CLIFFHANGER: The floor is DEATH edition!
MONSTROUS BATTLE ROYAL: 3-4 heroes fight a monster, then fight each other to the death. Be careful. Your allies might betray you early and let the beast eat you. Trust no one!
Rewards are separate for monster and battle royal so it is a feast of rewards win or lose. Have fun!
Use your FULL BP. No mythic. Monster starts in the middle, everyone else picks a corner.
FLOOR: The floor is 10-foot deep heated acidic poisonous sludge water dealing 2d6 fire and 2d6 acid damage per round of submersion and requiring a DC15 Fortitude save each round or be nauseated until the start of next turn. The nausea is a poison effect. The liquid is also foggy as if by Obscuring Mist. Anything below +2 on the map is submerged. The base Swim DC to maneuver in it is 10. Once damaged by the sludge, you deal an additional +1d6 acid and +1d6 fire damage with your first melee attack against a target that has not been damaged by the sludge. This doesn't stack if your weapon already deals acid and/or fire damage. Nonmagical items and ammo are instantly destroyed if they fall into the sludge and aren't currently being wielded or worn by a creature. Thus, firing arrows at creatures in the sludge is useless if they are beneath the surface.
SLIPPERY LEDGES: Failing a Climb or Acrobatics check or falling prone while adjacent to a ledge or cliff in this match automatically throws you over the edge! However, a DC15 Reflex saving throw (free action) allows you to catch a ledge and dangle (prone). However, failing a check while already prone = falling over the edge into the toxic sludge.
SLUDGE: Anyone adjacent to the sludge can pick up a glob of it and lob it like a thrown weapon. It creates the effects of the
grease spell wherever it is thrown (DC to resist = 10+1/2lvl+dex mod of thrower) but also deals 1 acid and fire damage to a target caught in its area upon casting, but not thereafter (grease itself lasts the rest of the battle). Of course, picking it up deals 1 fire and acid damage to the person doing so and vanishes after 1 round unless it is put in a flask. 1 flask holds 1 charge.
FLOOR KILL: If you kill a foe by knocking them over the edge into the death sludge (they drop to 0 or lower in the sludge before escaping) you immediately gain their special maneuver for the rest of the battle (and thus, can take 2 special maneuvers each round, see below). Shooting someone out of the sky works too (remember, a DC15 + half damage dealt fly check is needed each time you are damaged while flying to avoid falling).
SPECIAL MAP MANEUVERS: Once per round, you can make any of the following special maneuvers:
- Make a combat maneuver without provoking an attack of opportunity.
- Trade an attack from your full attack action for an extra 5-foot step (doesn't count against your normal movement limit).
- Trade an attack from your full attack action to cast a spell with a spell level no greater than 1/5 your base attack bonus (so if you had +15/+10/+5, and sacrificed your +5 attack the spell level would be maxed at 1st level but if you gave up your +15 you could cast a 3rd level spell instead).
- Cast two spells at once as a full-round action (two standard actions or less) but become stunned until the end of your next turn.
- Take a 5-foot step as an immediate action.
- Move half your speed as an immediate action but then fall prone.
- Gain +1d10 bonus to AC, CMD, and all saving throws until start of next turn as an immediate action.
- Add 1d6 to a d20 roll you make and treat your roll as the new number. This can negate the "nat 1 autofail" but can't create the "nat 20 autosuccess".
- Heal 1d6 hp/2 levels as a standard action.
Once you make a special maneuver, you can't do so again until the start of your next turn. If you have a special feat or trait that already allows you to do any of these things, those uses don't count against these ones. Minions can't use special maneuvers.
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | |
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1 | +4 | +4 | +3 | +2 | +1 | | | | | | | | | | | +1 | +2 | +3 | +4 | +4 | 1 |
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2 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | 2 |
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3 | +3 | +4 | +6 | | | | | | | +5 | | | | | | | | +6 | +4 | +3 | 3 |
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4 | +2 | +4 | | | | | | | | +5 | | | | | | | | | +4 | +2 | 4 |
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5 | +1 | +4 | | | | +6 | | | | +6 | | | | | | | | | +4 | +1 | 5 |
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6 | | +4 | | | | | | | | +6 | | | +6 | | | +6 | | | +4 | | 6 |
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7 | | +4 | | | | | | | | +7 | | | | | | | | | +4 | | 7 |
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8 | | +4 | | | | +6 | | | | +7 | | | | | | | | | +4 | | 8 |
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9 | | +4 | | | | | | | +8 | +8 | +8 | +8 | | | | | | | +4 | | 9 |
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10 | | +4 | | | | | | | +8 | +8M | +8M | +8 | +7 | +7 | +6 | +6 | +5 | +5 | +4 | | 10 |
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11 | | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8M | +8M | +8 | | | | | | | +4 | | 11 |
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12 | | +4 | | | | | | | +8 | +8 | +8 | +8 | | | | | | | +4 | | 12 |
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13 | | +4 | | | | | | | | | +7 | | | | | +6 | | | +4 | | 13 |
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14 | | +4 | | | | | | | | | +7 | | | | | | | | +4 | | 14 |
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15 | | +4 | | | +6 | | | +6 | | | +6 | | | | | | | | +4 | | 15 |
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16 | +1 | +4 | | | | | | | | | +6 | | | | | +6 | | | +4 | +1 | 16 |
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17 | +2 | +4 | | | | | | | | | +5 | | | | | | | | +4 | +2 | 17 |
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18 | +3 | +4 | +6 | | | | | | | | +5 | | | | | | | +6 | +4 | +3 | 18 |
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19 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | +4 | 19 |
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20 | +4 | +4 | +3 | +2 | +1 | | | | | | | | | | | +1 | +2 | +3 | +4 | +4 | 20 |
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| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | |
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This message was last edited by the GM at 03:28, Fri 04 Aug 2017.