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Sticky: Battles of Gladius
3 years ago  ::  Aug 03, 2010 - 10:00AM #171
Quickslip
Date Joined: Jul 29, 2008
Posts: 877
Ghost
Tactic Show
Well, at least I ambush him; probably the worst map and lighting conditions for that to matter, but oh well.  I don’t see a way he sees in the dark, unless using his psicrystal - Even if he’s using sighted ability of psicrystal, *he* still can’t see Ghost, and so should be subject to sneat attacks and miss-chance, I believe

I considered targeting his psicrystal and then doing some sort of complicated hit-and-run using the darkness and my psicrystal to take him down.  I think that could work, actually, but it has 15hp and 8hardness and Ghost can't do that much damage quickly enough to matter.  So instead, you get the following:

I start in box1 (NWbox) (1,89), with Whisper in front (8,89); Bully starts in box3 (SEbox, as they're not labeled); holding potion of darkvision / dorje.  Psicrystal tries to always stay ~30' in front of me for detection purposes w/ "sighted"; psicrystal is always actively listening; share all beneficial effects w/ psicrystal.

Ambush round: darkvision, draw shield trinket
Rd 1: use dorje vigor, stow, draw prot good pot
Rd 2: shield from trinket, draw exp retreat trinket
Rd 3: protection from good, draw entangling ectoplasm trinket
Rd 4: expeditious retreat, draw bow

**if he is detected and would arrive within 2 rounds during buffing sequence (best guess), skip to readying entangling ectoplasm trinket and go with that.

Rd 5+ single move towards him (trying to be silent), ready action to entangling ectoplasm him when he's in range

Plan is: entangling ectoplasm, shoot with bow+psionic shot+drow poison w/ first shot, then hope he’s entangled and stay at range, moving and shooting (if have enough space, use move action to regain focus and psishot him, but staying at range for as long as possible is priority)

Once he gets into melee range, 5’ step, rapid shoot until he’s dead


The Bully
Tactic Show
Pitch black is going to get me here... with no darkvision (because half-giants only have low-light vision...), Bully is in the dark.

Luckily - all is not lost - Bully still has his psicrystal and Ghost is a pitiful weakling - so go for the grapple.

Ghost's ambush succeeds, but it won't help him on the plains map. Start off at the front corner of my starting area with nothing in hand. Psicrystal will take a ride on my shoulder.

Each round, call out to Ghost and then move. Move towards the center unless I have heard something (anything really).

Hopefully, once Ghost is within his darksight range, I'll be able to move towards him enough to base him. Once based, he'll have a more difficult time getting away from me with my great speed. Psicrystal should update me when I get close and when I can attack.

Attack to grapple. Once in a grapple, grapple for damage.


The Fight Show
Ghost wins initiative and starts in box 1, dorje and potion in hand
Bully starts in box 3, nothing in hand

Round 0
Ghost drinks his Darkvision potion

Round 1
Ghost draws his trinket and uses his dorje
Bully shouts horrible things about Ghost's mother and moves out
x.jpg
Ghost: 37/27 Hp, Darkvision(long), Vigor(21)
Bully: 39 Hp

Round 2
Ghost uses shield from a trinket and stows his dorje
Bully further berates Ghost's ancestors and continues moving
x.jpg
Ghost: 37/27 Hp, Darkvision(long), Vigor(21), Shield(22)
Bully: 39 Hp

Round 3
Ghost draws and uses his pro-good pot
Bully moves on to the ineptitudes of Ghost himself as he jogs along
x.jpg
Ghost: 37/27 Hp, Darkvision(long), Vigor(21), Shield(22), Pro-Good(13)
Bully: 39 Hp

Round 4
Ghost draws the expdy retreat trinket and the entagnling ectoplasm trinket
Bully continues his rendition of Ghost's failures and keeps moving
x.jpg
Ghost: 37/27 Hp, Darkvision(long), Vigor(21), Shield(22), Pro-Good(13)
Bully: 39 Hp

Round 5
Ghost uses his expdy retreat trinket and draws his bow
Bully thinks he's about at the other end of the map, but keeps trudging along, shouting all the way
x.jpg
Ghost: 37/27 Hp, Darkvision(long), Vigor(21), Shield(22), Pro-Good(13), Expdy Retreat(15)
Bully: 39 Hp

Round 6
Ghost moves and readies his entangling ectoplasm
Bully finds Ghost along the way to the psicrystal, moves closer, and triggers Ghost's readied action, which hits
x.jpg
Ghost: 37/27 Hp, Darkvision(long), Vigor(21), Shield(22), Pro-Good(13), Expdy Retreat(15)
Bully: 39 Hp, Ectoplasm(11)

Round 7
Ghost moves away and fires a psionically charged arrow, critting for 23 damage
Bully shakes off the poison and curses at the entangling substance, but does his best to keep up
x.jpg
Ghost: 37/27 Hp, Darkvision(long), Vigor(21), Shield(22), Pro-Good(13), Expdy Retreat(15)
Bully: 13/39 Hp, Ectoplasm(11)

Round 8
Ghost realizes he's getting backed into a corner and double moves away
Bully curses at the entangling substance, but does his best to keep up
x.jpg
Ghost: 37/27 Hp, Darkvision(long), Vigor(21), Shield(22), Pro-Good(13), Expdy Retreat(15)
Bully: 13/39 Hp, Ectoplasm(11)

Round 9
Ghost moves away to 60 ft and fires at Bully, but misses
Bully curses at the entangling substance, but does his best to keep up

Round 10
Ghost moves away to 60 ft and fires at Bully, but misses
Bully curses at the entangling substance, but does his best to keep up

Round 11
Ghost moves away to 60 ft and fires at Bully, hitting for 8 damage
Bully charges at Ghost attempting to touch, but misses due to conealment

Ghost: 37/27 Hp, Darkvision(long), Vigor(21), Shield(22), Pro-Good(13), Expdy Retreat(15)
Bully: 6/39 Hp, Ectoplasm(11)

Round 12
Ghost steps back and Rapid Shots, hitting for 5 damage
Bully steps forward and attempts to grapple, but misses

Ghost: 37/27 Hp, Darkvision(long), Vigor(21), Shield(22), Pro-Good(13), Expdy Retreat(15)
Bully: 1/39 Hp, Ectoplasm(11)

Round 13
Ghost steps back and Rapid Shots, KOing the Bully and avenging his ancestors and his pride


Results/Summary/Comments Show
Ghost wins and gains 1500xp/1600gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: Darkvision( hours remaining)
Items Used: pot of Darkvision, pot of pro-good, trinkets of expdy retreat, shield, and entangling ectoplasm, 1 charge of viogr dorje, and 6 arrows
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: Gather Information for bracers of enlarged crystal shard

The Bully loses and gains 500xp/533gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: guard
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3 years ago  ::  Aug 03, 2010 - 11:12AM #172
Quickslip
Date Joined: Jul 29, 2008
Posts: 877
Malyuk
Tactic Show
Well.  Gulgar.  Giant Whirling Frenzy variant barbarian, vs Malyuk, the tiny insignificant dretch?  Hardly seems fair.  Oh well; let's see what happens.

Start in default location

Rd 1: Summon Dretch (if one comes [and I could use the help], it is to charge, flank, and full attack; exception: if Gulgar rages, this summoned dretch will attempt to stinking cloud Gulgar [avoiding Malyuk; ok to affect summoned dretch though, to catch Gulgar]; if Gulgar is affected, both dretches withdraw and try to avoid him until he's fatigued)

Rd 2: Tattoo FS, shout for Gulgar (stupid mute!), move out making noise - head for the middle area (goal of fighting in the central pillar structure, hopefully requiring him to squeeze at times, and being able to utilize the angles for cover to close to deny trip AoOs)

Rd 3+ Try to get to melee, use flurry/flurry/claw/bite until one of us is dead.  Note poison on first claw. 

If he is tripping, try to use wall for cover to close to avoid trip-aoo's.
If that's impossible, try tumbling.
If that is impossible, use Stinking Cloud and hope for a 1.  If he is affected by stinking cloud and has raged, withdraw until he's fatigued, then close and continue fighting. 

Note:

--If FS runs out, renew. If renewed it once already, and have not hurt Gulgar (ie, he's tripping successfully and I am unable to get close to him), don't renew it again.
--If grappled flurry grapple for damage and hope to get lucky


Gulgar the Great
Tactic Show
Time to smash this little dretch into nothingness.

We both have darkvision - so the pitch black will be annoying to start, but shouldn't be an issue for long.

Start off at the front of my starting area with my guisarme in hand. Move out and tap a tattoo of force screen. Thereafter move and ready to attack to trip on him coming within my threatened area. If the ready misses (or fails to trip him), trip on the AoO he generates. After he is successfully tripped, use AoO when he stands to deal damage and my regular attacks to trip (so in an ideal world he gets tripped, I attack when he stands, he bases me (but can't attack). I move away, attack to trip, etc). If he is firing arrows instead of coming to melee, sunder the bow on the AoO of him standing.

Once engaged, rage.

If he is flying, drink the potion of fly. In this scenario, do not trip him and instead just attack with the guisarme.

If force screen runs out, only refresh it if I don't know where he is and I'm not raging.


The Fight Show
Malyuk wins initiative and starts in box 1, nothing in hand
Gulgar starts in box 4, guisarme in hand

Round 1
Malyuk summons a dretch, and one acually listens!
Gulgar taps a tattoo and moves
x.jpg
Malyuk: 41 Hp, Mage Armor(long)
Gulgar: 47 Hp, Force Screen(11)

Round 2
Malyuk's Dretch arrives. Malyuk intructs it, taps a tatto, and moves out
Dretch2 follows
Gulgar moves and spots the pair of dretches and so bases Malyuk
x.jpg
Malyuk: 41 Hp, Mage Armor(long), Force Screen(12)
Dretch2: 13 Hp
Gulgar: 47 Hp, Force Screen(11)

Round 3
Malyuk's tries to move away, but gets tripped. He stands
Dretch2 charges Gulgar, but the claws find no purchase
Gulgar steps away from Dretch2, rages, and trips Malyuk again, then hits him on the ground for 22 damage
x.jpg
Malyuk: 19/41 Hp, Mage Armor(long), Force Screen(12)
Dretch2: 13 Hp
Gulgar: 47 Hp, Force Screen(11)

Round 4
Malyuk's attempts to stand, but gets hit for 21 more damage on the AoO, KOing him


Results/Summary/Comments Show

Gulgar wins and gains 2100xp/2600gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: tattoo of force screen
Spells or Powerpoints Used: none
Abilities Used: 1/day Rage
Free Activity: guard

The Bully loses and gains 700xp/866gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: poison on claw, mage armor(<5 hours remaining)
Items Used: tattoo of force screen
Spells or Powerpoints Used: none
Abilities Used: 1/day summon dretch
Free Activity: guard
Nothing is ever only one person's fault.
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3 years ago  ::  Aug 05, 2010 - 6:33AM #173
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 5 August 2010


Rolls



Time Roll: 2 hours
Lighting: Dark (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:

  • None this week

BATTLES OF GLADIUS
LEVEL 3 FIGHTS

  • Qelenian Shartarim (Yitzi) vs. Illendil Oratith (TelinArtho) : Quickslip {Arena}

LEVEL 4 FIGHTS

  • Clarissa (Quickslip) vs. Arnaugh Mindclaw (TelinArtho) : Yitzi {Plains}

LEVEL 5 FIGHTS

  • The Ant (TelinArtho) vs. Ghost (Eluria) : Yitzi {Arena}
  • The Bully (TelinArtho) vs. Thanio Deerfriend (Yitzi) : Quickslip {Sewer}

LEVEL 6 FIGHTS

  • Qhordryn Del Khessin (Eluria) vs. Unknown Monster : TelinArtho {Cavern}

LEVEL 7 FIGHTS

  • Daemonar (Quickslip) vs. Darrgon the Summoner (TelinArtho) : Eluria {Arena}

LEVEL 10+ FIGHTS

  • none this week

Pairings done by TelinArtho.

Credits

Eluria +1 (1 fight)
Quickslip +2 (2 fights)
TelinArtho +1 (1 fight) -3 (5 active)
Yitzi +2 (2 fights)
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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3 years ago  ::  Aug 08, 2010 - 2:10PM #174
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,762
The Ant

The Ant's tactics Show

Start off with dorje of defensive precognition in hand.

Round 1 - surge a 1pp vigor fully (+15 temp hp, 6 minutes)
Round 2 - use the dorje and stow it.
Round 3 - move out, draw dorje of energy ray while moving. Ready to manifest mind thrust on him being in sight and in range.

Mind Thrust - fully augmented - 4pp+2 surge = 6d10, Will DC19 to negate

Repeat a second thrust if needed. If he's still up, use the last pp for another mind thrust (1pp + 2 surge = 3d10, Will DC18 to negate)

If needed after that, use the dorje to kill him. Use psionic shot on the first ray.

Ghost

Ghost's tactics Show

Note darkvision still active, and all PPs available


Start adjacent to a pillar in the front (28,55 or equivalent), kneeling, dorje in hand + poison; whisper on shoulder, actively listening. 


Rd 1: Dorje Vigor


Rd 2: Drow poison on an arrow, draw bow


Rd 3:


--If he's not been detected, Chameleon (from cognizance crystal)


--If he has been detected, true strike, and shoot next round with arrow+poison+psishot (snipe if possible)


Rd 4+


Ready an action to use true strike when he's spotted, then next round shoot w/ arrow+poison+psishot until this is done (snipe if possible)


Once that happens, get to the middle area as fast as possible


Engage using sniping, breaking LoS / superior move speed (albeit very little bit), and hide >>spot - when hidden, rebuff vigor if ever at < 14 hp, and regain psionic focus whenever possible.  Hit and hide using hiding time to focus/buff. 


--Use 1 PP on each of the first 2 Will Saves Ghost needs to make




The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Ghost starts in area 2 with dorje and poison in hand. Initiative 11.
The Ant starts in area 4 with dorje of defensive precognition in hand. Initiative 9.


Ghost: (55,35) 27/27 HP, 18 AC (13 touch)
The Ant: (5,32) 20/20 HP, 24 AC (21 FF)

x.jpg
[Round 1]
Ghost uses his dorje of vigor and gains psionic focus.
The Ant pushes himself to make a 1pp vigor work for a lot.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21
The Ant: (5,32) 35/20 HP, 24 AC (21 FF), vigor ends 61, Euphoria ends 3

[Round 2]
Ghost poisons an arrow, drops the vial, and draws his bow.
The Ant uses and stows his dorje.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21
The Ant: (5,32) 35/20 HP, 25 AC (21 FF), vigor ends 61, Euphoria ends 3, defensive precognition ends 12

[Round 3]
Ghost manifests Chameleon.
The Ant moves to 7,35 while drawing his dorje of energy ray and readies. The Euphoria from his successful surge ends.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (7,35) 35/20 HP, 25 AC (21 FF), vigor ends 61, defensive precognition ends 12

x.jpg
[Round 4]
Ghost readies to true strike when The Ant is spotted.
The Ant moves to 8,39 and readies.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (8,39) 35/20 HP, 25 AC (21 FF), vigor ends 61, defensive precognition ends 12

x.jpg
[Round 5]
Ghost readies to true strike when The Ant is spotted.
The Ant moves to 9,43 and readies.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (9,43) 35/20 HP, 25 AC (21 FF), vigor ends 61, defensive precognition ends 12

x.jpg
[Round 6]
Ghost readies to true strike when The Ant is spotted.
The Ant moves to 12,45 and readies.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (12,45) 35/20 HP, 25 AC (21 FF), vigor ends 61, defensive precognition ends 12

x.jpg
[Round 7]
Ghost readies to true strike when The Ant is spotted.
The Ant moves to 14,48 and readies.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (14,48) 35/20 HP, 25 AC (21 FF), vigor ends 61, defensive precognition ends 12

x.jpg
[Round 8]
Ghost readies to true strike when The Ant is spotted.
The Ant moves to 17,50 and readies.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (17,50) 35/20 HP, 25 AC (21 FF), vigor ends 61, defensive precognition ends 12

x.jpg
[Round 9]
Ghost readies to true strike when The Ant is spotted.
The Ant moves to 20,52 and readies.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (20,52) 35/20 HP, 25 AC (21 FF), vigor ends 61, defensive precognition ends 12

x.jpg
[Round 10]
Ghost readies to true strike when The Ant is spotted.
The Ant moves to 24,53 and readies.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (24,53) 35/20 HP, 25 AC (21 FF), vigor ends 61, defensive precognition ends 12

x.jpg 



--------------------------------------------------------------------------------------------------------------------------------------------------------
The audience begins to grumble; they paid for a fight, not a slow-motion game of hide-and-go-seek. After brief consultation, an arena wizard provides both combatants with magic maps, showing the location of everyone.
--------------------------------------------------------------------------------------------------------------------------------------------------------

[Round 11]
Ghost readies to true strike when The Ant is spotted.
The Ant now knows where Ghost is and double moves to 29,47.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (29,47) 35/20 HP, 25 AC (21 FF), vigor ends 61, defensive precognition ends 12

x.jpg
[Round 12]
Ghost readies to true strike when The Ant is spotted.
The Ant double moves to 35,42. His defensive precognition runs out.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (35,42) 35/20 HP, 24 AC (21 FF), vigor ends 61

x.jpg
[Round 13]
Ghost readies to true strike when The Ant is spotted.
The Ant double moves to 41,37.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (41,37) 35/20 HP, 24 AC (21 FF), vigor ends 61

x.jpg
[Round 14]
Ghost readies to true strike when The Ant is spotted.
The Ant double moves to 48,34. Ghost sees him and uses True Strike.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (48,34) 35/20 HP, 24 AC (21 FF), vigor ends 61

x.jpg
[Round 15]
Ghost snipes at The Ant. His arrow hits the dromite in the throat for 7 damage, and releases psionic energy for 7 more. It also delivers poison, but The Ant shakes it off.
The Ant double moves to 54,34, hoping for a glimpse of his enemy (the map tells him the rogue’s location, but that’s not enough to attack his mind).

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (54,34) 21/20 HP, 24 AC (21 FF), vigor ends 61, save vs. poison round 25

x.jpg
[Round 16]
Ghost double moves to 45,33. The Ant, alerted by the map, is just barely able to catch sight of his foe as he brushes past. Having distinguished Ghost from all the other shadows, the dromite is able to keep him in view.
The Ant steps up and strikes at Ghost’s mind. Throwing his all into it, he knocks the rogue unconscious in one powerful attack, but the effort costs him dearly. Nevertheless, when he fully regains his wits, it is he who is the winner.

Ghost: (55,35) 37/27 HP, 18 AC (13 touch), vigor ends 21, chameleon ends 103
The Ant: (54,34) 21/20 HP, 24 AC (21 FF), vigor ends 61, save vs. poison round 25

x.jpg



Fight Results and Summary Show

The Ant wins and gains 1500xp/1600gp.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 charge dorje of defensive precognition
Spells or Powerpoints Used: 9 pp
Abilities Used: none
Free Activity: guard

Ghost wins/loses and gains 500xp/533.33gp.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 charge dorje of vigor, cognizance crystal, 1 dose drow poison, 1 arrow
Spells or Powerpoints Used: 1 pp
Abilities Used: none
Free Activity: gather info

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3 years ago  ::  Aug 08, 2010 - 2:23PM #175
Eluria
Date Joined: Jan 20, 2007
Posts: 3,187
Darrgon the Summoner
Darrgon's Tactics Show

Start off at the default square of the starting area with a scroll of mirror image and Shakti about my feet.

Round 1 - cast from the scroll, draw my rod of lesser extend spell.
Round 2 - cast SMIV.

If I see him after round 1, go with stinking cloud instead of SMIV. If I get through SMIV, summon 1d3 celestial hippogriffs. If I am not in a grapple, start going for attack spells. Sonic Fireball (if I can target him without hitting summons), Sonic Acid Arrow (extended), Acid Arrow. After that, cast shocking grasp from the scrolls and try touching him with them.

Grease on self if I am down to 2 images or less and still not in a grapple. If he's not trying to grapple, cast shield.

If I'm in a grapple, just try to escape. Won't have much of a chance, but that's just what I have got to go with.


Daemonar
Daemonar's Tactics Show

Start in front of square, guisarme in hand.

Immediately move out CC in hopes of finding Darrgon eary again. If I find him before there are 2 other summons about, grapple him. Otherwise, enlarge, move away from the summons as best I can. If I can't completely get away, just move away and ready to trip anything that gets into my range that I can't AoO. Use all AoOs to trip. If there ever aren't at least 2 summons about, grapple Darrgon to death.

If enlargement is dispelled, re-buff it.

If I get into grapple, use my grip of iron power as needed 3 times.


The Fight Show

Rolls
Daemonar acts first, starts in box 1 (front), holding guisarme; Darrgon acts second, starts in box 2 (default), holding scroll with Shakti about his feet

Round 1:
Daemonar: moves out counterclockwise; after 1 move, gains LoS to Darrgon (who has not acted, and is flatfooted, but does have cover and concealment and it is Dark (thought Daemonar has Darkvision, only 60’)—going with “flat footed, doesn’t get a hide check” based on Telin’s comments in July 1 fight between Bully and Thanio, although it is an awfully long way and it is dark!) – spots the flatfooted wizard and changes course to move towards him.
Darrgon: Casts Mirror Image from Scroll (4 images), draws rod of lesser extend

Daemonar: 55/55 AC 12, guisarme
Darrgon: 35/35 AC 12+4, mage armor (long), mirror image (4 images), rod
x.jpg

Rd 2:
Daemonar: double moves, closing for grapple
Darrgon: Casts stinking cloud: Daemonar is nauseated!, moves behind pillar for cover/preventing charge

x.jpg

Rd 3:
Daemonar: single move action – continues closing for grapple; exits cloud (Duration of Nausea: 2 rounds, ands after Daemonar move in Rd 5), looks for Darrgon (Spot +12 -2*4 for distance (oops, darkvision) vs Hide +2), spots Darrgon, moves to base
Darrgon: Notices the nausea, grins, 5’ steps back, starts casting SMIV, smugly smirking at the retching Orc
x.jpg

Rd 4:
Daemonar: (doesn’t know if there will be 2 summons, and feels the nausea waving off – if he moves away, risks letting Darrgon summon a lot, so decides to just stick close and hope he can attack), 5’ steps in
Darrgon: finishes casting SMIV for 3 celestial hippogriffs (placement is important; used judgement to maximize efficacy of summons from offense and defense standpoint, though that means granting Daemonar Cover from the ensuing follow-up acid arrow attack), moves back and casts Sonic Acid Arrow (extended) at Daemonar (who has cover from summons +4 AC, and is in melee -4 to hit) – 14, miss!
Hippo1: full attacks (with flanking), smite evil first attack: hits for 28 15
Hippo2: full attacks (with flanking), smite evil first attack: hits for 18 11
Hippo3: 5’ steps forward (to 61,26, though due to pin limitations is shown on map at 60,26), full attacks (with flanking), smite evil first attack: hits for 22, downing Daemonar

Daemonar: 7/55 AC 12, guisarme
Darrgon: 35/35 AC 12+4, mage armor (long), mirror image (4 images), rod
x.jpg

(map at start of round 5):
x.jpg

Rd 5:
Daemonar: nauseated, trapped/can’t move, couldn't even enlarge due to space limitations even if he weren't nauseated...

Darrgon: waits a second…
Hippo1: full attacks (with flanking)
Hippo2: full attacks (with flanking)
Hippo3: full attacks (with flanking)


… Daemonar is eviscerated in a flock of bloody claws and beaks


Fight Results and Summary Show

Darrgon wins and gains 2100xp/2600gp XP + 22% = 2562 xp, 3172gp + 207gp crafting = 3379 gp
Time Between Fights: 2hrs
Prebuffs/Ongoing Effects: F3, doesn't matter
Items Used: Scroll of Mirror Image, CL3

Spells or Powerpoints Used: F3, doesn't matter
Abilities Used: F3, doesn't matter
Free Activity: Craft +207gp

Daemonar loses and gains 700xp/866gp.
Time Between Fights: 2h
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: guard

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3 years ago  ::  Aug 09, 2010 - 3:23PM #176
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,762
Clarissa

Clarissa's tactics Show

Start center of square and buff reduce person. Share with Synch and drop anything needed to keep AC up.

Ready to true strike when the druid gets into range of Acid arrow, then acid arrow next turn, After, follow with magic missles. If they don't work, follow with synch using the alchemist;s fire. Continue until death.



Arnaugh Mindclaw

Arnaugh Mindclaw's tactics Show

Well, I don't have enough HP to make this a long fight, so I need to get some damage done and quickly. Start off at the default, prone, with a scroll of resist energy (CL2) and Screech adjacent to me.

Round 1 - cast Resist energy for protection from acid, draw dorje of Vigor (ML2, aug)
Round 2 - activate the dorje for Screech (UPD +6 vs DC20). Repeat until successful. Draw wand of Sonic Produce Flames (CL3)
Round 3 - activate the dorje for myself. Repeat until successful. Stow the dorje.
Round 4 - activate the wand of Produce flames for Screech
Round 5 - cast magic fang on Screech's claw.
Round 6 - activate the wand of Produce flames for myself. Move out.

If she is within 200ft and I am not done buffing, cast Entangle centered on her.

Once fully buffed, stand and move out to throw flames. Use Psionic shot on the first opportunity. Rebuff produce flames on self as needed; Screech will stay in melee and just attack.

Evade a flaming sphere as much as possible, and hopefully magic missiles will fizzle against my PR.


The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Screech has initiative 16.
Clarissa starts in area 4 with scroll of true strike in hand. Initiative 8.
Arnaugh Mindclaw starts prone in area 3 with scroll of resist energy in hand. Initiative 2.
Screech and Clarissa see each other.

Clarissa: (5,5) 19/19 HP, 15 AC (15 touch)
Arnaugh Mindclaw: (92,5) 12/12 HP, 17 AC (17 touch, SR 12)
Screech: (92,4) 5/5 HP, 19 AC (13 touch)

x.jpg
[Round 1]
Screech does nothing.
Clarissa casts reduce person; as she shrinks, she and Screech lose sight of each other. She then draws and drops a tanglefoot bag. Synch does the same.
Arnaugh Mindclaw casts resist acid and draws a dorje of vigor.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (92,5) 12/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (92,4) 5/5 HP, 19 AC (13 touch)

[Round 2]
Screech does nothing.
Clarissa readies true strike for when Arnaugh is in range of acid arrow.
Arnaugh Mindclaw uses the dorje on Screech.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (92,5) 12/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (92,4) 15/5 HP, 19 AC (13 touch), vigor ends 22

[Round 3]
Screech does nothing.
Clarissa readies true strike for when Arnaugh is in range of acid arrow.
Arnaugh Mindclaw unsuccessfully attempts to use the dorje on himself.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (92,5) 12/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (92,4) 15/5 HP, 19 AC (13 touch), vigor ends 22

[Round 4]
Screech does nothing.
Clarissa readies true strike for when Arnaugh is in range of acid arrow.
Arnaugh Mindclaw unsuccessfully attempts to use the dorje on himself.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (92,5) 12/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (92,4) 15/5 HP, 19 AC (13 touch), vigor ends 22

[Round 5]
Screech does nothing.
Clarissa readies true strike for when Arnaugh is in range of acid arrow.
Arnaugh Mindclaw unsuccessfully attempts to use the dorje on himself.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (92,5) 12/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (92,4) 15/5 HP, 19 AC (13 touch), vigor ends 22

[Round 6]
Screech does nothing.
Clarissa readies true strike for when Arnaugh is in range of acid arrow.
Arnaugh Mindclaw attempts to use the dorje on himself, and it gives him a bit of a shock. He decides he’d better not try any more today. He drops it and draws a wand of produce sonic flames.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (92,5) 12/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (92,4) 15/5 HP, 19 AC (13 touch), vigor ends 22

[Round 7]
Screech does nothing.
Clarissa readies true strike for when Arnaugh is in range of acid arrow.
Arnaugh Mindclaw uses produce sonic flames on Screech.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (92,5) 12/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (92,4) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 37

[Round 8]
Screech does nothing.
Clarissa readies true strike for when Arnaugh is in range of acid arrow.
Arnaugh Mindclaw casts magic fang on Screech’s claw.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (92,5) 12/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (92,4) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 37, magic fang ends 28

[Round 9]
Screech does nothing.
Clarissa readies true strike for when Arnaugh is in range of acid arrow.
Arnaugh Mindclaw casts produce flame on himself and stands up.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (92,5) 12/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201, produce flame ends 39
Screech: (92,4) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 37, magic fang ends 28

[Round 10]
Screech waits.
Clarissa readies true strike for when Arnaugh is in range of acid arrow.
Arnaugh Mindclaw double moves to 91,17 in search of Clarissa. She sees him, but not vice versa. He’s within range of acid arrow, so she casts True Strike.
Screech takes off and follows to 91,16.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (91,17) 12/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201, produce flame ends 39
Screech: (91,16) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 37, magic fang ends 28

x.jpg
[Round 11]
Clarissa casts acid arrow, and magic guides her aim. The spell hits Arnaugh, and while his spell protects him from most of it, a bit gets through. Now he sees her.
Arnaugh Mindclaw double moves to 83,9.
Screech follows to 84,9.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (83,9) 10/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201, produce flame ends 39
Screech: (84,9) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 37, magic fang ends 28

x.jpg
[Round 12]
Clarissa waits for Arnaugh to be in magic missile range.
Arnaugh Mindclaw double moves to 71,8.
Screech follows to 72,8.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (71,8) 12/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201, produce flame ends 39
Screech: (72,8) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 37, magic fang ends 28

x.jpg
[Round 13]
Clarissa waits for Arnaugh to be in magic missile range.  Arnaugh's protection spell keeps him from being harmed further by the acid arrow.
Arnaugh Mindclaw double moves to 59,7.
Screech follows to 60,7.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (59,7) 10/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201, produce flame ends 39
Screech: (60,7) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 37, magic fang ends 28

x.jpg
[Round 14]
Clarissa waits for Arnaugh to be in magic missile range.
Arnaugh Mindclaw double moves to 47,6.
Screech follows to 48,6.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (47,6) 10/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201, produce flame ends 39
Screech: (48,6) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 37, magic fang ends 28

x.jpg
[Round 15]
Clarissa waits for Arnaugh to be in magic missile range.
Arnaugh Mindclaw double moves to 35,6.
Screech follows to 36,6.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (35,6) 10/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201, produce flame ends 39
Screech: (36,6) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 37, magic fang ends 28

x.jpg
[Round 16]
Clarissa casts magic missile. Three bolts of force slam into Arnaugh, with no effect.
Arnaugh Mindclaw moves to 29,6 and throws a flame at Clarissa, but the barrier makes the shot tricky and the Halfling dodges.
Screech flies to 6,6.

Clarissa: (5,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (29,6) 10/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201, produce flame ends 29
Screech: (6,6) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 37, magic fang ends 28

x.jpg
[Round 17]
Clarissa takes a step back and again casts magic missile. Three bolts of force slam into Arnaugh, again with no effect. She then draws her wand of magic missile.
Arnaugh Mindclaw takes a step up and throws another flame. This time, Clarissa doesn’t even have to dodge.
Screech flies up and attacks Clarissa with the flame, but the halfling dodges. He then flies around, returning to his starting point.

Clarissa: (4,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (28,6) 10/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201, produce flame ends 19
Screech: (5,6) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 27, magic fang ends 28

x.jpg
[Round 18]
Clarissa fires a missile from the wand. It also fizzles. She decides to enlist her familiar.
Synch gets 2 vials of alchemist’s fire from Clarissa. It brings him up to a medium load, but that can’t be helped.
Arnaugh Mindclaw throws another flame. Again, Clarissa doesn’t even have to dodge. The flame disappears from his fingers.
Screech again attacks Clarissa with the last of the flame, but misses. He then flies around, returning to his starting point.

Clarissa: (4,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (28,6) 10/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (5,6) 15/5 HP, 19 AC (13 touch), vigor ends 22, magic fang ends 28

[Round 19]
Clarissa fires a missile from the wand. This one smacks into Arnaugh for 5 damage.
Synch moves up toward Arnaugh. Screech swipes at him, hitting for 3 damage. As Synch gets away from Clarissa, he grows back to his normal size and is back to a light load.
Arnaugh Mindclaw casts produce flame from his wand again.
Screech swipes at Clarissa with everything he has, and misses. He falls to the ground.

Clarissa: (4,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (28,6) 5/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201, produce flame ends 49
Screech: (5,6) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 27, magic fang ends 28

x.jpg
[Round 20]
Clarissa fires a missile from the wand, but again it fizzles.
Synch moves up toward Arnaugh, stopping just a bit short of him.
Arnaugh Mindclaw throws another flame. Again, Clarissa doesn’t even have to dodge.
Screech goes all-out again, and again is unsuccessful.

Clarissa: (4,5) 19/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (28,6) 5/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (5,6) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 27, magic fang ends 28

x.jpg
[Round 21]
Clarissa fires a missile from the wand, and it hits for 4 damage.
Synch draws and throws a vial of alchemist's fire, but it misses. Arnaugh is still hit by a bit of it, though, and that is sufficient to disable him.
Arnaugh Mindclaw does nothing.
Screech goes all-out again, and hits with one claw for 2 damage.

Clarissa: (4,5) 17/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (28,6) 0/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (5,6) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 27, magic fang ends 28

x.jpg
[Round 22]
Clarissa fires a missile from the wand, and it hits for 4 damage, knocking Arnaugh out.

Clarissa: (4,5) 17/19 HP, 17 AC (17 touch)
Arnaugh Mindclaw: (28,6) -4/12 HP, 17 AC (17 touch, SR 12), resist acid 10 ends 201
Screech: (5,6) 15/5 HP, 19 AC (13 touch), vigor ends 22, produce sonic flames ends 27, magic fang ends 28




Fight Results and Summary Show

Clarissa wins and gains 1200xp/1200+107.5=1307.5gp.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: scroll of true strike, 5 charges wand of MM, 1 vial alchemist's fire
Spells or Powerpoints Used:acid arrow, reduce person, MMX2 (5 SL)
Abilities Used: none
Free Activity: craft gems for 107.5 gold

Arnaugh Mindclaw loses and gains 400xp/400gp.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 use dorje of vigor (ML 2), 3 uses wand of produce sonic flames (CL 3)
Spells or Powerpoints Used: Magic Fang (1 SL)
Abilities Used: none
Free Activity: guard

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3 years ago  ::  Aug 10, 2010 - 7:38AM #177
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
2 Araneas Show


ARANEA
     Medium Magical Beast (Shapechanger)
Hit Dice:    3d10+6 (22 hp)
Initiative:    +6
Speed:    50 ft. (10 squares), climb 25 ft.
Armor Class:    14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple:    +3/+3
Attack:    Bite +5 melee (1d6 plus poison) or web +5 ranged
Full Attack:    Bite +5 melee (1d6 plus poison) or web +5 ranged
Space/Reach:    5 ft./5 ft.
Special Attacks:    Poison, spells, web
Special Qualities:    Change shape, darkvision 60 ft., low-light vision
Saves:    Fort +6, Ref +6, Will +5
Abilities:    Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14
Skills:    Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6
Feats:    Improved Initiative, Iron WillB, Weapon Finesse
Challenge Rating:    4

An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.
An aranea weighs about 150 pounds. The hump on its back houses its brain.
Araneas speak Common and Sylvan.
COMBAT
An aranea avoids physical combat and uses its webs and spells when it can. In a battle, it tries to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Spells: An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.
Sorcerer Spells Known (6/6; save DC 12 + spell level):
0— daze, detect magic, ghost sound, light, resistance;
1st—mage armor, silent image, expeditious retreat.
Web (Ex): In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Change Shape (Su): An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.
The second form is a Medium spider–humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares).
An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.
Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Spells known: sub out Sleep for Expeditious Retreat
Equipment: 3300gp
-- Cloak of Resistance +1
-- Amulet of Natural Armor +1
-- Scroll of Mirror Image (CL3)
-- Scroll of Protection from Evil (CL1)
-- Scroll of Shield (CL1)
-- Scroll of Shocking Grasp (CL4)


Aranea's tactics Show

Tactics:

Buffing: Mage Armor, Expeditious Retreat, Mirror Image (scroll), shield (scroll), Protection from evil (scroll), Shocking grasp (scroll)

Move out, spreading out, and find Q. Once found, throw webs until caught and attack in melee. Ignore allies unless they get in the way.


Qhordryn del Khessin

Qhordryn's tactics Show
Thanks for pitlording.  Share all spells w/ familiars.  Familiars actively listen if not otherwise acting.  Both bat and weasel stand between Q and the entrance to the chamber to deny charge/grant cover.

Rd 1: Q - Mirror Image (SL 3); K - Mage armor on Q (SL 1)

Rd 2: Q - Antitoxin; K - Antitoxin

Rd 3: Q - Alter self: Trog (scroll), K - reduce person (1)

Rd 4: Q - move up and ready to Color Spray (1) the entrance to starting area when an aranea is in range (note higher DC due to illusion) - or just do so (always try to get 2 if possible), K - ready to Wand of MM (to get rid of images) first foe in sight

Engagement:

Q will Color spray first; ideally getting 2 foes; once cast, Q will cast shield (1) on self, then use wand of MM until no images left on one Aranea (all missiles should always aim for separate targets), then use shocking grasp (familiar as toucher) until they're dead (from memory first, then from scrolls, then recall with PoP).

If one Aranea has no images K will scorching ray it (2), otherwise use wand of MM CL5 until one has no images, then scorching ray it from memory.  Then scorching ray from scroll.  Then engage with bow until they're dead.

Backup:

(If they're not dead after this (be sad) and cast Dispel Magic on one, then kill that one with magic missiles from CL5 wand (unless they don't work, in which case if K is still up, and Q is healthy, engage w/ xbow; if Q is very hurt, be defensive [take defense, etc]; if K is not up, and it's gotten to this point, that's terrible, but take his scrolls of shocking grasp and scorching ray and use those, and then try to kill by whatever means available after that))

---

**If only one is blinded, concentrate on nonblinded one first.  If neither is blinded, focus-fire, starting with whichever one is more hurt or has fewer images.

Use any and all expendables as needed.

PM with questions.  Q very much would like to win this winnable fight, so no superpoisoning of him if you please.]


The Fight Show

[Starting Locations and Initiative]
Qhordryn starts in area 1 at (4,27) with a scroll of mirror image (CL3). Initiative 16
-- Sonar starts at (6,25). Initiative 17
-- Khayless starts at (4,26) with a scroll of Mage Armor (CL1). Initiative 23
-- Bitey starts at (6,26). Initiative 7
Aranea A starts in area 2 at (27,27). Initiative 11
Aranea B starts in area 2 at (27,26). Initiative 24

[Round 1-6]
Aranea B buffs with Mage Armor, Expeditious Retreat, Mirror Image (1d4+1=2), Shield, Protection from Evil and Shocking Grasp (CL check 20 vs DC4+1, success)
Khayless casts Mage armor from the scroll on Q, draws and drinks antitoxin, draws and casts Reduce Person from a scroll and then draws and readies the wand of MM against the first aranea in sight.
Sonar moves to (9,21) and stays put.
Qhordryn casts Mirror image from the scroll (1d4+1=2), draws and drinks antitoxin, Alter Self: Troglodyte from a scroll and then moves to (8,23) to ready color spray on an aranea in range.
Aranea A buffs with Mage Armor, Expeditious Retreat, Mirror Image (1d4+1=2), Shield, Protection from Evil and Shocking Grasp (CL check 10 vs DC4+1, success)
Bitey moves to (10,22) and stays put.

Qhordryn (8,23) 24/24, Mage Armor (ends 601), Mirror Image (2 images, ends 31), Antitoxin (ends 602), Alter Self (Trog, ends 303)
-- Sonar (9,21) 12/12
-- Khayless (4,26) 15/15, Antitoxin (ends 602), Reduce Person (14)
-- Bitey (10,22) 7/7
Aranea A (27,27) 22/22, Mage Armor (ends 3 hours), Expeditious Retreat (ends 32), Mirror Image (2 images, ends 33), Shield (ends 14), Protection from Evil (ends 15), Shocking Grasp (held)
Aranea B (27,26) 22/22, Mage Armor (ends 3 hours), Expeditious Retreat (ends 32), Mirror Image (2 images, ends 33), Shield (ends 14), Protection from Evil (ends 15), Shocking Grasp (held)

[Round 7]
Aranea B moves to (13,22) and throws a web at Q [1 (Q), 12 vs AC10+4, miss]
Khayless moves to (5,22) and uses the wand, destroying both images and fizzling against the real aranea.
Sonar stays put.
Q moves forward to (10,21) and casts color spray [Will 23 vs DC19, success]
Aranea A moves to (16,21) and throws a web at Q [2 (Image), 23 vs AC10, hit, image destroyed]
Bitey stays put.

Qhordryn (8,23) 24/24, Mage Armor (ends 601), Mirror Image (1 image, ends 31), Antitoxin (ends 602), Alter Self (Trog, ends 303)
-- Sonar (9,21) 12/12
-- Khayless (4,26) 15/15, Antitoxin (ends 602), Reduce Person (14)
-- Bitey (10,22) 7/7
Aranea A (27,27) 22/22, Mage Armor (ends 3 hours), Expeditious Retreat (ends 32), Mirror Image (2 images, ends 33), Shield (ends 14), Protection from Evil (ends 15), Shocking Grasp (held)
Aranea B (27,26) 22/22, Mage Armor (ends 3 hours), Expeditious Retreat (ends 32), Mirror Image (ended), Shield (ends 14), Protection from Evil (ends 15), Shocking Grasp (held)

[Round 8]
Aranea B throws a web at Q [1 (Q), 20 vs AC10, hit; Q is entangled]
Khayless moves up to (10,22) and casts scorching ray on aranea B [not rolled since fight is over]
Sonar stays put
Qhordryn casts Shield from memory [Concentration 30 vs DC15+1, success]
Aranea A moves to (11,21) and tries to touch Q to discharge shocking grasp [1 (Q), 25! (12-confirmed) vs AC10-2, Dmg 8d6=14+16=30] and Qhordryn falls.


Fight Result and Summary Show

Qhordryn loses and gains 600xp +0% (-25% ally, +25% politics) = 600xp/666gp
Week 1
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: Mage Armor on Q (ends <4 hours)
Items Used: 2 antitoxins, Scroll of Alter Self (Trog, CL3), 1 charge from a Wand of Magic Missile (CL5)
Spells or Powerpoints Used: Q: 5 SL (Mirror Image (3), Color Spray (1), Shield (1)); K: 4 SLs (Mage Armor (1), Reduce Person (1), Scorching Ray (2))
Abilities Used: none
Free Activity: Craft (Painting) 186gp 3sp

@Eluria: After I ran the fight, I noticed that you didn't have a scroll of reduce person on K, but that you did have it memorized. And then, looking further, it looks like you had a number of the spells that I thought were scrolls also memorized. From your tactics its not clear to me which way you intended, but it does look like you meant to go with actual casting of the spells.

Assuming that is correct, I'll edit accordingly - which could be a big deal since you'd get an extra image out of it - but give me some time.

If that is not correct, well, sorry about the crit on the shocking grasp...

EDIT: Corrected the scrolls errors.
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3 years ago  ::  Aug 11, 2010 - 4:42PM #178
Quickslip
Date Joined: Jul 29, 2008
Posts: 877
Qelenian Shartarim
Tactic Show
Begin at 28,55 or equivalent with a scroll of mage armor in hand.  I want to ensure that when he sees me I will also see him and be able to base him.  First round, cast mage armor from the scroll.  Second round, cast shield from memory.  Then, ready to base him on mutual sight (meaning I see him and have no cover from him) within 35' (the needed distance to base him in one move).  He'll probably have heard my casting, but just in case start yelling.  I have no desire for this to drag out until my shield wears off.

Once I see him, if the ready did not activate, then if he saw me go up to him and attack (charge if possible), otherwise keep readying and waiting.  Once I base him, begin attacking (the first attack may very well be an AoO, depending on his tactics.)  FoB when possible.  On all my attacks, attempt to grapple.  Once I've grappled him, grapple for damage until dead.

If the trap knocked me down to 0 hit points, or if at any later time I find myself at 0 hit points without having done any damage to him, drop my scroll (if I haven't used it already), draw my bow, and, once I have a clear shot to him, shoot and hope for a crit (note that despite the mistake on my sheet, it's X3 on a crit).


Illendil Oratith
Tactic Show
Well the good news is that the trap triggers - +5 vs AC14 for 4d6 damage. This has a decent shot of killing him before the fight. That would be beautiful.

If not though, we'll need to have something else to work with. Rob store gets me something useful - a tattoo of Chameleon (ML1)

Start off behind the left hand rock, bow in hand.

Round 1 - activate the tattoo.

Now move out looking for Q, but stopping at each cover spot for a round. The goal is to snipe him to death. If he sees me, find a way to break LOS and rehide.

If into melee, draw my rapier and attack. Don't drop the bow - just keep it in my other hand.


The Fight Show
At the start of the fight, Qelenian gets hit by Illendil's trap for 15 damage

Qelenian starts in box 4
Illendil starts in box 3

Due to Qelenian's 0 hp, Illendil will simply use chameleon and make his way over to him, since it has a 10 minute timer anyway

Rounds 1-4
Qelenian waits for his oppertunity and Illendi taps chameleon and moves about, but neither spots the other.
x.jpg

Round 5
Illendil loses cover relative to Qelenian as he moves out again. He spots him at the end of his move
Qelenian sees his chance and fires an arrow at Illendil. As his vision fades from the strain, he sees it miss Illendil and curses at the encrouching darkness


Results/Summary/Comments Show
Illendil wins and gains 675xp/675gp.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: tattoo of chameleon
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: Rob Store

The Bully loses and gains 375xp/375gp.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: nothing
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: guard
Nothing is ever only one person's fault.
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For simplicity's sake: 

Card Name [mc][/mc]
Card Type - Subtype
Text
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Formating's a pain sometimes.

3.5/4E D&D Charcter Arena: Fight and see how far you can go. Your reasons are your own.
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3 years ago  ::  Aug 19, 2010 - 6:07AM #179
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 19 August 2010


Rolls



Time Roll: 6 hours
Lighting: Pitch Black (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:

  • Darrgon the Summoner crafts a Headband of Intellect +2, Gloves of Dexterity +2, and 2 scrolls of Greater Invisibility (CL7) {Week 1/2}

BATTLES OF GLADIUS
LEVEL 3 FIGHTS

  • none this week

LEVEL 4 FIGHTS

  • Lady Fayne (Eluria) vs. Ani Reborn (Zireael) : TelinArtho {Sewer}

LEVEL 5 FIGHTS

  • The Bully (TelinArtho) vs. Thanio Deerfriend (Yitzi) : Quickslip {Sewer} {Week 2, Dark, 2 hours}
  • Eranor Illiscathia (TelinArtho) vs. Ghost (Eluria) : Yitzi {Arena}
  • The Ant (TelinArtho) vs. Saevherne (Zireael) : Eluria {Arena}

LEVEL 6 FIGHTS

  • none this week

LEVEL 7 FIGHTS

  • none this week

LEVEL 10+ FIGHTS

  • none this week

Pairings done by TelinArtho.

Credits

Eluria +1 (1 fight)
Quickslip +1 (1 fight)
TelinArtho +1 (1 fight) -2 (4 active)
Yitzi +1 (1 fights)
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
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My List of characters for the CoCo and other ventures
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3 years ago  ::  Aug 19, 2010 - 8:27PM #180
Eluria
Date Joined: Jan 20, 2007
Posts: 3,187
The Ant

The Ant's tactics Show

Ouch - neither one of us has an option for alleviating the pitch black conditions. 50% miss chance all around it looks like. Well, at least I have blind-fighting to help out... now I just need to find the bugger.

Start off with my dorje of enlarged entangling ectoplasm (ML1) and my dorje of enlarge energy ray (ML2) at the front of my starting area.

Round 1 - buff Vigor with 1pp fully surged and move out.

Move and ready entangling ectoplasm when I have pinpointed him. The best I can hope for is him wanting to come to melee and trying to grapple me. Heck - in a grapple I'm actually in fairly good shape...

Once the ready triggers or if I am in a grapple, start attacking. Can't target with mind thrust, so crystal shards at 1pp +2 surge (psionic shot on the first one) until I'm out of PPs. Don't forget surging euphoria. Once out of PPs, time to use the dorje until I'm dead.




Saevherne

Saevherne's tactics Show
Resistance on myself, true strike on myself (optional - if the opponent has AC higher than 20). 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. If the opponent is spellcasting, shoot to interrupt.



The Fight Show


ROLLS


Saevherne casts Resistance (Ant fails to hear)
Ant surges Vigor for +15 hp, moves out

Saevherne: 29/29 AC 19 -2-4 (t14 -2-4), bow, resistance +1; effectively blind (half speed movement, 50% miss chance in combat, lose Dex to AC, -2 penalty to AC)
Ant: 35/20 AC 24 (-2-3 vs ranged not melee), dorje, Vigor (ends 31); effectively blind (half 3/4 movement, 50% miss chance in combat, lose Dex to AC vs. ranged not melee, -2 penalty to AC vs. ranged not melee)

Rd 2:
Saevherne casts True Strike (Ant fails to hear), moves out CW (familiar goes CCW)
Hawk: moves (10’ high to avoid rocks)
Ant: moves and readies entangling ectoplasm when pinpoints
x.jpg

Rd 3:
S: Moves out, listens (fails), moves again
H: moves
A: Moves out (doesn’t hear), readies entangling ectoplasm when pinpoints

**Note: at this point I realized I forgot movement penalties for blindness – makes no difference to this point, but will start making gladiators move at half speed**
x.jpg

Rd 4:
S: (hears Ant, thinks he’s at 20,28) rapid shoots: irrelevant
H: moves
A: Moves out (doesn’t hear), readies entangling ectoplasm when pinpoints
x.jpg

Rd 5:
S: (hears Ant, thinks he’s at 17,19) rapid shoots: irrelevant
H: moves
A: moves - scent ability (not noted by Telin in tactics, thus not noticed by me previously, but really wouldn’t change anything to this point – but now he’s close enough) allows Ant to pinpoint: fires entangling ectoplasm – misses due to darkness
x.jpg

Rd 6:
S: “in close quarters,” drops bow, draws longsword, listens (thinks Ant is at 22,21) – attacks: irrelevant
H: moves to where Saevherne thinks Ant is
A: scent pinpoints, fires entangling ectoplasm (readied triggered, moving on to crystal shards) Crystal Shard – misses due to darkness

x.jpg

Rd 7:
S: (thinks Ant is at 22,19) - attacks: irrelevant
H: (listens: fails) moves to where Saevherne thinks Ant is
A: scent pinpoints, fires entangling ectoplasm – misses due to darkness

Rd 8:
S: (delays 0.00000001 seconds for hawk to act first)
H: Aid another: listen for Saevherne (succeeds)
S: (thinks Ant is at 21,20… that darned squirmy Ant!) - attacks: irrelevant
A: scent pinpoints, fires entangling ectoplasm – misses due to darkness (what are the odds of a coin coming up heads 4 times in a row? Let’s see about 5…)

Rd 9:
H: Aid another: listen for Saevherne (fail)
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: scent pinpoints, fires entangling ectoplasm – misses due to darkness (what are the odds of a coin coming up heads 5 times in a row? Let’s see about 6…)

Rd 10:
H: Aid another: listen for Saevherne (succeed)
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: scent pinpoints, fires entangling ectoplasm – misses due to darkness (what are the odds of a coin coming up heads 6 times in a row? Let’s see about 7…)

Rd 11:
H: Aid another: listen for Saevherne (fail)
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: scent pinpoints, fires entangling ectoplasm – misses due to darkness (what are the odds of a coin coming up heads 7 times in a row? Let’s see about 8…)

Rd 12:
H: Aid another: listen for Saevherne (succeeds)
S: doesn’t hear Ant.  Cries.
A: scent pinpoints, fires entangling ectoplasm – HITS!!!!!!!


Note: see below; Ant clarified tactics – only intended one shot of entangling ectoplasm, so will pretend these rounds of nothingness didn’t happen.

Saevherne: 29/29 AC 19 -2-4 (t14 -2-4), bow, resistance +1; entangled ends 17(surprisingly few penalties that matter given blindness – notably -2 to attack and -4 to dex, but already gets no dex to AC); effectively blind (half speed movement, 50% miss chance in combat, lose Dex to AC, -2 penalty to AC)
Ant: 35/20 AC 24 (-2-3 vs ranged not melee), dorje, Vigor (ends 31); effectively blind (half 3/4 speed movement, 50% miss chance in combat, lose Dex to AC vs. ranged not melee, -2 penalty to AC vs. ranged not melee)

Rd 13:
H: another: listen for Saevherne (succeeds)
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: Crystal shard 1pp+2WS+Psionic shot (enervated!) – critical hit misses due to darkness!

Saevherne: 29/29 AC 19 -2-4 (t14 -2-4), bow, resistance +1; effectively blind (half speed movement, 50% miss chance in combat, lose Dex to AC, -2 penalty to AC)
Ant: 35/20 6/11 pp AC 24 (-2-3 vs ranged not melee), dorje, Vigor (ends 31); effectively blind (half 3/4 speed movement, 50% miss chance in combat, lose Dex to AC vs. ranged not melee, -2 penalty to AC vs. ranged not melee)

Rd 14:
H: another: listen for Saevherne (succeeds)
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: dazed

Rd 15:
H: another: listen for Saevherne (f)
S: (pinpoints) - attacks: 21 vs AC 24 (blindfight negating penaltied) – miss
A: 1pp Crystal Shard + 2 Surge  (enervated? No) – misses due to darkness

Saevherne: 29/29 AC 19 -2-4 (t14 -2-4), bow, resistance +1; effectively blind (half speed movement, 50% miss chance in combat, lose Dex to AC, -2 penalty to AC)
Ant: 35/20 5/11 pp AC 24 (-2-3 vs ranged not melee), dorje, Vigor (ends 31); effectively blind (half 3/4 speed movement, 50% miss chance in combat, lose Dex to AC vs. ranged not melee, -2 penalty to AC vs. ranged not melee)

Rd 16:
H: another: listen for Saevherne (f)
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: 1pp Crystal Shard + 2 Surge  (enervated? No) – misses

A: 4/11 pp

Rd 17:
H: another: listen for Saevherne
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: 1pp Crystal Shard + 2 Surge  (enervated? No) – misses due to darkness

A: 3/11 pp

Rd 18:
H: another: listen for Saevherne
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: 1pp Crystal Shard + 2 Surge  (enervated? No) – HITS FOR 15 DAMAGE ZOMG

Saevherne: 14/29 AC 19 -2-4 (t14 -2-4), bow, resistance +1; effectively blind (half speed movement, 50% miss chance in combat, lose Dex to AC, -2 penalty to AC)
Ant: 35/20 2/11 pp AC 24 (-2-3 vs ranged not melee), dorje, Vigor (ends 31); effectively blind (half 3/4 speed movement, 50% miss chance in combat, lose Dex to AC vs. ranged not melee, -2 penalty to AC vs. ranged not melee)

Rd 19:
H: another: listen for Saevherne
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: 1pp Crystal Shard + 2 Surge  (enervated? No) – misses every which way from Sunday

Rd 20:
H: another: listen for Saevherne
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: 1pp Crystal Shard + 2 Surge (enervated? No) – misses every which way from Sunday

Rd 21:
H: another: listen for Saevherne
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: 1pp Crystal Shard + 2 Surge (enervated? No) – hits for 10!

Saevherne: 4/29 AC 19 -2-4 (t14 -2-4), bow, resistance +1; effectively blind (half speed movement, 50% miss chance in combat, lose Dex to AC, -2 penalty to AC)
Ant: 35/20 2/11 pp AC 24 (-2-3 vs ranged not melee), dorje, Vigor (ends 31); effectively blind (half 3/4 speed movement, 50% miss chance in combat, lose Dex to AC vs. ranged not melee, -2 penalty to AC vs. ranged not melee)

Rd 22:
H: another: listen for Saevherne
S: (thinks Ant is at wrong… that darned squirmy Ant!) - attacks: irrelevant
A: Dorje (cold) – hits for 13, killing Saevherne






Fight Results and Summary Show

Ant wins and gains 1500xp/1600gp.
Time Between Fights: 6h
Prebuffs/Ongoing Effects: none
Items Used:  1 charge dorje Ent Ect, 1 charge dorje Energy ray
Spells or Powerpoints Used:  11pp
Abilities Used:  none
Free Activity: guard


Saevherne loses and gains 500xp/533.33gp.
Time Between Fights: 6h
Prebuffs/Ongoing Effects: none 
Items Used: none
Spells or Powerpoints Used: resistance, true strike
Abilities Used: none
Free Activity: guard



--I did not account for reduced speed movement in pitch black conditions; I am ok with that, it changes nothing in my opinion
--Telin: Scent is huge in this scenario, but so easy to miss – I’m glad I noticed it, but it was pure luck
--PLEASE get light sources or darkvision  -- Zireal, Light would be a much more useful spell, I think, as a cantrip
--After running half the fight, noted TA’s reply to my tactics clarification where he said he only wanted to Dorje Entangling Ectoplasm once – as it had no effect, will refund his charges from rds 6-12 (6 charges refunded, 1 charge expended)




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