I think I'm outmaneuvered - not the end of the world. I don't have anything particularly fancy:
Start in default position, dogs in front
Rd 1: Order dogs to attack
Rd 2: Start singing inspire courage; move out with dogs (I assume they'll follow - if not, change initial order to heel, and then note that they automatically defend). Ideally keeping dogs between me and Ani.
When he's spotted, cast hideous laughter.
When combat starts, goal is having dogs flank (as pack hunters, I would hope they'd do this on their own), and at least one between me and Ani, and use whip to trip Ani; use all attacks and AoO's to trip him until there's only 1 dog left - then melee with sword until dead.
Should be simple; thanks for pitlording and have fun!
[Prefight locations and Initiative] Lady Fayne starts in area 1 at (2,31) with whip in hand. Initiative 22 -- Dog 1 starts at (2,32). Initiative 6 -- Dog 2 starts at (3,31). Initiative 9 -- Dog 3 starts at (2,30). Initiative 18 -- Dog 4 starts at (1,31). Initiative 6 Ani Reborn starts in area 4 and outmaneuver's Fayne to (14,14) with bow in hand. Initiative 11
[Round 1] @Eluria - "attack" requires a target to specify an attack to. Since no target is in sight, heel is the best option at the moment. Lady Fayne orders the dogs to heel [Handle Animal 20 vs DC10, success] [Listen 4 vs DC0, success] Dog 3 obediantly stays put. Ani, having heard roughly where Lady Fayne is, moves to (12,20) [MS -1 vs Listen 5] Dog 2 obediantly stays put. Dog 1 and 4 also stay put.
[Round 2] Lady Fayne begins singing a grand ol' show tune about the faithfulness of dogs and their masters and skips out to (2,26) Dog 3 follows to (2,25) Ani moves to (4,21) and spots Fayne and her dogs. He declares dodge on Fayne. Dog 2 moves to (3,26) Dog 1 moves to (2,27) Dog 4 moves to (3,27)
[Round 3] Lady Fayne casts hideous laughter on Ani [Will 26! vs DC14, success] Dog 3 stays put. Ani fires an arrow at Fayne [17 vs AC17+4, miss] Dog 2 defends Fayne and moves to (3,21) and attacks [17 vs AC18, miss] Dog 1 defends Fayne and moves to (3,22) and attacks [12 vs AC18, miss] Dog 4 moves to (4,22), provoking an AoO from Ani [6 vs AC17, miss] and then bites him [6 vs AC18, miss]
@Zireael - Ani is a monk - you should definitely list his unarmed strike in the attacks line - he almost didn't get an AoO because I didn't see it until the last second.
[Round 4] Lady Fayne moves to (2,23) and tries to trip Ani with her whip [20 vs AC16+1+4, miss] Dog 3 moves to (5,21) and bites at Ani [16 vs AC18, miss] Ani drops his bow, draws his sword and attacks Dog 1 [17 vs AC17, hit; Dmg 2d4+3=5] Dog 2 attacks [21 vs AC18, hit; Dmg 1d4+1+1=5] Dog 1 attacks [15 vs AC18, miss] Dog 4 attacks [25! (7-not confirmed) vs AC18, hit; Dmg 1d4+1+1=5]
[Round 5] Lady Fayne tries to trip Ani [20 vs AC16+1+4, miss] Dog 3 bites Ani [23 vs AC18, hit; Dmg 1d4+1+1=6] Ani attacks Dog 1 [9 vs AC17, miss] Dog 2,1,4 attacks [18,8,9 vs AC18, 1 hit; Dmg 1d4+1+1=6]
[Round 6] Lady Fayne tries to trip Ani [18 vs AC16+1+4, miss] Dog 3 bites Ani [25! (14-not confirmed) vs AC18, hit; Dmg 1d4+1+1=3] Ani attacks Dog 1 [20 vs AC17, hit; Dmg 2d4+3=9] and then moves to (3,22), provoking from Fayne [8! vs AC16+1, miss] and the remaining dogs [16,17,11 vs AC18, miss] Dog 2 takes a 5ft step to (2,22) and attacks [20 vs AC18, hit; Dmg 1d4+1+1=3] Dog 1 bleeds [48% vs 91%, fail] Dog 4 attacks [25! (22-confirmed) vs AC18, hit; Dmg 2d4+2+2=3+5=8] and Ani falls.
Pitch black should hopefully help here. Start off mounted on Silencia at the front of my starting area with my wand of divine favor in one hand and my bow in the other.
Start out by looking for ghost. With 120ft darkvision, he's going to have to rely on cover to stay hidden. Move out and ready faerie fire on him until the ready triggers (or if I see him, go ahead and faerie fire him directly).
Once the faerie fire triggers, use the wand and stow it and start firing arrows. My preference is to stay outside of his potential darkvision range, having him unable to use his dex bonus negates the benefit of cover - so that's fine with me.
Use Silencia for cover when needed.
If he loses his senses and comes to melee, use deadly touch and then attack with the rapier. If he manages to take out Silencia, keep distance from him and keep up the offense.
Start up against a pillar (say, the clockwisemostfrontmost one), pot of darkvision and powerstone of wallwalker; psicrystal actively listening (and using "sighted" ability
Rd 1: chameleon from memory; psicrystal moves out until ~10' from edge of my darkvision, in front, to let his "sighted" ability give some early warning for when Eranor is coming
Rd 2: walkwalker - walk up the pillar to ~20' height (out of range of lance+horse's height, melee weapons)
Rd 3: darkvision
Rd 4: vigor from dorje
Rd 5: stay hidden and wait to snipe (if delay penalty would happen, shout for him - I think if I manage to stay wall-walking, and it's ranged vs. ranged, with psionic shot and the dorje of vigor I'll win)
Attack with: snipe for Bow+Psionic shot (ideally +sneak attack +PBS) - use move actions to regain focus. Repeat until ineffective.
Once sniping ineffective:
--if it's a ranged fight, continue shoot (std) + move (regain focus) for as long as possible. If he's out of my darkvision range, have psicrystal move towards him and use it's sighted ability to pinpoint his square, and shoot w/ the 50% miss chance
--If below 16 hp, renew vigor from dorje
If have to get down from the wall, do so in the most strategically advantageous way possible to try to avoid getting charged, and make for the center; renew hide-and-snipe tactics, using hidden time to rebuff vigor and regain focus if possible.
Given his bigger move, and melee dominance, if unable to rehide and unable to keep it a ranged fight, 5' steps back and rapid shoot him until one of us dead; in the case of him meleeing me (or grappling) don't rebuff vigor from dorje.
[Prefight locations and Initiative] Eranor Illiscathia starts in area 1 with wand of divine favor and bow in hand. Initiative 17. Ghost starts in area 4 with potion of darkvision and powerstone of wallwalker in hand. Initiative 14.
Eranor Illiscathia : (31,56) 30/30 HP, 21 AC (17 flatfooted) Ghost: (8,35) 27/27 HP, 19 AC (16 flatfooted)
[Round 1] Eranor Illiscathia double moves to 24,47, readying faerie fire. It’s slow going; he may be able to see in the dark, but his mount cannot and must walk carefully. He is heard by Ghost, who knows him to be within 20’ of 23,49. Ghost manifests chameleon and sends Whisper out to 12,36, where it is seen by Eranor.
[Round 2] Eranor Illiscathia double moves to 16,39, readying faerie fire. He is seen by Whisper. Ghost uses the powerstone of wall walker, and walks up the pillar 7.5 feet.
[Round 3] Eranor Illiscathia double moves to 8,34,readying faerie fire, and sees Ghost (who does not see him). It is too late in the round to trigger the readied action, though. Ghost drinks the potion of darkvision, sees Eranor (who, very luckily for the rogue, had no hand free for a Deadly Touch AoO), gives a little yelp, and scrambles up another 15’.
Eranor Illiscathia : (8,34) 30/30 HP, 21 AC (17 flatfooted) Ghost: (8,35) 27/27 HP, 19 AC (16 flatfooted), chameleon ends 101, wall walker ends 32, darkvision ends long
[Round 4] Eranor Illiscathia uses faerie fire on Ghost. Ghost draws and uses his dorje of vigor.
[Round 5] Eranor Illiscathia uses and stows his wand while moving back to 6,23. (Pitlord note, I forgot to factor the spell into my earlier rolls, so I’m fixing them here but not in the roller.) Ghost has Whisper move to 6,27 to spot for him while he stows his dorje. After being told Eranor’s location, he shoots at the drow elf, but Eranor drops down to use his mount as cover, and the shot misses.
[Round 6] Eranor Illiscathia shoots at Ghost. The arrow coming out of the darkness takes the rogue by surprise, and he gets hit for 10 damage. Ghost regains psionic focus and shoots again. Eranor dodges easily.
[Round 7] Eranor Illiscathia shoots at Ghost again. The second arrow is just as much of a surprise when it comes as the first was, but Eranor’s aim isn’t as good, and it hits only a glancing blow for 3 damage. Ghost regains psionic focus and shoots again, but the drow dodges once again.
[Round 8] Eranor Illiscathia shoots at Ghost again, but the arrow bounces off the rogue’s armor. Ghost regains psionic focus and shoots again. Eranor isn’t able to drop down quite fast enough, and the rogue’s psionically imbued arrow slams into him for 13 damage.
[Round 9] Eranor Illiscathia shoots at Ghost again, hitting again with another glancing blow for 3 damage. Ghost tries to regain psionic focus, fails to do so, tries again, and succeeds.
[Round 14] Eranor Illiscathia shoots at Ghost again, hitting for 4 damage. Ghost decides that overlapping vigors isn’t worth it, and shoots at Eranor, but the drow manages to use his mount as cover again. The rogue then recovers psionic focus.
[Round 15] Eranor Illiscathia shoots at Ghost again, but it bounces off the rogue’s armor. The drow’s spell fades away. Ghost shoots again, but Eranor dodges easily. The rogue then unsuccessfully attempts to regain psionic focus.
[Round 16] Eranor Illiscathia shoots at Ghost again, but it bounces off the rogue’s armor again. Ghost tries to regain psionic focus, fails, tries again, and succeeds.
[Round 23] Eranor Illiscathia shoots at Ghost again, hitting for 8 damage. Ghost shoots at Eranor, but misses. His attempt to regain psionic focus is a failure as well.
[Round 27] Eranor Illiscathia shoots at Ghost again, hitting for 5 damage. Ghost shoots at Eranor, but misses again. He then tries to regains psionic focus, but fails to do so.
Eluria:I can’t seem to find anywhere you were warned, and it was clearly a mistake, so I was generous and let you include your psicrystal despite it not being in prefight actions. Next time, I won’t. TelinArtho: Please put in your fight cycle information, it’s a pain to have to look stuff up in other fights.
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.
Dark conditions provide 20% concealment and automatic hide ability - so finding Thanio is going to prove difficult. Might as well try hiding myself and hope that I can get in close before he starts firing.
Start off by manifesting force screen and keep Gnat on my shoulder, greatsword in hand. Look for Thanio and make sure to keep track of listen checks until we get within sighted range of the psicrystal. Once there, charge the location and stay in melee as much as possible. Expend focus on the first attack for psionic weapon. If he runs away, break LOS with him and refocus. If he stays and fights - keep fighting.
Begin in 3,31 or equivalent with bow and potion of SoF in hand. First round, tap chameleon and move to 10,31 o.e. Second round, drink the potion and move to 13,29 o.e. Third round, if I don't see him move to 12,21 or equivalent. Then wait for him to show up. Once he shows up, begin sniping. If he sees me, move to break LoS to rehide. If my SoF runs out, renew it. If it runs out again, do without.
One possible danger is that he'll use his psicrystal to spot for him. In order to avoid that, try to keep cover from the psicrystal if possible (don't sacrifice sniping for it, though, if the psicrystal is on The Bully's shoulder.) If that doesn't work, note that I still have total concealment from The Bully himself, giving a 50% miss chance and the loss of DEX bonus. If able to snipe, do so, otherwise (such as if within 10') 5' away and rapid shot and hope to take him out before he gets me.
If he is not attempting to grapple and I am at 17 or less hit points, rehide (withdrawing if needed) if spotted (even if he's using the psicrystal, the increased miss chance is worth it), and use my wand until at 18 or more, then continue fighting.
If grappled, what I do depends on my position how many hits I've gotten. If I've hit him at least 4 times (count crits as triple if I can tell which ones are crits), rage and try to attack unarmed to take him out before he takes me out. If not, rage and use grapple checks to try to escape the grapple and continue with my bow.
If he disarms my bow, use my axe. If he sunders it, use mending.
Bully acts first, starting in box 3, Gnat on shoulder, greatsword in hand. Thanio acts second, in box 1, with bow and potion of SoF in hand.
Rd 1: Bully: Manifests force screen, moves North Thanio: Taps chameleon, moves to 10,31
Bully: 39/39 AC 17+4, 1/2 PP, force screen (ends 11) Thanio: 26/26 AC 23, chameleon (long)
Rd 2: Bully: Double moves Thanio: Drinks SoF, moves to 13,29 – Bully hears him to the NW
Bully: 39/39 AC 17+4, 1/2 PP, force screen (ends 11) Thanio: 26/26 AC 23+2, chameleon (long), SoF (ends 23)
Rd 3: Bully: Double moves – near the end of his move, Gnat vibrates excitedly, sensing the humanoid shape of Thanio to the north! Bully squints, but sees naught but darkness Thanio: (note: sees Bully, because though the rolls don’t reflect it, Bully moved and has a hide penalty due to double moving; Re: tactics – Thanio doesn’t have cover from psicrystal, and says not to sacrifice sniping for psicrystal; has a chance to snipe now, due to darkness – so snipes) Hears Bully closing, and, squinting, just makes out the rushing form of the hulking half-giant; the elf aims his bow and fires! Hits for 7; rehide? Successful!
Bully: 32/39 AC 17+4, 1/2 PP, force screen (ends 11) Thanio: 26/26 AC 23+2, chameleon (long), SoF (ends 23)
Rd 4: Bully: Trusts the guidance of Gnat, charges the location, expending psionic focus, and slashes a mighty cleave: hits for 26, knocking Thanio to 0. Thanio: move action to draw wand of CLW (after round 5, realized this should provoke, as Wand is in Pocket, and retrieving a stored item provokes an AoO – rolled AoO: -- hits, 13 damage, kills Thanio) Rd 5: Bully: Attacks – miss Thanio: uses wand of CLW for 6, then moves, attempting to rehide (note: disabled does not say it drops you prone; also note: concealment does not deny AoOs to my knowledge), drawing an AoO (for leaving threatened square) – miss; Thanio completes his single move
Bully: 32/39 AC 17+4, 1/2 PP, force screen (ends 11), holding sword Thanio: 6/26 AC 23+2, chameleon (long), SoF (ends 23), holding bow and wand
Rd 6: Bully: (Gnat still “sees” Thanio) closes (does not provoke from Thanio as Thanio not holding a melee weapon) and (Spot +4 vs Hide +28, fail) Attacks – missing! Thanio: withdraws
Rd 7: Bully: heads in the only possible direction, then uses gnat to spot, basing Thanio: withdraws
Rd 8: Bully: heads out; when gets into center, know that if Thanio had gone towards the NE or SE exit, he’d still be in the center, so figures he must have gone back SW, and heads that way; gnat “sighted” ability again finding Thanio Thanio: (realizes that with equal moves, the limited movement options of the sewer, and Gnat’s sighted ability, Bully will continuously be able to follow and base – options are either start 5’ stepping and rapid shotting, move back and wand {drawing AoO for movement} or 5’ step and wand – 5’ step and wand seems closest to tactics of healing) – 5’ steps, uses wand for 8
Bully: 32/39 AC 17+4, 1/2 PP, force screen (ends 11), holding sword Thanio: 14/26 AC 23+2, chameleon (long), SoF (ends 23), holding bow and wand
Rd 9: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks – critical threat, not confirmed, hits for 12 (note: this roll was rolled at the end of round 8 by mistake) Thanio: (again, options are continue the interminable chase around in circles, unable to outrun or lose him, move 50’ and wand, drawing movement AoO, or 5’ step and wand – which seems best) – 5’ steps back and wands for 2
Bully: 32/39 AC 17+4, 1/2 PP, force screen (ends 11), holding sword Thanio: 4/26 AC 23+2, chameleon (long), SoF (ends 23), holding bow and wand
Rd 10: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks –miss Thanio: 5’ steps back, wands for 3
Bully: 32/39 AC 17+4, 1/2 PP, force screen (ends 11), holding sword Thanio: 7/26 AC 23+2, chameleon (long), SoF (ends 23), holding bow and wand
Rd 11: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks –miss Thanio: 5’ steps back, wands for 5
Bully: 32/39 AC 17+4, 1/2 PP, force screen (ends 11), holding sword Thanio: 12/26 AC 23+2, chameleon (long), SoF (ends 23), holding bow and wand
Rd 12: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks –miss rebuffs force screen Thanio: 5’ steps back, wands for 6 (not sheathing wand because may be hit next round)
Bully: 32/39 AC 17+4, 0/2 PP, force screen (ends 22), holding sword Thanio: 18/26 AC 23+2, chameleon (long), SoF (ends 23), holding bow and wand
Rd 13: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks –miss Thanio: 5’ steps back and sheaths wand, preparing to rapid shot (sheathing weaponlike object move equivalent action, so while Thanio could move and sheath, that would provoke)
Rd 14: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks –miss Thanio: 5’ steps back (spots Bully, only 20% miss chance), rapid shots – hits with 1 for 10
Bully: 22/39 AC 17+4, 0/2 PP, force screen (ends 22), holding sword Thanio: 18/26 AC 23+2, chameleon (long), SoF (ends 23), holding bow
Rd 15: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks –miss Thanio: 5’ steps back (spots Bully, only 20% miss chance), rapid shots – hits with 1 for 5
Bully: 17/39 AC 17+4, 0/2 PP, force screen (ends 22), holding sword Thanio: 18/26 AC 23+2, chameleon (long), SoF (ends 23), holding bow
Rd 16: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks –miss Thanio: 5’ steps back (spots Bully, only 20% miss chance), rapid shots – misses twice
Rd 17: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks –misses due to concealmentHits (Thanio full attacked last round, only 20% miss chance) for 16 Thanio: 5’ steps back (spots Bully, only 20% miss chance), rapid shots – hits for 5Wand of CLW for 4 (using next CLW wand roll from prior run, which is for 4, under Round18 in old fight)
Bully: 17/39 AC 17+4, 0/2 PP, force screen (ends 22), holding sword Thanio: 6/26 AC 23+2, chameleon (long), SoF (ends 23), holding bow
Rd 18: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks – hits for 16 - killing Thanio outright Thanio: 5’ steps back, drawing wand (free) and using wand for 4
Rd 19: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks – misses Thanio: 5’ steps back, wands for 3
Rd 20: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks – misses Thanio: 5’ steps back, wands for 2
Rd 21: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks – misses Thanio: 5’ steps back, wands for 4
Rd 22: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks – misses Thanio: 5’ steps back, wands for 2
Rd 23: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks – misses Thanio: 5’ steps back, wands for 7, (sheaths wand because needs to rebuff SoF next round)
Bully: 17/39 AC 17, 0/2 PP, force screen (ends 22), holding sword Thanio: 24/26 AC 23, chameleon (long), SoF (ends 23), holding bow and wand
Rd 24: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks – just barely misses Thanio: 5’ steps back, draws and drinks potion of SoF
Bully: 17/39 AC 17, 0/2 PP, force screen (ends 22), holding sword Thanio: 24/26 AC 23+2, chameleon (long), SoF (ends 44), holding bow Rd 25: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks – misses due to concealment Thanio: 5’ steps back (fails to spot Bully, but knows his square – 50% miss chance), rapid shots – hits for 6
Bully: 11/39 AC 17, 0/2 PP, force screen (ends 22), holding sword Thanio: 24/26 AC 23+2, chameleon (long), SoF (ends 44), holding bow
Rd 26: Bully: 5’ steps forward, Gnat to pinpoint (spot +4 vs Hide +28 impossible, 50% miss chance), attacks – misses due to concealment Thanio: 5’ steps back (spots Bully, only 20% miss chance), rapid shots – hitting twice, downing Bully
Ashtin will begin this battle with shield and Mindblade in hand, and he will have psionic focus and psychic strike prepared as per prefight activities. He will start in the corner of his starting area closest to center clockwise (35/55 in area 1), and wait the first 5 rounds to wait for and buffs that Illendil may use to wear off. If Illendil comes into sight during these first 5 rounds, then Ash will charge him while using psionic weapon to try to kill him in the first hit. If he still lives, Ash will charge psychic strike if it is not already charged (move action) and attack (standard action). Should Illendil flee, Ash will forgo charging his psychic strike to charge Illendil.
In the more likley case that Ash does not see Illendil in the first 5 rounds, he will begin circling the arena, staying close to the center and near any convenient cover while using Hide and Move silently to avoid notice. When they encounter each other, Ash will charge with psionic weapon and use the preceding method of attack.
Okay - let's go for a hopefully quick kill. Rob store for a dose of Drow poison.
Start off behind the left hand rock, with the dose of poison and an arrow.
Round 1 - dose up the arrow, draw his bow.
Wait for three rounds, see if I can find Ashtin with him coming to me. Stay hidden at the rock during that time.
If I see nothing for three rounds, start moving clockwise to the cluster of pillars on that side. If I am sighted, try to break LOS to hide. If not - use the next round to hide.
Basically, set up to snipe the arrow at less than 1 range increment. If I am hidden and able to make that happen - take it. After the arrow is fired, if he is still up, keep firing arrows until melee happens. If he passes out, move in and CDG with rapier.
If melee happens and I've not fired my arrow, take a step back and do so. After that, draw my rapier and start feinting/sneak attacking. It takes a standard action to feint since I don't have the appropriate feat, but the sneak attack damage and his reduced AC should be enough to offset that I'll only be attack every other round. When I do make an attack, use combat expertise for -2 to hit, +2 to AC.
I think that's it. He's going to cream me unless that arrow hits and knocks him out, but that's what I've got...
ROLLS Prefight: Illendil stealthily burglarizes the home of a rival, stealing a dose of Drow poison
Illendil acts first, starting in box 1, behind the left hand rock (his left), holding a dose of drow poison and an arrow Ashtin acts second, starting in box 4, in the clockwise corner closest to the center, holding his shield and mindblade (tingling with psychic striky-ness) and feeling quite focused.
Round 1: Illendil doses the poison, and draws his bow. Ashtin waits a bit.
Round 2, 3, 4: more waiting.
Round 5: Illendil, seeing nothing, starts moving clockwise (Pitlord: sighs), scurrying to the mild cover of the low rock, glancing about for his foe.
Ashtin still waits.
Round 6: Illendil moves again, sheltering in the pillars Ashtin decides to seek his foe, and begins circling the arena (by random chance, in a clockwise direction), trying to stay close to the center and near some cover.
(note: movement on map reflects Illendil’s moves in Rd 5 & 6, but Ashtin’s move from Rd 6 only, lest you be confused, ye who is reading this)
Rd 7: Illendil (Pitlord interpretation – specified movement to this area, and rehiding; did not specify further movement, and plan was to snipe – assuming Illendil wants to stay hidden in this pillar area) hides Ashtin circles clockwise (Pitlord interpretation – circling “close to the center” doesn’t sound like “in the center,” and using “convenient bits of cover” I am interpreting as this inner ring of rocks – if that is not what was intended, my apologies!)
Rd 8: Illendil (as wants to snipe, can’t ready to snipe since that’s a full round action, so simply waits) hides Ashtin continues to seek his foe
Rd 10: (The sparse groud of spectators starts to boo and grumble, not witnessing nearly the amount of blood shed they’re used to. Beer bottles rain down on the combatants, revealing their location within 20’ of their actual position {due to the inaccuracies of the crowd, and the great distance they are lofting their trash, they can’t all hit…}) Illendil moves to cover (hidden) and fires poison arrow at Ashtin, who is behind cover – and accidentally nicks his own hand with the poisoned arrow; gritting his teeth, the rogue resists the poison, though he feels it coursing through his veins… (note: extra hide/MS in this round b/c I thought Illendil could snipe, but he can’t, so ignore it)
Ashtin (too far to charge, and obstacles in the way; could move to cover, but that wouldn’t set up charge, and doing so may allow Illendil to use the cover to re-hide… because of this, Pitlord decision to try to get as close as possible and maintain LoS) double moves to get close to melee
Illendil 13/13 AC 19, poison (round 20) Ashtin 24/24 AC 21
Rd 11: Illendil fires an arrow, missing Ashtin charges, leaping forward with his mindblade, imbued with psychic strike and completely focused, unleashing his psionic weapon – <**** for 22, downing Illendil in a single mighty blow. just barely missing, slashing deeply into the Arena pillars instead, nearly toppling the thick granite monolith.
Rd 12: (will stop with the map since it’s irrelevant now) Illendil: drops bow (free), draws rapier (move?), feints (std) – Ashtin smirks at the desperate ruse, not falling for the feint Ashtin: charges psychic strike (move), attacks (std) – misses
Ashtin wins and gaints 900 xp / 900 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none Abilities Used: none Free Activity: none
Illendil loses and gains 300xp / 300 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none Abilities Used: none Free Activity: Rob Store (drow poison)
Plains is probably one of my better maps. Start off at the spot closest to the center with a potion of mage armor (CL1) and my dorje of vigor (ML2, aug). Screech will be on my shoulder. Share all spells except for the produce flame and vigor.
Round 1- drink the potion Round 2- use the dorje on Screech. If it doesn't work, just skip it. Draw the wand of Sonic Produce Flames Round 3- use the dorje on Arnaugh. If it doesn't work, just skip it. Stow the dorje. Round 4- use the wand on Screech for his bite Round 5- use the wand on Arnaugh. Round 6- Force Screen PLA Round 7- Defensive Precognition PLA
If able to finish buffing, move to 120ft of the nearest opponent and get an entangle out, catch as many opponents as possible.
If during this process, Lady Fayne's entourage is within 120ft, stop buffing and go for entangle. Catch all that I can in the effect. After entangle, start throwing flames at the dogs until they go down, focus on escaped dogs, wounded dogs, closest dogs first.
Rebuff produce flame from the wand as needed for Arnaugh only. If Screech's flames run out, he'll just continue to full attack.
Screech will fly out once Fayne is within charge range, but otherwise stays on Arnaugh's shoulder with a ready to attack anything that comes in reach.
Don't forget Arnaugh's SR versus Fayne's hideous laughter.
Stand if tripped.
Priority for Arnaugh is the dogs. Screech will focus on Fayne.
Goal: blind him, chip away. Important: try to avoid all of us being entangled at once
Start prone
Rd 1: Order 2 dogs to attack Arnaugh (repeat until succeed)
Rd 2: Order next 2 dogs to attack Arnaugh (repeat until succeed), stand
Rd 3: drink potion of prot good, advance (try to keep a dog between us for cover if possible)
Rd 4: advance, sing inspire courage
Continue singing until within range of blindness; then cast blindness
(interrupt all of the above /buffing to cast blindness as soon as he's in range)
Once cast blindness, get into whip range as fast as possible
Use whip to disarm wand - once disarmed, pick it up
Once have wand, UMD wand and kill him w/ sonic produce flames
If unable to disarm wand, whip trip and let dogs kill; continue this until there's only 1 dog left, then enter melee
Renew inspire courage if it expires
Note:
--If you'll rule that instructions have to be to all dogs, or to just one dog (I don't see why, can start with 2 on one side, face those two, order them, then turn and face the other 2, order them, etc), then just order each dog one at a time.
--Dogs as pack animals should know to flank; note that even if not ordered, dogs automatically defend
[Prefight locations and Initiative] (I mistakenly rolled 2 dogs under the wrong numbers. For technical reasons, I had to change the round to 1 to note the correction.) Dog 3 has initiative 17. Lady Fayne starts in area 4 with whip and potion of PfG in hand. Initiative 17. Dog 4 has initiative 13. Dog 2 has initiative 12. Arnaugh Mindclaw starts in area 3 with potion of mage armor and dorje of vigor in hand. Initiative 11. Dog 1 has initiative 4. Screech has initiative 3.
Dog 3: (4,4) 6/6 HP, 17 AC (14 touch) Lady Fayne: (5,5 (prone)) 20/20 HP, 17 AC (12 touch) Dog 4: (5,4) 6/6 HP, 17 AC (14 touch) Dog 2: (4,5) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 12/12 HP, 17 AC Dog 1: (5,6) 6/6 HP, 17 AC (14 touch)
[Round 1] Dog 3 does nothing. Lady Fayne doesn’t know where Arnaugh is (having total cover from him), and so cannot designate to her dogs to attack him. Realizing that’s no way to win, she stands, sees Arnaugh, and commands Dog 1 to attack. Dog 4 does nothing. Dog 2 does nothing. Arnaugh Mindclaw drinks the potion, and manages to convey to Screech the concept of readying. Dog 1 double moves to 21,6. Screech readies.
Dog 3: (4,4) 6/6 HP, 17 AC (14 touch) Lady Fayne: (5,5) 20/20 HP, 17 AC (12 touch) Dog 4: (5,4) 6/6 HP, 17 AC (14 touch) Dog 2: (4,5) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 12/12 HP, 21 AC Dog 1: (21,6) 6/6 HP, 17 AC (14 touch)
[Round 2] Dog 3 does nothing. Lady Fayne commands Dogs 2 and 3 to attack. Dog 4 does nothing. Dog 2 moves up to 20,5. Arnaugh Mindclaw uses his dorje on Screech and draws a wand of produce flame. Dog 1 moves to 37,6. Screech readies.
Dog 3: (4,4) 6/6 HP, 17 AC (14 touch) Lady Fayne: (5,5) 20/20 HP, 17 AC (12 touch) Dog 4: (5,4) 6/6 HP, 17 AC (14 touch) Dog 2: (20,5) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 12/12 HP, 21 AC Dog 1: (37,6) 6/6 HP, 17 AC (14 touch)
[Round 3] Dog 3 joins the chase, moving up to 20,4. Lady Fayne commands Dog 4 to attack and drinks her potion. Dog 4 moves up to 21,4. Dog 2 moves up to 36,5. Arnaugh Mindclaw uses his dorje on himself and stows it. Dog 1 moves to 53,6. Screech readies.
Dog 3: (20,4) 6/6 HP, 17 AC (14 touch) Lady Fayne: (5,5) 20/20 HP, 17 AC (12 touch), protection from good ends 13 Dog 4: (20,4) 6/6 HP, 17 AC (14 touch) Dog 2: (36,5) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 22/12 HP, 21 AC, vigor ends 23 Dog 1: (53,6) 6/6 HP, 17 AC (14 touch)
[Round 4] Dog 3 moves up to 36,4. Lady Fayne moves up to 11,5 and begins to sing. Dog 4 moves up to 37,4. Dog 2 moves up to 52,5. Arnaugh Mindclaw uses the wand on Screech for his bite. Dog 1 moves to 69,6. Screech readies.
Dog 3: (36,4) 6/6 HP, 17 AC (14 touch) Lady Fayne: (11,5) 20/20 HP, 17 AC (12 touch), protection from good ends 13 Dog 4: (37,4) 6/6 HP, 17 AC (14 touch) Dog 2: (52,5) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 22/12 HP, 21 AC, vigor ends 23 Dog 1: (69,6) 6/6 HP, 17 AC (14 touch)
[Round 5] Dog 3 moves up to 52,4. Lady Fayne double moves to 23,5. Dog 4 moves up to 53,4. Dog 2 moves up to 68,5. Arnaugh Mindclaw casts Entangle on the area around the front two dogs, but Dog 2 avoids the moving grasses. Dog 1 tries to break free, but fails to do so. Screech readies.
Dog 3: (52,4) 6/6 HP, 17 AC (14 touch) Lady Fayne: (23,5) 20/20 HP, 17 AC (12 touch), protection from good ends 13 Dog 4: (53,4) 6/6 HP, 17 AC (14 touch) Dog 2: (68,5) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 22/12 HP, 21 AC, vigor ends 23 Dog 1: (69,6) 6/6 HP, 17 AC (14 touch)
[Round 6] Dog 3 moves up to 64,4. Lady Fayne double moves to 35,5. Dog 4 moves up to 63,4. Dog 2 moves up to 76,5. Arnaugh Mindclaw uses the wand on himself. The grasses try to catch the 3 unheld dogs; while the newcomers are too fast, dog 2 is caught. Dog 1 tries to break free, but fails to do so. Screech readies.
Dog 3: (64,4) 6/6 HP, 17 AC (14 touch) Lady Fayne: (35,5) 20/20 HP, 17 AC (12 touch), protection from good ends 13 Dog 4: (63,4) 6/6 HP, 17 AC (14 touch) Dog 2: (76,5) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 22/12 HP, 21 AC, vigor ends 23, produce flame ends 36 Dog 1: (69,6) 6/6 HP, 17 AC (14 touch)
[Round 7] Dog 3 moves up to 72,4. Lady Fayne double moves to 47,5. Dog 4 moves up to 71,4. Dog 2 tries to break free, but fails to do so. The grasses attempt to entangle the latter 2 dogs, but they are still too fast. Arnaugh Mindclaw hits Dog 3 with a flame for 4 damage . Dog 1 breaks free and moves up to 73,6. Screech readies.
Dog 3: (72,4) 2/6 HP, 17 AC (14 touch) Lady Fayne: (47,5) 20/20 HP, 17 AC (12 touch), protection from good ends 13 Dog 4: (71,4) 6/6 HP, 17 AC (14 touch) Dog 2: (76,5) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 22/12 HP, 21 AC, vigor ends 23, produce flame ends 26 Dog 1: (73,6) 6/6 HP, 17 AC (14 touch)
[Round 8] Dog 3 moves up to 84,4. Lady Fayne double moves to 59,5. Dog 4 moves up to 82,4. Dog 2 tries to break free, but fails to do so. Arnaugh Mindclaw throws another flame at Dog 3, but the animal dodges. Dog 1 dodges the grass as well. Dog 1 moves up to 86,6. Screech readies.
Dog 3: (84,4) 2/6 HP, 17 AC (14 touch) Lady Fayne: (59,5) 20/20 HP, 17 AC (12 touch), protection from good ends 13 Dog 4: (82,4) 6/6 HP, 17 AC (14 touch) Dog 2: (76,5) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 22/12 HP, 21 AC, vigor ends 23, produce flame ends 16 Dog 1: (86,6) 6/6 HP, 17 AC (14 touch)
[Round 9] Dog 3 moves up to 91,4, ignores a wild swipe by Screech, and attacks Arnaugh, only to be easily evaded by the druid. Lady Fayne, being smarter than her pets, decides to go around the area of the spell and moves to 66,13. Dog 4 double moves to 93,6 . Dog 2 breaks free and moves to 84,5. Arnaugh Mindclaw swipes at Dog 3 with another flame, but misses. He then instructs Screech to attack Lady Fayne. Dog 1 moves up to 91,6 and attacks Arnaugh, but the druid catches it on his magical armor.
Dog 3: (91,4) 2/6 HP, 17 AC (14 touch) Lady Fayne: (66,13) 20/20 HP, 17 AC (12 touch), protection from good ends 13 Dog 4: (93,6) 6/6 HP, 17 AC (14 touch) Dog 2: (84,5) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 22/12 HP, 21 AC, vigor ends 23 Dog 1: (91,6) 6/6 HP, 17 AC (14 touch)
[Round 10] Screech charges Lady Fayne, doing 2 damage. Dog 3 attacks Arnaugh. Inspired by his mistress, he bites through the druid's spine for 9 damage. Lady Fayne continues along to 71,13 (catching Screech’s blow on her armor) and casts Blindness on Arnaugh, but the druid’s mental power is sufficient to resist the spell. Dog 4 attacks Arnaugh, but misses. Dog 2 double moves to 93,4. Arnaugh Mindclaw recasts produce flame. Dog 1 attacks Arnaugh, but the druid dodges easily.
Dog 3: (91,4) 2/6 HP, 17 AC (14 touch) Lady Fayne: (71,13) 18/20 HP, 17 AC (12 touch), protection from good ends 13 Dog 4: (93,6) 6/6 HP, 17 AC (14 touch) Dog 2: (93,4) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 13/12 HP, 21 AC, vigor ends 23 Dog 1: (91,6) 6/6 HP, 17 AC (14 touch)
[Round 11] Screech loops around and attacks Lady Fayne again for 2 damage. Dog 3 tries to attack, but in the middle a rabbit runs by and he gets distracted. Lady Fayne continues along to 79,9, ignoring Screech’s clumsy swipe. Dog 4 attacks Arnaugh, but the druid dodges. Dog 2 attacks Arnaugh, but misses. Arnaugh Mindclaw attacks Dog 3 with his flame, but the dog dodges. Dog 1 attacks Arnaugh, but the druid dodges easily.
Dog 3: (91,4) 2/6 HP, 17 AC (14 touch) Lady Fayne: (79,9) 16/20 HP, 17 AC (12 touch), protection from good ends 13 Dog 4: (93,6) 6/6 HP, 17 AC (14 touch) Dog 2: (93,4) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 13/12 HP, 21 AC, vigor ends 23 Dog 1: (91,6) 6/6 HP, 17 AC (14 touch)
[Round 12] Screech chases and re-attacks Lady Fayne for 2 damage. Dog 3 bites Arnaugh for 2 damage. Lady Fayne continues along to 89,5, ignoring Screech’s clumsy swipe. Dog 4 bites Arnaugh for 5 damage. Dog 2 attacks Arnaugh, but misses. Arnaugh Mindclaw hits Dog 3 with his flame for 9 damage, knocking it out. Dog 1 attacks Arnaugh, but misses.
Dog 3: (91,4) -7/6 HP, 17 AC (14 touch) Lady Fayne: (89,5) 14/20 HP, 17 AC (12 touch), protection from good ends 13 Dog 4: (93,6) 6/6 HP, 17 AC (14 touch) Dog 2: (93,4) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 7/12 HP, 21 AC, vigor ends 23 Dog 1: (91,6) 6/6 HP, 17 AC (14 touch)
[Round 13] Screech chases and re-attacks Lady Fayne, but misses. Dog 3 stabilizes. Ignoring Screech’s clumsy swipe, Lady Fayne uses her whip to knock Arnaugh’s wand out of his hand. Dog 4 attacks Arnaugh, but misses. Dog 2 attacks Arnaugh, but the druid dodges. Arnaugh Mindclaw attacks Dog 1 with his flame, but accidentally launches it at the ceiling instead. He then picks up his wand, evading the dogs’ attacks. Dog 1 attacks Arnaugh, but misses.
Dog 3: (91,4) -7/6 HP, 17 AC (14 touch) Lady Fayne: (89,5) 14/20 HP, 17 AC (12 touch) Dog 4: (93,6) 6/6 HP, 17 AC (14 touch) Dog 2: (93,4) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) 7/12 HP, 21 AC, vigor ends 23 Dog 1: (91,6) 6/6 HP, 17 AC (14 touch)
[Round 14] Screech goes all-out at Lady Fayne, hitting with both claws for 4 and 3 damage respectively, but missing with his bite. Not having spent any time flying, he falls to the floor. Ignoring Screech’s clumsy swipe, Lady Fayne uses her whip to knock Arnaugh’s wand out of his hand...again. She then takes a step up. Dog 4 attacks Arnaugh, but the druid dodges. Dog 2 attacks Arnaugh, but misses. Arnaugh Mindclaw grabs his wand; he dodges one attack (and one misses entirely), but dog 2 gets a bite in for 3 damage. He then uses the wand. Dog 1 bites Arnaugh for 5 damage, knocking him out.
Dog 3: (91,4) -7/6 HP, 17 AC (14 touch) Lady Fayne: (89,5) 7/20 HP, 17 AC (12 touch) Dog 4: (93,6) 6/6 HP, 17 AC (14 touch) Dog 2: (93,4) 6/6 HP, 17 AC (14 touch) Arnaugh Mindclaw: (92,5) -1/12 HP, 21 AC, vigor ends 23 Dog 1: (91,6) 6/6 HP, 17 AC (14 touch)
Arnaugh Mindclaw loses and gains 466.66xp/466.66gp. Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: none Items Used: 1 potion mage armor (CL 1), 2 charges dorje of vigor (ML 2), 4 charges dorje of sonic produce flame (ML 3) Spells or Powerpoints Used: Entangle (1 SL) Abilities Used: none Free Activity: guard
Lady Fayne loses and gains 1300xp/1300+87.2=1387.2gp. Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none Abilities Used: 1 use bardic music Free Activity: perform for 87.2 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.
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.
Half-Giant Cleric 5 Medium Giant (Psionic) Hit Dice: 5d8+10 (32 hp) Initiative: -1 Speed: 20 ft. (4 squares) Armor Class: 17 (-1 Dex, +8 armor), touch 9, flat-footed 17 Base Attack/Grapple: +3/+11 Attack: Large greatsword +9 melee (3d6+6/19-20) or Large javelin +2 ranged (1d8+4) Full Attack: Large greatsword +9 melee (3d6+6/19-20) or Large javelin +2 ranged (1d8+4) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities Special Qualities: Fire acclimated, giant’s stature, low-light vision Saves: Fort +7, Ref +1, Will +7 Abilities: Str 18, Dex 9, Con 15, Int 12, Wis 14, Cha 8 Skills: Concentration +10, Knowledge (Religion) +9, Spellcraft +9 Feats: Psionic Weapon (1st), Run (3rd), Martial Weapon Proficiency (Greatsword)B, Weapon Focus (Greatsword)B Challenge Rating: 5 Alignment: Usually neutral good Half-giants typically stand from 7 feet to nearly 8 feet tall and weigh from 250 to 400 pounds, with men noticeably taller and heavier than women. Half-giants speak Common. Many also learn Giant. COMBAT Because of their giant ancestry, half-giants are able to use weapons sized for creatures larger than normal humans. They gain considerable satisfaction in using these large weapons in combat against their foes. Psi-Like Abilities: 1/day: stomp (DC 10). ML2. The save DC is Charisma-based. Fire Acclimated (Ex): Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Powerful Build (Ex): The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Domains: Strength (+5 str for one round), War (Greatsword) Spells: (DC12+SL) 0th (5) Light, Guidance, Detect Magic (x2), Read Magic 1st (4+1) Magic Weapon (domain), Shield of Faith, Protection from Evil, Entropic Shield, Command 2nd (3+1) Bull's Strength (domain), Bear's Endurance, Aid, Silence 3rd (1+1) Magic Vestment (domain), Invisibility Purge
Equipment: 4300gp Full Plate 1500gp Large {Ma} Cold Iron Greatsword 500gp Silver Greatsword 460gp 4 Large Javelins 8gp Cloak of Resistance +1 1000gp
Scroll of Resist Energy (CL2, Ranger Scribed) 50gp Scroll of Delay Poison (CL2, Ranger scribed) 50gp Potion of Barkskin +2 (CL3) 300gp
Start off at front corner of starting area with potion of Barkskin and greatsword in hand.
Buffing: Drink potion, cast Magic Vestment on armor, Bull's Strength, Bear's Endurance, Aid, Shield of Faith, Entropic Shield and Magic Weapon. Move each round when able.
Once he is in sight, get into melee - running if necessary, charging if possible. Use Psionic weapon on the first opportunity and after that - just attack in melee.
If he's trying to stay at range, use command to hopefully get him to drop his bow, otherwise resort to javelins.
Invisibility Purge if there's indications the opponent is invisible, otherwise use it for a cure spell. Silence should be converted to cure as well. Heal at half-hit points or less.
[Prefight locations and initiative] Saevherne starts in area 1 at (2,63) with bow in hand. Familiar is on his shoulder. Initiative 18 Tim starts in area 3 at (63,2) with a potion and his greatsword in hand. Initiative 8.
[Round 1] Saevherne casts resistance and moves out to (7,60) Familiar flies out to (2,44,6) Tim drinks the potion of barkskin and moves to (63,6)
[Round 2] Saevherne moves to (18,57) Familiar flies to (2,20,6) Tim casts Magic Vestment and moves to (62,10)
[Round 3] Saevherne moves to (22,47) Familiar flies to (19,5,6) Tim casts Bull's Strength and moves to (61,14)
[Round 4] Saevherne moves to (27,40) Familiar flies to (43,5) Tim casts Bear's Endurance and moves to (61,18)
[Round 5] Saevherne moves to (37,44) Familiar flies to (61,17,6), spotting the half-giant. Saevherne gets the feeling of excitement from his familiar and spots him flying. Tim, knows that he's been spotted, but it doesn't change anything. He buffs with Aid [1d8+5=12 temp hp] and moves to (57,18)
[Round 6] Saevherne moves to (38,32) Familiar flies and circles over (57,18,6) Tim casts Shield of Faith and moves to (53,19)
[Round 7] Saevherne moves to (38,26) and readies to fire on sight. Familiar flies (ceasing to keep track - he's not going to be targetted and isn't going to be attacking) Tim casts Entropic Shield and moves to (52,23)
[Round 8] Saevherne moves to (44,26) and casts true strike. Tim casts Magic Weapon on his sword and moves to (50,26)
[Round 9] Saevherne rapid shoots at Tim [100%, 4% vs 21%, 1 failed; 38 vs AC17+2+1+2, hit; Dmg 1d8+4=6] Tim charges Saevherne, expending his focus for psionic weapon [34! (23-confirmed) vs AC19+1, hit; Dmg 6d6+12+6+2+2d6=24+19+6=49], killing Saevherne instantly.
Note: Mage armor prebuff is active. Start hidden behind a hedge, kneeling to keep out of sight
Rd 1: Drow poison an arrow
Rd 2: Drow poison arrow 2
Rd 3: Pot Prot Evil
Rd 4: Tattoo Force screen, stand
Rd 5+: double move closer until within 1 range increment
Fire Drow poison arrow at him. Repeat w/ 2nd arrow if he is still conscious.
If he's unconscious, CdG w/ greatsword
If hit with either arrow and he's conscious, tap tattoo of force screen, then get into melee w/ Turon and grapple him to death / use him for cover (please note secondary poison saves in that case).
If neither hit, get into melee w/ Turon, grapple until Turon dead, then use arrows to kill Vallgar.
Tough little bugger that he is - I think I've got a reasonable shot against him.
Start off at the default with a potion of mage armor and a scroll of Alter self (CL3, Trog). Turon should be in between me and the center of the plains.
Buffing: Mage armor from the potion, Alter Self from the scroll, Shield from memory, Spectral Hand from memory, then Bestow Curse into the hand and hold the charge.
During this time, Turon will take shots at Malyuk because he has nothing better to do and will always stay in between Vallgar and Malyuk so as to offer soft cover.
Once buffing is done, close in to a distance of 170ft or so and start touching with the spectral hand. The curse is a -4 to attack rolls, saves, ability checks and skill checks.
Once cursed, go for Ghoul Touch and repeat if the first one fails. If they both fail, go for chill touch (recall and repeat if needed). If Ghoul Touch works, have Turon intercept and CDG with his sword.
Turon is to shoot each round at Malyuk with his cold iron arrows unless Malyuk comes to melee. In that case, drop the bow, draw greatsword and attack in melee.
If Malyuk goes flying, that doesn't really change anything - Turon stays in between to offer some cover versus ranged attacks (as much as he can anyway), and Vallgar keeps up with the spells.
[Prefight locations and Initiative] Malyuk starts in area 1 (prone, as kneeling is insufficient to gain total cover) with drow poison and 2 arrows in hand. Initiative 22. Turon starts with bow in hand. Initiative 13. Vallgar the Unhinged starts in area 2 with potion of mage armor and scroll of alter self in hand. Initiative 6.
Malyuk: (4,93) 41/41 HP, 26 AC (17 touch) Turon: (89,89) 45/45 HP, 23 AC Vallgar the Unhinged: (92,92) 33/33 HP, 12 AC
[Round 1] Malyuk poisons an arrow, drops the empty vial, and draws another vial of drow poison. Turon does nothing. Vallgar the Unhinged drinks his potion.
Malyuk: (4,93) 41/41 HP, 26 AC (17 touch) Turon: (89,89) 45/45 HP, 23 AC Vallgar the Unhinged: (92,92) 33/33 HP, 16 AC
[Round 2] Malyuk poisons the other arrow, drops the empty vial, and draws a potion of protection from evil. Turon does nothing. Vallgar the Unhinged uses the scroll.
Malyuk: (4,93) 41/41 HP, 26 AC (17 touch) Turon: (89,89) 45/45 HP, 23 AC Vallgar the Unhinged: (92,92) 33/33 HP, 22 AC
[Round 3] Malyuk drinks his potion, drops the empty vial, and puts one arrow back in the quiver. Turon does nothing. Vallgar the Unhinged casts Shield.
Malyuk: (4,93) 41/41 HP, 27 AC (18 touch), PfE ends 13 Turon: (89,89) 45/45 HP, 23 AC Vallgar the Unhinged: (92,92) 33/33 HP, 26 AC, shield ends 73
[Round 4] Malyuk touches a tattoo of force screen and stands up; at that distance, partial cover is still enough to hide him. Turon does nothing. Vallgar the Unhinged casts Spectral Hand.
Malyuk: (4,93) 41/41 HP, 31 AC (18 touch), PfE ends 13, force screen ends 14 Turon: (89,89) 45/45 HP, 23 AC Vallgar the Unhinged: (92,92) 30/33 HP, 26 AC, shield ends 73
[Round 5] Malyuk double moves to 20,93. Turon moves to 84,92 and shoots at Malyuk, but at that range the demon is easily able to dodge. Vallgar the Unhinged casts Bestow Curse and moves up to 86,92.
Malyuk: (20,93) 41/41 HP, 31 AC (18 touch), PfE ends 13, force screen ends 14 Turon: (84,92) 45/45 HP, 23 AC Vallgar the Unhinged: (86,92) 30/33 HP, 26 AC, shield ends 73
[Round 6] Malyuk double moves to 36,93. Turon moves to 78,92, switches to cold iron, and shoots at Malyuk, but the distance is too great and he misses. Vallgar the Unhinged moves up to right behind Turon (in order to keep cover) .
Malyuk: (36,93) 41/41 HP, 31 AC (18 touch), PfE ends 13, force screen ends 14 Turon: (78,92) 45/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 7] Malyuk double moves to 52,93. Turon moves to 72,92 and shoots at Malyuk, but the distance is too great and he misses. Vallgar the Unhinged attacks with the spectral hand. He hits, but the demon shakes off the curse.
Malyuk: (52,93) 41/41 HP, 31 AC (18 touch), PfE ends 13, force screen ends 14 Turon: (72,92) 45/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 8] Malyuk moves to 60,93 and shoots at Vallgar, but Turon is in the way and it misses. Turon shoots at Malyuk, but it is stopped by the dretch’s psionic shield. Vallgar the Unhinged realizes that ghoul touch can't affect outsiders, so he casts chill touch, but Malyuk dodges his spectral hand.
Malyuk: (60,93) 41/41 HP, 31 AC (18 touch), PfE ends 13, force screen ends 14 Turon: (72,92) 45/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 9] Malyuk shoots at Vallgar again, but it is stopped by the wizard’s magical armor. The dretch then moves up to 68,93 while stowing his bow. Turon shoots at Malyuk, but the demon once again dodges. Vallgar the Unhinged tries again to hit Malyuk, but is still unsuccessful.
Malyuk: (68,93) 41/41 HP, 31 AC (18 touch), PfE ends 13, force screen ends 14 Turon: (72,92) 45/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 10] Malyuk moves up and tries to grab Turon, but overbalances and barely avoids falling. Turon drops his bow, draws his sword, and brings it down on Malyuk, only to be again stopped by the dretch’s shield . Vallgar the Unhinged manages to hit Malyuk with the spell; the demon shrugs off the strength damage, but does take 6 damage.
Malyuk: (52,93) 35/41 HP, 31 AC (18 touch), PfE ends 13, force screen ends 14 Turon: (72,92) 45/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 11] Malyuk again tries to grab Turon, and this time succeeds, and manages to get a hold and break some bones for 15 damage. Turon tries to escape, but is unable to do so. Vallgar the Unhinged tries to hit Malyuk again, but his hand is deflected.
Malyuk: (52,93) 35/41 HP, 31 AC (18 touch), PfE ends 13, force screen ends 14 Turon: (72,92) 30/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 12] Malyuk squeezes again, and while only somewhat successful, still does 10 damage. Turon tries to escape, but is unable to do so. Vallgar the Unhinged tries again with his spell, and hits Malyuk's heart for 11 damage and 2 strength damage.
Malyuk: (52,93) 24/41 HP, 31 AC (18 touch), PfE ends 13, force screen ends 14 Turon: (72,92) 20/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 13] Malyuk squeezes Turon again, but he is unable to do any damage. His protection spell disappears. Turon tries to disengage himself from Malyuk’s grasp. Vallgar the Unhinged hits again with the spell for 1 damage and 1 strength damage.
Malyuk: (52,93) 23/41 HP, 30 AC (17 touch), force screen ends 14 Turon: (72,92) 20/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 14] Malyuk grabs Turon again, and squeezes hard for 12 more damage. His shield wears off. Turon tries to escape, but is unable to do so. Vallgar the Unhinged hits again with the spell for 3 damage, but Malyuk shakes off the ability damage.
Malyuk: (52,93) 20/41 HP, 26 AC (17 touch) Turon: (72,92) 8/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 15] Malyuk squeezes Turon again for 8 damage, destroying him. He then draws his bow. Vallgar the Unhinged tries to hit with the spell again, but misses.
Malyuk: (52,93) 20/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 16] Malyuk shoots at Vallgar, but the arrow bounces off the wizard's armor. Vallgar the Unhinged hits with more negative energy, for 2 damage and 1 strength damage.
Malyuk: (52,93) 18/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 17] Malyuk shoots at Vallgar, but he is unable to hit as well as normally due to his weakness, and the arrow bounces off the wizard's skin. Vallgar the Unhinged tries to hit again, but his spectral hand merely makes a rude gesture, much to the amusement of the audience. After the fight, one of the arena wizards is severely reprimanded.
Malyuk: (52,93) 18/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 18] Malyuk shoots at Vallgar again, but the arrow goes wide. Vallgar the Unhinged tries to hit again, but misses.
Malyuk: (52,93) 18/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 19] Malyuk shoots at Vallgar again; this time, it is Vallgar's shield that protects him. Vallgar the Unhinged tries to hit again, but Malyuk dodges.
Malyuk: (52,93) 18/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 30/33 HP, 26 AC, shield ends 73
[Round 20] Malyuk shoots at Vallgar again; while the toughness of Vallgar's skin does keep it from hitting any vital organs, he still takes 6 damage. Vallgar the Unhinged tries to hit again, but misses.
Malyuk: (52,93) 18/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 21] Malyuk unsuccessfully shoots at Vallgar again. Vallgar the Unhinged hits Maluk again for 1 damage and 1 strength damage.
Malyuk: (52,93) 17/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 22] Malyuk shoots at Vallgar again, only to again be blocked by the shield. Vallgar the Unhinged tries to hit Malyuk, but the demon once again dodges.
Malyuk: (52,93) 17/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 23] Malyuk shoots at Vallgar, only to again be blocked by the shield again. Vallgar the Unhinged tries to hit Malyuk, but his hand is deflected.
Malyuk: (52,93) 17/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 24] Malyuk nearly shoots himself in the foot. Vallgar the Unhinged once again finds Malyuk dodging his attack.
Malyuk: (52,93) 17/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 25] Malyuk's arrow bounces off Vallgar's skin. Vallgar the Unhinged once again finds Malyuk dodging his attack.
Malyuk: (52,93) 17/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 26] Malyuk's arrow bounces off Vallgar's skin again. Vallgar the Unhinged hits Malyuk with the last charge from the spell for 2 damage, although once again the demon resists the ability damage.
Malyuk: (52,93) 15/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 27] Malyuk's arrow bounces off Vallgar's skin yet again. Vallgar the Unhinged gets out and uses a pearl of power to recover the chill touch spell.
Malyuk: (52,93) 15/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 28] Malyuk's arrow misses Vallgar. Vallgar the Unhinged casts chill touch again and hits Malyuk with it for 5 damage (although the dretch again shakes off the strength damage).
Malyuk: (52,93) 10/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 29] Malyuk's arrow is again stopped by Vallgar's armor. Vallgar the Unhinged once again finds his hand deflected.
Malyuk: (52,93) 10/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 30] Malyuk's arrow bounces off Vallgar's skin. Vallgar the Unhinged curses as his opponent again dodges his hand.
Malyuk: (52,93) 10/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 31] Again, neither side hits.
Malyuk: (52,93) 10/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 24/33 HP, 26 AC, shield ends 73
[Round 32] Malyuk hits Vallgar for 5 damage. Vallgar the Unhinged hits Malyuk for 4 damage and 1 strength damage.
Malyuk: (52,93) 6/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 19/33 HP, 26 AC, shield ends 73
[Round 33] Again, both miss.
Malyuk: (52,93) 6/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 19/33 HP, 26 AC, shield ends 73
[Round 34] Yet again, both miss.
Malyuk: (52,93) 6/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 19/33 HP, 26 AC, shield ends 73
[Round 35] Malyuk hits for 6 damage and dodges Vallgar's attack.
Malyuk: (52,93) 6/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 13/33 HP, 26 AC, shield ends 73
[Round 36] Malyuk shoots again, and Vallgar's armor provides only limited protection; he takes 5 damage. Vallgar the Unhinged tries to hit again, but once again Malyuk dodges.
Malyuk: (52,93) 6/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 8/33 HP, 26 AC, shield ends 73
[Round 37] Again, both miss.
Malyuk: (52,93) 6/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 8/33 HP, 26 AC, shield ends 73
[Round 38] Malyuk shoots again, but Vallgar dodges easily. Vallgar the Unhinged hits Malyuk in the heart for 5 damage, but the demon still shakes off the ability damage.
Malyuk: (52,93) 1/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 8/33 HP, 26 AC, shield ends 73
[Round 39] Malyuk's arrow again bounces off of Vallgar's skin. Vallgar the Unhinged hits Malyuk in the heart for 2 damage, knocking him out.
Malyuk: (52,93) -1/41 HP, 26 AC (17 touch) Turon: (72,92) 0/45 HP, 23 AC Vallgar the Unhinged: (79,92) 8/33 HP, 26 AC, shield ends 73
Malyuk loses and gains 700xp/866.66gp. Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: sasson leaf residue on claw, 1 arrow poisoned (drow poison) Items Used: 2 vials drow poison, potion of protection from evil, tattoo of force screen, 15 arrows (26 shot, 4 hit, 22 missed, 11 recovered) Spells or Powerpoints Used: none Abilities Used: none Free Activity: guard
Vallgar the Unhinged wins and gains 2100xp/2600+217=2817gp. Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: Turon destroyed Items Used: 2 PoP level 1, PoP level 2 (one of each in prebuff), potion of mage armor, scroll of alter self (trog), 1 arrow, 4 cold iron arrows (5 shot, 5 missed, 0 recovered) Spells or Powerpoints Used: regained and reused and regained and reused chill touch, regained hideous laughter, used Shield, Spectral Hand, bestow curse (7 SL) Abilities Used: none Free Activity: craft gravestones for 217 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.
Well, I luck out that there's only one roll that would give me a small and a tiny opponent. I lose out on the fact that I have terrible HP and not enough time to buff against two speedy flying opponents...
Start off at the default square with Screech on my shoulder, wand of Produce Sonic flames (CL3).
Round 1 - manifest defensive precognition PLA, handle Screech to defend (if either opponent is in sight - order Screech to attack instead) Round 2 - manifest force screen PLA. Round 3 - use the wand.
Start throwing flames at the target not engaged with Screech (if Screech is taken down, go for the one shooting rays at me...). If I am engaged before I am done buffing, try to break LOS or otherwise move to cover (from the ranged attacks).
Renew flames when needed. If something provokes an AOO from me, use a flame touch.
Size/Type: Tiny Dragon Hit Dice: 2d12+2 (15 hp) Initiative: +2 Speed: 15 ft. (3 squares), fly 60 ft. (good) Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16 Base Attack/Grapple: +2/-8 Attack: Sting +6 melee (1d3-2 plus poison) Full Attack: Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1) Space/Reach: 2½ ft./0 ft. (5 ft. with tail) Special Attacks: Poison Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft. Saves: Fort +4, Ref +5, Will +4 Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10 Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks) Feats: Alertness, Weapon Finesse Alignment: Always neutral good Poison (Ex) Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsense (Ex) A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.
Telepathy (Su) Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Skills Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.
Size/Type: Small Outsider (Air, Extraplanar) Hit Dice: 3d8+3 (16 hp) Initiative: +5 Speed: Fly 60 ft. (perfect) (12 squares) Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15 Base Attack/Grapple: +3/+0 Attack: Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1) Full Attack: Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Electricity ray Special Qualities: Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10 Saves: Fort +4, Ref +8, Will +4 Abilities: Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13 Skills: Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings) Feats: Dodge, Weapon Finesse Alignment: Always neutral
Round 0 Arnaugh starts in square B and goes last with Screech (going second) on his shoulder and his wand of produce (sonic) flames out. Arrowhawk goes first and starts in box C, with Pseudo dragon one space to his left and going third.
Round 1 Arrowhawk moves double moves to the center to get a view of the map and is flying 15' up. Without any cover to hide behind, Arnaugh is spotted. The pseudo dragon follow the Arrowhawk to the center and sees them as well. Arnaugh sends off his eagle to distract the coming foes while he himself huddles in the shadow of the nearest statues to manifest defensive precocgnition. Arnaugh 12/12 hp AC 18 (touch 18) (23,29) Screech 5/5 hp AC 19 (touch 13) (27,27) Arrowhawk 16/16 hp AC 20 (touch 16) (15,16) 15' flight Pseudodragon 15/15 hp AC 18 (touch 14) (16,16) 15' flight
Round 2 The Arrow hawk sees the delicious eagle and move to attack, but its ray fizzles, doing a minimial 2 damage. Screech moves to attack back, but barley misses. The Pseudodragon moves to eliminate the eagle, and stings it for only 1 damage, but the posion sets in, and Screech falls from the sky, asleep. The 15' fall would have awoken him, except that he landed headfirst for 6 damge, knocking him out cold (-4/5 hp) Arnaugh winces at the loss of his friend, but stays behind the statues to protect himself from the same fate and manifests force screen. Arnaugh 12/12 hp AC 22 (touch 18) (23,29) Screech -4/5 hp AC 19 (touch 13) (dying) (22,23) Arrowhawk 16/16 hp AC 20 (touch 16) (21,22) 15' flight Pseudodragon 15/15 hp AC 18 (touch 14) (22,22) 15' flight
Round 3 The arrowhawk, no longer seeing any threat to its territory (no line of sight to Arnaugh) moves down to 5' above Screech to eat the delicious meal so kindly provided for it, doing another 5 damage to the eagle. Despite the chunk taken out of it, Screech stabilizes at -9/5 hp. The pseudodragon, not so easily distracted, moves to where Arnaugh was, sees him, and moves to attack, but misses outright. Arnaugh, in response, uses his wand to produce flames. He stays where he is, however, to retain cover from the Arrowhawk. Arnaugh 12/12 hp AC 22 (touch 18) (23,29) Screech -9/5 hp AC 19 (touch 13) (stable) (22,23) Arrowhawk 16/16 hp AC 20 (touch 16) (22,23) 5' flight Pseudodragon 15/15 hp AC 18 (touch 14) (24,29)
Round 4 The arrowhawk notices the combat and moves to where Arnaugh was and attacks with his ray after moving to a safty range of 15'. The ray zaps Arnaugh for 9 damage. (note, subtracted 4 in retrospect for firing into melee, but it still hit) (3/12 hp) The Pseudo dragon tries again to sting, and gets in a luky strike for 1 damage. The poision quickly sets in, and Arnaugh collapses, alseep. (2/12hp) He witholds his bite for the stronger bite of his companion. Arnaugh sleeps peacefully. Arnaugh 2/12 hp AC 22 (touch 18) (helpless) (23,29) Screech -9/5 hp AC 19 (touch 13) (stable) (22,23) Arrowhawk 16/16 hp AC 20 (touch 16) (27,29) 15' flight Pseudodragon 15/15 hp AC 18 (touch 14) (24,29)
Round 5 The Arrowhawk move into melee and bites for 2 damage, waking him, but disabling him. (Note, accidentally rolled in wrong round. After reading the rules, I noticed that I should have just used this roll instead of resetting, so I rerolled damage for the original hit instead of the the new one, and it brought Arnaugh down to 0 hp, so I'll quickly finish) Pseudodragon attacks, but misses. Arnaugh throws fire at the Arrowhawk, doing 4 damage, but falling unconscious from the strain.
Arnaugh -1/12 hp AC 22 (touch 18) (dying) (23,29) Screech -9/5 hp AC 19 (touch 13) (stable) (22,23) Arrowhawk 12/16 hp AC 20 (touch 16) (27,29) 15' flight Pseudodragon 15/15 hp AC 18 (touch 14) (24,29)
Arnaugh loses and gains 400xp/400gp. Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge of wand of produce sonic flames Spells or Powerpoints Used: none 1/day Abilities Used: 1 use of Force Screen, 1 use of Defensive precognition. Free Activity: guard