Match Three: A Simple Arena Duel?, Round 5
The crowd cheers as almost everyone makes it over, then hush to watch Sha'kar struggle with the Octo-sharks.
[sblock=Terrain]Outlined areas are places where terrain is "incoming". It's been fired into the air and will land there at the end of the round. Any creature under it when it lands takes 1d10+3 damage, is pushed out of the terrain's area, and knocked prone.
Each round the outer perimeter of the arena will collapse. The blue area is water and is 4 squares below the main arena floor. Falling deals no damage, but any creature that enters or starts its turn in the water takes an attack: +7 vs AC, 1d10+5 damage and grabbed(escape DC18).
The terrain is 1 square tall and DC15 Athletics to climb. The dark terrain is floating in the water. Moving on dark terrain requires a DC15 Acrobatics check or fall into the water adjacent to the terrain, though anyone crossing it gets +5 to their check if they move at 1/2 speed.
The outer walls of the arena are DC15 Athletics to climb and are 4 squares above the water.[/sblock]
[sblock=Orbs!]
Picking up Orbs: It takes a minor action while adjacent to an orb to pick it up. Once picked up, it hovers above the character's head (no free hand needed). Each creature can carry only 1 orb at a time.
Dropping Orbs: Orbs can be dropped as a free action. Every time a creature with an orb takes damage, it must make a saving throw or the orb is dropped in its square.
Green Orb: The team gains regen 2 while any team member has the orb and healing powers heal +2 hp.
Red Orb: The team deals +1d4 fire damage on any attack and has resist 5 fire while any team member has the orb.
Yellow Orb: The team gains a "static wall" property while any team member has the orb. Any enemy that hits a member of the team with an attack takes 1d4 lightning damage.
Blue Orb: The team gains +1 to all defenses and DR1 while any team member has the orb.[/sblock]
[sblock=Appease the Crowd]*As a minor action, a PC may make a skill check to wow the crowd. If they succeed at the check, they gain +2 to their next d20 roll if they beat the DC, plus +2 per 5 by which they beat the DC. If the check is failed, the PC takes a -2 penalty to their next d20 roll, -2 more per 5 by which they miss the DC.
I.E, if the DC is 15, 1-5 would be -6, 6-10 would be -4, 11-14 would be -2, 15-19 would be +2, etc.
*All skill DCs will start at 15 and each individual skill's DC goes up by 2 per time the skill is used as the crowd gets more jaded. The DCs go up at the end of the round in which they are used. The DCs do not drop between arena rounds.
*Any skill can be used, as long as the player can provide relevant character action to back up the roll.
Current Skill DCs:
Athletics:
17
Arcana:
19
Endurance:
17
Heal:
17
History:
17
Perception:
17
Religion:
17
Others:
15[/sblock]