Ready......FIGHT! (well... CREATE!)

Post/Author/DateTimePost
#1

Coredump00

Apr 08, 2015 13:05:57

Okay, so this thread got me thinking. And I think he only way to determine this is a use actual characters.  So....

 

Sitch: You are going to enter a 'trial by combat' against another PC, the only thing you know is they have the same build restrictions you do. Otherwise (almost) anything goes.

 

Task: Build a PC to take on the other PCs

 

Combat restrictions:

Arena is 100' by 100'

Starting distance is 50' apart

Spells must be chosen before first fight, may not be changed.

One combat per day (So full resources)

No magic items allowed

No flying (maybe next time)

Only 'pre-buffs' are 'all day' buffs.  So at least an 8 hour duration.

 

Build restrictions:

No higher than level 11

Point buy

Variant human and feats allowed

No Aaracockra (sorry)

No multiclassing (maybe next time)

You should decide spells upon creation, but may change them up to the first fight

 

 

I think that is everything.  Not sure how many are going to get involved.  If only a handful or two, we will try and do a round robin, if lots of folks, we will have to figure out some way of narrowing it down.  I would like to avoid a 'bracket' system, since I think there will be a lot of 'rock-paper-scissors' going on, and I am looking for the best overall, not who got the lucky draw.

 

Please *NUMBER* each entry so we can track them better.  Please don't just create a ton for 'funsies', try and only pick the 1-3 you think have the best chance of winning.

I think the combat/build restrictions are fair, if anyone has strong opinons about changing any of them, just let me know.

 

 

 

 

#2

Tempest_Stormwind

Apr 08, 2015 13:19:11

Before I submit anything, is it possible to add other arena selections? That increases the number of fights, sure, but it also helps control for the "white room effect". As long as we arrange the fights to take place through a chat system instead of the forums (just post the logs), it won't take too much longer to run in the other conditions, even for a round robin.

 

My suggestions are:

1) 100x100, but a pre-determined (and symmetric) pattern of cover and overall dim lighting; there's scattered debris and undergrowth causing people to make noise when they move without Stealth)

2) 1000x1000, with an inclined hill in the center (high enough to block sight, but not steep enough to require Athletics checks to climb it; probably counts as difficult terrain while climbing)

 

Those cover the two other broad classes of combat that people raised in the other thread: Long distances and where stealth/perception is a factor. You still leave tactics as a broad variable, so single-elimination might not be the best, but changing that really will shuffle things up.

#3

awaken_D_M_golem

Apr 08, 2015 14:01:54

variant Human with Alert feat

Wizard level 1

Int 16 , Dex 16 , Con 14 , Wis 10 , Str 8 , Cha 8

Perception , Stealth , Acrobatics via human and background

 

Sleep , x2 if necessary

~ready Free Action on round 2 ... "I give up !!"

 

#4

Synjin

Apr 08, 2015 15:39:00

I think it'd be neat to see the encounters at various levels. 1-5 / 6-10 / 11-15 / 16-20.

 

Maybe put up an area map? This is roughly 85' x 85'. Lots of cover, even concealment.

(Larger Version Here: http://i3.minus.com/ibenrQROyqJfym.jpg)

 

 

Here's one 100' x 100'. With a structure to work around.

(Larger version here: http://www.redshirtgames.com/ruined_tower04big.jpg)

 

 

An excellent underground lair.

http://dungeonsmaster.com/wp-content/uploads/2013/02/lair-assault-7-map-1.jpg

 

#5

SterlingRat

Apr 09, 2015 6:01:53

So I guess I'm the first one in, Obviously my entry is #1... Since this is a gladiator-type event, I'll be entering The Stylin', profilin', limousine riding, jet flying, kiss-stealing, wheelin' n' dealin' son of a gun... soon to be a 22 time World Champion (Is there a belt in Faerun for this? Seriously)

 

 

 

Ric Flair

Half Elf Vengance Paladin (Entertainer) Level 11

Str: 16     Int: 08

Dex: 10     Wis: 12

Con: 14     Cha: 20

 

Questions: Can I start with my mount already summoned? (I've named it "Limousine") 

 

Tactic Against non-caster opponents: Cast Hold Person until I run out of 2nd level slots or the opponent dies. Summoned warhorse uses trampling charge. In the event a hold sticks, attack with a Maul and burn spell slots on divine smites (doubled on the auto-crits). 

Tactic against Bard, Cleric, Druid (in case of Freedom of Movement spell): Abjure for advantage, cast Thunderous Smite, Smash & nova. 

Tactic against Fly+Freedom of Movement: Misty Step into melee, grapple, shove prone, try to land softly, smash.

 

Plate Armor, Great Weapon Style

 

I will flesh it out a little more later... I just wanted to get in with a Vengance Pally before it was already taken. Seriously think I've got a good chance.

#6

FrogReaver

Apr 08, 2015 23:20:41

prebuffs or no prebuffs?

 

How is going first determined?

#7

FrogReaver

Apr 08, 2015 23:41:46

Is flying allowed?

 

Do I get a +1 magic weapon?

#8

Coredump00

Apr 09, 2015 8:28:48

 

No magic items

No pre-buffs unless at least 8 hour duration. (Mage armor, etc)

No flying. (We can add that in next time, along with the Aarocockra)

 

#9

SterlingRat

Apr 09, 2015 9:49:06

Coredump00 wrote:
#10

Synjin

Apr 09, 2015 10:37:05

SterlingRat wrote:
#11

Synjin

Apr 09, 2015 10:41:31

Since the WWE Gauntlet has already been cast,.......this should totally be done Royal Rumble style. Have a new entrant come in every so many rounds. 

 

Seriously...we need to do this. I can set it up on Roll20 if you want.

#12

mellored

Apr 09, 2015 11:24:21

Human open hand monk monk with alert and 20 Dex 16 Wis.

 

+10 inititive, means you go first.  Tranquiliiy (DC 15 Wis save) helps protect you if your don't.

Move 50' (30 + 20 fast movement).

flurry (attempt to prone) and attempt to stun.

 

Assuming 1 flurry, and 2 stuns per round, (since you don't try and stun on a miss or if they are already stunned), 

You have enough ki for 3 stuns, and 16 total attacks, with advantage, before they can act.   More if you get lucky.

 

Assuming an 18 AC, +2 Con...

You then have a 84% chance to hit, 65% chance to stun.

0.546 * 4 attacks = 95.7% chance to stunned per round.  (86.1% chance the first round).

 

9.5 * .75 * 16 =  114 damage, enough to kill anyone except 20 Con barbarains.  Which you can simply kill next turn.

*(+ crits, - some for not having advantage for the first few attacks).

 

You can also kite with 50' movement, and prevent OA's with flurry.

Crossbow Fighter's are the worse enemy with 20 AC, +6 Con saves, ranged attack, and Dex to resist prone.  But you still have a 63.9% chance to stun them on the first turn.

 

#13

Synjin

Apr 09, 2015 11:56:51

I took the liberty of setting up that underground arena area in Roll20, and added some Dynamic Lighting. There's two tokens, a Paladin and a Monk, if anyone wants to fart around inside! :D

 

https://app.roll20.net/join/767696/Sn7-zg

 

Coredump00 wrote:
(Reply to #12)

SterlingRat

mellored wrote:
#15

mellored

Apr 09, 2015 12:34:54

SterlingRat wrote:
#16

SterlingRat

Apr 09, 2015 12:52:37

mellored wrote:
#17

mellored

Apr 09, 2015 13:08:52

SterlingRat wrote:
#18

transcendantviewer

Apr 09, 2015 13:46:45

I'd ask if I could cast my PC into the ring, but he's homebrew and I don't know how you guys would take to that.

#19

Danny_Montanny

Apr 09, 2015 14:03:40

Now entering the ring. The People's Champ. The one, the only, THE ROCK!

 

Level 11 Rock Gnome Circle of the Moon Druid.

 

Have fun fighting that Earth Elemental, ya candy asses.

#20

Synjin

Apr 09, 2015 15:07:05

SterlingRat wrote:
#21

transcendantviewer

Apr 09, 2015 15:59:28

Well, if you're willing to overlook the fact that he's homebrew, I'll leave links to the homebrew he's using in this response.

And now, without any further ado, I give you; the last living member of the Steel Brotherhood, Your friendly neighborhood Iron Man, Sentinel! The Iron Handed!

http://community.wizards.com/content/blog/4173941 His Race

http://community.wizards.com/content/blog/4201371 His Specialization

Level 11 Warforged Fighter. Grappler Build. Soldier Background.

#22

Danny_Montanny

Apr 09, 2015 16:21:33

transcendantviewer wrote:
(Reply to #22)

transcendantviewer

Danny_Montanny wrote:
#24

SterlingRat

Apr 09, 2015 17:22:39
Okay, I'm not technically the person initiating this, but I've got to vote against home-brew. The point of the exercise is to make the best legal PvP character... involving home-brew defeats that purpose. The Earth Elemental is going to be tough for me. Vulnerable to Thunder, though... thunderous smites might help. Monk will have an easier time... at least all his strikes are magical.
#25

transcendantviewer

Apr 09, 2015 17:27:09

If it's not cool, I've got no problems, I just wanted to see how he'd stack up, really. And technically, anything's legal if the DM says it is. 

#26

mellored

Apr 09, 2015 18:17:09

the monk would likely kill before the druid could shift.
or run away. how fast are earth elementals.

#27

FrogReaver

Apr 09, 2015 18:30:43

I think a sorceror would have a great chance. Level 6 scorching Ray on turn 1 will insta kill many.

(Reply to #27)

transcendantviewer

FrogReaver wrote:
(Reply to #28)

FrogReaver

transcendantviewer wrote:
(Reply to #29)

transcendantviewer

FrogReaver wrote:
#31

SterlingRat

Apr 10, 2015 4:02:28

FrogReaver wrote:
(Reply to #31)

ObeseBoyWonder

transcendantviewer wrote:
#33

FrogReaver

Apr 10, 2015 8:05:08

Some fun maths for you all!

 

Chance monk hits paladin exactly X  (Assuming Paladin has 20AC)

Exactly Once:  4*.5*.5^3 = 25%

Exactly Twice:  6*.5^2 * .5^2 = 37.5%

Exactly Thrice: 4 * .5^3 * .5 = 25%

Exactly Four:  6.25%

 

 

Chance Monk Stuns Paladin When X attacks hit.  (+7 con save) .... has to roll 8 or more to suceed against stun

One attack:  35% chance

Two attacks:  57.75%

Three attacks:  72.5375%

Four attacks: 82.149375%

 

----------------------------------------

Actual chance to stun is:

 

.25*.35 + .375*.5775 + .25*.725375 + .0625* .82149375 = 53.67% chance to stun

*vs 20AC and +7con save paladin per turn.

*Assumes the monk flurry of blows each turn.

 

 

(Reply to #33)

SterlingRat

FrogReaver wrote:
#35

Eck

Apr 10, 2015 8:45:35

So, I think we need a DM for the event. Sticking to (RaW) Rules as Written as much as possible, but not everything is 100% clear. I've seen disagreements on various rules with various people posting here, so I think someone will need to step up to referee the fights. What the DM says goes, and no whining on the judgement calls. If the DM says you can't shoot and reload 2 hand x-bows at the same time, then you can't. It would be ideal if this DM had lots of free time and could referee ALL the fights, but time/schedules may not permit. Any volunteers to be the ref?

 

Does D20 allow you to export the combat logs? If so perhaps a few people could volunteer to clean up the logs and post them somewhere. It looks like blog space is available here so I'll try and do that.

 

I'm going to put a vote against any home-brew stuff. Feel free to make challenges and fight other characters, but you can't "win" the event.

 

How do you Win a fight? Last man standing seems obvious. Any other ways to win? Submission? Tossing the enemy out of the ring?

 

In the original thread, people were asking for the best martial class, but since I've heard talk of druids and wizards, I'm assuming any class. Also, I think we can assume any mundane gear you can carry/wear. So expensive spell components and full plate mail would be okay, while A warship would not.

 

While I'm great at math, I'm not going to be competing in the optimized mega-damage beat downs that a stun-lock monk or a vengeance paladin can dish out. I plan to bring my guile to this competition and I'll be entering as a wizard. Hopefully I will give a good showing. I'll have more details after I get some time to crank out my character.

 

- Eck

 

 

 

 

 

 

#36

mellored

Apr 10, 2015 9:05:08

FrogReaver wrote:
#37

mellored

Apr 10, 2015 9:12:37

SterlingRat wrote:
#38

Synjin

Apr 10, 2015 9:21:23

Eck wrote:
#39

mellored

Apr 10, 2015 9:33:06

Actually, i'm changing my feat to lucky.  3 rerolls in 1 fight.  

77.25% chance to go first without alert, and 

89.72% assuming i used lucky for initive.

 

0.2275 (inititive) + .55 * 4 attacks = 2.4275 uses of lucky the first round.  

Probably fair to say that's he just get's advantage.

 

0.7975 * .35 = 0.279125

 

= 72.9952688670038818359375% chance to stun.

I think the monk's go it now.

 

Paladin's HP = 6*11 + 4 = 70

damage = .7975 * 1d8+5 = 7.57625

 

10 attacks = needs 2 stuns

.73^2 = 53.29% chance to kill the paladin, if he goes first.

 

53.29% * .8972 + 53.29 *0.475 * 0.1028 = 

 

50.4139387%

MONK WINS BY A FLEA'S EYELASH!

#40

Danny_Montanny

Apr 10, 2015 9:36:43

What's the save DC on the Monk's Stun, 15? Paladin's Hold Person?

(Reply to #37)

SterlingRat

mellored wrote:
(Reply to #27)

Coredump00

FrogReaver wrote:
#43

mellored

Apr 10, 2015 10:15:01

Danny_Montanny wrote:
#44

Synjin

Apr 10, 2015 10:21:07

Coredump00 wrote:
(Reply to #43)

SterlingRat

mellored wrote:
#46

mellored

Apr 10, 2015 11:09:19

SterlingRat wrote:
(Reply to #46)

SterlingRat

mellored wrote:
#48

Danny_Montanny

Apr 10, 2015 12:44:52

How would you rule the Earth Elemental's burrow would work? He doesn't even disturb the ground, just kind of merges with it. He could just stay down there and smack you when you get close and you can't really attack the dirt. Right?

#49

Synjin

Apr 10, 2015 14:05:38

mellored wrote:
#50

Synjin

Apr 10, 2015 14:16:13

Danny_Montanny wrote:
#51

FrogReaver

Apr 10, 2015 15:46:57

I'm working on fleshing out a character for entry.  Possibly a crossbow expertise eldritch knight.

 

 

 

#52

FrogReaver

Apr 10, 2015 17:58:53

Human Variant (Lucky) Eldritch Knight 11

 

Stats:

Str 10

Dex 15+1 = 16

Con 15+1 = 16

Wisdom  14

Int 8

Cha 8

 

 

 

Spells:

Shield

Magic Weapon

Any other suggestions?

 

 

Feats:

Lucky

Crossbow Expertise

 

 

Current Hp: 103

 

I need some help determining what my other 2 feats / Asi's should be.  Possibly all to Dex?  Possibly tougness and one dex increase?  Possibly resilient wisdom?  Possibly Alert?  Possibly Sharpshooter?  Any thoughts or suggestions?

#53

FunkySpunk

Apr 10, 2015 19:34:45

FrogReaver wrote:
#54

FunkySpunk

Apr 10, 2015 19:39:40

FrogReaver wrote:
(Reply to #50)

Danny_Montanny

Synjin wrote:
(Reply to #48)

FrogReaver

Danny_Montanny wrote:
#57

mellored

Apr 11, 2015 5:32:53
i agree with disallowing burrowing for the same reason as flying.
#58

mellored

Apr 11, 2015 6:30:09
my next will be a mountain dwarf abjuration wizard. 18+5 shield = 23AC, a bunch of "temp" HP, and a variety of spells to match the opponent.
#59

awaken_D_M_golem

Apr 11, 2015 12:45:00

Danny_Montanny wrote:
#60

mellored

Apr 11, 2015 12:50:02

heh. elf wizard.
turn 1: cast wall of force around yourself
turn 2-12: cast leomund tiny hut
turn 13+: stop concentrating
use a longbow to shoot arrows for upto 8 hours

#61

Hecetv

Apr 11, 2015 13:27:28

I thought this was supposed to be king of martials???

#62

mellored

Apr 11, 2015 15:26:10
still using a bow...
#63

Eck

Apr 11, 2015 17:34:24

Hecetv wrote:
#64

Hecetv

Apr 11, 2015 18:25:02

mellored wrote:
#65

mellored

Apr 11, 2015 19:25:23
if you want to take the dwarf abjurator go ahead. my monk is still champion, i'll wait till he loses.
#66

awaken_D_M_golem

Apr 12, 2015 12:16:29

Cleric 10 or 11

"Oh my Thor, save me from the fires of mellored's monk."

Could also have one of these as a long term buff, from X weeks/months back.

 

Wizard 11

Contingency trigger If my opponent does anything.

 

I can see all this evolving into a Chess-style openings and counters.

 

Eck wrote:
#67

mpz_93

Apr 13, 2015 7:22:31

Here's my addition to the ring 

 

Human Variant (Crossbow Expertise) Dex Barbarian 11

 

Stats:

Str 8

Dex 15+1 + 4 = 20

Con 15+1 = 16

Wisdom  14

Int 8

Cha 10

 

AC:20

HP: 115

Initiative: +5(Advantage)

 

Primal Path: Bear Totem Warrior
#68

Danny_Montanny

Apr 13, 2015 3:18:49

mpz_93 wrote:
(Reply to #68)

mpz_93

Danny_Montanny wrote:
#70

SterlingRat

Apr 13, 2015 11:06:57

I need to know if I can start with my mount summoned. I have 11 spells and I need to drop one... If I can't start with my mount, there's no point in having "Find Steed" because I'm not going to get a 10-minute break to cast the spell. 

 

Oath:

Bane
Hunter's Mark
Hold Person
Misty Step
Haste
Protection from Energy

 

Definitely Prepared (8 spells)

Command (So... what happens when I command a Wild Shaped Druid to Transform?)
Cure Wounds (just in case)
Aid (A few Extra HP never hurt)
Branding Smite (No turning invisible, thanks.)
Magic Weapon (Vs Stoneskin and other resistance folks)
Aura of Vitality (once this is cast, dodge & heal as a bonus action)
Blinding Smite (Vs low con saves)
Dispell Magic (Vs Mr Tricky Leomund's Hut guy)

 

I can have 2 out of 3 to get to my 10 prepared spells. 

Find Steed
Lesser Restoration 

Remove Curse

 

 

#71

awaken_D_M_golem

Apr 13, 2015 14:24:48

mellored wrote:
#72

SterlingRat

Apr 13, 2015 15:58:30

mellored wrote:
#73

Eck

Apr 13, 2015 16:34:03

awaken_D_M_golem wrote:
#74

mellored

Apr 13, 2015 19:51:57

you can dispell leomunds hut, but it would beat a lot of builds. it should probably be a divination wizard, so it can go first, otherwise the paladin or monk could nova his squishiness pretty easily.
i agree you shouldn't allow any spell that wasn't cast that day. no lining the arena with glyph of warding, or having a day old contingency.
but i don't see any problem starting with 29 skeletons, provided you use those spells that day. that would certainly beat some builds but lose against others, which is how it's supposed to be.

#75

mellored

Apr 13, 2015 19:53:55
how does a lucky and portance interact if they both tried to modify the monks initive?
(Reply to #75)

transcendantviewer

mellored wrote:
#77

Eck

Apr 14, 2015 8:38:21

I believe trancendantviewer is correct. Portent happens before a roll takes place (page 116).

...You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
#78

mellored

Apr 14, 2015 10:07:44

Eck wrote:
#79

Raijin411

Apr 16, 2015 7:20:38

What edge does a vengenace paladin hold over a an eldrich knight when it comes to hold person?
The eldritch knight have eldricht strike and can attack in the same turn (although only at high level)..
As far as i can see the paladin cant attack in the same turn, and have nothing to amplify his spells?

Sure he'll be able to crit 2 high level smites, but the fighter on the other hand can use action surge to unleash a flurry of attacks (again stronger at higher levels, but still very strong at 11)

#80

mellored

Apr 16, 2015 7:27:19

Raijin411 wrote:
#81

Raijin411

Apr 16, 2015 7:32:14

mellored wrote:
#82

awaken_D_M_golem

May 12, 2015 14:34:53

So I think beating Mello's Alert + 20 Dex combo, is do-able.

 

You need some sort of combo of 2 of:

Barb 7 = be not surprised for 1 rage

Lore Bard 3 = hand out a penalty on enemy's initiative roll

the new UA Rogue Tl'A 3 = +Cha to initiative

and get another stat bump in there.

 

However it would only win >50% by a little

and doesn't account for what to do next.