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Kelva Isilung the Dispassionate (Manofthesea) vs. Absalar (The_Fred)
Kelva's Tactics Show Uh oh, Absalar is faster than Kelva. Crap! Absalar's Tactics
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At beginning of fight, Kelva will be holding her bow and an empty hand, and stand (using start area 1 as example) at 29. 55. This should give visibility on area 2. Switch: 1. Can see enemies, Kelva goes first: Fire on dogs, step to cover 2. Can see enemies, dogs approach slowly: Fire on dogs, step to cover 3. Can see enemies, dogs running: move to (Dogs can't charge, cover from Absalar), start full-round action to summon monster I a scorpion. Complete as dogs move to base, put scorpion in flank, draw sword. 4. Can't see enemies: step to 29,54 to get visibility on Area 4: Switch 4.1. Can see enemies, see above 4.2. Can't see enemies: Draw wand of shield, use it, drop it, recover it later. (AC 22, 4 armor + 4 dex + 4 shield) If the dogs are on me and I have the flank, try to put them down with the scorpion while taking cover from Abbey. If I don't have the scorpion, ready 5-foot step-and-shoot to put them down without AO's. If I haven't seen enemies yet, I have shield up, move to 26, 56, and then 22,55 (2 turns) to use rock as cover, ready to shoot at enemies. Dogs first, though I expect I'll rapidly be in melee. As before, get a summon out to help when they're charging distance, with the hope it'll be up before they can attack me (and disrupt) but after I can put it right on top of them (for the full attack). Also, feel free to hide to make first attack ignore dex. Once (if) dogs go down, drop the sword and go back to the bow. Step and shoot with Absalar. My AC20 and +7 attack vs. his AC 18 and +4 give me... good? chances. Try to keep cover to make it a hit-on-20 only. I don't mind a cover vs. cover fight. 1 range increment is almost as good as cover. Try to keep on the move to avoid the creeping tattoo. If hit, note Travel Domain granted Freedom of Movement. If Kelva is out of cover (for whatever reason) and having a ranged fight, use total defense (only one-on-one) to force a 20 or miss situation. Additional situations: If a dog is hit for 4-5 damage, draw the wand of MM on the next action and guarantee the hit. If wand is weaponlike, can do this on the move. Then drop it (or if have the time, put it away). Hmm... what am I missing? Thanks for running the fight, Erithmu. Start front centre of my box, flanked by dogs, with Potion of Shield of Faith and bow in hand. Begin by drinking that, then a Potion of Resistance, and finally using my Defensive Precognition PLA. Then, move out clockwise (with dogs) in search of Kelva. As soon as I see her, send in one of the dogs, then the next on the next round (sending in dogs is highest priority, but it's a move action, so don't give up my standard action to do it). If she's not engaged in melee with the dogs or Absalar, shoot with the bow; otherwise, draw flail and attack two-handed to disarm, or for damage if she or I are already disarmed. If I don't have a move action left, just shoot and engage melee next round. If she's casting a full-round spell (i.e. a Summon), always shoot if I can't attack in melee, and if I can attack in melee, activate Rage and attack to trip. If I disarm her, don't bother picking up the weapon and stowing it unless both the dogs are dead; provoking three AoOs is probably better for me. If she does manage to summon any creatures, avoid them but don't let them stop me attacking Kelva. Notes and Contingencies: Summary: Send in the dogs at first opportunity, shoot until it's time to melee, then attack to disarm. Rolls: Here (I lost Round 5 somehow ... and it might go back a few rounds ...) Rewards/Comments
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Init + Starting 12 Absalar starts in the North box with a potion of Shield of Faith and bow in hand, flanked by his dogs 9 Kelva Starts in the East box with bow in hand ![]() Round 1: Absalar and his puppies are unaware that Kelva is hiding right over there (16 hide vs 10,8,14 spot) and chugs a potion, and draws another Kelva seeing Absalar standing out there like a champ picks his shot and fires at one of the dogs before moving behind cover. (Atk: 24 dmg:2) Absalar sees this as well as his puppies. (Note: Kelva moves into the nook, not going to post a map for that) Absalar 18/18hp AC 18 (SoF 11) -- Yip 4/6hp 17 AC -- Nip 6/6hp 17AC Kelva 17/17hp AC 20 Round 2: Absalar orders Nip to go after Kelva and downs another potion. Nip goes yipping off. Kelva steps out and sees a puppy coming at him and shoots (Atk:15 miss) Absalar 18/18hp AC 18 (SoF 11) (Resistance 12) -- Yip 4/6hp 17 AC -- Nip 6/6hp 17AC Kelva 17/17hp AC 20 ![]() Round 3 Absalar Orders Yip to go after Kelva and manifests his Defensive Precognition ability Yip and Nip move Steps away and begins to cast SM1 Absalar 18/18hp AC 18 (SoF 11) (Resistance 12) (DPC 13) -- Yip 4/6hp 17 AC -- Nip 6/6hp 17AC Kelva 17/17hp AC 20 ![]() Round 4: Absalar follows after his puppies. Yip moves Nip Charges Kelva (Atk: 14 miss) Kelva finishes his summons, drops his bow and draws long sword to attack (20! not confirmed 6 dmg) Scorpion full attacks dropping Nip. Absalar 18/18hp AC 18 (SoF 11) (Resistance 12) (DPC 13) -- Yip 4/6hp 17 AC -- Nip -2/6hp 17AC Kelva 17/17hp AC 20 -- Scorp 6/6hp (Round 6) ![]() Round 5 Absalar moves around the other side of the pilar and bases Kelva Yip charges Kelva (AoO Scorp: 5 miss) (Atk:22 dmg: 5) Kelva attacks Yip (atk: 19 dmg 5), he then steps away from Absalar Scorpion charges Absalar (Atk:5) Absalar 18/18hp AC 18 (SoF 11) (Resistance 12) (DPC 13) -- Yip -1/6hp 17 AC (bleeding) -- Nip -3/6hp 17AC (bleeding) Kelva 12/17hp AC 20 -- Scorp 6/6hp (Round 6) ![]() Round 6 Absalar ignores the summons and goes after Kelva He steps, drops his bow, and disarms the longsword two-handed with the flail (Kelva AoO: 20 miss) (Disarm 20 vs 15 disarmed) Absalar then grabs the longsword. (AoO scorp 9 miss) Kelva is irked, he delays for the scorpion to expire Scorpion full attacks (he can’t gain flank because Kelva doesn’t threaten) (Hits with sting 2 dmg Absalar makes poison save 20!) The scorpion then goes back home. Kelva steps away and shoots point blank (Atk: 21 dmg:2) Absalar 14/18hp AC 18 (SoF 11) (Resistance 12) (DPC 13) -- Yip -2/6hp 17 AC (bleeding) -- Nip -4/6hp 17AC (bleeding) Kelva 12/17hp AC 20 -- Scorp 6/6hp (Round 6) ![]() Round 7 Absalar stows the longsword, steps up and attempts to disarm the longbow (20 vs 6) Kelva having no recourse goes for the bow (AoO: 10) Kelva then attacks (16: miss) Absalar 14/18hp AC 18 (SoF 11) (Resistance 12) (DPC 13) -- Yip -3/6hp 17 AC (bleeding) -- Nip -5/6hp 17AC (bleeding) Kelva 12/17hp AC 20 Round 8 Absalar disarms the bow again (13 vs 12) and picks up the bow. Kelva with no other recourse and not really wanting to spend his wand charges (only to get disarmed) surrenders Absalar Wins and gains 750xp/750gp (900xp/900gp - 16.67%)
Used: Potion of Shield of Faith, Resistance, 1 use of Def. Precog. PLA. Kelva loses and gains 350xp/350gp (300xp/300gp + 16.67%) Used: 3 arrows (4 arrows fired, 2 hit, 1 not recovered) Spells: Summon Monster 1 Free Action: Craft Cloak of Resistance +1 Comments: @Man'dasea: There are rules under the heal skill for determining hp status of your opponent, but at 6 hps a dog it didn't really come into play. Also you have a prison Violation regarding your short charged wands (unless I'm wrong about them). While not the ending you were hoping for, I hope it is an appropriate ending. @Fred: Speedy little monster.
Erith Silverbow (Uknits) vs. Gart'ak McGrath (Bobthe6th) in Temple
Erith's Tactics Show I have ambush, so I get to pick the starting locations and I get a suprise round. I choose to start in area 1 and he'll start in area 2. I'll start in square 6,29 with my longbow in hand. In the suprise round, I'll cast Mirror Image and move towards area 2. Once combat starts, start singing, using inspire courage for +1 attack and damage and keep moving towards area 2 until he is seen. Once he is seen, cast hideous laughter at him. If he saves, do it again. Once he is prone and unable to do anything, draw my longsword and attack him. When it ends, cast it again and continue to attack with my longsword. Once it ends and he stands up, draw my longbow and shoot until one of us is dead. Notes: If I would provoke an AoO, 5' shift away from him, and if I cannot, use tumble to move away. My singing will have to stop when I cast hideous laughter, but the effects continue for 5 more rounds. Go ahead and use another inspire courage after I cast hideous laughter the second time as long as he fails his save. I can keep the performance up indefinatley at that point since I can attack and sing at the same time. If my bow is disarmed and I cannot pick it up, I have a second one, but it won't have a strength bonus or bonus to damage from magic. If that too is disarmed and unable to be picked up, use my longsword first, then spiked gauntlet. If he grapples me, escape. Note that I threaten with my spiked gauntlet when I'm holding my bow. Basic Priorities: 1. Avoid AoO's 2. Cast Hideous Laughter on him. 3. Attack with longsword if he is prone or bow if he is not. 4. Keep inspire courage up if convinient. Gart'ak's Tactics Show Bobthe6th has not sent tactics. Gart'ak will use dumb berzerker default tactics The Fight Show Erith Skill Packages: Ambush (Attack) Get suprise round and choose starting location Hide 9 vs. Spot 1 (8) Move Silently 9 vs. 10 Listen (-1) Bluff 8 vs. 1 Sense Motive (7) Sense Motive 4 vs. 0 Bluff (4) Erith wins, and selects area 1 for Erith and area 2 for Gart'ak. During the surprise round, Erith casts Mirror Image Outmanuever (Defense) 40 Start a number of squares outside box based on how much beats foe's score. Balance 12 vs 2 (10) Climb 10 vs 12 (-2) Jump 10 vs 12 (-2) Swim 8 vs 10 (-2) Erith wins by 4, and starts at 10,29 Round 0: Erith rolls a 19 for initiative, and begins holding his bow. S: Erith casts Mirror Image, gaining 5 images Gart'ak rolls an 8 for initiative, and begins holding his falchion - Erith, AC 22, 23/23 HP, Mirror Image 5/5 (rd. 60) - Gart'ak, AC 17, 56/56 HP ![]() Round 1: Erith: S: Begin singing for Inspire Courage (+1 morale to attack, damage, saves vs. fear/charm) M: As he cannot cast, he moves to just out of range of Gart'ak's charge Gart'ak: FR: Gart'ak takes a run action to base Erith (and his Kage Bushin no Clones) - Erith, AC 22, 23/23 HP, Mirror Image 5/5, Courage Conc. + 5 - Gart'ak, AC 17, 56/56 HP ![]() Round 2: Erith: 5-foot step back S: Cast Tasha's Hideous Laughter at Gart'ak (15 vs DC 14: Saves) Gart'ak: 5-ft step up Full-Attack Routine: Reckless offense (-4 AC, +2 attack), Power Attack (-2 attack, +4 dmg). - +11: Hit, for minimum damage: 13 damage against image *poof* - +6: Miss, even against image AC 15 - Erith, AC 23, 23/23 HP, Mirror Image 4/5, Courage (7) - Gart'ak, AC 13, 56/56 HP Round 3: Erith: 5-ft step back S: Cast Tasha's Hideous Laughter at Gart'ak (14 vs DC 14: Saves) Gart'ak: needs to winnow down images, no power attack 5-ft step up Full-Attack Routine: Reckless offense (-4 AC, +2 attack) - +13: Miss against real Erith - Would have hit image, Gart'ak learns which is real image - +8: Hit, 12 damage - Erith, AC 23, 11/23 HP, Mirror Image 4/5, Courage (7) - Gart'ak, AC 13, 56/56 HP ![]() Round 4: Erith: (Remaining tactics: Shoot with bow until dead) M: 30 ft, tumble to avoid AoO (Success) S: Ready to shoot as Gart'ak chases Gart'ak: (Unable to charge through statue) M: Move up to Erith (interrupted: Erith fires bow, miss) S: Attack vs. Erith+Images, Miss vs image AC 15 - Erith, AC 23, 11/23 HP, Mirror Image 4/5, Courage (7) - Gart'ak, AC17, 56/56 HP ![]() Round 5: Erith: 5-ft step, fire bow, Hit, 6 damage Gart'ak: step up, full-attack, Reckless Attack - +13: Hit on image: *poof* - +8: Miss - Erith, AC 23, 11/23 HP, Mirror Image 3/5, Courage (7) - Gart'ak, AC 13, 50/56 HP Round 6: Erith: M: Tumble to move to prevent Gart'ak full attack: fail (AoO: Hit on image: *poof*) S: Fire bow: Hit for 11 Gart'ak: Charge, Reckless (tank using HP, need to kill images): Cuts image in half - Erith, AC 23, 11/23 HP, Mirror Image 1/5, Courage (7) - Gart'ak, AC 11, 39/56 ![]() Round 7: Erith: M: Tumble around statues (Success) S: pew-pew: 13 damage Gart'ak: free: Rage! M: To base Erith S: Reckless, Power Attack for 2. *Poof* - Erith, AC 22, 11/23 HP, No images, Courage expires - Gart'ak, AC 11, 26+12/56+12, Rage (14) ![]() Round 8: Erith: M: tumble away (Success), jump to main floor (Jump vs DC 15, success) S: pew-pew: 7 damage Gart'ak: M: To base Erith S: Reckless, Power Attack for 2: 16 damage. Erith falls unconcious - Erith, -5/23 HP - Gart'ak, AC 11, 19+12/56+12, Rage ![]() Round 9: The raging barbarian brings his falchion down between Erith's Chin and his Shoulders. 5-ft step: pew-pew: Results Show Gart'ak McWrath wins and gains 1800 xp and 2000 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: Rage Free Activity: Train wolf: Attack Erith Silverbow loses and gains 600 xp and 666 gp Yaron (Uknits) vs Azuk (ManoftheSea) Yaron's Tactics Show Well, 2 hits will kill me, but all my bonuses come into play. Start in the back of my area with shield and wand in hand. Round 1, use wand and stow it, then draw and drink a potion of shield of faith, then finish by casting daylight to dazzle him and drawing my sword. Then move out, taking total defense until my foe is within 10'. Then 5'shift in and attack, using smite and full power attack for +9 to hit and 1d8+8 damage. Then just attack in melee normally. If grappled, escape. Azuk's Tactics Show Azuk big, more strong than shiny man. Azuk smash shiny man with axe-pole! Azuk start with tree (Tower Shield) in left hand and axe-pole in not-left hand (holding, not wielded). If Azuk must have stupid metal disk (buckler) on arm, Azuk rip off and throw like frisbee on first move (loose shield as part of movement). Azuk want move close to shiny man, so Azuk start at front. Azuk approach using tree as hidey-place (Tower shield as cover). Azuk look at shiny-hands. If hands full of sword and board, Azuk drop tree. If hands full of spears (javelins), use tree to move to wall within 100 ft, drop tree, bend charge (Psionic Charge) with axe-pole to chop down shiny man. If shiny-man eager for death (sword and shield, approaching), drop tree and ready to attack. Let him come to death. If he charge, use ready attack to chop and opportunity attack to trip. If he falls, ready to attack on stand, use OA to chop and ready to trip, take step as part of ready to move out of range. If his leg steal pole-axe (drop guisarme to prevent counter-trip), draw small-axe (greataxe) and put in shiny head. At end of fight, play to crowd. Show them people's elbow on dying man. If shiny man used smite, coup de grace with greataxe and kick head like play-ball. Roar often. Like red paint make Azuk go fast, roar make Azuk hit. (Don't rage, just talk). The Fight Show Yaron goes first in area 4, Azuk in area 3. Round 1 Round 2 [Pitlord note: Yaron has neither sword nor javelins out, so moving to attack seems to make best sense] Map Show ![]() Round 3 Round 4 The Ork follows up by swiping again at the Aasimar's legs [16+9=25 vs tAC 12+2=4, trip: 12 vs 11], and Yaron goes down again. [Note: Some of those rolls are in R5] Round 5 Results Show Azuk wins and gains 900 xp and 900 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard Yaron loses and gains 348 xp and 348 gp Pitlord Remarks Show Azuk's tactics weren't clear on whether he should attack to trip or just for damage once ready actions stopped working (which in this case way right away, but given Azuk doesn't have Combat Reflexes, Yaron could have stood twice in one round anyway).
Also, I believe CoCo rules are that you can't ready a 5ft-step. Terlyn's tactics Show Well this will be the tactics of I have two people and he has one. Start at Terlyn (6,27) Thiel (4,25) (or equivelant) The plan is: whoever goes first, readies vs manifesting, second person attacks Ant. Stay spread out I don't want to get dual Energy missiled. Have them move out in opposite direction, but both can keep sight on Ant and I have a ready vs manifesting up, then I'm ok being close to one another. Terlyn should be Magic Missiling, Thiel will open with fireballs following up with magic missiles. If Terlyn runs out of offense lock Ant down with web, then layer black tentacles, and stinking cloud. Thiel will ready a magic missile on ants 'emergence from the layers) - I have all my spells available so use em if something looks appropriate. Think offensive pressure over defensive buffing Ant's tactics Show Okay - time to take down a squishy wizard. The ant is up for the task. Small map and with good range on his energy missiles, the Ant would still like to use Mind Thrust if he can. Start off leading out to the clockwise start with a powerstone of skate (ML2). If I see my opponent (or his cohort), move closer and manifest energy missile (fire) with 7pps +3 surge. If not, manifest vigor (7pp+3surge) and hide against the nearest statue. From there on - if I have already dealt an energy missile, continue the assault if possible (move to cold, then electric if needed). Any time I can catch both of them - do so. If mirror image is in play, target a different image with each missile. If I don't start with an energy missile, after vigor, manifest skate from the powerstone and draw and use dorje of def. precognition (ML1) and then ready to manifest energy missile (electric) on sight (again 7pp+3surge) If approached by a summons, use racial energy ray (with psionic shot), and then dorje of energy ray until it is killed. Stay away from known energy resists for celestial/fiendish creatures. That's about it. Lots of HPs to go through Fight Show All rolls are here Start Initiatives Round 1 Terlyn moves out before Thiel and heads west. He doesn't spot Ant after moving out, so he readies a magic missile against Ant manifesting an attack. Thiel heads north, but she doesn't see Ant either. Status
Round 2 Terlyn still doesn't spot Ant as he continues to move west. Again, he readies magic missiles against Ant manifesting an attack. Thiel is unable to spot Ant either as she continues moving north and then west. Status
Round 3 Terlyn moves west and finally has an unobstructed view of Ant to the north. He shouts Ant's location to Thiel and readies Magic Missile as soon as Ant manifests a power. Thiel moves closer and casts Fireball near the statues where Ant is hiding. Ant is unfortunately not nimble enough to get out of the way of the fireball, and takes the full 24 points of damage. Status
Round 4 Terlyn readies another volley of Magic Missile against Ant's manifesting, while Thiel moves closer and launches another Fireball. Again, Ant is unable to escape any part of the attack, and takes the full 21 points of damage. Status
Round 5 Terlyn readies as before. Thiel launches her last Fireball, hitting Ant fully for 18 points of damage. Status
Round 6 Terlyn continues to ready Magic Missile in case Ant manifests anything. Thiel pursues Ant and casts Magic Missile, hitting him for 10 points of damage and taking him out. Status
Results Show Terlyn wins and gains 2760 xp and 3910 gp (+40% Political Career, -25% ally) Time Between Fights: 3 hours Prebuffs/Ongoing Effects: Ext. Mage Armor on Terlyn & Thiel (<11hrs) Items Used: None Spells or Powerpoints Used: Terlyn - Magic Missile x 2, Thiel - Fireball x 3, Magic Missile Abilities Used: None Free Activity: Sell Pearl of Power [1] Ant loses and gains 1000 xp and 1416 gp (+25% opponent's ally) Pitlord notes Show Ellia Duskthorn (TelinArtho) vs. Beezel (Dgallaty) Ellia’s Tactics Show Ellia's tactics Okay - looks like he doesn't have synesthete to help him out - so let's not use the wand this time and hope we do well with saves. Start off with nothing in hand. Cast shield of faith from memory and move out, readying to cast blindness on sight. If I hear or determine that he must be invisible, draw and cast see invisible from a scroll. Otherwise, once blindness triggers, if it works, cast spiritual weapon, and use shocking grasp, chill touch to take him down. If it doesn't work - repeat with a second blindness. If both blindnesses fail, cast spiritual weapon, draw my wand and start using it. Hopefully I blind him before he gets off a killing blow. Beezel’s Tactics Show Argh, why didn't I get scrolls of Shield instead of power stones of Force Screen? Beezel is going to have to one-shot or two-shot Ellia in order to avoid being taken down by her wand. But first, he has to know where she is. Sorry for the wall of text to come... Beezel starts in the center of the box, prone, with a power stone of Inertial Armor in his hand. This should cut Line-of-Sight with any of the other starting boxes, thanks to the small pillars around each one and the large 15' statue in the center of the map. Buff Rounds (in order) Round 2: Beezel activates scroll of Reduce Person and draws a scroll of Silent Image Combat After buffing, Beezel casts Silent Image from the scroll and creates an illusion of himself normal-sized (i.e. Small rather than Tiny) standing up, in the corner square of the map edge, closest corner to him, and then draws a scroll of Expeditious Retreat. Beezel moves the image and makes it look like he's walking, first 30' clockwise, then 30' back to the corner, then 30' counter-clockwise, then 30' back to the corner. He will keep doing this until the image is attacked or until 2 rounds before the delay penalty kicks in. If it's 2 rounds before the delay penalty kicks in: If the image is attacked: Attacking On the following round, Beezel manifests the same thing, but not Enlarged. After that, he draws his dorje of Enlarged Crystal Shard and attacks until Ellia is down, using cover to avoid being targeted by spells if possible. Fight Show Round 0
Beezel 22/22 HP Round 2
Beezel 22/22 HP Beezel begins the process of reducing himself as Ellis continues to move and ready.
Beezel 22/22 HP
Beezel 22/22 HP Round 5
Results Show Beezel Wins and gains 1,800xp and 2,000 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: Scroll Reduce Person, Silent Image, Powerstone Inertial Armour Spells or Powerpoints Used: 5 PP Abilities Used: None Free Activity: Guard Ellia Loses and gains 600 xp and 840.74 gp Ephraim the Dark (Erithmu) vs. Cries of the Forest (The_Fred) Ephraim’s Tactics Show Well this will suck, archer on the plains, so this will be bad. 1 pp + 2 surge vigor Then Run at him use the full 4x lose my dex. I basically want to be using swarm of crystals on him, as I'm going to miss his touch AC. Get up in his face and 4pp+2surge Crystal swarms for the win, I hope the vigor holds up. If he ends up threatening me, try to get out of his reach range, and manifest, otherwise manifest on the defensive, expend focus on first one I need to, and let the dice ride if I need a 2nd one. Cries’ Tactics Show Plains makes this... interesting. Start in the centremost corner of my box with bow and Powerstone of Offensive Prescience (ML2) in hand. Buff with Claws of the Beast, then Prevenom, then finally OP from the stone, then start shooting Ephraim.
Fight Show Round 0
Cries 25/25 HP Round 2
Cries 25/25 HP Round 3
Cries 25/25 HP
Cries 25/25 HP Round 5
Cries 30/25 HP
Cries 15/25 HP Round 7 Cries 15/25 HP Round 8 Cries 15/25 HP Round 9 Cries 15/25 HP Round 10 Results Show Cries Wins and gains 1,200xp and 1,288 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: Claws of the Beast < 3 Hours Items Used: Powerstone Offensive Prescience, Vigour Spells or Powerpoints Used: 2 PP Abilities Used: None Free Activity: Profession Epharim Loses and gains 400 xp and 400 gp Pairings: 6 February 2013Time Roll: 2 hours Characters on Quests:
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LEVEL 6 FIGHTS
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Yaron (Uknits) vs. Jack of thorns (Bobthe6th) in the Arena
Yaron's Tactics Show Start in the front and centre part of my area with shield on my arm and wand of divine favour in my hand. Round 1, use wand, then draw and drink a potion of shield of faith before drawing my seord and moving out. Then close, taking total defense once he is seen. Once within 10'. 5' shift towards gim if needed and grapple. Once grappled, use armour spikes in grapple to kill. If tripped, stand and grapple him. Tripping will kill me here, but I've got to hope he rolls poorly. If he is avoiding me with his bow, just run to close. I am Jack's Thorny Tactics Show This seems like an intresting fight, two heavily defensive builds facing off. Guess I will make use of some heavy disarming(Jack has a +15 disarm check with his spiked chain +2(weapon)+2(BAB) +3(Str)+4(feat)+4(two handed weapon))... So yeah. Start in the center of the box with spiked chain in hand. Just move out clock wise while calling out and try to engage. When oponent is sighted, move tword him while readying to disarm sword when he gets into reach. If he is in reach, disarming his sword takes president over attacking for damage. If he is in reach, disarming his shield takes president over attacking for damage. If he provokes and AOO is disarmed of his sword, try to disarm shield. If he is tottaly disarmed, just attack for damage. Always move to force him to 5ft step tword Jack. The Fight Show Round 0: Jack rolls a 4 on initiative, and will start in area 2 holding a wicked length of chain. Due to prison violations, Jack's armor will be treated as Masterwork Chain Shirt. Jack's HP are 10+2 + 5.5+2 + 4.5+2 = 26. Yaron rolls a 4 on initiative, and will start in area 1 holding a wand and shield. Telin has loaned his dice for this fight. - Jack, AC 17, 26/26 HP - Yaron AC 19,17/17 HP ![]() Round 1: Jack: Sees Yaron, knows Yaron will provoke an AoO to reach him, double moves toward Yaron Yaron: Uses wand, drops it, draws potion - Jack. AC 17, 26/26 HP - Yaron AC 19, 17/17 HP, Divine Favor (11) ![]() Round 2: Jack: Approaches Yaron cautiously Yaron: Drinks potion, moves to just outside charge distance while drawing sword - Jack, AC 17, 26/26 HP - Yaron, AC 21, 17/17 HP, Divine Favor (11), Shield of Faith (12) ![]() Round 3: Jack: Approaches Yaron, readying his chain to disarm Yaron: Total Defense. Yaron, feeling the clock ticking on his buffs, moves near to Jack - Jack, AC 17, 26/26 HP - Yaron, AC 25, 17/17 HP, DF (11), SoF (12) ![]() Round 4: Jack: 5-ft step within range of Yaron, attempt to disarm: Success, the longsword is at Yaron's feet. Yaron: Feel shame as a free action. 5-ft step toward Jack, attempt to grapple: AoO hits, 7 damage. He holds his shield tightly. - Jack, AC 17, 26/26 HP - Yaron, AC 21, 10/17 HP, DF (11), SoF (12) ![]() Round 5: Jack: 5-ft step back from Yaron, attempt to disarm shield (not light, is a weapon): Success, shield at Yaron's feet. Yaron: 5-ft step toward Jack, Defensively tries to grab Yaron: AoO misses. Touch: Success, opposed grapple: Failure. Yaron feels demoralized as a free action. ![]() Round 6: Jack: Seeing what Yaron is doing, attacks for damage: miss Yaron: Knowing that picking anything up will provoke, continues to press his grapple. AoO: Failure - Jack, AC 17, 26/26 HP - Yaron, AC 20, 10/17 HP, DF, SoF Round 7: Jack: whiff Yaron: AoO: Whiff. Touch: whiff. - Jack, AC 17, 26/26 HP - Yaron, AC 20, 10/17 HP, DF, SoF Round 8: No change Round 9: It's a tragedy of excess Round 10: Jack: Whiff Yaron: AoO: Whiff. Touch: hit. Opposed Grapple: SUCCESS! 8 piercing damage - Jack, AC 17, 18/26 HP - Yaron, AC 20, 10/17 HP, DF, SoF Round 11: Jack: Breaks Grapple. Yaron: Filled with crushing dispair, goes to tackle Jack. AoO: Hit, 8 Damage - Jack, AC 17, 18/26 HP - Yaron, AC 18, 2/17 HP, Round 12: Jack: Miss Yaron: Successful grab, Armor Spikes do 5 damage - Jack, AC 17, 13/26 HP - Yaron, AC 16, 2/17 HP, Round 13: Jack: Breaks Grapple. Yaron: Believing the gods have set this task before him for him to overcome, again tries to grab Jack defensively. AoO: Miss. Grab: miss Round 14: Jack: Hits for 8. Yaron falls. Results Show Jack of Thorns wins and gains 900 xp and 900 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: Craft decorative chains: +? gp (Bobthe6th, what's this supposed to be?) Yaron loses and gains 300 xp and 300 gp [/sblock
Griffon (Uknits) vs Anjin (The_Fred)
Griffon's Tactics Show Hmmm..... I have a decent chance of sundering, but he has a few backup weapons. He'll enlarge, though, which gives me certain advantages terrain wise... Anjin's Tactics
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Start in the front corner of my area with bow in hand. If I see my foe, shoot him immediatly, then move away. Once he is either shot at once or I do not see him, run to get to a bridge, running around the moat if going towards the near bridge puts me closer to him. Once on the bridge, enter the castle and go up the stairs to the center of the castle walls (22,19 or 23,27 for example). With his expansion, this means he cannot fit on the wall at its 5' width, and 15' high means it provides cover, so no AoO against me. From here, drink a potion shield of faith and shoot him until he is dead. With cover, shooting will not provoke AoO and neither will standing, and I'll get a +4 against attacks. I will also be immune to him grappling due to him not being able to enter my space. If he is not expanded and has decided to climb the stairs, drop my bow and engage with sword. Attack him for damage. If, for some reason, I cannot fight from the ledge, use a potion of enlarge to even the odds, then attack in melee. This is only if there is absolutley no alternative, such as moving back onto the ledge or moving to another ledge or position. The only thing I can think that would cause this here is running out of arrows. Stand if tripped. If he is simply dorje Vigouring repeatedly, I'll be annoyed. If already in melee, sundering the dorje is a priority. If I'm shooting him, he'll have to either use his shield as a weapon or he'll be stowing and drawing his kusari gama which will slow him down considerably, so keep shooting until out of arrows. It only gives 10 temp HP, so I should chip away at his HP a fair bit to give me a melee edge. Basic Priorities: 1. Shoot from ledge. 2. Sunder Dorje. 3. Use Enlarge and kill in melee. This should be a simple punch-up. Let's start front centre with Dorje of Vigour in hand. Use that, then stow it. Next round, use Expansion (3PP) and draw a Power Stone of Biofeedback. The Fight
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Thereafter, as soon as we see Griffon, tap a Crawling Tattoo of EE at him. If we don't see him right off, use the Power Stone, then a Stone of Force Screen, then move out (clockwise by default) looking for him, drawing my kusari-gama. If we do, use Biofeedback before engaging. If his using his bow and fleeing, use a Power Stone of Skate. Otherwise, just attack to trip using two points of Combat Experise. If I lose my kusari-gama, just bash with the shield. If the shield gets sundered, attack with armour spikes. Don't use CE for either of these. If I drop to below 20hp, draw my dorje of Vigour and renew it (drop my kusari-gama if necessary), and keep renewing it whenever it's entirely depleted. This is a very doable fight, but a lack of time to buff makes it awkward. Rolls: Here (Around round 13 the names switch in the roller) Rewards/Comments
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Init + Starting 11 Anjin Starts in the SE box with djore of Vigor in hand 6 Griffon Starts in the SW box with bow in hand ![]() Round 1 Anjin buffs with Vigor and stows the djore Griffon fires(Atk:21 dmg: 6) and moves Anjin 26+4/26hp AC 18 Griffon 34/34hp AC 17 ![]() Round 2 Anjin manifest a 3pp expansion and draws a stone of biofeedback Griffon fires (atk:18 dmg:5) and moves Anjin 25/26hp AC 18 (Expansion) Griffon 34/34hp AC 17 ![]() Round 3 Anjin activates his crawling tattoo of entangling ectoplasim Griffon fires (atk: 10 miss) and moves Anjin 25/26hp AC 18 (Expansion) Griffon 34/34hp AC 17 ![]() Round 4 Anjin draws and uses a stone of Force screen Scuttle Griffon moves then fires (Atk: 8 miss) Anjin 25/26hp AC 18 (Expansion) (Force screen 14) Griffon 34/34hp AC 17 ![]() Round 5 Anjin Draws is KG and moves north to intercept Griffon Scuttle Griffon double moves up into the castle Anjin 25/26hp AC 18 (Expansion) (Force screen 14) Griffon 34/34hp AC 17 ![]() Round 6 Anjin double moves Scuttle Griffon shifts and draws/drinks a potion of shield of faith Anjin 25/26hp AC 18 (Expansion) (Force screen 14) Griffon 34/34hp AC 17 (Shield of Faith 16) ![]() Round 7 Anjin moves and manifests biofeedback from stone Scuttle (pant pant) Griffon shoots (atk:1!) and moves Anjin 25/26hp AC 18 (Expansion) (Force screen 14)(Biofeedback 17) Griffon 34/34hp AC 17 (Shield of Faith 16) ![]() Round 8 Anjin moves in but can’t make an attack Scuttle (target!) Griffon shoots at Anjin at point black (Atk 15) Anjin 25/26hp AC 18 (Expansion) (Force screen 14)(Biofeedback 17) Griffon 34/34hp AC 17 (Shield of Faith 16) ![]() Round 9 Anjin trips using 2 points of CE (Atk: 14 miss vs 12 +2deflection +4 cover) Scuttle Attack! (Atk 11 miss) Griffon shoots (atk:24 dmg 9-2=7) Anjin 18/26hp AC 18 (Expansion) (Force screen 14)(Biofeedback 17) Griffon 34/34hp AC 17 (Shield of Faith 16) Round 10 Anjin drops is KG (it returns to large size) draws and uses vigor Scuttle attack (11 miss) Griffon grumbles and shoots (atk: 24 dmg 7-2=5) Anjin 18+5/26hp AC 18 (Expansion) (Force screen 14)(Biofeedback 17) Griffon 34/34hp AC 17 (Shield of Faith 16) Round 11 Anjin drops his djore, picks up his KG and attacks trying to trip with +2 CE (Touch 20! Trip: 31vs6; Followup: 14 miss) Scuttle attacks vs prone (16 hit) Griffon stands and finds himself entangled, but keeps shooting (Atk: 10) Anjin 18+5/26hp AC 18 (Expansion) (Force screen 14)(Biofeedback 17) Griffon 34/34hp AC 17 (Shield of Faith 16) (Entangled 16) Round 12 Anjin trips again (Touch 16 vs 12+2(sof)+4(cover)-2(entangle)=16; Trip:30 vs 6; Followup: 21 Dmg 11) Griffon stands and shoots (Atk: 22 dmg4-2) Anjin 18+3/26hp AC 18 (Expansion) (Force screen 14)(Biofeedback 17) Griffon 23/34hp AC 17 (Shield of Faith 16) (Entangled 16) Round 13 Anjin rinse wash repeat (Trip yes, hit no) Griffon same (21 Miss due to Combat Expertise) Anjin 18+3/26hp AC 18 (Expansion) (Force screen 14)(Biofeedback 17) Griffon 23/34hp AC 17 (Shield of Faith 16) (Entangled 16) Round 14 Anjin again (Trip yes, hit yes 8 dmg) (Force Screen fades) Griffon again (1!) Anjin 18+3/26hp AC 18 (Expansion)(Biofeedback 17) Griffon 15/34hp AC 17 (Shield of Faith 16) (Entangled 16) Round 15 Anjin again (Trip yes, hit no) Griffon (Atk miss) Round 16 Anjin (Trip yes, hit yes dmg:6) (Entangle fades) Griffon (atk: 23 dmg:8-2=6) (SoF fades) Anjin 15/26hp AC 18 (Expansion)(Biofeedback 17) Griffon 15/34hp AC 17 Round 17 Anjin drops picksup and renews vigor (Biofeedback fades) Griffon (hit dmg 4) Anjin 15+6/26hp AC 18 (Expansion) Griffon 15/34hp AC 17 Round 18 Anjin drop pickup KG and attack (Touch miss) Griffon (hit dmg 6) Anjin 15/26hp AC 18 (Expansion) Griffon 15/34hp AC 17 Round 19 Anjin vigor Griffon (hit 5 dmg) Anjin 15+5/26hp AC 18 (Expansion) Griffon 15/34hp AC 17 Round 20 Anjin (Trip yes, Hit no) Griffon (miss) Round 21 Anjin (Trip yes, hit no) Griffon (hit 9 dmg) Anjin 11/26hp AC 18 (Expansion) Griffon 15/34hp AC 17 Round 22 Anjin Vigor Griffon (hit 5 dmg) Anjin 11+5/26hp AC 18 (Expansion) Griffon 15/34hp AC 17 Round 23 Anjin (touch miss) Griffon (hit 10 dmg) Anjin 6/26hp AC 18 (Expansion) Griffon 15/34hp AC 17 Round 24 Anjin Vigor Griffon (hit 10 dmg) Round 25 Anjin Vigor Griffon (hit 8 dmg) Anjin 6+2/26hp AC 18 (Expansion) Griffon 15/34hp AC 17 Round 26&27 Both miss Round 28 Anjin (Trip yes, hit no) Griffon (Hit 10 dmg) Anjin Falls Griffon Wins and gains 1600xp/1600gp
Used: Potion of Shield of Faith (1), 16 arrows(25 shot, 10 hit, 9recovered) Anjin losses and gains 400xp/400gp Used: 3 pp (expansion) Used: Powerstones: Force Screen, Bio Feedback; Crawling Tattoo of Entangling Ectoplasim, 7 Charges of djore of Vigor Free: Profession 76 gp Peanut Gallery: @Uknits: Congratulations you did over 100 damage to win that fight ....... @Fred: Was looking good till the buffs/debuffs ran out Geth's tactics Show Fortunatley I have enough HP to live through the initial blast, but we'll see about how well this works. Start in the front corner of my area with glaive in hand. Round 1, move into the clockwise area. Continue to move area to area like this until I either find him or determine he is invisible. Is he is invisible, take total defense until he is found. Once found, move to 5' from him. If he is flying, move to directly underneath him to prevent him fron 5' shifting out of the area I threaten. Once engaged, priorities are as follows: 1. Disarm, grab, and stow any wand or weapon in his hand. Should be pretty simple. With his invisibility, he has a good chance of buffing, and his scorching ray should be dangerous, but I can take a few hits hopefully. Poggle's tactics Show Poggle cries at being back in the cavern. It's so cold and lifeless... all these hard stone rocks. So few green growies. She tries to find some flowering moss to cheer herself up. Why’d it have to be the cavern?! Note that Geth is 5’, and has 5’ reach, and ceiling is 5’, and Poggle is Tiny; unless he’s able to jump (which, of course, he sadly is... darn him), or is enlarged, he shouldn’t be able to reach Poggle --- and Poggle’s goal will be to keep out of range if possible (though not likely). I think he’s winning this one… Start in back middle, hold scroll of mage armor (when he's seen, fly up to top of cavern, continue buffing) *if he’s ever seen while buffing, immediately stop whatever doing and fly up to the ceiling Rd 4+ : engage w/ Grease from memory under him (doesn't break Invis... if I'm remembering wrong after my year of absence, then forget this part; better to hit him from invis w/ scorching ray... but I'm pretty sure grease doesn't break Invis; note conc checks for clusmy flight) Then: Engage with wand of scorching ray until dead (sadly, this likely means until he's grappled and killed poggle) Notes:
Default tactics: Fight Show All rolls are here Start Initiatives Round 1 Poggle spots Geth and flies up to the ceiling, then uses her Invisibility SLA. Status
Round 2 Poggle casts Mage Armor from a scroll, then draws a scroll of Shield while flying to the southeast to stay aloft. Geth hears her, but thinks she's slightly farther south than she actually is. Status
Round 3 Poggle casts Shield from a scroll and flies away from Geth, drawing her wand of Scorching Ray. Geth doesn't hear her at all this time. Status
Round 4 Poggle casts Grease underneath Geth, who manages to stay upright. She then flies north to the other side of a statue, silently enough that Geth doesn't hear her. Status
Round 5 Poggle shoots at Geth with her wand of Scorching Ray, revealing herself and hitting him for 18 points of damage. She flies behind the next statue. Status
Round 6 Poggle curses at Geth and flies away in order to stay aloft. She draws her wand of Magic Missile while flying, then shoots it at Geth, hitting him for 6 points of damage. Status
Round 7 Poggle zaps Geth with the Magic Missile wand. She hits him for 7 points of damage and flies away, but not before he swipes at her with his glaive, which she easily dodges. Status
Round 8 Poggle stomps her feet and casts Magic Missile from memory, hitting Geth for 3 points of damage. She then flies off, drawing her wand of Ray of Frost. Status
Round 9 Poggle zaps Geth with a ray of frost for 3 points of damage and flies away, dodging Geth's opportunity attack yet again. Status
Round 10 Poggle pouts, then draws her wand of Acid Splash as she flies away. She fires a bolt of Acid Splash from her wand that does 2 damage to Geth. Status
Round 11 Poggle hits Geth again with an Acid Splash, doing 1 point of damage. She flies away and is protected against Geth's opportunity attack. Status
Round 12 Poggle pulls out her longbow and shoots it at Geth, but the shot goes over his head. She then flies away. Status
Round 13 Poggle shoots at Geth again, dodging his attack. This time, her arrow hits home for 4 points of damage, disabling the barbarian. She flies away. Status
Round 14 Poggle shoots at Geth again and finally takes him down with a solid hit. She puts her longbow away, takes the flowery circlet off of her head, and sets it on top of the barbarian's muscular chest. She wanted to make a new arrangement anyway! Status
Results Show Poggle wins and gains 1500 xp and 1600 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: 1 scroll of Mage Armor, 1 scroll of Shield, 1 charge Wand of Sonic Substituted Scorching Ray, 2 charges Wand of Magic Missile, 1 charge Wand of Ray of Frost, 2 charges Wand of Acid Splash, 2 cold iron arrows (2 destroyed, 1 recovered) Spells or Powerpoints Used: Grease, Magic Missile Abilities Used: Invisibility SLA Free Activity: Craft - 100 gp Geth loses and gains 500 xp and 533 gp Pitlord notes Show I screwed up the bonuses in the roller for Geth's disarm attacks. Geth was intending to disarm and grab in the same action, meaning an unarmed disarm, which should have been +8 for unarmed strike, -4 for unarmed disarm, and +8 for the size difference, which is an overall +12 instead of +13. It didn't wind up making a difference as far as successful disarms go.
Xiv Nug-Zuk (Eluria) vs. Azuk gro-Olor (Manofthesea) Azuk’s Tactics Show You no tell Azuk how live. He proud ork, no listen to human who say he wrong. Azuk not scared of little goblin with poison bow. He hold up tree (tower shield), get close to Xiv. Then he stand on goblin, chop goblin in half. Azuk start near front, hold Tree and big-axe (greataxe). He move fast to find little goblin, but use tree to not be poked with goblin-dart. Azuk not use power attack, but Azuk charge as much as he can. (Approach with full cover from tower shield. Loose shield while moving to base, chop-chop with two-hand axe. Then, persue, chop-chop.) Xiv’s Tactics Show Hi Uknits! Thanks for pitlording! It's been a while... Priority: get airborne, ranged attacks to win Start in 29,55 or equivalent, holding scroll Rd 1: Run into center area Rd 2: move to break LoS from him / away from him if position known, else move to hide a little, and buff as follows, with half speed moves to stay hidden if his location is/was known. First: Reduce person (memory) on Xiv Then: buff familiar w/ enlarge person (memory), mount up (note: ride -5 b/c no saddle); ride high; stay above jump/grap/grapple (greater than 30' high) Thereafter: draw bow, fly out and seek; engage w/ bow, rapid shooting (until dead / out of arrows (only have 40, unfortunately)
If familiar dies, buff with shield and mage armor from scrolls while hiding, and then charge him with shocking grap and use shocking grasp on wand, try to charge, then engage in melee, keep using shocking grasp wand. Note:
Fight Show Round 0
Azuk 30/30 HP, 15 AC Round 2
Azuk 30/30 HP, 15 AC Round 3
Azuk 30/30 HP, 15 AC
Results Show Azuk Wins and gains 900xp and 900 gp Time Between Fights: 2 hour Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard Xiv Loses and gains 339xp and 339 gp Pairings: 13 February 2013Time Roll: 6 hours Characters on Quests:
LEVEL 3 FIGHTS
LEVEL 4 FIGHTS LEVEL 5 FIGHTS
LEVEL 6 FIGHTS
LEVEL 10+ FIGHTS
Credits Jack of Thorns (Bobthe6th) vs. Loddick Saffarion (Erithmu) in Arena Edits Show At Bobthe6th's request, the fight has been edited. I diverged too far from his desired tactics. Original text is now strikethrough. I am Jack's desperate tactics Show So, Jack starts in behind the clock wise rock in the back of his space prone, holding a scroll of protection from good and a wand of shield. round 1: he activates the wand, and stows it in his belt. round 2: Jack casts PfG from the scroll, drops the empty scroll, and stands. round 3+: If he has LoS, Jack tries to advance on his foe, trying to keep cover at the end of his move. Try to force base contact with running. Every round were he can't get base contact with a run, He single moves and attacks the ground while fighting defensibly for 2. If he doesn't have LoS, start moving out clockwise. Single moves and attack the ground while fighting defensively for 2. Try to keep to cover. Loddick's Tactics Show Start front and Center with bow locked in the gauntlet. Round 1: If I see him, rapid shot him Other rounds: Activate Dodge as soon as I can. Basic actions. If I see him, shoot and move away but keep LoS. Try to keep cover, but if it is cover or shooting, shoot. If he goes for cover, try to break it but always move away from him or circle wide. Try to keep 70-80 or so feet between us. If he gets under 30 ft use 1pp entangling ectoplasim. If he does it again, shoot him with Psi Shot and move away If I get in the whirlwind Chain area, Use total defense, Burst speed ability and get out of the area. Hopefully I'll whittle him down. My disarm should be at +17 (7atk +10 gauntlet -4 inappropriate weapon +4 two handed) ... my trip on the other hand ... well lets hope I don't get there. Note: --- Jack is human and thus subject to my Favored Enemy Bonus (+2 on some skills and +2 on damage rolls) The Fight Show Round 0: Jack rolls a 20 for initiative, and begins holding a wand of Shield and a scroll of Protection from Good. Because he is tired, he begins lying down. Loddick rolls 12 for initiative, and begins holding his bow locked in his gauntlet. - Jack, AC 17, 26/26 HP - Loddick, AC 18, 21/21 HP - Cannot see each other ![]() Round 1: Jack: S: Cast Shield from wand (+4 AC, 10 rounds) M: Stow wand Loddick: M: Loddick moves to get visibility on the Western arena S: Ready to shoot ![]() Round 2: Jack: S: Cast PfG from scroll (Loddick listen: +8 vs DC 16 (160 ft): fail). Free: Drop parchment, which flutters to Jack's chest. M: Stands. 5-ft step to west. Parchment falls to ground. Loddick: Having not seen or heard Jack, wants to check the other side of the arena Double move: east ![]() Round 3: Jack: Begins moving out clockwise, slowly (single-move speed). Draws Spiked Chain as part of movement M: 30 ft north. As Jack is not trying to announce his presense, he will make Move Silent checks. (Loddick listen +8 vs. Jack MS +3 +18(distance)): Fail S: Total Defense (Note, in any round you don't attack Loddick, this is equal to CE for two and Fighting Defensively. And it's easier on the arena.) Loddick: Scans arena Double Move: West. Still impossible to see Jack ![]() Round 4: Jack: Continues to move out clockwise at his ponderous pace M: North by north-east, 30 ft. (listen +8 vs. MS +3 +9(distance): Fail) S: Total Defense Loddick: Begins to be concerned, his hard-charging opponent should have been here by now. Double Move: to watch the other side ![]() Round 5: Jack: step-by-step, inch by inch Move: 3 steps north, spots and is spotted by Loddick, and completes his move east to cover while preparing to run next round Standard: Total Defense ![]() Loddick: Declares dodge. Any move that breaks Jack's cover would also prompt a run-to-base from Jack. M: to other side of cover around the back, hiding from Jack (Loddick +9+2(fave)-5(speed) vs. Jack +3: Success) S: Ready to fire on Jack leaving cover - Jack, AC 21, 26/26 HP, Shield (11), Total Defense - Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.), Ready (Std. Attack) ![]() Round 6: Jack: Jack will be entirely unable to close making only single moves. He must close on Loddick, who disappeared toward the northeastern corner of the Arena FR: Run directly east. LODDICK READY ACTION: Fires on Jack: (range 105, +7 vs. AC 10+4(armor)+4(Shield): miss). Loddick Initiative changes to 20+, Jack on 20- - Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.) - Jack, AC 21, 26/26 HP, Shield (11), Protection from Good (12) Run ![]() Round 7: Loddick: Jack is TOO CLOSE! S: Entangling Ectoplasm: (range: 20, +6 vs. AC 12: Success) Assume run loss of Dex lasts to next action M: Away Jack: Entangled! M: Towards Loddick and cover M: Cover from rock - Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.) - Jack, AC 21, 26/26 HP, Shield (11), Entangled (12 on Loddick's action) ![]() Round 8: Loddick: Moves to the wide-open center of the map Double Move: Around the outside of Jack's threat range Jack: Attempts to keep covered while slowed M: Around back of rock S: Total Def ![]() Round 9: Loddick can't break Jack's cover and attack without being so close as to be based by Jack. Loddick: FR: 5-ft step away. Rapid shot and look for crit. (+5/+5 vs. AC 10+4(armor)+4(Shield)+4(cover)+4(T.Def)+1(Entangled Dex)): Two misses Jack: Total Defense behind rock ![]() Round 10: pew pew Loddick - FR: 5-ft step, Rapid shot: (Range: 65 ft. 2 arrows bouncing off a rock) Jack: Waits. (Total Defense, not the Delay action) Round 11: pew pew, arrows are cheap Loddick - 2 shots, 1 very not alive rock. 5-ft step Jack: Waits. Shield Expires Round 12: Hey, a better chance to hit! Loddick S: Shot against AC 25: miss M: Get back further. Entangle Expires Jack: Well crap. M: South M: To Cover. Protection from Good expires - Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.) - Jack, AC 17, 26/26 HP ![]() Round 13: Loddick M: To Cover S: Ready to shoot when Jack leaves cover, using Psi-Arrow (It's as good a time as any) Jack: Must leave cover to catch up. Must use more than a single action. Thus, takes an arrow to the face FR: Runs, gets shot for 17 damage - Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.) - Jack, AC 17, 9/26 HP ![]() Round 14: Loddick: Won't move closer or to west, so takes cover to the center S: Shoot Jack: Miss M: To center Jack: Double move south ![]() Round 15: Loddick threatened! Loddick: Withdraw - Double move around center pillar Jack: Persue: North or south (1d2: North) ![]() Round 16: Loddick: Withdraw - Double move around center area Jack: Persue: West or South (1d2: South), Southwest or Southeast (1d2, Southwest). (At marker b3, Jack can see that Loddick is not to SW, and he moves to b4) ![]() Round 17: According to Reach cover rules, Jack still threatens Loddick Loddick: Withdraw - Double move due south Jack: Persue ![]() Round 18: Loddick is free! Loddick: Run east Jack: Pursue ![]() Round 19: Cue "Yakkity Sax" Loddick: Run north to covering terrain Jack: Not knowing how far Loddick ran, also runs north. He stops as close as he can to Loddick. ![]() Round 20: Loddick will not escape without doing something different. Loddick: S: Burst (+10 speed) M: 30 ft northeast Jack: M: Toward M: Toward - Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.), Burst (23) - Jack, AC 17, 9/26 HP ![]() Round 21: Loddick: Running! Line of travel successfully avoids Jack, rocks, and pillars. Lucky! Jack: Chasing, but falling behind. ![]() Round 22: Loddick: Running! Jack: Returns to slow approach tactics that didn't work the first time. ![]() Round 23: Loddick: M: To cover, hides. S: Ready to shoot when Jack leaves cover. Burst Expires Jack: Stops and reconsiders his position. The chase hasn't worked. He's gonna need to do something different. I am Jacks stunning realization. 5-ft step behind wall M: Stow Chain S: Convert INVALID SPELL to cast Cure Light Wounds. Heal 9 HP - Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.) - Jack, AC 17, 18 9/26 HP ![]() Round 24: Loddick: Uh, what? Where did Jack go? S: Ready to shoot when Jack leaves cover Jack: S: Convert INVALID SPELL to cast Cure Light Wounds. Heal 4 HP M: Draw C. Longbow Chain - Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.) - Jack, AC 17, 22 9/26 HP Round 25: Loddick: Did he sneak past while I wasn't looking? Impossibru! S: Ready to shoot when Jack leaves cover Jack: 5-ft step to edge of wall, peek out. (Loddick spies Jack, but Jack sees nothing) FA: Take improved cover Round 26: Loddick: Aha! Ready to shoot when Jack leaves cover Jack: Leaves cover intending to reach center pillars. Gets shot for 10. Dying M: North M: Northwest - Loddick, AC 19, 21 HP - Jack, AC 17, 12 -1 HP ![]() Round 27: Loddick: Wait, was that a bow? 2xM: Southwest to cover Jack: Digs the arrow out 2xM: Around center pillar ![]() Round 28: Loddick: An archery duel, eh? I have the advantage FA: 5-ft step south. Concentrate - Regained focus Jack: 2xM: to SW center corner ![]() Round 29: Loddick: M: 2 south, 1 east, hiding (Success) S: Ready to shoot Jack: M: out of cover, gets shot: 18 damage, dying. And Bob's your uncle. - Jack: HP: -6 ![]() Results Show Loddick Saffron wins and gains 900 xp and 900 gp Time Between Fights: 6 hours Prebuffs/Ongoing Effects: None Items Used: 5 arrows, (9 shot, 3 hit, 4 recovered) Spells or Powerpoints Used: 1 PP (E. Ectoplasm) Abilities Used: Burst 1/day Free Activity: Contemplate navel Jack of Thorns loses and gains 300 xp and 300 gp Time Between Fights: 6 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge Shield, 1 scroll Protection from Good Spells or Powerpoints Used: 2 Cure Light Wounds, converted from INVALID SPELL none Abilities Used: none Free Activity: Craft delicate chains: Extra 60 gp Pitlord notes Show Jack played aggressively and it cost him. He couldn't catch the equal speed Xeph. I made a mistake in round 14, when Loddick attacked with Jack within 60'. I also made significant modification to tactics as the fight went on. Bob's more than Erithmu's. Let me know how they are received.
Dren vs Krekun: Sewer
Dren's Tactics Show Pretty simple here: grapple kill. Round 1, start in the clockwise exit of my area with wand of expedious retreat in hand. Use wand, cast chill touch, then move out, seeking foe. Once foe is found, grapple to death. Shield and fire resitance make my magics mostly useless. Krekun's tactics
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When out of chill touches to grapple with, use my armour spikes. Refresh Expedious retreat as needed. If he is using a wand in grapple, snatch it from him. If he is using the grates to keep distance, that is annoying. Any time I cannot close on him, take total cover with my tower shield to force his approach. Hi 'Rith - welcome back! The Fight
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Thanks for pitlording! Basic plan: Avoid being in melee range with flight, mobility, obstancles/terrain (acid pit > grates) Alter self into an air mephit Buff with shield to prevent MM Be flying over the acid to prevent melee Enfeeble him to get some encumberance penalties/move penalties Kill him slowly with arrows (bow +7 vs AC 24+1, hopefully w/ dex/encumberance penalty) If melee is unavoidable, make sure buffed but try to avoid grapple Never surrender Use all expendibles, arrows, weapons, spells available without worry about cost Actual tactics: Start front corner, scroll Rd 1: Mage Armor (memory), move out towards center Rd 2: Alter self (scroll) - air mephit, fly up and out at max height, max move, draw wand of shield --from here on, use flying, superior move speed to get to middle without engaging, and fight him while flying over the acid if possible (this is priority - want to engage him from where it's impossible for him to melee) Rd 3: double move to center Rd 4+: single move to center as above, and ready to use wand of shield on detection of him (if hear him, see him, etc; if he's already detected, just use shield) Once use wand of shield, stow it and draw small bow Next round: ray of enfeeblement him (note his encumberance, any penalties to dex/move/attack rolls, incl if he can't use Dodge feat anymore) After that, engage with small bow and arrows, keeping to the acid (to prevent melee), or using flight/small size to move with great mobility to keep a grate between us and fire through grate - priority is avoiding melee range #1 If unable to use arrows (Str loss, bow broken or something unexpected), switch to cantrips of damage, then wand of mm If unable to use wand of MM, switch to diving attacks with small lance Note: --air mephit has claws, thus threatens, thus if he grapples that provokes an AoO --if can't stay above acid in center (delay penalty, he moves away, etc), --if Alter is running out, rebuff from scroll, then from memory; if running out again ( rounds="" left="" recall="" w="" pop="" and="" rebuff="" br="">--if Alter self is running out after that, or if melee is unavoidable, use SLA darkness and engage in melee, depending on Darkness miss chance to even the odds slightly, and use guisarme--Spell levels alotted: MA (1), RoE (1), backup AS memory (2) = 4 ( and PoPII as needed) --if shield has 1 round left or fewer, renew from wand --if run out of arrows, use wand of MM --Note that while altered self from Tiefling, do not have resist energy (racial) --If facing delay penalty (ie, I'm waiting in middle, and he's not), go ahead and buff shield if it's not up (should have MA, AS, Shield), and move out with MM wand in hand, with single moves and ready actions to MM him on "any melee including grapple attempt" (or if that's too broad, just "on grapple attempt") - to disrupt grapple attempts, unless there's a grate between us, in which case can just shoot him. But if his position isn't known, or is known and there's no obstacle, always ready instead. Thanks for pitlording! Pitlord response Show A couple of small notes: - Readying MM on Grapple will not stop him grappling you, it is only from the AoO that someone would (normally) get without having improved Grapple (which Dren does have so he won't be provoking AoOs) Yeah, I saw the toad eventually in his HP - after trying to figure out if he was flying-->chill touch The rest of your points are really good ones. I forgot how awesome / attentive to detail you are! Forget about claw/AoO, missed his improved grapple. Keep RoE as-is, b/c there is still a chance he'll miss w/ his grapple attempts if he gets to make them, so even w/o encumberance/issues like that, I'll keep it. And feels weird to take it out after you pointed this stuff out Remove the whole "readying to MM" part and just make it "if engaging in cooridors, use MM" (vs. where I'd like to engage, flying over the acid pit) Rolls: Here Rewards/Comments
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Init + Starting 21 Dren starts in the NW box with wand of Exp. Retreat in hand 13 Krekun starts in the SW box with scroll of alter self in hand ![]() Round 1: Dren buffs Expy Retreat Krekun buffs Mage Armor and moves out ![]() Round 2: Dren casts Chill Touch from memory and moves out Krekun buffs Alter Self (Air Mephit) from scroll and moves rising to the ceiling drawing wand of Shield ![]() Round 3 Dren moves out looking for Krekun gets to the center (Listen 21 vs 24 … double 20!?) and picks a random direction heading either East or South (not the diagonal yet, random roller = east) gaining an opportunity to see Krekun (Spot 16 vs 17) but doesn’t see anything as he wades through the water. Krekun uses wand of shield moves over the bog. He will swap out weapons next round. ![]() Round 4 Dren doesn’t have a contingency for this. But … he’s chaotic … so … he goes for a wade in the acid, and goes for a Grapple on Krekun (Touch: 6 miss) Krekun is confused but rolls with it. He stows his wand, shifts and casts Ray of Enfeeblement at Dren (Touch 11 miss due to cover granted by sludge) ![]() Round 5 Dren takes Acid damage (6) Dren moves out of the sludge drawing an AoO from Krekun (17 miss), Dren tries to establish grapple again (Touch 8 miss) Krekun shifts draws bow and shoots at Dren (1!) Dren 26/32hp AC 24 (Exp Ret 11) (chill touch 3/3) Krekun 18/18hp AC 14 (Air Mephit) (Mage Armor) (Shield 23) ![]() Round 6 Dren didn’t like the acid, but goes for it again (Touch: 15 hit; Grapple: 25 vs 4; Dmg (chill touch) 4; Krekun Fort vs Chill (21); Dren cannot move into Krekun’s square so the grapple is released) Krekun flutters away (withdraw) Dren 26/32hp AC 24 (Exp Ret 11) (chill touch 2/3) Krekun 14/18hp AC 14 (Air Mephit) (Mage Armor) (Shield 23) ![]() Round 7 Dren takes Acid Damage (8) Dren follows after the Tiefling/Mephit Krekun shoots and moves (atk:13 miss) Dren 18/32hp AC 24 (Exp Ret 11) (chill touch 2/3) Krekun 14/18hp AC 14 (Air Mephit) (Mage Armor) (Shield 23) ![]() Round 8 Dren sighs and moves around towards the middle hoping to catch the mephit off guard and sets up his towershield Krekun moves back towards the acid sees the Towershield setup and moves away. As he sorts through his tactics he realizes that his Magic Missile wand is the only thing that might work here. Pitlord Note/Ruling: Towershield doesn’t allow for attack rolls but targeted spells still work, Thus Magic Missile should be able to target Dren because it doesn’t have an attack roll Dren 18/32hp AC 24 (Exp Ret 11) (chill touch 2/3) Krekun 14/18hp AC 14 (Air Mephit) (Mage Armor) (Shield 23) ![]() Round 9 Dren follows Krekun and just catches up to him. (Touch 7 miss) Krekun withdraws through the grate and wraps around to be over the acid ![]() Round 10 Dren returns to the middle and sets up his towershield Krekun draws his wand on the move (know that Dren is not afraid of coming into acid) and fires from the furthest point he can (4 pts) Dren 14/32hp AC 24 (Exp Ret 11) (chill touch 2/3) Krekun 14/18hp AC 14 (Air Mephit) (Mage Armor) (Shield 23) At this point with limited mobility tactics from Dren, I’m just going to roll MM damage till Dren falls to account for charges. I’m willing to run this out, but with Krekuns 60ft fly speed vs Dren 50 ground speed (often through difficult terrain) I don’t see a way for Dren to reach Krekun. Takes 5 more charges to drop Dren. Krekun wins gaining 1200xp/1200gp Used: Scroll of Alterself (Air Mephit), 1 charge of Wand of Shield (2), 6 charges of MM(1) wand, 1 arrow (2 shot, 1 dissolved in acid, 1 recovered) Spells: Mage Armor (< 3 hrs remaining) Free:Craft (88gp) Dren loses gaining 400xp/400gp Used: 1 charge of Wand of Expy Retreat (1), Spells: Chill Touch Free: (88gp) Peanut Gallery: @Both: You underestimated each others maneuverability, It cost Uknits more than Eluria. Also does Chill touch technically carry over since it doesn't have a duration? @Uknits: Honestly I think you caught this fight on a bad week, it sounds like the allergy thing + what sounds like a naturally busy life against a shapechanging caster is enough to drive anyone nuts. I hope you pick up another ranged option for damage and I think you can start to make some good wins. I hope you are ok w/ the Sludge variation. @Eluria: You could have been over the sludge in round 2 (Alterself first) and I'm not sure you needed Mage Armor, with mostly touch attacks coming your way, you could have saved Mage Armor as a backup if he was bringing a weapon. Otherwise ... you got a bit lucky I know I was a bit sloppy on the keep away. Thela Swiftfoot (dgallaty) vs Kelva Isilung the Dispassionate (ManoftheSea) Thela's Tactics Show Bah on Kelva's wand of magic missile "trump card"! Thela starts mounted on her riding dog and animal companion Fenton, at one of the front corners of the starting box behind the walls at the corner (roll 1d2 to determine which corner). She has a scroll of Longstrider in her hand. In the buffing below, I think that druids can share the effects of potions with their animal companions, according to both the CoCo Court Decisions and the phrase in the SRD: "The drinker of a potion is both the effective target and the caster of the effect". If this is not the case, she gives Fenton the potions to drink rather than herself. Buff Rounds (in order) Round 2: Thela casts Longstrider from the scroll (sharing the spell with Fenton), and draws a potion of Mage Armor Round 3: Thela drinks the potion of Mage Armor (sharing the spell with Fenton), and draws her Wand of Cure Light Wounds Combat PRIORITY #2:Whenever Thela or Fenton takes damage, Thela uses her Wand of Cure Light Wounds on herself and shares the effect with Fenton so that both are healed. This superscedes any attacks that Thela might make, though Fenton should still be able to make attacks independently if applicable. If Thela doesn't know where her opponent is, she directs Fenton to move at double-speed to the center of the Arena, while she uses active Listen and Spot to find her opponent's location. She continues to ride clockwise around the central pillar until she finds her opponent, making sure to end her turn where the walls will give her maximum cover. Thela rides to within 120' of Kelva, making a Ride check for cover until she's within range. Once in range, she comes out of cover and throws flames at him from Produce Flame until all the flames are gone, riding to the nearest walls for cover after attacking. After all the flames are gone, Thela rides up to melee range, making a Ride check for cover. She stays in cover while directing Fenton to attack Kelva (note the Trip clause in Fenton's stat block) until Kelva is down. If Fenton is killed, Thela moves to the nearest wall to cut off line-of-sight with Kelva, casts Produce Flame, then starts throwing flames again. If she runs out and Kelva is still not dead, she surrenders rather than using up a third Produce Flame. Kelva ignores any summons and directs Fenton to ignore them as well. She and Fenton will willingly take attacks of opportunity from the summons. She will also move out of being flanked whenever possible. Kelva's Tactics Show Ok, the order of the day is "wait until her buffs expire". I know there's a rule against unnecessarily dragging it out, so I will take some shots. Start in the corner of the start area, pressed up against the wall to the middle of the arena, with scroll of obscuring mist and wand of magic missile in hand. Make hide checks, though I have -7 on Thela. When noticed, take total defense and cover until Thela rides toward me. Cast obscuring mist and draw the smokestick. Try to get to the center of the arena in the next few actions, hopefully leaving Thela to mess with the smoke cloud. Take shots at Thela with magic missle to avoid the delay penalty, or any time she doesn't have firehands. In the center of the arena, try to use the smokestick to buy time for Summon Monster 1 and Summon Monster 2, for the scorpions (many attacks). Try to use judgement that they can be summoned next to Thela (if she's not approaching, keep cover and total defense) Trying to time-out shots of produce flame. Once both monster exist, convert hold person and Locate Object to Inflict spells, and use them in combat. If for some reason I can, end with magic weapon on the bow and fire arrows until someone dies. The Fight Show Thela goes first in area 4. She starts on the left side of her box, mounted on Fenton. Kelva starts on the left side of area 3. Round 1 Round 2 Round 3 Round 4 Round 5 ![]() Round 6 Round 7 Round 8 Round 9 Round 10 Old Map Show ![]() New Map Show ![]() Round 11 Old Map Show ![]() Round 12 [img]New Map
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![]() Round 13 Thela rides in and urges Fenton to attack again. Unfortunately for Kelva, the smoke doesn't seem to be helping her any more than the mist and, he savages her down to 0 hp [Old attack, concealment 43 vs 20%], at which point she has no choice but to resign. Results Show Thela wins and gains 900 xp and 900 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: Scroll of Longstrider, Potion of Mage Armour Spells or Powerpoints Used: Produce Flame Abilities Used: None Free Activity: Guard Kelva loses and gains 300 xp and 300 gp Pitlord Comments Show It's not usually necessary to take cover whilst Riding, since "Ride for cover" doesn't take an action. Thus, you can use it so long as you're not actively doing anything else.
Also note that Fenton's Trip is +3 due to higher Strength. Kelva's mist was handy, but Thela's Listen made it far less effective than it could have been. Azuk gro-Olar (Manofthesea) vs. Hannah Devonshire (Erithmu) Azuk’s Tactics Show Glorious Battle! Azuk thank Uknit for be fair and impar... imp... fair judge. Azuk come up with trick to fight Hannah. Azuk start as normal, hold tree and long-axe. But me use brain to fight, make ground smooth and push Azuk along (manifest skate). Azuk think Hannah be scared, use bow. Azuk wait behind Tree. When Azuk see Hannah use glass sword, Azuk drop Tree and be ready. Azuk wait for Hannah to grow in size, and then Azuk play race. Because Azuk faster than Hannah (Azuk faster than everyone RAGH), Hannah waste ability. (Run away for 3 rounds). Azuk taunt Hannah now. Now, Hannah weak human. Azuk ready with long axe, wait for Hannah catch up. Azuk RAGE when Hannah in range to charge. Azuk make attacks against glass sword! (+11 vs. Hannah's +7, but using power attack for 2 gives Glaive +9, 2d4 + 12(str) + 4(pwr) against hardness 10, 10 hp sword). Break the sword. Then, if Hannah pull bow, Azuk break bow. Chop chop hannah. Roar! Hannah’s Tactics Show This should be pretty straight forward: Start w/ sword and and stone of Dissolving Weapon in hand Basically set up a charge and try to alpha strike him down. Fight Show Round 0
Azuk 30/30 HP, 14 AC Round 2
Azuk 30/30 HP, 14 AC Round 3
Azuk 30/30 HP, 14 AC
Results Show Hannah Loses and gains 300xp and 360 gp Time Between Fights: 6 hour Prebuffs/Ongoing Effects: None Items Used: Powerstone Dissolving Weapon Spells or Powerpoints Used: 3 PP Abilities Used: None Free Activity: Profession Azuk Loses and gains 900xp and 900 gp Well thought out for Azuk, as if you had rolled one damage higher, the fight would have basically been over. Griffon's tactics Show Let me clarify Griffon's tactics. Round 1, Start with longbow in hand and immediatley move towards the bog. Enter the bog and do not leave unless absoutley necessary. If nessesary to leave, go for the underbrush. Move around in the bog, looking for Laura. Once La-Ura is seen, drink a potion of shield of faith, then shoot her until she closes to melee. If she has yet to see me, snipe instead. If she has her bow out, instead ready to shoot her while she is doing anything so that she cannot ready to shoot me while I'm shooting to negate deflect arrows. Once in melee, draw sword and hold bow in bucklered hand and then sunder all of her weapons until she is bare handed and will provoke AoO's for attacking. If she returns to using bow and I cannot sunder it immediatley, simply sheath my sword to have a free hand to deflect arrows and shoot her again. Once all of her weapons are gone, simply kill her with my longsword (Or longbow is she is evading). Kill her horse first, then her. Note my Favoured Enemy is human so I'll get some bonuses against her to hopefully counter smite evil and mind thrust. Laura's tactics Show None sent, and no default tactics specified Fight Show Laura enters the fight unprepared for battle and is forced to surrender. Results Show Griffon wins and gains 1500 xp and 1600 gp Time Between Fights: 6 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: None Laura Blackhand loses and gains 500 xp and 533 gp Pitlord notes Show Apologies to Telin for having to make Laura surrender, but I never received tactics, and there are no default tactics on her sheet.
Pairings: 20 February 2013Time Roll: 3 hours Characters on Quests: Jaob Hannier Quests for xorpses (Maofthesea Questlording)
LEVEL 3 FIGHTS
LEVEL 4 FIGHTS LEVEL 5 FIGHTS
LEVEL 10+ FIGHTS
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Xiv Nug-Zuk (Eluria) vs. Absalar (The_Fred) in Sewers
Xiv's tactics Show Hope to poison him Share all spells with familiar Rd 1: Invisibility (shared) from memory Rd 2: Enlarge familiar Rd 3: Reduce self, mount Rd 4: Poison arrow (chance to poison self) Rd 5: Poison arrow, fly out (as high as can be in sewers, to avoid dogs) Rd 6+ when he's seen, cast true strike Rd 7: rapid shot 2 poison arrows (if at all possible, make sure within range for sneak attack; priority is firing after have true strike though so it doesn't run out), both with benefit of firing from invis Rd 8: if he's not down, withdraw far (have far superior movement on birdy, though grates may make flying around harder) enough to buff with Mage Armor, Shield from scroll (shared) then shocking grasp (wand) on Familiar, then go engage - charge/dive with familiar shocking grasp, then rapid dismount to be flanking with familiar, and engage Absalar in melee with familiar on one side attacking, Xiv on other side (flanking, sneak attack); ignore dogs. Absalar's tactics Show Start on left/right side of box with one dog in front and the other behind, and flail and Potion of Shield of Faith in hand. Wild Surge (+1) Vigour and begin moving out in that direction. Then, use Def Precog. PLA and finally drink the potion. If we casting from somewhere we can't see him, move to break LoS to try and prevent a True Strike Invisible poison arrow of death. Otherwise, seek Xiv and immediately send in the dogs. Then, attack to disarm any bow or wand he's holding. Use AoOs from standing to attack for damage, and AoOs from picking things up to attack to trip. If he threatens, just attack for damage. As always, aim to flank with the dogs. If he tries to use the grates, pincer-splat with the dogs. If we drop to 10 (real) HP or below, use another Surged (+1) Vigour. The Fight Show Round 0: Xiv rolled a 6 on initiative, and will start in Box 2 with a vial of poison in his tiny goblin hand. Absalar rolled a 4, his dogs will act after him, and begins in Box 3 holding a flail and a potion of SoF. Round 1: Xiv casts Invisibility from memory and shares with his familiar. Absalar manifests Vigour at CL2, gaining 10 thp for 2 minutes. He and dogs tromp west at speed of dog, through the waters to the path. Xiv: 21/21 HP, AC 14, Invisibility (31 or attack), Small Zkek: 10/10 HP, AC 19, Tiny Absalar: 23+10/23 HP, AC 18, Vigor (21), Medium Dog A: 6 HP, AC 17, Small, Tactic: Defend Dog B: 6 HP, AC 17, Small, Tactic: Defend ![]() Round 2: Xiv begins casting Enlarge Person on his hawk. The hawk looks at him expectantly. Absalar manifests Defensive Precognition and continues moving west. The dogs follow with double moves. Xiv completes Enlarge Person, and the hawk grows to small. Xiv: 21 HP, AC 14, Inviso (31), Small Zkek: 10 HP, AC 17, Enlarged {+2 Str, -2 Dex, -1 Atk, -1 AC} (32), Small Absalar: 23+10 HP, AC 19, Vigor (21), Def. Precog {+1 AC and Saves} (22), Medium Dog A/B: 6 HP, AC 17, Small, Tactic: Defend ![]() Round 3: Xiv begins casting Reduce Person on himself. The hawk doesn't look at Xiv, expectantly. Absalar drinks his potion of Shield of Faith while using the bars as cover. Xiv completes Reduce Person, and shrinks down to tiny. Xiv: 21 HP, AC 16, Inviso (31), Reduce Person (33), Tiny Zkek: 10 HP, AC 17, Enlarged, Small Absalar: 23+10 HP, AC 21, Vigor, Def. Precog, Shield of Faith(13), Medium Dog A/B: 6 HP, AC 17, Small, Tactic: Defend Round 4: Xiv uses a standard action to poison an arrow with Drow Poison and avoids poisoning himself. He mounts up, and they move out toward the center. Absalar fails his first attempt to squeeze through the bars, and his second. He decides that a 5% chance to get through the bars isn't going to work for him. ![]() Round 5: Xiv draws the second Drow poison and attempts to apply to a second arrow while the hawk continues to fly toward the center (and lands). Absalar hears the wingbeat coming from the right. While he would love to send a dog to "seek" through the bars, the dogs don't know that trick. Absalar moves back to come around toward the center, easily hopping the water. The dogs double move to keep pace. Xiv hears the dogs coming. ![]() Round 6: Xiv casts True Strike and draws his bow. Absalar hears the spellcasting, and moves toward the source. Absalar moves to the corner to peek out, then around through the water. The dogs pick up Xiv's scent when within 30', but do not yet know the direction. ![]() Round 7: Zkek takes a double move while Xiv takes a rapid shot at Absalar. Shot 1 does 7 damage, and Absalar resists the poison. Xiv, now visible, completes the second shot, which fires wide. Zkek is still invisible, so the dogs trigger on Xiv as he rides an invisible hawk around the corner. Absalar quickly checks his wound, then goes tromping off through the shallow water toward the south-east corner, hoping to catch Xiv in a pincer with the dogs. The dogs both chase where Xiv disappeared around the corner, having triggered on an attack against their defend charge. Xiv: 21 HP, AC 16, Inviso (31), Reduce Person (33), Tiny Zkek: 10 HP, AC 17, Enlarged, Small Absalar: 23+3 HP, AC 21, Vigor, Def. Precog, Shield of Faith, Drow Poison (17), Medium Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv) ![]() Round 8: Zkek takes a single move and lands, allowing Xiv to cast Mage Armor from scroll, sharing with Zkek. Absalar reaches the corner, doesn't see Xiv, and returns to the center to chase back the other way. The dogs attempt to pursue to the end of the hall. Xiv: 21 HP, AC 20, Inviso (31), Reduce Person (33), Mage Armor (long), Tiny Zkek: 10 HP, AC 21, Enlarged, Mage Armor (long), Small Absalar: 23+3 HP, AC 21, Vigor, Def. Precog, Shield of Faith, Drow Poison (17), Medium Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv) ![]() Round 9: Xiv draws a scroll of shield and casts it, sharing with his familiar. Zkek begins flying north. Absalar takes a double move, jumping water in short hops, to base with the flying hawk (still invisible) and rider. The dogs attempt to follow the scent trail of the hawk, but find nothing (as Zkek has moved on). ![]() Round 10: Zkek withdraws through the grate, as Xiv draws a wand of shocking grasp and shares with his familiar. The pitlord would like to point out that the 'Chidori', "One Thousand Birds", is a lightning attack. Absalar recalls his dogs, who run to join him. Xiv: 21 HP, AC 24, Inviso (31), Reduce Person (33), Mage Armor (long), Shield (29), Shocking Grasp, Tiny Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield (29), Shocking Grasp, Small Absalar: 23+3 HP, AC 21, Vigor, Def. Precog, Shield of Faith, Drow Poison (17), Medium Dog A/B: 6 HP, AC 17, Small, Tactic: Defend ![]() Round 11: Xiv flies to the center of the arena, setting up for a dive. Absalar and dogs circle around the grate, coming to the center of the arena. Xiv: 21 HP, AC 24, Inviso (31), Reduce Person (33), Mage Armor (long), Shield, Shocking Grasp, Tiny Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Shocking Grasp, Small Absalar: 23+3 HP, AC 21, Vigor, Def. Precog, Shield of Faith, Drow Poison (17), Medium Dog A/B: 6 HP, AC 17, Small, Tactic: Defend ![]() Round 12: Zkek charges Absalar (not enough room to dive). Crit not confirmed, dealing the minimum 1 point of talon damage and 8 points of electricity damage. Xiv hops off the bird into the water, and spends a standard to dismiss Reduce Person so that he has a threatened area and can flank. (Note, roller doesn't reflect that bird was invisible, but it doesn't change the lack of confirmation) Absalar tries to whack Zkek, as the goblin is not holding anything but the charged charge. Emphasis on the "tries". The dogs move in. Xiv: 21 HP, AC 22, Mage Armor (long), Shield, Shocking Grasp, Small Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Small Absalar: 17 HP, AC 21, Def. Precog, Shield of Faith, Drow Poison (17), Medium Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Zkek) ![]() Round 13: Xiv attempts to tumble to the flank, but fails. Absalar will attack for damage and miss. Xiv draws his rapier on the move. Xiv, flanking with the hawk, tries to touch Absalar. He continues to hold the charge. The hawk withdraws rather than land in the sludge, and sets up for a dive. Absalar moves to flank, drawing an AoO: Bzzzap! 7 electrical damage. Absalar will thus Wild Surge Vigor for another 10 tHP. The dogs, seeing the attack, now attempt to defend Absalar from Xiv, and make attacks. Dog B acts the hero, and critically bites Xiv for maximum damage (10). Shield of Faith expires. Xiv: 11 HP, AC 22, Mage Armor (long), Shield, Shocking Grasp, Small Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Small Absalar: 10+10 HP, AC 19, Def. Precog, Drow Poison (17), Medium Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv) ![]() Round 14: Zkek flies to the flank, drawing an AoO. Absalar takes it, but misses. Xiv attacks with his small rapier, and the hawk attacks on the other side. Xiv only almost hits, but the enlarged bird's talons rake Absalar for 2 points. Absalar strikes back against the goblin, and both dogs make an attack. No one hits. Xiv: 11 HP, AC 22, Mage Armor (long), Shield, Shocking Grasp, Small Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Small Absalar: 10+8 HP, AC 19, Def. Precog, Drow Poison (17), Medium Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv) ![]() Round 15: Zkek lands, ensuring a permanent flank. Somehow, the small bird also attacks with talons from there. Xiv stabs from his side, ignoring the dogs. Xiv's proding with the rapier pushes Absalar back into the waiting bird talons. Xiv deals 4 damage, while the Critical talons deal 8 more points, consuming the rest of Absalar's tHP. Absalar, worried, makes his attack routine desperately, and the dogs strike as well. No smiles from the Lady here. Xiv: 11 HP, AC 22, Mage Armor (long), Shield, Shocking Grasp, Small Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Small Absalar: 6 HP, AC 19, Def. Precog, Drow Poison (17), Medium Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv) Round 16: Xiv stabs, Zkek rakes. Rapier for 3. Absalar and dogs attack: Cannot get a break. Xiv: 11 HP, AC 22, Mage Armor (long), Shield, Shocking Grasp, Small Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Small Absalar: 3 HP, AC 19, Def. Precog, Drow Poison (17), Medium Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv) Round 17: Absalar saves against the drow poison, barely. Xiv stabs, Zkek rakes. The sneak attack deals massive damage, and Absalar falls. (Rapier for 7, Talons for 3). PETA intervenes to save the dogs from a Goblin-stomping. Xiv allows Absalar to drown in 1' of filthy sewer-water. Oh, the Phrenic Humanity. Results Show 1200+12.5%+13%=1200+306 Xiv Wins and gains 1506 xp and 1506 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: Scroll of Mage Armor, Scroll of Shield, 2 vials Drow Poison, 2 arrows, 1 charge Shocking Grasp Spells or Powerpoints Used: A couple, but it's fight 3 Abilities Used: None Free Activity: Guard 400-12.5%=400-50 Absalar Loses and gains 350 xp and 350 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: Scroll of Shield of Faith Spells or Powerpoints Used: 2 SL (Vigor, Vigor) Abilities Used: Def. Precog Free Activity: Guard
Harrod Hairyfoot vs Urdwed: Cavern
The arena officals waited for Harrod for an extra hour, he didn't show up and they announced Urdwed the winner Rewards/Comments Show Urdwed wins gaining 1375xp/1577gp (110gp profession included)
Harrod forfits and gains 542xp/577gp I got 3 fights this week, I gotta get em done somehow.
Griffon vs Poggle: Sewer
Griffon's Tactics Show Thanks for running. Seriously, thanks. As for the fight, a couple crits would be nice, but short of that, we'll see what we can do. I have a trick, but invisibility would negate it. Poggle's Tactics
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Start at the exit of my area with bow in hand and sunrod in the other. Round 1, move to the central corner (12,21 for example) and activate and drop the sunrod. With her low light vision, that should be a beacon to her, so then move to a back corner, 12, 31 for example, and ready to shoot on sight. Hopefully she'll enter the light and be shot at flat footed AC. Once shot, shoot and move to break LoS and then ready to shoot on detection. If the light trick fails, a 2 gp sunrod is a cheap trick and my tactics would just be to move and ready to shoot on sight anyway. Anytime I see her and she sees me, shoot and then move to break LoS. Anytime she is foolish enough to be close enough, charge sunder her wand. Jump the water. If she is within 30', draw my CI Longsword to sunder, if not, I can sunder unarmed (thanks to unarmed strike). Either way, use full power attack to almost guarentee the sunder. Use my AoO to sunder if possible or just attack if not (using my CI spiked Gauntlets if I didn't draw my sword). Sheath my sowrd, do not drop it, if I cannot sunder and then resume hiding and readying with bow. If she was foolish enough to cast light on herself, then she gave me the fight. Break LoS and ready to shoot when she cannot see me to attack her flat footed AC. If she is using her longbow, use my sword and stow my bow. I have deflect arrows. As long as she remains in sight, just kill her. If she is not using longbow or I cannot engage in melee, return to other priorities. Note, because of her poor manuverability, she cannot actually complete a full turn in the 10' wide corridors of the sewers. This should hinder her manuverability. Avoid the central area if possible. If forced to, grates can be fixed with an adamantine sword, but I would rather just wait in my area for her to come to me. If I must sunder a grate, try to do so in the most protected way possible. Basic priorities. 1. Attempt to use light as a trap. If this fails, ignore it. 2. If she is lit, evade and shoot her with CI arrows while keeping hidden. If theis is not possible or is not working, skip to priority 3. 3. Sunder her wands. 4. Attack in melee (with cold iron) if convinient. 5. Ready to shoot on sight (with cold iron) while breaking LoS. I understand this is a bit poorly worded, I'm in a bit of a rush right now. If anythings needs to be clarfied, just let me know. Additions: 1. For sundering, I can charge attack Poggle if she is within 60' but greater than 30' with unarmed strike and full power attack by making jump checks to jump water. 2. Try to end my turn on spaces that are in the middle of corridors so that if she does rveal herself, she is in a straight line to charge or move and sunder to. It also limits my visibility. Poggle cries at being back in the sewers. It's so slimy and... low. And slimy. And it's dark! Ewwwww.... All rats and slime and no flowers. She tries to find some flowering moss to cheer herself up. The Fight
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Basic plan: Wands with giggles. Goal: buff, stay flying over the acid to prevent melee (if that fails, use size and bars to shoot and move away, preventing him from getting into melee basically until all sewer grates are sundered) Superior movement to avoid getting wands sundered I don't think he'll enlarge, b/c of movement penalties Start in front corner Move towards center - engage from being over the slime Rd 1: Invisibility SLA Rd 2: Mage armor scroll, draw wand of scorching ray Rd 3: seek him out - engage from either: --Poggle is over acid, and far from his reach (if he's enlarge) --Poggle is through a grate from him Engage with Scorching Ray and the move to prevent charge If he bases, 5' step and use Invis SLA Then re-set up an "ideal attack" - fly around to make sure grate between us, or fly to far side of acid / over acid Re-engage with Scorching Ray from optimal place, trying to snipe Engage with, in order: Scorching ray wand until can't (sundered, disarmed, whatever) MM wand until same Scorching ray scrolls until same Shocking grasp Cantrip wands until same Cantrips from memory Sniping with bow Diving with melee Notes: --always dodge him --lowlight vision; it's dark, and he has no way to see - so make use of that; however, if we're unable to engage, can go ahead and cast light. But as far as I can see the darkness only helps Poggle --DR/SR --PBS --If any free actions when not engaged (ie, while closing), cast ventriloquism and giggle randomly throughout the sewers, teasing and taunting the big hairy human --don't surrender If Poggle should win, she will create some cutesy things to put on the corpse. Because, sunderey and destructive as he is, he is still a ranger and nature lover. Thanks for pitlording! Rolls: Here Rewards/Comments
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Init + Starting 13 Griffon starts with bow and sunrod in hand in NE square 11 Poggle starts with scroll of Mage Armor in NW square Folub is intimidated to the point of Fright for 4 rounds ![]() Round 1 Griffon moves out Poggle uses Invisiblity and moves out ... Pitlord notes: Folub cannot fit in your pocket … as you are the SAME SIZE … TINY. I realized this after the roll was made in the roller. Since Folub is frightened he is back in the start square hoping Griffon doesn’t find him and make frog legs out of him. As such, you won’t have your alertness granted bonuses. I also forgot Griffon’s full move and both of these modifcations are below in the total (Spot 6-2=4 vs Hide 10-5=5) and doesn’t see Griffon. Folub shakes ![]() Round 2 Griffon moves, cracking his sun rod and drops it on the ground Poggle sees that, she buffs mage armor and waits in the nice comfort of darkness since there is light in the middle Folub shakes ![]() RERUN STARTS HERE Round 3 Griffon moves back to his spot of choice with Poggle spotting him now that there is no concealment Poggle wonders what Griffon is up to and goes the long way around ![]() Round 4 Griffon readies a bow shot agains Poggle Poggle, being invisible moves forward to see what is going on and spots Griffon holding his bow and staring down the hallway. Judging distance she realizes that her scorching ray wand won’t do anything here and she draws her magic missile wand on the flight through the sunrod and preps to shoot next round ![]() Round 5 Griffon Readies Poggle hits Griffon with MM (10 dmg from round 12) … … Griffon fires and misses (round 6 rolls) … Poggle continues down the hallway and towards the grate Griffon 31/41 hp Poggle 13/13 hp (Mage Armor) ![]() Round 6 Griffon grumbles at not being able to follow so he readies again Poggle turns invisible again and moves around back to the middle ![]() Round 7 Ready and movement ![]() Round 8 Griffon readies Poggle shoots (6 dmg) … … Griffon shoots back (miss round 9) … … Poggle moves away Griffon 25/41 hp Poggle 13/13 hp (Mage Armor) ![]() Round 9 Griffon readies again Poggle, out of invisibility with no way to get close consults her tactics … and needs to figure out a way to bait Griffon out. So she moves around to get to the middle ![]() Round 10 Here is where I’m torn. There is no place the Poggle can go that won’t trigger a charge in the next round (counter to tactics). Griffon is in a great spot to set up his offense (and not getting hit by Scorching Ray), and the delay penalty will hit both about the same round … What is a pitlord to do … So far Poggle has been the aggressor and Griffon has been stalling out more. I’m going to rule that Griffon has to act. His priorities also indicate an aggressive move in slot 2 of his actions. Since there are no ‘minute long’ buffs in play I’m going to roll with that without waiting the 10 rounds Griffon gets a gentle warning from Pitlords and moves at half speed reading to shoot Poggle on sight. Poggle moves around to the acid and thinks about what her next approach is. ![]() Round 11 Griffon sneaks up to the corner and gets spotted out (Hide 16 vs 17 spot) but shoots anyways (atk: 23 miss) Poggle is surprised flutters in a circle and fires off a scorching ray (hit 19 dmg old round 6) Griffon 6/41 hp Poggle 13/13 hp (Mage Armor) ![]() Round 12 Griffon isn’t a chaotic as Dren and fires at Poggle (atk: 22 miss) and moves away from the corner. Poggle flutters after and finishes him off (9 damage old round 9) OLD FIGHT Show Round 3 Griffon moves into the hallway and readies to shoot on sight Poggle moves towards the center to see if she can hunt down Griffon (Spot 11 vs 16) Folub shakes (not going to continue this since he will be a non combatant) ![]() Round 4 Griffon continues to ready Poggle moves in slightly for a closer look (active spot:15 vs hide 15) and sees the flicker of light off his armor. ![]() Round 5 Griffon continues to ready Poggle moves past Griffon to setup a attack and run. (MS 18 vs Listen 7) ![]() Round 6 Griffon continues to ready Poggle attacks with Scorching Ray (Touch 21 dmg: 19) ... … Griffon shoots back now that he has a target (Atk: 27 miss due to cover) … … Poggle then moves south past the grate Griffon 22/41 hp Poggle 13/13 hp (Mage Armor) ![]() Round 7 Griffon moves down to the edge and sees Poggle, but doesn’t want to risk getting shot again, he moves back to his spot and readies again Poggle turns invisiblity back on Round 8 Griffon readies as before hoping to see Poggle before she attacks this time. Poggle stealths back up the hallway and spots Griffon (MS 22 vs Listen 11) ![]() Round 9 Griffon readies again Poggle fires another Sonic Ray (Touch: 24 dmg 9) … … Griffon shoots again (Atk: 18 miss) … … Poggle moves south past the bars Griffon 13/41 hp Poggle 13/13 hp (Mage Armor) ![]() Round 10 Griffon knows Poggle is out of invisibilty so he puts his CI longsword in hand and readies to charge and sunder and shifts towards the hallway Poggle isn’t quite sure what to do here. She can’t quite get close enough to use scorching ray again without being seen due to the sunrod. She draws her Magic Missile wand to have some extra range as she moves towards the middle area ![]() Round 11 Griffon readies a charge/sunder again Poggle moves and circles a bit but doesn’t see Griffon (Hide 13 vs spot 10) … Griffon doesn’t see Poggle either (Hide 20 vs 4 … cover from dim light) ![]() Round 12 Griffon looks around (7 vs 27) and readies a charge Poggle spots Griffon (19 vs 19) and lets magic missiles fly (from the darkness) (Dmg: 10) and then flutters away a bit ![]() Round 13 One more MM shot ends Griffon Poggle Wins and gains 1500xp/1600gp
Used: 2 charges Wand of Sonic Scorching Ray (3), 2 charges of Wand of Magic Missile (3), Scroll of Mage Armor On Third Fight for daily abilities Free: Craft Scroll of: Mage Armor (1)x2, Shield (2)x3, Pro. Evil (2)x2 Griffon loses and gains 500xp/533gp Used: 1 CI Arrow (4 shot, 1 lost) Ongoing: Sunrod (<6 hrs="" br=""> Peanut Gallery: @Uknits: I think you like the sewer less than Eluria after the last couple of fights. Good adjustment, I think the invisibility killed ya. @Elura: Poggle weight is 1 lb, how much does a Toad weigh? I have this funny picture of Poggle carrying a Toad around and not feeling pretty at all ... Post rerun: @both: I did some at work, so I'm missing the lighting in some of the maps.
Rastlo vs Jack of Thorns: Arena
Rastlo's Tactics Show Rastlo is very much built on the concept of a paladin, that is, a mounted fighter with a lance, who tilts and rides out of range of counter attacks. His animal companion, a camel named Spitz, is his charger. Jack's Tactics
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Rastlo's tactics will vary according to what he sees Jack using. Jack has a buff cycle, while Rastlo doesn't, so Rastlo will begin mounted, with his Lance and Shield equipped. If he can see Jack, his action depends on what Jack is holding in his hands. If Jack is using the Spiked Chain, DO NOT APPROACH. Jack will be trying to disarm, trip, or otherwise shut Rastlo down. If he's got the bow, full-steam ahead massive charge of Justice. I expect Jack will attempt the use of cover, will move and CE, while readying his chain for the attack. If so, stow the shield and lance, pull the bow, pluck the strings at basically 20-or-miss. Arrows are cheap. Stay out of run and charge distance. If Jack's got the bow, bring the fight to him with lance and shield. Sometimes that means not charging, so he can't counter-attack. At some point, Jack will try to entangle the mount. Reflex +6 vs. Entangle DC 12 is not my favorite. If needed, Aid Another to help the mount break free. GET OUT OF THE AREA. STAY AWAY FROM THE CHAIN. If Jack stows his chain and draws the bow, draw the lance on a move action and engage immediately. When he switches back to the chain immediately and immediately disarms/trips, congratulate him on his tricky tactics. That tricky ruse, if in his Tactics, should win him the day. Try to withdraw defensively, and quick-mount to get away from it. The mount should be able to withdraw from base-contact without AoO, as "the space you start in (10x10) is not considered threatened". Please let me know if you need additional tactics due to unforseen situation. It would be okay to buff longstrider if the extra 20' a round would make a big difference to positioning. My 100' vs. his 60' double-move/charge should keep me well clear. Again, withdraw if he runs to base, take the AoO as he moves through lance range. So, he is mounted with rideby attack. Not likly to go well, but what the hell. Ok tactics. The Fight
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Start at the back of the box with a scroll of shield of faith and wand of shield in hand. Round 1: cast from scroll and drop it, then draw spiked chain. Round 2: cast from wand and stow it. From then on move out clockwise, readying an action to disarm his foe if charged. Keep going like this till he spots the target. If the target is holding a melee weapon, advance as before. If charged use the readied to disarm the oponent, and the aoo to hit the mount. Keep doing this as long as the oponent has a weapon in hand and keeps charging. If target has or pulls a ranged weapon, sheath spiked chain and move to break LoS drawing his short bow. Then try to get to cover and ready to shoot his foe when he breaks cover. If at half HP, start spamming CLW. If in a ranged fight and able to break LoS, and shield runs out, draw and cast from wand. Then stow it in the next round and get back to normal tactics. Well, there you go. Look forward to seeing the result. Thanks for the run! Rolls: Here Rewards/Comments
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Init: 18 Jack starts in the South box with scroll of SoF and wand of shield in hand 16 Rastlo starts in the North box mounted on Spitz with shield equipped ![]() Round 1 Jack casts Shield of Faith from scroll and draws spiked chain Rastlo moves out in search of Jack ![]() Round 2 Jack uses shield from wand and stows wand Rastlo continues to ride ![]() Round 3 Jack moves forward to the front of his box and sees Rastlo and readies a disarm Rastlo sees Jack, stows his shield and draws his bow moving back a bit. ![]() Round 4 Jack sees a bow, stows his chain, and moves to cover drawing his bow Rastlo moves around to break cover but can’t make it far enough to shoot, he rides to his own cover to see what will happen next ![]() Round 5 Jack Readies a bow show for Rastlo breaking cover Rastlo shoots from over the blocks (atk: 17 miss) and moves out of cover … … Jack shoots (Atk:22 (no shield, will hit through ride for cover) dmg: 5) … … drawing his lance and lining up a charge Jack 26/26hp AC 17 (Shield of Faith 21) (Shield 12) Rastlo 15/20hp AC 17 -- Spitz 19/19hp AC 17 ![]() Round 6 Jack sees both bow and lance and stows his bow and draws his chain. Rastlo seeing the chain stows his lance and shoots (Atk: 13 miss) and then moves back to cover realizing that Jack is going to not allow for him to charge. ![]() Round 7 Jack switches to bow Rastlo fires (Atk: 17) Round 8 (Turbo Roller mode engaged) Round 12 Jack Draw use Shield wand Round 13 Jack stow shoot Jack hits in rounds 16 & 17 disabling (8 and 7 damage) Rastlo, having no healing contingency, surrenders Notes: I could play with movement and drawing/stowing tricks on Rastlo, but Jack can just move for cover and ready actions as well. I figured this is the nicer way to do things. Jack wins and gains 900xp/960gp (Craft included)
He is on last fight of cycle Used: 2 charges Wand of Shield (1), Scroll of Shield of Faith (2), 5 Arrows (10 shot, 3 hits, 5 recovered) Rastlo loses and gains 300xp/300gp Used: 5 arrows (12 shot, 7 recovered) Peanut Gallery: @MotS: He prioritized keeping you from charging. I think even if you did get one, it would have been tough to get through his AC @Bob: gogo high AC. Also your sheet is a bit messy i could use a nice look over for editing and clearing up of things like the caster level of your wands and scrolls. Pairings: 27 February 2013Time Roll: 3 hours Characters on Quests:
Characters doing Full Activities:
LEVEL 3 FIGHTS
LEVEL 6 FIGHTS
LEVEL 10+ FIGHTS
Pairings done by Erithmu. Credits Erithmu +1 (+1 fights, +1 Admin, -1 (3 active)) Manofthesea +1 (+1 fights, +0 (2 active)) Bobthe6th +0 (+0 fights, +0 (1 active)) Dgallaty +1 (+1 fights, +0 (1 active))
Hannah (Erithmu) vs. Thela (dgallaty) in Arena
Hannah's tactics Show Out run her and Alpha strike Buffs: * Manifest Force Screen move towards center (or Thela if visible) * Crack a stone of skate, move towards center(or Thela if visible) At this point I should be faster than her dog and we are going to play catchup. I'm guessing she is going to run away on her dog. If she moves away then head towards the middle to cut off run away angles. If she can hit me with produce flame there is a good chance I can charge her. If not double move in and charge next time. Alpha strike! (Charge if possible, + Dissolving Weapon, + Psi Weapon + 2pp Deep Crystal) If she splits up from the dog, Ignore it and move around and work on basing Thela. If it trips me, stand and kill it (I know it will using Dissolving Weapon but I'm ok with that, don't run Psi weapon or Deep Crystal on that hit) Refresh skate once if needed, and from cover. Thela's tactics Show Thela starts mounted on her riding dog/animal companion Fenton. She starts at one of the front corners of the starting box behind the walls at the corner (roll 1d2 to determine which corner). She has a scroll of Longstrider in her hand. If Thela is attacked during buffing, she directs Fenton to double-move to the nearest cover while she rides for cover, then continues buffing on the next round. Buff Rounds (in order) * Thela casts Produce Flame * Thela casts Longstrider on herself from the scroll, sharing the spell with Fenton, and draws a potion of Mage Armor * Thela drinks the potion of Mage Armor, sharing the spell with Fenton, and draws her Wand of Cure Light Wounds * Thela casts Resist Energy (Acid) on herself, sharing the spell with Fenton Combat PRIORITY #1:Thela always rides for cover if she's attacked while mounted and she's not attacking or casting. If Fenton is hit in combat vs his AC, Thela uses her Mounted Combat feat to make a Ride check to negate the attack. PRIORITY #2:Whenever Thela or Fenton takes damage, Thela uses her Wand of Cure Light Wounds on herself and shares the effect with Fenton so that both are healed. This superscedes any standard action that Thela might make, though Fenton should still be able to make attacks independently if applicable. If Thela doesn't know where her opponent is, she directs Fenton to move at double-speed to the center of the Arena, while she uses active Listen and Spot to find her opponent's location. She continues to ride clockwise around the central pillar until she finds her opponent, making sure to end her turn where the walls will give her maximum cover. Thela rides to within 120' of Hannah. Once in range, she comes out of cover and throws flames at Hannah from Produce Flame until all the flames are gone, riding to the nearest walls for cover after attacking. Note that Hannah's sheet says that her touch AC is 16, but it should only be 12. After all the flames are gone, Thela rides up to melee range and directs Fenton to attack Hannah (note the Trip clause in Fenton's stat block) until Hannah is down. If Fenton is killed, Thela moves to the nearest wall to cut off line-of-sight with Hannah, casts Produce Flame, then starts throwing flames again. If she runs out and Hannah is still not dead, Thela surrenders. Remember that Fenton has Scent, if a situation comes up where he could use it. The Fight Show Round 0 Show Hannah rolled an 8 on initiative, and will start in Box 2 with a stone of skate and Morganna. Thela rolled a 9, and will start in box 4, behind the north pillar, on her cute little vicious puppy. She is holding a scroll of Longstrider The small halfling is faster off the line. Figuratively, of course, because she's not going anywhere as she starts buffing. The Elan is slower, though she doesn't know it, because the central pillar is directly between the fighters. Round 1 Show Thela: Casts Produce Flame and shares with Fenton. Hannah manifests Force Screen, and moves. Thela: 17/17 HP, AC 19, Produce Flame (31) Fenton: 26/26 hP, AC 19, Produce Flame (31) Hannah: 32 HP, AC 20 (tAC 12), Force Screen (31) ![]() Thela begins buffing, her hand and her mount's paw catching on fire. She seems calm about it, waiting for her magic to fully flare. Hannah gives a mental shout as a wall of force flickers into being in front of her. She charges off, intent to knock down that central pillar. Round 2 Show Thela casts longstrider from scroll, shares with Fenton, and draws a potion of Mage Armor. Hannah manifests skate and moves in. Thela: 17/17 HP, AC 19, Produce Flame (31), Longstrider (3h) Fenton: 26/26 hP, AC 19, Produce Flame (31), Longstrider (3h) Hannah: 32 HP, AC 20 (tAC 12), Force Screen (31), Skate (12) ![]() Thela continues to buff, using her non-flaming hand to cast a speed spell from scroll. She then transfers the paper to the fireball, and it goes up in a puff while the halfling produces a potion. Hannah swerves from her collision course, traveling around the pillar while looking for the mounted halfling. Round 3 Show Thela drinks a potion and shares with Fenton, then draws a wand of CLW. Hannah searches for Thela by moving to the far side of the pillar and making an active spot against areas 1 and 4. (Hannah could see areas 1 and 3 while moving, so 4 is the unviewed area). Neither opponent becomes aware of the other. (this is surprising) Thela: 17/17 HP, AC 23, Produce Flame (31), Longstrider (3h), Mage Armor (1h) Fenton: 26/26 hP, AC 23, Produce Flame (31), Longstrider (3h), Mage Armor (1h) Hannah: 32 HP, AC 20 (tAC 12), Force Screen (31), Skate (12) ![]() Thela drinks the potion and calls on her bond with the dog. A green shell covers the both of them, while Thela draws a slim wand with her bare hand. Hannah, worried that she hasn't seen her opponent, takes particular care to scrutinize the field, but neither opponent sees or hears the other. Round 4 Show Thela, unaware she's being watched, casts Resist Energy and shares with Fenton. Hannah does not hear due to distance. Since Thela did not move, Hannah does not get a passive Spot. Hannah, now unsure of where her opponent could possibly be, decides to check out the SW cross. She moves to the SW boulder (spotted while moving) (double-move to cover) Thela: 17/17 HP, AC 23, Produce Flame (31), Longstrider (3h), Mage Armor (1h), Resist Energy (Acid) (30min) Fenton: 26/26 hP, AC 23, Produce Flame (31), Longstrider (3h), Mage Armor (1h), Resist Energy (Acid) (30min) Hannah: 32 HP, AC 20 (tAC 12), Force Screen (31), Skate (12) ![]() Thela casts with her flaming hand a spell designed to protect against acid. She knows, from studying the last fight, that Morganna has a wicked acid on its edge. Finally, the halfling sets her mind to move out. Hannah steps out of her incidental cover to search the south side of the field, but prudently uses the terrain for shelter. Round 5 Show Thela is aware of Hannah, and throws flames at flat-foot. She then moves northish. (Hit for 8). Hannah gets a clear line-of-sight, and thus moves in to base Thela/Fenton. Thela: 17/17 HP, AC 23, Produce Flame (21), Longstrider (3h), Mage Armor (1h), Resist Energy (Acid) (30min) Fenton: 26/26 hP, AC 23, Produce Flame (21), Longstrider (3h), Mage Armor (1h), Resist Energy (Acid) (30min) Hannah: 24 HP, AC 20 (tAC 12), Force Screen (31), Skate (12) ![]() Thela blindsides the taller fighter with a volley of flame! She then seeks to hide from retaliation, moving north around the arena. However, she didn't count on the speed of her opponent, who moves right into Fenton's waiting jaws... Round 6 Show Thela directs Fenton to attack, then 5-ft step away. She then throws flames at Hannah (Prone). (Bite deals 10 damage, flames miss) Hannah stands, 5-ft step, and alpha-strikes Thela. (Barely hits, for massive damage) Thela at -12, dies. ![]() Fenton bites, pulling Hannah over! "Good dog," whispers Thela. The tall fighter is undeterred, even as flames strike the ground around her. With an explosive breath, Hannah is back on her feet and in Thela's face. And Morganna is swung in a miss. No, wait... Thela is headless! Morganna did not miss! The sword cleaved cleanly through the halfling's neck! Her body slumps on the dog as Fenton runs away. Thela is our victor! Results Show Hannah Wins and gains 900 xp and 960 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: Dissolving Weapon Items Used: Powerstone: Skate Spells or Powerpoints Used: 3 PP: Force Screen, Deepcrystal charge Abilities Used: None Free Activity: Bounty Hunt +60 GP Thela Loses and gains 300 xp and 300 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: Scroll: Longstrider (< 1 hr), Potion: Mage Armor Spells or Powerpoints Used: 3 spell levels: Produce Flame, Resist Energy Abilities Used: None Free Activity: Guard Notes Show HOLY ****! 39 DAMAGE ALPHA STRIKE INCOMING 55 FEET PER ROUND I propose that Hannah needs a reach weapon. Azuk's tactics Show Azuk MAD! Opponent have no weapon. Opponent think stick with string is weapon. Azuk have long-axe and Tree. Azuk have Tree (his tower shield). Azuk use tree to collect arrows from unarmed opponent (Total Cover) while approach. When Loddick in range, Azuk drop tree and hold long-axe right, then stand next to Loddick. When Loddick run away, Azuk wait first step and use long-axe to DESTROY string-stick. First time Azuk next to Loddick, Azuk not take attack with armor spikes, want be ready for running man DESTROY string-stick. Azuk give no quarter. If opponent want to give up, Azuk think that show Loddick weakness, and Azuk send Loddick to gods to explain lack of heart. (So, get next to him while immune to arrows, then break his bow with the adamantine guisarme. If he stays next to Azuk, take AoO's after the first round of doing so. Then be evil.) Loddick's tactics Show Play hide and shoot Start front of box with bow in hand, If I see him shoot and move away, If I don't see him, assume he is in the far box. I'm guessing he will use his towershield for cover. See him right out: Shoot him once and move diagonally away towards the opposite start box. If he is using the towershield for cover, just double move and look to find a hiding spot. Don't see him: Run to the center in round 1 and then move silently and hide in the central area till I locate him and got in to hide and shoot. I'm hoping that if he is flatfooted he can't use his shield for cover if he doesn't know where it is coming from. Declare him Dodge target, Either way what I want to do is ready a bow shot for when he has completed 80ft of movement and is over 50ft away. I know ... probably not happening. Optional is to snipe when he is over 50ft away from me and heading in a direction that is away from me. Use Psi Shot on any attack, and if I have a down round, meditate to get it back. Attacking is more importan than meditating. I'll probably have to escape from the center area after shooting him, but try to use the outside rim to have him plow through and then reclaim the center when he leaves. Using the diagonal structures is a good alternative. If he sunders the bow surrender. No need to use pps I'm not hopeful about this fight. Fight Show All rolls are here Start Initiatives Round 1 Azuk moves towards Loddick and takes Total Cover behind the large tree trunk that he's using as a tower shield. Status
Round 2 Azuk moves towards Loddick and continues to take Total Cover behind his shield after each move. Status
Round 3 Azuk spots Loddick and continues to move towards him, coming out of cover to do so. As he moves, Loddick takes his shot. The arrow falls short of Azuk's position. Status
Round 4 Azuk, realizing that his "tree" isn't going to protect him like he thought it would, quits taking cover behind it and pursues Loddick. Round 5 Round 6 Status
Round 7 Azuk follows Loddick and brings his guisarme down on Loddick's bow. Luckily for Loddick, the deepcrystal bow is able to resist most of the damage, and only takes 1 point. Status
Round 8 Azuk steps in and strikes at Loddick's bow, but Loddick is able to block the attack. Status
Round 9 Status
Results Show Loddick wins and gains 900 xp and 900 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: 4 arrows (3 hit, 1 destroyed, 2 recovered) Spells or Powerpoints Used: None Abilities Used: None Free Activity: None Azuk loses and gains 300 xp and 300 gp Pitlord notes Show Beezel (Dgallaty) vs Gart'ak McGrath (Bobthe6th) Beezel's Tactics Show Beezel and Gart'ak meet again! Let's change up the tactics a little bit. Beezel starts in the center of the box, prone, with a scroll of Invisibility in his hand. This should cut Line-of-Sight with any of the other starting boxes, thanks to the small pillars around each one and the large 15' statue in the center of the map. Let's hope he wins the initiative. Buff Rounds (in order) Round 2: Beezel activates power stone of Inertial Armor and draws a scroll of Expeditious Retreat Round 3: Beezel activates scroll of Expeditious Retreat and draws his dorje of Enlarged Crystal Shard Combat The goal is to shoot while maintaining distance from Gart'ak using Beezel's superior speed after Expeditious Retreat, plus a little entangling. If Gart'ak isn't currently within 80' range of Enlarged Entangling Ectoplasm, Beezel waits behind cover and readies the attack as soon as Gart'ak is within range. Once in range, Beezel manifests an Enlarged (using Psionic Focus) Entangling Ectoplasm (1pp) and moves away. If for some reason he fails to hit Gart'ak, he continues to manifest it (though not Enlarged) until it hits. (Sidenote: Universal Solvent is described specifically as "being able to dissolve sovereign glue and tanglefoot bags." By RAW, it shouldn't be able to dissolve Entangling Ectoplasm, just like it wouldn't dissolve the vines from a druid's Entangle spell.) Once Gart'ak is entangled, Beezel manifests Energy Ray (Cold) augmented to 7pp after a +2 surge (1pp + 4pp augment + free 2pp wilder surge). Note that unless Beezel succumbs to Enervation, he gets Surging Euphoria (+1 attack, +1 damage, and +1 saves) for 2 rounds after the surge. Beezel will manifest the same thing 3 times total. After each attack, he moves the maximum distance away to be able to attack Gart'ak next round if Gart'ak double-moves at his current speed. If Gart'ak is still alive after 3 manifestations of Energy Ray, Beezel attacks with his dorje of Enlarged Crystal Shard, staying as far away from Gart'ak as possible while still being able to attack, assuming Gart'ak moves at whatever is full speed is at the moment. Gart'ak's Tactics Show Ok... here we go again. Thanks of the run in any event. As you well said, this time its the Gart'ak smash hour! This ain't gonna end well. Start in the clock wise side of the box, in the center of the side. Start with falchion and a potion of protection from evil in hand. round 1: chug potion of protection from evil, move out counter clock wise. If foe is spoted, rage. round 2+: keep moving out. If foe is spoted rage, and try to close as rapidly as possible. PA 3, use reckless offensive at all times. If foe isn't spoted by round 3, just rage anyways. When engaged, try to keep in full attack range. well... hope Gar can roll som good saves, or this will be a repeate of the last round... The Fight Show Beezel goes first in area 4, Gart'ak in area 1. Round 1 Round 2 Round 3 Round 4 Map Show ![]() Gart'ak places Beezel at (14,5) - when he's really at (15,2). He runs down the stairs, but finds nothing. Round 5 Gart'ak is ANGRY [enters Rage, +4 Str, +4 Con, +2 Will, -2 AC, ends 12]. He charges after the Kobold as best he can whilst covered in sticky goo. Round 6 Map Show ![]() Round 7 Round 8 Results Show Beezel wins and gains 1800 xp and 2000 gp
Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: Scroll of Invisibility, Power Stone of Inertial Armour, Scroll of Expeditious Retreat Spells or Powerpoints Used: 16 PP (1 PP Entangling Ectoplasm, 3x5 PP Energy Ray) Abilities Used: None Free Activity: Guard Gart'ak McGrath loses and gains 600 xp and 666 gp Pairings: 6 March 2013Time Roll: 5 hours Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up) Characters on Quests: Characters doing Full Activities: BATTLES OF GLADIUS LEVEL 3 FIGHTS
LEVEL 4 FIGHTS
LEVEL 10+ FIGHTS
Pairings done by Erithmu. Credits Erithmu +2 (+1 fights, +1 admin (1 active)) Manofthesea +0 (+0 fights, +0 (2 active)) The_Fred +1 (+1 fights, +0 (1 active)) Dgallaty +1 (+0 fights, +1 work in Pairings Maker (0 active))
Azuk vs Risen Anjin: Plains
Azuk's Tactics Show Azuk see, THIS is a warrior. On flat, blank plain. This be good place for titans to fight. Ragh! Anjin's Tactics
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Azuk not take Tree into fight. Azuk no wear silver glove, it so bad! Azuk not able to grab opponent, bad chance to trip, not able disarm or break thick weapons. Azuk still like reach of long-axe, and hold it at start of fight. Azuk rub armorstone (power stone of screen) and think of Tree. Then, Azuk get potion of Reduce World (Enlarge Person) and hold it ready. Azuk think violent thoughts, make hands sharp (Claws of the Beast) and know where to hit (Offensive Prescience). Azuk ready, move toward Anjin. When Anjin 150' or less, Azuk drink potion and move to charge range (speed 50 *2 + reach 20 = ~115'). Azuk see red! Azuk charge, put all weight into strike (+10+2(rage)+2(charge)-3(pwr) vs. 17 (?), 2d6+13(str)+6(pwr).) Azuk know Anjin shrug off due to vigor. If able, Azuk charge and power attack again, go 5' right and 5' forward. Azuk not do this if Anjin have chain. Azuk no more power attack. If able, Azuk use 2 claws +11 (1d6+9) while get poked by shield. (Prefer polearm vs. kusari-gama, of course). Azuk try not draw dirty blows (AoO) because Azuk like better to give them out. If Anjin use tattoo, Azuk use tattoo. If tattoo crawl near Azuk, Azuk use long-axe to cut tattoo into ink. (ignoring hardness). If Azuk no have long-axe... Well, Azuk worry about pointy shield. (If Azuk finishes buffing first, he will run as long as it puts him more than 200' away. I expect Anjin has skate by then, and is going 45' per move) Start at the front corner of my box with Dorje of Vigour in hand and immediately start moving towards Azuk. The Fight
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Round 2: Use Dorje, stow it whilst moving. If he's moving fast and going to reach me sooner, cut right to using Expansion and drawing the kusari-gama, so I get an AoO against him. If I ever get chance, Charge Azuk with a Shield Bash. This takes priority over pretty much everything except Expansion. Otherwise, attempt to trip with the kusari-gama, and take any AoOs with the shield unless they can only be taken with the kusari-gama's extra reach. If necessary (e.g. counter-trip), drop the kusari-gama and just keep bashing. If he has total cover from his tower shield, use my Stomp PLA against him first, then kill with shield thereafter. My AC is poor but I should only need to hit him a couple of times to down him, high HP aside. Let's hope that Barb level isn't more useful than my sucky LA. Rolls: Here Rewards/Comments
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Init + Starting 15 Anjin starts in the SE box with djore in hand and shield 6 Azuk starts in NW box w/ powerstone in hand and Longaxe in other (no map … but it is 600ft away) Round 1-4 Anjin: Vigor + move, Stow + move, Bio Feedback, Off Precog Azuk: Force Screen, Draw potion, Claws of the beast, Off Precog ![]() Round 5 Anjin Expands and moves Azuk double moves towards Anjin Anjin 26+10/26hp AC 18 (Biofeedback 23) (Off Precog 24) Azuk 37/37hp AC 14 (Force Screen 21) (Claws of the Beast) (Off Precog 34) ![]() Round 6 Anjin draws his chain while moving Azuk sees the chain and still moves closer ![]() Round 7 Anjin moves closer Azuk chugs down and moves to his engagement range ![]() Round 8 Anjin double moves Azuk charges and rages (Atk: 26 dmg: 29 -2BF = 27) Anjin 9/26hp AC 18 (Biofeedback 23) (Off Precog 24) Azuk 37/37hp AC 14 (Force Screen 21) (Claws of the Beast) (Off Precog 34) ![]() Round 9 Anjin attempts to trip Azuk (Touch 16 Trip 19 vs 22 Fail, Counter 33 vs 27) but the Barbarian grabs the chain in mid air and pulls it from Anjin’s hands (Anjin drops KG) Azuk swings (Atk: 18 Dmg: 20) Azuk wins and gains 1200xp/1200gp
Used: 2pp (Claws of the Beast, Off Precog), Potion of enlarge person, Rage ability Ongoing: Claws of the Beast < 3 hours Anjin loses and gains 400xp/476gp Used: 3pp (Expansion), Stones: Biofeedback, Off Precog, 1 Charge of Djore of Vigor Peanut Gallery: @Fred: I think you missed the enlarge potion, it caught most of your AoO & trip attacks off guard, the raging didn't help either. I might honestly suggest that Force Screen would be better to buy in the future. @MotS: This is why I'm glad that Azuk is in ECL 4 right now ... he is a beast. Rastlo (ManoftheSea) vs Hannah Devonshire (Erithmu) Expectations: (feel free to sblock, not done hear for ease of cut and paste) * Hannah will be mostly unable to hide or move silently * Hannah desires melee, but will be unable to get it * Hannah will use force screen and cover * Rastlo will also be unable to hide Rastlo will begin at the location of the start area with as much cover as possible toward other start areas (middle?). He will begin with his bow. First action will be to share Longstrider with Spitz, and move to have clear lines of run toward the other two start areas. If Hannah is already seen, move away from her, don't give lines to charge/run to base. Pretty much every action from Rastlo will be "shoot if Hannah in the open, or ready to shoot Hannah when she's uncovered." Every action from Spitz will be "move to an advantageous distance, with cover if possible, with an escape route." If based, use withdraw (no AoO even from enlarged Hannah). Rastlo should be getting 120 ft of movement when needed, while Hannah gets 40 if she also attacks. When there's "a lot" of arena "behind" the fight, worry less about Hannah run to base, as a withdraw puts Rastlo out of melee range. Just don't get pinned against a wall. Since Rastlo expects +7 vs. AC 20+cover, and Hannah has +6 vs. AC 17+cover, advantageous distance is over 1 range increment. Especially if Rastlo can shoot first and move after to keep this increment. Just try to exchange shots at a favorable ratio. If we're just shooting each other from cover at over 110', Rastlo will quick dismount and send the camel to Improved Cover. Then, attempt to move around the cover to gain hide, and steal Hannah's dex bonus. Also... Roll really well for Rastlo. I mean, I don't know why more people don't put this in their tactics. Hannah's Tactics Show So two things could happen here: He could do what he is designed to do, and charge, or he will panic from seeing the action on the other fights and pluck the string on his bow. Doesn't affect me me too much Buffing: Start in default position w/ stone of dissolving weapon in hand 1: Buff DW, draw skate 2: Buff Force Screen (but don't move) 3: Buff skate, Move out in round 4. If he has lance in hand I want him to charge, if he has bow in hand I want to move closer finding cover. vs Lance: move into his charge range with a single move (bait) and ready an action to manifest expansion (1pp) when he is 10 ft away from me on his charge. This will trigger an AoO as he moves from 10ft to adjacent. Use it to smack him (he won't be able to ride for cover, and will be at -2 AC from charge). If he gets through, proceed to just swing away in melee. vs Bow: Move towards middle column to draw him in, Taunt him loudly for using a bow when he is better with a lance. Basically use the cover to not allow bow shots and line up a charge (110ft w/ skate, 80ft base) and charge him. If he runs away setup in the middle area again, regain focus (for speed of thought), and repeat Notes: - Keep 1 pp around to have speed of thought running - Refresh skate from stone if needed - Yes I know expansion only lasts 3 rounds w/ 1 pp, Hannah is a 1 hit, 1 kill monster, and even if she shrinks back down I still have that chance - Enlarged damage should be 3d6+6+effects The Fight Show Rastlo wins initiative (22+ vs 22-) and starts in area 4. Hannah starts in area 3. Round 1 Round 2 Map Show ![]() Round 3 Round 4 Round 5 Map Show ![]() Round 6 Round 7 Round 8 Map Show ![]() She attacks, but misses again. Round 9 Round 10 Round 11 Map Show ![]() Round 12 Round 13 Round 14 Round 15 Spoiler: Show =Map ] ![]() Round 16 Round 17 Round 18 Map Show ![]() Round 19 Round 20 Round 21 Map Show ![]() Round 22 Round 23 Round 24 Map Show ![]() At this point, Hannah can only really prolong the agony. She's on 4/32 and Skate has ended. Rastlo can always move to somewhere he can shoot from and she can't reach him, even if he takes a big penalty, so it's only a matter of time, and since he has 75 arrows, he'll probably roll a natural 20 at some point which will do 4 damage minimum. The best Hannah can do is hide and wait, which will incur a delay penalty, so unless she wants to cost Rastlo more arrows, the Pitlord thinks it's time to back down gracefully... :-) Results Show Rastlo wins and gains 900 xp and 900 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: 1 SL (Longstrider) Abilities Used: None Free Activity: Guard Hannah loses and gains 300 xp and 300+60 gp Pitlord Comments Show A few improvisations were made. ManoftheSea: Erithmu: Pairings: 13 March 2013Time Roll: 1 hours Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up) Characters on Quests: Characters doing Full Activities: BATTLES OF GLADIUS LEVEL 3 FIGHTS
LEVEL 4 FIGHTS
LEVEL 6 FIGHTS
Pairings done by Erithmu. Credits Erithmu +3 (+2 fights, +1 Admin, +0 (1 active)) Manofthesea +1 (+1 fights, +0 (2 active)) dgallaty +1 (+1 fights, +0 (1 active)) Eluria +1 (+1 fights, +0 (2 active)) The_Fred +0 (+1 fights, -1 (3 active))
Beezel vs Poggle vs Urdwed: FFA Arena
Beezel's Tactics Show I predict complete chaos with this battle! Poggle's Tactics
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Beezel starts at one of the front corners of the starting box behind the walls at the corner (roll 1d2 to determine which corner), with a scroll of Invisibility in his hand. Buff Rounds (in order) Round 1: Beezel activates scroll of Invisibility and draws a power stone of Inertial Armor Round 2: Beezel activates power stone of Inertial Armor and draws a draws a power stone of Force Screen Round 3: Beezel activates a power stone of Force ScreenML2 and draws a scroll of Reduce Person Round 4: Beezel activates scroll of Reduce Person and draws a scroll of Expeditious Retreat Round 5: Beezel activates scroll of Expeditious Retreat and draws his dorje of Enlarged Crystal Shard Combat PRIORITY: In combat, Beezel avoids melee at all costs, using Tumble (not a 5-foot step) to avoid being adjacent to attackers, and using Escape Artist to get out of all grapples, entanglement, or other restraints. Beezel is going to use his superior speed (while it lasts) to shoot at his opponents while maintaining cover. After buffing, if he doesn't know where any of his opponents are, Beezel moves at half speed (to retain full Move Silently bonuses) to the center of the arena and hides. He then moves counter-clockwise around the inside of the center walls, looking for his opponents through the gaps in the walls. Beezel wants to attack Poggle first, then Urdwed, but will attack Urdwed if he is found first, switching to Poggle as soon as she's found. When attacking Poggle, and she is more than 25 feet away, Beezel gets within range and manifests Recall Agony augmented to 7pp after a +2 surge (3pp + 1pp augment + free 2pp wilder surge). Note that unless Beezel succumbs to Enervation, he gets Surging Euphoria (+1 attack, +1 damage, and +1 saves) for 2 rounds after the surge. Beezel will manifest the same thing 2 more times if Poggle is still alive. After each attack, he moves to take total cover from both Urdwed and Poggle if possible, but prioritize against Poggle. Beezel ignores Urdwed's animals and tumbles away from their melee. If Poggle is within 25 feet of Beezel, he will cast Cause Fear at her instead of Recall Agony, and then continue as above. When attacking Urdwed, Beezel gets within enlarged range and manifests Enlarged Energy Ray (Cold) augmented to 7pp after a +2 surge (1pp + 4pp augment + free 2pp wilder surge). Note that unless Beezel succumbs to Enervation, he gets Surging Euphoria (+1 attack, +1 damage, and +1 saves) for 2 rounds after the surge. Beezel will manifest the same thing non-enlarged 2 more times if Urdwed is still alive. After each attack, he moves to take total cover from both Urdwed and Poggle if possible, but prioritize against Poggle. Beezel ignores Urdwed's animals and tumbles away from their melee. When Beezel is out of power points, he uses his dorje of Enlarged Crystal Shard and shoots at whoever his primary target is at the moment. Thanks for pitlording - 3man ffa can get messy; feel free to use your best judgement if tactics break down, I won't complain. Have fun running it! Urdwed's Tactics
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Tactics: Poggle Well, free for all, always interesting. So many options. And so few HPs with so much defense and such crazy ACs! Goal - buff briefly, engage, trying to be the aggressor - don't be a wuss; the fight's not going to be much different if I sit invisibly waiting things out or not. Beezel is viewed as the greater threat, and should be first target if all things are equal. Be flying as much as possible, out of range of other things. Start in middle back, mounted on Zippy. Share all spells and SLAs. Round 1: SLA Invisibility Rd 2: False life (memory) (fly up on eagle - max height) Rd 3: Cat's Grace (memory) Rd 4: Prot from Energy (Sonic) from scroll Rd 5+: Fly out until any are seen prior to engaging, use Prot from Evil (scroll) Engage as follows (Beezel priority) vs. Beezel, engage w/ wand of MM until dead (if wand of mm fails, ie wand lost/broken/sundered, use bow and arrows, if that fails use wand of cantrips using whichever has more charges first) vs. Urdwed, if he has sonic produce flames active, use SLA Pyrotechniques for Smoke Cloud, then SLA Entangle him, then wait until smoke cloud dissipates or Urdwed is visible, cast True Strike (Scroll) followed by Wand of Scorching Ray. Repeat True Strike (Scroll) / Wand of Scorching Ray until out of True Strike. Then engage with bow and arrows until down. (if arrows fail, ie bow is broken/lost or out of arrows, use wands of cantrips; use whichever one has more charges first) Notes: --Don't forget DR (in case summons, pets, whatever), SR 17 --Always share spells --Always ride for cover --Don't hesitate to drain all charges of something - one exception is don't bother MM'ing Urdwed through his broach --Dodge vs Beezel first, then Urdwed if Beezel is down, then any adds/pets/summons --Synesthete if blind --If injured by something that Mage Armor could have blocked, draw and cast Mage Armor from Scroll (takes priority over all else) --If injured by something that Shield could have blocked, draw and cast Shield from scroll (takes priority over all else) --Note extra arrows on Eagle (have plenty, even w/ the high ACs, I hope) --Never give up, never surrender Start in the centre of my box with Eaus on my left, Razor on my right, and a Scroll of Obscuring Mist in hand. The Fight
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Round 1: Cast Obscuring Mist, draw a Scroll of Owl's Wisdom. If we see someone on the ground whilst buffing, order the dogs to attack, but the mist should stop that. Once we're done, move out clockwise. If we still see nobody after one move, draw and drink a Potion of Shield of Faith (+1 net AC). Now, really, I want Beezel to kill Poggle, but failing that, engage as soon as we see someone: If I hear an invisible someone, take Total Defence, wait for them to attack me, and hope for the best. If Poggle dies and it comes down to me vs Beezel, use SNAII for a Dire Badger, then keep throwing flames. Preferentially attack Poggle, since killing Beezel with (hopefully) be more straightforwards. If I really can't hurt Poggle, avoid combat until Beezel or Poggle dies (or the delay penalty is about to kick in). Notes: Tactics are long and horrible but the main plan is to try and kill Poggle or let Beezel do it, then hit him with dogs, summoned creature and Entangle. Rolls: Here Rewards/Comments
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Init + Starting Beezel starts in the South Box with scroll of Invisibility in hand Urdwed starts in the North Box with scroll of Obscuring Mist in hand Poggle starts in the West Box with scroll of Resist Energy in hand ![]() Rounds 1 -5 Beezel buffs: Invis, IA, FS, Reduce Person, Expy Retreat, and has wand of Crystal shard in hand Urdwed buffs: Obscuring Mist, Disguise Self (Beezel), Blur, Bulls Str (Eaus), Owl’s Wisdom and has wand of PF(sonic) in hand Poggle buffs: Invis, False Life, Cat’s Grace, Resist Energy (sonic), is elevated to ceiling and double moves out after spotting Obscuring Mist and has scroll of Pro. Evil in hand Beezel 22/22hp 17AC (Invis) (Inertial Armor) (Force Screen 23) (Reduce Person 14) (Expy Retreat 15) Urdwed 23/23hp AC 25 SR 14 (Blur 33) (+4 Wis) --- Eaus 30/30hp AC 23 (Bulls Str) Poggle 18+4/18hp AC 23 (Invis) (Cat’s Grace) (Resist Energy: Sonic) (False Life) --- Zippy 9+4/9hp AC 13 (shared spells) ![]() Round 6 Beezel double moves quietly towards the center and doesn’t see anyone Urdwed puts sound on his hand Poggle has Zippy move slowly as she casts Pro. Evil waiting to see what the cloud does. Beezel 22/22hp 17AC (Invis) (Inertial Armor) (Force Screen 23) (Reduce Person 14) (Expy Retreat 15) Urdwed 23/23hp AC 25 SR 14 (Blur 33) (+4 Wis) (PF 2 shots) --- Eaus 30/30hp AC 23 (Bulls Str) Poggle 18+4/18hp AC 23 (Invis) (Cat’s Grace) (Resist Energy: Sonic) (False Life) (Pro. Evil 16) --- Zippy 9+4/9hp AC 13 (shared spells) ![]() Round 7 Beezel again double moves towards the middle but doesn’t spot anything Urdwed steps out of the cloud and Poggle sees (Disguise 14 vs 9 spot) ‘Beezel’. Urdweds pets follow him. Pitlord Note: Even w/ the +4 from “recognize on sight” Poggle would have failed, so for the first attack Poggle will use ‘Beezel’ tactics and then get a will save vs the illusion Poggle fires Magic Missles at ‘Beezel’ (Urdwed) (SR: 23 Pass, 5 damage to Urdwed’s Brooch, Invisibility Ends) Poggle is confused (Will: 9) as Zippy moves forward to keep flight. Urdwed sees Poggle move forward ![]() Round 8 Beezel heard the sound of combat and moves slowly around the to see (Disguise 17 vs Spot 3; Will: 1!) himself? Not quite sure what to make of that he takes his second move and spies Poggle up in the air. Urdwed dodges Poggle and throws sound at her (SR: 8 fail) but it does nothing Poggle hits the wand and fires again (SR: 17 MM: 7dmg to Urdwed’s Brooch; Will save 1!) and will switch tactics next round as that isn’t working), Zippy circles around ![]() Round 9 Beezel is in range and manifests Recall Agony on Poggle (SR: 21 Dmg: 16 Will: 21 - takes half) and becomes visible. Poggle now sees 2 Beezels (Will: 18) and finally understands why her Magic Missiles haven’t been working as she sees through Urdwed’s Disguise. Urdwed backs away knowing his flames didn’t get through Poggles natural defenses Poggle turns her attention to Beezel and fires Magic Missiles at him (7 dmg) and giggles as something finally works, Zippy moves closer Beezel 15/22hp 17AC (Inertial Armor) (Force Screen 23) (Reduce Person 14) (Expy Retreat 15) Urdwed 23/23hp AC 25 SR 14 (Blur 33) (+4 Wis) (PF 2 shots) --- Eaus 30/30hp AC 23 (Bulls Str) Poggle 14/18hp AC 23 (Cat’s Grace) (Resist Energy: Sonic) (False Life) (Pro. Evil 16) --- Zippy 9+4/9hp AC 13 (shared spells) ![]() Round 10 Beezel makes Poggle recall Agony again (SR: 16 Fail) but fails to get through her natural defenses. Urdwed sees where Beezel must be based on Poggles Magic Missiles, he orders his dogs to go find out who is there. Eaus gets into base contact with Beezel as Razor comes around on the other side. Poggle giggles and magic missiles fly at Beezel (6 dmg) Beezel 9/22hp 17AC (Inertial Armor) (Force Screen 23) (Reduce Person 14) (Expy Retreat 15) Urdwed 23/23hp AC 25 SR 14 (Blur 33) (+4 Wis) (PF 2 shots) --- Eaus 30/30hp AC 23 (Bulls Str) Poggle 14/18hp AC 23 (Cat’s Grace) (Resist Energy: Sonic) (False Life) (Pro. Evil 16) --- Zippy 9+4/9hp AC 13 (shared spells) ![]() Round 11 Beezel tumbles away from the pups (Auto pass Eaus, 27 for Razor) and moves away and then manifests recall agony one more time on Poggle (SR: 10 Fail). Urdwed dismisses the last shot from his sonic hand. The pups move after Beezel (Razor charge: 20 miss) Eaus bases. Poggle fires MM at Beezel (7 Dmg) Beezel 2/22hp 17AC (Inertial Armor) (Force Screen 23) (Reduce Person 14) (Expy Retreat 15) Urdwed 23/23hp AC 25 SR 14 (Blur 33) (+4 Wis) --- Eaus 30/30hp AC 23 (Bulls Str) Poggle 14/18hp AC 23 (Cat’s Grace) (Resist Energy: Sonic) (False Life) (Pro. Evil 16) --- Zippy 9+4/9hp AC 13 (shared spells) ![]() Round 12 Beezel tumbles away and looks for a place to hide as his djore won’t reach Poggle unless she is almost overhead (Tumble passes) Urdwed casts fire from memory The dogs go hunting and head south missing Beezel’s hiding spot Poggle goes kobold hunting circling the central pillars (not sure Zippy could make the turns) and spots him trying to hide on the wrong side of the pillars ![]() Round 13 Beezel knows Poggle has found him, and he moves under her and takes a shot (Atk: 17) Urdwed moves out looking for someone to throw flames at Woof?!?! Eaus Charges Beezel (Atk: 24 miss) Razor bases Poggle finishes Beezel off (min damage kills) and then stows wand as Zippy moves Beezel -XX/22hp 17AC (Inertial Armor) (Force Screen 23) (Reduce Person 14) (Expy Retreat 15) Urdwed 23/23hp AC 25 SR 14 (Blur 33) (+4 Wis) --- Eaus 30/30hp AC 23 (Bulls Str) Poggle 14/18hp AC 23 (Cat’s Grace) (Resist Energy: Sonic) (False Life) (Pro. Evil 16) --- Zippy 9+4/9hp AC 13 (shared spells) ![]() Round 14 Urdwed moves into the central pillar area looking for a target (Hide 15 vs 12 spot) and spies Poggle looping north, Poggle does not see Urdwed however. Poggle continues to loop around and spies Urdwed with Fire up, she casts her SLA Pyrotechnics creating a smoke cloud (Urdwed Spellcraft: 22 and knows what it does, Fort: 17,) ![]() Round 15 Urdwed knows the smoke doesn’t last long, but it will follow him if he moves with the fire still up. (K:Nature: 17) He remembers that Poggle has SR and his flames will have a hard time getting through that so he dismisses the fire and moves out of the area. Poggle drops an entangle centered on the smoke and catches Urdwed in the area (Rflx: 14) but the druid is untouched. Zippy then continues to circle the center area, coming around the corner Poggle spots and unentangled and non coughing Urdwed and banks Zippy away. ![]() Round 16 Urdwed double moves out of the area Poggle draws and casts True Strike and circles Zippy around while drawing her scorching ray wand ![]() Round 17 Urdwed goes into summoning options (SNAII) Poggle drops elevation to 30 ft and fires on Urdwed (Atk: 49, SR: 18, dmg: 19) Urdwed Concentrates (Conc: 10 lose spell) Urdwed 4/23hp AC 25 SR 14 (Blur 33) (+4 Wis) --- Eaus 30/30hp AC 23 (Bulls Str) Poggle 14/18hp AC 23 (Cat’s Grace) (Resist Energy: Sonic) (False Life) --- Zippy 9+4/9hp AC 13 (shared spells) Round 18 Urdwed forgot about blindness (SR: 14 Fail) but it fails to affect Poggle Poggle loops around and casts true strike Round 19 Urdwed waits for the end Poggle shoots (Atk: 51, SR: 5) Round 20&21 Urdwed calls down Poggle for death Poggle reloads and fires (Fail SR) Round 23 Poggle hits and passes SR killing Urdwed Poggle 2400/2666gp +3.125 + 126 gp Craft = 2475xp/2875gp
Used: 4x Scrolls of True Strike [1], Scroll of Resist Energy [3], Scroll of Pro. Evil [1], 4 Charges of Wand of Scorching Ray (Sonic) [3], 6 charges of Wand of Magic Missile [3] SLAs (one use each): Entangle, Pyrotechnics, Invisibility Cast: False Life (expended), Cat’s Grace Urdwed 1200xp/1332gp - 6.25 +110gp Profession = 1125xp/1359gp Used: Scrolls: Obscuring Mist [1], Owl’s Wisdom [3], 1 Charge of Wand of Produce Flame (sonic) [2] Brooch of Shielding took 12 damage Finished Fight Cycle Beezel 600xp/666gp + 3.125 = 619xp/687gp Used: Scrolls: Invis [3], Reduce Person [1], Expy Retreat [1], Powerstones: Inertial Armor [1], Force Screen [2], 1 charge of Enlarged Crystal Shard [2] Finished Fight cycle Peanut Gallery: So my favorite part of this fight ... was the disguise self and the repeated failed Will saves/Spot vs Disguse saves. SR also played a major role @Dgallaty: Scroll of Shield ... better than stone of force screen, pick some up when you go shopping. The SR saves hurt as well, you only need 10s. @The Fred: I don't know what else I could have done there, you need some ranged option pickup, that isn't produce flame, unless you pick up one of each and make your opponent guess. I didn't know what to do there, I didn't feel like the eagles would even get close, she was running 20 (24 w/ cover) touch AC. @Elura: Avoidance normally = wins, but you know this. You might look at a scroll or two of see invisibility
Sound of Wind (Man of the Sea) vs Thela Swiftfoot (dgallaty)
SoW's tactics Show SoW begins at (29,55) or the equivalent, with the hand crossbow in the buckler hand (specifically called out no attack penalty) and a potion of reduce person. Thela will cast produce flame. Fantastic. SoW will immediately run straight south (or equiv.), to try to reach cover of center area. He's a little short. If Thela is not seen, move two square to the side to hide behind the small rocks. Round 2: drink potion and draw dart, while moving. If Thela was seen, cover behind the small rocks, away from the side she's on. If not, move to (29,37) or equivalent. Round 3: Thela searches by riding around the central pillar. Ready to throw the dart at the dog at the maximum extent of its movement that ALSO doesn't provide it cover AND is within 30' (SA). If Thela is not in that middle area, SoW will be seen due to lack of cover. Rounds 4, 5, 6 or more: Total defense, try to find cover vs. Produce Flame. (AC 15 +2(reduce) +4(cover) +6 (tot.def)) Here, SoW tries to avoid the shots, these are the most dangerous part of the fight. Specifically NOT HIDING, though it's fine if Thela thinks he is. IF Thela is not throwing because of cover after 5th round of reduce, leave cover. Make her throw while SoW is tiny and tot.def. So, after produce flame is expired, we only have the dog to handle. It has AC 21 now, and a +7 attack. SoW has AC 20, and +7. And it has more HP. Bleh. SoW will try to move to (27,36) or equiv., and hide. He will, in general, ready to throw a dart at the dog, WHEN Thela is unaware. Not aware means no ride to negate, and that'll also help bring down dog AC. Hoping for Sneak attacks. Thela bases, SoW uses tumble to move to (27,33) or (30,36), breaking line of sight and allowing another hide. Draw dart on the move, ready to attack. If unable to move far enough, take Total Defense. Ranks of Tumble makes this a +6 to AC. If Tripped, take Total Defense BEFORE standing, take 5' step only if it allows proper movement to cover next turn. If Thela goes off script, take necessary movement to get to improved cover, and confound Thela. Hand crossbow is for if run out of darts, as it's harder to reload. Skate should not be needed (I'm expecting to be based). Thela's use of the wand will make this an impossible fight, but make it expensive. Thela's tactics Show Sound of Wind may have a good Hide bonus, but Thela has a good Listen bonus, so she'll be trying to pinpoint the gnome whenever he moves or makes a sound. Sorry if the instructions are complicated, and feel free to ask for clarification. Thela starts mounted on her riding dog/animal companion Fenton. She starts at one of the front corners of the starting box behind the walls at the corner (roll 1d2 to determine which corner). She has a potion of Mage Armor in her hand. If Thela is attacked during buffing, she directs Fenton to double-move to the nearest cover while she rides for cover, then continues buffing on the next round. Buff Rounds (in order) Round 1: Thela casts Produce Flame Round 2: Thela drinks the potion of Mage Armor, sharing the spell with Fenton, and draws a potion of Shield of Faith Round 3: Thela drinks the potion of Shield of Faith, sharing the spell with Fenton, and draws her Wand of Cure Light Wounds Combat PRIORITY #1:Thela always rides for cover if she's attacked while mounted and she's not attacking or casting. If Fenton is hit in combat vs his AC, Thela uses her Mounted Combat feat to make a Ride check to negate the attack. PRIORITY #2:Whenever Thela or Fenton takes damage, Thela uses her Wand of Cure Light Wounds on herself and shares the effect with Fenton so that both are healed. This superscedes any standard action that Thela might make, though Fenton should still be able to make attacks independently if applicable. Thela's goal is to force SoW out into the open where he won't be able to hide. She'll be far enough away that wherever he is, his crossbow attack won't be eligible for a sneak attack. After buffing, she rides out towards the nearest rock shown by the map below, with Fenton double-moving to make to the rock, and Thela making an active Listen check in addition to her passive ones. Each turn, she rides to the next rock clockwise and makes Listen checks until she knows SoW's position. Once Thela knows where SoW is, she trades her last Resist Energy for Summon Nature's Ally II and summons 1d3 wolves to attack SoW. She then rides away from SoW (single move only), but no more than 120 feet away, and throws flames with Produce Flame whenever he's not in melee combat, until she's out of flames. After all the flames are gone, Thela directs Fenton to charge and attack SoW (note the Trip clause in Fenton's stat block) until SoW is down. If Fenton is killed, and Thela is out of flames, she surrenders. Remember that Fenton has Scent, if a situation comes up where he could use it. Also remember the priorities listed above. The Fight Show Rolls are HERE: identicalsoftware.com/coco/dicesessionvi... SoW acts first, in box 4 (8,29), holding potion of reduce potion, handxbow (buckler hand) Thela acts second, in box 2 (55,28), mounted, holding potion of mage armor Round 1: SoW runs towards the center (not heard) Thela casts produce flame (heard by SoW, knows vaguely direction, not bothering w/ pinpointing at this time) ![]() Round 2: SoW drinks potion of reduce person and moves to (26,29) (equiv of 29,37, and “away from the side she’s on” Thela drinks the potion of mage armor and draws a potion of shield of faith Round 3: SoW readies to throw a dart at the dog (at the maximum extent of its movement that ALSO doesn't provide it cover AND is within 30’ ) Thela drinks the potion of shield of faith and draws her wand of CLW Round 4: (Pitlord note: SoW tactics break down – notes specifically to ready to throw dart in rd 3, then rd 4,5,6 etc to do total defense to get Thela to use produce flame; tactics do note specifically wants to get flames used while small, so I am assuming the goal is to go forward with those tactics as noted, ie, in rd 4 to start those actions as specified) SoW takes total defense, trying to make sure he’s behind cover from Produced Flames Thela double moves out, listening (reactive: fail; active: fail; heard by SoW again) ![]() (pitlord note: forgot dog is medium, thela is small, not large/medium – size changing in next map) Round 5: SoW moves to maintain cover while taking total defense (not heard) Thela double moves from rock to rock as noted (heard by SoW). ![]() Round 6: SoW takes total defense Thela double moves ![]() Round 7: SoW is concerned that Thela may not throw flames if she fails to find him, so leaves cover to provoke some flaming throws, wanting to make her throw, also goes ahead and shouts, something witty and mocking. Thela moves towards the sound, spots SoW, and starts casting SNAII (from Resist Energy) ![]() Round 8: SoW, concerned that Thela is not acting as he had hoped, continues his mocking, while taking defense (and moves to cover, since it seems like it can’t hurt) Thela finishes SNAII for 1d3 wolves (3), single moves (not straight away because doesn’t want to break LoS), and readies to throw produce flames at SoW whenever not in melee Wolves, being pack animals, naturally try to surround SoW. Wolf 1 charges Wolf 2 moves around (no AoO because of total defense) and attacks (flanking) Wolf 3 moves and bites SoW 22/22 AC20+2 (+6total def, +4cover) | Reduce Person (+1 size, +1 dex, ends 12) Thela 17/17 AC19+4+2 | MA (+4), SoF (+2, ends 13), Produce Flame (3) Fenton 26/26 AC19+4+2 | same ![]() Round 9: SoW now has even more reason to take total defense, with the surrounding wolves, so does so, still hoping to draw out those flames Thela moves and readies The wolves shift to deny cover and continue to attack (one hits for 3, not confirmed, trip resisted) SoW 19/22 AC20+2 (+6total def, +4cover) | Reduce Person (+1 size, +1 dex, ends 12) Thela 17/17 AC19+4+2 | MA (+4), SoF (+2, ends 13), Produce Flame (3) Fenton 26/26 AC19+4+2 | same Wolves end after action on round 10 ![]() Round 10: SoW takes total defense again Thela moves and readies Wolves attack, missing The wolves disappear – SoW is no longer in melee; triggers Thela’s ready – she fires produce flames at SoW, missing ![]() Round 11: SoW is thrilled that some flames have been produced, and stands there taking the blows, taking total defense. Thela throws flames, just missing Round 12: Sow takes total defense; grows bigger Thela throws flames, just missing; the flames go out. SoW 19/22 AC20 (+4cover) | Reduce Person (end) Thela 17/17 AC19+4+2 | MA (+4), SoF (+2, ends 13) Fenton 26/26 AC19+4+2 | same Round 13: SoW (now wants to hide; tactics say 27,36 or equiv, but that’s right out in the open), breaks LoS and readies an action to throw dart at Fenton (when Thela unaware, hoping for sneak attack) Thela (Pitlord notes: tactics have the circle from rocks to rocks until seen, and then the Fenton charging separately – but at this point all attacks have been used except for Fenton getting into melee, and Thela has a good sense of where SoW is – the other option is circling the rocks again forever until SoW is re-seen again, at which point SoW is likely to just break LoS and re-hide, forcing Thela to come after; as Thela already knows location this means may avoid future snipes and such) moves in after SoW; as Thela rounds the corner, she stumbles right on SoW, who throws a dart at point blank range (does not trigger AoO from Fenton because was not seen), just missing. Shield of faith then expires. SoW 19/22 AC20 (+4cover) | Reduce Person (end) Thela 17/17 AC19+4 | MA (+4), SoF (end) Fenton 26/26 AC19+4| same ![]() Round 14: SoW tumbles to prevent AoOs, double moving away to break LoS Thela moves after SoW, basing him again (no AoO from SoW because no melee weapon), and Fenton bites, missing ![]() Round 15: (Pitlord note: with 20’ vs 40’ movement speed, there’s no way to tumble away at half speed = 20’ max movement, when you’re this close, and have them not base every round and attack) SoW realizes he can’t escape the jaws of Fenton and 5’ steps back and throws dart Thela will ready to CLW Fenton if ever hurt Fenton will bite with his jaws each round Switching to shorthand: Rd 15: miss Rd 16: dart hits, 2, Thela CLWs to full Rd 17: dart hits, 1, Thela CLWs to full; Fenton hits for 10, trips SoW Rd 18: SoW takes total defense and stands, miss Rd 19: dart hits, 1, Thela CLWs to full; Fenton hits (crit, confirmed) for 11, downing SoW Results Show Thlea Wins and gains 900 xp and 960 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: F3 Items Used: Powerstone: Wand of CLW x3, Potion SoF, Potion MA Spells or Powerpoints Used: F3 Abilities Used: F3 Free Activity: Guard SoW Loses and gains 300 xp and 300 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Potion Reduce Person, 3 darts Spells or Powerpoints Used: none Abilities Used: None Free Activity: Guard Notes Show MotS – I found your tactics written somewhat confusingly in my opinion – it’s really hard to separate out when you’re stating what you think your foe will do, and how you’d react, to a prediction your making more conversationally – ie, read round 3, and 4,5,6 below – you want to ready to throw dart in round 3, but also immediately in rd 4,5,6 take total defense – it’s totally not clear what you really want to do in round 3 vs rd 4 – is rd 4,5,6 only for after have already thrown dart? And you note “Thela searches by riding around the central pillar – if she’s not in that area, SoW will be seen due to lack of cover” – but don’t offer me anything to do in that situation besides point it out. Also, the super specific positioning is very helpful at the start of fights, but having it very late in fights is very restrictive – ie, “SoW will try to move to (27,36) or equiv., and hide. Thela bases, SoW uses tumble to move to (27,33) or (30,36)” – this either means I just do exactly what you say, regardless of how it seems to make sense, or I use judgment but then am always open to “that’s not where I said to be” – guidance is helpful, but superspecific can be very hand-binding, I think.
Xiv (Eluria) vs Unknown Monster
Fight thread here Unknown Monster Show Phrenic Worg Show Medium Magical Beast (Psionic) A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds. EQUIPMENT COMBAT Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg. Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. Psi-like Abilities (ML4): Skeleton Wolf Show Medium Undead Hit Dice: 2d12 (13 hp) Wolves are pack hunters known for their persistence and cunning. Combat Fight results Show Xiv wins and gains 1356 XP and 1356 GP (+13% Political Career) Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: 2 vials of Drow Poison, 1 scroll of Mage Armor, 1 scroll of Shield, 4 charges wand of Shocking Grasp Spells or Powerpoints Used: Invisibility Abilities Used: None Free Activity: None
Loddick Saffarion (Erithmu) vs Kelva Isilung the Dispassionate (ManoftheSea) Loddick's Tactics Show Well this should be 20s or bust: What I'm expecting: We will both find cover and you will get to roll 10 dice at a time for 10 rounds of work, both needing 19-20s to hit. Find him, declare dodge, then find cover, drop prone and then each round I can see him do the following: Move: stand Std: Shoot Free: Drop prone Should be AC 27 for me (20s for him) vs AC 24 (unbuffed) for him If he starts going total defense, shift into Hide and shoot options: Basically this is an attempt to hide and then deny him dex and dodge bonuses (if he is using fighting defensively or total defense) I'll take the hide vs spot even if it takes more rounds. Contiengentcies: - If he does come at me with the sword, feel free to 5ft step and rapid shoot him point blank. - If I get the chance to shoot at him while he has no cover do so and add Psi shot on it. Otherwise just let it fly on the first shot from the prone stuff - If I run out of arrows, pick up some of his off the ground and shoot them back at him. Kelva's Tactics Show Kelva recognizes this is an archer fight. She will not bring Alacrity, the horse would do no good. Also, this fight is LODDICROUSLY symmetrical. Actually, could Kelva use the horse as mobile cover? As in, move, fire, then have the horse move in front? Eh, it'd just lead to Loddick readying to shoot. Kelva starts in the front corner (28,55 or equiv), pressed against the wall (improved cover), with her Mighty +3 bow. Round 1: buff Longstrider from memory. Round 2: Buff Bless. Round 3: Buff Bull's Strength, pull scroll. Round 4: Buff Magic Weapon on better bow. Rounds 5-24: Attempt to shoot from cover to cover at +9 vs. AC 22, 1d8+4, while defending at +5/+5 vs. AC 24, 1d8+1. Win the numbers game. { 40% * 8.5 = 3.4 dpr, while 2 * 10% * 4.5 = .9 dpr OR 20% * 4.5 = .9 dpr. AKA: Rapid shot is an incredibly marginal benefit. If disabled, use Cure Minor Wounds and move to full cover. Ready to shoot if Loddick is seen for each consecutive round. Wait 3 rounds, incur delay penalty. Wait another 2 rounds for warnings, then loudly announce surrender. Kelva hopes Loddick will come looking and she'll get a free shot, but recognizes it's desperation and will surrender rather than be killed. (Kelva cannot determine wound levels, and thus would be unable to know how the fight is going). If Kelva downs Loddick, she will rush to his aid and staunch his bleeding (CMW if available, untrained Heal if not). No need for unnecessary deaths. (This is an ongoing tactic, for any character identifying as Good) The Fight Show Kelva starts in area 3, Loddick going second in area 4. Round 1 Round 2 [Note: Technically, Loddick wants to drop prone, then stand back up, and only then shoot, but that seems kinda stupid] Map Show ![]() Round 3 Round 4 Round 5 A long arrow-slinger exchange occurs, projectiles clattering harmlessly off rocks as tumbleweed floats by. [Kelva has AC 20 +4 cover = 24, Loddick AC 18 +1 Dodge +4 cover +4 prone = 27] Round 7 Round 9 Rounds 11 and 12 Kelva is on [2/17] Round 18 Results Show Loddick wins and gains 1125 XP and 1125 GP (+25% Ally Penalty)
Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: 11 arrows (16 fired, 4 hit, 5 recovered) Spells or Powerpoints Used: None Abilities Used: None Free Activity: None Kelva loses and gains 225 XP and 225+72 GP (-25% Ally Penalty) Pairings: 20 March 2013Time Roll: 2 hours Characters on Quests:
Urdwed crafts Periapt of Wisdom +2 (4k), Gloves of Dexterity +2 (4k), Cloak of Resistance +2 (4k), Pearl of Power, 1st (1k) - Week 1/2
LEVEL 3 FIGHTS
LEVEL 4 FIGHTS
LEVEL 5 FIGHTS
LEVEL 6 FIGHTS
LEVEL 10+ FIGHTS
Credits
Lady Ephraim vs. Hanahadashii
Seperate Thread Results Show Ephraim Wins and gains 2,700 xp and 9,000 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: 13 PP Ephraim, 27 PP Marcus Abilities Used: None Free Activity: Guard Hanahadashii Loses and gains 1,500 xp and 5,000 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: None Items Used: Scroll Protection from Energy, Potion Protection from Good Spells or Powerpoints Used: none Abilities Used: None Free Activity: Intimidate Hannah Devinshire (Erithmu) vs. Sound of Wind (ManoftheSea) Hannah’s Tactics Show Finding him will be hard, killing him, not so much.
Round 2: Draw greatsword while moving, and apply dissolving weapon.
Alpha should just be sword + Acid, use Psi Weapon on first swing, but don't charge Sword with pp (6d6+4 should be enough)
Sound of Wind’s Tactics Show Start holding a dart and potion of shield of faith. Run to the center. Hide, ready to throw the dart at hannah when seen. On the next action, get away while drawing the rapier, and drink the potion of shield of faith. From there, bluff (+7 vs. +4), stab when succeeds. Hope for good rolls. Use Hide to provide defense against a bow. Fight Show Round 0
Hannah 32/32 HP, 20 AC Round 2
Hannah 32/32 HP, 20 AC Round 3
Hannah 32/32 HP, 20 AC
Hannah 32/32 HP, 20 AC Round 5 Hannah 32/32 HP, 20 AC Round 6 Hannah 32/32 HP, 20 AC Round 7 Results Show Hannah Wins and gains 900xp and 960 gp Time Between Fights: 2 hour Prebuffs/Ongoing Effects: None Items Used: Powerstone Dissovling Weapon Spells or Powerpoints Used: 1 PP Abilities Used: None Free Activity: Profession Sound of Wind Loses and gains 300xp and 300 gp
Absalar vs. Aranea
Absalar Wins and gains 1100 xp and 1100 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: none Items Used:Potion: Resistance, Crawling Tattoo: Entangling Ecto Spells or Powerpoints Used: 1 PP, Vigor Abilities Used: 1/day Rage; 1/day Def. Precog; 1/day Force Screen Free Activity: Guard Krekun's Tactics Show Krekun vs Recht Recht's Tactics
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Thanks for pitlording! This will be a bit of a challenge. I will hope for a cheapy victory. Goal: defenses, then drow poison Start in default area Rd 1: Alter Self (air mephit) (memory) Rd 2: mirror image (memory), fly towards central statue Rd 3: get to central statue; cast darkness on top of statue; be kneeling for +2 AC, or if possible (this is prefered) try to be positioned for cover (fly around top of statue to keep it between us) Rd 4: drow poison an arrow Rd 5: when he's seen/detected/found, cast true strike, then next round fire drow poison arrow at him Rd 6-7: if that fails, poison another arrow, repeat true strike/poison arrow Rd 8+ if he was hit by a poisoned arrow, keep moving around the statue to gain cover (or go prone on top of it) and take total defense until just before delay penalty, then fire a Wand of MM at him if going to face delay penalty; see if he fails secondary poison saves. if he was never hit by poison, or if yes and it's after the above and if the fight is somehow still going at this point move out of the darkness and engage him with Lance, dive attacks (+1 height, +2 charging, multiplied damage b/c diving with lance), then withdraw and repeat. Note: --if ever hit by an attack that Mage Armor would have been effective against, cast mage armor from scroll (likely pertains only to Hammer, and I don't think he can reach me) --if ever hit by an attack that Shield would have been effective against, cast mage armor from scroll --note as air mephit form don't get racial resistance to energy types --Uknits always has antitoxins; I'm hoping his wedding-related absence means he forgets to use it. Simple enough fight, here; I just have to keep up with him somehow. Good thing the temple isn't big. The Fight
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Start in the centre of my area with powerstone skate in hand. Round 1, manifest Animal Affinity, Dex, then Offensive precognition and Offensive Prescience. Manifest a 5 PP Vigour and finish by using my powerstone, then draw my dorje of crystal shard and move out, readying to fire when within range. Once found, he'll probably try to stay away. 60' isn't fast enough to truly evade me, so if he gets out of range for a move and blast, double move and even run if needed to get as close as possible. With 45' of movment and 50' of range on my dorje, that should make for an efective range of 95', so as long as I can end up within 20 feet of heim to acount for him using cover and the ike, I should be good. If closing doesn't work for some reason, just move to total cover from a statue and ready to blast him when he comes around it. That is pretty much it. Thanks for the run. Rolls: Here Rewards/Comments
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Init + Starting
Round 1 Round 2
Round 3
Round 4
Round 6
Recht 29+22/29 AC 19 (Vigor) (AA -Dex)(Off Precog 42) (Off Pres 43) (Skate 24) (Poison 16) Round 7 Round 8 Round 9 Recht 29+18/29 AC 19 (Vigor) (AA -Dex)(Off Precog 42) (Off Pres 43) (Skate 24) (Poison 16)
Round 10 Recht Wins 1200xp/1200gp
Used: 10 pp (AA, Precog, Pres, 5pp Vigor), Stone: Skate [2], 5 charges of Eng. Djore of Crystal Shard Krekun loses and gains 400xp/400gp Used: 4SL (Alterself, Mirror Image), Scrolls of True Strike x2, 2 uses of Drow Poison, Darkness SLA, 2 arrows Peanut Gallery: @Both: I was rolling 2d6 for damage in the roller, before I realized it was only a CL 1 djore, I took the first dice in both cases, before I even looked at the individual rolls. Recht's Off Prescience isn't in the roller either, it was added after. @Eluria: Tough breaks on those poison rolls and even the MI roll to get minimum. I'm going to point at the dice roller for this one. The strat was solid. @Uknits: That feels like a nice welcome back victory. I'll say again, I think you were out tactics, but the dice roller saved you
Loddick Saffarion (Erithmu) vs. Risen Anjin (The_Fred): Arena
Loddick's Tactics Show Take him down before he gets to me. Start front of my box center. So scout package triggers and I get a free buff round, use it for skate. Basic plan: Move and shoot, shoot and move. Right off the front I want to be agressive, I'm guessing he will buff a bit and I want to whittle him down and then try to 1 shot him with a Psi shot arrow. I'm assuming he will buff w/ Vigor so the main goal is to hit him w/ 1 arrow (1 hit not 1 shot) and then psi shot him to try to take off real hp. When he goes to revigor, speed away regain Psionic Focus (Full Round DC 20) and repeat. Round 1 specifics: Move out to try to get view of him right away, if I see him with no expendables in hand (ie shield +free hand) fire a Normal shot. Otherwise fire a Psi shot. (long winded technical way of saying, if I think I won init and find him in round 1, shoot him w/ psi shot) If I don't see him, move quickly to the middle pillars and move through under the assumption we has opposite start positions. Contingencies: - Refresh skate if I need to, I'd like to play keep away and arrow shots - If he gets within 30 ft of me, use entangling ectoplasm (unless I'm in a psi shot moment for possible real damage - Try to avoid the KG range, use racial burst if needed to withdraw or something else - Avoid allowing charges, my preference is to shoot then move to disallow a charge line. - After the first engagement use Hide when trying to refocus, and then move silently/hide when reengaging in combat. Anjin's Tactics Show Start front centre with Dorje of Vigour in hand. As soon as I see Loddick, tap a Crawling Tattoo at him. Otherwise, buff as follows: Round 1: Vigour from Dorje, stow. Round 2: Draw and use Power Stone of Skate, ML2. Round 3: Draw and use Power Stone of Biofeedback, ML2. Round 4: Draw kusari-gama, move out clockwise (or towards him if detected). If I still have buffing left to do when I see Loddick, move to break LoS or gain cover after tapping the tattoo, then continue. If I can Charge him any time after using Skate, forget the rest of the buffing and do so. When I see Loddick (and have finished buffing), Charge and grapple, using Grip of Iron on my first check. Grapple for damage, and it should be game over for him. Take any AoOs provoked to disarm his bow with my kusari-gama, unless they are AoOs for picking it back up, in which case attack to grapple again (or to trip if he's beyond my grappling reach). If I get Entangled by Ectoplasm and can't catch him, drop my kusari-gama, draw my Dorje, and maintain at least 3 temp HP at all times, taking Total Defence when I don't need to refresh Vigour, until it wears off (keep moving towards him in this time). Really all I need to do is get close fast and he's dead, so that's the priority, followed by avoiding arrows. If I get knocked down to below half (real) health (i.e. 13) whilst pursuing him, drop my kusari-gama and draw my Dorje whilst chasing, then refresh Vigour next round (unless I can just attack to grapple). The Fight Show Three ones on the first rolls. This should be great. Loddick, scouting his enemy, buffs skate for the coming fight. Loddick goes first, starting in box 3 (30,8), holding a quantum of Solstice locked in his gauntlet. Anjin will go last, starting in box 1 (28,55) holding a Dorje of Health and Long Life. Loddick: 25 HP, Base AC 18, Dodge(Anjin), Skate (20), PsiFocus Anjin: 26 HP, Base AC 18, PsiFocus Round 1 Show Loddick does not see Anjin. Thus, he glides toward the center at a running pace, devouring ground. Anjin buffs vigor and stows his dorje (10 tHP). ![]() Round 2 Show Loddick skates around to the other side of the pillar, looking for Anjin. As he comes around, the archer sees the half-giant's arm poking out from Anjin's cover. He fires a shot against an unaware Anjin. The arrow hits the pillar and just misses Anjin. Anjin, now aware that his opponent can see him, follows the arrow back and spies the xeph. Anjin taps a tattoo, which drops from him and skitters toward Loddick, then circles around his cover to break line of sight so he can continue buffing. Loddick: 25 HP, Base AC 18, Dodge(Anjin), Skate (20), PsiFocus Anjin: 26+10 HP, Base AC 18, PsiFocus Tattoo: 10 HP, Base AC 18, Attack +0, Spot +0 (mindless) ![]() Round 3 Show Loddick, losing sight of his opponent, circles around the corner pillar, both to evade the tattoo and to regain sight on Anjin. The tattoo loses Loddick as he moves, so will move toward the last location on its turn. After moving, again the half-Giant cannot conceal himself from Loddick, who will again fire upon his enemy, and miss. Anjin, seeing that he's still under fire, draws his powerstone of skate, manifests it, and 5-ft steps back to the other side. The tattoo crawls. Loddick: 25 HP, Base AC 18, Dodge(Anjin), Skate (20), PsiFocus Anjin: 26+10 HP, Base AC 18, Skate (23), PsiFocus Tattoo: 10 HP, Base AC 18, Attack +0, Spot +0 (mindless), lost target ![]() Round 4 Show Loddick again loses track of his opponent. This time, he is moving away from the tattoo while trying to regain sight of Anjin. After a double move, Loddick sees the giant, but the giant does not see him. Anjin, slightly worried about not getting shot at, draws and uses his stone of Biofeedback. He doesn't move intothe corner, as he wants to be able to 5' step back and forth for cover from the center. The tattoo observes in all directions. Loddick: 25 HP, Base AC 18, Dodge(Anjin), Skate (20), PsiFocus Anjin: 26+10 HP, Base AC 18, Skate (23), Biofeedback (24) (dr 2/-), PsiFocus Tattoo: 10 HP, Base AC 18, Attack +0, Spot +0 (mindless), lost target ![]() Round 5 Show Loddick fires twice upon Anjin, who is unawares (for the first shot). The arrow finds purchase (6 - 2 = 4 damage). The second arrow (based on the first hit) is psionically charged. It flies wide. Loddick steps back into cover. Anjin, cut but not wounded, moves toward Loddick's sniper nest, drawing his kusari-gama as he does so. The tattoo observes in all directions. Loddick: 25 HP, Base AC 18, Dodge(Anjin), Skate (20) Anjin: 26+6 HP, Base AC 18, Skate (23), Biofeedback (24) (dr 2/-), PsiFocus Tattoo: 10 HP, Base AC 18, Attack +0, Spot +0 (mindless), lost target ![]() Round 6 Show Loddick turns his attention inward, seeking the calmness of the hurricane's eye. He opens his eyes with clarity, and takes a step back. Anjin, rounding the corner, sees Loddick, and Loddick worries he may have made a mistake. Anjin, seeing no weapons, moves to block Loddick as best he can. The tattoo observes in every direction. Loddick: 25 HP, Base AC 18, Dodge(Anjin), Skate (20), PsiFocus Anjin: 26+6 HP, Base AC 18, Skate (23), Biofeedback (24) (dr 2/-), PsiFocus Tattoo: 10 HP, Base AC 18, Attack +0, Spot +0 (mindless), lost target ![]() Round 7 Show Loddick saw that Anjin was fast, so he uses his racial burst ability (standard) and attempts to move away from Anjin where Anjin cannot charge him. Anjin, seeing a chain locked around the bow (Loddick: +15 vs Anjin: +9, thus -6 on disarm), attempts to trip Loddick (Loddick: +1 vs Anjin: +12, so +11). Loddick takes one step, then his feet fail to work and he falls prone before Anjin. Anjin smiles. Anjin shakes his arms, and attempts to drop the People's Elbow on Loddick. Though sheer intestinal fortitude, Loddick throws Anjin off. The tattoo observes in every direction. Loddick: 25 HP, Base AC 18, Dodge(Anjin), Skate (20), Burst(10), PsiFocus, prone Anjin: 26+6 HP, Base AC 18, Skate (23), Biofeedback (24) (dr 2/-), Grip of Iron (10), PsiFocus Tattoo: 10 HP, Base AC 18, Attack +0, Spot +0 (mindless), lost target ![]() Round 8 Show Loddick attempts to stand, drawing a grapple AoO from Anjin. Somehow, he avoids the grasp of the giant, and he reaches his feet. And then he takes off. Anjin gives chase, once again basing Loddick. The tattoo observes in every direction. ![]() Round 9 Show Anjin tries to make use of his improved speed to get away from Loddick, drawing an attack of opportunity. Loddick will attempt to grab, while Grip of Iron lasts. The wily xeph still manages to slip his grasp, and takes off around the center pillar. Anjin, having little to lose from a Run, takes off after him. The tattoo has regained its target as Loddick rounded the NE cental pillar. It crawls around cover and picks Loddick up again, then moves into Loddick's space. ![]() Round 10 Show Loddick tries to move through the center, to use the cover against Anjin. The tattoo takes an attack against Loddick, who nimbly dodges. Anjin gives chase, but loses sight of Loddick. The tattoo crawls toward where it last saw Loddick. Neither sees Loddick hiding behind the rocks. Burst expires. Grip of Iron expires. Loddick: 25 HP, Base AC 18, Dodge(Anjin), Skate (20), PsiFocus Anjin: 26+6 HP, Base AC 18, Skate (23), Biofeedback (24) (dr 2/-), PsiFocus, lost target Tattoo: 10 HP, Base AC 18, Attack +0, Spot +0 (mindless), lost target ![]() Round 11 Show Loddick uses his vantage to fire, then moves away from Anjin. The arrow misses. Anjin gives chase, once again reaching Loddick. The tattoo crawls. ![]() Round 12 Show Loddick cannot escape Anjin with normal moves. He has to do something different. He attempts to manifest Entangling Ectoplasm on the defensive, but fails. Loddick tries to move away from the tattoo, and Anjin attacks to trip. Anjin's grin gets wider as Loddick's legs leave him. He manifests Grip of Iron again, and tries to lay the smack down on a jabronie. Loddick smells what the Risen is cooking. The tattoo crawls up, and makes a touch against the prone, grappled Loddick. POW! Loddick: 15 HP, Base AC 18, Dodge(Anjin), Skate (20), Entangled (17) (-4 dex), PsiFocus, prone, grappled Anjin: 26+6 HP, Base AC 18, Skate (23), Biofeedback (24) (dr 2/-), PsiFocus, Grip of Iron (15), grappling ![]() Round 13 Show Loddick attempts to grapple his way out. Nope. Anjin squeezes the archer against his armor spikes. Loddick: 8 HP, Base AC 18, Dodge(Anjin), Skate (20), Entangled (17) (-4 dex), PsiFocus, prone, grappled Anjin: 26+6 HP, Base AC 18, Skate (23), Biofeedback (24) (dr 2/-), PsiFocus, Grip of Iron (15), grappling Round 14 Show Loddick attempts to grapple his way out. Nope. Anjin squeezes the archer against his armor spikes. And Loddick passes out. Loddick: -3 HP, Base AC 18, Dodge(Anjin), Skate (20), Entangled (17) (-4 dex), PsiFocus, prone, grappled Anjin: 26+6 HP, Base AC 18, Skate (23), Biofeedback (24) (dr 2/-), PsiFocus, Grip of Iron (15), grappling Results Show Anjin wins, and gains 1200 xp, 1200 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge dorje Vigor, powerstone skate ML2, powerstone Biofeedback ML2, Tattoo of Entangling Ectoplasm Spells or Powerpoints Used: 2 pp: Grip of Iron, Grip of Iron Abilities Used: None Free Activity: Guard Loddick is impaled on Anjin's armor, and gains 400 xp, 400 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: 4 arrows missed, 1 hit, 4 recovered Powerpoints used: 2pp: skate, Entangling Ectoplasm Abilities Used: 1/d Burst Free Activity: Guard Notes Show How can Loddick have neither Tumble nor Escape Artist?
Turguulploopl (The_Fred) vs Dennerell (Eluria): Temple/Bright Light
Kuo-Toa's Tactics Show Bright light doesn't help what will already be a tough fight - I predict my LA-reduced HP being Concussion Blasted (or Cold Energy Missiled) into oblivion pretty quickly. Start at (2,5) or equivalent with my net in hand. As soon as I see Dennerell, then unless I am already moving to attack him I should tap a Crawling Tattoo and move to hide behind the nearest pillars towards him. I want to break LoS so he can't hit me with something. Either way, then use my Tattoo of Skate. The aim is to get to him as quickly as possible and grapple. I can only deal a paltry 1d3+4 nonlethal damage, but unless he kills me before I reach him or uses his Focus to do so, there's not a lot he can do at that point. If I can, Charge. If not, get as close as possible as quickly as I can and attack. If my grapple misses, I can make a secondary bite at +1 (1d4+2 damage). If I can't reach him in one round, I ideally want to end my movement so that LoS is broken, meaning he can't blast me. If I don't detect him at the start, head out clockwise - if I see that that's wrong, run back behind the pillars then go and rush him next round. If I get any kind of AoO or anything, bash with the shield and hope the poison takes effect. Contingencies: - If it would save me, use my Heartening Shield for the +5 hp when downed. - If he uses Levitate on the outer rim, I can still attack him. If he uses it in the middle, I'm pretty screwed; just throw my net and then javelins and hope for a lucky shot or two. Better to try and get to him before he reaches the middle indead, if I can. Dennerell, er Denerell... uh... The Elf's tactics Show I think I would like to destroy him with energy walls. His Will save is shockingly high, making mind thrust less attactive, and Concussion Blast will take too long, esp if he vigor'd. It's so hard to write tactics for "use wall" in my mind, though... and Astral Construct still just seems underpowered, sadly. I will try to levitate out of his range and take him down. Start in Default area, holding powerstone of energy missile x2, trying to be hidden. Rd 1: 5pp Vigor Rd 2: Levitate 3pp and move out over the central area (so that Denerell is 20' off the lower ground, ie, out of melee range; if you rule Denerell can't move across the ceiling, or wouldn't be able to move self to get out of melee range, first move to central area, then levitate up) Rd 3: Force screen 1pp Rd 4: Def precog 1pp Rd 5: 5pp Energy Wall: Cold on Kuo-toa (ok to do this as a circular wall, around me, if that would help - please try to plan to hit him with the energy wall, but to recognize that 2 walls should go up back-to-back, and it'd be good to make them radiate energy in such a way that Kuo-toa gets hit not just from passing through damage) Rd 6: 5pp Energy Wall: Fire on Kuo-toa (try to position them smartly so they're facing in such a way that even if he moves through it, the other one will be an issue, if possible) Rd 7+ powerstone energy missile: cold, then powerstone energy missile enlarged: sonic If he's somehow still up, 3pp (talented, overchannel - expend focus) mind thrust and hope he fails.If he's still up after all that, use powerstone enlarged entangling ectoplasm and then melee him with rapier.Hopefully he'll die faster, but I'm sure I'm overlooking something with Levitate and he'll be able to melee while I am sitting here expecting to only be facing javelins... ---Addendum--- just to clarify - when levitating, or moving to levitate, get out over central area as quickly as possible. so in round 2, should move diagonally and jump to central area, or levitate and push on ceiling out over central area. being 20' high is priority #1 The Fight Show Denerell starts in center of box C, attempting to be hidden, holding a pair of Powerstones of Energy Missile. Turguulploopl begins at (2,5) in box D, holding a net, and squinting in the light. I am unclear as to whether that means his first round is blind, or he just gets a -1 for the duration. As I don't think it will matter, I will play it where the Kuo-Toa was blinded on his way in to the arena. - Denerell: Base AC 18, 14 HP, like a billion years old, PsiFocus - Turguulploopl: Base AC 25, tAC 12, 18 HP, Dazzled (-1 atk) Rolls Round 1, FIGHT! Show Denerell focuses inward, layering his skin with ecto drawn from the astral sea, hoping it will provide an ablative armor. Turguulploopl begins moving out clockwise, until he sees Denerell in the other direction, and then he reverses course, planning to tap a crawling tattoo and then a tattoo of skate. Denerell did not see the horrible fish thing all the way on the other side of the arena. - Denerell: Base AC 18, 14+25 HP, Vigor (51), PsiFocus - Turguulploopl: Base AC 25, tAC 12, 18 HP, Dazzled (-1 atk) ![]() Round 2 Show Denerell walks toward the central statue in a trance, and begins to rise. He sees the kuo-toa far away on the other side. Turguulploopl thinks better of the tattoo of EE, as it would not reach, and the tattoo of skate, he can't catch Denerell anymore. The net, with a range of 10, is no good either. Turgid (That's what I'm calling you now) moves forward and draws a javelin, then throws it (85', 3rd range increment). Denerell doesn't even know he's under attack, given how wide the javelin flew. - Denerell: Base AC 18, 14+25 HP, Vigor (51), PsiLevitate (52, -1), PsiFocus - Turguulploopl: Base AC 25, tAC 12, 18 HP, Dazzled (-1 atk) ![]() Round 3 Show Denerell jumps ahead in his tactics, given how good a position he's in. "Ice to meet you, fish-face!" he says. He manifests an opaque wall of Cold energy, 5' high, blocking the corner in which the kuo-toa stands. It chills the fish-creature to the bone. The scion of (God Redacted due to License Violation) can see Denerell over the top of the wall, and is aware he could get under the wall too by dropping down. Faced with only bad options, he hops down, sticking the landing on a fall that could have knocked him out. On the way down, he pulls another javelin, which he readys to throw at the manifesting elf. - Denerell: Base AC 18, 14+25 HP, Vigor (51), PsiLevitate (52, -1), E.Wall (Conc + 5), PsiFocus - Turguulploopl: Base AC 25, tAC 12, 9 HP, Dazzled (-1 atk) ![]() Round 4 Show Denerell, thinking he has this fight in the bag that he keeps on his belt next to the onion (that being the fashion of his day), begins to manifest. With a prayer to (God Redacted due to License Violation), Turguulploopl heaves his javelin. It hits and sticks... in a statue. "If you can't stand the heat, you shouldn't be trying to cook delicious pies," says Denerell for some reason. He completes manifesting Energy Wall (Fire), trapping the Kuo-Toa in an oven of stone and psionics. "Hmm, it smells like beer-battered cod that I last had twenty-five years ago... when I was doing pixie dances as a young lad..." He continues talking to himself for some time. - Denerell: Base AC 18, 14+25 HP, Vigor (51), PsiLevitate (52, -1), E.Wall (Conc + 5), PsiFocus - Turguulploopl: Base AC 25, tAC 12, -2 HP, Dazzled (-1 atk) ![]() Results Show Denerell wins, and gains 1500 xp, 1600 + 155.3 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: 15 pp: Psi.Levitate, Energy Wall, Energy Wall Abilities Used: None Free Activity: Craft sculpture (17+10)*5 + Court Connections (15) = 155.3 gold Turguulploopl is dinner, and gains 500 xp, 533 + 76 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: None Powerpoints used: None Abilities Used: None Free Activity: Craft (pest-control devices) +76 gp Spoiler: Show @Eluria: How is this guy's name spelled? In the campaignthread, you've got "I am Denerell--one 'n,' one 'r,' two 'l's when you're recording it". @The_Fred: Ouch, sorry. Your tactics were confusing and disjointed, I think you saw the difficulty coming, and just didn't have the options. Maybe you'd like to put mr. Will Save there against a psi-cotic plant? Ung's tactics Show Gosh these two are different yet super similar. Goal: Grapple to death, while I'm enlarged and he's not. How: My enlarge should last longer, and I can dispel his (at least one of his) Start holding greatsword Round 1: Roar out a yell to Gruumsh and mock the puny weakness of my foe and tell him my location, move out Keep single move out and ready action - as soon as Griffon is detected (heard, seen), start casting SMIII for 1d3 fiendish wolves which should move out to engage Griffon Next, move to close - as soon as he's seen, cast Dispel Magic on him if he's enlarged, otherwise cast Spiritual Weapon Then: That's it. Note: Griffon's tactics Show Hmmmm... an interesting fight. With equal grapple checks and an both having enlarge, I'll bet he doesn't try to grapple. W'e,re pretty even in melee, but I think I have a trick against his spellcasting. Round 1, move out with longbow in hand. Ready to shoot my foe upon spellcasting. Stay at corners (12,20 or 2,21 for example) in order to maximize distrance down corridors, and don't let him within move and attack range (25' or 45' if there is no difficult terrain between us for charging) while readying. If he summons anything, either a weapon of magical force or a bunch of creatures, break LoS from him for 5 round, then re-engage. Once it is obvious he isn't going to cast spells at a range, switch to melee engagment. First, drink a potion of shield of faith. Then, drink a potion of enlarge person. Engage at this point. If he is not enlarged, grapple him to death, grappling from 10' away to avoid AoO. If he is enlarged, just engage with my longsword until he is dead. If he uses his wand of CLW in melee, sunder it. If he dispels enlarge person, refresh it. Not sure how this one will play, really, but it seems fun. Remeber, he is dazzled by how shiny bright the sewers are. Thanks for running. Fight Show All rolls are here Start Initiatives Round 1 Status
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Results Show Griffon wins and gains 1500 xp and 1600 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: 1 arrow (1 destroyed), potion of Shield of Faith, 2x potion of Enlarge Person Spells or Powerpoints Used: None Abilities Used: None Free Activity: None Ung loses and gains 500 xp and 533 gp Pitlord notes Show Kelva Isilung (ManoftheSea) vs. Thela Swiftfoot (Dgallaty) Thela’s Tactics Show Hmm, Thela vs Kelva again? I wonder if Kelva is interested in another archery contest? Thela starts mounted on her riding dog/animal companion Fenton. She starts at one of the front corners of the starting box behind the walls at the corner (roll 1d2 to determine which corner). She has a potion of Mage Armor in her hand. If Thela is attacked during buffing, she directs Fenton to double-move to the nearest cover while she rides for cover, then continues buffing on the next round. Buff Rounds (in order) Round 2: Thela drinks the potion of Mage Armor, sharing the spell with Fenton, and draws a scroll of Magic Stone Round 3: Thela casts Magic Stone from the scroll on 3 pebbles in her bag, and draws a potion of Shield of Faith Round 4: Thela drinks the potion of Shield of Faith, sharing the spell with Fenton, and draws her Wand of Cure Light Wounds Combat PRIORITY #2:Whenever Thela or Fenton takes damage, Thela uses her Wand of Cure Light Wounds on herself and shares the effect with Fenton so that both are healed. This superscedes any standard action that Thela might make, though Fenton should still be able to make attacks independently if applicable. Thela's goal is to force Kelva out of cover. After buffing, she rides out to the center of the arena and rides in a counter-clockwise circle around the outside of 24,39 to 24,24 to 39,24 to 39, 39. She makes active Listen checks in addition to her passive Listen and Spot checks until she finds Kelva. Once Thela knows where Kelva is, she rides to the nearest place she can find Total Cover against Kelva, and trades Cat's Grace for Summon Nature's Ally II to summon 1d3 wolves to flush Kelva out. After a round of casting, she rides towards Kelva but no less than 120 feet away, and throws flames with Produce Flame whenever Kelva is not in melee combat, until she's out of flames. After all the flames are gone, Kelva stows her wand and draws her sling. On the following turns, she closes to 50' away and shoots at Kelva with her Magic Stones After firing 3 Magic Stones, Thela draws her wand of Cure Light Wounds again and directs Fenton to charge and attack Kelva until she is down. If Fenton is killed, and Thela is out of flames and stones, she surrenders. Kelva’s Tactics Show Ugh. I was happier with Hannah, at least there I thought I could win. Ride the horse. First, buff with Bless and Shield of Faith. If she casts produce flame, draw and cast resist energy. It's too expensive to be worth it but... ah well. I don't think Kelva needs to go looking for Thela, but if we go 5 rounds or so, circle the arena. If she's got firehands and is staying at distance, ready to shoot when Thela throws at Kelva (at least that'll negate her ride for cover). If it's allowed, ride for cover myself. Do this also if she's using magic stone (has the sling out). If Thela just has the dog attack, then have the mount withdraw, and shoot at Thela. Fight Show Round 0
Kelva 17/17 HP, 22 AC Round 5
Kelva 17/17 HP, 22 AC Round 6
Kelva 17/17 HP, 22 AC Round 7
Kelva 17/17 HP, 22 AC
Kelva 12/17 HP, 22 AC
Kelva 12/17 HP, 22 AC Round 10 Kelva 12/17 HP, 22 AC Round 11 Kelva 12/17 HP, 22 AC Round 12 Kelva 12/17 HP, 22 AC Round 13 Kelva 12/17 HP, 22 AC Round 14 Kelva 12/17 HP, 22 AC Round 15-55 Kelva 12/17 HP, 20 AC Round 56-59
Results Show Thela Wins and gains 1,125xp and 1,125 gp Time Between Fights: 2 hour Prebuffs/Ongoing Effects: None Items Used: Potion Mage Armour, Shiueld of Faith, 5 Charges Wand CLW Spells or Powerpoints Used: 2 SL (Produce Flames, Magic Stone) Abilities Used: None Free Activity: Guard Kelva Loses and gains 225xp and 297 gp Beezel (Dgallaty) vs. Poggle Lolly (Eluria) Beezel’s Tactics Show
Beezel starts in the corner of the box closes to the center of the map with a power stone of Share Pain in his hand. Buff Rounds (in order) Round 2: Beezel activates power stone of Specified Energy Adaptation (Sonic), and draws a scroll of Reduce Person as he moves towards the city center. Round 3: Beezel double-moves towards the city center. Round 4: Beezel activates scroll of Reduce Person, and draws a scroll of Shield as he moves towards the city center. Combat Beezel actually wants to get Poggle's attention. He continues moving towards the city center until he gets to the edge of the alley right where the center city square begins. Once there, Beezel yells, "I'll crush your flowers to bits, fairy!" and then casts Shield from the scroll, then drops prone. As soon as Poggle is no longer Invisible and within 70', Beezel casts True Strike on himself. On the following turn, he stands from prone and manifests Enlarged (expending Psionic Focus) Entangling Ectoplasm. Being entangled should make Poggle fall since her flying abilities are natural. Once Poggle is entangled, Beezel attacks with his dorje of Enlarged Crystal Shard, moving away from her after each attack but no more than 60' away. If she's still alive on the 5th round of being entangled, Beezel manifests Entangling Ectoplasm (not enlarged) again. Rinse and repeat as necessary. Poggle’s Tactics Show Poggle vs Beezel Thanks for pitlording. Goal: use flying to achieve cover, and whittle away Be sad that Beezel has energy adaptation and scroll of shield. That's annoying. Noted. Also can be invisible - Poggle needs to be able to deal with that... if only it was next 3FC!
For initial movement, fly around until he's found, when found, land on a rooftop where can see him, and engage. Round 1: SLA invis (shared) seek out Beezel (fly around until he's found, when found, land on a rooftop where can see him, and engage; if he's not found, use SLA ventriloquism and throw voice, calling for him, tittering and tee-hee-ing and giggling all the while... ventriloquistically) When found, move to a rooftop to have cover, dismount. Poggle: (Note re: position: with flying familiar, wings, Poggle should always be able to be on a rooftop and have cover vs. Beezel; if cover denied, can always flit over to another rooftop) Continue arrows and intermittent MM until dead. (Hopefully Beezel is the dead one). Note: If Poggle wins, she will craft a small floral arrangement to place on the corpse of Beezel. Again. Clearer: Fight Show Round 0
Beezel 22/22 HP, 17 AC Round 2 Beezel 22/22 HP, 17 AC Round 3
Beezel 22/22 HP, 17 AC
Beezel 22/22 HP, 19 AC Round 5
Beezel 22/22 HP, 19 AC Round 6
Beezel 22/22 HP, 19 AC Round 7 Beezel 22/22 HP, 19 AC
Beezel 3/22 HP, 19 AC
Beezel 3/22 HP, 19 AC Round 10
Results Show Poggle Wins and gains 1,800xp and 2,126 gp Time Between Fights: 2 hour Prebuffs/Ongoing Effects: None Items Used: Scroll Cat’s Grace, Protection from Evil, False Life Spells or Powerpoints Used: 2 SL (Grease, Shocking Grasp) Abilities Used: SLA: Invisibility Free Activity: Craft Beezel Loses and gains 600xp and 666 gp
Pairings: 27 March 2013Time Roll: 6 hours Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up) Characters on Quests:
Characters doing Full Activities:
BATTLES OF GLADIUS LEVEL 3 FIGHTS
LEVEL 4 FIGHTS
LEVEL 5 FIGHTS
LEVEL 10+ FIGHTS
Pairings done by Uknits. Credits Erithmu -1 (+1 fights, -2 (4 active)) Manofthesea -1 (+0 fights, -1 (3 active)) dgallaty +1 (+1 fights, +0 (2 active)) Uknits +5 (+2 fights, +2 ECL10+ fights, +0 (1 active), +1 admin) The_Fred -1 (+0 fights, -1 (3 active)) Hannah's tactics Show Round 1: Buff Force Screen from memory Round 2: Buff Skate from stone Flying/faster than I can catch: try to run it down and base it, and then charge, if it is airborne manifest Off. Precog and shot it with bow Ground/melee: Get in melee and attack, If it grows, 1pp expansion to equal. Spend Psi weapon on first attack/charge, just go for slug fest. If it doesn't grow, run 2pp through deep crystal. Unknown Monster Show ALLIP Medium Undead (Incorporeal) An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink. An allip cannot speak intelligibly. COMBAT Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. The save DC is Charisma-based. Madness (Su): Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage. Wisdom Drain (Su): An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points. Fight Show After buffing with Force Screen, Hannah sees the allip floating towards her. Unfortunately, Hannah has no way of damaging the incorporeal creature. As she tries in vain to slice it with her greatsword, it saps the Will from her mind until she's locked away in her own head, permanently asleep. Results Show Hannah loses and gains 300 xp and 300 gp Time Between Fights: 6 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: Force Screen (1 pp) Abilities Used: None Free Activity: Bounty Hunter +60gp Pitlord notes Show
Joab vs Griffon: Cavern
Joab's Tactics Show Cavern is going to make this... interesting. Begin with my Rast in the front corner, standing one square diagonally back, with XXX in hand. Immediately order the Rast to fly (at 5ft elevation) around the starting areas, attacking Griffon as soon as it sees him. Then, cast Produce Flames from my wand (stowing it) and Shield of Faith from a (CL1) scroll before drawing a Scroll of Obscuing Mist and moving out after the Rast. Griffon's Tactics
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When I see Griffon, avoid melee, and tap a Crawling Tattoo of EE at him. Then, cast Doom, then Cause Fear. These are [Mind-Effecting] but not (Compulsion) so PfE shouldn't block them. Note that if he fails his saves vs both, he'll become Panicked and drop his weapon, which I should scoop up and stow when I get the chance (don't use up standard actions, though, unless I need to stow to cast). If we can't nab his sword like that, use Shatter on it (if he's using it). Whether that works or not, finish up by throwing flames (renewing as necessary). If we've used EE, Doom and Cause Fear and he's not Frightened or worse (i.e. succeeded or recovered) and still isn't down, repeat Doom if he's at least Shaken. If not, use Spiritual Weapon. I may have to use both, but otherwise default back to throwing flames. Contingencies: If he gets adjacent to me, 5ft step back and use Obscuring Mist. If I can't 5ft step out of his reach, use my Psionic Focus to cast defensively, then 5ft step away afterwards. Notes: Try to avoid throwing when he's in a melee with the Rast. I should be able to ready to throw when he moves, or have the Rast move up and ready to throw then. The Rast should stay at 5ft to get the higher ground bonus, but if his being at 0ft would prevent Griffon from moving to adjacent to me, he should go there instead. Basically go wherever is most annoying. Ugh.... this is not a good fight. I know I'll be shaken, so melee is out, so going for the quick kill. The Fight
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Start int he back of my area with potion of protection from evil and wand of resist energy. Round 1, use wand for resist fire and drop my buckler, then whip out and use a potion of enlarge person and use that. Once that is used, use my potion protection from evil and rush out with my shatterspike, readying to attack anybody who comes in range. Use my blade 2 handed with power attack 3 for +6 to hit at 2d6+15. Then kill the skeleton with that power attack level. Once it is dead, grapple Jaob to death. Use tattoo synethete if blind. If running in fear, I can still take AoO's, and I have unarmed strike as well, so even if panicked I can AoO against the skeleton. If Jaob has a wand in hand, sunder it. This take priority over everything except grappling. Basic priorities: 1. Sunder wands. 2. Kill skeleton. 3. Grapple Jaob to death. Unlikely to win here, but I'm going to do my darndest. I considered ignoring the skeleton to grapple, but its damage output is too high when combined with the potential of spiritual weapon. I'm hoping to sunder his wand of Subdual produce flames, at which point his ability to do damage will be almost gone without his skeleton and resist flames. Refresh protection from evil if dispelled, but no others. Rolls: Rewards/Comments
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Init + Starting
Round 1
Round 2 Joab 31/31hp 22AC (PF 21) (Shield of Faith)
Round 3 Joab 31/31hp 22AC (PF 21) (Shield of Faith)
Round 4 Joab wins and gains 1250xp/1458gp
Used: Scroll of Shield of Faith, Tattoo of Entangling Ectoplasim, 1 charge of Wand of Produce Flame Free: Profession (included) Griffon loses and gains 583xp/621gp Used: Potion of Enlarge Person, Potion of Pro. Evil, 1 charge of Resist Energy Peanut Gallery: @Uknits: Ok, that Rast is scarry with low AC. I might have kept the shield in hand, gone w/ Pro evil first, and tried to weather the incoming rush, but it was going to be bad. @Fred: Rast for the win ... Loddick Saffiron (Erithmu) vs. Cries of the Forest (The_Fred) Cries’s Tactics Show Begin at the clockwise exit to my area with my Dorje of Force Screen and a Power Stone of Vigour in hand.
Loddick’s Tactics Show So Scout package triggers: Buff Force screen
Round 2: Move out towards middle
- Declare dodge when I can - Use a pp for saves if I need to make a venom save Fight Show Round 0
Cries 25/25 HP, 23 AC Round 2
Cries 25/25 HP, 23 AC Round 3
Cries 25/25 HP, 23 AC
Cries 25/25 HP, 23 AC Round 5
Bob 34/34 HP, 25 AC Round 6
Cries 25/25 HP, 28 AC Round 7 [Cries 25/25 HP, 28 AC
Cries 25/25 HP, 28 AC Round 9 Cries 25/25 HP, 28 AC
Round 11 Cries 20/25 HP, 28 AC
Cries 20/25 HP, 28 AC
Cries 20/25 HP, 23 AC
Cries 20/25 HP, 23 AC
Cries 20/25 HP, 23 AC Cries 20/25 HP, 23 AC
Cries 12/25 HP, 23 AC Round 17 Cries 12/25 HP, 23 AC
Results Show Cries of the Forest Wins and gains 1,200xp and 1,288 gp Time Between Fights: 6 hour Prebuffs/Ongoing Effects: Claws of the Beast <4 Hours Items Used: Powerstone Biofeedback, Vigour, 1 Charge Dorje Force Screen Spells or Powerpoints Used: 2 PP Abilities Used: None Free Activity: Profession Loddick Loses and gains 400xp and 400 gp Azuk gro-Olor (The_Fred) vs. Thela Swiftfoot (Dgallaty) Azuk’s Tactics Show Azuk will use the terrain to his advantage, with Up the Walls. Expecting Thela to lead with Produce Flame, Azuk will run toward the closest tower, then move to the top, drop prone, and take total defense. I believe this is "engaging" the enemy, as Thela has a target which she can shoot against. 10+4 prone +4 def +4 cover (from tower top) vs. her ranged touch +8, 4 shots. After which, I expect she'll use bulls strength and let the dog attack while trying to heal with the wand. Move off the tower, but allow the dog to come through the guisarme's reach, if she's attacking with the dog. If she's using the sling, charge the dog. When she's out of shots, withdraw to force the dog to come through AoO. When she's got the wand out, take the necessary attack to sunder it. Once we're down to attacking the dog, power attack for 1, giving a minimum of 13 damage and requiring two hits. If we win, Thela tends to surrender. Ignore it, and kill her. Azuk is evil. Thela’s Tactics Show Azuk is a brute, but as an Orc, he's also a Favored Enemy (+2 to several skills vs him, but more importantly, +2 weapon damage against him). He'll be faster than Thela mounted, but she's going to try to play keep-away anyhow. Thela starts mounted on her riding dog/animal companion Fenton. She starts at the corner of the box closest to the center of the map. She has a scroll of Magic Stone in her hand. If Thela can see Azuk, she rides Fenton away from Azuk in a clockwise or counter-clockwise direction around the moat, whichever direction is more "away" at the time. She should be able to continue buffing while riding, as Fenton uses his own move, not hers. For any buffs that involve casting spells, Fenton single-moves so that Thela doesn't take a concentration check. Otherwise, Fenton double-moves. Buff Rounds (in order) Round 2: Thela casts Magic Stone from the scroll on 3 pebbles in her bag, and draws a potion of Mage Armor Round 3: Thela drinks the potion of Mage Armor, and draws a potion of Shield of Faith Combat PRIORITY #2:Whenever Thela or Fenton takes damage, Thela uses her Wand of Cure Light Wounds on herself and shares the effect with Fenton so that both are healed. This superscedes any standard action that Thela might make, though Fenton should still be able to make attacks independently if applicable. As mentioned, Thela is playing keep-away. Same rules as when she was buffing: she rides Fenton away from Azuk in a clockwise or counter-clockwise direction around the moat, whichever direction is more "away" at the time. For any actions that involve casting spells, Fenton single-moves so that Thela doesn't take a concentration check. Otherwise, Fenton double-moves. When Azuk ends his turn within 140' of Thela, or 2 rounds before the delay penalty kicks in, whichever comes first: she drinks the potion of Shield of Faith and draws a scroll of Entangle. On the following turn, she casts Entangle on 40' radius with Azuk inside the farthest edge of the circle away from her. The circle should easily cover the entire ground between the moat and the edge of the map. She then draws her wand of Cure Light Wounds. When Azuk ends his turn within 120' of Thela, she casts Produce Flame and starts throwing flames at him. After all 4 flames are gone, Kelva stows her wand and draws her sling. On the following turns, she continues to ride away, but as soon as Azuk ends his turn within 50' of her, she slings her Magic Stones at him and rides away. If the delay penalty threatens to kick in, she'll close to 50' and shoot rather than ride away. After firing 3 Magic Stones, Thela draws her wand of Cure Light Wounds again and casts Bull's Strength on Fenton. She then directs Fenton to charge and attack Azuk until he is down. If Fenton is killed, and Thela is out of flames and stones, she surrenders. Fight Show Round 0
Thela 21/21 HP, 23 AC Round 2 Thela 21/21 HP, 23 AC Round 3 Thela 21/21 HP, 23 AC
Thela 21/21 HP, 23 AC Round 5
Thela 21/21 HP, 23 AC Round 6
Thela 21/21 HP, 23 AC Round 7 Thela 21/21 HP, 23 AC
Thela 21/21 HP, 23 AC
Thela 21/21 HP, 23 AC Round 10
Thela 21/21 HP, 23 AC Round 11
Thela 21/21 HP, 23 AC Round 12
Thela 21/21 HP, 23 AC Round 13 Thela 21/21 HP, 23 AC Round 14 Thela 21/21 HP, 23 AC Round 15 Thela 21/21 HP, 23 AC Round 16 Results Show Azuk Loses and gains 400xp and 400 gp Time Between Fights: 6 hour Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard Thela Wins and gains 1,200xp and 1,200 gp Pairings: 3 April 2013Time Roll: 3 hours Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up) Characters on Quests:
Characters doing Full Activities:
BATTLES OF GLADIUS LEVEL 3 FIGHTS
LEVEL 4 FIGHTS
LEVEL 6 FIGHTS
LEVEL 7 FIGHTS Pairings done by Uknits. Credits Erithmu +0 (+1 fights, +0 (2 active)) Manofthesea +1 (+1 fights, +0 (1 active)) Dgallaty +1 (+1 fights, +0 (1 active)) Uknits +2 (+1 fights, +0 (2 active), +1 admin) The_Fred +0 (+1 fights, -1 (3 active)) Eluria -1 (+1 fights, -2 (4 active))
E (The_Fred) vs. Xiv (Eluria): City
E's Tactics Show E will start in the centremost corner of his box with Power Stones of Skate and Defensive Precognition in hand. He'll use Skate, then draw a Potion of Reduce Person (CL1). Next round onwards, he'll move out in search of Xiv, travelling clockwise to the centre then to each starting box in turn (also clockwise). As he goes, he'll buff with Vigour (1pp+1WS), Def Precog from the stone, then Reduce from the potion, and draw his dorje of Energy Ray. When he sees Xiv, what he does depends on what's going on: If Xiv has his bow out, E will immediately draw and use a Power Stone of Biofeedback (this takes priority). If Xiv is on the ground, he'll tap a tattoo of Entangling Ectoplasm at him. This applies even if Xiv is flying but later ends up on the ground. Thereafter, he'll just blast Xiv with his dorje, moving to avoid Zhek and keep out of melee. If he can't his Xiv or do anything else useful, but he can shoot Zhek, he'll do that. If Xiv is flying on Zhek, E will use his Dorje on the bird. If they're at maximum altitude, he will still be able to hit them (range is 60ft) with difficulty, but if he can't on any round he'll ready to shoot instead. E will use Fire rays against either of them. If E loses all his temp HP from Vigour, he'll refresh it (1pp+1WS if he's above 10hp, 2pp+1WS otherwise), and will do so twice if he has the PP. I think that, really, Invis + poisoned arrow is my biggest fear, but let's just take a gamble on that. Note also E's Spell Resistance (of 7) which might just help, if he gets unlucky. Xiv's Tactics Show Priority: get airborne, stay >60’ enlarged energy ray (this is always first priority), and bow/ poison, then rapid shot to win; if runs out, shocking grasps. Start in default area, next to familiar. Share all beneficial spells (except enlarge/reduce) Rd 1: Drow poison on arrow Rd 2: Reduce person (memory) on Xiv Rd 3: Enlarge person (memory) on Zkek Rd 4: Mount up (note: ride -5 b/c no saddle); ride high (as high as possible, within 5’ of the 50’ wall of ceiling) (draw bow); move/stay >100’ away at all times if at all possible – this is priority Rd 5: Cat’s grace (memory, shared) When he’s found: --optimize distance (much greater move and lack of obstacles at this height should make this doable) --if can’t optimize distance, make sure to have cover (with a building edge or ceiling) after shooting Engage first with: --poison arrow (if he is hit by poison, but not unconscious, fly far far away from him and wait 10 rounds, shooting an arrow at him at some point to avoid delay penalty but keeping distance) – don’t rapid shoot this one --Then with bow, rapid shooting until dead If out of arrows, Xiv dismounts on the ceiling, hides, and let familiar engage with wand of shocking grasp charges with familiar as toucher (dive for +2 to hit charge, +1 from higher ground If out of arrows and familiar dead, be very mad at the pitlord, and then go engage in melee with wand of shocking grasp with self as toucher until he’s dead (or rapier if can’t use wand, or cantrips if can’t use rapier, or grapple if can’t do that – if grappling, dismiss reduce person first) Xiv's boilerplate Show * If Reduce has 2 rds left, recast it (priority), followed by re-Enlarging (can do this once); after this first recast, if has 2rds left, fly away and dismount on a ceiling and continue arrows from ceiling (with cover from ceiling) * ride for cover to avoid shots (note low ride check b/c no saddle) * If hit by something Mage Armor would block, cast mage armor (scroll, shared) * If hit by something shield would block, cast Shield (scroll, shared) * never give up/never surrender Note to self: some true strike scrolls, need more arrows The Fight Show E begins in area 3, holding a Power Stone of Skate and one of Defensive Precognition. Xiv and Zkek start in area 2, Xiv holding a vial of poison and an arrow with E's name on it. Round 1 E manifests Skate from his powerstone (ML 1), tosses the useless gem over his shoulder, and draws a potion of Embiggen World (what, it's perfectly cromulent). Xiv drips the poison on the arrow, repeating to himself, "Pointy end in other guy. Pointy end in other guy...". Zkek waits. E: 13 HP, Base AC 21, Skate (11) Xiv: 21 HP, Base AC 14, Drow-poison arrow (Fight 3) Round 2 E manifests Vigour, the raw ectoplasm seeping into his pores to strengthen him, and moves around the map clockwise. Xiv begins casting Reduce Person on himself. Zkek looks around, having heard a mouse. E: 13+10 HP, Base AC 21, Skate (11), Vigour (22) Xiv: 21 HP, Base AC 14, Drow-poisoned arrow ![]() Round 3 E manifests Defensive Precognition from the other stone, and then smashes it into the ground. He continues moving in the wrong direction. Xiv reduces in size, and begins casting Big Bird on his pet. Zkek peers at Xiv, unblinking. E: 13+10 HP, Base AC 21, Skate (11), Vigour (22), Defensive Precog (+1 insight, 13) Xiv: 21 HP, Base AC 14, Drow-poisoned arrow, Reduce (32) ![]() Round 4 E quaffs a potion labeled "Drink Me", and the world becomes more overwhelming. Pumping his tiny little legs, he continues searching for that roguish wizard. He pulls his dorje on the move. Zkek balloons up in size, and Xiv jumps on. Zkek gives a screech, and begins flapping for the ceiling. (Double move at 60', but avg. manuverability and climb 45': Reaches the ceiling in a long snakelike pattern. Facing: South) E: 13+10 HP, Base AC 21, Skate (11), Vigour (22), Defensive Precog (+1 insight, 13), Reduce Xiv: 21 HP, Base AC 14, Drow-poisoned arrow, Reduce (32) Zkek: 10 HP, Base AC 17, Touch AC 13, Enlarge (included, 33), altitude: 45' ![]() Round 5 The nearby hut blocks E from seeing the bird in the air, until E takes a step. The bird has no cover, but E is still partially behind the building. The hawk fails to spot the reduced E. E takes cover behind a corner of the building, and readies to fire upon Zkek if it comes within range. (According to my math, the altitude gives the dorje an effective range of 35', if they were on the same level.) Xiv, being more sharp-eyed than his eagle, does see E, and directs the bird to fly past his hiding spot. E: 13+10 HP, Base AC 21, Skate (11), Vigour (22), Defensive Precog (+1 insight, 13), Reduce Xiv: 21 HP, Base AC 14, Drow-poisoned arrow, Reduce (32) Zkek: 10 HP, Base AC 17, Touch AC 13, Enlarge (included, 33), altitude: 45' ![]() Round 6 Knowing he's been spotted and expecting the hawk to strafe him, E decides he needs to close range while the bird is behind the building. He darts out, his skate increased speed allowing him to clear the hurdle of the bushes (minimum roll of 2+12(speed)+1: 4 ft. vertical during longjump) and bringing him to the building's corner. Pew! A red ray streams out from the tip of the dorje, set to Extra Crispy. The bird is seared. Xiv, surprised by his opponent's speed, attempts to spur his mount and then takes a shot midway through the movement. The bird is unspurred, but the Lady smiles upon Xiv's arrow. Xiv, collapsing from the wound and his rapidly numbing leg, pulls the arrow out, looks at its discolored head, and mumbles, "But that's not fair..." before the darkness takes him. E: 13+10 HP, Base AC 21, Skate (11), Vigour (22), Defensive Precog (+1 insight, 13), Reduce Xiv: 21 HP, Base AC 14, Drow-poisoned arrow, Reduce (32) Zkek: 5 HP, Base AC 17, Touch AC 13, Enlarge (included, 33), altitude: 45' ![]() Later rounds Xiv circles for a bit to confirm this isn't a bluff, then lands near E's body. Dismissing the reduce person, he nocks an arrow and fires into E's neck. E dies (barely!), and Xiv is the winner. Results Show Xiv wins, and gains 1404 xp, 1404 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: Drow Poison, 2 arrows (both hit) Spells or Powerpoints Used: Reduce Person, Enlarge Person Abilities Used: None Free Activity: Political hobnobing (+17%) E loses, and gains 400 xp, 400 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: Powerstone: Skate (ML 1), Powerstone: Def. Precog (ML 1), Potion: Reduce, 1 charge Dorje: Energy Ray Powerpoints used: 1 PP: Vigor Abilities Used: None Free Activity: Guard
Amalia vs Scorpio: Forest
Amalia's Tactics Show Mmm, the forest, lovely! Scorpio's Tactics
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Amalia will start one square in from the centre with Power Stones of Concealing Amorpha and Feet Leech in hand. She'll first give one of her Crawling Tattoos of EE to Grimble as a Standard Action, then she'll buff with Share Pain (her to Psicrystal) and Vigour (6pp, shared with Psicrystal). Then, she'll attempt to manifest from her Power Stone of Concealing Amorpha using her own PP (obscure rule - it takes a full round action and three DC 17 Psicraft checks, which she auto-succeeds, then she can manifest it next round). Finally, she'll buff with Feat Leech (stealing Greater Psionic Endowment from Grimble) and draw her Dorje of Enlarged Energy Ray. Grimble will start in the centremost corner of the box with Amalia's Dorje of Enlarged Entangling Ectoplasm in hand. When both have buffed, they'll shout for Scorpio, then move out clockwise in search of him, Grimble going in front. Grimble will, upon sighting Scorpio, tap the tattoo of EE at him, then Charge to hit with Destiny Dissonance. Once DD hits, he'll aim to stay within 10ft of Scorpio at all times, and ready an action to shoot an Electric Energy Ray at him whenever he takes a Standard Action. If Surging Euphoria is active, he'll make this 4pp+2WS, otherwise 1pp+2WS. If he runs out of PP, he'll just use Entangling Ectoplasm whenever Scorpio is not entangled. Meanwhile, Amalia will open with Dispel Psionics (6pp for a +2 on the check). Then, she'll attempt Brain Lock, using Greater Psionic Endowment to make it DC 20. If Grimble hasn't hit with DD yet, but is about to try, she'll wait until he takes his go before using it in the hopes of hitting Sickened saves. If it turns out to be blocked by PfE, or it fails twice, she'll just start shooting him with her Dorje. If he gets entangled by EE and it wears off, she'll tap a second Crawling Tattoo of EE at him. Scorpio may try to Dispel Amalia's buffs himself. He can Surge that to +20, which is bad. If he does, immediately reapply Vigour and Share Pain (Vigour first if they're both gone), then proceed as normal. Also reapply Vigour (6pp, or as many as I have left) if it drops to below 5 temp hp (or none, if I have only 1-2pp left). In between actions, Amalia should try to move to break LoS and Hide if possible; when she needs to regain her Focus, she should Hide if possible, then attempt to regain it next round before manifesting again. She should expend her Focus if she needs to make a Conc check vs damage as well (if she takes more than 3 and less than 27). Essentially, it's Dispel -> DD -> Brain Lock, or failing that, a two-on-one shooting match (and hope that my ridiculous quantities of Shared Vigour are more ridiculous than his ridiculous damage output). Hi Rith The Fight
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Thanks for pitlording! Thoughts/mulling (no need to read): Great renowned fight, huh? Boy, Amalia is a tough little nut to crack. Too many options there. I’m tempted to try to find some way to grapple her… but energy retort may make that painful. Alternatively… Fred did say “wiz/psi vs sorc/wilder” – we could make it all about trying to get the most out of wild surge and do 1pp+3WS shared vigors for all available PP. Which may make this go on forever, but may also be the best shot…. With share pain and vigor it just feels like it’s not worth the use of the million charges of my dorjes it may take to get through his HPs, sadly. Will go for the quick and hopefully lucky kill. The “one shot, kill” that is Scorpio’s focus would work, with some good rolls, no vigor, no share pain Actual tactics: try to detect Amalia first and engage with Dispel, hope to get lucky, and then an alphastrike crystal shard, hoping for a one shot kill. Ignore the thrall unless impossible to ignore. Outmaneuver: Doesn’t matter; diagonally towards the center, as far towards center as possible. Start holding force screen dorje and dorje Energy Ray (psicrystal may as well take active listen checks while secure in a pocket, to help determine location –it would be most nice for Scorpio to dictate the start of the fight– if foes heard, Scorpio will move at half speed for MS and stay in underbrush for concealment/hide if possible -- Ideally engaging with Scorpio within the light underbrush for concealment and while Amalia is outside of it. If it can happen, fine; if not, ok) Round 1: Vigor 1pp+3WS (share this and all w/ psicrystal), shout location Rd 2: Force Screen from Dorje (net +3AC), stow, move out Rd 3+ (holding Dorje Energy Ray and Dorje Crystal Shard) --Dispel Psionics when Amalia seen (and within 60’ so can dispel/move, then move crystal shard); if Amalia is ever seen, manifest 6pp Dispel+3WS and move to crystal shard range --Immediately after dispel, move to crystal shard range manifest 7pp+3WS+PsionicShot (hopefully +surging euphoria and point blank shot) crystal shard at Amalia, hoping to end it with the quick kill (even if everything works, I still need at least average damage rolls!). --If that fails to drop Amalia, use Dorje Energy Ray (elec) and expend second focus --Continue engaging with Dorje Energy Ray (if one energy ray hits but fails to damage, cycle energy, first elec as above then fire cold sonic, until one works) --If energy ray impossible, use dorje crystal shard; if that fails, grapple Amalia to death --If Vigor down at any point after the supershard, should have 2pp left if didn’t innervate; spend as 1pp+3WS; repeat again if Vigor down at any point. Note: --Scorpio has share pain prebuffed and active, while Amalia’s ran out --Note volatile mind makes offensive telepathy powers cost an extra PP for Amalia (as it almost never ever is relevant, thought I’d point it out) --surging euphoria, point blank shot often forgotten --have focus in psicrystal as well --spiked gaunts, so always threaten --don't enervate --get lucky and win? Rolls: Here Rewards/Comments
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Skills: Init + Starting
Round 1 Scorpio 34+20/34hp 23AC 15/16pp (Share Pain) (Vigor) Round 2 Scorpio 34+20/34hp 23AC 15/16pp (Share Pain) (Vigor) (Force Screen) Round 3 Scorpio 34+20/34hp 23AC 15/16pp (Share Pain) (Vigor) (Force Screen)
Round 4
Round 5 Scorpio 34+20/34hp 23AC 15/16pp (Share Pain) (Vigor) (Force Screen)
Round 6 Scorpio 34+20/34hp 23AC 15/16pp (Share Pain) (Vigor) (Force Screen)
Round 7
Round 8 Pitlord Note: I think you both forgot the houserule that CoCo has in place regarding Dispel Psionics, so I’m just going to adjust PP expenditure to maximize both of you. Scorpo manifests a 5pp + 3WS Dispel Psionics on Amalia and strips her of all her protective powers ... Scorpio 34+20/34hp 23AC 10/16pp (Share Pain) (Vigor) (Force Screen)
Round 9 Scorpio 34+20/34hp 23AC 0/16pp (Share Pain) (Vigor) (Force Screen) (entangled)
Round 10 Scorpio 34+20/34hp 23AC 0/16pp (Share Pain) (Vigor) (Destiny Dissonance)
Round 11 Scorpio 34+20/34hp 23AC 0/16pp (Share Pain) (Vigor)
Round 12 Scorpio 34+20/34hp 23AC 0/16pp (Share Pain) (Vigor)
Round 13 Scorpio 34+9/34hp 23AC 0/16pp (Share Pain) (Vigor) Round 14 Scorpio 27/34hp 23AC 0/16pp (Share Pain) (Vigor) Round 15 Scorpio 14/34hp 23AC 0/16pp (Share Pain) (Vigor) Round 16 Scorpio 9/34hp 23AC 0/16pp (Share Pain) (Vigor) (Entangled) Round 17 Scorpio wins and gains 2625/3250gp
Used: Djores: Force Screen: 1 charge; Enlarged Energy Ray: 7 charges Free: Intimidate Amalia loses and gains 679xp/1063.4gp Used: Stone of Feat Leech, Tattoo of Entangling Ectoplasim, 4 charges of Djore of Enlarged Energy Ray Free: Make Money Both are on last fight Nax the Nightbender (Eluria) vs. Hannah Devonshire (Erithmu) Nax’s Tactics Show Tactics: Nax vs Hannah (Uknits, Arena) Hi Uknits – thanks for pitlording! General plan: be in middle, hidden; hit him with arrows as much as possible (ideally with sneak attack, but don’t sweat that, just start shooting as soon as able) to weaken him, and try to get in one good hit and then hope win out in melee. Nax starts in front of square holding bow and powerstone If Hanna is enlarged and within 30’ throw tanglefoot bag (only do one of these two options) If Hanna is entangled or tanglefooted, keep out of charge range for 3 rounds while shooting with bow and moving (shooting is priority, moving away is next; if able to do it so have cover/can hide, so much the better, but I doubt it – main goal is to get in shots at this point). Once 3 rounds of that, charge and expend focus for psionic weapon (note speed of thought stops then). Then engage in melee with CE -1 each round until dead. If entangling/tanglefooting fails, keep to the center area and try to stay hidden until Hanna is within 30’ then charge and expend psionic weapon and attack in melee with CE -1 each round until dead. When in doubt: priority is hidden arrows 1st, movement/AC debuff and more arrows then attack second, melee third (with PW on first, and CE thereafter) Let me know if any q’s. Thanks for the run! Hannah’s Tactics Show Start front of box w/ stone of dissolving weapon in hand. Note that his ambush package doesn't work as he doesn't have the requisite skills to have the package. Round 1: Force screen, move towards middle Round 2: Draw greatsword while moving, and apply dissolving weapon. From there I just need to track him down. Get in the inner central pillar area and draw a stone of skate. I figure I won't spot him while he is hiding, but slowly circle the middle area till I a) spot him b) get shot at. Buff w/ Off Precog with a move/manifest if I haven't found him So when I get shot at, crack skate and move in that direction (By taking the inner pillar area I limit the locations where I can get shot from to at least a region of the arena. Double move to try to break every avenue of cover, and if I find him, base him and try to make him tumble through two squares (doubly so if he doesn't have a melee weapon drawn so I don't provoke AoOs) to eat up his movement. Charge if able. From there, slash and follow. Alpha should just be sword + Acid, use Psi Weapon on first swing, but don't charge Sword with pp (6d6+4 should be enough) Refresh skate if needed. Fight Show Round 0
Hannah 32/32 HP, 20 AC Round 2
Hannah 32/32 HP, 20 AC Round 3
Hannah 32/32 HP, 20 AC
Results Show Hannah Wins and gains 900xp and 960 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: Powerstone Dissolving Weapon Spells or Powerpoints Used: 1 PP Abilities Used: None Free Activity: Profession Nax Loses and gains 300xp and 300 gp Pairings: 10 April 2013Time Roll: 3 hours Lighting: Dim Light (Remember - the lighting conditions only affect ECL5 and up) Characters on Quests:
Characters doing Full Activities: BATTLES OF GLADIUS LEVEL 3 FIGHTS
LEVEL 4 FIGHTS
LEVEL 5 FIGHTS LEVEL 6 FIGHTS
Pairings done by Uknits. Credits Erithmu +2 (+1 fights, +1 Quest, +0 (2 active)) Manofthesea +1 (+1 fights, +0 (0 active)) dgallaty +1 (+1 fights, +0 (1 active)) Uknits +2 (+1 fights, +0 (2 active), +1 admin) The_Fred +0 (+0 fights, +0 (2 active)) Eluria +0 (+1 fights, -1 (3 active)) Griffon vs Unknown Monster BABAU Combat A babau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking. Spell-Like Abilities: Caster level 7th. Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based. Summon Demon (Sp):Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell. Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks. Items: Results Show Griffon wins and gains 1800 xp and 2000 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: 1 potion of Shield of Faith, 2 cold iron arrows (6 miss, 4 recovered) Spells or Powerpoints Used: None Abilities Used: None Free Activity: None
Brillidyg vs Unknown Monster: Arena
Brillidyg fights an Animated Leather Carpet (Flexible, Sheet, Hardness 2) Brillidyg's Tactics Show Simple tactics: shoot and flee. The Fight
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Start front centre with Scroll of Expeditious Retreat in hand. Cast from it, and draw my bow. Move around clockwise in search of the sheet, trying to stay far enough away from the starting boxes that it can't Charge me. Then, shoot it whilst trying to keep as close to one range increment from it as possible (don't move towards it, though). #1 priority is to avoid melee, since if it's an animated rug it'll grapple me to death in no time so double-move or Withdraw if it will get me away. If I run out of arrows (unlikely, hopefully), draw my Scroll of Shocking Grasp and have my familiar deliver it whilst I draw my flail and Charge with full (-2/+3) Power Attack, using it two-handed. Keep attacking with full PA until one of us goes down. Rolls: Here Rewards/Comments
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Init 11 Brillidyg starts in the North box with scroll of Expy Retreat in hand. 3 Leather carpet starts in the West box ![]() Round 1 Brillidyg expedites his movement and moves Carpet shuffles quickly (runs) ![]() Round 2 Brillidyg shoots and moves (atk: 22 dmg: 11-2hard = 9) Carpet runs ![]() Round 3 Brillidyg double moves Carpet partially runs ![]() Round 4 Brillidyg shoots and moves (Atk: 11 miss) Carpet runs ![]() Round 5 Brillidyg shoots and moves (Atk: 21 dmg: 7-2 = 5) Carpet runs ![]() Round 6 Brillidyg runs Carpet can’t run (obsticles) ![]() Round 7 Brillidyg shoots (atk: 14 dmg:8-2=6) Carpet moves ![]() Carpet 32/52 Round 8 Brillidyg shoots (Atk: 14 dmg: 8-2=6) and moves Carpet runs ![]() Carpet 26/52 Pitlord Note: At this point Brillidyg knows he can win, but he knows that it will cost him some of his Expy Retreat scrolls, Fred’s tactics have a melee back up, but no renewing of Retreat. I’m going to renew ER when able, and continue with arrow tactics (and probably engage a turbo mode) Round 9 Brillidyg has no shot so he runs to the other side of the arena. Carpet follows ![]() Round 10 (speeding up and probably no maps from here taking a 2 shot 1 run in terms of rounds, all damages after hardness) Brilli shoots (Atk:10) and moves Carpet follows after Round 11 Brilli restores ER Carpet comes into view Round 12 Brilli hits (2 dmg) Round 13 Brilli hits (4 dmg) Round 15 (4 dmg) Round 16 (8 dmg) Round 22 Reload ER Round 24 (7 dmg) Round 27 (3 dmg) Brillidyg Wins and gains 900xp/900gp
Used: 3 scrolls of Expiditious Retreat [1], 13 Arrows (15 fired, 10 hit, 2 recovered) Peanut Gallery: @Fred: I went back and forth on using the scrolls, and at the end of the day I leaned toward the inexpensive garunteed victory over the chance of getting grappled. It might hurt you in your other two fights for mobility, but a win is a win.
Sendra Death's Hand (Uknits) vs. Nax (Eluria): Arena
Sendra Death's Hand Tactics Show Alright, let's keep it simple. Don't die. Now, this not dying bit may be a smidgen tricky, so start int eh back of my area with potion Protection from evil in hand. Round 1, use the potion, then draw my longbow. Tap my tattoo and move out, circling clockwise and readying to shoot on sight. Once foe is seen, close to melee as long as he is seen, shooting him each round. Once in melee, throw alchemists fires at him until he drops. If I lose sight of him, return to readying to shoot with bow. That should be it. We will see how it works. Nax's Tactics Show Rob store: Antitoxin Goal: buff a little, entangling ectoplasm, arrow shots while closing, charge and kill in melee Start in back corner, holding antitoxin and powerstone Rd 1: Drink antitoxin, draw bow Rd 2: Apply drow poison to rapier Rd 3: 1pp Force Screen Rd 4: Powerstone Vigor (if Sendra is ever seen, interrupt buffing to tap tattoo of EE; the make sure Force Screen is up and engage as below; skip Vigor if buffing was interrupted) Rd 5+: Move out, along outer ring (from starting area to cover to cover, so not outermost, but through the + shaped areas), single move and ready to tap tattoo of EE when Sendra seen As soon as Sendra is seen, tap the tattoo Engage with bowshots while closing (ideally move smartly for cover) As soon as there’s a chance to get to melee, charge and expend psionic weapon on first attack (note poison) Fight in melee until dead (with Combat Expertise 1 after the first attack) Notes: --Dodge Sendra --If it’s a persistently ranged fight, try to have cover; if can’t, kneel The Fight Show Sendra begins in area 4, holding Protection from Evil and a longbow. Nax begins in area 2, holding an antitoxin and a rapier Round 1: SDH drinks Protection from Evil. Nax drinks antitoxin and draws drow poison. Better not screw that one up, eh? - SDH: 11 hp, base AC 18, Prot Evil (21) - Nax: 16 hp, base AC 19, Antitoxin (smth.) ![]() Round 2: SDH taps Force Screen and begins moving. Nax applies poison to the rapier and stows it. - SDH: 11 hp, base AC 18, Prot Evil (21), Force Screen (12) - Nax: 16 hp, base AC 19, Antitoxin (smth.), Drow-poisoned rapier ![]() Round 3: SDH moves and readies. Nax manifests Force Screen, and draws a powerstone of Vigor. - SDH: 11 hp, base AC 18, Prot Evil (21), Force Screen (12) - Nax: 16 hp, base AC 19, Antitoxin (smth.), Drow-poisoned rapier, Force Screen (13) ![]() Round 4: SDH moves and readies. Nax manifests Vigor and draws a bow. - SDH: 11 hp, base AC 18, Prot Evil (21), Force Screen (12) - Nax: 16+5 hp, base AC 19, Antitoxin (smth.), Drow-poisoned rapier, Force Screen (13), Vigor (14) ![]() Round 5: SDH moves and readies, feeling a little exposed on this side of the pillar. Nax begins to move out, readying to tattoo. The two do not see each other. - SDH: 11 hp, base AC 18, Prot Evil (21), Force Screen (12) - Nax: 16+5 hp, base AC 19, Antitoxin (smth.), Drow-poisoned rapier, Force Screen (13), Vigor (14) ![]() Round 6: SDH continues to move and ready, she does not see Nax. Nax, however, does see Sendra, and taps the crawling tattoo at her. Sendra does see the tattoo come skittering at her, and attempt to break line of sight around the central pillar. Change in initiative means Nax goes first in round 7+. - Nax: 16+5 hp, base AC 19, Antitoxin (smth.), Drow-poisoned rapier, Force Screen (13), Vigor (14) - Crawling Tattoo - SDH: 11 hp, base AC 18, Prot Evil (21), Force Screen (12) ![]() Round 7: Nax moves to cover to confuse and surprise his opponent. The tattoo moves toward where it last saw Sendra. SDH continues moving, still not seeing Nax but being spotted by the human. It is a sad day for elves everywhere. She doesn't move too far, because she wants to continue hiding from the tattoo. - Nax: 16+5 hp, base AC 19, Antitoxin (smth.), Drow-poisoned rapier, Force Screen (13), Vigor (14) - Crawling Tattoo - SDH: 11 hp, base AC 18, Prot Evil (21), Force Screen (12) ![]() Round 8: Nax readies to fire upon an unawares drow when she leaves cover. The tattoo reaches where it saw Sendra, and waits to see her again. SDH takes a fatal step out of cover and finds herself fired upon, but the shot is blocked by force screen. Sendra moves toward her opponent, but given the cover, decides to close the distance faster rather than shoot (+6 vs. AC 26) and gains her own cover. - Nax: 16+5 hp, base AC 19, Antitoxin (smth.), Drow-poisoned rapier, Force Screen (13), Vigor (14) - Crawling Tattoo, no target - SDH: 11 hp, base AC 18, Prot Evil (21), Force Screen (12) ![]() Round 9: Nax fires again, then draws the poisoned rapier, intending to charge next round. This shot misses entirely. The tattoo watches in every direction. Sendra draws a bag of liquid fire on the move, and chucks it at Nax (3 range increments, -4. Ranged touch ignores shield, armor, position avoids cover.) The bag tumbles at distance, and ruptures on Nax, flicking burning goo across the rogue for 5 points. - Nax: 16 hp, base AC 19, Antitoxin (smth.), Drow-poisoned rapier, Force Screen (13), Vigor (14) - Crawling Tattoo, no target - SDH: 11 hp, base AC 18, Prot Evil (21), Force Screen (12) ![]() Round 10: Nax charges with a cry of "One for All!", but alas, D'Artagnan he ain't. Shaken by the charge, Sendra steps back and flubs an alchemist's fire onto the ground. The previous fire burns itself out for another 2 points of fire damage. - Nax: 13 hp, base AC 19, Antitoxin (smth.), Drow-poisoned rapier, Force Screen (13), Vigor (14) - Crawling Tattoo, no target - SDH: 11 hp, base AC 18, Prot Evil (21), Force Screen (12) ![]() Round 11: Nax pushes the offensive with the rapier, fighting a little defensively. Sendra continues to step back, draw a bag, and throw it. - Nax: 13 hp, base AC 19, Antitoxin (smth.), Drow-poisoned rapier, Force Screen (13), Vigor (14) - Crawling Tattoo, no target - SDH: 11 hp, base AC 18, Prot Evil (21), Force Screen (12) Round 12: Nax attempts a ballestra in fourth position, then returns to sixth. No touch is scored. Sendra "Why can't I hold all these bags" Fumble-fingers finally gets contact, the flames spreading across Nax's body. Force screen expires. - Nax: 8 hp, base AC 19, Antitoxin (smth.), Drow-poisoned rapier, Force Screen (13), burning (1d6) - Crawling Tattoo, no target - SDH: 11 hp, base AC 18, Prot Evil (21) Round 13: Nax lunges while using his arm as a counter-balance. He must get at least one touch on his opponent, to make his poison take effect. The thrust penetrates deeply into Sendra's leg, and the poison takes hold. Darkness as black as her skin takes her... Nax grits his teeth against the painful burning as the alchemist's fire is used up. His own force screen expires. - Nax: 2 hp, base AC 19, Antitoxin (smth.) - Crawling Tattoo, no target - SDH: 6 hp, base AC 18, Prot Evil (21), Unconcious (33) Round 14; Nax, grimacing through the pain, florishes his weapon and stabs Sendra in the arm. Then, in the other arm. Finally, he stabs her in the remaining leg, and the blood soaks into the arena sand from all of her major arteries. "This was a nice shirt, you [curse in Infernal]". Eventually, he recovers the tattoo of EE. Results Show Nax wins, and gains 900 xp, 900 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: Antitoxin, drow poison, powerstone of force screen, 1 arrow Spells or Powerpoints Used: 1 pp, vigor Abilities Used: None Free Activity: none Sendra loses, and gains 300 xp, 300 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: Potion: ProtEvil, Tattoo: Force Screen, 4 Alchemist's Fire Powerpoints used: None Abilities Used: None Free Activity: Guard Spoiler: Show I don't technically know how to do splash weapon variance, so I just assumed it always was within 5 feet. The human was better at sneaking, spotting, and using Drow poison. In other news: up is down, black is white, and short is long. Everything you know is wrong! Later edit: I was doing the touch AC wrong, Uknits called it, no change in result. Risen Anjin (The_Fred) vs. Aranea Aranea’s Tactics Show Size/Type: Tactics: Start in Hybrid Form Anjin’s Tactics Show There are too many things a "medium biped" could be, so let's just rush in and hope for the best.
Fight Show Round 0
Spidey 22/22 HP, 18 AC Round 2 Spidey 22/22 HP, 22 AC Round 3
Spidey 22/22 HP, 22 AC
Spidey 22/22 HP, 22 AC Round 5 Spidey 22/22 HP, 22 AC Round 6 Spidey 5/22 HP, 22 AC Round 7 Results Show Anjin Wins and gains 1,200xp and 1,276 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: Powerstone Vigour, Powerstone Skate Spells or Powerpoints Used: None Abilities Used: None Free Activity: Profession Hannah Devonshire (Erithmu) vs. Krekun del’Umbra (Eluria) Hannah’s Tactics Show This is basically a surrender ... Hannah stands in the open field and taunts the Tiefling/Mephit while being shoot,zapped, or whatever else happens. I have no means of affecting Krekun, he will be in the air, and has defect arrows. If for some reason Krekun is on the ground, charge and swing. Expend nothing if possible. Krekun’s Tactics Show Krekun vs Hannah Goal: airborne, ranged attacks (rather: hope he forfeited) Start in midback, holding scroll Round 1: Alter self (air mephit), fly up Rd 5+ Notes: Fight Show Round 0
Results Show Krekun Wins and gains 1,200xp and 1,288 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: Scroll Mage Armour, 1 Charge Wand Shield, 10 Arrows Spells or Powerpoints Used: 4 SL (Mirror Image, Alter Self) Abilities Used: None Free Activity: Craft Hannah Loses her dignity and gains 400xp and 484 gp Pairings: 17 April 2013Time Roll: 4 hours Lighting: Pitch Black (Remember - the lighting conditions only affect ECL5 and up) Characters on Quests: Owen Ir'Tolden (ECL15) quests for Roleplay {Week 2/y}: QL ManoftheSea Denerrell, Kelva, Arlo, and Elrin on a campaign (Erithmu Campaignlord) Characters doing Full Activities: BATTLES OF GLADIUS LEVEL 4 FIGHTS
LEVEL 5 FIGHTSLEVEL 6 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by Uknits. Credits Erithmu +4 (+1 fights, +3 Campaign, +0 (1 active)) Manofthesea +3 (+1 fights, +2 Quest, +0 (0 active)) dgallaty +0 (+0 fights, +0 (1 active)) Uknits +3 (+2 fights, +0 (1 active), +1 admin) The_Fred +0 (+0 fights, +0 (2 active)) Xiv's tactics Show Hi dgallaty – thanks for pitlording! I truly wish this was on the plains rather than the sewer. The sewer is a terrible place for this fight. Goal: invisible Xiv and swarm for wounding/bleeding, plus familiar kills him with touch attacks Rd 1: Invisiblity from scroll (not shared, so familiar’s attacks don’t break invis) Goal is to move as shown If Zkek sees Geth (ie, Geth is coming from Zkek’s side, not with Grate between), Zkek moves to attack (charge if possible, +1 from higher ground if possible, diving if possible) with shocking grasp, and Xiv moves through the grate and starts casting summon swarm (bats, to wound; note that Xiv stays invisible during this) to be at where Zkek’s intersection was/where Geth is (Zkek flies to make sure Swarm goes to Geth) If Geth is coming from behind (ie, Xiv sees him through the grate), Zkek flies through the grate to attack and Xiv casts summon swarm through the grate Once Geth is wounded (note: this is ongoing damage and is an offensive strategy, and should not be subject to delay penalties as Geth will be getting hurt during this time), Xiv will concentrate on the swarm but move as far away as possible (note, still invisible); if by some chance the swarm is coming for Xiv, Zkek will interpose to “lure” it away, Xiv will stop concentrating and cast expeditious retreat, and keep moving away (using greater speed, small size, and invisibility to avoid Geth by smartly moving through grates, etc) After the summon swarm, Xiv will keep far away – goal is putting grates between them, and staying out of range of Geth; once Geth is away (out of sight), Xiv will recall shocking grasp with PoP and recast, and then follow up with use Shocking Grasp wand with Zkek as toucher, and Zkek can attack (won’t break Xiv’s invisibility) If swarm doesn’t work, Geth outruns it too long, heals, whatever, continue strategy of engaging with while Xiv invis, Zkek delivers shocking grasps; first 1 from memory, recall, recast it, then from wand. If Zkek is not avail or downed, cast shocking grasp (self as toucher), try to position to have a grate between us, rapid shot (hopefully for PBS and Sneak Attack), and when grappled use shocking grasp touches and wand to renew and re-touch Note: Geth's tactics Show Hmm.... I hate those grates. Round 1, start in the clockwise exit of my area with glaive in hand and move out. As soon as Xiv is found, close/charge grapple him and grapple to death, using burst if it would help. Use glaive for AoO against the eagle. If using powerstone of skate would help to close, do so. If the grates are being an issue, don't try to squeeze through. Move to the centre area on the opposite side of the grates, then move around to the other side. With my movment, hopefully I can at least close to 5' before he can get through again and I'll AoO him. If he has a swarm, run away. Thw swarm will resort to eating him if it can't get me. Jump water when possible. With my jump check, I should be able to heftily clear most pools. Fight Show All rolls are here Start Initiatives Round 1 Status
Round 2 Status
Round 3 Geth doesn't hear Xiv move, so he heads west, assuming that Xiv is somewhere near the hawk. As he moves past, he easily avoids the hawk's opportunity attack. Geth travels around the corner looking for Xiv, but when he jumps over the water, he bumps right into Xiv and lands back in the water with a splash! Status
Round 4 Amazingly, Geth isn't able to hear Xiv creep away, but since Geth wasn't attacked by Xiv, he reasons that Xiv probably ran away in the direction he was already going. Geth heads south, then east, and sees Zkek as he reaches the corner. He moves past Zkek anyway, hoping to at least get a sense that Xiv is near, dodging Zkek's attack once again. Without knowing which way Xiv went, Geth picks a random direction and heads east as far as he thinks Xiv could have made it. When he doesn't bump into Xiv, he heads back towards the south passageway, stopping in a location that is optimal for an attack of opportunity against both Zkek and a hidden Xiv if he's still in the eastern passage. Status
Round 5 Geth hears the sound of Xiv spellcasting, and it sounds to Geth like Xiv is beyond the grate. Realizing that he can't get there in one turn at his current speed, Geth heads around the square, drawing and using a power stone of Skate. He avoids Zkek's attack as he leaves. Status
Round 6 The swarm pursues Zkek, but with it dead, the swarm goes after Geth as the next closest target. The swarm only does 1 point of damage against Geth, but the wound is bleeding. Geth moves away from the swarm and towards the other side of the grate. He reaches the grate and still doesn't bump into Xiv, not realizing that Xiv is just on the other side. Status
Round 7 The bat swarm follows in the direction that Geth had gone. Geth's wound is still bleeding. Geth heads south through the swarm and away from it, hoping to get far enough away that the swarm goes for Xiv instead. Status
Round 8 The swarm, with no prey in sight, continues to pursue it's last-known prey and follows Geth. Geth bleeds a little. He heads back north, hoping to both outrun the bats and catch Xiv on the other side of the west grate. As he gets to the end of the center pool, he can see Xiv heading north. Status
Round 9 Geth catches up to Xiv and grabs him, but Geth's hands are too sweaty, and Xiv wiggles right out of Geth's grasp. Geth continues bleeding. Status
Round 10 Geth growls at Xiv in frustration, then begins to go around to the other side, bleeding a little more. Status
Round 11 Geth comes into view as he jumps over the water, and Xiv shoots two arrows at Geth. One arrow misses, but the other lands into Geth's side with a solid thunk for 12 points of damage. Geth heads back south and out of sight. Status
Round 12 Geth realizes that this back-and-forth game could go on forever, so he decides to try to patch his bleeding wound first. Unfortunately, his lack skill in healing prevents him from succeeding, and he's still bleeding. Geth begins to head around the other way again, deciding that he'll randomly either go one way or the other to hopefully take Xiv off guard once he can stop this stupid bleeding. Status
Round 13 Geth finally stops the bleeding and decides to go back the way he came. He sees Xiv on the opposide side of the grate and heads back the other way. Status
Round 14 Geth reaches Xiv's side, and Xiv fires two arrows. Both hit for 11 points of damage, and Geth is taken down before he has a chance to reach Xiv. Status
Results Show Xiv wins and gains 1695 xp and 1808 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: 1 scroll of Invisibility, 5 arrows (5 hit, 1 miss, 1 recovered), 1 scroll of Expeditious Retreat, 1 Pearl of Power Spells or Powerpoints Used: Reduce Person, Shocking Grasp, Summon Swarm Abilities Used: None Free Activity: Scribe Scrolls Geth loses and gains 500 xp and 533 gp Pitlord notes Show In round 3, I missed the fact that Xiv was only to move at half-speed to be as stealthy as possible, so Xiv's Move Silently actually beat Geth's listen, despite what it shows in the roller.
In round 7, it's not clear if the grate provides cover to Geth even though Xiv is standing right at the grate. See the discussion here for details. Beezel (Dgallaty) vs. Spectre Spectre’s Tactics Show Size/Type: Beezel’s Tactics Show Start with scroll of Invisibility in hand, in a location in the box that blocks the most line-of-sight from the other boxes. Start prone if it helps. Buffs:
• If the enemy is not coming any closer and is not attacking, continue with: scroll of Shield, power stone of Inertial Armor Movement:
• Find cover before attacking if possible. • Keep maximum distance away from enemy that allows Beezel to attack the next round. • Always use Tumble to avoid AoO. • Always use Escape Artist to get out of grapples, entanglement, or other restraints. Attacks:
• Otherwise, manifest 8pp (6pp + 2pp surge) enlarged (psionic focus) Energy Ray (electricity). If the damage type seems less effective, try cold next time, then fire, then sonic. • Continue with 8pp Energy Ray until out of PP, then draw dorje of enlarged Crystal Shard and zap until dead Fight Show Round 0
Spectre 45/45 HP, 15 AC Round 6 Spectre 45/45 HP, 15 AC Round 7 Spectre 17/45 HP, 15 AC
Spectre 17/45 HP, 15 AC
Spectre 17/45 HP, 15 AC
Spectre 17/45 HP, 15 AC
Spectre 14/45 HP, 15 AC Round 12 Spectre 14/45 HP, 15 AC Round 13 Results Show The Dice Wins Beezel Loses and gains 600xp and 666 gp
Minotaur Barbarian2 vs Joab: City (ECL 6 Pitch Black)
Minotaur + Tactics Show Minotaur Barbarian 2 Joab's Tactics
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Large Monstrous Humanoid Hit Dice: 6d8+2d12+32 (70 hp) Initiative: +1 Speed: 70 ft. (6 squares) Armor Class: 20 (–1 size, +5 natural, +5 Armor, +1 Dex), touch 10, flat-footed N/A (natural Cunning) Base Attack/Grapple: +8/+19 Attack: Greataxe +15 melee (3d6+11/x3) or gore +14 melee (1d8+7) Full Attack: Greataxe +15/+10 melee (3d6+11/x3) and gore +9 melee (1d8+3) Space/Reach: 10 ft./10 ft. Special Attacks: Powerful charge 4d6+10 Special Qualities: Darkvision 60 ft., natural cunning, scent, Fast Movement, Rage 1/day, Saves: Fort +9, Ref +6, Will +5 Abilities: Str 25, Dex 13, Con 18, Int 8, Wis 10, Cha 6 Skills: Intimidate +2, Listen +7, Search +2, Spot +7 Feats: Great Fortitude, Power Attack, Track Environment: Underground Organization: Solitary, pair, or gang (3–4) Challenge Rating: 4 Treasure: (5600gp) +1 large Great Axe (~2500), +1 Chain Shirt Armor (~1300), Potion of Haste, Potion of Bulls Strength Alignment: Chaotic Evil Tactics: Drink potion of Bulls Str (+2 hit, +3 dmg), draw haste, walk towards middle of arena. Drink Haste on hearing or seeing Joab once in the middle. Charge, Gore, Rage (+2hit +3 dmg, +2will, +2 Fort, 7 rounds, +16 hp, -2 AC), Smash Jaob and his Rast both have Darkvision, but it probably does too, so let's cast Light on the Rast's armour and use him like a moving torch. The Rast should fly out with the aim of illuminating the enemy without illuminating Jaob, where possible, assuming the enemy to have low-light vision. The two should move clockwise in this manner towards the centre, then to each starting area in turn (again, clockwise). Jaob should carry his Wand of Produce Flames, but don't use it just yet as it gives off light. The Fight
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When we see the monster, engage (avoiding melee and, preferably, staying beyond 60ft from it so it can't see me - Withdraw and use Burst as necessary). What I do depends on what happens (I'm assuming I can tell why a spell fails, since I think that is CoCo precedent, but if not, make a guess). If any spell is defeated due to SR, summon a Huge Fiendish Monstrous Centipede (SM3) and order the Rast to engage followed by a Fiendish Ape (SM3) before following up with any remaining Doom spells, then Cause Fear. If it appears to be immune to mind-affecting spells or something a plant would be immune to, or looks green and leafy, or smells of rotting veg, or is shambling (i.e. moving at < 30ft), etc, then order the Rast to engage and use Spiritual Weapon twice followed by SM3 for an Ape. Then throw subdual flames from my wand (aiming to avoid the -4 melee penalty where possible). If it uses something which looks like it might have been a Psionic power (i.e. something which I didn't identify as a spell, and didn't produce a Fog Cloud or something), or it heals itself (I can only tell if it goes from injured to uninjured, due to my +4 Heal), assume it's the Phthisic so first try Doom, Cause Fear and Blindness, but then summon Hell Hounds with SM3. Any time it's not Blinded or fleeing and there are Hell Hounds around, use Command ("Fall"); otherwise, use Burning Hands, then Produce Flames (from memory, the fire ones), throwing only when I don't have cover/melee penalties. My default tactic is to use Doom until it sticks, then Blindness. If it fails or the creature uses something like Synesthete, use Cause Fear, then Doom again (if I have it) when Cause Fear wears off, then Spiritual Weapon. Whilst it's fleeing, use thrown flames from my wand. Otherwise, use SM3 for a Centipede, then order the Rast to attack and use SM3 again for an Ape, then Command ("Fall") so long as there are monsters nearby. If it's Blinded, just throw flames. The final resort for any foe is to order in the Rast and throw subdual flames from my wand. Notes: - Spiritual Weapon actually does 1d8+2 damage as Jaob has CL6 now. - Double-move or Withdraw to avoid melee where necessary. Use Burst if it would help (either to flee or pursue a Panicked creature). - I have 17 SL available which is enough for as much as SM3 x2 (6) + Blindness (3) + Spiritual Weapon x2 (4) + Doom x2 (2) + Cause Fear + Command if necessary. If I use Produce Flames/Burning Hands from memory, I won't be wanting to use Spiritual Weapon anyway. Rolls: Here Rewards/Comments
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Init: 23 Joab starts in the NW box with wand of PF in hand 18 Minotaur starts in the SE box with Axe and Potion of Bulls Strength in hand 17 Rast starts in the NW box w/ Joab Round 1 Joab casts light on the Rast and moves out Minotaur quaffs his potion and draws his second potion Rast flies out clockwise leading the pack and elevates to +10ft to look around. Joab 36/36hp AC 22 --- Rast 34/34hp AC 16 (light) Minotaur 70/70hp AC 20 (Bulls Str) ![]() Round 2 Joab follows the Rast towards the middle Minotaur moves out Rast moves out ![]() Round 3 Joab keeps moving Minotaur moves out Rast moves to the middle and spots the minotaur. The rast flies to max altitude to then light up the minotaur for targeting. ![]() Round 4 Joab moves out to the edge of the brush Minotaur quaffs his potion and then moves forward. Joab and the monster see each other (over the bushes) Rast flies directly above the Minotaur and lights up the area. Joab 36/36hp AC 22 --- Rast 34/34hp AC 16 (light) Minotaur 70/70hp AC 20 (Bulls Str) (Haste 9) Round 5 Joab casts Doom on the creature (Will: 8) Minotaur moves up to Joab, rages and swings Power attacking for 2 (Atk: 29 dmg: 36) Rast moves above the Minotaur Joab 0/36hp AC 22 --- Rast 34/34hp AC 16 (light) Minotaur 70+16/70+16hp AC 20 (Bulls Str) (Haste 9) (Doom) (Rage 12) Round 6 Joab is disabled and knows he won’t see much else, he spits in the minotars face before he is eviscerated. Joab loses and gains 525xp/732gp
Used: Spells: Light, Doom Free: Profession Peanut Gallery: Even in Pitch Black the City map is still well lit from the lights. I would have adjusted your tactics to keep more like 80 ft away from the monster after you saw how fast it was moving. But with the haste potion I think it caught you off guard and high damage. The monster was made before looking at Joab and it had simple tactics.
The Hunter (Uknits) vs. Orc Barbarian 9
The Hunter's Tactics Show Ok, so I hope it is not a cleric, but luckily, The Hunter is simple to write for and it is my third fight, so vigour! Start in front corner. I have darkvision, so round 1 use a 3pp+2PP wild surge vigour and move out at 15' elevation. Once foe is found, If he is trying melee, use flyby attack to touch and move away with tumble, getting a +1 to hit from elevation. If he is trying ranged, stay directly over him to take AoO's. Touch until dead. Refresh vigour when it runs out with however many PP I can and wild surge. If I cannot catch foe, hide in the ground until he is ready to fight like a man. If he has some crazy good effect up (summons, spiritual weapon, etc.), do the same, coming out overy 6 rounds to make a single attack if possivble and going back in. Orc Barbarian Show Jungle Orc Str 20 Dex 14 Con 14 Int 8 Wis 10 Cha 6 HP: 9d12 + 24 (82) Touch AC 12, AC 17 (Chain shirt) Init +2 Fort +10, Ref +5, Will +3 Atk: +14/+9 +1 Ghost Touch Scythe +16/+11 (2d4+6) (+9 BAB, +1 enh., +1 focus, +5 str) Feats: - Great Fort - Power Attack - Run - Weapon Focus (Scythe) Skills: - Intimidate +10 - Jump +21 - Listen +12 Special: Rage DR 1/- Equipment: +1 Ghost Touch Scythe (8318 gp) Chain Shirt +1 (1250 gp) Tattoo of Expansion (3pp) (600 gp) Potion Bulls Strength (300 gp) (3 minutes) Potion Shield of Faith +3 (300 gp) (6 minutes) Tactics: Chug-a-lug potions, try to cut the Hunter The Fight Show The Orc goes first, from startarea 1. The Hunter goes second/last, from startarea 2 ![]() Round 1: Orc taps Expansion and moves toward the hunter. The Hunter uses Wild Surge and moves toward Orcman. No one is hiding, so combatants shout to find each other or whatever. - Orc: 83 HP, tAC 11, Enlarged (+2 str) - Hunter: 35+25 HP, Vigor (51) ![]() Round 2: Orc drinks SoF and moves. Hunter flies rapidly. - Orc: 83 HP, tAC 11, Enlarged (+2 str), SoF (+3 def, 62) - Hunter: 35+25 HP, Vigor (51) ![]() Round 3: Orcman drinks Bull's Strength, and waits. The Hunter sets up for his Flyby Attack routine. - Orc: 83 HP, tAC 11, Enlarged (+2 str), SoF (+3 def, 62), BS (+4 str, 33) - Hunter: 35+25 HP, Vigor (51), Elevation 15' ![]() Round 4: The orc readies to attack the hunter. The hunter will attempt to tumble (one check for full threatened area) while doing flyby attacks. The Hunter moves in, and is attacked. The Orc misses, and the Hunter deals 3 str damage - Orc: 83 HP, tAC 11, Enlarged (+2 str), SoF (+3 def, 62), BS (+4 str, 33), Str damage (3) - Hunter: 35+25 HP, Vigor (51), Elevation 15' Round 5: The orc readies to attack. The hunter fails his tumble and fails his touch. The orc can't figure out which end is the pointy end (two fumbles?!) Round 6: The Orc readies to attack. He HITS, dealing 20 damage to the Hunter. Yowza. The shadow still steals away another 6 points of the orc's strength, draining him deeply. - Orc: 83 HP, tAC 11, Enlarged (+2 str), SoF (+3 def, 62), BS (+4 str, 33), Str damage (9, -5 mod) - Hunter: 35+5 HP, Vigor (51), Elevation 15' Round 7: Barbarian continues to wait for his opponent to enter range. Hunter continues to slide in and attack. The hunter hits for 4. - Orc: 83 HP, tAC 11, Enlarged (+2 str), SoF (+3 def, 62), BS (+4 str, 33), Str damage (13, -7 mod) - Hunter: 35+5 HP, Vigor (51), Elevation 15' Round 8: The weakening barbarian has nothing else to do but hope for a lucky critical. The hunter attacks with negative energies. - Orc: 83 HP, tAC 11, Enlarged (+2 str), SoF (+3 def, 62), BS (+4 str, 33), Str damage (16, -8 mod) - Hunter: 35+5 HP, Vigor (51), Elevation 15' Round 9: Repeat. Misses all around. Round 10: Hunter fails to tumble, touches for 5 str damage. Round 11: Orc blubbers, and half-heartedly swings his scythe. The Hunter saps the last of his strength, and his heart gives out, unable to pump. Results Show The Hunter wins and gains 2700 xp and 4500 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: none Spells or Powerpoints Used:3 pp for vigor Abilities Used: None Free Activity: guard
Loddick Saffarion
Loddick's tactics Show Buff: Thela's tactics Show Loddick can last longer in a straight-up shoot-out than Thela can, so instead, Thela is going to try to hunt him down and have her animals chew him up. She should still have 1 hour of Longstrider left on her and Fenton. Fight Show Rolls are here: identicalsoftware.com/coco/dicesessionvi... Loddick acts first, in box 3 Thela acts second, in box 1 Rd1-2: Loddick buffs with Force Screen, Off Precog Thela uses potion of mage armor and casts bull’s strength on Fenton and moves out Rd 3: Loddick buffs with Off Prescience Thela double moves out (stopping before the center, but not a full Std action left to buff) Rd 4: Loddick buffs with skate and moves out (heard by Thela, who happens to hear him exactly where he is) Thela drinks potion of shield of faith and draws wand ![]() Rd 5: Loddick moves into a grated hallway, planning to snipe (not readying, as snipe is a full round action) Thela moves to position (based on where she thought Loddick last was, but planning to go opposite that position) ![]() (note: forgot Longstrider up until this point… not sure it would have had any impact, but checking… really if anything Thela may be a few more 10’ increments forward) Rd 6: Loddick waits (Thela hears him at 22,4) Thela moves (fails to spot Loddick), moving beyond where into position to be roughly opposite where she thought Loddick to be) ![]() Rd 7: Loddick waits for a chance to snipe Thela trades resist energy for SNAII Rd 8: Loddick waits Thela completes her summons, and sends bat, which double moves and ends up basing Loddick (no AoO because he does not threaten) Thela moves and ends up seeing Loddick (no cover from this position) Loddick 25/25 AC19+4 +1dodge 2/10 PP | Force Screen 21, Off Precog 22, Off Presc 23, Skate 24 Thela 21/21 AC19+4MA+2SoF | Mage Armor, SoF (ends 14) Fenton 26/26 AC 19 | Bulls Strength Direbat ends 11 after action ![]() Rd 9: Loddick (sees no flames, and Bat is in melee) dodges bat and 5’ steps back and shoots (going with “found first” option here and firing at Thela with psionic shot), hits for 16 (not confirmed) (forgot +1 off precog in roller, but crit still doesn’t kill, and forgot off presc in damage in roller, but it’s included below) Thela uses wand of CLW on self for 7 Fenton moves up Direbat 5’ steps in and attacks (misses) (Loddick’s position was 5’ east, and he moved; hard to show so pins adjusted) ![]() Loddick 25/25 AC19+4 +1dodge 2/10 PP | Force Screen 21, Off Precog 22, Off Presc 23, Skate 24 Thela 10/21 AC19+4MA+2SoF | Mage Armor, SoF (ends 14) Fenton 26/26 AC 19 | Bulls Strength Direbat ends 11 after action Rd 10: Loddick 5’ steps back and rapid shots, missing twice Thela heals with wand for 7 Fenton waits Direbat attacks, missing Loddick 25/25 AC19+4 +1dodge 2/10 PP | Force Screen 21, Off Precog 22, Off Presc 23, Skate 24 Thela 17/21 AC19+4MA+2SoF | Mage Armor, SoF (ends 14) Fenton 26/26 AC 19 | Bulls Strength Direbat ends 11 after action Rd 11: Loddick 5’ steps back (and feels the grate behind him) and rapid shots again, missing twice (ride for cover succeded) Thela heals with wand (to full) Fenton waits (has to act on Thela’s init, so not delaying and attacking) Direbat attacks and disappears after missing Loddick 25/25 AC19+4 +1dodge 2/10 PP | Force Screen 21, Off Precog 22, Off Presc 23, Skate 24 Thela 21/21 AC19+4MA+2SoF | Mage Armor, SoF (ends 14) Fenton 26/26 AC 19 | Bulls Strength Direbat ends 11 after action Rd 12: Loddick (dodges Fenton now, seeing no flames and recognizing the wand is CLW) rapid shots, missing twice Fenton charges, missing Rd 13: Loddick sees the wand of CLW and wants to disarm it – so tries using bow as 2h weapon (no AoO as Thela is not threatening) (Pitlord aside: we really need a coherent rule for when you disarm “what” with “what” – bow is a 2h weapon? Wand is not a weapon (-4), or if a weapon it’s light (-4); how do you make an opposed attack roll with a wand? … will have Loddick make attack roll with Bow +42h, -4improvised weapon, +4size, vs Thela -4lightweapon/not weapon) – easily disarms the wand, then moves to pick it up (draws an AoO from Fenton – hits for 8, trips Loddick) who still picks up and stows wand of CLW Thela does nothing (readies an action from now on to rapid dismount (free) if Fenton falls and cast Produce Flames) Fenton bites (vs prone), missing Loddick 17/25 AC19+4 +1dodge 2/10 PP | Force Screen 21, Off Precog 22, Off Presc 23, Skate 24 Thela 21/21 AC19+4MA+2SoF | Mage Armor, SoF (ends 14) Fenton 26/26 AC 19 | Bulls Strength Rd 14: Loddick (can’t fire bow while prone, and no other options, and can’t move with grate behind him) stands (drawing AoO, misses) rapid shots (no AoO b/c already used it) – hits once for 7 (not confirmed) Thela as above (SoF ends) Fenton bites for 13, trips Loddick Loddick 4/25 AC19+4 +1dodge 2/10 PP | Force Screen 21, Off Precog 22, Off Presc 23, Skate 24 Thela 14/21 AC19+4MA| Mage Armor, SoF (ended) Fenton 26/26 AC 19 | Bulls Strength Rd 15: Loddick stands (AoO misses) and rapid shots, missing Thela readies Fenton bites, missing Rd 16: Loddick rapid shots (misses, rides for cover) (AoO misses) Fenton bites, missing Rd 17: Loddick rapid shots, missing (forgot AoO – hits, knocks Loddick out) Fenton bites, missing Results Show Thela wins and gains 1200 xp and 1200 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: F3 Items Used: Wand of CLW x3 Spells or Powerpoints Used: F3 Abilities Used: None Free Activity: Guard Loddick loses and gains 400 xp and 400gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: Many arrows (2 hit, 13 miss, 6 recovered) Spells or Powerpoints Used: F3 Abilities Used: None Free Activity: Guard Pitlord notes Show Loddick may have benefited from readying to shoot rather than sniping in an effort to achieve goals, but tactics did specify sniping (though with that spot vs that hide I am not sure)
Dreath vs 2 Harpies
Dreath's Tactics Show Well, looks like a will save or die fight. Of note, I don't know why Dreath has a cross out over his NPC casting ov mage armour, but it may be too late to fix that. Regardless, if I go first, I can autospot them since they don't get to hide, and I can snipe for a bit. Start in the front cortner of my box with longbow in hand. Round 1, drink potion of Protection from Evil CL 2 and after that snipe them if I see them and they do not see me. Once they see me, just shoot If I cannot see them, move out, readying to shoot on sight. Once they are within 100', draw my spiked chain and ready to attack when within range. If they are obviously not coming into melee and are using ranged attacks, switch back to bow. That should be all. Hopefully I'll make my will saves, as they are pretty easy monsters otherwise. Harpies Show Medium Monstrous Humanoid Hit Dice: 7d8 (31 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 80 ft. (average) Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: +7/+7 Attack: Club +7 melee (1d6) or Light Crossbow +10 ranged (1d8,19-20/x2) Full Attack: Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Captivating song Special Qualities: Darkvision 60 ft. Saves: Fort +3, Ref +8, Will +7 Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17 Skills: Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3 Feats: Dodge, Flyby Attack, Persuasive Challenge Rating: 4 Alignment: Usually chaotic evil Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new “toys” will it release them from suffering by killing and consuming them. COMBAT When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon. Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based. A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save. Skills: Harpies have a +4 racial bonus on Bluff and Listen checks. Equipment: 3300gp + Club {Ma} Light Crossbow 335gp Cloak of Resistance +1 1000gp 40 bolts 4gp 20 silver bolts 42gp Silver long spear 185gp Potion of Mage Armor (CL1) 50gp Potion of Cure Light wounds (CL1) 50gp Potion of Shield of Faith (CL2) 100gp Oil of Shillelagh (CL2) 100gp Harpies Tactics Show Harpys drink mage armor, shield of faith, draw club, applies shillelagh to it They fly out towards the middle slightly apart As soon as foe is detected, Harpy1 starts singing; if successful, they wait for foe to come close and attack; if fails, Harpy2 starts singing and same. If both fail, they land flanking and club foe to death with shillelagh clubs rather than flyby attacks. If foe is unreachable with melee they will stay aloft and fire Xbow shots. If reduced to 1/3 hp or less (10) will withdraw, drink CLW, and re-enter melee (dive/higher ground/charge if possible) The Fight Show Rolls are here: http://identicalsoftware.com/coco/dicesessionview.php?&id=770 Harpies act first, in box2 Dreath acts second, in box1 Rd 1: Harpies drink Mage Armor Dreath drinks PfE Rd 2: Harpies drink SoF Dreath snipes, missing Dreath 30/30 AC 16+2(PfE) | PfE 21 Harpy1 31/31 AC13+4MA+2(SoF) (ff11+4+2)| MA long, SoF 12 Harpy2 31/31 AC13+4MA+2(SoF) | MA long, SoF 12 Rd 3: Harpies are not sure where attack came from (400’ doubled distance penalties), so apply shillelagh and moves out Dreath snipes again, hitting for 9 Dreath 30/30 AC 16+2(PfE) | PfE 21 Harpy1 22/31 AC13+4MA+2(SoF) (ff11+4+2)| MA long, SoF 12 Harpy2 31/31 AC13+4MA+2(SoF) | MA long, SoF 12 ![]() Rd 4: Harpies single move out diagonally and start singing, hoping to hit both starting areas (SR does not apply to SU; wil +2 +2PfE vs DC16) – Dreath resists Harpy 1 (can’t hear Harpy 2) Dreath snipes for 7 Dreath 30/30 AC 16+2(PfE) | PfE 21 (immune to harpy1, has not tried vs harpy 2) Harpy1 15/31 AC13+4MA+2(SoF) (ff11+4+2)| MA long, SoF 12 Harpy2 31/31 AC13+4MA+2(SoF) | MA long, SoF 12 ![]() Rd 5: Harpy 2 continues moving and singing Harpy 1 flies (As we tend to know when things resist effects and why (immune vs save), Harpy knows Dreath saved vs. effect, so knows starting area; stops singing and shouts this to Harpy2) Dreath snipes for 11 Dreath 30/30 AC 16+2(PfE) | PfE 21 (immune to harpy1, has not tried vs harpy 2) Harpy1 4/31 AC13+4MA+2(SoF) (ff11+4+2)| MA long, SoF 12 Harpy2 31/31 AC13+4MA+2(SoF) | MA long, SoF 12 ![]() Rd 6: Harpy 1 flies (15’ away, fails to spot Dreath) Harpy 2 flies and sings (Dreath resists) Dreath draws spiked chain and readies to attack (harpies within 100’ ) Rd 7: Harpy 1 flies and sees Dreath and tries to attack from above and then land, but triggers Dreath’s ready (note: Dreath has all sorts of fancy feats but doesn’t make any mention of them, so won’t trip) – misses Harpy draws another AoO for movement to get into melee – Dreath kills it Harpy 2 flies to close ![]() Rd 8: Dreath (init reset) readies to attack (harpy within 100’ ) Harpy 2 flies (can’t charge b/c can’t see Dreath w/ 100 ‘ doubled impossible vs hide), spots Dreath, sets up to charge ![]() Rd 9: Dreath readies Harpy charges – triggers ready (critical hit for 22) and then AoO (misses), then hits (using roll from before) for 4 Dreath 26/30 AC 16+2(PfE) | PfE 21 (immune to harpy1, has not tried vs harpy 2) Harpy2 9/31 AC13+4MA+2(SoF) | MA long, SoF 12 Rd 10: Dreath (as tactics say ready) 5’ steps back and readies, which is immediately triggered – misses Harpy2 5’ steps and full attacks, hits once for 5 Dreath 21/30 AC 16+2(PfE) | PfE 21 (immune to harpy1, has not tried vs harpy 2) Harpy2 9/31 AC13+4MA+2(SoF) | MA long, SoF 12 Rd 11: Dreath attacks for 10, downing Harpy2 Results Show Dreath gains 1800xp, 2000gp Used: Pot of PfE CL2, 4 arrows (3 hit, 1 miss, 0 recovered) Ongoing: None Other: None Poggle Lolly vs Erith Silverbow (Dim Light, Plains) Poggle Lolly's Tactics Show Poggle giggles with delight at being out in the plains; the wide open plains, filled with air—fresh air—and tons of growing greenery. Then she frowns in a cute pout at the sight of big bad Erith. He’ll have to take a nap and get a floral arrangement placed on his pretty little head. And this time he has cold iron. Double pout. Well, it’s not surprising. He is a dreamy wood elf heroic warrior, with that 16 charisma. And a wand of resist energy?! And scrolls of shield? Good golly miss poggle. Maybe I should fly to engage as fast as possible and hope to interrupt his spells? Nope. Small and tiny. Start in back corner, mounted on eagle, holding scrolls. After RoE, if he has no images (and he shouldn’t at this point), engage with Scorching Ray from memory, then Wand of MM CL3 (unless know Shield is up from prior wand use or spellcraft; in that case, always wait 12 more rounds to try again), engage with Cantrip Wands (first try Fire substituted acid splash; if he resists, try regular acid splash; if he resists, try ray of frost; if he resists all, use bow and arrows). Every 10 rounds after RoE, try a shot of Wand of MM CL3 – if that works, keep doing it until it stops working/he re-casts from scroll; in that case, go back to the above. Note: If Poggle should win she crafts a nice floral wreath and puts if over the fallen wood elf. He is dreamy, after all. Erith's Tactics Show Well, outmaneuvre does little for me here, but go ahead and start 150' to the clockwise direction of my box. Start with bow in hand. Round 1, if I see Poggle and go first, shoot her. If not, draw, use, and drop my wand of resist enrgy for sonic resistance. Round 2, use scroll of Shield with UMD until it works. Once those are up, start sining and move towards Poggle, readying to cast glitterdust on sight (note it ignores SR). Then shoot the eagle first, then Poggle. Refresh singing after blindness is gone (or 5 rounds if blindness didn't work), then continue to shoot. Use CLW if below 10 HP. If my strength is down, I'll have to use my ignore the normal longbow since she has protection from arrows and just take -2 to hit. Hopefully, she'll be blind. Use expedious retreat from memory if I need to for whatever reason. Always use cold iron arrows. Nothing too odd, just hoping to eek out a win here with blindness. The Fight Show Erith goes first, 150ft west of area 3, with Poggle Lolly in area 2. Round 1 Round 2 Round 3 Uninspiring Map Show ![]() Round 4 Round 5 Round 6 Round 7 ![]() Poggle falls back away from the elf, hoping his Shield spell will expire. Rounds 8-9 Map Show ![]() Round 10 Round 11 Round 12 Map Show ![]() Round 13 Round 14 [Pitlord note: Technically, Erith could move to get PBS too before shooting, but in turn Poggle could fly over 30ft away. He could ready, but tactics don't call for that and given it might not be better (she could change tack and fly away, after all) I won't run it]. Round 15 Round 16 Rounds 17-21 Results and Summary Show Poggle wins and gains 1800 xp and 2000 gp
Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: Scrolls: Mage Armour, False Life and Cat's Grace, Tattoo: Synesthete, Wands: Shield (1 charge), Fire-subs Acid Splash (8 charges) Spells or Powerpoints Used: Last fight Abilities Used: Last fight Free Activity: Crafting a load of scrolls. Erith loses and gains 756 xp and 840+98 gp E (The_Fred) vs. Hannah Devonshire (Erithmu) E’s Tactics Show The chances of getting one-shotted here are... not insignificant.
Hannah’s Tactics Show Good news: I 1 shot him, and he has to get within 50 feet of me in order to hit me. Bad news, I have to hit him. Buff: 1 - Animal Affinity Dex 2 - Off Precog
- My sword is immune to shatter since the weapon is magical (and shatter only affects non-magical material - Not really using skate this match, mostly since he has a couple of ML2 stones, but if the fight goes long enough that he slows down, kick in a skate stone and get after him. Fight Show Round 0
Hannah 39/39 HP, 16 Touch AC Round 2 Hannah 39/39 HP, 16 Touch AC Round 3
Hannah 39/39 HP, 16 Touch AC
Hannah 39/39 HP, 16 Touch AC Round 5
Hannah 39/39 HP, 16 Touch AC Round 6
Hannah 39/39 HP, 16 Touch AC Round 7
Hannah 32/39 HP, 16 Touch AC
Hannah 26/39 HP, 16 Touch AC
Results Show E Wins and gains 1,200xp and 1,200 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: Powerstone Skate, Force Screen, Potion Reduce Person, Tattoo Deceleration, EE, 7 Charges Dorje Energy Ray Spells or Powerpoints Used: 2 PP Abilities Used: None Free Activity: Guard Hannah Loses and gains 400xp and 484 gp Pairings: 25 April 2013Time Roll: 3 hours Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up) Characters on Quests:
Characters doing Full Activities
BATTLES OF GLADIUS LEVEL 3 FIGHTS
LEVEL 4 FIGHTS
LEVEL 5 FIGHTS
LEVEL 6 FIGHTS Pairings done by Uknits. Credits Erithmu +0 (+0 fights, +0 (1 active)) Manofthesea +1 (+1 fights, +0 (0 active)) dgallaty +1 (+1 fights, +0 (1 active)) Uknits +3 (+2 fights, +0 (2 active), +1 admin) The_Fred +1 (+1 fights, +0 (2 active)) Eluria +0 (+1 fights, -2 (4 active)) Nax the Nightbender (Eluria) vs 4th-level Astral Construct Nax's Tactics Show Rob Store: Potion Shield of Faith Always dodge foe Start in back Move out, ready to tap tattoo crawling entangling ectoplasm on site of foe After tapped, fire and close until in charge range After that attack in melee (CE for 1 each round after the first), fight in melee until done If we are stuck in ranged combat for some reason, try to get cover if possible, if not, kneel Astral Construct Show 4th-level Astral Construct Menu choices: - Improved Damage Reduction: DR 3/magic Astral Construct's tactics Show The Astral Construct will move out clockwise, seek Nax, then find and kill him, Charging where possible. The Fight Show Nax goes first in area 1, the Construct in area 4. Nax steals a Potion of Shield of Faith on his way in. Round 1 Round 2 Round 3 Round 4 Map Show ![]() Ignoring the tattoo, the Construct moves after Nax, striking at him with a powerful fist, but missing [11!]. Round 5 Round 6 Round 7 Round 8 Round 9 Round 10 Round 11 Round 12 Fight Results and Summary Show Nax loses and gains 300xp and 300 gp
Time Between Fights: 3h Prebuffs/Ongoing Effects: None Items Used: Power Stone of Force Screen, Power Stone of Vigour, Crawling Tattoo of Entangling Ectoplasm Spells or Powerpoints Used: None Abilities Used: None Free Activity: Rob Store Xiv vs Unknown Monster Male Duergar (Psionic) barbarian 5 Results Show Xiv wins and gains 1695 xp and 1808 gp (+13% Political Career)
Urdwed (The_Fred) vs. Dreath (Uknits): The Moat
Urdwed Show His SR will be annoying, but it's not like he can actually hit me, so we have a shot this time. Start at the centremost corner of my box with Potion of Mage Armour and Scroll of Longstrider in hand, flanked by my dogs. If we see Dreath right off, hit him with an Entangle (placed 15ft from him to me) and order the dogs to attack. Then, drink the potion, cast from the scroll and start throwing Acid flames from my wand (which I should draw first, of course). Otherwise, drink the potion and prepare flames first, then head north/south in search of him, hitting him with Entangle and sending in the dogs on sight (again, place it closer to me, but never hit myself in it). Avoid melee with Dreath and just keep throwing flames. If he gets out of the first Entangle, use a second. Contingencies: -If he moves to adjacent, flee and take the AoO. -If he disarms me of my wand, pick it up. If he picks it up, flee melee then draw my other wand. If he gets them both, use spears. :-( -If he goes into the castle, follow enough to negate cover (and take it myself if possible). -If he climbs a tower, convert Resist Energy to SNAII for an Earth Elemental which should try to push him off (if I have the spell levels left). Notes: -Always declare Dodge vs Dreath for +1 AC. -The dogs should naturally attempt to flank where possible and beneficial. -My flames have to deal with SR. It's tough luck. -Withdraw or double-move where necessary to avoid melee, or beneficial. -Where possible, avoid sending the dogs into Entangle or hitting them with it, but they shouldn't hold back if Dreath is inside. I'm expecting combat expertise dog-killing followed by disarming shenanigans, but this time Eaus is tougher, I have two wands, and my keeping away it should be hard for him to grab either since he'll have to move to attack. Dreath Show Hmm.... intimidate means both of his doggies are shaken. This will help, as will SR and good touch AC. Round 1, start in the front corner of my area with bow and a potion of shield of faith in hand. Round 1, drink the potion. If my foe is seen, shoot stonetooth (the dog). After one hit on him, switch to shooting Eaus. If I don't see them, move around, readying to shoot on sight. Once the dogs start approaching, draw my spiked chain and ready to attack once in range. An AoO and a ready should do some damage. Fight dogs in melee until they are down. If dogs do not approach and Urdwed is attacking with ranged tricks, switch to spiked chain and approach. Engage the dogs first. Once dogs are gone, go after Urdwed. Disarm anyhting he has in hand and grab and stow it, using full combat expertise for +4 touch AC and a +13 disarm modifier. Alway try to be within 5' of him so that he has to provoke AoO from moving or throwing. If he has nothing in hand, just attack hi direct with spiked chain. If Urdwed is keeping away and dogs are gone, do not be afraid to run if I need to to get to within 5' if him. I would rather avoid running, but if I need to because of a speed boost he has I do not know about, do so. Get out of any entangle as quickly as possible while still approaching. Don't forget that as long as I am engaging dogs in melee, Urdwed gets a minus 4 to hit with his ranged attacks. If tripped, stand. If blind, use synethete. Basic priorities: 1. Kill dogs (use bow if Urwded if buffing, chain if Urdwed or dogs are on offensive) 2. Disarm Urdwed's stuff and grab it 3. Kill Urdwed The Fight Show Dreath starts in area C, holding a bow and a potion of Shield of Faith. He can see Urdwed and dogs. Urdwed starts in area B, holding a potion of Mage Armour and a Scroll of Longstrider. Eaus is next to him and Stonetooth in front, but Stonetooth is tucking his tail. Round 1 Show Dreath drinks his potion, and squints at Stonetooth. The dog whimpers at feeling the Drow's gaze. Urdwed sees Dreath and he drops the scroll to get a free hand to cast Entangle at Dreath. The plants capture Dreath's legs. He uses his move action to order Stonetooth in, and a free to order Eaus, his animal companion, in. The dogs comply, charging toward the Dark Elf. - Dreath: 30 HP, AC 16, SoF (11) - Urdwed: 23 HP, AC 27 - Eaus: 30 HP, AC 23 - Stntth: 13 HP, AC 19, Shaken (-2 atk, save) - Entangle: (31) ![]() Round 2 Show Dreath remains stuck in the entangle, as the dogs approach. Urdwed drinks the potion and picks up the scroll of Longstrider. The dogs approach. - Dreath: 30 HP, AC 16, SoF (11) - Urdwed: 23 HP, AC 27, Mage Armor (602) - Eaus: 30 HP, AC 23 - Stntth: 13 HP, AC 19, Shaken (-2 atk, save) - Entangle: (31) ![]() Round 3 Show Dreath, tied up and seeing the dogs approach, stows the bow and draws the spiked chain. He waits for them. On Urdwed's turn, the plants try to grab at the dogs, and catch both. Urdwed casts Longstrider, approaches, and draws his wand on the way in. - Dreath: 30 HP, AC 16, SoF (11) - Urdwed: 23 HP, AC 27, Mage Armor (602) - Eaus: 30 HP, AC 23 - Stntth: 13 HP, AC 19, Shaken (-2 atk, save) - Entangle: (31) ![]() Round 4 Show Dreath continues to try to get free of the entangle, and does. He approaches the dogs. The dogs gnaw at their bonds, and Eaus breaks free. Urdwed casts Produce Acid from wand. ![]() Round 5 Show Dreath, free, struggles forward and lashes Eaus with the chain, catching the dog well on the skull [!Crit Confirmed!] The plants do their Evil Dead implantsonation, and Dreath is caught, while the dog is not. Urdwed throws his fire at the drow who has both cover and is in combat. Just missed. Since movement is hampered and both combatants expect the dogs to be defeated, I rule that the movement restriction from Entangle is equal to difficult terrain, which blocks a 5-foot step. The dog moves in, avoiding the chain, and bites at the held elf. Poor show, doggie. Stonetooth doesn't seem to want to break free and approach. - Dreath: 30 HP, AC 16, SoF (11), Entangled - Urdwed: 23 HP, AC 27, Mage Armor (602), one flame - Eaus: 10 HP, AC 23, Free - Stntth: 13 HP, AC 19, Shaken (-2 atk, save), Entangled - Entangle: (31) ![]() Round 6 Show Dreath attacks the dog but fails. Urdwed moves and waits a moment, the dog in the way, but throws anyway at Dreath. He, and the dog, both miss. The dog is pinned next to Dreath. Stonetooth whimpers a little. - Dreath: 30 HP, AC 16, SoF (11), Entangled - Urdwed: 23 HP, AC 27, Mage Armor (602), Dodge, no flame - Eaus: 10 HP, AC 23, Entangled - Stntth: 13 HP, AC 19, Shaken (-2 atk, save), Entangled - Entangle: (31) ![]() Round 7 Show Dreath attacks the captured dog, hitting it again, and it falls prone. Urdwed casts another flame from the wand. Stonetooth cowers. - Dreath: 30 HP, AC 16, SoF (11), Entangled - Urdwed: 23 HP, AC 27, Mage Armor (602), Dodge, two flame - Eaus: 0 HP, AC 23, Entangled - Stntth: 13 HP, AC 19, Shaken (-2 atk, save), Entangled - Entangle: (31) Round 8 Show Dreath fails to get free, and Urdwed tosses acid flames at him, but spell resistance handles it. Stonetooth gnaws at his paws a little. - Dreath: 25 HP, AC 16, SoF (11), Entangled - Urdwed: 23 HP, AC 27, Mage Armor (602), Dodge, one flame - Eaus: 0 HP, AC 23, Entangled - Stntth: 13 HP, AC 19, Shaken (-2 atk, save), Entangled - Entangle: (31) ![]() Round 9 Show Not much happens as Urdwed misses. Round 10 Show Dreath struggles, Urdwed recasts his flames. Stonetooth tugs at the plants. - Urdwed: 2 flames Round 11 Show Urdwed scorches Dreath, who still can't get free. Shield of Faith expires. - Dreath: 18 HP, AC 16, Entangled - Urdwed: 23 HP, AC 27, Mage Armor (602), Dodge, one flame - Eaus: 0 HP, AC 23, Entangled - Stntth: 13 HP, AC 19, Shaken (-2 atk, save), Entangled - Entangle: (31) Round 12 Show Urdwed throws his flames and misses. Stonetooth drags himself free, and gets a chain for his trouble. Poor dog. - Dreath: 23 HP, AC 16, Entangled - Urdwed: 23 HP, AC 27, Mage Armor (602), Dodge, no flame - Eaus: 0 HP, AC 23, Entangled - Stntth: 3 HP, AC 19, Shaken (-2 atk, save), Free - Entangle: (31) Round 13 Show Dreath chains the dog, who dodges somehow. Urdwed flicks his Bic, while Stonetooth tries to bite. Fail. Round 14 Show Dreath chains the dog down. Urdwed throws flames. OH! Right in the eye! [!Crit Confirmed!] Spell resistance was taking a break on that one. - Dreath: 13 HP, AC 16, Entangled - Urdwed: 23 HP, AC 27, Mage Armor (602), Dodge, one flame - Eaus: 0 HP, AC 23, Entangled - Stntth: -7 HP, AC 19, Shaken (-2 atk, save), Free - Entangle: (31) Round 15 Show Dreath pulls his legs free. No wait, that's his fantasy, he's still stuck. Urdwed throws flames, and misses, from 25 feet. Urdwed backs up a little. - Dreath: 13 HP, AC 16, Entangled - Urdwed: 23 HP, AC 27, Mage Armor (602), Dodge, no flame - Entangle: (31) ![]() Round 16 Show Dreath starts insulting the pitlord. Yeah, that's gonna help. Urdwed lights back up. Round 17 Show Just when I was about to turbo-roll, Dreath gets his legs clear, and staggers toward Urdwed. Urdwed throws, and gets some more space. Spell resisted. Woo! Dreath stays clear of Entangle. - Dreath: 13 HP, AC 16, Free - Urdwed: 23 HP, AC 27, Mage Armor (602), Dodge, one flame - Entangle: (31) ![]() Round 18 Show Dreath gets clear of the Entangle! Urdwed recasts Entangle! Boo Urdwed. Dreath stays clear for now. - Dreath: 13 HP, AC 16, Free - Urdwed: 23 HP, AC 27, Mage Armor (602), Dodge, one flame - Entangle: (31) - Entangle: (48) ![]() Round 19 Show Dreath staggers through Entangle. Urdwed misses. No flames left. ![]() Round 20 Show Dreath staggers through Entangle, feeling something like joy warm his black heart as he reaches the edge. Urdwed is really worried now, as he relights himself. ![]() Round 21 Show Dreath gets free of the area. Urdwed is going to feel the pain now. Urdwed throws and runs, holding one flame left. These flames hit, penetrating resistance, for 8 damage. - Dreath: 5 HP, AC 16 - Urdwed: 23 HP, AC 27, Mage Armor (602), Dodge, one flame - Entangle: (31) - Entangle: (48) ![]() Round 22 Show Dreath charges, running right up to Urdwed and hoping his SR holds. Urdwed tries to withdraw away. The chain, SO CLOSE, misses due to mage armor. As Urdwed tries to get away, the chain wraps around the wand he's holding, yanking it from his grasp. Urdwed has another, so he just moves away. SERIOUSLY YOU GAIZ! ![]() Round 23 Show Dreath continues running. Urdwed continues withdrawing around the corner, setting up his own run next turn. ![]() Round 24 Show Run run as fast as you can, can't catch me I'm the gingerbread man. ![]() Round 25 Show So, he chases. Urdwed throws because the spell will run out soonish, and Dreath can't actually hit him anyway. CRIT! :D SR DENIED! D: ![]() Round 26 Show Nope. ![]() Round 27 Show Oh, look who it is? It's our old friend, Woodland Stride (which actually doesn't apply). Dreath runs to keep up and misses his chain. Urdwed moves into the Entangle WHO IS STILL AROUND. ![]() Round 28 Show So, why not? Dreath moves in to the entangle, jumping over the first 5 feet of it. Urdwed... absurdly has a higher reflex, and saves against his own entangle. He moves out of range of the entangled Dreath while drawing his Produce Sonicflame wand, and FOOM!, there are the flames again. Dreath's heart sinks. - Dreath: 5 HP, AC 16, Entangled - Urdwed: 23 HP, AC 27, Mage Armor (602), Dodge, two flame - Entangle: (31) - Entangle: (48) ![]() Round 29 Show Dreath goes nowhere fast. The plants grab Urdwed. What a twist. Urdwed throws because why not. Finally! A hit, penetrates SR, Dreath falls. ![]() Rounds 30 and 31 Show Urdwed waits. Entangle expires. Urdwed goes and pokes the Drow to death with a pointy stick. Results Show Urdwed wins and gains 1688 xp and 2007 gp (-6.25% ally penalty, +132 gp) Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: Potion of Mage Armor, Scroll of Longstrider, 6x Charges of Produce Flame (Acid), 1x charge of Produce Flame (Sonic) Spells or Powerpoints Used: 2 SL: Entangle, Entangle Abilities Used: None Free Activity: Profession (Guide): 132gp Dreath loses and gains 638 xp and 708 gp (+6.25% ally penalty) Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: Potion of Shield of Faith Spells or Powerpoints Used: None Abilities Used: None Free Activity: Intimidate Loddick Saffarion (Erithmu) vs. Celestial Lion (Monster) Celestial Lion’s Tactics Show Size/Type: Beezel’s Tactics Show Something big in the Sewer ... I'm not sure if my scout package will trigger but it doesn't change my tactics, and I have no action to use.
If it is flying and not slowed by the water, manifest force screen and go w/ 5ft rapid shoots at point blank. I'm leaning towards shoot and move over 5ft and rapid.
Fight Show Round 0
Loddick 25/25 HP, 20 AC Round 2
Loddick 25/25 HP, 20 AC Round 3
Loddick 25/25 HP, 20 AC
Loddick 25/25 HP, 20 AC Round 5 Results Show Loddick Wins and gains 1,200xp and 1,200 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: 5 Arrows Spells or Powerpoints Used: 0 PP Abilities Used: None Free Activity: Guard Cries of the Forest (The_Fred) vs. Ilthas Darkbane (Dgallaty) Ilthas’ Tactics Show Ilthas and Cries have met before. Let's see if playing keep-away works again. Ilthas starts in the clockwise exit of the starting box, avoiding the watery floor, with a potion of Shield of Faith in his hand. Buff Rounds (in order) Round 2: Ilthas manifests Force Screen. Round 3: Ilthas drinks the potion of Shield of Faith and draws a power stone of Skate. Round 4: Ilthas activates the power stone of Skate and moves out of the clockwise exit, drawing his dorje of Enlarged Crystal Shard. Combat As soon as Cries' location is known, Ilthas seeks out Cries and activates a Crawling Tattoo of Entangling Ectoplasm as soon as he sees Cries. He then backs as far away from Cries as possible, and readies a shot with the dorje as soon as Cries comes within range. He continues backing away and readying until Cries is down. If Cries closes to melee range, Ilthas tumbles away rather than 5-foot step. Cries’s Tactics Show Buff with a Power Stone of Claws of the Beast, Compression (3pp), Prevenom, an ML2 Stone of Defensive Precognition and finally an ML2 Stone of Offensive Prescience. If I still haven't seen or heard him nearby, use Vigour (from stone) too.
Fight Show Round 0
Ilthas 23/23 HP, 25 AC Round 5
Ilthas 23/23 HP, 25 AC Round 6
Ilthas 23/23 HP, 25 AC
Ilthas 23/23 HP, 25 AC Round 8 Ilthas 23/23 HP, 25 AC Round 9 Ilthas 14/23 HP, 25 AC Round 10 Ilthas 14/23 HP, 25 AC
Ilthas 14/23 HP, 25 AC Round 12 Ilthas 14/23 HP, 25 AC
Ilthas 14/23 HP, 25 AC
Ilthas 14/23 HP, 25 AC
Results Show Ilthas Wins and gains 1,452xp and 1,452 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: 8 Charges Dorje Crystal Shard, Potion SoF, Powerstone Skate Spells or Powerpoints Used: 2 PP Abilities Used: None Free Activity: Guard Cries Loses and gains 400xp and 488 gp Pairings: 1 May 2013Time Roll: 5 hours Lighting: Dim Light (Remember - the lighting conditions only affect ECL5 and up) Characters on Quests:
Characters doing Full Activiti
BATTLES OF GLADIUS LEVEL 3 FIGHTS LEVEL 4 FIGHTS
LEVEL 5 FIGHTS LEVEL 9 FIGHTS
LEVEL 10+ FIGHTS
Pairings done by Uknits. Credits Erithmu +1 (+1 fights, +0 (2 active)) Manofthesea +1 (+1 fights, +0 (0 active)) Dgallaty +1 (+0 fights, +2 ECL10+ fights, -1 (3 active)) Uknits +2 (+1 fights, +0 (2 active), +1 admin) The_Fred +1 (+1 fights, +0 (1 active)) Eluria -1 (+1 fights, -2 (4 active))
Yaron (Uknits) vs. Nax (Eluria) in Arena
Yaron Show Huh... well at least smite evil will be useful. Round 1, start with wand of divine favour in the front centre of my area. Use wand, then draw tanglefoot bag and move out, seeking my foe. Once found, close, avoid running if possible, and then throw bag at him from 10'. Then draw sword and smite him, followed by regular attacks. I really ought to use antitoxin, but my fort save is good enough without, and I hope to find him quick. If he is using massive speed bonuses to avoiud more (more than 40' a round) while shooting, drop prone and take total defense until he is out of arrows. Take cover if possible as well, though he can probaly negate it fairly easily. Nax Show Rob Store: Powerstone Skate ML2 Start in Front Clockwise Corner Manifest Chameleon from memory Manifest Skate ML2 from stolen stone Once he’s seen, Snipe him each round until Sniping fails If he’s within 70’ draw tanglefoot bag and ready action to throw tanglefoot bag at him when he’s within 20’ Once thrown, if he’s tangled, move back and shoot If he’s not entangled, tap crawling tattoo and move back/withdraw, then return to shooting if he’s tangled If both fail, withdraw, run away, and then use 55’ speed > 30’ speed to keep ranged attack as long as possible Once in melee, 5’ step draw powerstone FS ML1 and manifest it, then engage in melee, usnig psionic weapon on first melee attack Notes: --always dodge him --Psionic weapon on first melee attack --if in melee, use combat expertise for 1 The Fight Show Nax picks up a powerstone on his way to the arena. They won't miss it until it's too late. Yaron begins in area 2, holding a wand of divine favour. Nax begins in area 4, holding his stolen stone. Why do we all use British spellings of words? -Yaron: 17 HP, 19 AC -Nax : 16 HP, 19 AC, Phocused Round 1 Yaron casts divine favor from wand, then moves toward the center while drawing a tanglefoot bag. Nax manifests Chameleon (ML 2) while pressed up against the wall. He doesn't see Yaron yet. -Yaron: 17 HP, 19 AC, Divine Favor (11) -Nax : 16 HP, 19 AC, Phocused, Chameleon (201) ![]() Round 2 Yaron moves to the center to quickly check the whole arena. Nax manifests skate, then moves around his local cover to be sure Yaron isn't approaching from the north area. The Nightbender draws his bow. -Yaron: 17 HP, 19 AC, Divine Favor (11) -Nax : 16 HP, 19 AC, Phocused, Chameleon (201), Skate (22) ![]() Round 3 Yaron continues to move, looking for his opponent. He discovers that Nax is not in the open. Nax moves back, and sees his opponent, and sees that his opponent has improbably seen him as well. Since he's already seen, Nax finishes his movement in the open, to take a shot against Yaron. Yaron, who is protected by divine powers. The arrow buries itself in the ground. -Yaron: 17 HP, 19 AC, Divine Favor (11) -Nax : 16 HP, 19 AC, Phocused, Chameleon (201), Skate (22) ![]() Round 4 Yaron approaches Nax. Nax, with his superiour speed, breaks line of sight then fires from another corner. Yaron is surprised by Nax's speed. Again, Nax's shot is wide. -Yaron: 17 HP, 19 AC, Divine Favor (11) -Nax : 16 HP, 19 AC, Phocused, Chameleon (201), Skate (22) ![]() Round 5 Yaron attempts to corner Nax. Nax, seeing a possibility here, moves to cover, breaking line of sight, and draws a tanglefoot bag. Yaron loses track of Nax. Listen not rolled because Yaron knows about where he is, but pinpoint impossible. -Yaron: 17 HP, 19 AC, Divine Favor (11) -Nax : 16 HP, 19 AC, Phocused, Chameleon (201), Skate (22), Ready action ![]() Round 6 Yaron attempts to move up and corner Nax. When at 20', Nax throws the tanglefoot bag from hiding. Disappointingly, he misses. Initiative is reorganized and Yaron completes his move, drawing a sword and basing Nax. -Nax : 16 HP, 19 AC, Phocused, Chameleon (201), Skate (22) -Yaron: 17 HP, 19 AC, Divine Favor (11) ![]() Round 7 Nax has time on his side. Rather than risk a tumble, he withdraws. Quickly. Yaron loses track of him. Yaron knows he went south, though, so he moves cautiously and keeps clear lines of sight open to south and west. ![]() Round 8 Nax has lost track of Yaron. He choses to delay, so that he may snipe on his turn. Yaron, unable to take total defense against an unseen enemy, creeps forward while keeping open lines of vision. He makes an active spot check, but fails to see Nax. Nax takes advantage of the situation to fire and keep hidden. Plunk. Yaron fails to notice the arrow as it flies well over his head. According to the roller, Nax shall now be named "Butterfingers" or "Fumblefeet" when he shoots or hides, respectively. ![]() Round 9 Once again, Yaron, holding his bag and sword, knows Nax's position to be about where he is, he just hasn't spotted the rogue yet. With no fear of sneaky arrows, Yaron approaches the last bit of cover. Nax is revealed as Yaron basically walks on top of him, and Nax has no weapon to apply as Yaron pins him against the rock. ![]() Fumblefeet attempts to tumble free. Yaron, (Having used his smite against Azuk), attempts to trip the fleeing rogue. (A single attack won't kill him, and he's far too fast.) However, Nax simply tumbles over his outstretched leg, and flees far, far away. ![]() Round 10 Yaron feels a heavy weight at the thought of chasing Nax. He steps forward against the rock, falls to his knees, and lies down. Nax, a little confused by his sudden "victory", finds some cover and fires upon Yaron. He misses. Turbo-mode engage! Nax cannot negate Yaron's cover without getting too close. If he were to maneuver around, Yaron would stand, stagger around the other side, and fall again. ![]() Round 11-22: 11 shots. Skate expires. Dark Helmet says, "Keep firing, spaceballs!". So Yaron continues his tactic of "play dead" while Nax empties his quiver (of 40). Round 23-47: Not a single 20 from Fumblefingers. He spends an action to reach back, grab empty air, and curse. Yaron wakes up from his little powernap, having healed to full health in the meantime. Round 48 Yaron stands and moves toward Nax. Nax pulls a powerstone of Force Screen, drops his bow, and manifests. -Yaron: 17 HP, 19 AC -Nax : 16 HP, 19 AC, Phocused, Dodge, Chameleon (201), Force Screen (58, +3 AC) ![]() Round 49 Yaron charges, and draws first blood for 7 damage. Nax pulls his rapier and attempts to use psionic weapon on the stab. He misses too, but at least he's using combat expertise, so Yaron can only hit on an 18+. -Yaron: 17 HP, 19 AC -Nax : 9 HP, 19 AC, Phocused, Dodge, Chameleon (201), Force Screen (58, +3 AC) Nothing to gain from positioning, so no more maps. Just a slugfest. Round 50 Yaron misses. Nax scores a touch, but this isn't fencing by French rules. -Yaron: 15 HP, 19 AC -Nax : 9 HP, 19 AC, Phocused, Dodge, Chameleon (201), Force Screen (58, +3 AC) Round 51 This exchange sees Nax deal another 4 damage -Yaron: 11 HP, 19 AC -Nax : 9 HP, 19 AC, Phocused, Dodge, Chameleon (201), Force Screen (58, +3 AC) Round 52 Cling, clang, no pain. Round 53 Nothing to report Round 54 The longsword finds purchase, slicing down Nax's side. The rogue is on his last legs. -Yaron: 11 HP, 19 AC -Nax : 1 HP, 19 AC, Phocused, Dodge, Chameleon (201), Force Screen (58, +3 AC) Round 55 Yaron drops his longsword, to Nax's confusion. He draws an Alchemist's Fire, and Nax's eyes go wide. Yaron drops the bag, and flames splash out and across the both of them, dealing one point of damage each. Nax is disabled, and makes one final swing at Yaron. EDIT: Yaron does not have heal, and cannot know how close Nax is. They continue to exchange blows. In that the Longsword hits, and Nax blacks out, just before he fails to confirm the crit that would have made a difference, in a different world. Results Show Nax Loses and gains 300 xp and 300 gp Time Between Fights: 5 hours Prebuffs/Ongoing Effects: None Items Used: Arrows: 25 arrows (40 miss, 15 recovered) Spells or Powerpoints Used: 1 PP: Chameleon Abilities Used: None Free Activity: Rob Store Yaron loses and gains 1044 xp and 1044 gp (+16% Politics) Time Between Fights: 5 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge Divine Favour Spells or Powerpoints Used: None Abilities Used: None Free Activity: Political Career (+13%)
Thela Swiftfoot
Thela's tactics Show Thela starts mounted on her riding dog/animal companion Fenton. She starts at one of the front corners of the starting box behind the walls at the corner (roll 1d2 to determine which corner). She has a scroll of Longstrider in her hand. Buff Rounds (in order) Round 1: Thela casts Longstrider on herself, sharing with Fenton, then draws a potion of Mage Armor Round 2: Thela drinks the potion of Mage Armor, then draws a potion of Shield of Faith Round 3: Thela casts Produce Flame Round 4: Thela drinks the potion of Shield of Faith, then draws her wand of Cure Light Wounds Round 5: Thela taps her tattoo of Force Screen and rides out counter-clockwise to the next starting box Combat PRIORITY #1:Any time Fenton is hit in combat vs his AC, Thela uses her Mounted Combat feat to make a Ride check to negate the attack. PRIORITY #2:Thela always rides for cover, even giving up attacks of opportunity. PRIORITY #3:Whenever Thela or Fenton takes damage, Thela uses her Wand of Cure Light Wounds on herself and shares the effect with Fenton so that both are healed. This superscedes any standard action that Thela might make, though Fenton should still be able to make attacks independently if applicable. If Thela doesn't know where her opponent is, she directs Fenton to move at double-speed counter-clockwise to the next starting box, while she uses active Listen and Spot to find her opponent's location. She continues to ride counter-clockwise to each starting box until she finds her opponent. Once Hannah is found, Thela gets her attention and begins riding away, goading Hannah to chase her. As soon as Hannah is within range, Thela taps a tattoo of Enlarged Entangling Ectoplasm (not crawling, just hit Hannah directly with it). After that, Thela rides father away and starts throwing flames from Produce Flames (remember that this is a ranged touch attack and Hannah's touch AC is low). If Thela runs out of flames before Hannah is down, she draws her wand of Sonic-Subsituted Produce Flame and activates it on herself, then stows it next turn and throws sonic flames. She'll continue to repeat this pattern until Hannah is down. If Hannah ever closes to melee, Fenton will attempt to bite and trip, then move away from Hannah regardless of whether she's tripped. Use the Mounted Combat feat to protect Fenton from the AoO. If Fenton is killed, and Thela is out of flames, she surrenders. Hannah Devonshire Hannah's tactics Show Out run her and Alpha strike Buffs: * Manifest Animal Affinity (Str) move towards center (or Thela if visible) * Manifest Off, Precognition, move towards center(or Thela if visible) * Crack a stone of skate, move towards center(or Thela if visible) If I see her during my buffing sequence with fire in her hand, move to break LoS if possible. If I can charge her before I crack the skate stone, do so. At this point I should be faster than her dog and we are going to play catchup. I'm guessing she is going to run away on her dog. If she moves away then head towards the middle to cut off run away angles. If she can hit me with produce flame there is a good chance I can charge her. If not double move in and charge next time. Alpha strike! (Charge if possible, + Dissolving Weapon, + Psi Weapon + 2pp Deep Crystal) If she splits up from the dog, Ignore it and move around and work on basing Thela. If it trips me, stand and kill it (I know it will using Dissolving Weapon but I'm ok with that, don't run Psi weapon or Deep Crystal on that hit) Refresh skate once if needed, and from cover. Fight Show Rolls are here: identicalsoftware.com/coco/dicesessionvi... Hannah acts first, in box 3 (not specified: center area), with a stone and sword Thela (and Fenton) act second, in box 4 (north corner), on Fenton, with Scroll Combatants start flat-footed, so don’t benefit from cover, so spot one another. Round 1: Hannah manifests animal affinity (for the strength of a … strong animal!) and moves towards Thela, strongly. Thela casts Longstrider from scroll on self, shared with Fenton, who reaches his paws out and starts striding away longly (as “Once Hannah is Found” part of tactics); Thela then draws a potion Round 2: Hannah manifests Off Precog and feels his offense is guided by some sort of precognitive force; he moves strongly again. Thela drinks a potion of mage armor and draws another potion, while Fenton longly strides (could have double moved but I forgot) Round 3: Hannah cracks a powerstone of skate, and the force of friction between her feet and the sand lessens; she continues striding forward strongly Thela casts produce flame, and Fenton strides more longly (single move to not provoke concentration) ![]() Round 4: (Pitlord note re: Tattoos of Entangling Ectoplasm; these are in Thela’s tactics; these are pretty clearly on the sheet, so I assume Hannah could have seen them. I did not realize until now that they are not Crawling; the tactics specify to use them, but “not crawling, just tap” – Tattoos can only affect the wearer. The tattoos are somewhat central to Thela’s tactics, but Hannah makes no mention of them. I am torn between disallowing their use altogether (seems unfair to Thela) or allowing them to be crawling (seems more fair, in my mind, as Thela could afford at least one crawling tattoo, and Hannah could have seen the tattoos on the sheet) – will allow one to be crawling tattoo, and have Thela adjust after the fight re: cost, items, in response to prison violation) Hannah double moves to close Thela drinks SoF and Fenton moves (riding away, goading to chase, trying to finish buffs and get to crawling tattoo) ![]() Round 5: Hannah charges (expending focus and spending 2pp on DC; forgot AA Str bonus to hit and damage in roller), missing Fenton will bite to trip (as Hannah close enough to melee), hitting for 5 (trip resisted, forgot AA str again, no matter) and then moves away (AoO from Hannah - misses) for Thela to tap “crawling” tattoo Thela taps “crawling” tattoo – Hannah (unclear if should attack crawling tattoo with AoO and expend dissolving weapon; opts NOT to take AoO, just because tactics specify ok to attack Denton, but this is admittedly a hard pitlord call); Tattoo attacks (will call it +3 for size, no bonus for ML or Key Manifester Score as not a psionic creature) – hits, and entangles Hannah Hannah 34/39 AC 16 1/11 | Off Prec, AA Str, unfocused, 2pp DC charged (ends 15), Dissolving weapon, entangled (ends 10) Thela 21/21 AC 19+4+2 | Longstrider, Mage Armor, SoF (14), Produce Flames (4) Fenton 26/26 AC 19 ![]() Round 6: Hannah (entangled; cannot charge; Pitlord judgment call: will go with “break LoS” part of tactics, though may try to drop prone and takes total defense pending success of this and Ability check rolls) moves to cover and to break LoS Thela moves to throw produced flames (wants to be far, but wants to throw flames); confirmed crit for 15 Hannah 19/39 AC 16 1/11 | Off Prec, AA Str, unfocused, 2pp DC charged (ends 15), Dissolving weapon, entangled (ends 10) Thela 21/21 AC 19+4+2 | Longstrider, Mage Armor, SoF (14), Produce Flames (3) Fenton 26/26 AC 19 ![]() Rd 7: Hannah stays in cover, with little chance to close the distance, and already benefitting from cover; does take total defense. Thela throws flames, hits for 7 Hannah 12/39 AC 16 1/11 | Off Prec, AA Str, unfocused, 2pp DC charged (ends 15), Dissolving weapon, entangled (ends 10) Thela 21/21 AC 19+4+2 | Longstrider, Mage Armor, SoF (14), Produce Flames (2) Fenton 26/26 AC 19 Rd 8: Hannah takes defense and cover again, cursing the Halflings throwing prowess Thela misses, cringing at Hannah’s vulgarity Rd 9: Hannah covers again Thela throws, hitting for 8, and draws her wand of Sonic Produce Flames Hannah 4/39 AC 16 1/11 | Off Prec, AA Str, skate (13), unfocused, 2pp DC charged (ends 15), Dissolving weapon, entangled (ends 10) Thela 21/21 AC 19+4+2 | Longstrider, Mage Armor, SoF (14), Produce Flames (2) Fenton 26/26 AC 19 Rd 10: Hannah takes cover once more Thela uses produce flames, but stows the wand (needs a hand) Rd 11: Hannah, unentangled, comes forth (can’t charge due to angle), double moves to get close (Pitlord call: can base, which would draw AoO from both Fenton and Thela – and Hannah is at 4 hp, but if based would mean that would get an attack when Thela throws or moves due to AoO; or can end 5’ away, but knowing that Thela can throw and move after that)… and stops 5’ away, glowering with a fully charged weapon of doom down at Thela, but not basing Thela throws a flame and moves – hits Hannah for 5, knocking her out. ![]() Results Show Hannah Loses and gains 400 xp and 400 +84 gp Time Between Fights: 5 hours Prebuffs/Ongoing Effects: None Items Used: Powerstone Skate Spells or Powerpoints Used: 3rd Fight Abilities Used: None Free Activity: Prof 84gp Thela wins and gains 1200xp / 1200gp Time Between Fights: 5 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge Sonic Prod Flame, scroll longstrider, potion MA, potion SoF, Tattoo crawling entangling ectoplasm (note cost 100gp) Spells or Powerpoints Used: Produce Flame Abilities Used: None Free Activity: Guard Pitlord comments Show I don’t know, this was a mess – the tattoo makes me have guilt no matter what, because it seems unfair to one combatant either way. Tried to run things as cleanly as possible in light of the presence of tattoo and entangling, which did not seem to be accounted for by Hannah, which makes me have more guilt. I am willing to completely re-run this fight – it will need to be held over, however. I made the call in a vacuum, trying to do the best/fairest possible – and as the Tattoos are on the sheet, it seemed reasonable to allow one as a tattoo of crawling ectoplasm. @dgallaty – need to be crawling tattoos though
Recht miniquests for Uncarnate knowledge - success!
Separate thread here Painbrain, Nomad 5 Show Painbrain Elf Psion (Nomad) 5 '''Attributes''' STR 10 (+0) {10 Base} DEX 14 (+2) {12 Base, +2 race} CON 12 (+1) {14 Base, -2 Race} INT 16 (+3) {15 Base, +1 L1} WIS 13 (+1) {13 Base} CHA 8 (-1) {0 pts} {8 Base} '''Miscellaneous Statistics''' Hit Points: 19 {5 HD} {4 (P1) + 4x(2.5)) + (5 HD x 1 Con)} AC: 13, Touch 13, Flat 11 {10 Base, +2 Dex, +1 def} +4IA, +4FS, +1SoF, +1 DefPrec Initiative: +2 {+2 Dex} Base Attack Bonus: +2 Speed (Land): 30 ft '''Saves''' Fortitude: +3 {1 Con, 1, 1Item} Reflex: +4 {2 Dex, 1, 1 Item} Will: +6 {1 Wis, 4, 1 Item} '''Melee Attacks''' '''Ranged Attacks''' Powers 32 PP (14) 1: Burst, Mind Thrust, Vigor, Force Screen, Inertial Armor, Energy Ray (15) 2: Levitate, Swarm of Crystals, Biofeedback, Concealing Amorpha (16) 3: Dispel Psionics, Touchsight '''Feats''' Enlarge Power, Overchannel, Psionic Body, Speed of Thought '''Skills''' Total Skill Points: {27} Conc 8, Psicraft 8, Know (various x8) 1 rank each, Ride 3 '''Equipment Worn and Carried''' 130 leftover Ma Longsword 315 Ma Composite Longbow 400 20 arrows 1 Cloak +1 1000 Ring +1 2000 '''Expendable Items''' (450) Potion of PfE 50gp Oil of magic weapon 100gp Potion of SoF CL2 100gp (2) Powerstone of Def Precog ML2 100gp Powerstone of Vigor ML2 50 Powerstone of FS ML2 50 Default Tactics Start in back. Buff with IA, Vigor (5pp), FS, Shield of Faith, move out; burst when enemy seen (swift) if can get to range , Mind thrust (expend focus for Enlarge and Overchannel as long as vigor is up); continue mindthrust (+overchannel as long as vigor is up) until dead; If mindthrust fails to work x2, switch to Energy ray; if fails to hit x1, switch to swarm of crystals. If enemy attacks and isn’t seen use touchsight. If summons, PfE. Levitate if flying/can’t reach. If defensive buffs wear off, use Def Precog/Vigor/FS as necessary. If hurt and vigor is not up, rebuffing vigor takes priority. Rewards Show Recht wins and gains 1500xp, 1600gp, and Uncarnate Knowledge/Access Time: F3 Used: 1 charge dorge EE Free: guard Hunter's tactics Show 2 Prestige Contest winners duking it out, except I'm immune to each of his tricks, no grappling or sneak attacks here. Round 1, manifest a 4 PP + 2 Surge Vigour and float to 20' up. Then seek my foe and touch, using higher ground. Don't bother with hit and run since he only gets 1 attack a round anyway and he'll either ready or fly. If he is flying and I cannot get higher ground, jsut attack normally. If Vigour runs out, refresh it once, going underground for saftey. Hayrol's tactics Show Good luck pitlording - incorporeal + blink seems like a headache and a half. I read blink 3 times and can't be clear... Hunter vs Hayrol Should be pretty simple: Priority: Rd 1: If do not see him, or see him and he’s acted, or can’t tell that I won initiative, activate winged boots and rise, and free action activate Blink Rd 2:
just bite, forget tripping -not like have many other options. and he'll still win, thanks to stupid strength draining and vigor, but we'll try to make it a good run Fight Show All rolls are here Start Initiatives Round 1 Hayrol doesn't see Hunter yet, so he activates his winged boots and rises up to 30', activating Blink at the same time. Status
Round 2 Hayrol sees Hunter approaching from the northeast, so he uses Dimension Door to appear directly next to Hunter and 5' above him, then attacks twice, but Hunter's defenses hold up even though he's caught by surprise. Status
Round 3 Status
Rounds 5-7 Status
Round 8 Status
Rounds 9-11 Status
Rounds 12-14 Status
Rounds 15-16 Status
Rounds 17-19 Status
Rounds 20-23 Status
Round 24 Status
Round 25 Status
Rounds 26-30 Status
Rounds 31-34 Status
Rounds 35 Status
Results Show Hunter wins and gains 3000 xp and 5800 gp Time Between Fights: 5 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: 8pp Abilities Used: None Free Activity: None Hayrol loses and gains 1000 xp and 1933 gp Pitlord notes Show I forgot to add in Hayrol's Greater Magic Fang enhancement up through round 6, but it didn't make a difference. In round 3, I accidentally rolled both of Hayrol's attacks at +7, when the first one should have been +12, hence the one hit.
Pairings: 16 May 2013Time Roll: 4 hours Lighting: Dim Light (Remember - the lighting conditions only affect ECL5 and up) Characters on Quests: Characters doing Full Activities: BATTLES OF GLADIUS LEVEL 3 FIGHTS LEVEL 4 FIGHTS
LEVEL 5 FIGHTS
LEVEL 9 FIGHTS
Pairings done by Uknits. Credits Manofthesea +1 (+1 fights, +0 (1 active)) dgallaty +1 (+1 fights, +0 (1 active)) The_Fred +0 (+0 fights, +0 (1 active)) Eluria +0 (+1 fights, -1 (3 active))
Ilthas vs Xiv: ECL 5 Plains (Dim Light)
Tactics for Ilthas Show Hm, nowhere for Ilthas to hide on the plains, and Xiv has Invisibility spells. However, if Xiv decides to mount and ride Zkek like he usually does, Zkek has a poor Move Silently, and Ilthas has an excellent Listen. Tactics for Xiv
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Ilthas starts in the corner facing the center of the map, with a potion of Shield of Faith in his hand. Buff Rounds (in order) Round 1: Ilthas manifests Defensive Precognition and moves towards the center of the map. Round 2: Ilthas manifests Force Screen and moves towards the center of the map. Round 3: Ilthas drinks the potion of Shield of Faith and moves towards the center of the map, drawing a potion of Cure Light Wounds Round 4: Ilthas draws his dorje of Enlarged Crystal Shard as he continues to move towards the center of the map Combat Ilthas crosses the plains to the diagonally-opposite starting box, then begins moving clockwise around the perimeter, waiting for a successful Listen check or an attack to reveal his opponent. If the delay penalty kicks in, Ilthas heads straight for his opponent if there's any way to know the location. The first time Ilthas is damaged, he will drink the potion of Cure Light Wounds instead of attacking. Once either Xiv or Zkek is in range of the Enlarged Crystal Shard, Ilthas attacks with it. If both are in range, and Xiv is mounted on Zkek, Ilthas tries to shoot Zkek down and force Xiv to fall. Otherwise, Ilthas goes after Xiv exclusively unless Zkek is the only one he can see. If Ilthas can see Xiv on the ground, Ilthas activates a crawling tattoo of Entangling Ectoplasm to go after Xiv while he shoots. Hi Rith The Fight
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Thx for pitlording Tactics: Ilthas vs Xiv Goal: get into melee and flank with familiar, killing him with shocking grasps + sneak attacks from flanking and familiars attacks; while in melee use 5’ steps to keep him in melee & prevent him from 5’ stepping back to deny AoOs fom ranged attacked & ideally flank. Start adjacent to hedge, in corner (not back corner) of starting area, holding scrolls, kneeling so he can’t see us Rd 1: Invis from memory (shared) Rd 2: Enlarge with familiar as target Rd 3: Reduce on self, mount Rd 4: Mage Armor (scroll) on self (may as well share it, but not planning on staying within 5' ) Rd 5: Shield (scroll) on self (may as well share it, but not planning on staying within 5' ) Rd 6: Shocking Grasp from Memory on familiar, fly out, draw wand of shocking grasp Fly to above him (note: even if it’s a far flight, Xiv is invis and trying to engage, should not be subject to delay penalty in my mind as from rd 6 on trying to actively engage, even if it takes a while to engage, it’s not like these are delaying tactics, this is trying to get to fight) Engage with dive attack, familiar delivering shocking grasp, and rapid dismount to be adjacent to familiar, then while in melee the 2 (familiar, xiv) use 5’ steps to keep him in melee, prevent him from 5’ stepping back to deny AoOs (this positioning to get AoOs is more important than positioning to flank for Sneak Attacks, but would like both obviously), and ideally flank (Xiv should delay to act just after Zkek, so that Zkek can move and set up flank, and Xiv can then attack). While in melee, Xiv uses Wand of Shocking grasp and delivers touches himself, while Zkek attacks in melee himself If shocking grasp wand is impossible, engage w/ rapier w/ flanking Notes --if blind synesthete --Win please Thanks! Rolls: Here Rewards/Comments
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Init 21 - Ilthas starts in the SE box with potion of SoF in hand 16 - Xiv starts in the NW box with scroll of Mage Armor in hand Round 1-4 Ilthas buffs: Def Precog, Force Screen, Shield of Faith and has djore and Potion in hand (moves 4 times) Xiv Buffs: Invis, Enlarge Zkek, Reduce Self, Mage Armor and is mounted on Zkek and has a scroll of Shield in hand. ![]() Round 5 Ilthas double moves Xiv Buffs Shield ![]() Round 6 Ilthas double moves Xiv casts Shocking graps designating Zkek as the toucher ![]() Round 7 Ilthas double moves Xiv flies out towards Ilthas gaining altitude to set up a dive (40 ft) ![]() Round 8 Ilthas double moves Xiv orders Zkek to charge and the eagle does (Atk: 18 dmg: 14) Note: Xiv cannot attempt a quick dismount because he and his mount have charged and lacks the reserve move action to make the maneuver. Ilthas 15/29hp 18 AC (D. Precog 21) (Force Screen 22) (Shield of Faith 13) Xiv 26/26hp 14 AC (Reduce person 43) (Mage Armor) (Shield 25) --- Zkek 13/13hp 19 AC (Enlarge Person 42) ![]() Round 9 Ilthas steps away and quaffs his potion (3 points) Xiv attempts to dismount quickly (27) and wraps asound Ilthas and orders Zkek to flank, he readies to shocking Graps when Zkek flanks Zkek flanks … … Xiv uses his wand (Atk: 12 miss) Zkek attacks (Atk: 20! confirm: 12 dmg: 1) Ilthas 17/29hp 18 AC (D. Precog 21) (Force Screen 22) (Shield of Faith 13) Xiv 26/26hp 14 AC (Reduce person 43) (Mage Armor) (Shield 25) --- Zkek 13/13hp 19 AC (Enlarge Person 42) ![]() Round 10 Ilthas knows what a flank is and attempts to tumble out of it (Tumble: 12, 15, both fail) … Xiv AoO (Touch 18 hit, Dmg 15) … Zkek AoO (Atk: 26 hit, Dmg: 1) Ilthas shoots a Crystal shard at Xiv (Touch: 20 hit dmg: 7 (forgot PBS)) Zkek flies around an attacks Ilthas setting Xiv up for a flank (Atk: 8) Xiv moves in for the flank using shocking grasp (1!) Ilthas 1/29hp 18 AC (D. Precog 21) (Force Screen 22) (Shield of Faith 13) Xiv 19/26hp 14 AC (Reduce person 43) (Mage Armor) (Shield 25) --- Zkek 13/13hp 19 AC (Enlarge Person 42) Round 11 Ilthas tries to tumble again (Tumble: 20, 22) and shoots at Xiv expending Focus (Touch 20 Dmg: 18) Zkek flies to flank (Atk: 22 dmg 1) disabling Ilthas Xiv flanks and (Touch: 17) hits Ilthas finishing him. Xiv wins and gains 1695xp/1808gp
Cast: Invis, Enlarge Person, Reduce Person, Shocking Grasp Used: Scrolls: Mage Armor, Shield, 2 charges of Wand of Shocking Grasp Ilthas loses and gains 605xp/645gp Manifested 2pp (Force Screen, D. Precog) Used: Potions (Shield of Faith, CLW), 2 charges of Djore of Enlarged Crystal Shard Peanut Gallery: @Both: That moment when you realize that you are both at 1hp and you either have to hit to win, or hope your opponent doesn't. Xiv almost didn't ...
Azuk gro-Olor
Azuk's tactics Show iny Monster? Azuk laugh at tiny creature. Azuk not scare of puny anything, not even if it ride on big dog. Azuk start with long-axe and stone of Effective Weapon (metaphysical weapon). Azuk move toward center, ready to make weapon more good when see enemy. Azuk use Up-The-Walls to move across water, by avoiding it. Azuk even able charge enemy, since Azuk know secret of how to turn. Azuk try rush enemy, slash enemy into bits. If enemy hide from Azuk, Azuk move fast to other side of map, cut open grate. Azuk engage by removing obstacle. Work clockwise, destroy all grate. Azuk ok use more stone of Effective Weapon if weapon not effective. Azuk try keep temper in check, him in anger management. Azuk manage to use anger in later fight. If creature become big, use power attack, but Azuk need hit small thing to cut it. Azuk hear that pitlord like flattery. Azuk say thank you to pit lord, and hope that pit lord never find path cross Azuk in darkness after Azuk go drinking. Ghost wyrmling white dragon statblock and tactics Show Ghost Wyrmling White Dragon (CR4) “Nighty-night-night the wight-like white” Tiny Undead Dragon Incorporeal Hit Dice: 3d12 (19) Initiative: +0 Speed: 60’, burrow 30’, fly 150’ (perfect), swim 60’ Armor Class: 13 (+2 size, (+2 natural doesn’t matter), +1 deflection bonus CHA), touch 13, flat-footed 13 Base Attack/Grapple: +3 Attack: Attack +5 (+6 w/ bite) Full Attack: bite 1d4, 2 claws 1d3 Space/Reach: reach 5’ with bite Special Attacks: Breath 1d6 (DC12), Frightful Moan Special Qualities: Immune cold, vulnerable fire, icewalking, immune sleep/paralysis, blindsense, keen sense Saves: Fort +4, Ref +3, Will +3 Abilities: Str 11, Dex 10, Con --, Int 6, Wis 11, Cha 10 Skills: (24 ranks, 6 ranks in each, +8 racial hide/listen/spot/search)) Hide (14), MS (6), Listen (14), Spot (14) Feats: Alertness, Flyby attack, WF: bite Combat (rolled: 1 special ability, randomly rolled: frightful moan) Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. Equipment (3300 – can’t get anything really, as it’s a friggin’ ghost, and all needs to be incorporeal; I really don’t know what to spend its money on) Tactics: Fly out through the floor, peeking out for foe; when found, use frightful moan; whenever not panicked, use moan again. After moan, use breath weapon to kill; retreat into walls to allow it to recharge (pitlord note: rolled for its abilities, and it has no other way to attack or damage than its breath apparently) Fight Show Rolls are here: identicalsoftware.com/coco/dicesessionvi... Azuk acts first, in box 2, with axe and atone White acts second, in box 1 Round 1: Azuk moves and readies White moves (for pitlord ease, moves towards Azuk) – moves through walls, gets to Azuk – Azuk spots it, triggers ready; he uses stone on axe White then uses Frightful Moan – Azuk is panicked (ends 6), dropping his axe ![]() Round 2: Azuk runs away (unfortunately, away from his axe), White hears where he goes and comes through White breaths on Azuk (6 dmg, recharges rd 5) (pitlord note: rolled for Ghost abilities – it has no way to hurt Azuk besides its breath weapon) ![]() Rd 3-4: Azuk runs more (28,31, 26,21) (for pitlord niceness, will have him run in a circle around starting area where his axe is, as in theory any direction is as good as any other – but in return for that, will stop showing map (will be tracking it), and White follows Rd 5: Azuk runs (24,31), White follows and breathes (6 dmg, recharges 8) Rd 6: Azuk shakes off the panic, and moves to get his axe (moves and picks up axe) White moves and uses Frightful Moan – Azuk saves ![]() Rd 7: Azuk readies an action to attack when White is visible White waits for breath Rd 8: Azuk readies White pops out and breathes (pitlord note: won’t use flyby attack with popping out of the wall, breathing, and popping in, because it’s not clear if that’s legal) – does not trigger ready as not in melee range; Azuk saves for 3/2 = 1 ![]() Rd 9: Azuk 5’ steps in and attacks, missing due to incorporeality White 5’ steps back and breathes (1 damage, recharged 13) Rd 10: Azuk 5’ steps in and attacks, missing due to incorporeality White 5’ steps into the wall, waiting for recharging Rd 13: Azuk delays for White to appear White appears 10’ away, breathes (denies charge) (4/2 = 2dmg, ready 14) Azuk 5’ steps in and attacks, hitting for 15 Rd 14: White breathes (6 dmg, ready 17) Azuk attacks, destroying the tiny ghost wyrmling white dragon. Results Show Azuk wins and gains 1200xp / 1200gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: 1 powerstone of metaphysical weapon Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard Pitlord comments Show Rolling the monster I thought Ghost would be impossible; rolling its abilities it turned out far easier, with randomly rolling for only 1 ability and a pretty benign one at that. It ended up having basically no way to hurt Azuk besides its breath weapon. And I have no idea how to spend 3300gp on equipment for a ghost monster, really... Not sure if I should have done something different, but even a ghost-touch-cloak of resistance or ring of deflection wouldn't've helped it much Brillidyg's tactics Show I'm expecting robbed poison, but at least then he won't be using Chameleon to snipe. We'll see. Start in the back of my box, with a Scroll of Mage Armour in hand. Cast that and then Reduce Person, both on Shadowing, then draw and cast Shield on myself, and Resistance from memory. Finally, cast Chill Touch and designate Shadowing as holding the charge. If our buffing is interrupted, skill Resistance and go right to Chill Touch, moving to break LoS first if he's shooting. Then, move out anticlockwise around the outside of the arena (aiming to visit each starting area via the sides) until we find Nax, drawing my Flail and a Wand of Ray of Enfeeblement as we go. If we visit each area and don't see him, head to the centre too. When he's found, Shadowing should fly in and attack whilst I move to use Ray of Enfeeblement, then attack myself, dropping the wand and using my flail two-handed. If he engages in melee, make two-handed attacks to disarm. If he's fleeing, just pursue and hope for the best. -Shadowing's AB will actually be +3 BAB -5 Str +8 Size = +6 if he's using Str, and his AC 24. Nax's tactics Show Rob store: Potion of Shield of Faith CL1 Basic deal: buff and engage in melee with poison (preceeded by tanglefoot bag); if he’s enlarged, hide, poison arrow, delay, and engage from hiding. Start in back corner, kneeling, holding poison and rapier *Once he’s seen/heard, single move and ready to throw tanglefoot bag on him being within 20’ (trying to break a potential true strike/PA charge and get some advantages to the ensuing melee fight) If see familiar and not him, don’t tanglefoot familiar, just use AoOs from rapier on it *Takes priority over other tactics:
Fight Show All rolls are here Start Initiatives Round 1 Nax applies a dose of Drow Poison to his rapier and draws a power stone of Vigor. Status
Round 2 Nax manifests Force Screen on himself, using his Cognizance Crystal as the source of power, and stands. Status
Round 3 Nax activates Vigor from the power stone and moves towards the center of the arena, drawing his stolen potion of Shield of Faith as he goes. Status
Round 4 Nax drinks the potion of Shield of Faith and draws a tanglefoot bag as he continues to move towards the center, taunting Brillidyg to come after him. Status
Round 5 Nax sees both Brillidyg and Shadowing, but focuses on Brillidyg as his primary target, preparing to dodge his attacks. He moves towards Brillidyg and gets ready to throw a tanglefoot bag. Status
Round 6 Nax safely ignores the familiar, as it's too small to threaten him, and moves closer to Brillidyg and readies the tanglefoot bag again. Status
Round 7 Nax moves closer still, and lobs the tanglefoot bag at Brillidyg, hitting him and entangling him in the goo. Brillidyg manages to avoid being glued to the floor, but he's less nimble and only able to move at half speed. Status
Round 8 Shadowing flies behind Nax and touches him one last time, dodging Nax's reactive attack, but is unable to hit Nax this time. Nax retaliates against Brillidyg with his poison-coated rapier, expending his psionic focus for extra damage. He hits, the rapier itself doing very little damage due to Nax's loss of strength, but the psionic charge more than making up for it as Brillidyg takes 13 points of damage. Brillidyg manages to hold up against the poison from the rapier. Status
Round 9 Status
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Round 15 Status
Results Show Nax wins and gains 900 xp and 900 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: 1 dose Drow Poison, 1 Cognizance Crystal, power stone of Vigor, 1 tanglefoot bag Spells or Powerpoints Used: None Abilities Used: None Free Activity: None Brillidyg loses and gains 300 xp and 300 gp Pitlord notes Show Beezel and Poggle Lolly (Dgallaty and Eluria) vs. Terlyn Nicous (Erithmu) Terlyn’s Tactics Show Tactics for Terlyn So we are a 3v2 and a whole pile of buffs to consider.
1: Poggle (See Invis) 2: Lelyth (Dispel Magic) 3: Beezel
Both pop the following scrolls: 1) Fly - move out towards the middle together to find the group faster. (scrolls) 2) Invisibility (scrolls) 3) Mirror Image (scrolls) 4) Terlyn See invis from scroll, Thiel Shield from memory Engage with Terlyn out in front of Thiel by about 30ft.
Glitterdust + Fireballs, sometimes sonic Terlyn should hit Poggle with glitterdust (memory) on sight and then move away. After she is lit up, Thiel will start unloading fireballs on the eagle and grig. If Poggle is not on Zippy, target Poggle. After Poggle gets glittered and opening fireball, T&T will draw and cast G. Invis. Thiel will finish with multiple fireballs, If Poggle runs to the middle area to make a loop around, Thiel is clear to cast a Sonic Fireball.
Black Tentacles for the cleric, disabling her dispels is important, if there is a black light (ID via spellcraft) floating around and moving, just overlap BT with the blacklight area. If the blacklight doesn't move, then I'm a happy happy camper. If I hear two things in the zone drop stinking cloud in/on the tentacles as well.
With Greater Invis up he should have no ability to target me. Terlyn will cast SM4 for a C. Lion, and then after it gets summoned, target Beezel with a dispel, and then have the lion charge. Thiel will fire off whatever Magic Missiles she has left. Terlyn will add his own. If shield is still somehow up, then recall and drop a 2nd dispel via pearl.
- Black Tentacles if it will catch Lelyth and Beezel in the same area, then move out of view of them. Beezel can still target me with psionic powers while grappled.
- Thiel is only primary damage dealer for Poggle, so if Poggle is down and Thiel goes down, continue with tactics. - Note Thiel's False Life prebuff - Mirror Image should take care of most of the targeted spells. - Try to use cast & move to displace where I am incase Lelyth tries to get an area dispel magic in. - My buffing cycle is designed to only allow them to engage one at a time, we will see if that works.
Terlyn: BT, SM4, Glitterdust, Dispel Magic, 5 floating Theil: Shield, Fireball x3 I'm guessing, +1 floating (MM) Poggle and Beezel’s Tactics Show Hi Uk
Beezel with scroll of Shield of Faith, scroll of Reduce Person, and scroll of Shield
Fight Show Round 0
Round 6
Round 7
Round 8
Round 10
Beezle -9 Round 13
Beezle -9 Round 14
Beezle -9 Round 15 Beezle -9 Round 16 Beezle -9 Round 17 Beezle -26 Round 18 Beezle -60 Round 19 Results Show Poggle Wins and gains 2,205 xp and 2,884 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: Scroll See Invisibility, Cat’s Grace, Resist Energy, Summon Swarm, Charge Wand Shield, 1 use Tan Bag of Tricks Spells or Powerpoints Used: None Abilities Used: SLA Invisibility, Ventriliquism Free Activity: Craft 154 Beezel Wins and gains 2,100 xp and 2,600 gp
I’m not sure how accurate to tactics that went after Terlyn became unable to see Poggle, but once Terlyn started bleeding and lost the ability to see Poggle because of a lucky dispel, the fight was basically over. Pairings: 23 May 2013Time Roll: 2 hours Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up) Characters on Quests: Characters doing Full Activities
BATTLES OF GLADIUS LEVEL 4 FIGHTS
LEVEL 5 FIGHTS LEVEL 6 FIGHTS Pairings done by Uknits. Credits dgallaty +1 (+1 fights, +0 (1 active)) Uknits +2 (+1 fights, +0 (1 active), +1 admin) The_Fred +0 (+0 fights, +0 (2 active)) Eluria +1 (+1 fights, 0 (2 active))
E
E's tactics Show So, this *could* be the Pixie... and we're on the Plains... Start with Power Stones of Force Screen and Def. Precog. in hand, and begin buffing as follows, moving towards the centre in between: If I see the monster, assume it's not the Pixie; then, draw and throw my net at it, shooting it with Energy Rays (first 2PP+1WS one, then ones from my dorje) if its out of net range, and flee. Once the net has been used, use the dorje. If it's the Cockatrice, I really don't want to get hit so avoid melee at all costs where possible. If it's flying and I can't hit it directly, ready to throw (or shoot) when it comes within range. Basically, net it up so it can't fly, then blast it. If I've missed something and it's not the Cockatrice, it's still not a bad tactic I hope. If, however, it's invisible, forget the net (draw a spare Stone of Force Screen instead) and ready to blast it when it attacks. I'll still have the 50% miss chance and - since it's the pixie - SR to overcome, but it attacking should at least reveal its location. If it uses its bow from out of my range, drop prone, take total defence, and hope it runs out of arrows (I don't know if pixies can - how many "special" arrows do they have?). If it attacks in melee, go back to shooting. Always use Electricity rays (to beat energy resistance and help vs SR) unless for some reason these appear to fail; then go with fire. If I run out of temporary HP, refresh Vigour as much as is needed. Likewise, refresh Force Screen from stones. Nothing fancy: just shoot and hope for the best. Fiendish Cockatrice statblock and tactics Show Small Magical Beast (extraplanar) Hit Dice: 5d10 (27 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 60 ft. (poor) Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11 Base Attack/Grapple: +5/–1 Attack: Bite +9 melee (1d4–2 plus petrification) Full Attack: Bite +9 melee (1d4–2 plus petrification) Space/Reach: 5 ft./5 ft. Special Attacks: Petrification Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +4, Ref +7, Will +2 Abilities: Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9 Skills: Listen +7, Spot +7 Feats: Alertness, Dodge, Weapon FinesseB Petrification (Su): Creatures hit by a cockatrice’s bite attack must succeed on a DC 12 Fortitude save or instantly turn to stone. The save DC is Constitution-based. Smite good 1/d (use on first attack) Darkvision 60’, DR 5/magic, Res Cold and Fire 5, SR 10 Tactics: Double move to range, get to melee, bite and petrify. Then somehow have a way to eat stoned prey. Seems like an evolutionarily unlikely adaptation. Fight Show Rolls are HERE: identicalsoftware.com/coco/dicesessionvi... E goes first, in box 1, holding powerstones Cocaktrice goes second, in box 4 Round 1-3 E buffs with Vigor (1pp+1WS; not enervating), Force Screen (from stone), Defensive Precog (from stone), drawing Dorje and net, while moving towards the center Cockatrice double moves (flying, ~10’ height) x3 ![]() Round 4: E moves and readies to throw net on Cockatrice being in range (note: tactics don’t specify what range to wait for, and net has huge distance issues, but I assume E doesn’t want to throw it when 40’ away… but wants to avoid melee at all costs – and even if he nets it at 20’ it can still close, so he will ready to throw when it’s 30’ away) Cockatrice dives/charges (+1 higher, +2 charge) – triggers E’s ready Net +3 -2 distance vs tAC 14 – hits; cockatrice is entangled – cannot finish charge. Lands and bases as E doesn’t threaten (and has plenty of move/action left) Cockatrice: entangled (-2 attack, -4 dex, half speed, can’t charge or run); EA20 to escape ![]() Round 5: E withdraws to get to range to use Dorje (80’ move) Cockatrice double moves after (20’ move, half move is 10’ ) (map is now irrelevant – E can be at whatever distance he wants, Cockatrice is netted and can’t close to base) Round 6: E hits for 6 (overcomes SR, forgot +2 for elec) Cockatrice tries to chace (fails Int check to try to Escape Artist from the net) Rd 7: E misses Cockatrice realizes he should try to escape artist – fails to escape Rd 8: E hits but fails to overcome SR Cockatrice fails to escape Rd 9: E hits for 4 Rd 10: E hits for 6 Cockatrice 11/27 Rd 11: E misses Rd 12: E hits for 9 Cockatrice escapes (E would be at max range for Dorje = 60’ – after Cockatrice escapes (has only been trying once per round… so it still has its move action), and flies up 10’ and forward 20’ Cockatrice 2/27 ![]() Rd 13: E shoots and downs the Cockatrice Results Show E wins and gains 1200xp / 1200gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: 1 powerstone of force screen, powerstone def precog, 8 charges dorje of energy ray, (net) Spells or Powerpoints Used: 1pp/fight 3 Abilities Used: None Free Activity: Guard Dreath's tactics Show Dreath will start in the corner closest to center. Hold bow in hand. If foe is seen immediatley, shoot the eagle while single move approaching. Shoot the eagle until either Xiv finishes buffing or the eagle dies. If eagle is still alive at this point, drink antitoxin, potions of mage armour, then protection from evil, then resume killing the eagle with bow. Once eagle is dead, get to melee with Xiv with spiked chain and trip kill. Try to be at 5' whenever possible to make escape harder for him. Run if needed to get into melee. Basic priorities: If ever possible to get the Eagle with my spiked chain, do so. If Xiv is invisible, buff if I have not yet, then use darkness on myself, then ready to shoot. Xiv's tactics Show Dreath has no magical ranged attacks, and Xiv has Protection from arrows. This should decide the fight (unless he does his prone/total defense/attack the air with combat expertise and Xiv runs out of arrows), except that it’s the Moat map and he could see me right away and close fast. Frighten allies: Xiv’s familiar appears to be scared (shaken) (Intimidate +7, CR = Wiz Class Level -2 = 3, +1 wis = 4, so Intimidate > CR+Wis but not by 5+ ) Note: new familiar is Small (doesn’t need to be reduced anymore) Start in an edge corner (on the longer part of the horizontal rectangle, and esp not middlemost corner and not backmost corner) Round 1: Invisiblity, share with familiar, and move (in case he has LoS) Engage with: Then: --If MM is not an option, and have no arrows, use shocking grasp from wand (self as toucher) dive (+1 higher, +2 dive, +4 prone, +2 armor) --If have to land, flank with Familiar (familiar attacks, Xiv uses Shocking Grasp wand) --If blind, synesthete --if have to get into melee range (run out of arrows, etc) cast shield (shared) first, then melee. Note to self: Fight Show All rolls are here Start Initiatives Round 1 Dreath sees Xiv go invisible before he has a chance to act, so Dreath draws and drinks a vial of antitoxin. Status
Round 2 Status
Round 3 Status
Round 4 Status
Round 5 Status
Round 6 Status
Round 7 Status
Round 8 Status
Round 9 Dreath shoots at Zdrok, still missing. Status
Round 10 Status
Round 11 Status
Round 12 Status
Round 13 Status
Round 14 Status
Round 15 Status
Round 16 Status
Rounds 17-24 Status
Results Show Xiv wins and gains 2034 xp and 2260 gp (Political Career +13% bonus) Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: Pearl of Power, 1 scroll of Mage Armor, 14 cold iron arrows (12 hit, 4 miss, 2 recovered) Spells or Powerpoints Used: Invisibility, Reduce Person, Protection from Arrows, Cat's Grace, Dispel Magic Abilities Used: None Free Activity: None Dreath loses and gains 600 xp and 666 gp Pitlord notes Show
Krekun vs. Thela in Arena ECL 5
4 hours, Dim light Krekun Tactics Show Goal: Surprise him with Xorn burrowing (should protect from Call lightning and most of Thela’s normal tactics), get to melee, hope to hit with True Strike + Ghoul Touch, CdG him. If that fails, disarm wand of CLW and try to grapple. Start in default area (Buffing note: if he’s ever seen or heard, interrupt buffing and skip to alter self: xorn, and burrow into the ground) Rd 1: Mage Armor (memory) Rd 2: Expeditious Retreat (memory) Rd 3: Alter Self (memory): Xorn (note natural armor), move into ground Rd 4: Shield (Wand) Rd 5: Move towards him underground Move to his location (can pop up and peek to see where he is and move back underground if necessary) When within melee distance (or move and attack distance), then: Engage with True Strike (scroll) and next round cast and attack with Ghoul’s Touch on Thela Continue attacking Thela with Ghoul’s touch until hit If Thela is paralyzed, CdG If Thela is not paralyzed, use small greatsword (size appropriate, 2h weapon) to disarm any wands held (and pick up and stow), then engage with Ray of Enfeeblement (memory) on Thela followed by grapple. As soon as grappled, move the grapple 5’ into the ground, and continue doing so until 10’ underground so Fenton can’t attack, then grapple for damage Notes: --Renew Shield from Wand as needed, unless grappling (or if renewing shield would break True Strike or Ghoul’s touch or whatever; be smart about it Thela tactics Show Thela starts mounted on her riding dog/animal companion Fenton. She starts at one of the front corners of the starting box behind the walls at the corner (roll 1d2 to determine which corner). She has a potion of Mage Armor in her hand. Buff Rounds (in order) Round 2: Thela casts Produce Flame from memory Round 3: Thela taps her tattoo of Force Screen, then draws her wand of Cure Light Wounds Round 4: Thela drinks the potion of Shield of Faith and rides out counter-clockwise to the next starting box Combat PRIORITY #2:Thela always rides for cover, even giving up attacks of opportunity, unless she's casting a full-round spell such as a summoning spell. PRIORITY #3:Whenever Thela or Fenton takes damage, Thela uses her Wand of Cure Light Wounds on herself and shares the effect with Fenton so that both are healed. This superscedes any standard action that Thela might make, though Fenton should still be able to make attacks independently if applicable. If Thela doesn't know where her opponent is, she directs Fenton to move at double-speed counter-clockwise to the next starting box, while she uses active Listen and Spot to find her opponent's location. She continues to ride counter-clockwise to each starting box until she finds her opponent. Once Krekun is found, Thela's tactics depend on whether Krekun is in his normal Tiefling form or is transformed into an Air Mephit. If Krekun is in Air Mephit form, Thela casts Cat's Grace on herself, sharing with Fenton, then rides to the maximum range of 120' away from Krekun and starts throwing flames from Produce Flames (remember that this is a ranged touch attack). If Thela runs out of flames before Krekun is down, she draws her wand of Sonic-Subsituted Produce Flame and activates it on herself, then stows it next turn and throws sonic flames. She'll continue to repeat this pattern until Krekun is down. If Krekun is in his normal Tiefling form, Thela will cast Bull's Strength on herself, sharing with Fenton, then have Fenton charge Krekun. Fenton will attempt to continually bite and trip Krekun while Thela keeps herself and Fenton healed with her wand. If Fenton can't reach Krekun due to Expeditious Retreat, Thela will trade Snare for Summon Nature's Ally III and summon a Giant Eagle. Since it knows Common, she will tell it to grapple Krekun. If either Thela or Fenton is hit by Ray of Enfeeblement, and Thela hasn't already cast Bull's Strength, she does so on herself and shares with Fenton to counteract the strength penalty. If Fenton is killed, and Thela is out of flames and out of Produce Flame wand charges, she surrenders. The Fight Show Thela goes first. Since neither combatant moves out until the 4th round, and they are across from each other, the first three rounds are as follows: Thela: Drinks mage armor (601), casts produce flame (52), taps force screen (13): holding flames and potion SoF Krekun: Mage armor (4 hr), Expeditious Retreat (42), Alter Self (4 HD xorn) (403): In the ground, holding wand of shield www.d20srd.org/srd/monsters/xorn.htm Round 4: Thela drinks her potion of Shield of Faith and draws her wand of CLW. She is looking for her opponent through the dim light, as she moves out CCW. Krekun casts shield from wand (24) - Thela: 26 HP, AC 20, Mage Armor (+4 AC (armor)), Force Screen (+4 AC (shield)), Shield of Faith (+2 AC (def)), Flames (52) - Fenton: 26 HP, AC 19 - Krekun: 22 HP, AC 14, Mage Armor (+4), Shield (+4), Expeditious Retreat (+30 speed), Alter Self (+12 AC (NA), Burrow 20 ft) ![]() Round 5: Thela rides through Area 3, looking for her opponent. Krekun swims at surface level, but spot is impossible at this distance (-32 due to dim light). Expeditious Retreat doesn't affect burrow speed, but Krekun calls to be in the ground. He draws a scroll of True Strike (2/3 hands filled) ![]() Round 6: Thela rides through the area, and hearing and seeing nothing, moves toward Area 2. Krekun moves toward the center, looking for Thela. Krekun hears Thela who hears Krekun. All spot still impossible. ![]() Round 7: Thela rides toward her opponent to get eyes-on. Active spot @ -11 due to distance: fail. Krekun hears Fenton move up, and spots (!) the dog. He shifts down and casts True Strike from the scroll, hoping Thela will again move close to him. He is blind while below the level of the ground. Since spellcasting is below the ground, I will treat as "Through a stone wall". Both hear it, but can't place it. He draws a scroll of Ghoul Touch. ![]() Round 8: Thela rides toward the sound (which Krekun hears), Active spot (impossible). Krekun casts Ghoul touch, surfaces (10' ft burrow, 1/2 movement) and moves up to deliver the touch (25' of 50, 1/2 movement). Thela is paralysed (13), falls from Fenton, and stinks. Fenton avoids the sicken effect. ![]() Round 9: Fenton helplessly bites at the earth creature attacking his druid, but cannot find purchase against its rock-like skin. Krekun, in the shape of a Xorn, ignores the dog to place his jaw over Thela's head, and bites through her neck. Thela, needing that to live, ceases to do so. Results Show Krekun Wins and gains 1500 xp and 1600 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: 1x charge Shield, Scroll True Strike, Scroll Ghoul Touch Spells or Powerpoints Used: Mage Armor (memory), Expeditious Retreat (memory), Alter Self (memory), Abilities Used: None Free Activity: None Thela loses and gains 500 xp and 533 gp notes Show So, Thela had everything go against her. Due to darkness, she could never see her opponent to pick a tactic. Also, I forgot she was carrying flames, and never gave Krekun a bonus on spot. Exp. Retreat doesn't help the burrow speed. Ordinarily, being blind would slow movement, but I assumed a fish could swim "up" at full speed without penalty, because... anything else is nonsense. Ilthas Darkbane (Dgallaty) vs. Astral Construct AC’s Tactics Show Ability: Deflectrion (+4 Deflection bonus to AC) Find, smash. Ilthas’s Tactics Show The good news about fighting an Astral Construct is that it has no ranged attacks, so as long as Ilthas can avoid being charged, he should be fine. Ilthas starts in the corner facing the center of the map, with a power stone of Skate in one hand. Buff Rounds (in order) Round 2: Ilthas manifests Force Screen (ML2) and takes the clockwise path towards the river. Round 3: Ilthas draws his dorje of Enlarged Crystal Shard as he continues to move towards the river. Combat Once the construct is found, Ilthas activates the power stone of Skate (ML2) and takes cover behind the closest tree to avoid being charged. He shoots at the construct with his dorje of Enlarged Crystal Shard, expending psionic focus for Psionic Shot on the first attack, and then moves to the next nearest tree cover, always in a direction that will prevent a charge from the construct. He simply keeps shooting until the thing is down. Fight Show Round 0
Ilthas 29/29 HP, 23 AC Round 2
Ilthas 29/29 HP, 23 AC
Ilthas 29/29 HP, 23 AC
Ilthas 29/29 HP, 23 AC Round 5 Ilthas 29/29 HP, 23 AC
Ilthas 29/29 HP, 23 AC Round 7 Ilthas 29/29 HP, 23 AC
Ilthas 29/29 HP, 23 AC
Ilthas 19/29 HP, 23 AC Round 10 Ilthas 19/29 HP, 23 AC Round 11 Ilthas 19/29 HP, 23 AC Round 12 Ilthas 4/29 HP, 23 AC Round 13 Results Show Ilthas Loses and gains 605xp and 644.93 gp Pairings: 30 May 2013
|
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP | Psionic Focus Claws of the Beast | Claws of the Beast |
| Cries | 25/25 HP | Psionic Focus +10 Hide | power stone of Chameleon |
Round 2
Azuk manifests Offensive Prescience as he continues north.
Cries manifests Claws of the Beast and reaches the edge of the undergrowth.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) | Claws of the Beast Offensive Prescience |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast | power stone of Chameleon Claws of the Beast (1pp) |
Round 3
Azuk uses a power stone of Force Screen and keeps going north.
Cries moves carefully and quietly through the undergrowth as he manifests Compression.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) | Claws of the Beast Offensive Prescience power stone of Force Screen |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) |
Round 4
Azuk uses a power stone of Vigor and prepares to jump across the stream.
Cries activates Offensive Prescience from his dorje as he moves further into the undergrowth.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 10 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience |
Round 5
Azuk easily jumps across the stream, drawing and using a power stone of Skate.
Cries stows his dorje and moves into his final position to wait for any signs of Azuk, preparing to dodge Azuk's attacks.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 10 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience |
Round 6
Azuk continues north, then jumps over the small chasm and heads east, thinking of crossing the river there to look for Cries on the other side. However, Cries is so well hidden that it's impossible for Azuk to spot him until it's too late. With a *twang*, an arrow shoots out from the undergrowth as Cries attacks Azuk, hitting the orc for 3 points of damage. Azuk looks around in anger, but can't see the tiny goblin as Cries successfully pulls off a sniping attack.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 1 arrow (1 hit) |
Round 7
Azuk looks around attempting to spot Cries, but has no luck. He draws his guisarme while moving through the undergrowth around the tree to the southeast, hoping to either run into his opponent or at least gain cover from the attacks. Cries can't see Azuk either, so he simply stays put.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 1 arrow (1 hit) |
Round 8
Azuk comes back around the tree and heads to the northwest tree, entering the undergrowth and again looking for Cries, but finding nothing. Azuk is now too close for Cries' comfort, so Cries continues to do nothing.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 1 arrow (1 hit) |
Round 9
Azuk takes another look, sees nothing, and decides to investigate the next tree to the northwest, pushing his way through the undergrowth. Cries can't see Azuk, and takes the opportunity to quietly move away so that Azuk doesn't bump into him, and to conceal himself even better.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 1 arrow (1 hit) |
Round 10
Azuk moves around the tree and tries to spot Cries again, with no luck. Cries continues to wait, as Azuk is too close again.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 1 arrow (1 hit) |
Round 11
Azuk looks for Cries, then moves to the final large tree to the southeast, not running into his opponent at all. Cries loses sight of Azuk.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 1 arrow (1 hit) |
Round 12
Azuk loses his patience and goes back to where he was first hit by the arrow, shouting for the "puny greenskin" to come out from hiding while readying to activate a Crawling Tattoo of Entangling Ectoplasm.
Cries finally gets an opportunity to attack and tries to snipe Azuk again, but the arrow is deflected by Azuk's manifestation of Shield. He quickly ducks back into the undergrowth, but Azuk notices the rustling of leaves. With a roar of triumph, Azuk taps the crawling tattoo and sends it towards Cries.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate crawling tattoo of Entangling Ectoplasm |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 2 arrows (1 hit, 1 miss) |
Round 13
Azuk drops his guisarme and moves around the undergrowth to reach Cries, slashing with a claw but missing due to Cries' nimbleness. Cries withdraws and tries to hide in a different part of the undergrowth. The tattoo moves to where Cries was last seen by Azuk and stops.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate crawling tattoo of Entangling Ectoplasm |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 2 arrows (1 hit, 1 miss) |
Round 14
Azuk follows in the direction that Cries went and bumps into him, then attacks again with his claw, but Cries is still hard to hit. Cries withdraws again and finds another area of undergrowth to hide in. The tattoo crawls in the general direction that Azuk saw Cries head.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate crawling tattoo of Entangling Ectoplasm |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 2 arrows (1 hit, 1 miss) |
Round 15
Azuk pursues Cries, searching for him in the undergrowth. Cries stays still as Azuk and the crawling tattoo move around him.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate crawling tattoo of Entangling Ectoplasm |
| Cries | 25/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 2 arrows (1 hit, 1 miss) |
Round 16
Once again, Azuk bumps into Cries and attacks, hitting Cries for 10 points of damage. Cries withdraws, careful to avoid an opportunity attack from Azuk, and hides again around the tree. The tattoo follows.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate crawling tattoo of Entangling Ectoplasm |
| Cries | 15/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 2 arrows (1 hit, 1 miss) |
Round 17
Azuk swings around the tree in the other direction and bumps into Cries again, but only after moving too far to attack this round. Cries realizes that he's just not going to be able to get away from Azuk anytime soon, so he withdraws again, but this time out into the open so that he can prepare to meet claw with claw, dropping his bow and drawing his dorje of Force Screen. The tattoo follows.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate crawling tattoo of Entangling Ectoplasm |
| Cries | 15/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 2 arrows (1 hit, 1 miss) |
Round 18
Azuk comes out of the undergrowth and meets up with Cries, staring him down. Cries takes a 5-foot step back, activates Force Screen from the dorje, and stows it. The tattoo enters Cries space, giving Cries a chance to attack it, but Cries lacks the size and strength to effectively do any damage to it. The tattoo attempts to touch Cries, but fails.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 7 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate crawling tattoo of Entangling Ectoplasm |
| Cries | 15/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC +4 shield AC (ends Rd 28) | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 2 arrows (1 hit, 1 miss) 1 charge dorje of Shield |
Round 19
Azuk takes a 5-foot step, and the claw fight begins. Azuk misses, but Cries gets in a hit for 3 points of damage. The tattoo hits Cries and entangles him.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 4 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate crawling tattoo of Entangling Ectoplasm |
| Cries | 15/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC +4 shield AC (ends Rd 28) Entangled (ends Rd 24) | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 2 arrows (1 hit, 1 miss) 1 charge dorje of Shield |
Round 20
Azuk rakes both of his claws across Cries for 18 points of damge, quickly snuffing out Cries.
Status
| Name | Hit points | Conditions | Used |
|---|---|---|---|
| Azuk | 37/37 HP + 4 temp HP | Psionic Focus Claws of the Beast +2 damage (ends Rd 32) +4 shield AC (ends Rd 23) +15 speed (ends Rd 25) | Claws of the Beast Offensive Prescience power stone of Force Screen power stone of Vigor power stone of Skate crawling tattoo of Entangling Ectoplasm |
| Cries | -3/25 HP | Psionic Focus +10 Hide Claws of the Beast Tiny (ends Rd 43) +2 damage (ends Rd 24) +2 dodge AC +4 shield AC (ends Rd 28) Entangled (ends Rd 24) | power stone of Chameleon Claws of the Beast (1pp) Compression (3pp) 1 charge dorje of Offensive Prescience 2 arrows (1 hit, 1 miss) 1 charge dorje of Shield |
Results Show
Cries loses and gains 400 xp and 400 gp
Time Between Fights: 3 hours
Prebuffs/Ongoing Effects: None
Items Used: power stone of Chameleon, 1 charge dorje of Offensive Prescience, 1 arrow (1 hit, 1 recovered), 1 charge dorje of Shield
Spells or Powerpoints Used: Claws of the Beast (1pp), Compression (3pp)
Abilities Used: None
Free Activity: Profession (Hunter) +88gp
Pitlord notes Show
It was a tough call to decide whether or not Cries would keep running, but I think it became obvious after a few turns that it wasn't going to work out in the long run, even if Cries had managed to avoid being bumped into by Azuk. Azuk is simply much faster than Cries and would have never gotten far enough away to give Cries a chance to snipe him again once Cries was spotted the first time.
Nax the Nightbender (Eluria) vs. Milo Croton (Dgallaty)
Nax’s Tactics Show
Tactics: Nax vs Milo
Thanks for pitlording!
Looks like he outmaneuvers, and Nax still can't Ambush - sad.
Rob store: Potion of Shield of Faith CL1
Basic deal: buff, snipe as long as can, and engage in melee with poison
Start in back corner, kneeling, holding poison and rapier
Always Dodge Milo
Rd 1: Drow poison on rapier, stow rapier
Rd 2: Chameleon from memory, move up to adjacent to small stone near starting area (smartly, if his position is known, ie, put stone between us - goal of this movement is to get cover and break LoS and use chameleon / hide to get to snipe)
Rd 3: SoF from potion
Rd 4: Snipe with bow (no poison, just arrows)
Once Nax is spotted, drop bow, draw rapier, ready to attack when he's within melee
If he's ever in melee range (including before Nax is spotted), drop bow, draw rapier as part of movement, charge (or just attack in melee, etc)
On first melee attack, use Psionic Weapon
On all subsequent attacks, use Combat Expertise for 1
If grappled, and have not hit with poisoned rapier, attack in grapple with rapier; else, escape artist.
Continue melee until death
Should be straightforward - have fun!
Milo is the defender, and his balance/climb/jump/swim skills are all higher than Nax, so Outmaneuver applies. The total difference is (8+8+8+8)-(4+1+1+1)=25, so Milo will start at one of the following positions based on his starting box:
Box 1: 41,32
Box 2: 32,22
Box 3: 22,31
Box 4: 31,41
If Milo can see and reach Nax by charging, he will charge and attempt to grapple Nax (skip to Combat section below). If he can see but not reach Nax with a charge, he will Run (with the Run feat) in a straight line that gets him as close to Nax as possible (skip to Combat section below). If he can't see Nax, he stays put and buffs as described below. If he sees Nax while buffing, he'll stop buffing and skip to Combat.
Buffs (in order): Drink antitoxin, Power Stone of Inertial Armor, Power Stone of SkateML2, manifest Force Screen
After buffing, if Milo still doesn't know where Nax is, he moves through the center of the arena until he can see the opposite starting box from the one he was directly in front of. He moves back and forth through the center until he sees Nax.
Combat
If Milo is not yet within 80' of Nax, he activates a crawling tattoo of Entangling Ectoplasm to attack Nax, then Milo moves towards Nax. Once Milo is within 80' of Nax, he charges and grapples.
On his first grapple attempt, Milo expends his psionic focus to activate Psionic Fist, so that it applies on his first unarmed strike after winning the grapple. If Milo succeeds at the melee touch attack, he manifests Grip of Iron as a swift action to get a +4 grapple check bonus (lasts 2 rounds) before making the grapple check. Milo maintains the grapple and continues to do damage (not "attack your opponent", but "damage your opponent", as per the grapple rules) until Nax is down.
If Milo fails his melee touch attack, and he has not yet activated the crawling tattoo of Entangling Ectoplasm, he does so. If he can flank with the tattoo, Milo will attempt to do so before attacking.
Fight Show
Round 0
Nax starts in 1, then Milo in area 2.
Round 1
Nax uses poison as Milo uses antitoxin.
Nax 16/16 HP, 16 Touch AC
Milo 17/17 HP, 23 AC
Round 2
Nax manifests chameleon as Milo uses inetial armour.

Nax 16/16 HP, 16 Touch AC
Milo 17/17 HP, 23 AC
Round 3
Nax uses a potion for shield of faith as Milo uses force screen.

Nax 16/16 HP, 16 Touch AC
Milo 17/17 HP, 23 AC
Round 4
Nax hides behind the rock as Milo uses skate.
Nax 16/16 HP, 16 Touch AC
Milo 17/17 HP, 23 AC
Round 5
Milo wraps around the centre, coming into view.

Nax 16/16 HP, 16 Touch AC
Milo 17/17 HP, 23 AC
Round 6
Nax snipes, missing barely, and Milo charges, hitting easily, though his grip lands on Milo’sshirt, which rips, leaving Nax free.
Nax 16/16 HP, 16 Touch AC
Milo 17/17 HP, 23 AC
Round 7
Nax stabs, but he trips over his own feet, almost falling on his rapier. Milo picks him up and crushes his spine.
Nax 11/16 HP, 16 Touch AC
Milo 17/17 HP, 23 AC
Round 8
Nax tries to wriggle free, but he is crushed by Milo yet again.
Nax 5/16 HP, 16 Touch AC
Milo 17/17 HP, 23 AC
Round 9
Milo again is crushed, being only an inch of his life.
Nax 1/16 HP, 16 Touch AC
Milo 17/17 HP, 23 AC
Round 10
Milo fails to escape, but evades suffocation.
Nax 1/16 HP, 16 Touch AC
Milo 17/17 HP, 23 AC
Round 11
Milo crushes the last of the life from Nax.
Results Show
Nax Loses and gains 300xp and 30 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: Drow Poison
Spells or Powerpoints Used: 1 PP
Abilities Used: None
Free Activity: Rob



h, Geth's tactics Show
Well, he can't evade me at least, but he is still formidable. The goal is to grapple him.
Start in the front corner of my area. Round 1, move and use a powerstone of skate. Then move and use a powerstone of force screen. Now run and double move to find him and engage. Once found, grapple and use grip of iron (refreshing when it runs out) to kill him with armour spikes. Nothing complex.
Have glaive in hand to destroy any tattoos that come at me.
If snared, break the snare.
I'll have to ignore the dog unless he dismounts. If he does, kill the dog, then grapple him.
If tripped, stand.
Thela's tactics Show
Thela has spell levels to burn, including both of her 3rd-level spells, so here goes...
Remember that Thela has both Orc (+4) and Human (+2) as her favored enemies, though it's not applicable for this fight.
Thela starts mounted on her riding dog/animal companion Fenton. She starts at the corner facing closest to the city center, with a potion of Mage Armor in her hand
Buff Rounds (in order)
Round 1: Thela casts Longstrider from memory on herself, sharing with Fenton, then draws a potion of Mage Armor
Round 2: Thela drinks the potion of Mage Armor, then draws a potion of Shield of Faith
Round 3: Thela casts Call Lightning
Round 4: Thela casts Cat's Grace on herself and shares with Fenton
Round 5: Thela casts Bull's Strength on Fenton
Round 6: Thela drinks the potion of Shield of Faith, then draws her wand of Cure Light Wounds
Round 7: Thela taps her tattoo of Force Screen, then rides towards the city center. The goal is whichever of these is closer: 12,40 or 40,53 or 53,25 or 25,12
Combat
PRIORITY #1:Any time Fenton is hit in combat vs his AC, Thela uses her Mounted Combat feat to make a Ride check to negate the attack.
PRIORITY #2:Thela always rides for cover, even giving up attacks of opportunity, unless she's casting a full-round spell.
PRIORITY #3:Whenever Thela or Fenton takes damage, Thela uses her Wand of Cure Light Wounds on herself and shares the effect with Fenton so that both are healed. This superscedes any standard action that Thela might make, though Fenton should still be able to make attacks independently if applicable.
If Thela doesn't know where her opponent is, she continues to ride towards the center, but stops once she gets the goal mentioned above. She then shouts for Geth and listens for his approach.
Once Geth is heard/seen, Thela rides away for a single movement, then trades Snare for Summon Nature's Ally III and begins to summon a Dire Wolf. Once she starts casting, Fenton will not move until she's done, so as not to break her concentration.
When the Dire Wolf is summoned, Thela has it attack Geth while she and Fenton stay behind it. Thela will ride away and attack Geth wit