O O O O O O X X * * w w w 5 w w w * X X X O O O X X X X O O w w w O O O w w w O O O O O O O O O X X X * w w w 4 w w w X X X O O O O X * * X O O * w w O O O O O O O O O O O O O O O O X X X w w w 3 w w w X O O O O O O X X X X O O * * w w w O O O O O O = = = = = O O O O O X w w w 2 w w w O O O = = = = = = = = = = = = = = = = = = = = = = = = = = = O O O O O w w w 1 w * * O O O = X X X = = = = = = = = = = = = = = = = = = = X X X = = O O O O w w w 10 w * O O O O = X * X = = = O O O O O O O O O O O O O O = = X * X = = O O O O w w w 9 w * * O O O = X X X = = O O O O O O O O O O O O O O O = = X X X = = O O O O w w w 8 w * O O O O = = = = = O O O O O O O O O O O O O O O O O = = = = = = O O O O O w w 7 w * * O O O = = = = = O O O O O O O O O O O O O O O O O O = = = = = O O O O O O w 6 w * O O O O = X X X = O O O O O O O O O O O O O O O O O O O O O # # O O O O O O w 5 w * * O O O = X * X = O O O O * * O O O O O O O * * O O O O O O # # O O O O O O w 4 w * O O O O = X X X = O O O O * * O O O O O O O * * O O O O O O = = O O O O O O w 3 w * * O O O = = = = = O O O O O O X X X X X X X O O O O O O O O = = O O w w D w w 2 w * * * O O # # # # # O O O O O O X X X X X X X O O O O O O O O = = O O w * O * w -1 w * * * * O = X X X = O O O O O O X X * * * X X O O O O O O O O = = * * w % O O D 0 w * * * * * = X * X = O O O O O O X X * * * X X O O O O O O O O = * * w w G % O D +1 w * * * * O = X X X = O O O O O O X X * * * X X O O O O O O O O = = * * w % O O D 2 w * * * O O # # # # # O O O O O O X X X X X X X O O O O O O O O = = O O w * O * w 3 w * * O O O = = = = = O O O O O O X X X X X X X O O O O O O O O = = O O w w D w w 4 w * O O O O = X X X = O O O O * * O O O O O O O * * O O O O O O = = O O O O O O w 5 w * * O O O = X * X = O O O O * * O O O O O O O * * O O O O O O # # O O O O O O w 6 w * O O O O = X X X = O O O O O O O O O O O O O O O O O O O O O # # O O O O O O w 7 w * * O O O = = = = = O O O O O O O O O O O O O O O O O O = = = = = O O O O O O w 8 w * O O O O = = = = = O O O O O O O O O O O O O O O O O = = = = = = O O O O O w w 9 w * * O O O = X X X = = O O O O O O O O O O O O O O O = = X X X = = O O O O w w w 10 w * O O O O = X * X = = = O O O O O O O O O O O O O O = = X * X = = O O O O w w w 1 w * * O O O = X X X = = = = = = = = = = = = = = = = = = = X X X = = O O O O w w w 2 w w w O O O = = = = = = = = = = = = = = = = = = = = = = = = = = = O O O O O w w w 3 w w w X O O O O O O X X X X O O * * w w w O O O O O O = = = = = O O O O O X w w w 4 w w w X X X O O O O X * * X O O * w w O O O O O O O O O O O O O O O O X X X w w w 5 w w w * X X X O O O X X X X O O w w w O O O w w w O O O O O O O O O X X X * w w w 6 w w w * * X X O O O O O O O O O w w w O O O w w w O O O O O O O O O X X * * w w w 7 w w w w * * X X X X X X X X X X w w B B B B B w w X X X X X X X X X X * * w w w w 8 w w w w w w w w w X * X * X * X w w B B B B B w w X * X * X * X w w w w w w w w w 9 w w w w w w w w w * * * * * * * w w B B B B B w w * * * * * * * w w w w w w w w w 20 w w w w w w w w w w w w w w w w w w w w D w w w w w w w w w w w w w w w w w w w w x 2 1 - + 1 2 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 Legend: w: outer wall (perfectly smooth and impossible to climb) O: arena floor (composed of dirt and stone) *: carved columns/statues or relief sculpture to the ceiling (DC 20 to climb) =: Open Pit, 30’ feet deep, (DC 25 to climb stone walls back up) X: 10' high raised floors, flat on top (Carved rough stone DC 20 to climb) #: Bridge A, B: starting positions D: Doors G: Gnome merchant %: Counter/Magic Shelves Note: The central ceiling is 40’ high and not shown in Bold, and all other passages leading to it are 20’ high and they are shown in bold. |
| Druid Roxors07-10-04, 09:02 PM | Intresting... very intresting... I smell a challenge... and I like challenges. I just need a partner... And a character... And a plan... *Leans back and thinks* |
| MysticMonk200507-10-04, 09:07 PM | Sounds fun, I'm in. |
| KerlanRayne07-10-04, 09:21 PM | Originally posted by ^Rayne^ Team Combat Arena Proposal: - PC’s will all be 10th level (or ECL), for this battle royal! - Level 10 = 17,000 gp to spend on all necessary gear. :confused: :uh-huh: :confused: If you win a Lvl 10 fight you would gain 17,000 gp but at 10th Lvl you should already have a total of 49,000 gp already. So change that to 49. KerlanRayne |
| Tellish_of_Ket07-10-04, 10:40 PM | Consider Mike (Market_share) and myself in. Let us know when we need to create our characters and what arena's we will be using. If he cannot or doesn't have the time, i'll take Cat as my partner. :) 49K it is. -ToK |
| Druid Roxors07-10-04, 11:00 PM | It seems like another team is now set. Magagumo and Me. |
| Druid Roxors07-10-04, 11:01 PM | It seems like another team is now set. Magagumo and Me. |
| ^Rayne^07-11-04, 12:56 AM | I would like to pair up with Caterane for this battle. Sorry for the mistake on the money. I was doing a fast copy and paste job on that when I was adding it all up. Anyway you get the deal. I'll make the fix later on. Also as for the maps I will be posting them as soon as I finish them up. They will be subject to minimal review but in the end I will make final decisions on what goes and stays on the map. I do want input though and I welcome suggestions. As for running the game. I am fine keeping tabs on what is happening if everyone else is. If not then I can try to get someone else involved if possible. Tellish you sort of know how things will run as you play the game with me that Draidden runs so if you have any pitlord suggestions let me know. Also someone may want to contact Mo about this game because I think he might be interested. -Rayne |
| Aramil Dunskar07-11-04, 01:56 PM | I'm in, but I need a partner....... |
| Magagumo07-11-04, 02:22 PM | Obsidian Female Human Alignment: N Height: 6'2" Weight: 190 lb Age: 28 yrs Languages: Common Class: 4th Psychic Warrior; 1st Fighter; 5th Elocator Str 17 [+2] (8 pts, +2 stat) Dex 16 [+3] (6 pts, +2 item) Con 14 [+2] (6 pts) Int 14 [+2] (6 pts) Wis 18 [+4] (10 pts, +2 item) Cha 8 [-1] (0 pts) HD: 4d8+1d10+5d6+20 (65 hp) AC: 20 (+3 Dex, +6 armor, +1 deflection) +1 dodge; +4 vs. AoO Touch AC: 14 Flatfooted: 17 Init: +3 Base/Grp: +7/+10 Speed: 55' Saves: Fort +11 (+7 base, +2 con, +2 item) Rex +10 (+5 base, +3 dex, +2 item) Will +11 (+5 base, +4 wis, +2 item) Attacks +12/+7, +2 Hvy flail, 1d10+6, x2 *+3 to trip *+22/+17 to disarm rolls Skills: (35 PW, 5 fig, 45 Elo) +18 Autohypnosis (7 ranks PW, 5 ranks Elo, +4 Wis, +2 syn) +15 Concentration (7 ranks PW, 1 x-class fig, 5 ranks Elo, +2 Con) +10 Craft (armorsmithing) (3 ranks PW, 3 ranks fig, +2 tool, +2 Int) +10 Knowledge (psionics) (6 ranks PW, +2 int, +2 syn) +14 Listen (3 x-class PW, 7 ranks Elo, +4 Wis) +9 Move Silently (7 rank Elo, +3 dex) +11 Psicraft (7 ranks Elo, +2 Int, +2 syn) +14 Spot (3 x-class PW, 7 ranks Elo, +4 Wis) +9 Tumble (7 ranks Elo, +3 dex) ACP: -1 Feats: PW I: Dodge PW I: Combat Reflexes PW I: Mobility PW II: Combat Expertise PW III: Improved Disarm Fig I: Spring Attack Elocater I: Sidestep Charge Elocater I: Speed of Thought Elocater III: Standstill [b]Racial Traits: -Bonus Skill and Feat Class Features: -Scorn Earth (Unaffected by diffcult terrain, can rise into the air as per leviate -Opportunistic Strike (+4 insight bonus to attack and damage rolls to first attack against any creature damaged in melee by another character since her last turn) -Flanker (Can designate, during her turn, any adjacent square as her location for the purposes of flanking) -Dimension Step (1/day, Dimension Door [self only]) Power ML 7th, 29 PP 1: Expansion, Force Screen, Vigor 2: Animal Affinity, Hustle, Strength of My Enemy 3: Greater Concealing Amorpha Equipment: Boots of Skating (7000 gp) +2 adamantine Heavy Flail (11,315 gp) *+2 adamantine chain shirt (6600 gp) Cognizance Crystal (3 pp) (4000 gp) Cloak of Resistance [+2] (4000 gp) Gloves of Dexterity [+2] (4000 gp) Periapt of Wisdom [+2] (4000 gp) Ring of Protection [+1] (2000 gp) Power Stone of Animal Affinity (8th ML) (3x) (1200 gp) Power Stone of Force Screen (9th ML) (225 gp) Power Stone of Biofeedback (7th ML) (2x) (350 gp) Power Stone of Call Weaponry (9th ML) (225 gp) Power Stone of Synthesthe (2x) (50 gp) Power Stone of Body Adjustment (9th ML) (450 gp) Power Stone of Concealing Amorpha (2x) (300 gp) Power Stone of Detect Hostile Intent (2x) (300 gp) Potion of Cure Moderate Wounds (3x) (900 gp) Potion of Prot from Good (2x) (50 gp) Potion of Prot from Evil (2x) (50 gp) Mw Armorsmithing tools Gold Left: 1935 gp |
| kedi07-11-04, 04:49 PM | I'm in too. need a partner though... |
| MysticMonk200507-11-04, 04:49 PM | Originally posted by Aramil Dunskar I'm in, but I need a partner....... Wanna team up? I need a partner too. |
| ^Rayne^07-11-04, 05:34 PM | Okay gang here is some information I forgot to provide earlier in the General Guidelines section. - Gladiators, can have multiple class given familiars, mounts, companions enter the ring with them if they earned them from a class. For example if you have levels in Druid and Sorcerer you can bring your familiar and companion into the arena with your or you could leave them at home. This is your choice. - Gladiators with the Leadership feat may bring 1 ally of ECL 8 or lower. Since this is team combat each Gladiator (if both have Leadership) can bring an ally into the Dwarven Compound. - A gladiator can not purchase cohorts except for ones used in conjunction with the Ride skill. - There will be two to three random traps added to the compounds. Information on these traps will be provided before combat is begun but their placement will be random. Be warned! The Dwarves do have ways of protecting their halls from the foolish. Since this fight is taking place on their turf you are fore-warned about the traps but not their locations. The locations for these traps will be determined just prior to the matches. (I want to find someone other than me to help Pitlord these fights. For example I won't have a problem running the one Semi-final match I'm not directly involved in but I will need one volunteer to run the match my PC is involved in to maintain impartiality.) |
| ^Rayne^07-11-04, 05:55 PM | Void, I have been told by GM's this will not be allowed. I didn't think I was stepping too far out of the Core boundaries but I guess I did. Seeing as I believe this tournament belongs here more than the Real D&D boards I will amend this addition to stay more Core oriented as per GM request. I have one other addition I want to add that isn't quite Core but I want to test in this team battle scenario. In addition to all the standard core material PC's will be allowed to select and use gear from Chapters 1, 2, 4 (only the mounts, new mounts, monster mounts, vermin mounts, and exotic mounts section), and chapter 5 of the Arms and Equipment Guide (some of the gear may have to be correctly adapted to 3.5 rules but I will help work that out on a case by case basis). I am doing this because I think a lot of the items here help add some more fun and color to the builds. Since one of the top priorities on this tema matchup is to have fun I want to encourage some new material that I don't believe will really break they system. Have fun with your character builds and when possible please provide more about your character than just his stats. Void |
| ^Rayne^07-11-04, 06:07 PM | Current team matchup- possibilities... (there may be a need to increase the number of teams. I'm not sure yet. If there is farther interest from the CoCo community then I may try to expand the tournament a bit.) Team 1: ^Rayne^ kedi Team 2: Druid Roxors Magagumo Team 3: Tellish_of_Ket Jindl Team 4: MysticMonk2005 Aramil Dunskar |
| kedi07-11-04, 06:16 PM | Originally posted by ^Rayne^ Current team matchup- possibilities... (there may be a need to increase the number of teams. I'm not sure yet. If there is farther interest from the CoCo community then I may try to expand the tournament a bit.) Team 1: ^Rayne^ ??? (?Caterane?) or (?kedi?) Team 2: Druid Roxors Magagumo Team 3: Tellish_of_Ket Market_share?) or (?Caterane?) Team 4: MysticMonk2005 ??? (?Aramil Dunskar?) Team 1: ^Rayne^ kedi Team 2: Druid Roxors Magagumo Team 3: Tellish_of_Ket Market_share Team 4: MysticMonk2005 Aramil Dunskar |
| Aramil Dunskar07-11-04, 06:17 PM | Originally posted by MysticMonk2005 Wanna team up? I need a partner too. Ok, thats fine with me. -AD |
| ^Rayne^07-11-04, 06:23 PM | Please note that once this tournament begins, players are responsible for posting their PC's actions for every round of combat. However sometimes there are mistakes made either by the Pitlord helping to run the fight or the players posting their actions. So if there are problems or just comments that are made out of character, please make them all silver posts! This way all out-of-game comments are not overly distracting and don't take away from the flow of the in-game scenarios. Thanks, this is the standard over at the Real D&D boards but it works so well I want to make sure it is the standard over here as well for this game. |
| ^Rayne^07-11-04, 06:41 PM | All dice rolls will use this http://krisinchico.brinkster.net/rolldata.asp roller to generate rolls for their PC during the course of the game. Any roll attempted will have to link back to their rolls. Make sure to fill in every line, especially the Note line. In the Note line all posts should start with the Round # first and then the type of dice roll you are making for your PC. Example... Round 6: Attack Roll #1 of 2 (full attack) vs Obsidian We will need to be sticklers about this because this is the way the Pitlord verifies PC's have not been cheating their rolls. We want a good clean fight. This roller is uses all the time for Real D&D boards and works fine for the purposes we will be using it for. If the rolls are made with any other generator they will not count. So please make yourself familiar with the link now if you haven't used it before. |
| Magagumo07-11-04, 07:03 PM | To keep things straight, I assume we'll have different threads for each fight, correct? |
| ^Rayne^07-11-04, 07:11 PM | Yes, All characters will be posted and reviewed here and the maps will be shown on the 2nd post above (once I have them ready to go). After all the setup information is finished and assembled here I will post two Game threads (one for each fight). Once the fights end we will continue the five minutes afterward before the final match on the same threads they were played in. Once these 50 rounds are completed and accounted for a new thread will be started that will be the location for the last fight. The 50 rounds should go by fairly quickly as I won't be running each round so much as determining exactly what the team want to do and determining if they have enough time to do it. Once the fights are completed a GM will close the threads that are finished so they won't be posted in anymore once their function has been served. |
| Jindl07-12-04, 12:30 AM | FYI: I will be taking MarketShare's place on Tellish's team. -Jindl |
| ^Rayne^07-12-04, 12:47 AM | Okay I have teams set and listed above. Jindl you have been added as Tellish's partner in this fight. My goal is to begin the battle by next weekend. Everyone try to have your PC's done by Thursday so I can audit them before the weekend if possible. I will have the Semi-final map posted by tomorrow. It is almost done already but I have a little more work to do on it before I will post it. I can get it finished up tomorrow afternoon after work and have it posted above for everyone to see. The Finals map will be posted shortly after the Semi-finals map. Right now I am shooting for Wednesday but who knows maybe I will have it done earlier than that. If eight additional people show interest then I will expand the mini-tournament to include a quarter finals before the Semi-finals matchup and I will add one additional map for the Quarter-finals. Please if you are an individual looking to join post your name soon so I can see if we have enough people interested. Otherwise it is the eight we have now who will be participating in this challenge only. It would be best if you are interested, to come with a partner already chosen so I can see there are teams ready to go and save time getting everything ready on my end, and on time. |
| ^Rayne^07-13-04, 12:20 AM | Not finished yet. Swurk still needs to have all of his carried items added up and all of his Role-playing details added in. In addition I need to add some formating changes to make it easier to read him and give him a thorough checking over. Please note he isn't quite finished yet. Name: Swurk Drak Gender: Male, Race: Kobold, Class: Monk, Level: 10th, Alignment: Lawful/Good Size category: Small, Height: 2'2" tall, Weight: 40 lb, Age: 14 yrs Hair: None, two black horns, Eyes: Glowing blue/violet, Skin: Scales with a Silvery-tan appearance and hints of black spots along his spine and around his horns Speaks: Draconic and Common Stats: Str 6, -2 2 pts (10base - 4race) Dex 24, +7 16 pts (18base + 2race + 1@4th + 1@8th + 2gloves) Con 10, +1 4 pts (12base - 2race) Int 12, +1 4 pts Wis 18, +4 10 pts (16base + 2amulet) Cha 8, +0 0 pts Hit Points: 48 AC: 28 (+7dex, +1natural, +1size, +4wis, +2monkACbonus, +1ring, +2bracers), Touch: 25, Flat: 21 Init: +7 BAB: +7/+2, Grapple: +1 (+7BAB -2str -4size) Speed: 60 (base 30 + 30msb, light load ??/15|30|45, No Armor Check Penalty) Saves: Fort +9 (7base + 0con + 2cloak) Refl +18 (7base + 7dex + 2feat + 2cloak) Will +13 (7base + 3will + 1amulet + 2cloak) Special: Still Mind (Ex): (+2 to saves verses spells and effects from the the school of enchantment) Purity of Body (Ex): Immunity to all diseases except for supernatural and magical diseases. Evasion (Ex): Successful Reflex save on attacks that deal half damage on a successful save he takes no damage now instead. Improved Evasion (Ex): Still no damage taken when a successful Reflex save is made a per Evasion but now even on a failed Reflex save he only takes half-damage. Attacks: +14/+9 Melee, unarmed, 1d8-2, 20/x2, Bludgeoning +14/+14/+9 Melee (FoB), unarmed, 1d8-2, 20/x2, Bludgeoning +15/+10 Melee, magical (+2) shocking adamantine nunchaku, 1d4-1, 1d6 Electricity, 20/x2, Bludgeoning +15/+15/+10 Melee (FoB), magical (+2) shocking adamantine nunchaku, 1d4-1, 1d6 Electricity, 20/x2, Bludgeoning (+2 on Disarm attempts) +15/+10 Melee, magical (+1) returning mithral dagger, 1d3-1, Piercing or Slashing +15/+15/+10 Melee (FoB), magical (+1) returning mithral dagger, 1d3-1, Piercing or Slashing +15/+10 Ranged, magical (+1) returning mithral dagger, 1d3-1, r10 ft. Piercing or Slashing +15/+10 Ranged, magical (+1) sling of frost, 1d3-1, 1d6 Cold, 20/x2, 50'r, Bludgeoning Skills (65 Ranks Monk): +20 Escape Artist (13Ranks + 7Dex) +24 Hide (13Ranks + 7Dex + 4Size) +0 Jump (0Ranks – 2Str + 2Synergy) +17 Listen (13Ranks + 4Wis) +25 Move Silently (13Ranks + 7Dex + 5boots) +3 Search (0Ranks + 1Int + 2Race) +4 Spot (0Ranks + 4Wis) +20 Tumble (13Ranks + 7Dex) Feats: - Lightning Reflexes (+2 bonus to Reflex Saving Throws) standard 1st level feat - Stunning Fist {Fort Save DC 19 (10 + 5(ChaLev x ½) + 4wis) useable 10 times a day} bonus monk feat at level 1 - Improved Unarmed Strike free monk 1st level feat - Deflect Arrows bonus monk feat at level 2 - Weapons Finesse (Use Dex modifier instead of Str modifier on attack rolls with light melee weapons) standard 3rd level feat - Quick Draw standard 6th level feat - Improved Disarm (+4 bonus on disarm attempts; no AoO), bonus monk feat at level 6 - Run standard 9th level feat Racial (Kobold) Traits: - -4 Str, +2 Dex, -2 Con - Small Size - +1 Natural Armor Bonus - Land Speed of 30' - Darkvision 60' - Racial Skills: +2 to Craft (trapmaking), Profession (miner), and Search - Special Qualities: Light Sensitivity - Automatic Languages: Draconic. Bonus Languages: Common and Undercommon - Favored Class: Sorcerer Monk Abilities: - Weapon and Armor Proficiency: Proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Not proficient with any armor or shields. - AC Bonus (Ex) - Flurry of Blows (Ex) - Unarmed Strike - Bonus Feats - Evasion (Ex) - Fast Movement (Ex) - Still Mind (Ex) - Ki Strike (Su): Magic & Lawful - Slow Fall (Ex) - Purity of Body (Ex) - Wholeness of Body (Su) - Improved Evasion (Ex) - Hit Dice: d8 Gear (total resource expenditures = 49000gp): Clothing, Armor, and Items carried in hands: - Tapestries sewn into clothing/robe (worn, -wt) -gp (first outfit is free and doesn’t count toward character’s total carried weight) Belt Items: - Magical (+1) Sling of Frost (belt, left, -wt) 300gp(masterwork) + 8000gp(+2magical)= Total: 8300gp - Ammo Pouch, belt (sling bullets x30) (belt, front, 7.5wt) 3sp - Magical (+1) Returning Mithral Dagger (belt, rear, 0.25wt) 2gp(item), + 250(mithral) + 300(masterwork) + 8000gp(+2magical)= Total: 8552gp - Magical (+1) Shocking Adamantine Nunchaku (+2weapon) (belt, right, 1wt) +2gp(item), + 3000gp(adamantine), + 8000(+2magical)= Total: 11002gp Items carried on back and shoulders: - Ring of Protection (+1) (right thumb, -wt) 2000gp - Bracers of Armor (+2) (wrists, 0.5wt) 4000gp - Gloves of Dexterity (+2) (hands, -wt) 4000gp - Boots of Elvenkind (feet, 0.5wt) 2500gp - Periapt of Wisdom (+2) (neck, -wt) 4000gp - Cloak of Resistance (+2) (shoulders, 0.5wt) 4000gp Items worn (excluding clothing): - Leather Belt (worn, -wt) –gp (part of free outfit) Items carried inside or attached to outside of Backpack: - Belt Pouch Contents: - Coins- 645gp, 7sp, 0cp (pouch, -wt) Background: ??? Personality: ??? Description: ??? |
| MysticMonk200507-13-04, 01:29 PM | Name: Noah Brinkwater Gender: Male Race: Human Sizecategory: Medium, '" tall, lb, yrs Hair: ; Eyes: ; Skin: Alignment: TrueNeutral Class: Monk 1, Druid 9 Speaks: Common, Druidic Background: Stats Str 8 -1 (0pts) Dex 8 -1 (0pts) Con 8 -1 (0pts) Int 16 +3 (10pts) Wis 26 +8 (16pts, +1@lvl4&8, +6) Cha 16 +3 (10pts) Hit Points AC 14 (-1dex, 5 wis), Touch 14, Flat 15 Init -1 (-1dex) BAB +6/1; Grap +5(-1str) Speed 30 (base 30, ) Saves: Fort +7 (+2mnk +6drd -1con) Refl +4 (+2mnk +3drd -1dex) Will +16 (+2mnk +6drd +5wis) Attacks: Skills: Feats: Racial Traits: Monk Abilities: ImprovedGrapple, FlurryOfBlows, UnarmedStrike Druid Abilities: AnimalCompanion, NatureSense, WildEmpathy, WoodlandStride, TracklessStep, ResistNature’sLure, WildShape(3/day), WildShape(Large), VenomImmunity Spells Per Day (6/4+2/3+2/3+2/2+2) Companion: Equipment: TravelersCloak (worn, weight: NA) Periapt of Wisdom +6(Neck, 1lb) Weapons: Belt: Weight carried: lb Other Possessions: Money Total Gold Spent: 36k Total Gold Remaining: 13k Total Gold Started: 49,000gp Past Expenditures: Periapt of Wisdom +6: 36k gp |
| Aramil Dunskar07-14-04, 09:09 PM | Name: Han Brinkwater Gender: Male Race: Human Sizecategory: Medium, '" tall, lb, yrs Hair: ; Eyes: ; Skin: Alignment: TrueNeutral Class: Monk 1, Druid 9 Speaks: Common, Druidic Background: Stats Str 8 -1 (0pts) Dex 8 -1 (0pts) Con 8 -1 (0pts) Int 16 +3 (10pts) Wis 26 +8 (16pts, +1@lvl4&8, +6) Cha 16 +3 (10pts) Hit Points AC 17 (-1dex, 8 wis), Touch 17, Flat 18 Init -1 (-1dex) BAB +6/1; Grap +5(-1str) Speed 30 (base 30, ) Saves: Fort +7 (+2mnk +6drd -1con) Refl +4 (+2mnk +3drd -1dex) Will +16 (+2mnk +6drd +8wis) Attacks: Skills: Feats: Racial Traits: Monk Abilities: ImprovedGrapple, FlurryOfBlows, UnarmedStrike Druid Abilities: AnimalCompanion, NatureSense, WildEmpathy, WoodlandStride, TracklessStep, ResistNature’sLure, WildShape(3/day), WildShape(Large), VenomImmunity Spells Per Day (6/4+2/3+2/3+2/2+2) Companion: Equipment: TravelersCloak (worn, weight: NA) Periapt of Wisdom +6(Neck, 1lb) Weapons: Belt: Weight carried: lb Other Possessions: Money Total Gold Spent: 36k Total Gold Remaining: 13k Total Gold Started: 49,000gp Past Expenditures: Periapt of Wisdom +6: 36k gp |
| ^Rayne^07-17-04, 01:45 PM | Sorry gang I'm a little behind on the maps. I see that most of the crew is late with their PC's though so I guess I'm not the one slowing things down too much. I thought we could get things rolling this weekend but now that seems like it might have been too ambitious. Lets shoot for getting things rolling by Friday or the weekend next week? Please gang try to get your PC's up so I can start checking them out and getting them ready for the fight. Thanks, Rayne |
| Druid Roxors07-17-04, 01:51 PM | Seeing as some of the participants in the team-combat arena are also on the iron man/woman/thing challenge, I believe it would be best to wait for the other competition to end. That way we can focus better on building our characters and strategies. |
| MysticMonk200507-25-04, 09:32 PM | sorry for being so slow, I basicly just have to do spells. and find a use for about 13k gp.... |
| ^Rayne^07-25-04, 10:33 PM | Not a problem, I figured since everyone was busy with many other threads and games it might be wise to put this on the slow track for the time being. It will get going in a few weeks I'm sure but for now I decided not to rush anyone untill they were ready to post their completed PC's. When you are ready let me know (this goes for everyone) and I will check over your PC). Once all the players characters are ready and locked down I will roll dice to decide which teams are facing each other in the first round of this tournament. From there I will work to get a Pitlord/Moderator for the fight that my PC is involved in to maintain objectivity and fairness. I still have to finish up the finals map, but since things were moving more slowly than I originally anticipated I figured I didn't need to rush through it. In addition to finishing up the finals map I need to show a Lighting schedule for the current map I have listed above. I will get this done soon (sorry for the wait). |
| Moherajikuyx07-26-04, 04:54 PM | Hmm... Rito Maya is drooling to get in... |
| ^Rayne^07-26-04, 06:52 PM | Mo I would love to have you participate in this challenge. I have yet to see some people even post once to say they are indeed going to take part like Market_Share. If he doesn't post something saying he is in for sure then you are welcome to take his spot and join Tellish's team. I also haven't seen a few additional place holders for characters from a few other players so I don't know if they still intend to play. Kedi are you still going to get involved with this? If so please post your PC soon or at least your first draft of one. Mo I'm getting the feeling that there will be at least one spot for you so please go ahead and post your PC. |
| roll8dn08-10-04, 12:26 PM | I'm new here, but I'd really like to get involved with this. I already have a character drawn up, and am ready to go. If you want, I'll post him here and let you judge. Let me know, please? |
| Tellish_of_Ket08-10-04, 12:53 PM | Hey ^Rayne^, Market Share isn't going in. Instead Jindl will be my partner. -ToK |
| ^Rayne^08-10-04, 12:59 PM | roll8dn, go ahead and post your PC. Some players haven't posted their PC's and so I think it would be best for you to become an alternate and take their place. Please post it when you have the chance. Tellish, I note your partner is now Jindl. Sounds fine to me.... I know what team to worry about the most now. ;) |
| roll8dn08-11-04, 12:49 AM | Lawful Good Aasimar Paladin 2/Monk 7 25 Years Old, 5'10" Tall, 157 lbs. Weight, Black Hair, Silver Eyes Class: Pal2/Mnk1 Race: Aasimar Size: Medium Gender: Male Alignment: LG Deity: Heironius HP: 65 (15.5 Paladin, 31.5 Monk, 18 Con) Speed: 50 ft. (30 base, +20 Monk, no armor) Abilities: Str: 10 (2 pts) Dex: 22 (10 pts, +1 at 4th, +1 at 8th, +4 gloves) Con: 14 (6 pts) Int: 14 (6 pts) Wis: 20 (6 pts, +2 racial, +4 periapt) Cha: 16 (6 pts, +2 racial) AC: 24 (+6 Dex, +5 Wis, +1 Bracers, +2 Monk), Touch: 23, Flat: 24 Saves: Fort: +13 (+8 base, +2 Con, +3 Cha) Ref: +14 (+5 base, +6 Dex, +3 Cha) Will: +13 (+5 base, +5 Wis, +3 Cha) [+15 vs. enchantment effects] Resistances: Cold 5, Electricity 5, Acid 5 BAB: +7/+2 Grapple: +11 (+7 BAB, +4 Imp Grapple) Melee Attack: +1 Spiked Chain; Bonus: +14/+9; Damage: 2d4+1; Crit: x2; Range: 10ft. Melee Attack: Unarmed Strike; Bonus: +13/+8; Damage: 2d6; Crit: x2 Ranged Attack: Shuriken; Bonus: +13/+8; Damage: 1d2; Crit: x2; Range: 10ft. Flurry: Bonus: +12/+12/+7; Damage: 2d6; Crit: x2 Skills: Escape Artist: +17 (2 Pal ranks, 9 Mnk ranks, +6 Dex) Hide: +9 (3 Mnk ranks, +6 Dex) Listen: +18 (2 Pal ranks, 9 Mnk ranks, +5 Wis, +2 racial) Move Silently: +9 (3 Mnk ranks, +6 Dex) Spot: +18 (2 Pal ranks, 9 Mnk ranks, +5 Wis, +2 racial) Tumble: +17 (2 Pal ranks, 9 Mnk ranks, +6 Dex) Feats: Weapon Finesse (1st), Combat Expertise (3rd), Improved Grapple (Mnk 1), Combat Reflexes (Mnk 2), Improved Disarm (6th), Improved Trip (Mnk 6), Exotic Weapon Proficiency (Spiked Chain) (9th) Equipment: +1 Spiked Chain (2,325 gp, 10 lbs) 10 Shuriken (2 gp, 1 lb) Monk's Belt (13,000 gp, 1 lb) Gloves of Dexterity +4 (16,000 gp, -lbs) Periapt of Wisdom +4 (16,000 gp, -lbs) Bracers of Armor +1 (1,000 gp, 1 lb) 13 potions of Cure Light Wounds (750 gp, -lbs) Waterskin (1 gp, 4 lbs) Monk's Outfit (free, -lbs) 22 gp Total Weight Carried: 16 lbs Light Load:[b] 0 to 33 lbs [b]Medium Load: 34 to 66 lbs Heavy Load: 67 to 100 lbs Special Qualities: Flurry of Blows (Ex) (extra attack at -1 to hit); Evasion (Ex) (no damage on successful reflex save); Still Mind (Ex) (+2 bonus vs. enchantments); Ki Strike (Su) (magic); Slow Fall (Ex) (30 ft.); Purity of Body (Ex) (immune to nonmagical diseases); Wholeness of Body (Su) (14 points healable on self); Aura of Good (Ex) (show up as good in Detect Good spell); Detect Evil (Sp) (at will, just like spell); Smite Evil (Su) (adds +3 to hit and +2 to damage in melee against evil creatures once a day); Divine Grace (Su) (adds Cha bonus to saves); Lay on Hands (Su) (can heal 6 point of damage on anyone by touch per day); Darkvision 60 ft.; Daylight (Sp) (as the spell cast by a caster of 9th level once a day); Acid Resistance 5; Cold Resistance 5; Electricity Resistance 5 Languages Spoken: Common, Celestial, Dwarven, Elven Jeston Amblecrown is an Aasimar man who has a colorful background. He believes in the general goodness of the races who live in society, just not in the goodness of particular members of those races. He fought in the Orcgate wars and was seriously wounded in the final battles of that terrible conflict. He was taken to a monestary in the Grey Hills in order to heal by the monks who found him on the field of battle. After regaining full health, he was taken by the sheer grace and beauty of the monk's daily training routines. He asked to join the monastery and was inducted into their training regimen without too much trouble. He still prayed to Heironius every morning, even though the monks held no religion of their own. After eight years of training, he set out upon his road. He is fated to walk the earth, helping those he comes into contact with (or so his master insisted, and Heironius did not disagree). He wandered into Gladius in the past two weeks and has decided to try his skills in the arena. He does not kill, unless it is a creature of great evil. Instead, he will fight to submission, or until his opponent is unconscious. Should he fight and lose, so much the better, for he will learn from those mistakes and take them out on the road. Jeston stands 5'10" tall, has raven-black hair, silver eyes, and pale skin. He wears a simple outfit of a khaki tunic and breeches, with multiple pouches and places for small items. It is loose clothing that allows him to move quickly. He radiates an aura of calm, good humor and wishes to see all that is good in this life flourish. Never without a joke at hand, he gets along well with almost everyone. |
| Coyote Skyheart08-13-04, 09:52 PM | I'll be happy to be Mo's parter, if he's willing. :smirk: Otherwise, if I end up being odd-person out, I *might* be willing to help pitlord. I was thinking of running something similar here myself. I'd have done gear differently. I like the 5 min breaks and no prebuff for 1st fight. Very nice. I'm glad I checked in here. It could be a week till I figure out the various can/can't do rules over here and get a character completed and posted. Maybe you'll even see Ledee! Some starter questions. You said ECL is allowed. Does that mean monsters? Say, for example...a werewolf, an ogre, or a pixie. In honor of Draidden's game, someone should fill this roll! :cool: just because its so much fun. You're allowing this arms & equipment guide, which I don't happen to have... what about complete warrior or complete divine? There's only four people in an arena at any one time, right? No 3-way team battles, etc? I think that's enough questions for now. |
| ^Rayne^08-14-04, 12:42 AM | You're allowing this arms & equipment guide, which I don't happen to have... what about complete warrior or complete divine? Sorry Coyote, a couple posts later I had to remove the Arms and Equipment guide from the usable reference list. Only Core material will be allowed in this matchup. Yes monster races are allowed but you must be sure to translate any monster's properly to play them in this battle. Please check the standard forum rules for details on ECL PC's. You are correct there will only be four in the arena at a given time. So there will not be a three way fight going on. Coyote Skyheart, good to see you joining in the fun. This game has been on the slow track but I imagine it will get going soon. I will attempt to crack down on the start date in the next couple weeks. |
| Moherajikuyx08-14-04, 03:29 PM | Jindl confirmed to ToK and I confirm to you CS: we're team! Let's decide the characters. Rayne, 2 weeks is perfect because I'm coming back from vacations on the 28th of august, and I guess that many others are in the same situation: at the end of august many holidays will end. |
| Moherajikuyx08-14-04, 04:09 PM | Mhh... Rayne are we seriously going to have cohorts? Let's remove them altogether given that no one got the feat yet... I see them only as a hussle for the dms. Who's going to guide them, us or the dm? Edit: and about the traps, will they be a serious thing to consider, or just a few hps less? And, will they be prepared in such a way that flying wizards will skip them all, or they will try to take into account this kind of things? Will a rogue have the chance of finding/disarming them or will it be really hard? |
| Coyote Skyheart08-16-04, 02:16 PM | I think that's part of the fun - we don't know how bad the traps will be. :D Rayne, two questions that applies to everybody. I mostly mention it because of the presence of druids. What is the ceiling made out of? Its not specified on your map. Natural rock? Dirt? Worked stone? Another issue. If someone selects a companion or summons a creature with the ability to burrow, will it be able to, and how deep? We have wall limitations and ceiling limitations, but not exactly a depth limitation...yet. Hm, what else. Our starting area. Can one stay in it and buff, or does one have to leave it as soon as possible? Its kind of protected from view from the rest of the arena if I'm reading the map right. If we're expected to walk out of the starting area, triggering the beginning of the match, that has an impact. |
| ^Rayne^08-16-04, 02:49 PM | Cohorts will not be allowed. However any animal granted from a class will be (familiar, mount, animal companion). Also any animal purchased as a mount and cared for with use of the Handle Animal skill will be allowed. Asside from that no other unsummoned creatures/people will be allowed in this scenario. What is the ceiling made out of? Its not specified on your map. Natural rock? Dirt? Worked stone? The ceilings are made of Rock/Stone most of which has been worked (but not all of it) Another issue. If someone selects a companion or summons a creature with the ability to burrow, will it be able to, and how deep? We have wall limitations and ceiling limitations, but not exactly a depth limitation...yet. Burrowing creatures will not be able to burrow into stone. Unless you are a wizard who has the feat Improved Familiar and has a Small Earth Elemental as an improved familiar they will not be able to burrow into the stone of this complex. This complex is located deep within a mountain and is thick stone solid on all the walls, ceiling and floors. Hm, what else. Our starting area. Can one stay in it and buff, or does one have to leave it as soon as possible? Its kind of protected from view from the rest of the arena if I'm reading the map right. If we're expected to walk out of the starting area, triggering the beginning of the match, that has an impact. You can stay in the starting area as long as you want to a degree but the other team can easily get to you as there is no door stopping them from reaching you. Please keep that in mind as you may find yourself trapped in there if you don't leave the area soon enough. |
| Coyote Skyheart08-16-04, 06:43 PM | O: arena floor (composed of dirt and stone) That's the part of the map description that mislead me. Perhaps 'dust' and stone would be more appropriate. Thanks. |
| Moherajikuyx08-17-04, 04:29 AM | One suggestion. Given that we're just four in the map, I think it wouldn't be too terrible for the gm to keep track of the movements, instead than keeping them on the map. This would absolutely stop metagaming, since the other team wouldn't see the actual positions on the map, as happens in Draidden's arena. The gm would have to say what happens, this could slow things down unless we have very committed gms. I know, it's more work for the gm, but if we implement map cohordinates, it's not that hard I think. Moreover, on the map there could be those who don't use stealth tactics, and once stealth is over, we're all on the map. You have to do a feasibility analysis, I guess. |
| Coyote Skyheart08-17-04, 10:41 AM | Here's an early-morning idea how that could work. Since its 4 players (+ companions, summons...) probably no more than 10 to keep track of at any time. You're taking pains to watch vision conditions and providing shadows, so maybe this is worth it. Person A: located 10x, 9y you see Moh at 3x, 2y you see summoned badger at 15x, 12y you see hippogriff at 10x, 10y, 50'ft up Person B: located 19x, 20y you see Moh at 3x, 2y you see Tellish at 5x, 2y you pinpoint badger at 15x, 12y so forth... Then each player can 'mentally' place the people their character can see on the map, or keep their own copy on notepad. Numerics prevents a glance look at where everyone is located and the resulting meta-gaming. Drawback I remember a number of times Draidden goofed on somebody's position in his colliseum thread. At least once for everyone. Maybe its just his map-reading skills, maybe not, but there's little oversight capability. It would also take the players longer to move each time they post, as they try and figure out where everyone is located they know about. Another difficulty in the player's posting is knowing whether they spot someone in the process of moving. If I walk around a corner and see someone after 10'ft of movement, I'm going to shoot at them - or duck back and hide. That's probably the biggest drawback. The DM would have to validate for the player if anything happens in the process of moving. Actually this would happen anyway, wouldn't it? Traps. So maybe its a good thing. Second early morning idea. When a DM validates your move in his post, he can take advantage of invisible text. During your movement, you reach 36x, 14y and see... (invis text: Moh hiding at 10x, 14y) you reach 40x, 14 y and see (invis text: reflex save! the floor drops out beneath you. If successful you can keep moving around.) you reach the end of your movement. Post your standard action. ... There's advantages to this, because when the player highlights the first spot result and sees Moh hiding, he can choose to stop there and use his standard action, switch directions, whatever, and not highlight the rest of the post reading that. Downside? Sounds complicated. Keeping track of movement in this way is enough work for a DM assistant, let alone the DM himself. Moderator. What do you call them here? Pitlords? :behold: |
| Moherajikuyx08-17-04, 11:23 AM | Yep, pitlords About the errors: we could decide that people has to post to the pitlord the map of their movement: this way the pitlords can't get it wrong, and can easily check if someone's seeing anything; it distributes workload among players and pitlords. To fasten things up, pitlords could make listen/spot rolls during the movements: they could keep them secret, using a strange name in the online roller, and tell people only when they see/hear anything. This would be good: not knowing the DC of the roll means less metagaming. The pitlord would send the pm back, just with the part of move done. The pitlord would have to stop and reply any time a character hears/sees a foe: this would slow things down; but as many things will probably be obvious (the player will say what's he doing in the post), npcing would be quite easy so we can keep the maximum of a day of time to complete a move (after it, the dm will npc the delayer). There are quite some monks in this match... Do you like this proposal? Rayne? |
| ^Rayne^08-17-04, 11:43 AM | I've been reading your ideas and taking notes but I am at work at the moment and don't have enough time to really think about it right now. I will spend some time on my lunch break and after work looking into the suggestions and give a response later on today. Thanks Mo and Coyote for your suggestions. |
| Moherajikuyx08-17-04, 12:51 PM | Good work! :angel: How about sunday 29 as a deadline for sheets? This way I don't have to give a week to my beloved opponents to study it :schemes: |
| Coyote Skyheart08-17-04, 01:02 PM | Hi Rayne! :D I'm on lunchbreak myself at the moment. I dunno about the reactive spot/listen rolls. That could be a *ton* of rolls for the Pitlord each round. We players should make their job easier if at all possible. For instance, lets take those monks with 50'ft movement speeds, capable of walking 100'ft in a round. Monk walks within sight of the hiding locations of the three other players and their three companions. That's 6 spot/listen for the monk, and 6 spot/listen for the six others hiding to see if they notice the stealthy monk's passage. Aie. 42 rolls. I wouldn't want to do that. Then his monk partner walks the same path. Another 36 rolls or so! Instead, perhaps each player should roll One spot & listen that applies to them for all checks for the round. |
| Moherajikuyx08-17-04, 01:10 PM | The good thing though, is that once the players aren't hidden, we can just get back to the map; so this would quite speed up the whole stealthy part. If we have to wait that the dm asks the player to roll, and then it goes back to the dm, first of all the platyer gains meta-info about the presence of others and knowing the sheet can calculate the distance; secondly, we'd have to wait for two persons for just a roll. He can just do all the rolls - n rolls all with the same modifiers are quite fast to do on the online roller after all - until an opponent sees the monk; then he stops the movement and action starts. I think the workload on the pitlord exists, but this would enhance incredibly the match thanks to the lack of metainfo. No need to say "no you can't do that, your pc doesn't see him so you can't go straight in his direction to "spot" him", no need for discussions... If a player is lucky he goes on the spot, else he doesn't see the foe, that's it. Also, players could just roll a listen and spot check each round, this would halve the dm's rolls! |
| Coyote Skyheart08-18-04, 01:35 PM | Is it just me or does this amount of spending money seem like overkill? I dunno if I want to see an 'item vs item' war waged. I don't know what to spend over half of it on. |
| Moherajikuyx08-19-04, 10:51 AM | I do... :D Speaking of which, ^Rayne^: can you set a max lvl for scrolls? How about 5, since the max. CL will be 10 anyways. This way we can't do cheesey things with high level spells, trying the CL until luck kicks in and it works. |
| Druid Roxors08-19-04, 11:28 AM | [NM |
| ^Rayne^08-19-04, 12:07 PM | I agree MO.... Scrolls that can be purchased will be maxed out at SL 5. No spells of higher level will be available. I thought I added this in at some point down the line but maybe I didn't. I don't want any cheesy high level spells being cast by spell casters who don't normally have access to those spells. All players please note this when buying equipment. Scrolls are capped at spell level 5! |
| Coyote Skyheart08-19-04, 12:11 PM | You mean spell level 5, not caster level 5, if it was caster level 5 that would be 3rd lvl scrolls for wizards and 2nd lvl scrolls for sorcerors. |
| Moherajikuyx08-19-04, 12:11 PM | you mean spell level right? Because if you mean CL 5 they are going to kick me where it most hurts :blush: |
| ^Rayne^08-19-04, 12:19 PM | Yes I did mean Spell Level and I already adjusted the post above. Sorry 'bout that. There is a Caster Level 10 on all spells also. So no purchassing Fireball spell at Caster Level 20 cheesyness. |
| Moherajikuyx08-19-04, 12:24 PM | Not to talk about PAO... :D anyone? Other questions: 1. can a team member craft stuff for the other one? 2. can a team member buy stuff for the other one? 3. can a team member get stuff from the other one during the match? 4. can a team member get stuff from the other one during the match if the other one is dead? |
| Druid Roxors08-19-04, 12:26 PM | Originally posted by Moherajikuyx Not to talk about PAO... :D anyone? Other questions: 1. can a team member craft stuff for the other one? 2. can a team member buy stuff for the other one? 3. can a team member get stuff from the other one during the match? 4. can a team member get stuff from the other one during the match if the other one is dead? I'd say Yes to all. BUT, not to crafting using combined resurces. Example: Wizard scribes his druid companion's spells. Oh and no item costing more than 1/3 of total resources can be bought. |
| ^Rayne^08-19-04, 12:33 PM | 1. NO 2. NO 3. YES 4. YES |
| Moherajikuyx08-19-04, 12:37 PM | Thanks! Did you decide about the stealth movements thingie? That would be a really interesting experiment. |
| ^Rayne^08-19-04, 12:43 PM | I haven't made an official decision on this yet but I do agree Meta-gaming is a big issue that I am trying to curb here. It is possible movements made by characters using stealth will be kept hidden until they are either not using stealth or are fighting and making too much noise to remain hidden (like fighting in the open). Some PC's will have no interest in stealth (armored fighter running around) and they will be shown on the map if they go this route. However if a PC is using stealth I will likely hide their location unless spot and listen checks by the opponent prove successful. I don't want to see players convieniently find or avoid opponents because they are using meta-knowledge in their move selection. Pitlords running fights they are not involved in will be working to keep the playing field fair and meta-gaming kept to a minimum. I am thinking spell lists for those who can memorize spells will be sent to the Pitlords ahead of the fight but they will not be shown at all to the other players till the semi-finals and finals match-ups are completed. Right now it looks like I am the odd man out and so it appears my PC is the odd one out. If I am not an active player it is likely I will be doing all of the Pitlording for these match-ups and none of the playing. Sorry I haven't officially decided on the full stealth issue yet (as I said I would have a decision a couple days ago) but I still have to think about this a little bit more. |
| ^Rayne^08-19-04, 12:52 PM | In a similar fashion as I will be hiding information about stealth it is likely I will have the players inform me when their PC's use Rage or a Dwarven Defenders special abilities so people don't meta-game with knowledge of stat enhancing benifits their competition has going. Now PC's with good Spot checks and Sense Motive skills might be able to guess that an opponent is raging or using a special ability and plan accordingly but all of this will be done behind the scenes via PM's. If a player wants to share this with their teammate they will need to shout it to them in game or find some way to communicate it to them. If they are Drow and both have Drow, Silent Sign language then they could potentially communicate by visual methods alone. My goal is to run as fair a match as possible while keeping meta-gaming to a minimum. I want this to be fun, encourage good team-work, and also supply the ultimate arena match all in one. |
| Moherajikuyx08-19-04, 01:05 PM | stealth - GREAT! spells - cool! Uhm... I see a minor problem, if we have to decide spells before pairings, only non-playing pitlords are needed. I like how things are going! :) |
| ^Rayne^08-19-04, 01:47 PM | Mo, it was always planned that I wouldn't Pitlord the fight my PC was involved in. As it stands now it looks like my PC doesn't have a partner (that is set in stone). I am leaning to doing Pitlording only for these fights and NPCing the twin gnome merchants for this matchup. I have no loyalties to anyone in this game and right now it looks like I will probably take my kobold PC out of the matchup and put him on standby for something else down the road. As everyone knows if they read the whole thread there will be randomly placed traps. I can guarantee one of them is likely to be a very nasty Pit trap. I will give some basic info on these traps before the match begins. Be prepared for this as they will likely be nasty traps and they will be randomly placed before the matches begin. I want these matchups to take place on neutral ground and I want them to better simulate a real challenge in a real game. As such I am trying to do a lot to keep things fair and interesting. Many skills will be needed in these games. I also haven't added this to the Semifinal map yet but I will be putting up information on light sources soon and their light radius. Please keep in mind some of these are torches that can be put out. Smart players might take advantage of this. Plan to bring in light sources if your PC can't normally see in the dark! |
| ^Rayne^08-19-04, 01:55 PM | Right now I am thinking all PC that are participating need to be listed on this setup thread no later than the 28th. The game is tentatively set to begin on Sept. 1st! I need those 4 days to check over PC's to make sure everything is correct. Players who have spell casters will need to submit their memorized spell lists to their pitlord (most likely me) before the 28th deadline. Players can take items on other PC's if they defeat them but don't forget that as soon as both enemy players are down, PC's have to immediatly move to the room with the merchant gnome to begin the 50 rounds between matches. If they have to drag their unconscious ally to this room, so be it but they have to move there immediately. Basically this means they will only have time (if they are not being attacked) to loot the corpse of the 1st player of a team they defeat but not the 2nd one. If you have a PC with Sleight of Hand you can keep what you successfully steal from another PC during the match. Be warned that you might not know what you've gotten. PC's are allowed to carry cursed items if they want to, to get back at a PC that might try this tactic. It is up to you how you want to handle you money as long as you are using core material. |
| Moherajikuyx08-19-04, 02:49 PM | Uhm.. how about making the deadline the 29th? It's a sunday.. I may be able to post the day before, but I'm not 100% sure (I'm leaving tomorrow, the sheet's not 100% done). |
| ^Rayne^08-19-04, 03:13 PM | "So be it, Jedi." All character sheets need to be up and finished no later than the end of August 29th Pacific Standard Time. Make sure your PC is posted by the 29th and please everyone repost if you are still wanting to be involved in this game. I need to get a current list of the teams and who is still active. Everyone who is wanting to participate please list your name and also who you believe your partner is. I need to confirm teams and make sure all players are accounted for. |
| Coyote Skyheart08-21-04, 09:59 AM | There...poor Moh I finished about 2 days after he could see the complete version. The only modifications I expect to make are...correcting errors if/where you find them and including data on my familiar and any other items that may need to be referenced... and just making the sheet pretty. Due to his polymorphing ability, we may have to work something out since his abilities can change rapidly through the course of the match. When the thread begins I've thought of posting a non-editable 'base' sheet and a second editable sheet to reflect current spell effects and form. I also need to write in a short background at some point. :D EXPECTED TEAM-MATE: Moherajikuyx, playing Riddick Coyote Skyheart, playing Redrum Bluebeard Male deep dwarf Sorcerer 10th lvl Lawful Neutral Abilities Str 8 (0) Dex 8 (0) Con 18 (10) +2 racial Int 12 (4) Wis 14 (6) Cha 18 (16) -2 racial, 4th, 8th Hit Points: 66/66 (4 + 9x2.5 + 4x10 = 66 hps) AC 9, Touch 9, Flat 9 Init -1 BAB +5, Grap +4 Speed 20 (base 20, load 0/33, armorcategory) Base saves Fort +3, Ref +3, Will +7 Current saves Fort +7, Ref +2, Will +9 [add +3 vs poisons, spells] Attacks +4 Melee, quarterstaff, 1d6-1, 20/x2 +4 Ranged, light crossbow, 1d8, 19-20/x2 Description Medium, 4'2" tall, 150 wt, 52 yrs old Reddish tinged skin, washed out blue eyes, thick dark brown beard with silver white/blue highlights. Languages speaks dwarven, common, infernal, terran, ignan, auran Skills 39 pts +16 Concentration (12) +2 Knowledge: arcana (1) +2 Knowledge: planar (1) +3 Search () stonecunning +12 Spellcraft (11) +8 Spot (4cc) +2 familiar +4 Listen () +2 familiar Speak language (3cc) Feats -eschew materials -still spell -silent spell -improved familiar Race: Deep dwarf Traits -stonecunning +2 racial (search, appraise, craft) -stability +4 resist bull rush & trip on the ground -+1 attack rolls vs goblinoids, orcs -automatic languages dwarven, common -90'ft darkvision -familiarity: dwarven waraxe & urgosh (martial) -+3 saving throws vs. poison, spells, & spell-like abilities -+4 dodge bonus vs. giants -light sensitivity, dazzled: -1 attacks, search, spot checks Class: Sorceror Abilities -summon familiar Spells Per Day 6|7/7/7/6/3 0th- dancing lights, detect magic, message, mage hand, resistance, ray of frost, ghost sound, prestidigitation, read magic 1st- Silent image, protection vs. chaos, shield, magic missile, feather fall 2nd- Resist energy, bull's strength, false life, glitterdust 3rd- Dispel magic, fireball, summon monster III 4th- Polymorph, dimension door 5th- Summon monster V Equipment: 49k, max item 24.5k Mundane gear (total: 164) Light crossbow (35) 3 cases bolts: 30 bolts (3) smokestick x6 (120) tindertwig x6 (6) coins: 36 gp Magic gear (total: 33k) marble elephant (17k) amulet of mighty fists +1 (6k) heward's handy haversack (2k) ring of counterspells: dispel magic (4k) ring of counterspells: dispel magic (4k) Potions (total: 6650) 1d8+1 cure light wounds x10 (500) 3d8+5 cure serious wounds (750) remove blindness/deafness (750) shield of faith +5 (900) oil of greater magic weapon +5 (3k) elixir of vision (250) 1hr elixir of hiding (250) 1hr elixir of sneaking (250) 1hr Scrolls (total: 9150) 5th: break enchantment (1125) 4th: stoneskin x3 (2850) 4th: invisibility, greater x1 (700) 3rd: arcane sight x3 (1125) 3rd: haste x1 (375) 3rd: flame arrow x1 (375) 3rd: keen edge x1 (375) 3rd: flight x1 (375) 3rd: heroism x2 (750) 2nd: mirror image x2 (300) 2nd: blur x1 (150) 2nd: spider climb x1 (150) 2nd: see invisibility x2 (300) 1st: mage armor x6 (150) 1st: magic weapon x2 (50) Background Special Familiar: (Imp) Tiny Outsider (Evil, Extraplanar, Lawful) 10 Hd, 33/33 hp Init +3, Speed 20'ft, Fly 50'ft (perfect) AC 20, Touch 15, Flat 17 (+2 size, +3 dex, +5 natural) ... BAB +5, Grap -3 Attack: Sting +10 melee (1d4 plus poison) Space 2.5'ft / Reach 0'ft SA: Poison (ex): injury, Fort Dc 13, initial 1d4 dex, secondary 2d4 dex. Save is con-based. SA: At will: detect good, detect magic, invisibility (self only) SA: 1/day: suggestion, Will Dc 15, caster level 6 SQ: DR 5/(good or silver), darkvision 60'ft, fast healing 2, immunity to poison, resistance 5 fire SQ: Alternate form (su): at will as a standard action, as polymorph spell (caster level 12th) up to medium size, except Hps are not regained and limited to (select two forms: dire weasel and gray ooze). Saves: Fort +3, Ref +6, Will +8 Abilities: Str 10 Dex 17 Con 10 Int 10 Wis 12 Cha 14 Skills: +12 concentration, +8 diplomacy, +17 hide, +6 knowledge: arcana, +1 knowledge: planes, +7 listen, +9 move silently, +6 search, +13 spellcraft, +7 spot, +1 survival (+3 tracks) Feats: dodge, weapon finesse Notes: The imp's natural weapons are considered evil and lawfully aligned. |
| Magagumo08-21-04, 12:11 PM | One additional thing to add to Druid's "Nothing over 1/3rd total gold" is that any three of the player's items may nto total up to exceed 1/2 their total gold. (See Banewarrens for implementation). This also prevents a player from walking in with three incredibly good items [which could both hinder, and help them, depending]. |
| Moherajikuyx08-31-04, 09:40 AM | Richard B. Riddick "They say most of your brain shuts down in cryo-sleep. All but the primative side, the animal side." "No wonder I'm still awake." Male Tiefling Medium size Outsider, not so high but pretty big and mean. No hair worth of note; cool black sunglasses cover weak white eyes. Alignment: survivor (neutral) Class: Ranger 8, Horizon Walker 1 Speaks Common, Infernal, Gnome, Goblin, Draconic Str 16 +3 .10 pts Dex 16 +3 ..6 pts (+2 racial) Con 14 +2 ..6 pts Int 16 +3 ..6 pts (+2 racial) Wis 16 +3 ..8 pts (+1 lvl) Cha 6 -2 ..0 pts (-2 racial) Hit Points 9d8 +18= 8 +8*4.5 +2*9, 62 AC 18 (3dex, 5armor), Touch 13, Flat 15 Init +3 (3dex) BAB +9; Grap +16 (3str, 4feat) Speed 30' (base 30, light load 0/58/116/175, light armor) Saves: Fort +10 (8 +2con) Refl +9 (6 +3dex) Will +5 (2 +3wis) Attacks: Skills ((6+3)x11 Ranger, (4+3)x1 Horizont walker): +10 [5r] Craft: bowyer & fletcher (Int, +2 item) +10 [3r] Craft: armors (Int, +2 item, +2 stonecunning) +17 [11r 1h] Hide (Dex, +2 racial) +9 [6r] Jump (Str) +11 [8r] Knowledge: geography (int) +15 [11r 1h] Listen (Wis) +15 [11r+1h] Move Silently (Dex) +15 [11r+1h] Search (Int) +15 [11r+1h] Spot (Wis) +15 [11r+1h] Survival (Wis) +11 [11r° 1h°] Tumble (Dex, +2 jump) °cross class; ACP 0 Feats: - WF: Longbow (I) - Rapid Shot° (R II) - Improved Unarmed Strike (III) - Improved Grapple (VI) - Manyshot° (R VI) - Improved Initiative (IX) Tiefling Racial Traits: - +2 Dexterity, +2 Intelligence, -2 Charisma. - Medium size. - A tiefling’s base land speed is 30 feet. - Darkvision out to 60 feet. - Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks. - Racial Feats: A tiefling gains feats according to its class levels. - Special Attacks (see above): Darkness. - Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5. - Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc. - Favored Class: Rogue. - Level adjustment +1. Ranger Abilities: Class skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). - favored enemy: humans (+4) - track - wild empathy - Combat style (archery route) - Endurance - Animal companion - favored enemy: outsiders (+2) - Improved combat style (archery route) - Woodland stride - Swift tracker Horizont Walker Abilities: Underground Terrain Mastery: - 60' darkvision, or 120' darkvision if you already had darkvision from another source. - +1 insight bonus on attack and damage rolls against underground creatures. Spells Memorized pre-fight (1+1/0+1 per day): 1: Entangle, Resist Energy 2: Spike Growth Special: - 120' darkvision (Tiefling + Underground Horizont Walker) - Racial resistance to cold 5, electricity 5, and fire 5 - Companion: Monstruous Alien, the Dire Bat Buffs: no one allowed at start time Equipment: Adventurer outfit (worn) -02100 Monk's Friend: crafted Mithril Shirt with Adamantine Armor Spikes (20 lb, body) -14900 cs Belt of Dwarvenkind (waist, 1 lb): 60' darkvision, stonecunning, +2 enhancement to Con, +2 resistance on saves against poison, spells, or spell-like effects -02500 Eyes of the Eagle: +5 competence bonus on Spot checks Weapons: -18450 Just a Joke: +1 Seeking crafted Composite (+5 mighty) Longbow of Human Bane (left shoulder, 3 lb) -01220 Quiver (right shoulder, 3 lb): crafted adamantine arrows, 40 -00005 Quiver (right shoulder, 15 lb): crafted arrows, 100 -00315 Masterwork Heavy Flail (belt, 10 lb) -00305 Masterwork Longspear (back, 9 lb) Psionic Tattoos (max. 20): -00050 Chameleon (+10 enhancement to hide) 10'/lvl -00050 Chameleon (+10 enhancement to hide) 10'/lvl -00050 Chameleon (+10 enhancement to hide) 10'/lvl -00300 Detect Hostile Intent (30') 10'/lvl -00050 Elfsight (low-light vision, +2 on Search and Spot, secret doors) 1h/lvl -00050 Elfsight (low-light vision, +2 on Search and Spot, secret doors) 1h/lvl -00050 Force Screen (+4 shield to AC) 1'/lvl -00050 Force Screen (+4 shield to AC) 1'/lvl -00050 Inertial Armor (+4 armor to AC) 1h/lvl -00050 Precognition (+2 insight to a roll - attack, dmg, save) 10'/lvl until use -00050 Precognition (+2 insight to a roll - attack, dmg, save) 10'/lvl until use -00050 Precognition (+2 insight to a roll - attack, dmg, save) 10'/lvl until use -00050 Precognition (+2 insight to a roll - attack, dmg, save) 10'/lvl until use -00050 Precognition (+2 insight to a roll - attack, dmg, save) 10'/lvl until use -00050 Precognition, Defensive (+1 insight to AC and saving throws) 1'/lvl -00050 Precognition, Defensive (+1 insight to AC and saving throws) 1'/lvl -00050 Precognition, Offensive (+1 insight on attack rolls) 1'/lvl -00050 Precognition, Offensive (+1 insight on attack rolls) 1'/lvl -00050 Prescience, Offensive (+2 insight on damage rolls) 1'/lvl -00050 Prescience, Offensive (+2 insight on damage rolls) 1'/lvl Belt/pouches: -00750 Wand of CLW -00050 Manacles, masterwork (2 lb) -00010 Mirror, small steel (1 lb) -00050 Antitoxin -00050 Tanglefoot bag(4 lb) -00100 Masterwork thieves tools (2 lb) -00001 Scroll Case (0.5 lb) -00250 Elixir of Hiding: +10 competence to Hide -00250 Elixir of Hiding: +10 competence to Hide -00250 Elixir of Silent moves: +10 competence to Move Silently -00250 Elixir of Silent moves: +10 competence to Move Silently -00250 Elixir of Searching: +10 competence to Search Scroll Case: -00025 Alarm -00025 Alarm -00025 Alarm -00025 Alarm -00025 Delay Poison -00025 Delay Poison -00025 Hide from Animals -00025 Hide from Animals -00025 Longstrider -00025 Longstrider -00150 Cat's Grace -00150 Cat's Grace -00150 Cat's Grace -00150 Barkskin +2 -00500 Barkskin +4 CL 9 -00150 Bear’s Endurance -00150 Bear’s Endurance -00150 Bear’s Endurance -00150 Owl’s Wisdom -00150 Owl’s Wisdom -00150 Owl’s Wisdom -00150 Protection from Energy -00150 Protection from Energy -00150 Reduce Animal -00375 Magic Fang, Greater -00700 Freedom of Movement -00700 Freedom of Movement Weight carried: ?? lb Past Expenditures (tot. 49 kgp): -00055 Masterwork Smith Tools Total Gold: 199 gp Background Jailed by the Federation after incredibly criminal acts, Riddick escaped only to find himself in the middle of a gladiatorial battle. Now he's out to kill anything between him and his freedom! |
| ^Rayne^08-31-04, 10:47 AM | Thanks for reposting guys. Hey gang, I know the flow was dissrupted by the change to the boards, but please get your PC's reposted as soon as you can. I can't recall all that was lost off hand but it seems a small portion was deleted in the change. I will up the completion date to Sept. 3, 2004. This will also give me time to finish the first map on page 1 of this setup thread. - -Rayne |
| Tellish_of_Ket08-31-04, 11:19 AM | Partner = Jindl The Mauler "Evil is pathetic. Good is pathetic. The law shall fall, chaos shall reign no longer. All that matters is balance, and I judge thee unworthy. PERISH!! " Male, Human Small, 6’0" tall, 128 wt, 25 yrs old Jet black hair; Deep Blue eyes; Well-tanned skin Alignment: Neutral Class: Cleric 10 (war/destruction) Speaks: Common, Terran Str..18.[+4] 10pts [+2 @4th/8th] Dex..14.[+2] 06pts Con..16.[+3] 06 pts [+2 belt] Int..12.[+1] 04pts Wis..20.[+5] 10pts [+4 periapt] Cha..08.[-1] 00pts Hit Points: 80.5 [13 ftr, (9*4.5+18) clr, +10 belt] AC: 25 (+1 dex, +10 armor, +4 shield), Touch 11, Flat 24 Init: +3 (+3 dex) Bab/Grapple: +7/+2 (+12/+7) Speed: 20 (base 30, heavy armor, medium load) Fort +11 (+6 clr, +3 con, +2 belt) Refl +08 (+3 clr, +3 dex, +2 belt) Will +13 (+6 clr, +5 will, +2 belt) +13/+8 Lance +1, 1d10+4, 20/x3(+7bab, +4str, +1wf, +1magic) Skills: (52 pts cleric) +16 concentration [13 clr, +3 con] +10 craft: armor [7 clr, +1 int, +2 tools] +10 craft: weapons[7 clr, +1 int, +2 tools] +11 spot [12cc clr, +5 wis] +14 spellcraft [13 clr, +1 int] Feats: - mounted combat [1st level bonus feat] - ride-by attack [human bonus feat] - weapon focus: lance [cleric war domain feat] - spirited charge [3rd level feat] - craft wondrous items [6th level feat] - power attack [9th level feat] Class Abilities: - spontaneous casting of Cure spells - fighter bonus feats - turn undead - destruction domain: +4 hit/+9dmg 1/day Pre-Buffs: - Magical vestment (+2 shield, +2 armor) - incense of meditation (all spells maximized) Cleric Spells/day: 6/5+2/5+1/4+1/3+1/2+1 0: detect magic (x2), guidance (x2), resistance (x2) 1: [d]entropic shield, bless, shield of faith, obscuring mist, sanctuary, divine favor (x2) 2: [d]shatter, aid, bull strength (x2), silence (x2) 3: [d]magic vestment (x2), inflict serious wounds (x2), dispel magic (x2) 4: [d]divine power, freedom of movement, spell immunity, air walk 5: [d]flamestrike, righteous might, spell resistance Equipment:*=crafted Belt of Dwarvenkind [10,430 gp]* Periapt of Wisdom +4 [11,200 gp]* 3 spell component pouches [30 gp] Rod of lesser extend [3000 gp] Wand of cure light wounds [750 gp] Tattoo of force shield [50 gp] Weapons:*=crafted Lance +1, spell storing (cause serious wounds 3d8+10) [5910 gp]* Full plate [750 gp]* Large shield +1, animated [9085]* Belt: - 3 potions of lesser restoration [900 gp] Scroll Case: Sorted to 5 spells/scroll - scroll: heal (1650 gp) - scroll of pro evil, good, chaos, law (100 gp) Other Possessions: - armorsmithing tools [55 gp] - weaponsmithing tools [55 gp] - mw, bit and bridle wt 1.0 [50 gp] - exotic military saddle wt 25 [60 gp] Weight carried: 0.00 lbs Total mounted weight: 0.0 lbs Used and Spent Items: - incense of meditation (4900 gp) Spent Total: 47,975 gp Coins left in pouch: 25 gp Fight Records |
| Jindl08-31-04, 12:43 PM | Partner = Tellish <Reznor to be posted here soon> |
| Druid Roxors09-01-04, 01:57 AM | Hey Rayne, I was discussing with Magagumo and just settled on a new idea. I will need some time to develop it, I hope you dont mind if I post my character a few hours late? |
| ^Rayne^09-01-04, 02:14 AM | No Problem Druid Roxors, I think you might have missed this post I made earlier today. Thanks for reposting guys. Hey gang, I know the flow was dissrupted by the change to the boards, but please get your PC's reposted as soon as you can. I can't recall all that was lost off hand but it seems a small portion was deleted in the change. I will up the completion date to Sept. 3, 2004. This will also give me time to finish the first map on page 1 of this setup thread. - -Rayne You have till Friday. I will probably begin my character audits over the holiday weekend. |