[Arsenal Contest] Burgeddin the giant dwarf vs. Quillathe

Ladies and gentlemen, we are here today to witness a duel between two very different combatants, as part of a contest by E.N. Publishing to promote our newest release in the E.N. Arsenal line, E.N. Arsenal - Whips. If poster Stevelabny, playing as the duergar fighter/barbarian Burgeddin, is able to defeat our whip-wielding contender, he will win a free copy of E.N. Arsenal - Whips and Spiked Chain. Even if he loses, he still goes home with a free copy of Whips.

Originally Posted by Stevelabny

Burgeddin
Male Duergar Barbarian 2/Fighter 7

CR 10; Medium Humanoid; HD 2d12+8 + 7d10+28; HP 90; Init +3; Spd 20 ft; AC 22 Touch 13, Flat-footed 19; Base Attack +9; Grapple +15 ; Attack +17 (1d10+10 x3) +1 Glaive ; Full Attack +17/+12 (1d10+10 x3) +1 Glaive ; SA: spell-like abilities ; SQ: Darkvision 120', Stonecunning, Stability (+4 on checks to avoid being bullrushed or tripped) , Immunity to paralysis, phantasms, and poison, +2 bonus on saves vs spells and spell-like abilities, light sensitivity, Rage 1/day, Uncanny Dodge; AL LE; SV: Fort + 13 , Ref +4, Will +2; Str 22, Dex 16, Con 18, Int 13, Wis 10, Cha 6

Skills and Feats: Climb +15, Craft(Weaponsmithing) +13, Jump +15, Listen +6, Move Silently +1, Spot +1, Survival +5; Combat Reflexes, Weapon Focus(Glaive), Weapon Specialization(Glaive), Power Attack, Improved Sunder.

Possessions: Mithral +1 Full Plate of Speed (26,500gp) Belt of Giant Strength +4 (16,000gp) Gloves of Dexterity +2 (4,000gp) +1 Glaive (2,308gp), Light Crossbow , 20 Bolts, Warhammer, Dagger.

Spell-Like Abilities: Invisibility 1/day (as 18th level wizard) , Enlarge 1/day (as 18th level wizard)

Rage Stats: (10 rounds) +4 Str, +4 Con, -2 AC, +2 Will save, +2 melee attack, +3 melee damage

Enlarge Stats: (18 minutes) +2 Str, - 2 Dex, -1 AC (-2 AC total) -1 attack rolls (-0 total melee attack, +1 damage) Size change grants related bonuses and enlarges weapon (for weapon damage increase see DMG pg 28)

Haste Stats: (10 rounds, doesn't have to be in order) +1 AC, +1 Reflex saves +20' movement, +1 to attack rolls, one extra attack at highest bonus when taking the full attack action

Burgeddin's skin is an extremely pale gray and his armor and weapons somehow look just as bland. There is no color on him at all Burgeddin is a dour individual, even by Duergar standards. He simply hates everything, and everyone. He lives to fight. It is his only purpose.

:D
Well, probably cuz it IS his only purpose.

But he should be good for some comedy. I'll work on some dwarf quotes.

I'll leave it to the judge or whoever to decide if the forest has enough of a canopy to escape the -1 penalty for light sensitivity, but I figure if I'm fighting some nimble elf, I might want to spend some time in the clearings anyway.

And what the heck are the rules for trying to Sunder a whip? Sounds headache inducing but I'll be happy busting that sword. :D

(Probably a little overpowered for a single duel, but hey, it'll be nice to see the Elf get thumped. Sundering a whip is the same as sundering a normal weapon, except that only slashing items can sunder them, not bludgeoning. Since it has a weird reach, I'd rule that you could ready an action to sunder when the attack comes in, even if the whip-wielder herself were out of reach.)

Vs.

Originally Posted by RangerWickett

Quillathe Nailo
Female Elf Ranger 2/Fighter 4/Nailo-Shalanth 4

CR 10; Medium humanoid; HD 4d10+6d8+10; hp 64; Init +8; Spd 40 ft.; AC 24 (+6 +2 mithral shirt, +6 dexterity, +1 natural armor, +1 deflection), touch 17, flat-footed 18; Base Atk +9; Grp +10; Atk +20 melee (2d6+2/crit: 19-20, +1 frost bladed whip) or +19 melee (2d6+1/crit: 18-20, +1 frost rapier) or +18 ranged (1d6+1/crit: x3, masterwork shortbow); Full Atk +16/+11 and +15 melee (2d6+2/crit: 19-20, +1 frost bladed whip and 2d6+1/crit: 18-20, +1 frost rapier), or +18/+13 ranged (1d6+1/crit: x3, masterwork shortbow [Str +1]); SQ elf traits, whisperstrike, favored enemy (human) +2, whip mastery +1; AL CN; SV Fort +9, Ref +16, Will +1; Str 12, Dex 26, Con 12, Int 13, Wis 8, Cha 13.

Skills and Feats: Balance +15, Climb +11, Hide +17, Jump +22, Move Silently +15, Tumble +15; Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (bladed whip), Improved Melee Lash, Melee Lash, Mobility, Spring Attack, Style Focus (bladed whip and rapier), Track, Two-Weapon Fighting, Weapon Finesse, Whip Strike.

Possessions: +1 frost bladed whip, +1 frost rapier, +2 mithral shirt, amulet of natural armor +1, ring of protection +1, gloves of dexterity +4, boots of striding and springing, masterwork dagger, masterwork shortbow [Str +1], silver arrows, back up masterwork bladed whip, various incidental items.

New Rules: Quillathe's Melee Lash feats allow her to attack with a whip or whip-like weapon and not incur attacks of opportunity. She threatens 10 ft. around her with a whip.

Whip Strike lets her deal damage to creatures with her whip regardless of their armor or natural armor bonus.

Style Focus is identical to weapon focus, except that it applies to a chosen pair of weapons, and only grants the bonus if you are armed with both weapons. If Quillathe were disarmed of her rapier, she would lose the bonus to attacks with her bladed whip.

Quillathe's bladed whip does d6 lethal damage, with a critical threat range of 19-20/x2. With its enhancement bonus factored in, it has hardness 3 and 15 hit points. It is otherwise identical to a whip.

Whip Mastery grants Quillathe a +1 bonus to attack rolls with whip-like weapons.


The battleground is a forest clearing. The clearing itself is a hundred and twenty feet across, surrounded by Medium forest. There are a lot of small trees, and a massive tree every thirty feet or so. Rules for medium forests are on page 87 of the DMG. Most of the ground is clear near the clearing, but if you go more than 100 ft. into the woods assume light undergrowth.

We're running this game on the honor system. Roll your dice at home and post your unmodified roll, and what it is modified. If you take an action that would incur an attack of opportunity, post what action you're taking, then wait for your opponent to respond before moving on with your action. If you have a readied action, use the {spoiler} tag to hide what you're readying until after you decide what to do, and then check the hidden text to see if the readied action interferes with your action. If it does, post what you were trying to do, and wait for your opponent's reaction.

If there is a conflict, we'll go to our unofficial judge - the Rules Forum.

Quillathe and Burgeddin are both searching for the same set of ruins, where a treasure waits for the taking. It seems like neither wants the other to have the treasure. The combatants start 60 ft. apart, each 30 ft. from the middle of the clearing (and thus 30 ft. from the tree line, and neither is surprised.

Stevelabny, post when you're ready, and we can get started.


Quillathe stands in a duelist's stance, smirking confidently at her small opponent. She holds a rapier in her left hand, casually pointed at Burgeddin, and with her right hand she smugly twirls a bladed whip. Both weapons trail frigid mist in the late afternoon heat.

"A dwarf?" she chuckles. "Or are you just a big halfling?"

(Her initiative roll is 12 +8 = 20).
 
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stevelabny

Explorer
Burgeddin's pale skin almost cringes at the sunlight. He squints across the clearing at his opponent. The pale dwarf seems unimpressed with the elf's insults, but his experience has taught him to keep his weapon ready at all times.
"If you came down from the trees long-enough to be familiar with the Duergar, maybe your needle and thread fighting style would have a chance."

Initiative roll 6+3 = 9

(Stat error: Burgeddins Move Silently is actually 4. racial +4, dex +3, armor check -3)
 

Quillathe charges, snapping her whip as she runs. She travels 50 feet, getting 10 ft. away, the edge of the dwarf's reach. Then she attacks, using Combat Expertise to up her AC by 5. She also declares the dwarf as her dodge target, which makes her AC 28 (10 +6 armor, +6 Dex, +1 natural armor, +1 deflection, +1 dodge, +5 combat expertise, -2 charge).

Her attack roll is 6 +20 +2 charge -5 expertise = 23, a hit, dealing 6 damage with the whip and cold damage.
 

Morrus has suggested we use the dice tag, which rolls dice for you and shows an image in the body of your post. You can't change the number by editing your post, so just to make sure things are safe and no one worries about dice rolls, we can use this.

The format is (dice=#dice)#sides(/dice), replacing parentheses with brackets. So ( becomes [, and ) becomes ]

So say I want to roll a d20. [dice]
 

stevelabny

Explorer
Burgeddin would laugh at the sting of the whip, if laughing was something Burgeddin ever did.
"You're not the only one with a reach weapon, elf. The difference is, I forged mine, and what you create you can master."

Activating the haste ability on his breast plate, Burgeddin attacks three times at +18/+18/+13. His AC is now 23. After his attacks he will take a 5ft step back.

Let's hope this die roller works.

[dice]
 

stevelabny

Explorer
The glaive strikes the nimble elf once.

[dice]

For 19 points of damage.

"THAT'S the result of hard work at the forge, not dancing with trees."
 
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(Quillathe takes 19 damage, dropping her from 64 to 45.)

Quillathe deflects most of Burgeddin's attacks, but takes a fierce slash across her leg. Since Burgeddin is 15 ft. away, Quillathe makes two attacks with her bladed whip, using Combat Expertise for 5 still (AC is now 30). Then she retreats 5 ft., and curses to herself in Elvish for being too aggressive.

[dice]
 

(Okay, that roll was pretty terrible.)

The whip slashes through the air over the dwarf's head, and Quillathe snorts. "I'm used to fighting things taller."
 

stevelabny

Explorer
(I don't mind the die roller, its cute. And it makes me root for a critical :D)

Now out of her reach, Burgeddin closes his eyes and calls upon his Duergar ancestors. He bellows, "ENUCK CHUCK," and instantly doubles in size.

He mutters, "Like a VERY big halfling?"

He steps in if still necessary after enlarging so the combatants are 15ft apart.

In total, the +2 Str, -2 Dex and size change lowers his AC from 22 to 20, gives him +1 damage, changes his glaive's damage roll from d10 to 2d8, and increases his reach so that he can strike at someone 15-20 ft away, but not 5-10)
 
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