(Note: loading a crossbow requires a free hand though firing it does not. I will not allow Shmitty to fire multiple shots from the same crossbow if he has a shield equipped.
Side note: Melee has its perks. Ferrovax will one day one-shot Shmitty if he can reach him (BDaddLy casts Foresight). While the cost of the -5 can be curbed, Archery Fighting style gives +2 to attack, even then the +3 attack bonus Shmitty rolled with is the worst in the arena. Eldon has a better attack bonus with his dagger. Still the highest damaging builds, after factoring to hit, I can come up with use Sharp Shooter or Heavy Weapon Master.)
I took this screen a few months ago Paladin vs. Fighter (EK) theory crafting:
Greatsword Smite + Quickened Eldritch Blast wins but Action Surge gives the edge. Both builds used Quickened Eldritch Blast. These are no magic numbers.
Just noticed those first two labels are backwards. No GWM does more damage than with GWM. .8 is the hit ratio against AC 20 with out the -5 penalty. Otherwise it's .55
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
(Looks like I didn't account for Archery Fighting style there... 3×((5.5+3.5)×14÷13+15)×0.75+4×((5.5+3.5)×17÷16+5)×0.8 = 102.16 closer even than I'd thought.)
Victory can be achieved through...1 King of the Hill. One flag (¥) in the center of the map will become active after 3 rounds. Remain within 10 feet while holding your foes away for 5 rounds of defeat all opponents to win.
The time: 3
Night. The sun has faded over the horizon. lanterns and Dancing Lights illuminate the arena, but ability checks relying on sight will have disadvantage even with Darkvision.
(Character discriptions and introductions will follow initiative.)
By popular demand the Arena Shapers have worked to [Tooltip Not Found] flooding the arena for a Mock Sea Battle. (Sorry, It feels a bit awkward and confusing.) If you have water or walls on three sides of you, you are swimming. Climbing out will require an extra 5 feet of movement at any location.
This post has potentially manipulated dice roll results.
Nalok does his usual prep of casting shield of faith 1 minute before the fight and takes up position at 1c, his cloak blowing majestically behind him!.
4
(Confound my slow reactions, also will their be any benifits for hitting people in the water with electric spells?)
(If BDaddly doesn't mind, let's just say getting drunk doesn't effect your performance in the arena... just how you would behave. Because, you failed your CON save. Alternatively, we could say you puked/choked and wasn't able to absorb enough alcohol to get drunk. DM gets the final say on what effect being drunk will have on you.)
(lol Nykkan is in a bit of a bad mood, losing 4 battles in a row and isnt thinking very clearly, therefore downing a whole mini keg as he comes out to the arena :D)
Rollback Post to RevisionRollBack
Nykkan Fharngnarthnost: Dragonborn Monk (4)...Coliseum of Conquest (3) {1W-6L} [Brewer]
Hans Stormsong: Human Monk (1)...Colosseum of Conquest (3) {0W-1L}
Polly, Nykkan, Urrk, and Valmarir are brought down to the prize room before the battle begins. You each get a consolation prize...
"Take any one item. We're well equipped." The room contains every item from Chapter 5 of the Player's Handbook weighing 70 pounds or less, armor of varying sizes, instruments, tool kits. There are also spell scrolls, every first level spell is present (as well as spell scrolls of a level for which a magic user of the characters new level would have slots for), and an encyclopedia of knowledge. Reading these books will grant you proficiency with any one of tool kit or any one language, depending which book you choose. The books are magically infused to allow easy retention, but the magic is lost once used.
(The water in the arena is 15 feet deep or more. If you have water and/or walls on three sides you are swimming. If you lack a swim speed each foot of movement costs 2 feet. You may submerge yourself in the water:
"Underwater the following rules apply.
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage."
Village:
(Round 2)
Gewonnt silently slips away into the evening air.
Shmitty climbs up to the higher vantage point and fires down on Grianne in the street.
One bolt pierces her with great affect, but she holds it together.
(Grianne)
Extended Signature
(Note: loading a crossbow requires a free hand though firing it does not. I will not allow Shmitty to fire multiple shots from the same crossbow if he has a shield equipped.
Side note: Melee has its perks. Ferrovax will one day one-shot Shmitty if he can reach him (BDaddLy casts Foresight). While the cost of the -5 can be curbed, Archery Fighting style gives +2 to attack, even then the +3 attack bonus Shmitty rolled with is the worst in the arena. Eldon has a better attack bonus with his dagger. Still the highest damaging builds, after factoring to hit, I can come up with use Sharp Shooter or Heavy Weapon Master.)
Extended Signature
(BDaddLy likes boring math:)
I took this screen a few months ago Paladin vs. Fighter (EK) theory crafting:
Greatsword Smite + Quickened Eldritch Blast wins but Action Surge gives the edge. Both builds used Quickened Eldritch Blast. These are no magic numbers.
Just noticed those first two labels are backwards. No GWM does more damage than with GWM. .8 is the hit ratio against AC 20 with out the -5 penalty. Otherwise it's .55
Extended Signature
(That... is awesomely cool @BDaddLy.)
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
(Looks like I didn't account for Archery Fighting style there... 3×((5.5+3.5)×14÷13+15)×0.75+4×((5.5+3.5)×17÷16+5)×0.8 = 102.16 closer even than I'd thought.)
Extended Signature
The next match will show the level 3 competitors
Victory can be achieved through...1 King of the Hill. One flag (¥) in the center of the map will become active after 3 rounds. Remain within 10 feet while holding your foes away for 5 rounds of defeat all opponents to win.
The time: 3
Night. The sun has faded over the horizon. lanterns and Dancing Lights illuminate the arena, but ability checks relying on sight will have disadvantage even with Darkvision.
(Character discriptions and introductions will follow initiative.)
By popular demand the Arena Shapers have worked to [Tooltip Not Found] flooding the arena for a Mock Sea Battle. (Sorry, It feels a bit awkward and confusing.) If you have water or walls on three sides of you, you are swimming. Climbing out will require an extra 5 feet of movement at any location.
A B C D E F G H I J K L M N O P
16 . . . . . . . . . . . . . . .
=========%..======%..================..%========
15 ~ . . . . . . ~ ~ ~ ~ . . . €
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13 ¬ ¬ ¬ . . . = = ¬ = = . . ¬ ~
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12 ¬ = ¬ ~ ~ ~ ¬ ¬ = ¬ ¬ ~ ~ = ~
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11 ¬ ¬ ¬ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ¬ ~
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10 ~ ¬ ~ ~ ~ ~ . . . ~ ~ . . . .
=~~~~~~~~~~~~~~~~.......=.......~~~~...===€===..
09 ~ ~ ~ ~ ~ . . = . . ~ . . . .
=~~~~~~~~~~~~~~~.....=======.....~~~~~~~~~~~~~~~
08 . . . . ~ . . = . . ~ ~ ~ ~ ~
=..===€===...~~~~.......=.......~~~~~~~~~~~~~~~~
07 . . . . ~ ~ . . . ~ ~ ~ ~ ¬ ~
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06 ~ ¬ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ¬ ¬ ¬
=~~~¬¬=¬¬~~~~~~~¬¬=======¬¬~~~~~~~~~~¬¬¬¬¬=¬¬¬¬¬
05 ~ = ~ ~ ¬ ¬ = ¬ ¬ ~ ~ ~ ¬ = ¬
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04 ~ ¬ . . = = ¬ = = . . . ¬ ¬ ¬
=~~~~¬¬¬~....~¬¬¬¬¬¬¬¬¬¬¬¬¬¬¬~.......~~~~¬¬¬~~~~
03 ~ ~ . . ~ ¬ ¬ ¬ ~ . . . ~ ~ ~
=~~~~~~~~....~~~~~=======~~~~~.......~~~~~~~~~~~
03 € . . . ~ ~ ~ ~ . . . . . ~ ~
=========%..================..%======..%========
01 . . . . . . . . . . . . . . .
A B C D E F G H I J K L M N O P
Extended Signature
Nalok does his usual prep of casting shield of faith 1 minute before the fight and takes up position at 1c, his cloak blowing majestically behind him!.
4
(Confound my slow reactions, also will their be any benifits for hitting people in the water with electric spells?)
Nalok Stormrunner - Tempest Cleric Lv 3/Fighter Lv 2 - Wins 4 Loss 1
Jessica checking her gear walks up to M1.
initiative: 9
Stealth: 16
(Dice gods don't fail me now.)
Jessica McDougal (4W-1L) lvl 1 fighter/lvl 4 Rogue (Retired)
Ashiera Thornstar lvl 1 Fighter
Eider comes into C1. Prepped for this new challenge.
Initiative: 18
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
initiative: 18
Stealth: 27
J1
"Polly" Quaf: Aarakocra Rogue level 10 - Coliseum of Conquest
Looks like my luck just might be changing to my favor Nykkan says as he drinks one of the mini kegs before walking to D-1.
Constitution saving throw: 10
Initiative: 9
Nykkan Fharngnarthnost: Dragonborn Monk (4)...Coliseum of Conquest (3) {1W-6L} [Brewer]
Hans Stormsong: Human Monk (1)...Colosseum of Conquest (3) {0W-1L}
(If BDaddly doesn't mind, let's just say getting drunk doesn't effect your performance in the arena... just how you would behave. Because, you failed your CON save. Alternatively, we could say you puked/choked and wasn't able to absorb enough alcohol to get drunk. DM gets the final say on what effect being drunk will have on you.)
(lol Nykkan is in a bit of a bad mood, losing 4 battles in a row and isnt thinking very clearly, therefore downing a whole mini keg as he comes out to the arena :D)
Nykkan Fharngnarthnost: Dragonborn Monk (4)...Coliseum of Conquest (3) {1W-6L} [Brewer]
Hans Stormsong: Human Monk (1)...Colosseum of Conquest (3) {0W-1L}
Initiative roll : 10
"If only I liked the water...." She sighed as she stood at F1, realizing that it was infact... All... water....
Head of Play By Post Westmarch Myuelta - Always welcoming players and DMs with open arms
Forever DM for 10 years | Player for 9 | Too Many TTRPGs
Polly is looking at the Arena and wonders how deep is the water?
"Polly" Quaf: Aarakocra Rogue level 10 - Coliseum of Conquest
(Is it FFA this time? Can I pick M16 as my starting point? And how deep is the water?)
Initiative: 20
(another KotH [CTF])
Nykkan Fharngnarthnost: Dragonborn Monk (4)...Coliseum of Conquest (3) {1W-6L} [Brewer]
Hans Stormsong: Human Monk (1)...Colosseum of Conquest (3) {0W-1L}
5 initiative, g16 start
Ferrovax looks at his plate armor then the water. "This is going to be a challenge" he muses.
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Well that didn't work
"Polly" Quaf: Aarakocra Rogue level 10 - Coliseum of Conquest
Polly, Nykkan, Urrk, and Valmarir are brought down to the prize room before the battle begins. You each get a consolation prize...
"Take any one item. We're well equipped." The room contains every item from Chapter 5 of the Player's Handbook weighing 70 pounds or less, armor of varying sizes, instruments, tool kits. There are also spell scrolls, every first level spell is present (as well as spell scrolls of a level for which a magic user of the characters new level would have slots for), and an encyclopedia of knowledge. Reading these books will grant you proficiency with any one of tool kit or any one language, depending which book you choose. The books are magically infused to allow easy retention, but the magic is lost once used.
(The water in the arena is 15 feet deep or more. If you have water and/or walls on three sides you are swimming. If you lack a swim speed each foot of movement costs 2 feet. You may submerge yourself in the water:
"Underwater the following rules apply.
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage."
Lightning damage is unaffected.)
Extended Signature