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Sticky: Battles of Gladius
3 years ago  ::  May 28, 2010 - 9:02AM #111
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Qhordryn del Khessin

Qhordryn's tactics Show

Hi TA-

Thanks for pitlording.

I feel like there are too many options and none seems clearly the best, and my run of tactical errors w/ Q is going to continue. Let's hope not.

All spells from memory unless otherwise specified.  Share w/ familiar whenever possible.  Familiar actively trying to locate him each round.

Rd 1: Mage armor - move towards center

Rd 2: Shield - move towards center

Rd 3: Invis (sorry - with his hide/MS, and invis, in the forest... sorry)

Rd 4: PfE from scroll, draw scroll of summon swarm

Single move out half speed for “silence” (I use the term loosely), until he’s seen.  Then close and color spray him (note DC 19).  Recall w/ PoP if he saves and recast.
--Once he’s color-sprayed, cast summon swarm from scroll – summon the bats, and keep distance, concentration – use PfE to make sure the swarm stays on him; if the swarm is eating me, stop concentration.

If this fails, use shocking grasp delivered by familiar x2 recall w/ PoP as many as possible and then shocking grasp from scrolls, note his metal armor.  Finish with wand of MM.  All expendables are available.

Thanks, and good luck.



Saevherne

Saevherne's tactics Show

Buff:

Designate Qhordryn as my opponent for Dodge feat.

I start as close to the middle of the arena as possible.

Resistance on myself.

Movement

The familiar goes looking for an enemy in the opposite direction than me. Look out for the enemy (Spot or Listen).

Combat

Rapid Shoot. Repeat. Melee only in the close quarters. No grappling.

Contingency

True strike on myself as soon as Qhordryn is in 110 ft. range.

Notes

If he's invisible, try to actively listen where he is. And rapid shoot.

If he's spellcasting, interrupt (rapid shooting at him).

Ignore his familliar.

If he's levitating, spike him with arrows (rapid shoot).

And oh, Q is Saevherne's favored enemy!

Zi




The Fight Show

[Prefight Locations and Initiative]
Qhordryn starts in area 4 at (4,4) with nothing in hand. Initiative 8
Saevherne starts in area 2 at (59,59) with bow in hand. Initiative 12

[Round 1-3]
Saevherne moves out looking for something to destroy (48,60) -> (40,53) -> (38,50) [Balance 14 vs DC15]
Familiar flies to (57,37) -> (58,13) -> (43,6), not spying Q in area 3.
Qhordryn buffs with Mage Armor, Shield and Invisibility from memory and draws a scroll of Protection from Evil (CL2).

[Round 4]
Saevherne tries to cross the stones again [Balance 7 vs DC15] but falls into the water. He wades through to (35,50)
Familiar flies to (20,3)
Qhordryn reads protection from evil from the scroll [Listen -11 vs DC0] and draws a scroll of Summon Swarm.

[Round 5]
Saevherne wades the rest of the way across and moves to (26,48)
Familiar flies to (3,3) (while flying he catches a scent and swings around until he bases Q). Saevherne gets an empathic feeling of satisfaction, but doesn't know where his faithful hawk is until he hears a distinctive sqwak from the region of area 4.
Qhordryn curses quietly at being somewhat discovered and moves to (4,10) [MS 15 vs Listen 18]

[Round 6]
Saevherne moves to (20,47)
Familiar hears Qhordryn move north and combined with scent is able to pinpoint Qhordryn again (3,9)
Qhordryn moves to (5,16)

[Round 7]
Saevherne moves to (15,38)
Familiar moves to (4,15)
Qhordryn moves to (8,21)

Map Show

x.jpg


[Round 8]
Saevherne balances across the rocks [Balance 24 vs DC15, success] and moves to (17,31)
Familiar follows Qhordryn to (7,20)
Qhordryn moves to (14,22)

[Round 9]
Saevherne moves to (12,23)
Familiar flies overhead of Qhordryn (14,22,1) and Saevherne gets a wicked smile on his face.
Qhordryn takes a 5ft step to (15,22) and casts Color Spray [Will 10,3 vs DC19, fail; Blinded and stunned for 1d4=4 rounds]

Saevherne (12,23) 23/23, Blind (ends 13), Stunned (ends 14)
-- Familiar (14,22) 11/11, Blind (ends 13), Stunned (ends 14)
Qhordryn (15,22) 15/15, Mage Armor (ends <4 hours), Shield (ends 42), Invisibility (ended), Protection from Evil (ends 24)

[Round 10]
Saevherne is blind and stunned.
Familiar is blind and stunned
Qhordryn begins casting from the scroll.

[Round 11]
Saevherne and Familiar are blind and stunned.
Qhordryn finishes reading and the swarm surrounds Saevherne [1d6=2] and Saevherne begins bleeding.
Qhordryn maintains concentration and moves to (20,23)

Saevherne (12,23) 21/23, bleeding, Blind (ends 13), Stunned (ends 14)
-- Familiar (14,22) 11/11, Blind (ends 13), Stunned (ends 14)
Qhordryn (20,23) 15/15, Mage Armor (ends <4 hours), Shield (ends 42), Invisibility (ended), Protection from Evil (ends 24)

[Round 12]
Saevherne and Familiar are blind and stunned.
[Swarm damage 1d6=1] [Saevherne bleeds]
Qhordryn maintains concentration.

Saevherne (12,23) 19/23, bleeding, Blind (ends 13), Stunned (ends 14)
-- Familiar (14,22) 11/11, Blind (ends 13), Stunned (ends 14)
Qhordryn (20,23) 15/15, Mage Armor (ends <4 hours), Shield (ends 42), Invisibility (ended), Protection from Evil (ends 24)

[Round 13]
Saevherne and Familiar are blind and stunned.
[Swarm damage 1d6=3] [Savherne bleeds but is no longer blind; familiar is no longer blind]
Qhordryn maintains concentration

Saevherne (12,23) 15/23, bleeding, Blind (ended), Stunned (ends 14)
-- Familiar (14,22) 11/11, Blind (ended), Stunned (ends 14)
Qhordryn (20,23) 15/15, Mage Armor (ends <4 hours), Shield (ends 42), Invisibility (ended), Protection from Evil (ends 24)

[Round 14]
Saevherne and Familiar are stunned.
[Swarm damage 1d6=6] [Saevherne bleeds but is no longer stunned; familiar is no longer stunned]
Qhordryn maintains concentration.

Saevherne (12,23) 8/23, bleeding, Stunned (ended)
-- Familiar (14,22) 11/11, Stunned (ended)
Qhordryn (20,23) 15/15, Mage Armor (ends <4 hours), Shield (ends 42), Invisibility (ended), Protection from Evil (ends 24)

[Round 15]
[Distraction 10 vs DC11, fail]
Saevherne is nauseated. He picks up his bow.
[Swarm damage 1d6=4] [Saevherne bleeds]
Qhordryn maintains concentration.

Saevherne (12,23) 3/23, bleeding, Nauseated (ends 16)
-- Familiar (14,22) 11/11
Qhordryn (20,23) 15/15, Mage Armor (ends <4 hours), Shield (ends 42), Invisibility (ended), Protection from Evil (ends 24)

[Round 16]
[Distraction 12 vs DC11, success]
Saevherne knows he's on his last leg, so he fires two arrows at Qhordryn despite the swarm [20,18 vs AC10+4+4+4, 2 misses] but misses twice.
[Swarm damage 1d6=6] and Saevherne falls.




Fight Result and Summary Show

Qhordryn del Khessin wins and gains 1200xp/1200gp.
Time Between Fight: 5 hours
Prebuffs/Ongoing Effects: Mage Armor (ends <4 hours)
Items Used: Scroll of Protection from Evil (CL2), Scroll of Summon Swarm (CL3)
Spells or Powerpoints Used: 5SLs (Mage Armor, Shield, Invisibility, Color Spray)
x/day Abilities Used: none
Free Activity: Craft: Painting 107.5 gp

Saevherne loses and gains 400xp/400gp.
Time Between Fight: 5 hours
Prebuffs/Ongoing Effects: none
Items Used: 1 arrow (2 misses, 1 recovered)
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: Guarding


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3 years ago  ::  May 28, 2010 - 11:34AM #112
Eluria
Date Joined: Jan 20, 2007
Posts: 3,166
Ani Reborn
Ani's Tactics Show

Designate Thanio as my opponent for Dodge feat.
I start as close to the middle of the arena as possible.
Force screen and precognition on myself.

Movement
move towards the center; try to locate him using Listen or Spot if I don’t see him.

Combat
Shoot as soon as I see him. Repeat as long as he is too far for me to conveniently attack (farther than x2 move).
When he’s closer, keep to melee fighting. Follow him if he tries to gain distance.

Contingency
None.

 Notes
Psionic Weapon on first melee attack.
Try to get to him as fast as possible, I don't fancy being spiked by arrows.


Thanio Deerfriend

Thanio's Tactics Show

Please note that due to my jump modifier being higher than his, he does not get outmaneuver.

I will begin at 28,55 or equivalent.  First round, drink a potion of mage armor.  Second round, tap a tattoo of chameleon.  If he sees me before that's done, try to use my move action to rehide.  Third round and onward, wait until I see him, then snipe.  If seen, move to rehide (to the middle if needed) while shooting, then go back to sniping.  If he's within 30' at the time I can shoot him, then don't shoot, instead move to rehide.

Don't try to hurry things; time is on my side, as if his force screen runs out (as well as any replacements) this'll be much easier.


The Fight Show

Rd 0: Ani acts first, starts in box 4 (8,32); Thanio acts second starts in box 2 (55,35)

Rd 1:
Ani manifests force screen
Thanio drinks potion of mage armor

Ani: 27/27 1/2 PP AC 17+4, Force Screen (ends 21)
Thanio: 17/17 AC 16+4, MA (long)

Rd 2:
Ani manifests precognition defense, moves towards center
Thanio taps tattoo of chameleon

Ani: 27/27 1/2 PP AC 17+4+1, Force Screen (ends 21), Precog (ends 22)
Thanio: 17/17 AC 16+4, MA (long), chameleon (ends 12)

Rd 3:
Ani: moves
Thanio: waits to spot

Rd 4:
Ani: moves around central pillars (randomly: CCW) – spot +3 vs. hide +21 – doesn’t see Thanio
Thanio: snipes +8 vs FF AC 14+4 +4 cover– hit (5 damage); rehide +21-20 vs spot +3: fails (Ani sees Thanio)
x.jpg

Ani: 22/27 1/2 PP AC 17+4+1, Force Screen (ends 21), Precog (ends 22)
Thanio: 17/17 AC 16+4, MA (long), chameleon (ends 12)

The rest is inaccurate due to movement errors on pitlord part Show
Rd 5:
Ani: (Thanio is farther than x2 move) – moves and shoots (+5 vs AC 20+4 cover) – miss
Thanio: moves around obstacle to hide (can’t reach any other cover/concealment this round, positions to hide and to get to more cover next round if needed): 32 vs spot 21, hides (Ani knows vaguely where Thanio is)

x.jpg

Rd 6:
Ani: moves, trying to find Thanio (spot after 1 move: fails); continues moving when doesn’t see Thanio – rounds the corner and spots Thanio!
Thanio: preferring to hide, moves towards cover
x.jpg

Rd 7:
Ani: moves, and at end of single move denies Thanio cover: shoots – miss
Thanio: continues trying to get to the middle – would be unable this round; positions to hide a bit and set up for a sprint to the middle next round

x.jpg

Rd 8:
Ani: moves, trying to find Thanio (spot after 1 move: fails); continues moving – denies cover, bases Thanio
Thanio: double moves (withdraws) to the central area, finally reaching his destination

x.jpg

Rd 9:
Ani: (knowing where Thanio ran to) tries to cut across and spot the sneak in the central shadows – moves, breaking cover, spots Thanio – shoots – hit (10 dmg)
Thanio: breaks LoS into the central area and tries to position himself to be within range of numerous shadows and barriers

Ani: 22/27 1/2 PP AC 17+4+1, Force Screen (ends 21), Precog (ends 22)
Thanio: 7/17 AC 16+4, MA (long), chameleon (ends 12)

x.jpg



Rd 10:
Ani: (starts dodging – forgot, but makes no difference to this point) moves, trying to find Thanio (spot after 1 move: fails); continues moving – denies cover, bases Thanio
Thanio: withdraws/breaks LoS/rehides

Ani: 22/27 1/2 PP AC 17+4+1+1, Force Screen (ends 21), Precog (ends 22), Dodge
Thanio: 7/17 AC 16+4, MA (long), chameleon (ends 12)
x.jpg

Rd 11:
Ani: moves to where lost sight of Thanio, fails to spot Thanio pressed against the pillars, then randomly guesses which way to go (West vs South: West), keeps moving – spots/bases Thanio again
Thanio: (tactics say willing to prolong things in effort to have force screen run out, but it is clear with similar movements and limited places to hide that Ani has a good chance of continuing to find/spot/stumble across Thanio – Thanio has been avoiding combat since round 4; delay penalty will kick in after Thanio’s turn in round 14) – continues trying to play cat and mouse, withdrawing to break LoS and attempt to hide again.
x.jpg

Rd 12:
Ani: moves, fails to spot Thanio, decides to circle the pillars on the outside; rounds the pillar and spots Thanio – moves to close
Thanio: continues trying to hide and evade (chameleon: ends)

Ani: 22/27 1/2 PP AC 17+4+1+1, Force Screen (ends 21), Precog (ends 22), Dodge
Thanio: 7/17 AC 16+4, MA (long)

x.jpg
Rd 13:
Ani: rubs his sore feet, sighs, and continues the chase – after 30’ of movement doesn’t spot; spots Thanio after 35’ of movement, moves to close, bases Thanio
Thanio: continues trying to hide and evade; Ani does not spot Thanio in the shadows of the pillars

x.jpg

Rd 14:
Ani: starts moving out, peering at the ground for clues, shrugs, and moves east counterclockwise around the pillars – fails to see Thanio after 25’ movement, continues circling the central structure without spotting Thanio
Thanio: waits for a shot

x.jpg

Rd 15:
Ani: circles the entire central structure without spotting Thanio
Thanio: snipes vs FF AC 14+4+4 Cover – hit (11 dmg); rehide? Tie: goes to one with higher modifier (Thanio)

Ani: 11/27 1/2 PP AC 17+4+1+1, Force Screen (ends 21), Precog (ends 22), Dodge
Thanio: 7/17 AC 16+4, MA (long)

x.jpg

Rd 16:
Ani: still doesn’t see Thanio, but last circled the inside and decides to try the outer-ring – after 20’ movement, denies Thanio cover, closes the rest of the way and attacks (expends focus: psionic weapon) – hits for 14 damage, defeating Thanio!
 
x.jpg



Editted Fight with Correct Movement: READ THIS Show

Round 5
Ani: (Thanio is farther than x2 move) – moves and shoots (+5 vs AC 20+4  cover) – miss
Thanio: moves farther, into new cover

x.jpg

Rd 6 (under roller as round 46; next round will be under 47, etc): Ani double moves, fails to spot Thanio
Thanio: snipes (distance 45’)  - hits (10 dmg) {pitlord note: should have used previously rolled last attack for Thanio – was performed in original Rd 15, was a hit for 11 – will use this as the next Thanio snipe, and it does not change anything {in new round 9}; Ani spots the re-hide attempt (hide +21 – 20 snipe vs spot +3: 11 vs 21 – spotted!)

Ani: 12/27 1/2 PP AC 17+4+1, Force Screen (ends 21), Precog (ends 22)
Thanio: 17/17 AC 16+4, MA (long), chameleon (ends 102)

x.jpg

Rd 7
Ani: moves (no way to move/shoot and obtain cover and be closing the distance) and shoots vs AC 20+4 cover: miss
Thanio: withdraws to the center

x.jpg

Rd 8:
Ani: heads after him (using previously rolled hide/spot rolls {rd 8}: fails to see him)
Thanio: could snipe, but Ani within 30’ – moves to be well hidden, trying to set up snipe

x.jpg

Rd 9:
Ani: (based on previously rolled decision: West vs. South – heads west) – 35’ movement has chance to spot (using previously rolled check {rd 10} fails) – continues
Thanio: snipes (distance > 30’) – {as noted in Rd 6, using previously rolled attack roll – in old round 15 – hit, 11 damage}; rehide 7 vs 7, tie to higher mod, successfully rehides

Ani: 1/27 1/2 PP AC 17+4+1, Force Screen (ends 21), Precog (ends 22)
Thanio: 17/17 AC 16+4, MA (long), chameleon (ends 102)

x.jpg

Rd 10:
Ani: Charges {using previously rolled attack/charge/psionic weapon – critical threat not confirmed – 14 damage}
Thanio: withdraws

Ani: 1/27 1/2 PP AC 17+4+1, Force Screen (ends 21), Precog (ends 22)
Thanio: 3/17 AC 16+4, MA (long), chameleon (ends 102)

x.jpg

Rd 11:
Ani: {using previously rolled decision – stays inside the pillars to search for Thanio} – does he see Thanio? {next previously rolled spot check was in rd 11: fail} – continues looking
Thanio: content to wait, readies an action to fire on Ani if he appears and is >30’ away
x.jpg

Rd 12:
Ani: searches
Thanio: readies

x.jpg

Rd 13:
Ani: searches (partway through move would get a spot check – using last previously rolled check {rd 12}: fails) – triggers Thanio’s ready – Thanio shoots – hits for 9, downs Ani
x.jpg



Rewards/Comments Show

Ani loses and  gains 300xp/300gp.
Time Between  Fights:  5h
Prebuffs/Ongoing Effects: none
Items Used: 2 arrows
Spells or  Powerpoints Used: 2pp
Abilities Used: none
Free Activity: guard

Thanio wins and gains 900xp/900gp.
Time Between Fights: 5h
Prebuffs/Ongoing  Effects: none
Items Used: 1 potion MA, 1 tattoo chameleon, 4 arrows
Spells or  Powerpoints Used: none
Abilities Used: none
Free Activity: guard




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3 years ago  ::  May 30, 2010 - 10:03PM #113
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,762

The Bully

The Bully's tactics Show


Start off at the default of the starting area with greatsword in hand. Move out and ready to attack anything in range or - if something happens to be in range - charge in.

I don't care which is the first target, but concentrate on one at a time. If I am done to 10hp or less, rage and keep attacking.

If grappled for some reason, break the grapple before continuing to attack.



Monsters: 3 lizardfolk



lizardfolks’ equipment and tactics Show


Equipment: MW club, heavy darkwood shield, 20 javelins, elixir of hiding, potions of mage armor and resistance


Tactics: start with shield and potion in hand, use mage armor, resistance, move out and draw javelins. Use javelins+shield (moving away only if he's not shooting as well as moving) until the turn before he'll engage (assume he'll charge if possible), at which point remove shield (don't draw a new javelin) and then when he comes use full attack (claws+bite) until one or the other is downed.  Try to flank if feasible.  Try to get together, with lizardman 1 and anyone with him moving clockwise and anyone else moving counterclockwise; once one engages him melee the others will join in melee.




The Fight Show


 


Rolls are here.


 


[Prefight locations and Initiative]
Lizardfolk 3 starts in area 3 with shield and potion in hand. Initiative 20.


Lizardfolk 1 starts in area 4 with shield and potion in hand. Initiative 19.
Lizardfolk 2 starts in area 3 with shield and potion in hand. Initiative 15.


The Bully starts in area 1 with greatsword in hand. Initiative 13.


Lizardfolk 3: (32,5) 11/11 HP, 17 AC


Lizardfolk 1: (5,32) 11/11 HP, 17 AC


Lizardfolk 2: (31,5) 11/11 HP, 17 AC


The Bully: (31,58) 23/23 HP, 16 AC


 coco.php;v=1;map=arena;a=Name,M,31,58,The Bully;b=Name,M,5,32,Lizardfolk 1;c=Name,M,31,5,1,17,Lizardfolk 2;d=Name,M,32,5,Lizardfolk 3 

[Round 1]


Lizardfolk 3 drinks mage armor and draws resistance


Lizardfolk 1 drinks mage armor and draws resistance
Lizardfolk 2 drinks mage armor and draws resistance


The Bully moves out to 45,47.  He is seen on the way by Lizardfolk 1.


Lizardfolk 3: (32,5) 11/11 HP, 21 AC


Lizardfolk 1: (5,32) 11/11 HP, 21 AC


Lizardfolk 2: (31,5) 11/11 HP, 21 AC


The Bully: (45,47) 23/23 HP, 16 AC


 coco.php;v=1;map=arena;a=Name,M,31,58,45,47,The Bully;b=Name,M,5,32,Lizardfolk 1;c=Name,M,31,5,1,17,Lizardfolk 2;d=Name,M,32,5,Lizardfolk 3


 


[Round 2]


Lizardfolk 3 drinks resistance and moves out to 37,7 while drawing a javelin.  He and The Bully see each other nice and clear.


Lizardfolk 1 drinks resistance and moves out to 10,34 while drawing a javelin.  Lizardfolk 2 sees him.  The Bully hears and knows him to be within 20’ of 8,37.  Lizardfolk 3 also hears and knows him to be within 20’ of 11,33. 
Lizardfolk 2 drinks resistance and, drawing a javelin, moves out to 29,10, where he is clearly seen by Lizardfolk 1 and by the Bully, and sees them both.


The Bully double moves to 41,29.


Lizardfolk 3: (37,7) 11/11 HP, 21 AC


Lizardfolk 1: (10,34) 11/11 HP, 21 AC


Lizardfolk 2: (29,10) 11/11 HP, 21 AC


The Bully: (41,29) 23/23 HP, 16 AC


coco.php;v=1;map=arena;a=Name,M,45,47,41,29,The Bully;b=Name,M,5,32,10,34,Lizardfolk 1;c=Name,M,31,5,29,10,Lizardfolk 2;d=Name,M,32,5,37,7,Lizardfolk 3 


  


[Round 3]


Lizardfolk 3 throws a javelin at The Bully, but the half-giant easily dodges the missile.  Lizardfolk 3 then moves to 31,7 while drawing a new javelin.


Lizardfolk 1 double moves to 17,25
Lizardfolk 2 throws his javelin at The Bully, but it doesn’t even come near him.  He then moves to 30,8.


The Bully double moves to 30,14.  He sees lizardfolk 1, but the converse does not occur.


Lizardfolk 3: (31,7) 11/11 HP, 21 AC


Lizardfolk 1: (17,25) 11/11 HP, 21 AC


Lizardfolk 2: (30,8) 11/11 HP, 21 AC


The Bully: (30,14) 23/23 HP, 16 AC


 coco.php;v=1;map=arena;a=Name,M,41,29,30,14,The Bully;b=Name,M,10,34,17,25,Lizardfolk 1;c=Name,M,29,10,30,8,Lizardfolk 2;d=Name,M,37,7,31,7,Lizardfolk 3 


[Round 4]


Lizardfolk 3 looses his shield and throws his javelin at The Bully, but it goes wide.


Lizardfolk 1 double moves to 25,17.  On the way he sees The Bully, so he looses his shield.
Lizardfolk 2 moves to 28,11 while loosing his shield, then throws his javelin at The Bully; it hits for 5 damage.


The Bully moves to 26,16 and whacks Lizardfolk 1.  The lizardfolk raises his shield to protect himself, realizes too late that he just loosened it in order to better claw at The Bully, and is out for the fight.


Lizardfolk 3: (31,7) 11/11 HP, 19 AC


Lizardfolk 1: (25,17) -3/11 HP, 19 AC


Lizardfolk 2: (28,11) 11/11 HP, 19 AC


The Bully: (26,16) 18/23 HP, 16 AC


 coco.php;v=1;map=arena;a=Name,M,30,14,26,16,The Bully;b=Name,M,17,25,25,17,Lizardfolk 1;c=Name,M,30,8,28,11,Lizardfolk 2;d=Name,M,31,7,Lizardfolk 3


 [Round 5]

Lizardfolk 3 moves up to 29,11 while drawing a javelin, and throws it at The Bully.  It goes wide, bounces off the nearby rock, bounces off the body of the downed lizardfolk, and somehow still has enough momentum to hit The Bully in the back of the head for 13 damage.  Some gamblers make a lot of money.
Lizardfolk 2 draws a javelin and throws it as well, but it lands next to the half-giant.


The Bully, enraged at the lizardfolk’s freak luck, moves to 27,12 and whacks Lizardfolk 2 with all his strength.  The lizardfolk essentially explodes from the blow.


Lizardfolk 3: (29,11) 11/11 HP, 19 AC


Lizardfolk 1: (25,17) -3/11 HP, 19 AC


Lizardfolk 2: (28,11) -15/11 HP, 19 AC


The Bully: (27,12) 9/27 HP, 14 AC


coco.php;v=1;map=arena;a=Name,M,26,16,27,12,The Bully;b=Name,M,25,17,Lizardfolk 1;c=Name,M,28,11,Lizardfolk 2;d=Name,M,31,7,29,11,Lizardfolk 3 


 [Round 6]

Lizardfolk 3 steps over to 28,11 and goes full-out against The Bully.  He strikes with both claws against the half-giant’s heart; while his armor turns the worst of one of the blows, they still do 10 damage.  The half-giant falls.


Lizardfolk 3: (29,11) 11/11 HP, 19 AC


Lizardfolk 1: (25,17) -3/11 HP, 19 AC


Lizardfolk 2: (28,11) -15/11 HP, 19 AC


The Bully: (27,12) -1/27 HP, 14 AC


 coco.php;v=1;map=arena;a=Name,M,27,12,The Bully;b=Name,M,25,17,Lizardfolk 1;c=Name,M,28,11,Lizardfolk 2;d=Name,M,29,11,28,12,Lizardfolk 3 




Fight Results and Summary Show


The Bully loses and gains 300xp/300gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: intimidate


 


That was a close one.


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3 years ago  ::  May 31, 2010 - 11:19AM #114
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,762

Arnaugh Mindclaw

Arnaugh Mindclaw's tactics Show


Well at least he doesn't have true strike. Not that it really helps me though...

Start off at the back center of my starting area with a potion of mage armor in hand and my wand in the other and Screech on my shoulder.

Drink the potion, manifest the defensive precognition SLA and move out. Ready to cast entangle on sight of Ghost.

Once the ready triggers, send Screech in to attack and activate the wand to throw sonic flames. Use my focus on the first throw for psionic shot.

Throw the flames until he's dead.

If he gets out of the entangle, cast it a second time - try to maximize the area that he'll need to cross in order to get out.

That's pretty much it. Try to stay under cover from his attacks when possible - but attacking is a higher priority.



Ghost

Ghost's tactics Show


Start in center of square/default, holding bow and powerstone of vigor. (note ongoing drow poison on initial arrow from F2).  Psicrystal starts all the way front center, hoping for LoS. 


 


Rd 1: Vigor from Powerstone, psicrystal moves out clockwise attempting active listen each round


 


If Arnaugh is located: attempt to get into 1 range increment, single move and shoot each time.  Once within 1 range increment, shoot poisoned arrow + psionic shot.  Kneel and keep rapid shotting after that. 


 


If he's not seen, move towards the middle, single moving and readying attacks to shoot on sight.  If sneak attack opportunity presents itself, take it.  Else, proceed as above.


 



Notes:
--EA if grappled
--Once use first psionic shot don't bother trying to regain focus as long as we are engaged... if for some reason there's a break in combat, and there's no way to attack him, then use actions for regaining focus...
--Once get to <10 hp (meaning vigor used up, and regular health down to 10), try to break LoS and re-buff Vigor from stone 1 more time, then continue engaging. If this happens, use the rebuffing vigor time of hiding to also re-psionic-focus, and in that case also drink potion of PfGood; then continue engaging.


 




The Fight Show


 


Rolls are here.


 


[Prefight locations and Initiative]
Arnaugh Mindclaw starts in area 1 with potion of mage armor and wand in hand. Initiative 13.
Ghost starts in area 4 with bow and powerstone of vigor in hand. Initiative 10.


Arnaugh Mindclaw: (31,62) 8/8 HP, 17 AC


Ghost: (4,32) 17/17 HP, 18 AC (13 touch)


Whisper: (8,32) 7/7 HP, 16 AC


 coco.php;v=1;map=arena;a=Name,M,31,62,Arnaugh Mindclaw;b=Name,M,4,32,Ghost;c=Name,D,8,32,Whisper


 
[Round 1]
Arnaugh Mindclaw drinks a potion of mage armor.
Ghost manifests vigor from a powerstone.


Whisper moves to 12,36 and listens.  Arnaugh hears and knows him to be within 20’ of 8,35.


Arnaugh Mindclaw: (31,62) 8/8 HP, 21 AC, mage armor ends 601


Ghost: (4,32) 27/17 HP, 18 AC (13 touch), vigor ends 21


Whisper: (12,36) 7/7 HP, 16 AC


 coco.php;v=1;map=arena;a=Name,M,31,62,Arnaugh Mindclaw;b=Name,M,4,32,Ghost;c=Name,D,8,32,12,36,Whisper 


[Round 2]
Arnaugh Mindclaw manifests defensive precognition and moves to 28,57.  Whisper hears and knows him to be within 15’ of 29,58.  EDIT: I realized that psicrystals only have telepathic senses within 40’ and no senses other than that, so it can’t hear him yet.
Ghost moves to 10,32 and readies to shoot on sight.


Whisper moves to 16,40 and listens, but is still too far away. 


Arnaugh Mindclaw: (29,58) 8/8 HP, 22 AC, mage armor ends 601, DP ends 12


Ghost: (10,32) 27/17 HP, 18 AC (13 touch), vigor ends 21


Whisper: (16,40) 7/7 HP, 16 AC


 coco.php;v=1;map=arena;a=Name,M,31,62,28,57,Arnaugh Mindclaw;b=Name,M,4,32,10,32,Ghost;c=Name,D,12,36,16,40,Whisper 


[Round 3]
Arnaugh Mindclaw moves out.  At 26,53 he sees Ghost and casts entangle, but Ghost evades the vines.  Ghost hears and knows him to be within 10’ of 26,55.


Screech launches off and flies over to 10,33.


Ghost double moves to 14,36 (prompting a futile swipe by Screech), where he sees Arnaugh.


Whisper moves to 20,44 and active listens, but is still too far away.


Arnaugh Mindclaw: (26,53) 8/8 HP, 22 AC, mage armor ends 601, DP ends 12


Screech: (10,33) 5/5 HP 18 AC


Ghost: (14,36) 27/17 HP, 18 AC (13 touch), vigor ends 21


Whisper: (20,44) 7/7 HP, 16 AC


coco.php;v=1;map=arena;a=Name,M,28,57,26,53,Arnaugh Mindclaw;b=Name,M,10,32,14,36,Ghost;c=Name,D,16,40,20,44,Whisper;d=Name,M,26,52,10,33,Screech;n=Entangle,11,32,8;los=14,36,26,53,2 


[Round 4]
Arnaugh Mindclaw draws his wand and uses it.  Ghost still evades the writhing vines.


Screech flies to 14,35 and attacks Ghost, hitting for 4 damage.


Ghost moves to 16,38 (catching Screech’s opportunistic blow on his armor) to get out of the area of entangle and shoots at Arnaugh with a poisoned arrow and psionic shot.  Arnaugh dodges the arrow, and Ghost kneels.


Whisper moves to 24,48 and sees Arnaugh.


Arnaugh Mindclaw: (26,53) 8/8 HP, 22 AC, mage armor ends 601, DP ends 12


Screech: (14,35) 5/5 HP 18 AC


Ghost: (16,38) 23/17 HP, 16 melee AC (15 ranged touch), vigor ends 21


Whisper: (24,48) 7/7 HP, 16 AC


coco.php;v=1;map=arena;a=Name,M,26,53,Arnaugh Mindclaw;b=Name,M,14,36,16,38,Ghost;c=Name,D,20,44,24,48,Whisper;d=Name,M,10,33,11,31,13,32,14,35,Screech;n=Entangle,11,32,8


 


[Round 5]
Arnaugh Mindclaw casts entangle again.  This time, the vines are able to catch Ghost.


Screech flies to 16,37 and attacks Ghost again, hitting for 1 damage.


Ghost lets off 2 shots against Arnaugh (catching Screech’s attack on his buckler), but between the lack of time to aim and the vines, one goes wide and the other is easily dodged.


Arnaugh Mindclaw: (26,53) 8/8 HP, 22 AC, mage armor ends 601, DP ends 12


Screech: (16,37) 5/5 HP 18 AC


Ghost: (16,38) 22/17 HP, 14 melee AC, (13 ranged touch), vigor ends 21


Whisper: (24,48) 7/7 HP, 16 AC


 


coco.php;v=1;map=arena;a=Name,M,26,53,Arnaugh Mindclaw;b=Name,M,16,38,Ghost;c=Name,D,24,48,Whisper;d=Name,M,14,35,16,37,Screech;n=Entangle,11,32,8;o=Entangle,17,38,8


 


[Round 6]
Arnaugh Mindclaw lets off another flame.  This one hits for 4 damage.


Screech swipes at Ghost for 4 damage before circling around to end up back where he started.


Ghost lets off 2 shots against Arnaugh (taking a hit from Screech for 2 damage).  The first is easily dodged, but the second hits for 2 damage.


Arnaugh Mindclaw: (26,53) 6/8 HP, 22 AC, mage armor ends 601, DP ends 12


Screech: (16,37) 5/5 HP 18 AC


Ghost: (16,38) 12/17 HP, 14 melee AC, (13 ranged touch), vigor ends 21


Whisper: (24,48) 7/7 HP, 16 AC


 


[Round 7]
Arnaugh Mindclaw lets off another flame.  This one hits for 7 damage.

Screech swipes at Ghost for 1 damage before circling around to end up back where he started.

Ghost shoots twice at Arnaugh (catching Screech's strike on his armor), hitting once for 2 damage


Arnaugh Mindclaw: (26,53) 4/8 HP, 22 AC, mage armor ends 601, DP ends 12


Screech: (16,37) 5/5 HP 18 AC


Ghost: (16,38) 4/17 HP, 14 melee AC, (13 ranged touch), vigor ends 21


Whisper: (24,48) 7/7 HP, 16 AC


 [Round 7]
Arnaugh Mindclaw lets off another flame.  This one hits for 7 damage.


 


Arnaugh Mindclaw: (26,53) 4/8 HP, 22 AC, mage armor ends 601, DP ends 12


Screech: (16,37) 5/5 HP 18 AC


Ghost: (16,38) -3/17 HP, 14 melee AC, (13 ranged touch), vigor ends 21


Whisper: (24,48) 7/7 HP, 16 AC




Fight Results and Summary Show


Arnaugh Mindclaw wins and gains 900xp/900gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 charge wand of produce flame, potion of mage armor
Spells or Powerpoints Used: 2Xentangle (2 SL)
Abilities Used: defensive precognition
Free Activity: guard

Ghost loses and gains 300xp/300gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: powerstone of vigor, 5 arrows (7 shot, 2 hit, 2 recovered)
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: guard

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3 years ago  ::  May 31, 2010 - 11:28AM #115
Dr._Funk
Date Joined: Aug 18, 2005
Posts: 136
The Ant
Ant's tactics Show

Ant vs Xuan Sunai

Tough fight to be sure - but I've got the mind for this one. Really I do. Start off at the entrance that will lead me clockwise around the sewer with my dorje in hand.

Move out to the next grate going clockwise. Once I get there, announce my presence and ready to mind thrust on sight. The first mind thrust will be fully powered (3pps + 2 surge) for 5d10 with a Will DC of 19.

If she survives, follow up with additional 1pp Mind Thrusts that are surged (1pp + 2 surge) for 3d10 dmg and DC18.

If I am approached to the point that Xuan could get into melee, squeeze through the grate and continue attacking.

If I am caught in a grapple, do another full power Mind thrust and use my focus to succeed at concentration. Use additional 1pp surged thrusts if needed after that.

If I run out of PPs - time to use my dorje - use it for fire damage.

That should be good. Have fun running the fight.?


Xuan Suani
Xuan Suani's Tactics Show

Tch, the Ant. I'd much rather have fought a monster.

Synopsis: Conserve supplies.

Start: Rifle in hands, rear corner.

R1: Get an animal from the Bag of Rust (throw towards direction I'll be moving, clockwise around the arena), command it to Seek.

R2: Manifest Skate from memory, move out after the animal.

R3+: Let the animal go first and proc any triggered attacks, general goal is to charge grapple or flank grapple. If its not possible to attempt such, shoot and move towards getting such off.

If the animal dies and I'm not seriously (higher than 15 hp) hurt, get out another one and order it to attack.

If he's hiding behind a grate, move away and try to get him from another direction/lure him out of the grate. Throwing an animal to the side of the grate he is on would be a good idea, if this comes up.

If I'm low on HP just try to grapple.




FIGHT! Show


rolls done here
Xuan will go first starting in box 2 (32,32) with rifle in hand.
Ant starts in box 3 (30,2) with dorje in hand.

ROUND 1:
Xuan pulls a wolverine out of a bag, then follows (31,26)
   Wolverine moves to (28,17)
Ant moves out clockwise (18,4) and yells out o Xuan.

ROUND 2:
Xuans hears Ant and actives his skate and continues on. (28,18)
  The wolverine tries to squeeze through the bars, but is unable to move throught them.
Ant readys a mind thrust on sight.

ROUND3:
Xuan waits for the Wolverine to move through the bars.
  The wolverine fails to squeeze through the bars.
Ant still readies

ROUND 4:
Xuan sends the wolverine to move around, then follows. (21,20)
  The wolverine moves. (20,19)
Ant still reaides.

Round 5:
Xuan the wolverine to move around.
The wolverine moves. (20,14)
Xuan follows.(19,15)
Ant still readies.

ROUND 6:
The Wolverine continues moving and spots Ant, and bases him.(21,4)
  Ant's readied action goes off on the wolverine, and hits hard.
Xuan follows and also spots Ant, and is able to base him also.(20,5)
Ant seeing them both too close does a full power mind thrust on Xuan, and knocks out the elf.

Xuan -4/20 hp
  Wolverine 12/28 hp
Ant 16/16 hp


Fight Summary Show

Ant wins gaining 1200xp/gp
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: None
Spells or Powerpoints Used: 6pp
Abilities Used: none
Free Activity: Guard

Xuan Loses but gains 400xp/gp
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 use of BoR
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: Crafting: 40 Silver Bullets (86 gp), 40 Cold-Iron Bullets (12 gp), 5 Adamantine Bullets (300.75 gp)
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3 years ago  ::  Jun 02, 2010 - 8:56PM #116
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 3 June 2010


Rolls


Time Roll: 6 hours
Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up)


Characters on Campaigns: {Maximum: 15 Weeks; more with GM Permission}

  • None.

Characters on Quests & Missions:

  • None this week

Characters doing Full Activities:

  • Tzimosica (Eamane) Crafts a Scroll of Shield [CL 1] and Mage Armor [CL 2], Scroll of Spectral Hand [CL 3] x2, Scroll of Invisibility [CL 3] x2, 2 Crossbow Bolts, 3 Arrows, 20 Cold-Iron Arrows, 20 Silver Arrows [Week 1/1]

BATTLES OF GLADIUS
LEVEL 3 FIGHTS

  • Arnaugh Mindclaw (TelinArtho) vs. Thanio Deerfriend (Yitzi) : Dr. Funk {Arena}

LEVEL 4 FIGHTS

  • Xuan Sunai (Eamane) vs. Qhordryn del Khessin (Eluria) : TelinArtho {Sewer}
  • Grubber the Black (TelinArtho) vs. Saevherne (Zireael) : Quickslip {Sewer}
  • Felan Turok (TelinArtho) vs Daemonar (Quickslip) : Eluria {Arena}
  • The Bully (TelinArtho) vs. Genis Sage (Dr. Funk) : Yitzi {Sewer}

LEVEL 5 FIGHTS

  • Malyuk (Eluria) vs. The Ant (TelinArtho) : Yitzi {Temple}

LEVEL 10+ FIGHTS

  • none this week

Pairings done by TelinArtho.
Credits
Dr. Funk +1 (1 fight)
Eluria +1 (1 fight)
Quickslip +1 (1 fight)
TelinArtho +1 (1 fight)
Yitzi +2 (2 fights)

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3 years ago  ::  Jun 04, 2010 - 10:10AM #117
Quickslip
Date Joined: Jul 29, 2008
Posts: 877
Grubber the Black
Tactic Show
True strike really kills Grubber's AC here, but nothing I can do about that. Start off with crossbow and dose up a bolt with carrion crawler brain juice. Move out.

Once Saevherne is found, if I am able to take a move action to break LOS - cast Doom on him and then break LOS. If not - cast Blindness and move. If I cast doom, on the following round, cast blindness on him. If I cast blindness, follow up with doom. If doom didn't work - repeat it.

If he is successfully blinded, take a round to draw and activate the wand - stow it on the following round. After that, fire crossbow bolts at him - starting with the poisoned bolt for a touch attack. If he comes to melee with me and I've hit him with at least 5 bolts, try a death touch on him. Otherwise, keep firing (take 5ft steps as needed. If I am going to provoke an AoO anyway, move away before firing.

If he casts a spell - break LOS with him as far as possible - forego all other tactics for this. If I cannot break LOS, drop the crossbow, draw and read from a scroll of invisibility and take a 5ft step to conceal my exact position. Pick up the (now visible) crossbow after I know the true strike benefit has faded.

If I am grappled, try to escape.

That's all I've got - here's hoping I can manage to avoid the arrow of doom...


Saevherne
Tactic Show
Resistance on myself, true strike on myself. IMPORTANT!The familiar goes looking for an enemy in the opposite direction than me. Look out for the enemy (Spot or Listen). Rapid Shoot. Repeat. Melee only in the close quarters. No grappling.


The Fight Show
Grubber wins initiative and starts in box 3, Xbow and brain juice in hand.
Saevherne starts in box 2, bow in hand.

Round 1
Grubber curses as he gets a little of the poison on himself, but doesn't feel too bad, so moves out anyway.
Saevherne casts resistance on himself and moves out. His familiar goes off in the other direction, but it's position is irrelevant, so is not shown.
x.jpg
Grubber 10 Hp, Brain Juice(11)
Saevherne 23 Hp, Resistance(11)

Round 2
Grubber moves.
Saevherne moves.
x.jpg
Grubber 10 Hp, Brain Juice(11)
Saevherne 23 Hp, Resistance(11)

Round 3
Grubber moves.
Saevherne moves, spots Grubber, declares dodge, and casts True Strike
x.jpg
Grubber 10 Hp, Brain Juice(11)
Saevherne 23 Hp, Resistance(11), True Strike(4)

Round 4
Grubber hears the spell and runs away.
Saevherne moves, but can't quite get Grubber in his sights for true strike, so just moves some more
x.jpg
Grubber 10 Hp, Brain Juice(11)
Saevherne 23 Hp, Resistance(11), True Strike(4)

Round 5
Grubber casts Doom at Saevherne(who saves) then moves to break LOS.
Saevherne follows and shoots, but misses.
x.jpg
Grubber 10 Hp, Brain Juice(11)
Saevherne 23 Hp, Resistance(11), True Strike(4)

Round 6
Grubber casts Doom at Saevherne(who saves) then curses and moves.
Saevherne Rapid Shots, but misses both shots.
x.jpg
Grubber 10 Hp, Brain Juice(11)
Saevherne 23 Hp, Resistance(11), True Strike(4)

Round 7
Grubber casts Blindness at Saevherne, but it doesn't work either.
Saevherne Rapid Shots, but misses both shots.

Round 8
Grubber fires a poisoned bolt at Saevherne, but the bolt is off.
Saevherne Rapid Shots, but misses both shots.

(and so on. Grubber gets 1 attack/round, Saevherne gets 2, but hits only on a 20. Grubber makes a save on round 11)

Round 10
Grubber hits for 1 damage.

Grubber 10 Hp, Brain Juice(11)
Saevherne 22/23 Hp, Resistance(11), True Strike(4)

Round 11
Grubber saves vs. the poison.

Round 15
Saevherne hits for 8 damage.

Grubber 2/10 Hp, Brain Juice(11)
Saevherne 22/23 Hp, Resistance(11), True Strike(4)

Round 16
Grubber crits for 7 damage.

Grubber 2/10 Hp, Brain Juice(11)
Saevherne 15/23 Hp, Resistance(11), True Strike(4)

Round 21
Grubber crits for 8 damage.

Grubber 2/10 Hp, Brain Juice(11)
Saevherne 7/23 Hp, Resistance(11), True Strike(4)

Round 22
Saevherne hits(minimum damage kills)


Summary/Results/Comments Show
Saevherne wins and gains 1200xp/gp
Time Between Fights: 6 hrs
Prebuffs/Ongoing Effects: none
Items Used: 13 arrows
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: Guard

Grubber loses but gains 400xp/gp
Time Between Fights: 6 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 vial of carrion crawler brain juice, 6 bolts
Spells or Powerpoints Used: Doomx2
Abilities Used: Blindness/Deafness
Free Activity: Guard
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3 years ago  ::  Jun 04, 2010 - 6:25PM #118
Eluria
Date Joined: Jan 20, 2007
Posts: 3,166
Felan Turok

Felan's Tactics Show

ell, in the words of some doomed guy "I'm screwed"

Start off at the back center of my starting area with an arrow and a dose of drow poison. Poison up 2 arrows and draw the bow.

Ready to shoot on sight. If he falls asleep - great. If not, fire the second arrow. If that's still not enough and I'm not grappled yet, turn invisible, move away and then enlarge.

Once enlarged, if still not grappled, dose up my flail with drow poison and then move in and attack him with it in melee. If I am grappled thereafter, draw an arrow and use it as a dagger in the grapple.

Activate the buckler once we're engaged (it's an immediate action - so once we're close together).

That's about it - have fun running the fight.

Daemonar

Daemonar's Tactics Show

Ouch. Not good for Felan...I suppose he gers his bonus vs. orcs, but still.

Start in center square, anti-toxin in hand.

First round, drink the anti-toxin and move out. 2nd round activate the wargarb and move again. After, just double move in search so I can still deflect arrows on a good spot check. When he's found, charge if able; if not, just grapple. Use flurry of blows and grapple for damage.


The Fight Show

Rd 0: Daemonar acts first, starts in Box 4 holding antitoxin; Felan acts second, starts in box 3, with an arrow and poison

Rd 1:
Daemonar: drinks antitoxin and moves out – first centrally, then considers which way
Felan: poisons 1 arrow

x.jpg

Rd 2:
Daemonar: activates wargarb, moves again
Felan: poisons arrow 2, draws bow
x.jpg

Rd 3:
Daemonar: moves around more, spots Felan, closes (double moving so can still deflect arrows)
Felan: 5’ steps forward (for PBS +1/+1), shoots first poisoned arrow +6+1 (PBS)+1 (vs Orcs) – roll irrelevant, 1st arrow deflected (although Daemonar’s dex is 8, and he’s enlarged, monk grants deflect arrows even if prerequesites for feat not met) (note: activates buckler +5hp)

Daemonar: 29/29 AC 11 -1(dex)-1(size) Enlarged (ends 22), antitoxin (+5 fort vs poison, ends long)
Felan: 26+5/26 AC 20; 2 poisoned arrows

x.jpg

Rd 4:
Daemonar: charges for grapple (+9 +2 Charging -1 Size +1 Str) = 14 vs touch AC 13 – just grazes the Duergar; opposed grapple D +18 vs F +3; Daemonar Holds (unarmed damage 2d6+7 = 16), moves in.
Felan: (Small tactic interpretation – the note to enlarge happens after turning invisible, under “if I’m still not grappled yet;” since the plan for while grappling is to use arrow as dagger, and there’s little time left, it may be more true to tactics to just use the dagger; on the other hand, it’s Felan’s 3rd fight, so what’s he saving his SLAs for?  Additionally, drawing the next arrow (a light weapon) is a move action that requires a successful grapple check, which is unlikely to succeed if Felan is not enlarged.  Thus, Felan will enlarge now, planning to draw poisoned arrow and attack with it next round, hoping poison wins): uses SLA: enlarge person

Daemonar: 29/29 AC 11 -1(dex)-1(size) Enlarged (ends 22), antitoxin (+5 fort vs poison, ends long)
Felan: 10+5/26 AC 20-2; 1 poisoned arrows (1 shot), Enlarged (ends 64)
x.jpg
Rd 5:
Daemonar: grapples for damage: opposed grapple D+18 vs F +8= Daemonar stronger, deals 18; Felan unconscious.



Rewards/Comments Show

Daemonar wins gaining 1200xp/gp
Time Between Fights: 6 hrs
Prebuffs/Ongoing  Effects: none
Items Used: Wargarb x1, antitoxin
Spells or Powerpoints Used:
Abilities  Used: none
Free Activity: Guard

Felan Loses but gains 400xp/gp
Time  Between Fights: 6 hrs
Prebuffs/Ongoing Effects: none
Items Used: 2 drow poisons, 1 arrow
Spells or Powerpoints Used: none
Abilities Used: none
Free  Activity: Crafting: sculpture 96pg


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3 years ago  ::  Jun 05, 2010 - 2:00PM #119
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Qhordryn Del Khessin

Qhordryn's tactics Show

Hi TA-

Thanks for pitlording.

Start default position, sonar in front (always actively listening unless otherwise specified), holding scroll of mage armor

Rd 1: Mage Armor from scroll, draw Invis scroll

Rd 2: Mirror Image

Rd 3: Shield

Rd 4: Invis from scroll, move out at half speed

Rd 5: (If X isn't detected yet) Exp Retreat from memory

Continue moving out, half speed.  Once X is found, Color Spray, then scorching ray, then shocking grasps from memory then from scrolls (familiar as toucher).  If he's not dead, finish him w/ Wand of MM.

Ignore summons/bag of tricks.

Use any expendables.


Xuan Sunai

Xuan's tactics Show

Amazing! For the first time since I made her, Xuan gets to use her Scout package!

Prebuff: Manifest Skate, Drink potion of Protection from Evil.

Start: Rifle in hands, back corner of starting square.

R1: Get an animal from Bag of Tricks and command it to Seek, then move after it.

R2+: Let the animal go first, single-move and ready to fire on LOS. Use normal bullets.

Contact: Grapple if I get a chance, preferably off of a flank, charge or charging flank. If thats not possible, shoot and move towards setting that up next turn.

Notes: I didn't fully update Xuan's sheet; this is fight 2 of the 3fc, not the first one.

Not much I can do about a color spray, so hopefully I get a good will save and its quick to run either way.


The Fight Show

[Prefight Locations and Initiative]
Qhordryn starts in area 1 at (2,31) with a scroll of Mage Armor (CL1). Initiative 9
-- Sonar starts at (3,31) and will act on the same initiative.
Xuan starts in area 2 at (32,32) with her rifle and potion of protection from evil (CL1). Initiative 25.

Xuan successfully scouts and gets two prebuff rounds
[Round -1]
Xuan manifests Skate

[Round 0]
Xuan drinks the potion.

[Round 1]
Xuan pulls an animal from the bag of tricks [1d100=96, Black Bear] and commands it to seek.
Black bear moves to (29,21)
Qhordryn casts Mage armor from the scroll [Listen 1 (Xuan),-4 (bear) vs DC0] and draws a scroll of Invisibility (CL3)

[Round 2]
Xuan delays for the bear
Black bear moves to (20,20)
Xuan heard the casting faintly and moves to (30,21) and readies to fire on sight of Q.
Qhordryn casts mirror image [1d4+1=5 images] [Listen 4,-4 vs DC0]

[Round 3]
Black bear moves to (14,20)
Xuan moves to (21,20) and readies.
Qhordryn casts Shield from memory [Listen -3,5 vs DC0]

Map Show


[Round 4]
Black bear now has a target to go after moves to (6,21)
Xuan moves to (16,20) and readies.
Qhordryn casts Invisibility from the scroll and moves to (4,31) [Sonar moves to (5,31)]

[Round 5]
Black bear moves to (2,29) and catches a scent.
Xuan moves to (10,21) and readies.
Qhordryn casts expeditious retreat and moves to (10,31) [Sonar moves to (11,31)] [MS 18 vs Listen 16 (Xuan), 16 (Bear)]

[Round 6]
Black bear hears the casting without a problem and moves towards it. It catches a scent and keeps moving until it bases Q and pinpoints.
Xuan moves to (2,24) and readies.
Qhordryn moves to (12,21) [Sonar moves to (12,20)] [MS 6 vs Listen 4 (Xuan), 6 (Bear)]

Map Show


[Round 7]
Black bear moves to (12.22), basing Q again.
Xuan moves to (10,21), deciding that the bear probably has already gone around, and sees that the bear is nearby. She readies again.
Qhordryn takes a 5ft step to (12,20) and casts Color Spray to catch both Xuan and the bear [Will 20+2 (Xuan), 18 (bear) vs DC19; Duration 1d4=1]
Becoming visible, Q triggers Xuan's readied action [2 (Image), 13 vs AC10, hit; Image destroyed]

Qhordryn (12,20) 15/15, Mage Armor (ends 601), Mirror Image (4 images, ends 42), Shield (ends 43), Invisibility (ended), Expeditious Retreat (ends 45)
-- Sonar (12,20) 7/7, Mage Armor (shared), Mirror Image (4 images, shared), Shield (shared), Invisibility (ended), Expeditious Retreat (shared)
Xuan (10,21) 20/20, Skate (ends 9), Protection from Evil (ends 10)
-- Black Bear (12,22) 19/19, ends 101, Stunned (ends 9), Blind (ends 8)

[Round 8]
Black bear is blind and stunned.
Xuan moves to (11,21) and tries to start a grapple [4 (image); 11 vs AC10, hit; Image destroyed]
[Black bear is able to see]
Qhordryn casts defensively [Concentration 28 vs DC17, success] for scorching ray [16 vs AC15+2, miss]

Qhordryn (12,20) 15/15, Mage Armor (ends 601), Mirror Image (3 images, ends 42), Shield (ends 43), Expeditious Retreat (ends 45)
-- Sonar (12,20) 7/7, Mage Armor (shared), Mirror Image (3 images, shared), Shield (shared), Expeditious Retreat (shared)
Xuan (11,21) 20/20, Skate (ends 9), Protection from Evil (ends 10)
-- Black Bear (12,22) 19/19, ends 101, Stunned (ends 9), Blind (ended)

[Round 9]
Black bear is stunned
[Skate ends]
Xuan tries to start a grapple [4 (Image), 18 vs AC10, hit; Image destroyed]
[Black bear is able to move]
Qhordryn casts defensively [Concentration 27 vs DC17, success] for shocking grasp and designates Sonar as the toucher.
Sonar flies into Xuan's space and attacks [13+3 vs AC15+2, miss]

Qhordryn (12,20) 15/15, Mage Armor (ends 601), Mirror Image (2 images, ends 42), Shield (ends 43), Expeditious Retreat (ends 45)
-- Sonar (12,20) 7/7, Mage Armor (shared), Mirror Image (2 images, shared), Shield (shared), Expeditious Retreat (shared)
Xuan (11,21) 20/20, Skate (ended), Protection from Evil (ends 10)
-- Black Bear (12,22) 19/19, ends 101, Stunned (ended)

[Round 10]
Black bear takes a 5ft step and full attacks [1 (Q), 14 vs AC10+4+4, miss; 3 (Image) 15 vs AC10, hit; Image Destroyed; 1 (Q), 12 vs AC10+4+4, miss]
[Protection from evil ends]
Xuan tries to start a grapple [2 (Image), 17 vs AC10, hit; Image destroyed]
Qhordryn delays for Sonar.
Sonar tries to touch Xuan [13+3 vs AC15, hit; Dmg 4d6=16]
Qhordryn draws a scroll of shocking grasp (CL3) [AoO (bear) 19 vs AC18, hit; Dmg 1d4+4=6] and reads it, designating Sonar as the toucher.

Qhordryn (12,20) 9/15, Mage Armor (ends 601), Mirror Image (ended), Shield (ends 43), Expeditious Retreat (ends 45)
-- Sonar (12,20) 7/7, Mage Armor (shared), Mirror Image (ended), Shield (shared), Expeditious Retreat (shared)
Xuan (11,21) 4/20, Protection from Evil (ends 10)
-- Black Bear (12,22) 19/19, ends 101

[Round 11]
Black bear full attacks [11,22,7 vs AC10+4+4, hit; Dmg 1d4+4=7]
Xuan tries to start a grapple [7 vs AC10, miss]
Sonar tries to touch Xuan [17 vs AC15, hit; Dmg 3d6=9] and Xuan goes down.


Fight Result and Summary Show

Qhordryn del Khessin wins and gains 1200xp/1200gp
Time Between Fight: 6 hours
Prebuffs/Ongoing Effects: none
Items Used: Scroll of Invisibility (CL3), Scroll of Shocking Grasp (CL3)
Spells or Powerpoints Used: Mage Armor, Mirror Image, Shield, Expeditious Retreat, Color Spray, Shocking Grasp, Scorching Ray
x/day Abilities Used: none
Free Activity: Craft: Painting 107.5 gp

Xuan loses and gains 400xp/400gp
Time Between Fight: 6 hours
Prebuffs/Ongoing Effects: none
Items Used: 1 bullet (1 hit)
Spells or Powerpoints Used: 1pp (Skate)
x/day Abilities Used: 1 use of a rust bag of tricks
Free Activity: Craft: conspiracy theory +88gp

Note: After the fight it was pointed out that Q didn't need to draw a scroll - had a second shocking grasp memorized. Since it wouldn't change the result of the fight, I just edited the results of the fight. Thanks
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3 years ago  ::  Jun 06, 2010 - 8:43AM #120
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,762

Malyuk

Malyuk's tactics Show


Start in 6,29 or equivalent, holding bow and pre-poisoned arrow w/ drow poison.


 


Main tactic: grapple


 


Goal is: stay hidden so he can't hit me before I have a chance to do something to him. 


 


Rd 1: If he's seen, fire arrow immediately (poison), then move to break los / for cover.  If he's not seen, summon dretch diagonally across from my starting position as far as possible, instructions to seek Ant and charge then grapple Ant, announce (telepathy) if he's spotted


 


Rd 2: Single move out, ready action to stinking cloud when Ant spotted each round (exception: if summoned dretch has him grappled, just close and flurry/claw/bite, unless he escapes grapple, in which case, grapple with Malyuk instead as below)


 


After stinking cloud, close as rapidly as possible, grapple (flurry; note poison); if summoned dretch is around, have it flank/aid another.  Grapple for damage each round until dead.


 


Always grapple for subdual damage (to prevent re-vigoring for more HP)




The Ant

The Ant's tactics Show


Start at the default location with the dorje in hand. Manifest a fully surged Vigor (4pp + 2 surge for 30 temp hps). Next, move out to manifest a fully surged mind thrust or ready if Malyuk is not in range (40ft). Fully surged it is 6d10 with a Will DC of 19.

If he is staying at range, go down to the lower level and try to get close to him without going along the edge of the arena. Keep trying to get in range.

If he saves against the first one, keep trying. I have 5 attempts and average damage from just one is enough to take him down.

That's about all I can do. If I am caught in a grapple, blow my focus to succeed at concentration.

If I do somehow run out of PPs, use the dorje with sonic damage.




The Fight Show


 


Rolls are here.


 


[Prefight locations and Initiative]
Malyuk starts in area D with bow in hand. Initiative 9.
The Ant starts in area C with dorje in hand. Initiative 6.


Malyuk: (2,6) 26/26 HP, 22 AC


The Ant: (27,4) 20/20 HP, 23 AC (20 touch)


 


coco.php;v=1;map=temple;a=Name,S,2,6,Malyuk;b=Name,S,27,4,The Ant



[Round 1]
Malyuk begins summoning another dretch
The Ant manifests a 4+2 vigor.  Malyuk hears his normal movement, and knows him to be within 20’ of 30,7.


Malyuk: (2,6) 26/26 HP, 22 AC


The Ant: (27,4) 50/20 HP, 23 AC (20 touch), Euphoria ends 5


 


[Round 2]
Malyuk finishes the summoning, but nothing answers the call.  He then moves to 7,3 (he could move further, but would prefer the cover to hide) and readies to cast stinking cloud.  Through a stroke of luck, The Ant hears and knows him to be within 20’ of 6,5.
The Ant moves to 24,2, where he is seen by Malyuk.  Malyuk casts stinking cloud, but The Ant manages to keep his stomach under control.  He then readies to manifest mind thrust once Malyuk comes into range.


Malyuk: (7,3) 26/26 HP, 22 AC


The Ant: (24,2) 50/20 HP, 23 AC (20 touch), Euphoria ends 5


 


coco.php;v=1;map=temple;a=Name,S,6,6,7,3,Malyuk;b=Name,S,27,4,24,2,The Ant


 


[Round 3]
Malyuk double moves toward The Ant.  When he reaches 16,2, The Ant blasts his mind, killing him. 


Malyuk: (16,2) -16/26 HP, 22 AC


The Ant: (24,2) 50/20 HP, 23 AC (20 touch), Euphoria ends 7


 


coco.php;v=1;map=temple;a=Name,S,7,3,16,2,Malyuk;b=Name,S,24,2,The Ant


 




Fight Results and Summary Show


Malyuk loses and gains 500xp/533.33gp.
Time Between Fights: 6 hrs
Prebuffs/Ongoing Effects: mage armor (4 hours, CL 5)
Items Used: none
Spells or Powerpoints Used: none
Abilities Used: dretch summoning, stinking cloud
Free Activity: guard

The Ant wins and gains 1500xp/1600gp.
Time Between Fights: 6 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: 8 pp
Abilities Used: none
Free Activity: guard


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