RangerWickett
Legend
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 Bigwilly, playing as the half-Orc Mad Mog, 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.
Vs.
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 Mad Mog 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.
Bigwilly, post when you're ready, and we can get started. I'm gaming later tonight, but otherwise I should be able to keep this going at a fast pace.
Quillathe stands in a duelist's stance, smirking confidently at her half-Orc opponent. She holds a rapier in her left hand, casually pointed at Mog, and with her right hand she smugly twirls a bladed whip. Both weapons trail frigid mist in the late afternoon heat.
"Do we have to fight?" she scoffs, sneering. "I can smell your Orc filth from here."
Originally Posted by Bigwilly
Even for PVP, I can't totally twink out a character. He's big, he's bad and you don't want to go toe-to-toe with him, but he could be taken out easily by a smart opponent. He can sneak a bit (nice armor) and hates elf bints cos they made fun him when he was little. He wields two bastard swords called 'Pain' and 'Greed'.
Mad Mog
Male Half-Orc Barbarian 3/Ranger 3/Fighter 4
CR 10; Medium Humanoid; HD 3d12+12 + 7d10+28; hp 101[121]; Init: +2; Spd 40 ft; AC 19[17] (+1 dodge) Touch 15, Flat footed 17; Base Atk +10; Grp +15; Atk +17[19] melee (1d10+8[10] (+2d6), 17-20/x2) vicious bastard sword; Full Atk: +13/+8[+15/+10] melee (1d10+8[10] (+2d6) 17-20/x2) vicious bastard sword and +13 melee (1d10+5[7], 17-20/x2) wounding bastard sword; SA none; SQ: Darkvision 60’, Orc blood, Fast movement, Illiteracy, Rage 1/day [Stats when raging], Trap sense +1, Uncanny dodge; AL CN; SV: Fort +14[16], Refl +7, Will +4; Str 20[24], Dex 14, Con 18[22], Int 6, Wis 12, Cha 6;
Skills and Feats: Climb +6, Concentration +4, Handle animal +0, Hide +10*, Intimidate +11, Jump +6, Listen +6, Move Silently +10*, Spot +6, Survival +3, Swim +6; Alertness, Diehard, Dodge, Endurance, EWP (bastard sword), Favored enemy (elf bints: +2 on Bluff, Listen, Sense Motive, Spot, Survival & damage rolls), Improved Critical (bastard sword), Weapon Focus (bastard sword), [Track], [Two-Weapon Fighting], Weapon Specialization (bastard sword), Wild empathy
Possessions: Amulet of natural armor +1, Shadowed silent moves studded leather armor +3*, 'Pain' Vicious bastard sword +1, 'Greed' Wounding bastard sword +1
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 5 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 Mad Mog 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.
Bigwilly, post when you're ready, and we can get started. I'm gaming later tonight, but otherwise I should be able to keep this going at a fast pace.
Quillathe stands in a duelist's stance, smirking confidently at her half-Orc opponent. She holds a rapier in her left hand, casually pointed at Mog, and with her right hand she smugly twirls a bladed whip. Both weapons trail frigid mist in the late afternoon heat.
"Do we have to fight?" she scoffs, sneering. "I can smell your Orc filth from here."
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