Have Aldrick start in 3,4 with his scale, sheild, javelin, and cloak equipped; Araris in 4,3 with javelin, hide armor, and cloak equipped. Delay to act together, and double move for 14,3 in the first round, making active perception checks to hear the other team. Put Aldrick in that space (creating an 'impass') and put Araris on the side away from the noise at a diagonal, so that Aldrick cannot be flanked. Ready an action with both to throw the javelin at the first target to appear without cover.
If they engage in melee: have Aldrick draw his sword and attack or ready an action to attack the dwarf with Dizzying Blow (if not in melee yet), and on a hit AP for Brute Strike, on a miss AP for Dizzying Blow. If the AP attack is a miss, continue trying to hit with Dizzying Blow. Have Araris ready an action to attack the dwarf with Commander's Strike, AP for Stand the Fallen (Turning Point) if Aldrick is damaged. If not, AP for Stand the Fallen the first time he is. Continue attacking, using Commander's Strike and Cleave as standard attacks, use Inspiring Word when either is down more than 15 hp. Save Steel Serpent Strike and Warlord's Favor for the rogue. Shift out of flanking if they somehow establish it, and use Fey Step for the same purpose.
If both hang back, move away, double moving to stay out of range, and head out at the nearest exit to the tower. LOS them just around the corner, forcing them to engage in melee. Then use tactics above.
Summary: Stand the Fallen, 2 APs, Dizzying Blow and possibly Brute Strike are to be used out of the expendable resources.
Just use Brute Strike in place of Dizzying Blow, and don't use AP's obviously. Use Stand the Fallen as soon as Aldrick is hurt, and also save Shake it Off for when the rogue uses Easy Target.
Rack will start off with axe and shield; Thera just her lifedrinker dagger and a magic shuriken.
The name of the game here is mark and then provoke. Rack's job is to mark an opponent and once marked, Thera's going to move to provoke OAs against her. Rack has distracting shield which gives opponents a penalty to hit if they are hit with a Combat Challenge attack and of course attacking an opponent who didn't mark you carries penalties and Thera is an artful dodger and so has a higher AC versus opportunity attacks. So yes - provoke, provoke provoke.
Ideally, provoke in order to move to flanking and then sneak attack, but that is actually secondary to the main plan.
Until engagement, Rack will move and ready crushing blow on the first target in range. If he is able to get to a target, he can forego the ready and just move and attack. Thera will move, hide, and ready Sly Flourish on sight of an opponent with less than superior cover.
Rack will attack with Crushing blow, Covering Attack and then Dizzying blow. Thereafter, it is melee basic attacks all the way. Rack will use an action point when he either makes someone bloodied or the opponent was bloodied and still standing.
Thera will attack with Easy Target to start, then Positioning Strike and finally setup strike. After that it is Piercing strikes all the way.
As stated - Thera wants to provoke and to flank when possible. She will probably move every action she gets.
If Rack is down at least a healing surge, use second wind as a minor action.
Round 1 Thera moves quickly into the tower, hides, and readies Sly Flourish.
Aldrick listens carefully and is able to pinpoint where Thera is. He double-moves to a spot in the tower where he can bottleneck the action, and triggers Thera's readied action. She tosses her dagger at Aldrick, but it bounces harmlessly off his armor.
Araris double-moves to catch up to Aldrick.
Rack moves in front of Thera and prepares Crushing Blow.
Status
Name
Hit points
Conditions
Used
Aldrick
58/58 HP
Araris
49/49 HP
Rack
56/56 HP
Thera
48/48 HP
Round 2 Thera delays to let Rack move in and mark Aldrick.
Aldrick stashes his javelin, draws his sword, and readies Brute Strike. Araris stashes his javelin, draws his longspear, and readies Commander's Strike.
Rack moves and charges Aldrick, triggering the readied actions from both Aldrick and Araris. Aldrick swings and hits Rack solidly for 26 points of damage, marking him as well. Araris allows Aldrick to make another attack on Rack, but this one misses wildly. Rack's charge attack hits Aldrick for 12 points of damage, and Aldrick is now marked by Rack. Rack ends his turn with a Second Wind to heal himself and bulk up his defenses.
Thera moves in and flings her shuriken at Aldrick with Easy Target, damaging him for 13 points. He is now slowed and grants combat advantage to Thera until he saves.
Status
Name
Hit points
Conditions
Used
Aldrick
33/58 HP
Marked by Rack Slowed (save ends all) Grants CA to Thera (save ends all)
Brute Strike
Araris
49/49 HP
Rack
44/56 HP
Marked by Aldrick +2 all defenses (SONT Rack)
Second Wind 1 healing surge
Thera
48/48 HP
Round 3 Aldrick attacks Rack with Cleave, but can't break through the dwarf's defenses. Aldrick manages to make his saving throw and remove both the slowed effect and combat advantage.
Araris uses Inspiring Word to heal Aldrick for 15 points, then uses Commander's Strike to direct Aldrick to attack again. Unfortunately, Aldrick misses yet again.
Rack attacks Aldrick with Crushing Blow, but it's not enough to hit Aldrick.
Thera moves in to be adjacent to Aldrick, but then deliberatly moves away from Aldrick, provoking an Opportunity Attack from Aldrick. Aldrick attacks, but is interrupted by Rack since Aldrick attacked a non-marked opponent. Rack attacks Aldrick and hits for 19 points of damage, and Aldrick is now bloodied and takes a -2 to attack rolls. Aldrick now makes his attack, and even with all the penalties and Thera's Artful Dodger, he still hits and does 11 points of damage, and stops Thera from moving.
Thera finally gets to attack with Positioning Strike, and she scores a critical hit on Aldrick for 15 points of damage, sliding him southward as part of the attack.
Status
Name
Hit points
Conditions
Used
Aldrick
14/58 HP
Marked by Rack Bloodied -2 to attacks (SONT Rack)
Brute Strike 1 healing surge
Araris
49/49 HP
Inspiring Word 1/2
Rack
44/56 HP
Marked by Aldrick
Second Wind 1 healing surge Crushing Blow
Thera
37/48 HP
Easy Target Positioning Strike
Round 4 Aldrick delays for Araris.
Araris uses Inspiring Word again to heal Aldrick for 15 points, then Fey Steps to teleport on the other side of Rack and attacks Rack with Stand the Fallen. It misses, but Aldrick gets an additional 15 points of healing.
Aldrick attacks Rack with Cleave and misses.
Rack delays for Thera.
Thera moves adjacent to Aldrick and then once again moves to provoke an opportunity attack. Aldrick attacks, which again provokes Rack to attack Aldrick first. Rack hits Aldrick for 11 points of damage. Then, Aldrick makes his attack on Thera, but misses. Thera completes her move and attacks Aldrick with Setup Strike, hitting for 11 points and causing Aldrick to grant her combat advantage.
Rack moves (not provoking an OA because Aldrick already used it), and attacks Aldrick with Covering Attack, but misses. He then spends an Action Point and attacks Aldrick with Dizzying Blow, but it also misses.
Status
Name
Hit points
Conditions
Used
Aldrick
22/58 HP
Marked by Rack Bloodied -2 to attacks (SONT Rack) Combat Advantage to Thera (EONT Thera)
Brute Strike 2 healing surges
Araris
49/49 HP
Inspiring Word 2/2 Fey Step Stand the Fallen
Rack
44/56 HP
Marked by Aldrick
Second Wind 1 healing surge Crushing Blow Covering Attack Action Point Dizzying Blow
Thera
37/48 HP
Easy Target Positioning Strike Setup Strike
Round 5 Araris moves in to prevent Thera from moving around before attacking anymore. He uses Commander's Strike to allow Aldrick to attack Rack. Aldrick hits Rack for 13 points of damage.
Aldrick attacks Rack with Cleave, and hits Rack for 13 points of damage and Thera for 4 points of damage. Rack is now bloodied.
Thera attacks Aldrick with Piercing Strike, hitting him for 18 points of damage after sneak attack is added in. She then moves away to attempt to provoke another attack, but Aldrick doesn't take it, since she's not going anywhere that he wants to stop her, and he certainly doesn't want to get hit by Rack again. However, moving away does provoke an attack from Araris, who has no problem taking it. He hits her for 6 points of damage.
Rack attacks Aldrick with a melee basic attack but misses.
Status
Name
Hit points
Conditions
Used
Aldrick
4/58 HP
Marked by Rack Bloodied
Brute Strike 2 healing surges
Araris
49/49 HP
Inspiring Word 2/2 Fey Step Stand the Fallen
Rack
18/56 HP
Marked by Aldrick Bloodied
Second Wind 1 healing surge Crushing Blow Covering Attack Action Point Dizzying Blow
Thera
27/48 HP
Easy Target Positioning Strike Setup Strike
Round 6 Araris invokes Commander's Strike, and Aldrick attacks Rack, hitting him for 20 points of damage and rendering him unconcious.
Aldrick moves towards Thera and attacks her with Steel Serpent Strike, hitting her for 22 points of damage and causing her to be bloodied, slowed and unable to shift.
Thera tries to take Aldrick down with a Piercing Strike attack. She hits for 8 points of damage, and Aldrick goes down. Because she's slowed, rather than trying to run away from Araris, she heads towards places where she can possibly hide.
Positions are assuming a start in the lower left corner. Rotate as necessary.
Start
Sturm starts at 4,4 with his longbow in both hands. Melthan starts at 3,4 with his wand in his main hand and his shield in his off hand.
Opening move
Sturm moves to 5,8, makes a Stealth check, and readies Twin Strike against the first opponent to come within range 20 with less than superior cover.
Melthan moves to 4,8 and readies Impelling Force against the first opponent to come within range 5 with less than superior cover. If it hits, Melthan slides the opponent to 5,9 to be adjacent to Sturm and Melthan, if possible.
Ongoing tactics
Pick the closest opponent as the target of Sturm and Melthan, if possible. If this target reaches melee range, Sturm will drop his longbow, draw one sword as a minor action, and draw the other one for free as part of his next attack (Quick Draw feat). Sturm and Melthan will do everything possible to stay adjacent to the same target, using available shifts and slides, to prevent the target's Oath of Emnity from working. In addition, they will try to stay out of being flanked by the other opponent, and will try to use the hedges to prevent the other opponent from getting an attack in, but this goal is secondary to the first.
Sturm quarries the target and attacks with Shadow Wasp Strike, applying quarry and Furious Assault damage. As soon as Melthan hits the first time with Guiding Strike, Sturm will attack with Jaws of the Wolf (if in melee) or Two-Fanged Strike (if at range), then spend an Action Point and attack with Twin Strike. After that, Sturm attacks with Twin Strike. In any case, apply quarry damage on the first hit of any turn.
Sturm uses Yield Ground and Horn Tusk Hide Armor powers at the first opportunity, and will use his Cloak of Resistance after he is bloodied for the first time. Half-Orc Resilience and Anger Unleashed trigger the first time he is bloodied. He will not use Second Wind at all.
After Melthan has used Impelling Force, he drops his wand, draws his longsword, shifts to 4,9, and attacks with Guiding Strike, applying the -2 penalty to AC. If the target isn't within melee range yet, Melthan readies this attack. After the first successful hit with Guiding Strike, Melthan attacks with Inspiring Refrain, then goes back to Guiding Strike, continuing to apply the -2 penalty to AC.
Melthan will use Majestic Word (with Improved Majestic Word) to heal himself or Sturm whenever either is bloodied, and will slide the healed recipient as necessary to maintain both being adjacent to the target of their attacks. If he's already used up Majestic Word twice and is still bloodied, Melthan will take his Second Wind. If he's already done that and is still bloodied, Melthan will use his Dwarven Chainmail to get a healing surge.
Don't forget to apply Melthan's Virtue of Valor to Sturm whenever he bloodies or reduces an opponent to 0 HP (+5 temp HP).
* General: They should keep close to each other, and try and take one enemy down at a time, giving each other bonuses to do so. I'm putting them in a general order of use. * Word of the Blinding Shield: Use at the first opportunity, unless it's a minion, or won't help (they hit by more then 5). * Word of Exchange: This is the go-to power. Use this in Protection, reducing defenses to focus fire, and giving a defense bonus (which makes Defiant Word more likely to activate). If your not attacking the same target (e.g. the other is down, or immoblized to far away), and you can get the oath, use overwhelming strike instead. * Whirlwind Charge: Use this to get close to an enemy. * Overwhelming Strike: Use this (with the oath of enmity) for repositioning, killing minions, when you can't attack the same target, or are under a penalty to hit (blind). * Rune of The Undeniable Dawn: Save this for battles with lot's of creatures or swarms. Use one at a time, and try and stay in the zone. * Melee Basic Attack: Only useful for OA's and charging. * Ranged Basic Attack: Purely backup. If you have other options, use them.
* Oath of Enmity: I put a next to the avenger powers, which qualify for Oath of Enmity. If your not getting your oath bonus, there is very little reason to use those powers. * Action Points: Use this when you have an advantage on someone (like you hit with word of exchange, have flanking, or have the defiant word bonus). However, try and only use 1 per combat, and don't use it if the battle looks like you've already won. * Longtooth Shifting: Use as soon as you can (when first bloodied). * Rune of the Final Effort: Use as soon as you can (when ally is first bloodied). * Rune of Mending: Wait till your under 1/4 of your HP, start longtooth shifting first. In protection mode. * Second Wind: This is a last resort. Note that they are trained in healing, so they can use this on eachother if needed.
* Scale Armor of Eyes: Use it as soon as it will help (cause a miss, prevent sneak attack).
[Prefight locations and Initiative] Song and Dance start in area 2. -- Sturm starts at (17,17) with longbow in hand. Initiative 18 -- Melthan starts at (18,17) with wand and shield in hand. Initiative 10 Rune of Twin Vengeance start in area 1. -- Alpha starts at (3,17) with sword and shield in hand. Initiative 19 -- Omega starts at (3,18) with sword and shield in hand. Initiative 12
[Round 1] Alpha heads east to (7,16) and readies word of exchange (protection) on the first target in range. [Stealth 9] Sturm hears movement to the west. He moves to (14,16) and readies twin strike. [Stealth 6] Omega hears Sturm clearly and moves to (7,17) and readies word of exchange (protection). Melthan moves to (14,17) and readies Impelling force.
[Round 2] Alpha moves to (9,15), triggering Sturm's ready action. Sturm fires two arrows [28!,20 vs AC21, 1 hit; Dmg 1d10+1=11; Crit 1d6=1] Alpha continues moving to (11,15), triggering Melthan's ready action [5 vs Fort 16, miss] Alpha declares an oath on Melthan and charges with whirlwind charge [25 vs AC19, hit; Dmg 2d8+5=10] Omega moves to (11,15) and then to (13,17) and declares an oath on Melthan.
Sturm 39/39 Melthan 30/40, impelling force used Alpha 22/34, Whirlwind Charge used Omega 34/34
[Round 3] Sturm declares quarry on Alpha, drops his bow, draws a sword and then attacks with shadow wasp strike. He is interrupted by Omega, who uses word of the blinding shield on him [18 vs Fort 17, hit; Sturm is blind] [27-5 vs Ref 16, hit; Dmg 2d6+4=15; Quarry 1d6=2; Furious Assault 1d6=6] and Alpha falls. Melthan's virtue of valor kicks in [5 temp hp] Melthan drops his wand, draws his longsword and attacks Alpha Omega with Guiding Strike [18 vs AC21, miss] Alpha uses longtooth shifting, rune of mending (protection) on himself, and then attacks Melthan with word of exchange (protection) [19 vs AC19, hit; Dmg 1d8+5+2=12] Alpha looks terrible [1d20=8] Omega uses rune of mending (protection) on Alpha [8hp healed], attacks Melthan with word of exchange (protection) [10! vs AC19-2, miss], uses rune of the final effort on Alpha
Sturm 39+5/39, blind, quarry (Alpha), Shadow wasp strike used Melthan 30/40, impelling force used Alpha 8/34, prone, bloodied (1 black mark), Whirlwind Charge used, 1 healing surge used Omega 34/34, Rune of the Final Effort used, Rune of Mending used
[Round 4] Sturm declares quarry on Alpha and attacks with twin strike [28-5!,15-5 vs AC21+5-2, 1 hit (not a crit); Dmg 1d6=3; Quarry 1d6=5] and Alpha is knocked unconscious again. Melthan attacks Omega with Guiding Strike [26 vs AC21, hit; Dmg 1d8+5=13] and applies a -2 to Omega's AC. Alpha looks okay [1d20=14] Omega uses heal to make Alpha expend his second wind [8hp healed]
Sturm 39+5/39, blind, quarry (Alpha), Shadow wasp strike used Melthan 30/40, impelling force used Alpha 8/34, prone, bloodied (1 black mark), Whirlwind Charge used, Second Wind used, 2 healing surges used Omega 21/34, Rune of the Final Effort used, Rune of Mending used
[Round 5] Sturm quarries Omega and attacks Omega with Jaws of the wolf [25,18 vs AC21-2, hit, miss; Dmg 2d8+4=18, 9/2; Quarry 1d6=3] and Omega falls. Sturm then spends an action point for twin strike on Alpha [13,9 vs AC21-2, miss] Melthan attacks Alpha with Inspiring Refrain [29! vs AC21-2, hit; Dmg 2d8+5=21], knocking Alpha out again. Alpha looks okay [1d20=14] Omega attacks Melthan with word of exchange [28 vs AC19, hit; Dmg 1d8+5=11]
Song and Dance win and gain 2VPs. -- Sturm used an action point and jaws of the wolf. -- Melthan used nothing Rune of Twin Vengeance lose and gain 1VP. -- Alpha used 2 healing surges -- Omega used nothing
I think that's the first time I've seen a crit rolled that ended up not being a crit due to defenses being too high.
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they try to stay close, focusing on one target first (heaviest weapon first, unless caster).
Chetham will use his "Paladin's Judgement" when Syriss is bloodied and he has no other healing left. "Piercing smite" is used against the most heavily armored target. Chetham uses Holy smite against his marked target unless there are two targets adjacent to him, in which case he uses Valiant strike. He will usually link "Divine Might" with "Piercing Smite". "Lay on Hands" is used when either Chetham or Syriss is bloodied. Chetham only takes an attack of opportunity if he is not bloodied or if he will not take an attack in return.
Syriss usually opens combat with Acid Orb, and then tries to close the distance to the foes. Stirring Shout is usually used against a lightly armored foe when Chetham is bloodied and all of Syriss's Majestic words have been used. Shout of Triumph is predominantly used when Syriss can get more than one foe with a single shot, but if damage is needed quick, she will blow it on a single foe. Syriss will start off with Misdirected mark until Chetham is first bloodied, then she switches over to Warsong strike. Syriss takes any attacks of opportunity that present themselves unless she is within her surge value of unconsiousness. Syriss usually uses her Majestic Words when she or Chetham are bloodied.
Round 1 Bill and Bob move towards the center of the arena, readying Acid Orb for the first opponent to appear within range.
Chetham and Syriss, hearing their enemies moving towards the center, move towards them, and move again to take up defensive positions along the outer center wall.
Status
Name
Hit points
Conditions
Used
Chetham
29/29 HP
Syriss
28/28 HP
Bill
28/28 HP
Bob
28/28 HP
Round 2 Bill and Bob move to the northwest, coming around their side of the outer wall, and ready Acid Orbs.
Chetham and Syriss move inside the center. Syriss readies an Acid Orb, while Chetham draws his sword and readies a charge.
Status
Name
Hit points
Conditions
Used
Chetham
29/29 HP
Syriss
28/28 HP
Bill
28/28 HP
Bob
28/28 HP
Round 3 Bob begins to move north along the wall to reach a point where he has some defense, but can hit an opponent. As Bob reaches the corner, Syriss fires her Acid Orb at him, but shoots wide and misses. At the same time, Chetham charges in and attacks Bob with his sword, hitting Bob and doing 9 points of damage. Bob attempts to return the attack with Energizing Strike, but he fumbles the attack.
Bill moves around to the other side of Chetham and attacks wth his own Energizing Strike, but Chetham's armor protects him from being harmed.
Syriss attacks Bill with Misdirected Mark, hitting Bill for 5 points of damage, and placing a mark on Bill from Chetham. She then moves in to stand adjacent to Bill and Chetham.
Chetham issues his Divine Challenge to Bob, activates Divine Strength, then attacks Bill with Piercing Smite, gouging Bill deeply for 14 points of damage and bloodying him.
Status
Name
Hit points
Conditions
Used
Chetham
29/29 HP
Syriss
28/28 HP
Bill
9/28 HP
Bloodied Marked by Chetham (EONT Syriss)
Bob
19/28 HP
Marked by Chetham
Round 4 Bob shifts north, uses Ardent Surge to heal Bill for 12 points, also giving him a bonus to attack, then attacks Chetham with Energizing Strike. Chetham is hit for 12 points of damage, and Bill gains 5 temporary HP.
Bill attacks Chetham with Energizing Strike, hitting Chetham for another 12 points of damage and bloodying him. Bob gains 5 temporary HP.
Syriss uses Majestic Word on Chetham to heal him for 11 points. She then attacks Bill with Misdirected Mark, triggering opportunity attacks from both Bill and Bob. They both miss, and both take 3 damage off their temp HP for violating Chetham's marks. Syriss completes her attack on Bill and scores a critical hit, damaging him for 12 points and refreshing Chetham's mark on Bill. Bill is bloodied again.
Chetham takes advantage of the enemies adjacent to him by attacking Bill with Valiant Strike, hitting him for 7 points of damage.
Status
Name
Hit points
Conditions
Used
Chetham
16/29 HP
1 healing surge
Syriss
28/28 HP
1 Majestic Word
Bill
4/28 HP
Bloodied Marked by Chetham (EONT Syriss) +1 attack (EONT Bob)
1 healing surge
Bob
19/28 HP + 2 temp HP
Marked by Chetham
1 Ardent Surge
Round 5 Bob uses Argent Surge once again, healing Bill for 12 points. He then attacks Chetham again with Energizing Strike, but isn't able to penetrate the paladin's tough armor.
Bill attacks Chetham with Energizing Strike, but also can't get past Chetham's mighty defenses.
Syriss attacks Bill with Misdirected Mark, triggering opportunity attacks from Bill and Bob, but this time, they refuse the opportunity, in order to avoid the penalties. Syriss finishes her attack, but shoots far wide of Bill.
Chetham goes for another Valiant Strike against Bill, scoring a critical hit for 12 points, and Bill is bloodied.
Status
Name
Hit points
Conditions
Used
Chetham
16/29 HP
1 healing surge
Syriss
28/28 HP
1 Majestic Word
Bill
4/28 HP
Bloodied +1 attack (EONT Bob)
2 healing surges
Bob
19/28 HP + 2 temp HP
Marked by Chetham
2 Ardent Surges
Round 6 Bob, out of Argent Surges, proceeds to attack Chetham with Energizing Strike, but the attack misses again.
Bill heals himself with an Argent Surge for 13 points, then attacks Chetham with Energizing Strike. His attack misses as well.
Syriss attacks Bill with Misdirected Mark, but this time Bill is able to take the opportunity attack, since he's not marked by Chetham. Unfortunately, Syriss is trained against opportunity attacks, and avoids being hit. She finishes her attack, damaging Bill for 6 points and placing Chetham's mark on him.
Chetham attacks once again with Valiant Strike, hitting Bill for 12 points. Bill is now dying.
Status
Name
Hit points
Conditions
Used
Chetham
16/29 HP
1 healing surge
Syriss
28/28 HP
1 Majestic Word
Bill
-1/28 HP
Dying +1 attack (EONT Bill) Marked by Chetham (EONT Syriss)
3 healing surges 1 Ardent Surge
Bob
19/28 HP + 2 temp HP
Marked by Chetham
2 Ardent Surges
Round 7 Bob attacks Chetham with Energizing Strike (augmented 1) to try to revive his ally. The attack hits, and not only is Chetham damaged for 7 points and bloodied, but Bill is revived with 5 HP.
Bill stands up from prone, spends his last Ardent Surge to heal himself for 11 points, then attacks Chetham with Energizing Strike. Sadly, his attack misses.
Syriss spends her last Majestic Word to heal Chetham for 11 points, then attacks Bill with Warsong Strike, but it misses.
Chetham attacks Bill with Valiant Strike. He hits and does 11 points of damage.
Status
Name
Hit points
Conditions
Used
Chetham
20/29 HP
2 healing surges
Syriss
28/28 HP
2 Majestic Words
Bill
5/28 HP
Bloodied +1 attack (EONT Bill)
4 healing surges 2 Ardent Surges
Bob
19/28 HP + 2 temp HP
Marked by Chetham
2 Ardent Surges 1 Power Point
Round 8 Bob and Bill attack Chetham with Energizing Strike. Bob's attack hits and damages Chetham for 11 points, giving Bill 5 temporary HP. Bill's attack misses.
Syriss attacks Bill with Warsong Strike, hitting him for 7 points of damage. Only his temporary hitpoints keep Bill from dying again.
Chetham shifts into Longtooth Form, heals himself for 7 points with Lay on Hands, then attacks Bill with Valiant Strike, hitting for 10 points of damage and gaining 3 temp HP for himself. Bill is dying.
Status
Name
Hit points
Conditions
Used
Chetham
16/29 HP + 3 temp HP
+2 damage 2 regen while bloodied
3 healing surges Longtooth Shifting
Syriss
28/28 HP
2 Majestic Words
Bill
-7/28 HP
Dying
4 healing surges 2 Ardent Surges
Bob
19/28 HP + 2 temp HP
Marked by Chetham
2 Ardent Surges 1 Power Point
Round 9 Bob once again attacks Chetham with Energizing Strike (augmented 1) to try to revive his ally again, but fails to make a hit.
Bill starts to bleed out.
Syriss attacks Bob with Warsong Strike, but misses.
Chetham attacks Bob with Holy Strike, hitting him for 13 points of damage and bloodying him.
Status
Name
Hit points
Conditions
Used
Chetham
16/29 HP + 3 temp HP
+2 damage 2 regen while bloodied
3 healing surges
Syriss
28/28 HP
2 Majestic Words
Bill
-7/28 HP
Dying 1 black mark
4 healing surges 2 Ardent Surges
Bob
8/28 HP
Bloodied Marked by Chetham
2 Ardent Surges 2 Power Points
Round 10 Since Bob is out of Ardent Surges and Power Points, he tries to reduce Chetham's defenses by attacking with Demoralizing Strike. He hits, damaging Chetham for 14 points and penalizing Chetham's defenses, as well as bloodying him.
Bill is stable this round.
Syriss attacks Bob with Warsong Strike, doing 9 points of damage and felling Bob.
Status
Name
Hit points
Conditions
Used
Chetham
5/29 HP
+2 damage 2 regen while bloodied -2 all defenses (EONT Bob) Bloodied
Assuming that Marked for Death starts in the lower-left starting box, Haroun starts at 2,5 with his shield and longsword in his hands. Elanthia starts at 2,4 with her falchion in both hands.
Opening Moves Elanthia will delay if necessary to allow Haroun to go first. Haroun activates Form of Winter's Herald, opens the prison door, and moves to 5,6. Elanthia moves to 2,7 and readies Radiant Vengeance for the first enemy to come within range 10 and without cover.
Ongoing Tactics - Haroun Haroun will only shift to get out of flanking, but will otherwise not move at all. He will use Nature's Wrath to mark all adjacent enemies when the opportunity arises. If any enemy violates his mark by attacking Elanthia, he'll use Warden's Fury if they are adjacent to him, or Warden's Grasp (slide towards Haroun) if they aren't.
Haroun attacks enemies in this order. Move down the list if more than one enemy or none of the enemies fits the criteria:
Elanthia's Oath of Enmity target
The enemy with no cover
The enemy with the fewest HP
The enemy that successfully damaged Haroun the most on its previous turn
If there are no enemies that Haroun can attack, he readies Weight of Earth for the first enemy to come within melee range.
Assuming Haroun has an enemy to hit, he gets two attack rolls on his first attack due to Markings of the Victor feat. He uses attack powers in this order:
Form of Winter's Herald Attack only if both enemies are adjacent to Haroun
Earthgrasp Strike, spend an Action Point, then Earth Spikes
Weight of Earth
Note that he has combat advantage on any enemy that is slowed or immobilized (Vicious Advantage feat).
Haroun's remaining powers are used as follows:
Immediate Reaction after being hit for the first time: Endure Pain
After being hit for the second time: Stone's Endurance
After being bloodied for the first time: Second Wind (add additional +3 to AC from Earthstrength)
Dropping to 0 hit points or fewer: Horn Tusk Hide Armor power
Ongoing Tactics - Elanthia Elanthia stays at range and uses Radiant Vengeance until Haroun has marked both enemies. After that she picks an enemy to be her target in this order. Move down the list if more than one enemy or none of the enemies fits the criteria:
Elanthia can be adjacent to this enemy without being adjacent to the other enemy
The enemy has no cover to Elanthia
Elanthia can flank with Haroun on this enemy
The enemy with the fewest HP
Once Elanthia has a target, she declares her Oath on it and always moves such that the target is the only enemy adjacent to her. She uses attack powers in this order, rolling two attack rolls, and will use Memory of a Thousand Lifetimes at the first opportunity that she needs it:
Temple of Light
Halo of Fire
Avenging Echo
Bond of Retribution
Note that if the enemy that's not Elanthia's Oath target hits her, she adds +3 to her next damage roll, in addition to any other penalties. She also gets +1 to all defenses against bloodied creatures, and has resist 6 radiant.
Elanthia's remaining powers are used as follows:
The first time that Haroun attacks her Oath target: Divine Guidance (and activate Enduring Spirit Vestments power)
Elanthia is flanked: Resonant Escape, teleport farthest away from the non-oathed enemy and closest to the oathed enemy
After being bloodied for the first time: Falchion of Shared Wrath power and Second Wind
General: They should keep close to each other, and try and take one enemy down at a time, giving each other bonuses to do so. I'm putting them in a general order of use. Word of the Blinding Shield: Use at the first opportunity, unless it's a minion, or won't help (they hit by more then 5). Word of Exchange: This is the go-to power. Use this in Protection, reducing defenses to focus fire, and giving a defense bonus (which makes Defiant Word more likely to activate). If your not attacking the same target (e.g. the other is down, or immoblized to far away), and you can get the oath, use overwhelming strike instead. Whirlwind Charge: Use this to get close to an enemy. Overwhelming Strike: Use this (with the oath of enmity) for repositioning, killing minions, when you can't attack the same target, or are under a penalty to hit (blind). Rune of The Undeniable Dawn: Save this for battles with lot's of creatures or swarms. Use one at a time, and try and stay in the zone. Melee Basic Attack: Only useful for OA's and charging. Ranged Basic Attack: Purely backup. If you have other options, use them.
Oath of Enmity: I put a next to the avenger powers, which qualify for Oath of Enmity. If your not getting your oath bonus, there is very little reason to use those powers. Action Points: Use this when you have an advantage on someone (like you hit with word of exchange, have flanking, or have the defiant word bonus). However, try and only use 1 per combat, and don't use it if the battle looks like you've already won. Longtooth Shifting: Use as soon as you can (when first bloodied). Rune of the Final Effort: Use as soon as you can (when ally is first bloodied). Rune of Mending: Wait till your under 1/4 of your HP, start longtooth shifting first. In protection mode. Second Wind: This is a last resort. Note that they are trained in healing, so they can use this on eachother if needed.
Scale Armor of Eyes: Use it as soon as it will help (cause a miss, prevent sneak attack).
[Prefight locations and initiative] Marked for Death starts in area 4. -- Haroun starts at (2,5) with shield and longsword in hand. Initiative 7 -- Elanthia starts at (2,4) with falchion in hand. Initiative 19 Rune of Twin Vengeance starts in area 2 -- Alpha starts at (11,8) with sword and shield in hand. Initiative 15 -- Omega starts at (11,9) with sword and shield in hand. Initiative 16
[Round 1] Elanthia delays for Haroun. Omega delays for Alpha. Alpha opens the door, moves to (11,6) and readies whirlwind charge on a target in range. Omega moves to (11,7) and readies whirlwind charge on a target in range. Haroun activates form of winter's herald, opens the door, moves to (5,6) Elanthia moves to (2,7) and readies radiant vengeance on the first target in sight without cover.
[Round 2] Alpha moves to (8,5), spots Haroun, declares an oath on him and charges with whirlwind charge [20-2,23-2 vs AC20+1, hit; Dmg 2d8+5=13]. Haroun interrupts with Endure Pain, reducing the damage to 5 points. Omega double moves to (5,7), triggering Elanthia's ready action [8 vs Reflex 16, miss]. Omega then declares oath on Haroun. Haroun uses form of winter's herald attack on Alpha and Omega, but Alpha interrupts with Rune of the Blinding Shield [21 vs Fort 17, hit] and blinds him. Haroun attacks [22-5,28-5 vs AC 21 (Alpha), 22-5,20-5 vs AC21 (Omega); Dmg 1d8+6=9 (Alpha) 13/2 (Omega)] and then marks both opponents.
Haroun 42/47, Blind, +1 AC, Resist 5 Cold, Form of Winter's Herald used, Form of Winter's Herald Attack used, Endure Pain used Elanthia 37/37 Alpha 25/34, Oath (Haroun), Marked (Haroun), Immobilized (save ends), Whirlwind charge used, Rune of the Blinding Shield used Omega 28/34, Oath (Haroun), Marked (Haroun), Immobilized
[Round 3] Alpha attacks Haroun with word of exchange (protection) [15 vs AC20+1, miss] Save vs Immobilize [1d20=10, success] Elanthia moves to (4,7), declares an oath on Omega and attacks with temple of light, but Omega interrupts with Rune of the Blinding Shield, which is in turn interrupted by Haroun's Warden's Fury [19 vs Fort 16, hit; Dmg 1d8+6=11] [11 vs Fort 13, miss] [22,12 vs 21, hit; Dmg 4d4+6=13] and creates a zone of light around Omega. Omega uses longtooth shifting, rune of mending on himself and attacks Haroun with word of exchange (protection) [23 vs AC20+1, hit; Dmg 1d8+5+2=11+2] Haroun uses Stone's Endurance and attacks Omega with Earthgrasp Strike. Elanthia interrupts with Divine Guidance. [30!,18 vs AC21, hit; Dmg 1d8+6=14; Crit 1d6=1]. Haroun uses an action point for Earth spikes on Alpha [16-2 vs AC21, miss]
Haroun 29/47, +1 AC, -2 defenses, Resist 5 Cold, Form of Winter's Herald used, Form of Winter's Herald Attack used, Endure Pain used, Earthgrasp strike used, Earth spikes used, Action Point used Elanthia 37/37, Oath (Omega), Divine Guidance used, Temple of Light used Alpha 25/34, Oath (Haroun), Marked (Haroun), Whirlwind charge used, Rune of the Blinding Shield used Omega -3/34, dying (Regen 2), +2 dmg, Oath (Haroun), Marked (Haroun), Longtooth shifting used, Rune of the blinding shield used, Rune of Mending used, healing surge used
[Round 4] Alpha uses Rune of Mending (protection) on Omega and attacks Haroun with Word of Exchange [12 vs AC20+1-2, miss] Elanthia attacks Omega with Halo of Fire [19,27 vs AC21, hit; Dmg 4d4+6=14] and Omega is unconscious again. Omega looks okay [1d20=14] Haroun shifts to (5,5) and attacks Alpha with weight of earth [27 vs AC21, hit; Dmg 1d8+6=14]
Haroun 29/47, +1 AC, -2 defenses, Resist 5 Cold, Form of Winter's Herald used, Form of Winter's Herald Attack used, Endure Pain used, Earthgrasp strike used, Earth spikes used, Action Point used Elanthia 37/37, Oath (Omega), Divine Guidance used, Temple of Light used Alpha 11/34, bloodied, Oath (Haroun), Marked (Haroun), Whirlwind charge used, Rune of the Blinding Shield used, Rune of Mending used Omega -6/34, dying (Regen 2), +2 dmg, Oath (Haroun), Marked (Haroun), Longtooth shifting used, Rune of the blinding shield used, Rune of Mending used, 2 healing surges used
[Round 5] Alpha uses Longtooth shifting and attacks with overwhelming strike [17, 26 vs AC20+1, hit; Dmg 1d8+5+2=14] Elanthia shifts to (5,6), declares an oath on Alpha and attacks with Avenging Echo [23,25 vs AC21, hit; Dmg 2d4+6=11] and Alpha falls.
Marked for Death wins and gains 2 VPs -- Haroun used Form of Winter's Herald, Endure Pain and an action point. -- Elanthia used Temple of Light Rune of Twin Vengeance lose and gain 1VP. -- Alpha used nothing -- Omega used 2 healing surges.
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Aldrick will start in 16, 4 (as reference) with scale, cloak, shield, and javelin equipped. Araris will start adjacent to the east with hide, cloak, and javelin equipped. Delay to act together, and ready actions to throw the javelins at the first visible enemy in range (have both attack the same target). I'm guessing this is the hobgoblins, but regardless have them drop the javelins once in melee range and draw their sword and longspear respectively. Engage with Aldrick in melee the hobgoblin that has him marked.
With the first attacks, use Sweeping Blow and AP for Steel Serpent's Strike, and use both of Araris's encounters as well AFTER using Fey Step to establish flanking (have Araris attack first). Afterwards attack using Tide of Iron primarily, but always forgo the shift for Aldrick, and use a move action to shift 1 square away diagonally. Use Commander's Strike with Araris, then move away to get behind Aldrick. The idea is to force the hobgoblins to either move adjacent, provoking OA's, or double shift to get adjacent. Have Araris attack first and move to a spot where Aldrick can shift adjacent. As soon as one of the team is grabbed, have the grabbed target attack the choker. If Araris is grabbed, he can attack the Choker with Viper's Strike (reach weapon). Make escape attempts at the beginning of their turns. Inspiring Word when a character gets below a healing surge+3, second wind after down a surge and both Inspiring Words have been used.
The hobgoblin soldiers march into battle adjacent to each other to take advantage of Phalanx Soldier. They both will attack the strongest looking melee enemy with Flail attacks, hoping that one of them will mark the target. They will use Formation Strike against a marked target, or when they need the movement to get back into Phalanx formation. They will use Hobgoblin Resilience at the first opportunity.
The cavern chokers lurk around the periphery of the battlefield, hoping to surprise the enemies and pin them between themselves and the hobgoblins. It will try to remain hidden until it attacks and uses Chameleon to help maintain its stealthiness. Once engaged the cavern chokers will attack separate targets using Tentacle Claw and then use Choke on their grabbed targets. They will use Body Shield to direct attacks to their grabbed victims whenever they can, and they will continue to use Chameleon to maintain concealment. The cavern chokers will climb upon nearby walls and rely upon their reach in order to avoid melee attacks.
Round 1 Choker 1 conceals itself and hides behind the large pillar in the southwest.
Alrdick delays to act with Araris.
Hobgoblin 1 delays to act with the other hobgoblin.
Choker 2 also conceals iteslf and hides behind the same pillar as the other choker.
The hobgoblins march together in formation and ready flail attacks.
Aldrick and Araris move in to get a better shot, then toss their javalins at hobgoblin 1. Unfortunately, both miss wide of their target. They draw their melee weapons in preparation for the next turn.
Status
Name
Hit points
Conditions
Used
Aldrick
58/58 HP
Araris
49/49 HP
Hobgoblin 1
47/47 HP
Hobgoblin 2
47/47 HP
Choker 1
42/42 HP
Hidden Concealment
Choker 2
42/42 HP
Hidden Concealment
Round 2 The chokers remain hidden and move slowly closer to Aldrick and Araris.
The hobgoblins close in, staying in formation, and ready flail attacks.
Araris teleports behind the hobgoblins with Fey Step and attacks hobgoblin 2 with Steel Monsoon. He critically wounds the hobgoblin for 34 points of damage, bloodying it. In addition, Aldrick is allowed to shift, and he shifts to flank both hobgoblins. The shift triggers the hobgoblins' readied actions, and they both attack Aldrick with their flails, but both fumble the attack.
Araris then spends an Action Point and attacks the same hobgolin with Warlord's Favor. It hits the hobgoblin for 11 points of damage, and Aldrick gets a bonus to hit it.
Aldrick attacks hobgoblin 2 with Sweeping Blow, hitting easily for 13 points of damage and killing it. He spends an Action Point and attacks the other hobgoblin with Steel Serpent Strike, but just barely misses. The other hogoblin is marked.
Status
Name
Hit points
Conditions
Used
Aldrick
58/58 HP
Sweeping Blow Action Point Steel Serpent Strike
Araris
49/49 HP
Fey Step Steel Monsoon Action Point Warlord's Favor
Hobgoblin 1
47/47 HP
Marked by Aldrick
Hobgoblin 2
-11/47 HP
Dead
Choker 1
42/42 HP
Hidden Concealment
Choker 2
42/42 HP
Hidden Concealment
Round 3 Unfortunately for Araris, he managed to teleport last turn right next to the hidden chokers. Choker 1 reaches out to snag Araris, but slips on his armor and can't get a proper hit. It then moves behind the pillar to hide again.
Choker 2 goes after Aldrick, climbing up on a pillar first, and then attacking. It also fails to hit the intended target.
The remaining hobgoblin attacks Aldrick with its flail, but can't hit either.
Araris uses Commander's Strike to cause Aldrick to attack the hobgoblin, then moves away to put some distance between himself and choker 1's last known position. Aldrick hits the hobgoblin for 12 points of damage.
Aldrick attacks the hobgoblin with Tide of Iron, damaging it for 7 points and pushing it away. Aldrick then shifts to stand in front of Araris.
Status
Name
Hit points
Conditions
Used
Aldrick
58/58 HP
Sweeping Blow Action Point Steel Serpent Strike
Araris
49/49 HP
Fey Step Steel Monsoon Action Point Warlord's Favor
Hobgoblin 1
28/47 HP
Marked by Aldrick
Hobgoblin 2
-11/47 HP
Dead
Choker 1
42/42 HP
Hidden Concealment
Choker 2
42/42 HP
Concealment
Round 4 Choker 1 moves in and tries to hit Araris again. This time, it's able to land a hit, and it does 10 points of damage and grabs Araris.
Choker 2 strikes at Aldrick and gets lucky as well. Aldrick takes 6 points of damage, and is also grabbed.
Hobgoblin 1 moves in to stand in front of choker 2, and attacks Aldrick with its flail. It still can't seem to hit anything.
Araris manages to break free from the choker, moves away from it, and directs Aldrick to attack the hobgoblin. Aldrick scores a critical hit, wounding the hobgoblin for 25 points and bloodying it.
Aldrick escapes from the other choker, and attacks the hobgoblin with Tide of Iron again, hitting it for 13 points of damage and felling it. He then moves to stand in front of Araris again.
Status
Name
Hit points
Conditions
Used
Aldrick
52/58 HP
Sweeping Blow Action Point Steel Serpent Strike
Araris
39/49 HP
Fey Step Steel Monsoon Action Point Warlord's Favor
Hobgoblin 1
-10/47 HP
Dead
Hobgoblin 2
-11/47 HP
Dead
Choker 1
42/42 HP
Choker 2
42/42 HP
Round 5 Choker 1 switches targets and goes after Aldrick, but misses. It activates its chameleon powers to gain concealment.
Choker 2 moves around to attack Araris, and hits for 6 points of damage. Araris is grabbed.
Araris escapes again, moves around to the other side of choker 2, and attacks it with Viper's Strike. He hits it for 11 points of damage.
Aldrick moves to stand on the other side of choker 2 and attacks with Tide of Iron. The attack does 16 points of damage, and the choker is marked and bloodied. Aldrick also pushes it one square next to Araris, and follows after it.
Status
Name
Hit points
Conditions
Used
Aldrick
52/58 HP
Sweeping Blow Action Point Steel Serpent Strike
Araris
33/49 HP
Fey Step Steel Monsoon Action Point Warlord's Favor
Hobgoblin 1
-10/47 HP
Dead
Hobgoblin 2
-11/47 HP
Dead
Choker 1
42/42 HP
Concealment
Choker 2
15/42 HP
Provokes OA from Aldrick if it shifts (SONT Araris) Marked by Aldrick Bloodied
Round 6 Choker 1 heads for Araris and attacks him, hitting him for 11 points of damage and grabbing him.
Choker 2, now in a tight spot, attempts to attack and grab Aldrick, but fails. It conceals itself to try to gain a little more defense.
Araris using Inspiring Word to heal himself for 17 points, and then tries to escape the grab, but is unable to. He attacks the choker that grabbed him with Viper's Strike, hitting it for 7 damage.
Aldrick attacks choker 2 with Tide of Iron, damaging it for 8 points and pushing it away, and he follows it.
Status
Name
Hit points
Conditions
Used
Aldrick
52/58 HP
Sweeping Blow Action Point Steel Serpent Strike
Araris
39/49 HP
Grabbed by choker 1
Fey Step Steel Monsoon Action Point Warlord's Favor 1 Inspiring Word 1 healing surge
Hobgoblin 1
-10/47 HP
Dead
Hobgoblin 2
-11/47 HP
Dead
Choker 1
35/42 HP
Provokes AO from Aldrick if it shifts (SONT Araris)
Choker 2
7/42 HP
Concealment Marked by Aldrick Bloodied
Round 7 Choker 1 tries to choke Araris, but can't squeeze his neck hard enough.
Choker 2 attacks Aldrick, hitting him for 9 points of damage and grabbing him.
Araris tries to escape the grab and comes up short again. He attacks choker 1 with Viper's Strike again, but fumbles the attack.
Aldrick breaks the grab and attacks choker 2 with Tide of Iron, hitting it for 16 points and wiping it out. He then moves between the remaining choker and Araris.
Status
Name
Hit points
Conditions
Used
Aldrick
43/58 HP
Sweeping Blow Action Point Steel Serpent Strike
Araris
39/49 HP
Grabbed by choker 1
Fey Step Steel Monsoon Action Point Warlord's Favor 1 Inspiring Word 1 healing surge
Hobgoblin 1
-10/47 HP
Dead
Hobgoblin 2
-11/47 HP
Dead
Choker 1
35/42 HP
Provokes AO from Aldrick if it shifts (SONT Araris)
Choker 2
-9/42 HP
Dead
Round 8 Choker 1 tries to choke Araris again, and succeeded, hurting Araris for 10 points of damage.
Araris struggles, but can't break free. He heals himself with another Inspiring Word for 15 points, then attacks the choker with Viper's Strike and hits it for 14 points of damage, bloodying it.
Aldrick adds his strength to Araris for the next escape attempt.
Status
Name
Hit points
Conditions
Used
Aldrick
43/58 HP
Sweeping Blow Action Point Steel Serpent Strike
Araris
44/49 HP
Grabbed by choker 1 +2 to next Athletics check
Fey Step Steel Monsoon Action Point Warlord's Favor 2 Inspiring Words 2 healing surges
Hobgoblin 1
-10/47 HP
Dead
Hobgoblin 2
-11/47 HP
Dead
Choker 1
21/42 HP
Provokes AO from Aldrick if it shifts (SONT Araris) Bloodied
Choker 2
-9/42 HP
Dead
Round 9 Choker 1 chokes Araris for 4 points of damage.
Even with Aldrick's aid, Araris cannot escape the grasp of the choker. He attacks it with Viper's Strike and hits it for 12 points of damage.
Aldrick tries to aid Araris again for his next attempt.
Status
Name
Hit points
Conditions
Used
Aldrick
43/58 HP
Sweeping Blow Action Point Steel Serpent Strike
Araris
40/49 HP
Grabbed by choker 1 +2 to next Athletics check
Fey Step Steel Monsoon Action Point Warlord's Favor 2 Inspiring Words 2 healing surges
Hobgoblin 1
-10/47 HP
Dead
Hobgoblin 2
-11/47 HP
Dead
Choker 1
9/42 HP
Provokes AO from Aldrick if it shifts (SONT Araris) Bloodied
Choker 2
-9/42 HP
Dead
Round 10 Choker 1 fails to choke Araris this time.
Araris finally escapes the grab and uses Commander's Strike. Aldrick hits the choker for 13 points and takes down the last enemy.
Status
Name
Hit points
Conditions
Used
Aldrick
43/58 HP
Sweeping Blow Action Point Steel Serpent Strike
Araris
40/49 HP
Fey Step Steel Monsoon Action Point Warlord's Favor 2 Inspiring Words 2 healing surges
Tactics: The lesser fire elemental closes to the nearest enemy, using Flickering Flame to shift closer if needed, and continues to make slam attacks until the target is taking ongoing fire damage. Then it moves onto the next enemy to inflict ongoing damage upon it, using Flickering Flame to avoid opportunity attacks. Once the fire elemental starts taking damage, it will turn its attention to the enemy that is causing the damage and continue to attack that enemy until its knocked unconscious.
The lesser earth elemental moves to the closest enemy, relying upon Tremorsense and Earth Glide to pinpoint and surprise enemies by moving through walls if needed. It continues to attacks the nearest enemy with Slam attacks until that target is knocked unconscious, then it moves onto the next nearest enemy and continues the onslaught. The earth elemental uses Overwhelming Stone as often as it can.
The lesser air elemental turns invisibile at the start combat and lurks on the periphery of the battle until the fire elemental and earth elemental are in melee. Once the enemy is engaged with the earth and fire elementals, the air elemental uses Grasp of Storms while invisible. Once it has a target grabbed, the air elemental will position itself adjacent to the fire and earth elementals to provoke their triggered actions while it continues to sustain the grab on its target as long as it can. It it loses a grab, the air elemental will resort to its invisibility and attempt Grasp of Storms over again.
Setup Bill and Bob start to the eastern side and Earth, Wind, and Fire start to the West. www.identicalsoftware.com/coco/coco.php/... Arena/a=Bill,M,30,18/b=Bob,M,30,16/c=Eart,S,4,17/d=Wind,S,4,19/e=Fire,S,4,15/x.jpg" style="float: left;" width="775" height="385" />
Initiative: Bill 20 (+2 modifier) Earth 20 (+1 modifier) Bob 15 Wind 9 (+7 modifier) Fire 9 (+6 modifier)
Round 1
Bill moves and readies his Acid Orb for a target to present itself. Earth burrows and double moves towards Bill and Bob Bob moves adjacent to Bill and also readies Acid Orb for a target. Wind becomes invisible and double moves in the direction of Bill and Bob at an altitude of 10 feet. Fire double moves towards Bill and Bob, causing them both to launch their acid orbs at the lesser fire elemental, but both attacks miss their mark. Fire uses flickering flame to shift one more square forward
Bill: 28/28hp Acid Orb Used Bob: 28/28hp Acid Orb Used Earth: 42/42hp Wind: 23/23hp Invisible, flying 10 ft Fire: 27/27hp
Round 2
Earth again double moves towards Bill and Bob Wind double moves again. Fire moves adjacent to both Bill and Bob. Fire makes a slam attack against Bob which hit and gives Bob 5 ongoing fire damage. Bill attacks Fire with Energizing Strike and deals 14 damage and gives Bob 5 THP. Fire is Bloodied. Bob takes 5 points of Fire damage (using the 5THP). Bob attacks with Energizing Strike dealing 8 points of damage and giving Bill 5THP. Bob makes his save vs ongoing fire damage.
Earth moves adjacent to Fire, Bill, and Bob and makes a slam attack against Bill. Earth manages to hit Bill for 6 points of damage (5 taken by THP) and Bill can not shift until the end of Earth's next turn. Wind moves adjacent to Bill and attempts Grasp of Storms and hits dealing 11 hit points of damage and an ongoing 5 damage as long as the immobilized status remains. Fire uses flickering flame to shift one square and slams Bob causing Bob to take 5 ongoing fire damage. Bill takes 5 ongoing damage and is bloodied. Bill uses Ardent Surge on himself to gain 12 hit points and a +1 to hit until the end of his next turn. Bill uses Energizing Strike against the air elemental and deals 14 hit points of damage and gives Bob 5 THP. Wind is bloodied. Earth uses Overwhelming Stone as an immediate interrupt, now Bill is Prone. Bill stands as a move action. Bob takes 5 fire ongoing fire damage (absorbed by 5 THP). Bob attacks Fire with Energizing Strike and hits for 11 points of damage and gives Bill 5 THP. Fire is dead. Bob makes his save vs ongoing fire.
Bill: 23/28hp Acid Orb Used, 1 Ardent Surge used, 1 healing surge used, 5THP, grabbed, can not shift until the end of Earth's next turn. +1 to hit until the end of Bill's next turn. Bob: 28/28hp Acid Orb Used Earth: 42/42hp Wind: 9/23hp grabbing Bill Fire: -6/27hp dead
Round 4
Earth slams Bill again and deals 12 damage (5 absorbed by THP) and Bill can not shift until the end of Earth's next turn. Wind maintains the grab as a minor and makes a slam attack against Bill for 6 additional damage. Bill is bloodied. Bill takes 5 ongoing damage. Bill uses another Ardent Surge on himself for 13 hit points recovered and a +1 to hit until the end of his next turn. Bill uses Energizing Strike against Wind for 11 hit points of damage and 5 THP for Bob. Wind is Dead. Bob moves to flank Earth, provoking and attack of opportunity which Earth Crits for 13 damage (5 absorbed by THP) and Bob can't shift until the end of earth's next turn. Bob uses Energizing Strike against Earth dealing 8 damage and giving Bill 5 THP.
Bill: 18/28hp Acid Orb Used, 2 Ardent Surge used, 2 healing surge used, 5THP, can not shift until the end of Earth's next turn. +1 to hit until the end of Bill's next turn. Bob: 20/28hp Acid Orb Used Earth: 34/42hp Wind: -2/23hp dead Fire: -6/27hp dead
Round 5
Earth slams Bill again and misses Bill uses Energizing Strike against Earth and misses, spends an action point to retry the attack. This time Bill hits for 7 damage and gives Bob 5 THP. Bob uses Demoralizing Strike against Earth, dealing 8 damage and giving Earth a -2 penalty to all defenses until the end of Bob's next turn. Earth is Bloodied
Earth slams Bill for 10 damage (5 absorbed by THP). Bill is Bloodied and can not shift until the end of Earth's next turn. Bill uses Demoralizing Strike against Earth and Missed. Bob uses Ardent Surge on Bill to heal 9 points of damage and give Bill a +1 to hit until the end of Bob's next turn. Bob also uses Energizing Strike against Earth and deals 15 damage and gives Bill 5 THP.
Bill: 22/28hp Acid Orb Used, 2 Ardent Surge used, 3 healing surges used, 5THP, Action point spent, +1 to hit until the end of Bob's next turn. Bob: 20/28hp Acid Orb Used, 5THP, 1 Ardent Surge used. Earth: 4/42hp bloodied Wind: -2/23hp dead Fire: -6/27hp dead
Round 7 Earth Slams Bill again for 11 points of damage. Bill is bloodied and can not shift until the end of his next turn. Bill attacks Earth with Demoralizing Strike for 15 damage. Earth is dead.
When a target recieves ongoing damage, try to use a heal check to give a save if the target isn't bloodied already.
Also, Chetham would likely use his channel divinity in this case to give a saving throw rather than added damage.
target lesser air elemental with misdirected mark first.
Thanks once again. begin the fight at your lesiure.
Use piercing smite when earth and fire are around Chetham (and assuming air will be too)
Use Shout of triumph when all three are within range (likely around chetham).
Standard tactics: Initial gear: Chetham;Wearing Heavy Shield and Plate Armor. Hand axe in hand, sword in sheath. Syriss; Wearing Chain mail and light shield, Sword in hand.
Tactics:
they try to stay close, focusing on one target first (heaviest weapon first, unless caster).
Chetham will use his "Paladin's Judgement" when Syriss is bloodied and he has no other healing left. "Piercing smite" is used against the most heavily armored target. Chetham uses Holy smite against his marked target unless there are two targets adjacent to him, in which case he uses Valiant strike. He will usually link "Divine Might" with "Piercing Smite". "Lay on Hands" is used when either Chetham or Syriss is bloodied. Chetham only takes an attack of opportunity if he is not bloodied or if he will not take an attack in return.
Syriss usually opens combat with Acid Orb, and then tries to close the distance to the foes. Stirring Shout is usually used against a lightly armored foe when Chetham is bloodied and all of Syriss's Majestic words have been used. Shout of Triumph is predominantly used when Syriss can get more than one foe with a single shot, but if damage is needed quick, she will blow it on a single foe. Syriss will start off with Misdirected mark until Chetham is first bloodied, then she switches over to Warsong strike. Syriss takes any attacks of opportunity that present themselves unless she is within her surge value of unconsiousness. Syriss usually uses her Majestic Words when she or Chetham are bloodied. Syriss also uses Virtue of Valor as often as chance allows. After combat Syriss uses her song of rest ability to maximize healing for next battle.
The lesser fire elemental closes to the nearest enemy, using Flickering Flame to shift closer if needed, and continues to make slam attacks until the target is taking ongoing fire damage. Then it moves onto the next enemy to inflict ongoing damage upon it, using Flickering Flame to avoid opportunity attacks. Once the fire elemental starts taking damage, it will turn its attention to the enemy that is causing the damage and continue to attack that enemy until its knocked unconscious.
The lesser earth elemental moves to the closest enemy, relying upon Tremorsense and Earth Glide to pinpoint and surprise enemies by moving through walls if needed. It continues to attacks the nearest enemy with Slam attacks until that target is knocked unconscious, then it moves onto the next nearest enemy and continues the onslaught. The earth elemental uses Overwhelming Stone as often as it can.
The lesser air elemental turns invisibile at the start combat and lurks on the periphery of the battle until the fire elemental and earth elemental are in melee. Once the enemy is engaged with the earth and fire elementals, the air elemental uses Grasp of Storms while invisible. Once it has a target grabbed, the air elemental will position itself adjacent to the fire and earth elementals to provoke their triggered actions while it continues to sustain the grab on its target as long as it can. It it loses a grab, the air elemental will resort to its invisibility and attempt Grasp of Storms over again.
[Prefight locations and initiative] Halfbloods start in area 3. -- Chetham starts at (17,3) with shield and hand axe in hand. Initiative 14 -- Syriss starts at (16,3) with shield and sword in hand. Initiative 7 Earth Wind and Fire start in area 4 -- Wind starts at (3,17). Initiative 24 -- Earth starts at (3,18). Initiative 19 -- Fire starts at (3,16). Initiative 13
[Round 1] Wind turns invisible, moves out, spots Chetham quickly and moves to (15,8) Earth moves to (9,11) Chetham moves to (12,8) and readies valiant strike when an opponent is in range. Fire moves to (8,9) and then charges Chetham, triggering valiant strike [23 vs AC14, hit; Dmg 1d8+4=12] [9 vs Reflex 15, miss] Syriss moves to (12,6) and attacks Fire with Acid Orb [15 vs Reflex 14, hit; Dmg 1d10+4=13]
Chetham 29/29 Syriss 28/28, Acid Orb used Wind 23/23 Earth 42/42 Fire 2/27, bloodied
[Round 2] Wind delays for Earth. Earth moves to (12,9) and slams Chetham [27! vs AC20, hit; Dmg 1d8+5=13] Wind moves to (12,7) and attacks with grasp of storms [16 vs Reflex 15, hit; Dmg 2d6+4=11] and Chetham is grabbed. Chetham starts, but takes 5 ongoing damage and passes out. Death save [1d20=12] Fire moves to (11,6) and then shifts to (12,5) and attacks [23 vs Reflex 13, hit; Ongoing 5 fire damage] Syriss takes 5 fire damage, uses a majestic word on Chetham [11hp healed], shifts to (13,5) and attacks Fire with Warsong Strike [18 vs AC14, hit; Dmg 1d8+4=9] and Fire falls. Save vs Fire [1d20=17, success]
Chetham 11/29, prone, grabbed, bloodied, 1 healing surge used Syriss 23/28, Acid Orb used, 1 majestic word used Wind 23/23 Earth 42/42 Fire -7/27
[Round 3] Earth attacks Chetham [11 vs AC20, miss] Wind attacks Chetham with Grasp of Storms slam [9+2 vs Reflex 15 AC20, miss] Chetham takes 5 ongoing damage, stands, attacks Earth with piercing smite [19 vs Reflex 12, hit; Dmg 2d8+4=12] and marks both Earth and Wind. Syriss uses majestic word on Chetham [11hp healed, shifts him to (11,9)], shifts to (12,6) and attacks with Shout of Triumph [6 vs Fort 12 (Wind), 8 vs Fort 15 (Earth), miss]
Chetham 17/29, 2 healing surges used, Piercing Smite used Syriss 23/28, Acid Orb used, 2 majestic word used, Shout of Triumph used Wind 23/23, marked by Chetham Earth 30/42, marked by Chetham Fire -7/27
[Round 4] Earth shifts to (11,10) and attacks Chetham [8! (automiss)] Wind shifts to (11,8) and attacks Chetham with grasp of storms [14 vs Reflex 15, miss] Wind shifts twice to (10,7,2) Chetham attacks Wind Earth with Valiant strike [20 vs AC15 17, hit; Dmg 1d8+4=7], however it triggers Earth's Overwhelming stone and Chetham is knocked prone. Syriss moves to (12,11) and attacks Wind Earth with warsong strike [9+2 vs AC17, miss]
Chetham 17/29, 2 healing surges used, Piercing Smite used Syriss 23/28, Acid Orb used, 2 majestic word used, Shout of Triumph used Wind 23/23, marked by Chetham Earth 23/42, marked by Chetham Fire -7/27
[Round 5] Earth attacks Chetham [21-2 vs AC20, miss <****; Dmg 1d8+5=6] No CA for the Earth elemental Wind attacks Chetham with grasp of storms [17 vs Reflex 15, hit; Dmg 2d6+4=10] Wind moves to (11,9,1) and attacks Chetham with grasp of storms [14 vs Reflex 15, miss] Chetham starts, but takes 5 ongoing damage and falls unconscious. Death save [1d20=2, black mark] Chetham attacks Wind with Valiant Strike [12 vs AC15, miss] Syriss shifts to (12,8) and uses heal on Chetham to use his second wind [Heal 10 vs DC10, success, 7hp healed] Syriss shifts to (12,10) and attacks Wind with Warsong Strike [14 vs AC15, miss]
Chetham 17/29, 2 healing surges used, Piercing Smite used Syriss 23/28, Acid Orb used, 2 majestic word used, Shout of Triumph used Wind 23/23 Earth 23/42 Fire -7/27
[Round 6] Earth attacks Chetham [21-2 vs AC20, miss, hit; Dmg 1d8+5=13] and Chetham is knocked unconscious again. Wind releases Chetham and attacks Syriss with grasp of storms [19 vs Reflex 13, hit; Dmg 2d6+4=6] Wind shifts upward. Chetham looks terrible [1d20=7, black mark] Chetham attacks Earth [23 vs AC17, hit; Dmg 1d8+4+2=14] Syriss takes 5 ongoing, but escapes the grasp [Athletics 16 vs Fort 12, success] and then attacks Earth with Warsong strike [28! vs AC15, hit; Dmg 1d8+4=12]
Chetham 17/29, 2 healing surges used, Piercing Smite used Syriss 23/28, Acid Orb used, 2 majestic word used, Shout of Triumph used Wind 23/23 Earth -3/42 Fire -7/27
[Round 7] Earth moves to (12,9) and attacks Syriss [11 vs AC17, miss] Wind shifts to (12,7) and attacks with Grasp of Storms [12 vs Reflex 13, miss] Wind shifts back down and attacks Chetham with Grasp of Storms [17 vs Reflex 15, hit; Dmg 2d6+4=10] Chetham dies [1d20=8, black mark, dead] Chetham takes 5 damage, declares a challenge, tries to escape [18 vs Fort 12, success] and attacks Wind with Holy Strike [26 vs AC15, hit; Dmg 1d8+4+2=12] Syriss attacks Wind with Warsong strike [27 vs AC15, hit; Dmg 1d8+4=6] and Wind dies. Earth knocks him prone.
Chetham 2/29, 2 healing surges used, Piercing Smite used Syriss 23/28, Acid Orb used, 2 majestic word used, Shout of Triumph used Wind 5/23, bloodied Earth -3/42 Fire -7/27
[Round 8] Earth attacks Syriss [27 vs AC17, hit; Dmg 1d8+5=10] Wind attacks Chetham with a slam [21 vs AC20, hit; Dmg 1d6+3=7], knocking Chetham out and then shifts upward. Chetham looks bad [1d20=2, black mark] Syriss stands and attacks Earth with Warsong Strike [12 vs AC17, miss] Syriss uses heal to revive Chetham [Heal 10 vs DC10, success; 7hp healed]
Chetham 7/29, bloodied (1 black mark), prone, 3 healing surges used, Piercing Smite used, Second wind used Syriss 23/28, Acid Orb used, 2 majestic word used, Shout of Triumph used Wind 5/23, bloodied Earth -3/42 Fire -7/27
[Round 9] Earth attacks Syriss [27! vs AC17, hit; Dmg 1d8+5=13] and Syriss is done for. Wind shifts down and attacks Chetham with grasp of storms [19 vs Reflex 15, hit; Dmg 2d6+4=6] Chetham starts, but takes 5 ongoing damage and passes out again. Chetham looks terrible [1d20=7, black mark] Syriss attacks Wind with Warsong strike [12 vs AC15, miss]
Chetham -4/29, dying (2 black marks), prone, 3 healing surges used, Piercing Smite used, Second wind used Syriss 23/28, Acid Orb used, 2 majestic word used, Shout of Triumph used Wind 5/23, bloodied Earth -3/42 Fire -7/27
[Round 10] Wind releases Chetham, attacks Syriss with a slam [9 vs AC17, miss] and shifts away. Chetham dies [1d20=8, black mark, dead] Syriss shifts his sword to his off hand, draws and throws a javelin [8 vs AC15, miss] and then holds the sword in his main hand again.
[Round 11] Wind shifts down and attacks with grasp of storms [12 vs Reflex 13, miss] Syriss attacks with warsong strike [17 vs AC15, hit; Dmg 1d8+4=6] and Wind perishes.
Halfbloods with a Full Heart win and gain 2VPs. -- Chetham used 3 healing surges -- Syriss used nothing.
Rough fight when the monsters get multiple crits. I do think you should have a more precise plan for action points and I'd personally feel better with explicit points on when to use dailies (as a pitlord I prefer the player to say, definitively, YES use a daily HERE). Still - close fight.
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