1st round, buff force screen and draw the skat stone. 2nd round, buff skate and move out. 3rd round, buff 3pp Dissipating touch and keep moving.
After, look out for Illendi. When found, charge or just attack with longsword. If I ever hit, throw another 3pp dissipating touch at him as a touch; if it doesn't hit, hold the charge and keep attacking normally with the longsword. Continue till death.
Well, the good news is that the trap triggers. The bad news is that I'm still going to have to fight this one out because he has oodles of hit points...
Start off behind the left hand rock with my stolen item: 2 arrows with drow poison (total cost 150gp, 1sp). Hopefully since there's no poison on my sheet, he won't instinctively go for the antitoxin and I'll be able to surprise him with that.
Once the match starts, stow one of the arrows and draw my bow.
Now let's maneuver slowly from cover to cover, until I get to (20,14) or equivalent and wait for him to come into sight. If he spots me, break LOS and find another hiding spot. Once I can snipe him - do so and then break LOS. Repeat until we get into melee.
If I am shooting at less than 1 range increment and he doesn't have cover, the arrows used should be the poisoned ones. Otherwise, use a non-poisoned arrow.
If he gets knocked unconscious, move in and CDG.
If he survives to melee and I've fired both poisoned arrows (if I haven't take 5ft steps until both are fired), switch to the rapier.
In melee, use bluff to feint and then on the following round sneak attack with full combat expertise (-2 to hit, +2 to AC). Continue with this until the poison secondary effects come in if either of them hit. If neither hit or if enough time has passed, continue with feint/sneak attack - but without the combat expertise.
If he sunders the rapier, not much I can do but start shooting with the bow until he's dead - use the close quarters of the side areas to negate him charge opportunities.
Hopefully he'll get knocked out and this will be a simple fight.
ROLLS Ilendil acts first (tie goes to higher mod), starts in box 4; Zergon acts second, starts in box 1
Rd 0: As Zergon enters the arena, a portcullis comes crashing down at him! The spikes slam into his armor, and with a groaning, metallic scraping sound The Weapon extricates himself from his opponent’s clever trap. (17 vs FF AC 18, miss)
Rd 1: Ilendil chuckles at the memory of last night’s break in, glances at the two poisoned arrows he successfully swiped, and stows them carefully in his quiver; he decides to move into position to snipe his foe (moves half-speed for silence; double moves from cover to cover, heading for equivalent of 20,14 though can’t quite make it first move {assuming 20,14 was relative to SB3})
Zergon reaches for his powerstone of forcescreen with his non-sword hand, and shields himself
Ilendil: 13/13 AC 19; bow, 2 drow poisoned arrows Zergon: 29/29 AC 19; grafted sword, FS (ends 11)
Rd 2: Ilendil stalks into position, waiting to snipe Zergon manifests skate from a powerstone and moves out
Rd3: Ilendil waits to snipe (Zergon doesn’t hear him) Zergon manifests dissipating touch, seeks his foe (Ilendil hears his clanking armor and settles in to wait for his shot)
Rd 4: Ilendil waits to snipe Zergon moves, fails to spot the elf in the shadows, and keeps moving (doesn’t trigger ready because Ilendil wants to snipe)
Rd 5: Ilendil sees his opening, draws forth one of his pilfered poisoned arrows (within 1 range increment, no cover) and snipes – misses! And so tries to skulk back into the shadows – but Zergon spots the elf! Zergon charges the elf (+2 for charging, -4 for cover around corner) – stabbing the rogue through the belly with his grafted, acid-covered blade-arm. “The Weapon” grins at the feeling of his fleshmetal piercing his foe, as he can feel every inch of the evisceration.
Zergon wins and gains 900xp/900gp +25% = 1200xp/gp Time Between Fight: 1h Prebuffs/Ongoing Effects: Graft Weapon <23h Items Used: Powerstone of Skate, Powerstone of Force Screen Spells or Powerpoints Used: 3pps (dissipating touch) x/day Abilities Used: none Free Activity: guard
Ilendil loses and gains 300xp/300gp -25% = 225xp/gp . Time Between Fight: 1h Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Rob Store (2 drow poisoned arrows)
Comments: Both really interesting gladiators – I love the idea of the grafted weapon (with the name, “the weapon.” Not subtle) to deliver touch attacks. Clever And trap using store-robbing rogues? Who wouldn’t love that!
Question: Can you start w/ stolen arrows (x2, ok) AND poison (x2)? I understand they’re poisoned arrows (so it’s 2 ammunitions) but to have the poison prebuffed onto them seems questionable. I would raise this in the courtroom, but then it changes the element of surprise. So I raise it here, for discussion, and may move it to the courtroom depending what people’s initial responses are.
No kidding, those natural attacks are extremely annoying in a grapple...I really only got the guisarme/trip thing to protect against multiple enemies, but it's awfully tempting to just trip instead of grapple here. I think I might.
Start in the square closest to the center, Guisarme in hand.
Move out. Jump the stream, jump squares that are difficult terrain, and double move only so Deflect Arrows is active. Delect any bolts/bolas/nets(how does that last work, anyway? >.> When I detect Ssilva, activate the wargarb. Move so that he's 15 ft. away, then trip and follow with a normal attack. If he decides to move closer without 5 ft stepping, use the oppertunity attacks to trip again.
--If Ssilva gets me with a bag, scrape off the goo with the guisarme --If Ssilva sets Entangle, move out of the area as quickly as possible. --If Ssilva bases me, just flurry grapple instead of tripping. If I haven't dealt damage to him yet, pin him before I grapple for damage. --It's a free action to shift a two-handed weapon to one hand...always deflect arrows.
Well - hopeless is a start... Forest, so maybe I can make use of improved cover from the river to outlast his grapple attempts.
Like I said - hopeless.
Start off at the front corner of my starting area and head off immediately to the center of the map. Once Daemonar is sighted, immediately start casting SNA I (dropping Faerie Fire then the entangles). Summon an eagle with each casting - preferably in melee with Daemonar to begin with - but otherwise in a position to charge in. They only last for two rounds, but I'm looking to whittle away some hit points.
Once I am in melee range or out of summons - time to start attacking. Full attack in melee with Claw/Claw/Bite until I am grappled. Once grappled, attack with a claw using the attack the opponent option in the grapple.
If he is not closing into melee and instead using the guisarme, submerge to gain total cover and close in. Once into melee range with him, attack him from the safety of the water.
I think that's all I've got. Have fun running the fight.
ROLLS Daemonar acts first, starting in box 4, holding his Guisarme; S’lertak starts in box 1.
Rd 1: Daemonar (randomly) heads north, double moving. S’lertak heads Southeast – runs, towards the center of the map (looking for some water)
FIGHT DIFFERENT FROM HERE ON IN, SEE NEW FIGHT BELOW Rd 2: Daemonar makes a run to jump over the stream; S’lertak spots him mid run, but Daemonar fails to see S’lertak S’lertak (in an effort to adhere to both plan to summons and goal to attack from river) moves into the swamp and starts casting SNAI (drops Faerie Fire) for an eagle. {UGH, I forgot SNA was a full round action}
{the following map still has S’lertak’s since-deleted extra movement into the swamp; please ignore it, S’lertak is still at 16,51} Rd 3: Daemonar hears the spellcasting and activates his wargarb, then moves towards the sound (thinks it’s from 17,53), rounding the tree and looking for the lizardman but fails to see the lizard under the water; continues moving towards where he hears the casting eventually rounding another tree and spotting him
S’lertak finishes casting, summoning an eagle which appears next to Daemonar and savages him with 2 claw attacks (8 damage). (slight tactic “breakdown” here, as Daemonar is using guisarme, but can’t attack while submerged given current position {Daemonar’s speed, no buffs, and random decision to go North really closed the distance fast; I don’t see any way to get to the river, really} – given that, and that the eagle is in the way, S’lertak will stick with summoning, taking a 5’ step back and dropping entangle for another SNAI
Daemonar 40/48 AC 12 -2, enlarged S’lertak 43/43 AC 21 EagleI ends just before acts in round 5
Rd 4: Daemonar can’t get through the eagle, contemplates going around {nothing specified about summons}, but that’s a long way, and the eagle did hurt him, so he kills it, then moves so that S’lertak is 15’ away
S’lertak finishes casting, summoning an eagle which appears next to Daemonar and savages him with 2 claws and a beak attack (9 damage). S’lertak {don’t really know what to do here – withdraw action can’t get to the river / cover, can’t close to melee… can try, I guess, to get to river, but going to give up at least 2 AoOs and maybe another attack, and touch AC 12 vs. touch trip attack +11 is pretty hopeless}, seeing the deadly efficacy of the Guisarme, and having hoped to fight the giant orc from the cover of the river but being unable to reach that cover, decides to risk getting attacked and uses his bird for cover, trying to make it to the water. In withdrawing, he gives Daemonar a chance to strike – touch +11 vs touch AC 12+4 cover (bird) – hit (str +7, +4 size, +4 feat, vs str +4) – S’lertak is tripped; Daemonar’s follow-up hit: 17 damage
Daemonar 31/48 AC 12 -2, enlarged S’lertak 26/43 AC 21, prone Eagle2 ends just before acts in round 6
Rd 5: Daemonar attacks the prone lizardman – missing Eagle2 full attacks, hitting for 5 S’lertak{cries a little bit} tries to stand, provoking an AoO which successfully re-trips; f/u hit: 20 damage; uses next move action to try to stand, not really knowing what else to do, which doesn’t provoke.
Daemonar 31/48 AC 12 -2, enlarged S’lertak 6/43 AC 21, Eagle2 ends just before acts in round 6
Rd 6: Daemonar trips, succeeding, but misses his f/u attack Eagle2 vanishes S’lertak sighs, tries to stand, provoking AoO, which misses! – stands… has really no shot of making it to the river, so closes to melee now knowing that AoOs are used up. Bases Daemonar. Sighs again.
Fight: ROLLS Daemonar acts first, starting in box 4, holding his Guisarme; S’lertak starts in box 1.
Rd 1: Daemonar (randomly) heads north, double moving. S’lertak heads Southeast – double moves (Pitlord note: can’t run – hampered movement, not a straight line), towards the center of the map (looking for some water)
Rd 2: Daemonar makes a run to jump over the stream; S’lertak spots him mid run, but Daemonar fails to see S’lertak S’lertak (NOTE: CHANGED) continues moving for the river (leaves cover; Daemonar spots him) Rd 3: Daemonar activates Wargarb, moves to get to 15’ away S’lertak starts casting SNAI (for faerie fire) – does not provoke (cover from water)
Rd 4: Daemonar attempts to trip vs. cover (using already rolled rolls – appropriately, these are still from rd 4) 22 vs tAC12+4, hit; opposed trip – Daemonar wins – f/u attack 27 vs AC 21+4 – hit – 17 damage (NOTE: This disrupts the spell, which dramatically alters the outcome - see below) S’lertak finishes casting SNAI, EagleI appears, and starts casting SNAI (for entangle) Eagle1 appears, (using rolls already – under rd3) mauls for 8 damage Daemonar 40/48 AC 12 -2, enlarged S’lertak 26/43 AC 21, underwater Eagle1 ends just before acts in round 6
Rd 5: Daemonar attacks (using previously rolled rolls in rd 5) – missing S’lertak finishes SNAI, Eagle2 appears (behind Daemonar), moves forward (underwater for cover, no AoO provoked for movement), and attacks (w/ flanking) claw (new rolls under round +20, eg, this is in Rd 25)) – 7 damage Eagle2 attacks (previous rolls; flanking changes nothing) – hits for 5 damage Eagel1 gets to attack (new rolls, under round +20, eg, this is in Rd 25) – 5 more damage
Daemonar 13/48 AC 12 -2, enlarged S’lertak 26/43 AC 21, underwater Eagle1 ends just before acts in round 6 Eagle2 ends just before acts in round 7
Rd 6: Daemonar flurry grapples (using previously rolled rolls, this time from rd 7) – touch attack to grapple 12 vs tAC 12+4 cover, miss; flurried second attempt (new roll) – success; opposed grapple (previous rolls, from rd 7) – Daemonar wins – unarmed strike damage – 13. Daemonar unable to move into S’lertaks space (Eagle1), lets go. Eagle1 disappears S’lertak full attacks – (rolls listed in new round 26, but under “Eagle1” – comments for rolls correct) for 19, downing Daemonar Eagle2 full attacks…
Daemonar 13/48 AC 12 -2, enlarged S’lertak 13/43 AC 21, underwater Eagle2 ends just before acts in round 7
Fight: ROLLS Daemonar acts first, starting in box 4, holding his Guisarme; S’lertak starts in box 1.
Rd 1: Daemonar (randomly) heads north, double moving. S’lertak heads Southeast – double moves (Pitlord note: can’t run – hampered movement, not a straight line), towards the center of the map (looking for some water)
Rd 2: Daemonar makes a run to jump over the stream; S’lertak spots him mid run, but Daemonar fails to see S’lertak S’lertak (NOTE: CHANGED) continues moving for the river (leaves cover; Daemonar spots him)
Rd 3: Daemonar activates Wargarb, moves to get to 15’ away S’lertak starts casting SNAI (for faerie fire) – does not provoke (cover from water)
Rd 4: Daemonar attempts to trip vs. cover (using already rolled rolls – appropriately, these are still from rd 4) 22 vs tAC12+4, hit; opposed trip – Daemonar wins – f/u attack 27 vs AC 21+4 – hit – 17 damage: S’lertak Concentration DC 27, no ranks, Con +3 – autofails; looses the spell S’lertak finishes casting SNAI, EagleI appears, and starts casting SNAI (for entangle) Eagle1 appears, (using rolls already – under rd3) mauls for 8 damage Daemonar 48/48 AC 12 -2, enlarged S’lertak 26/43 AC 21, underwater Eagle1 ends just before acts in round 6
Rd 5: Daemonar attacks (using previously rolled rolls in rd 5) – missing S’lertak finishes SNAI, Eagle2 appears (pitlord note: I know that having an eagle between S’lertak and Daemonar is important to prevent the grapplemove in to threatened space that occurs later, but in real-time, S’lertak would NOT know this, and may chose to gain the benefits of flanking – this is outside of tactics, and both moves would be sensible; really, it would be more sensible to have the flanking, since goal is to do damage/chip away, and currently Daemonar is using the guisarme – so I am going with the summons behind Demonar) (behind Daemonar), moves forward (underwater for cover, no AoO provoked for movement), and attacks (w/ flanking) claw (new rolls under round +20, eg, this is in Rd 25)) – 7 damage Eagle2 attacks (previous rolls; flanking changes nothing) – hits for 5 damage Eagle1 gets to attack (new rolls, under round +20, eg, this is in Rd 25) – 5 more damage
Daemonar 36/48 AC 12 -2, enlarged S’lertak 26/43 AC 21, underwater Eagle1 ends just before acts in round 6 Eagle2 ends just before acts in round 7
Rd 6: Daemonar flurry grapples (using previously rolled rolls, this time from rd 7) – touch attack to grapple 12 vs tAC 12+4 cover, miss; flurried second attempt (new roll) – success; opposed grapple (previous rolls, from rd 7) – Daemonar wins – unarmed strike damage – 13. Daemonar unable to move into S’lertaks space (Eagle1), lets go. moves into S’lertak’s space Eagle1 disappears S’lertak attacks in grapple +7-4 - hits for 6 Eagle2 full attacks – hits for 8
Daemonar 22/48 AC 12 -2, enlarged S’lertak 13/43 AC 21, underwater Eagle2 ends just before acts in round 7
Rd 7: Daemonar flurry grapples for 11; again for 16 – crushing S’lertak
Daemonar wins and gains 1800xp/2000gp Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: Items Used: Wargarb 1 use Spells or Powerpoints Used: Abilities Used: none Free Activity: Guard
Daemonar loses but gains 600xp/666gp Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: Sslertion is dead, still Items Used: Wargarb 1/d use Spells or Powerpoints Used: Faerie Fire, Entangle
Abilities Used: None Free Activity: Guard
@Q: I guess this answers the question of "monk with no AC" - very effective except against a ton of weak things with lots of attacks? @TA: Using water for cover and little summons for whittling away seems to have been a really brilliant strategem... ADDENDUM: Still a brilliant strategem, but the hit interrupting the spell made all the difference
Start off at default location with a potion of mage armor (CL1) and my wand of sonic produce flames (CL3). Screech will be on my shoulder.
Drink the potion, manifest Defensive Precognition SLA, draw the dorje of vigor. Use the dorje (until successful or until Thanio attacks) on Screech and then Arnaugh separately. Then use the wand on Screech and then myself. Once Screech receives it - send him out to set up for a dive on Thanio.
If I am interrupted in buffing (even by an unseen attacker), skip the dorje and go for the wand instead. If I have sight of the opponent cast Entangle on his area. If I get through the buffing, move out and ready to cast entangle on him. Then go for produce flames thrown (note +2 to damage for Thanio being a favored enemy and +1 to hit/dmg if he's within PBS range). Use focus on the first flames thrown.
Screech is to use dive claw attacks that are augmented with produce flame for 2d4 damage + 1d6+3 sonic damage. Screech will charge in, and fly away on the following around to set up another charge.
Renew produce flame on myself as needed; if Screech runs out - he'll just keep up with dive attacks every other round. If Thanio gets out of the entangle area - Screech will land and full attack.
I think that's it. This didn't work too well last time - but hopefully I'll have better luck this time around.
Begin in 28,55 or equivalent. Use chameleon and Shield of Faith, then wait for him. Once I see him, shoot and then move to rehide. Repeat that way (try to head toward the middle if feasible) until he's downed. Don't delay for no reason, but don't rush things either.
Contingencies:
-If hit by entangle and not entangled, double move out of it. This takes priority over everything else, although if I can get cover as well, do so (full cover to let me rehide is even more preferable.) -If hit by entangle and entangled, use an FRA to use escape artist or a STR check (+3 modifier either way, due to entangle decreasing my DEX) to get out of it, for as much as necessary. Also takes precedence over everything else. -If the entangle is already 18 or more rounds old, though, ignore it. -If I can see Screech but not Arnaugh, shoot at Screech. Then rehide. -Also, if Screech is attacking me and it's round 20 or earlier, shoot at Screech rather than Arnaugh. Again, rehide afterward. -If knocked to 13 or less hit points, try to get away and hide, use my wand of CLW and move to rehide (since he'll likely have heard it) and then (assuming I'm at 14 or above) return to the battle. This takes precedence over everything but getting out of entangle (whether entangled or not).
Also note: in order to use vigor, Arnaugh needs a UPD check DC 20. On a natural 1, he loses use of the dorje for the whole day (meaning the whole 3-fight cycle.)
Thanio wins initiative amd starts in box 4, bow and pot of shield of faith in hand Mindclaw starts in box 3, pot of mage armor and wand in hand
Round 1 Thanio taps a tattoo of Chameleon Mindclaw drinks his pot of Mage Armor Thanio: 22 Hp, Chameleon(long) Mindclaw: 12 Hp, Mage Armor(long)
Round 2 Thanio drinks his pot of shield of faith Mindclaw activates defensive precognotion and draws his dorje
Round 3 Thanio waits Mindclaw activates his dorje on Screech
Round 4&5 Thanio waits Mindclaw fiddles with his dorje until it works on himself
Round 6 Thanio waits Mindclaw uses his wand on Screech and sends him out Screech leaps from Mindclaw's shoulder and sets out to the east, but finds nothing in box 2 Thanio: 22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 22/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25) Screech: 15/5 Hp, Vigor(23), Produce Flame(36)
Round 7 Thanio waits Mindclaw uses his wand on himself Screech sets out to the north, but finds nothing in box 1 Thanio: 22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 22/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(37) Screech: 15/5 Hp, Vigor(23), Produce Flame(36)
Round 8 Thanio waits Since Screech found nothing in the other two boxes, Mindclaw moves west and readies Entangle Screech sets out to the west, but finds nothing in box 1...though Thanio sees Screech Thanio: 22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 22/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(37) Screech: 15/5 Hp, Vigor(23), Produce Flame(36)
Round 9 Thanio shoots Screech for 9 damage, then moves to re-hide Mindclaw senses Screech's pain, but sees nothing. He continues west and readies Entangle Screech finds Thanio again and sets up for a dive Thanio: 22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 22/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(37) Screech: 6/5 Hp, Vigor(23), Produce Flame(36)
Round 10 Thanio shoots Screech for 11 damage, then moves to hide nearer to the center. As he does so, he triggers Mindclaw's Entangle. It doesn't sitck him to the ground but his move ends early Mindclaw's plants entangle Thanio. Mindclaw moves to the edge of the vines and throws some psionically charged sonicfire, but misses Screech stabalizes Thanio: 22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 22/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(27), Entangle(30) Screech: -5/5 Hp, Vigor(23), Produce Flame(36)
Round 11 Thanio struggles, but doesn't escape the vines Mindclaw's plants entangle Thanio. Mindclaw moves to the edge of the vines and throws some sonicfire, but misses
...and so forth. Mindclaw recharges his produce flame round 13 and then every fourth round after if it goes on like the above turn
Round 13 Thanio struggles, escapes the vines, but can't quite make it out of their radius Mindclaw's plants fail to entangle Thanio. Somewhat miffed, Mindclaw moves and re-buffs Produce Flame Thanio: 22 Hp, Chameleon(long), Shield of Faith(22), Mindclaw: 22/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(43), Entangle(30) Screech: -5/5 Hp, Vigor(23), Produce Flame(36)
Round 14 Thanio makes his way out of the vines and moves to hide Mindclaw follows as best he can, but doesn't spot the elf Thanio: 22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 22/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(43), Entangle(30) Screech: -5/5 Hp, Vigor(23), Produce Flame(36)
Round 15 Thanio takes his shot at the Hume for 11 damage, then moves away, dodging an AoO along the way Mindclaw follows as best he can, spotting the Elf along the way, but to far away to attack now, and so bases Thanio: 22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 11/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(43), Entangle(30) Screech: -5/5 Hp, Vigor(23), Produce Flame(36)
since Thanio is now based, his 50 ft. single move is no longer enough to outrun Mindclw's 60ft double move. As that's what his tactics state, they'll both simple get 1 attack per turn (1 AoO for Mindclaw, 1 attack for Thanio) unless Mindclaw hits Thanio to below 14 Hp
Round 17 Thanio hits for 6 damage
Thanio: 22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 11/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(43), Entangle(30) Screech: -5/5 Hp, Vigor(23), Produce Flame(36) Round 19 Thanio hits for 6 damage, KOing Mindclaw
Thanio: 22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 5/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(43), Entangle(30) Screech: -5/5 Hp, Vigor(23), Produce Flame(36)
Round 20 Mindclaw hits for 9 damage Thanio: 13/22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 5/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(33), Entangle(30) Screech: -5/5 Hp, Vigor(23), Produce Flame(36)
Round 21 Thanio moves away, just dodging the AoO triggered by his move, draws his wand, and hides Left in the dust by Thanio's full speed, Mindclaw follows as best he can Thanio: 13/22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 5/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(33), Entangle(30) Screech: -5/5 Hp, Vigor(23), Produce Flame(36) Round 22 Thanio whispers a word to his wand, which heals his wounds, then moves to rehide Mindclaw follows as best he can Thanio: 22/22 Hp, Chameleon(long), Shield of Faith(22) Mindclaw: 5/12 Hp, Mage Armor(long), Defensive Precognition(22), Vigor(25), Produce Flame(33), Entangle(30) Screech: -5/5 Hp, Vigor(23), Produce Flame(36)
Round 23 Thanio shoots, hitting for 6 only due to the ending of Mindclaw's uncanny insight, but KOing the Hume non the less
Thanio wins and gains 1200xp/1200gp Time Between Fights: 1 hr Prebuffs/Ongoing Effects: none Items Used: 7 arrows, 1 tatoo of chameleon, 1 pot of shield of faith Spells or Powerpoints Used: none Abilities Used: none Free Activity: Guard
Mindclaw loses but gains 400xp/400gp Time Between Fights: 1 hr Prebuffs/Ongoing Effects: none Items Used: 3 charges of Sonic Produce Flame wand, potion of mage armor Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Note: The roller reflects neither Thanio's SoF potion nor Mindclaw's Mage Armor pot. The last roll by Thanio doesn't take into account that defensive precognition ended the round before
Nothing is ever only one person's fault. TemplateShow
For simplicity's sake:
Card Name [mc][/mc] Card Type - Subtype Text Flavor
I suppose it will always be tempting to consider potion of flying and making this a ranged fight (although he does have a potion of his own… hmm… and if it’s so tempting, maybe Malyuk should get a better way to fly!). And again, why didn’t I buy the adamantium greatsword I contemplated?
Start in far back corner of starting box (hoping to prevent flanking from horse). Shoot arrows every round at Farig until they’re within range of stinking cloud; then stinking cloud them. Then tap tattoo force screen. Then fire poisoned arrow at horse, unless that would provoke. If they're at range, keep shooting arrows at Farig.
When he’s in melee range, flurry flurry claw bite (note poison on claw on first hit) vs. Farig (hoping being in back corner prevents flanking), until tripped.
If tripped use scare SLA on Farig (he has his flail in a locked gauntlet, so I won't even ask that he drop it - I don't think he should), stand, and ready an action to grapple him when he closes to melee. If scare doesn't work, then just try to grapple from prone. Try to grapple (using flurries whenever possible) and hope that the arrows have chipped him down enough that the closely matched grapple + DR is in my favor. I prefer grappling to fighting while tripped with his huge bonuses and my huge penalties
Notes:
If he is content to stay at range and shoot, accept that (deflect arrows) and kill him. Rebuff FS if it expires unless in a grapple. Reminder about Dretch damage reduction.
Start off closest to the center of the plains with dire flail in the locked position, mounted on Whirlwind.
Close in - the horse will run to close the distance; On the second round, Farig will tap her tattoo of force screen, but otherwise, if she can't charge, she will take total defense. Ride for cover if needed while closing.
Once in range for a charge, charge and attack to trip. If the trip succeeds, follow up with a disarm if Malyuk has anything in hand, otherwise just a regular attack.
After we're in melee, trip if Malyuk is standing until it succeeds, disarm anything in his hands (on "off-hand" attacks) and then attack for damage. Take all AoOs granted that I can make to trip (if he's already standing) or to attack for damage (if he's not already standing).
If Malyuk is flying - forego the trip and instead attack to disarm on "off-hand" attacks and attack for damage on "primary" attacks. If he is flying out of reach of Farig, quaff the potion of fly, quaff the potion of enlarge person and go after him.
Farig's normal modifiers:
Trip: +7 (+3 Str, +4 Imp. Trip); improves to +12 if enlarged Resist trip: +13 (Ride) or +7 (if already dismounted) or +12 (if enlarged) Disarm: +21/+16 (+6/+1 BAB, +3 Str, +4 two-handed weapon, +4 Imp. Disarm, +2 flail, +1 enh, +1 weapon focus) or +26/+21 if enlarged Resist disarm: +29 (+6 BAB, +3 Str, +4 two-handed weapon, +4 Imp. Disarm, +1 enh, +1 weapon focus, +10 locked gauntlet) or +34 if enlarged
If Malyuk is not flying, Farig should also get a +1 to hit for attacking from higher ground.
Whirlwind will not be attacking (mostly to be easy on the pitlord), since it is a DC20 defend check since Malyuk is not a normal critter. If Malyuk attacks Whirlwind though - Whirlwind should fight back.
Farig wins initiative and starts in box 1, mounted on Whirlwind and dire flail in hand Malyuk starts in box 2, bow in hand
Round 1 Farig runs and takes total defense Malyuk shoots his bow, but doesn't even come close to hitting Farig Farig: 49 Hp Malyuk: 33 Hp, Mage Armor(long)
Round 2 Farig runs and taps a tattoo of force screen Malyuk casts Stinking Cloud at the fast approaching duo, but they seem unfazed Farig: 49 Hp, Force Screen(12) Malyuk: 33 Hp, Mage Armor(long), Stinking Cloud(4) Round 3 Farig charges, trips Malyuk and strips him of his bow Malyuk gets up flurries from the ground to start a grapple. Farig dodges the first two attacks, but is caught by a claw for 9 damage Farig: 40/49 Hp, Force Screen(12) Malyuk: 33 Hp, Mage Armor(long), Stinking Cloud(4) Round 4 Farig breaks free of the grapple Malyuk flurries from the ground, but can't hold Farig Round 5 Farig full attacks, but misses all her swings Malyuk flurries from the ground and sucessfully touches and holds Farig, dealing 7 damage
Malyuk wins and gains 1912.5xp/2125gp Time Between Fights: 1 hr Prebuffs/Ongoing Effects: Mage Armor ( hours) Items Used: sassone leaf residue, 1 arrow Spells or Powerpoints Used: none Abilities Used: none Free Activity: Guard
Mindclaw loses but gains 562.5xp/624.38gp Time Between Fights: 1 hr Prebuffs/Ongoing Effects: none Items Used: tattoo of force screen Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Note: Forgot to take into account Ride for cover when it was relevant at one point, so deleted rolls after and re-ran Also completely forgot the poison...but it wouldn't make any difference, so I didn't add it
Grappling worked much better than I would have thought here...
Nothing is ever only one person's fault. TemplateShow
For simplicity's sake:
Card Name [mc][/mc] Card Type - Subtype Text Flavor
Move out - try to end moves without allowing LoS/charges to hallways (eg, stop at edges of corridors). As soon as Saevherne is detected in anyway, drop prone, cast SMIII placing summons between Q and S; summon a fiendish huge centipede between (unless space doesn't permit, then summon an ape; if space doesn't permit that go with dire weasel). Then cast stinking cloud to catch Saevherne and not Q (and ideally not summons as well)
Kill with wand of MM3.
Contingencies:
-If Mirror image is down to only 1 image (or fewer), or shield are gone, renew from scrolls
-Always stay prone or kneeling if it's a ranged fight (which based on default tactics it should be); if possible always use summons for cover
-If summons is dead and there's nothing between the two, cast scorching ray at Saevherne and hope to get lucky
-Feel free to use any items/expendables as seems fit/appropriate
[Prefight locations and Initiative] Qhordryn Del Khessin starts in area 2 with scrolls of mage armor and invisibility in hand. Initiative 13. Saevherne starts in area 3 with bow in hand. Initiative 12.
Qhordryn Del Khessin: (31,31) 19/19 HP, 10 AC Saevherne: (31,2) 29/29 HP, 19 AC (14 touch)
[Round 1] Qhordryn Del Khessin casts mage armor. Saevherne hears and knows him to be within 10’ of 32,30. Saevherne casts resistance on himself. Qhordryn hears and knows him to be within 20’ of 33,-1.
Qhordryn Del Khessin: (31,31) 19/19 HP, 14 AC Saevherne: (31,2) 29/29 HP, 19 AC (14 touch), resistance ends 11
[Round 2] Qhordryn Del Khessin casts mirror image for 2 images of himself. Again, Saevherne hears and knows him to be within 10’ of 31,29. Saevherne moves to 28,12, jumping the water.
Qhordryn Del Khessin: (31,31) 19/19 HP, 14 AC (10 touch), 2 images ends 52 Saevherne: (31,2) 29/29 HP, 19 AC (14 touch), resistance ends 11
[Round 3] Qhordryn Del Khessin casts invisibility from a scroll and draws a scroll of shield. Saevherne moves to 20,15, jumping the small streams.
Qhordryn Del Khessin: (31,31) 19/19 HP, 14 AC (10 touch), 2 images ends 52, invisibility ends 33 Saevherne: (20,15) 29/29 HP, 19 AC (14 touch), resistance ends 11
[Round 4] Qhordryn Del Khessin casts shield from a scroll and moves out to 31,23. Saevherne hears him and knows him to be within 15’ of 30,23. Saevherne moves to 23,21, jumping the small stream. Qhordryn sees him quite clearly.
[Round 5] Qhordryn Del Khessin drops prone and begins to cast summon monster. Saevherne hears him clearly enough to pinpoint him. Saevherne, not knowing how hard Qhordryn is to hit at the moment, shoots 2 arrows at the wizard, but one thuds into the ground next to him and the other is deflected by Qhordryn’s shield.
[Round 6] Qhordryn Del Khessin finishes summoning and a fiendish ape appears at 24,22. He then summons a stinking cloud at 21,21. The ape is nauseated by the cloud, but Saveherne is not. The ape stays where it is. Saevherne again shoots twice at where he heard Qhordryn. Ignoring the ape’s mist-confused swipe at him, he shoots again, with the same result as before.
Qhordryn Del Khessin: (31,23) 19/19 HP, 18 AC (10 touch), 2 images ends 52, invisibility ends 33, shield ends 24, ape ends 11, cloud ends 11 Saevherne: (23,21) 29/29 HP, 19 AC (14 touch), resistance ends 11
[Round 7] Qhordryn Del Khessin draws his wand of magic missiles, but realizes that thanks to the mist he can’t see Saevherne to shoot at him. Saevherne still resists the fog’s smell. The ape stays where it is. Ignoring the ape’s swipe at him (which is completely in the wrong direction), Saevherne shoots again twice at where he heard Qhordryn, but still doesn’t hit..
Qhordryn Del Khessin: (31,23) 19/19 HP, 18 AC (10 touch), 2 images ends 52, invisibility ends 33, shield ends 24, ape ends 11, cloud ends 11 Saevherne: (23,21) 29/29 HP, 19 AC (14 touch), resistance ends 11
[Round 8] Qhordryn Del Khessin does nothing. Saevherne still resists the fog’s smell. The ape stays where it is. Catching the ape’s swipe on his armor, Saevherne tries again, but still doesn’t hit.
Qhordryn Del Khessin: (31,23) 19/19 HP, 18 AC (10 touch), 2 images ends 52, invisibility ends 33, shield ends 24, ape ends 11, cloud ends 11 Saevherne: (23,21) 29/29 HP, 19 AC (14 touch), resistance ends 11
[Round 9] Qhordryn Del Khessin does nothing. The fog’s smell finally gets to Saevherne. The ape stays where it is. Saevherne does nothing.
Qhordryn Del Khessin: (31,23) 19/19 HP, 18 AC (10 touch), 2 images ends 52, invisibility ends 33, shield ends 24, ape ends 11, cloud ends 11 Saevherne: (23,21) 29/29 HP, 19 AC (14 touch), resistance ends 11
[Round 10] Qhordryn Del Khessin does nothing. The ape stays where it is. Saevherne does nothing.
Qhordryn Del Khessin: (31,23) 19/19 HP, 18 AC (10 touch), 2 images ends 52, invisibility ends 33, shield ends 24, ape ends 11, cloud ends 11 Saevherne: (23,21) 29/29 HP, 19 AC (14 touch), resistance ends 11
[Round 11] Qhordryn Del Khessin does nothing. The stinking fog disappears. The ape returns to wherever it came from. Saevherne is still nauseated, so he does nothing.
[Round 12] Qhordryn Del Khessin fires off a trio of missiles at Saevherne for 9 damage. Saevherne is still nauseated, so he merely moves to 21,25 to try to get out of the wizard’s line of fire.
[Round 13] Qhordryn Del Khessin gets up and follows to jump over 27,21. Saevherne is still nauseated, so he merely moves to 22,31 (jumping over the stream) to try to stay out of the wizard’s line of fire.
Qhordryn Del Khessin: (27,21 (in the air)) 19/19 HP, 18 AC (10 touch), 2 images ends 52, invisibility ends 33, shield ends 24 Saevherne: (22,31) 20/29 HP, 19 AC (14 touch), nausea ends 16
[Round 14] Qhordryn Del Khessin moves to 23,21, where he sees Saevherne and lets off another trio of missiles for 13 damage. Saevherne is still nauseated, so he merely moves to 28,31.
[Round 16] Qhordryn Del Khessin double moves to 28,30, where he sees Saevherne. The elf hears the wizard well enough to pinpoint him. Saevherne is feeling better, so he shoots 2 shots at where he knows Qhordryn to be, but they both hit the floor next to Qhordryn.
Qhordryn Del Khessin: (21,29) 19/19 HP, 18 AC (10 touch), 2 images ends 52, invisibility ends 33, shield ends 24 Saevherne: (31,27) 7/29 HP, 19 AC (14 touch)
[Round 17] Qhordryn Del Khessin falls prone and sends out another trio of missiles at Saevherne. They hit for 10 damage, knocking the elf out. Qhordryn Del Khessin: (21,29) 19/19 HP, 18 AC (10 touch), 2 images ends 52, invisibility ends 33, shield ends 24 Saevherne: (31,27) -3/29 HP, 19 AC (14 touch)
Saevherne loses and gains 500xp/533.33gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 6 arrows (10 missed, 4 recovered) Spells or Powerpoints Used: 1 cantrip Abilities Used: none Free Activity: guard
Qhordryn Del Khessin wins/loses and gains 1500xp/1600+142.5=1742.5gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: scroll of mage armor, scroll of invisibility, scroll of shield CL 2, 3 charges of wand of MM CL 5 Spells or Powerpoints Used: mirror image, SM3, stinking cloud (8 SL) Abilities Used: none Free Activity: craft (painting) for 142.5 gp
Ever want to try your hand at optimizing, but don't like excessive splatbook use? Come visit the Core Coliseum today, and give it a try.
Start off at default location with sword in hand and dorje of Offensive Precognition in hand. Use the dorje and stow it. Manifest Force screen and start moving out.
Once Ani is found, charge in if possible - but basically get into melee and attack. Expend my focus on the first attack and hope to kill him in one hit. Otherwise, just keep attacking in melee.
[Prefight locations and Initiative] The Bully starts in area 4 with sword and dorje in hand. Initiative 22. Ani Reborn starts in area 3 with bow in hand. Initiative 6. They see each other.
The Bully: (5,32) 31/31 HP, 17 AC Ani Reborn: (31,8) 33/33 HP, 18 AC
[Round 1] The Bully manifests offensive precognition and stows the dorje. Ani Reborn shoots at The Bully, but between the distance and the wall, it’s too tricky a shot and he misses.
The Bully: (5,32) 31/31 HP, 17 AC, offensive precog ends 11 Ani Reborn: (31,8) 33/33 HP, 18 AC
[Round 2] The Bully manifests force screen and moves to 13,27. Ani Reborn shoots at The Bully, but the half-giant dodges.
The Bully: (13,27) 31/31 HP, 21 AC, offensive precog ends 11, force screen ends 12 Ani Reborn: (31,8) 33/33 HP, 18 AC
[Round 3] The Bully manifests force screen and moves to 13,27. Dropping his bow, Ani Reborn draws his sword while moving to 28,13. He swings at The Bully, but the blow is stopped by the half-giant’s shield.
The Bully: (13,27) 31/31 HP, 21 AC, offensive precog ends 11, force screen ends 12 Ani Reborn: (31,8) 33/33 HP, 18 AC
[Round 4] It is now The Bully’s turn to swing his sword at Ani. With a psionically enhanced blow, he smashes into the human for 25 damage. Ani Reborn swings again, with the same result as last time.
The Bully: (13,27) 31/31 HP, 21 AC, offensive precog ends 11, force screen ends 12 Ani Reborn: (31,8) 8/33 HP, 18 AC
[Round 5] The Bully’s swings again, but he overbalances and misses completely. Ani Reborn swings again, but manages only to dent The Bully’s armor.
The Bully: (13,27) 31/31 HP, 21 AC, offensive precog ends 11, force screen ends 12 Ani Reborn: (31,8) 8/33 HP, 18 AC
[Round 6] The Bully’s swings again, and kills Ani with a mighty blow.
The Bully: (13,27) 31/31 HP, 21 AC, offensive precog ends 11, force screen ends 12 Ani Reborn: (31,8) -10/33 HP, 18 AC
Buff: Designate Thanio as my opponent for Dodge feat. I start as close to the edge of the arena as possible.
Movement move towards the center; try to locate him using Listen or Spot if I don’t see him. Break LoS and try to shoot him when he comes up (prepared action). If he breaks LoS, do the same (prepared action).
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. Shoot him if he moves away.
Contingency None
Notes Ugh... forest. Avoid the swamp. And avoid crossing the river unless I really have to. If Thanio is crossing, shoot at him.
Begin in the corner closest to the center of the map, with bow in hand. First 3 rounds, tap chameleon and move out as shown:
Then draw and use my potion of SoF. Then move toward the center of the map, using the swamp for my cover, and wait there for sight of him.
If at any time (before or after reaching the swamp, likely after) I see him, break LOS if he's seen me, then take cover (if I don't have it) and begin sniping. While I'm hard to see, just to be safe make sure he can't base me in a single move and there's no charge lane.
Hopefully I'll kill him without ever being seen. But if I am seen, then if possible break LOS and take cover to continue sniping, and if not (such as if I'm in the middle of the swamp), just shoot it out (but make sure to stay out of melee range; remember that you can't charge in the swamp, so that's not a concern in there); so long as I have cover I should have the advantage.
If at 13 or less hit points, use my wand of CLW until at 14 or more. Break LOS first if feasible, but if not just use the wand as is. Still make sure to stay out of melee range, though.
ROLLS Ani acts first, and starts in box3, holding bow; Thanio acts second, starting in box2, holding bow
Rd 1: Ani: heads towards the center Thanio: taps chameleon and moves out (as noted in tactics), also towards the center
Rd 2: Ani: moves Thanio: moves
Rd 3: Ani: moves Thanio: moves and drinks potion of SoF
Ani: 33/33 AC 18, bow Thanio: 22/22 AC 21+2, bow – chameleon (long), SoF (24)
Rd 4: Ani: (hard to interpret what to do in this situation from tactic – wants to get towards center, not cross river, avoid swamp – he’s there; so: ) readies an action to shoot Thanio on sight Thanio: begins to move out towards the center (is in swamp, for cover) – spots Ani to the South (Hide +26 vs Spot +3, -12 distance: Ani cannot see Thanio); snipes (has seen Ani, has Cover, and Ani has not seen him) – hits for 6 Rehide? Succeeds (-8 vs 12, Ani has no idea where the shot came from)
Ani: 27/33 AC 18, bow Thanio: 22/22 AC 21+2, bow – chameleon (long), SoF (24)
Rd 5: Ani: Uses move action to actively spot: fails (impossible, but Ani wouldn’t know that). Uses next move action to move towards some cover as he’s being shot. Thanio: (though at distance, was successful from this spot previously, so continues) Snipes again – hits for 5 Rehide? Succeeds (-1 vs 8, Ani has no idea where the shot came from)
Ani: 22/33 AC 18, bow Thanio: 22/22 AC 21+2, bow – chameleon (long), SoF (24)
Rd 6: Ani: (can’t break LoS because doesn’t know where Thanio is. Can’t attack thanio – sticking with “Break LoS and try to shoot him when he comes up (prepared action)//If he breaks LoS, do the same (prepared action),” Ani uses his move action to try to actively spot: Fails (+3 vs +26 -11 distance; impossible); readies action to shoot Thanio when able Thanio: Snipes again – hits for 8; Rehide? Succeeds (-5 vs 14, Ani has no idea where the shot came from)
Ani: 14/33 AC 18, bow Thanio: 22/22 AC 21+2, bow – chameleon (long), SoF (24)
Rd 7: Ani: actively spots? Fails. Readies action to shoot Thanio when able. Weeps a little at the arrows from the darkness… Thanio: Snipes again – hits for 9; Rehide? Succeeds (9 vs 17, Ani has no idea where the shot came from)
Ani: 5/33 AC 18, bow Thanio: 22/22 AC 21+2, bow – chameleon (long), SoF (24)
Rd 8: Ani: actively spots? Fails. Readies action to shoot Thanio when able. Weeps a little at the arrows from the darkness… Thanio: Snipes again – downs Ani.
Thoughts:Well... both have deflect arrows. Both have darkvision. Both know what's coming. And he's got that durned wargarb to boot, and that trippy glaive. I suppose if I see him large, and run away for 20 rounds, that would trigger some sort of delay penalty. But I don't see how to get by that tripping. Clearly running away for 20 rounds would work; I could try to be clever and try to avoid him and occasionally shoot an arrow at him, but that seems out of the spirit of things. I'm probably being overly complex, and should just move to adjancent to the pool, tumble to close to base if he's holding guisarme, do whatever it takes to get close, flurry/flurry/claw/bite until grappled, then grapple as below. However, I feel like I have to contend with that guisarme of tripping, so you get long tactics. Sorry!
Strategy: Try to use my relatively high touch AC (augmented by potion) to get close and wound him with flurries of attacks given his low AC; should we end up grapply, my goal would be to get him into the acid so he dies faster (although given my DR, and his low AC, it may be more efficacious to attack in grapple with natural weapon and chip away...)
Actual Tactics:
Start holding potion of PfE.
Move out towards central area, like so (if starting in position 1):
Goal of this position - if he comes from the south, Malyuk has cover. If he comes from the southeast, will see that and move back in hallway to get cover from the corner; ditto for if he comes from east.
When he's spotted, drink potion of PfE, and move as indicated (if he has guisarme, move for cover as noted).
Option 1: If he's holding guisarme:
--wait for him to close, trying to position so have cover - ready an action to move to base when he approaches within guisarme range if can close the gap and base him while behind cover (eg, I'm behind a corner).
--if he is in guisarme range, and I have cover, close the distance. If he's in guisarme range, and I don't have cover, tumble to close the distance.
Option 2: he's not holding the guisarme:
--close to melee asap; flurry/flurry/claw/bite until grappled
Once grappled:
--if the acid pool is <15' away (ie, a single half-move), attempt to move grapple into acid (note dretch acid resistance 10)
--if the acid pool is >15' away from acid, or if we're already within the acid:
--if he's still enlarged: use "attack opponent" to try to damage him with claws
--if he's not still enlarged at this point, flurry grapple for damage (+8 vs +14 x2 tries, as opposed to +5 to hit AC 12ish, one try)
[Prefight locations and Initiative] Malyuk starts in area 2 with potion of PfE in hand. Initiative 15. Daemonar starts in area 1 with antitoxin in hand. Initiative 1.
Malyuk: (30,29) 33/33 HP, 26 AC (17 touch) Daemonar: (2,31) 48/48 HP, 12 AC
[Round 1] Malyuk heads out, and jumps the stream (ending the round in mid-jump). Daemonar hears him near the beginning of his move, and knows him to be within 20’ of 31,31. Daemonar uses his antitoxin and moves (making use of jumping) to 12,29.
Malyuk: (27,21) 33/33 HP, 26 AC (17 touch) Daemonar: (12,29) 48/48 HP, 12 AC
[Round 2] Malyuk lands and double moves to 21,19. Daemonar moves to 12,20, sees Daemonar, jumps toward him, and then bases him.
Malyuk: (21,19) 33/33 HP, 26 AC (17 touch) Daemonar: (15,20) 48/48 HP, 12 AC
[Round 3] In a frenzy, Malyuk goes all-out at the orc, hitting with a claw, a foot, and a bite for 16 damage. Daemonar grapples Malyuk and then squeezes harder for 8 damage.
Malyuk: (21,19) 25/33 HP, 26 AC (17 touch) Daemonar: (15,20) 32/48 HP, 12 AC, more poison at round 13
[Round 4] Due to the water, Malyuk judges that it’ll be too hard to drag Daemonar to the acid, so he squeezes back for 6 damage. Daemonar grapples is stronger and bigger, and even with the dretch’s incredible durability is able to do 10 damage.
Malyuk: (21,19) 15/33 HP, 26 AC (17 touch) Daemonar: (15,20) 26/48 HP, 12 AC, more poison at round 13
[Round 5] Malyuk squeezes again for 8 damage. Daemonar squeezes harder for 9 damage.
Malyuk: (21,19) 6/33 HP, 26 AC (17 touch) Daemonar: (15,20) 18/48 HP, 12 AC, more poison at round 13
[Round 6] Malyuk squeezes tries to dislocate more of Daemonar’s bones, but fails to do so. Daemonar squeezes Malyuk into unconsciousness.
Malyuk: (21,19) -3/33 HP, 26 AC (17 touch) Daemonar: (15,20) 18/48 HP, 12 AC, more poison at round 13