Rob store for tattoo of force screen again. I should just buy scrolls of shield, but I wasn't thinking ahead....
Start in the front right corner of my box with rapier and buckler ready and potion in hand. Poison rapier, drink potion, tap tattoo, and move out, staying hidden behind any cover. If seen, wait until she approaches me. If she sees my, approach, moving cover to cover. Get into melee as quickly as possible and feint to poison her. If poisoned, coup de grace.
If I just can't reach her in melee, duck behind cover and shoot with my bow. Target the dog so she won't have cover.
Start in default area, mounted, holding potion of delay poison and drow poison
Rd 1: Delay poison
Rd 2: poison a stone
Rd 3: poison another stone
Rd 4: cast magic stone (getting the 2 poisoned stones)
Rd 5+ move out, single moves, staying just inside the inner little stone (18,37 example) ring (so walk at equiv of 20,37); if detect him, head that way - if don't, head counterclockwise Rd 5+ doggy walks, Kol readies to Entangle the area around where attack comes from (or when he’s spotted, either way).
Once he's entangled, attack --use poisoned magic stone first 2 attacks (ideally moving to deny cover, and moving to be within 1 range increment). --Continue assault with sling stones until one of us dies or he escapes the entangle area of effect --if he escapes entangle, rapid dismount, order dog to attack him, and continue attacking with sling stones
--if use up magic stones, cast produce flame CL1 and throw them at him
Notes:
--Wombat has scent
--Share all beneficial spells
--Ride for cover, ride to negate hits
--Keep dog between me and him, count on dog to prevent him from getting to melee via it’s size + tripping
[Prefight locations and Initiative] Kol “the Rabid” starts in area 2 with drow poison and potion of delay poison in hand. Initiative 21. Elrin starts in area 1 with rapier, buckler, and potion of Shield of Faith in hand. Initiative 19.
Kol “the Rabid”: (58,32) 20/20 HP, 21 AC (16 FF) Elrin: (28,55) 19/19 HP, 18 AC (13 touch)
[Round 1] Kol “the Rabid” drinks the potion and picks up a stone from the ground Elrin applies poison to his rapier.
Kol “the Rabid”: (58,32) 20/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (28,55) 19/19 HP, 18 AC (13 touch)
[Round 2] Kol “the Rabid” poisons the stone and picks up another one. Elrin drinks the potion.
Kol “the Rabid”: (58,32) 20/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (28,55) 19/19 HP, 20 AC (15 touch), SoF ends 12
[Round 3] Kol “the Rabid” draws another drow poison and poisons the second stone. Elrin taps his tattoo and moves to 23,55.
Kol “the Rabid”: (58,32) 20/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (23,55) 19/19 HP, 24 AC (15 touch), SoF ends 12, Force Screen ends 13
[Round 4] Kol “the Rabid” casts magic stone on the two poisoned stones. Elrin moves to 13,51. He is spotted on the way, but then disappears from view again.
Kol “the Rabid”: (58,32) 20/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (13,51) 19/19 HP, 24 AC (15 touch), SoF ends 12, Force Screen ends 13
[Round 5] Kol “the Rabid” moves to 50,32 and readies. Elrin moves to 8,41.
Kol “the Rabid”: (50,32) 20/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (8,41) 19/19 HP, 24 AC (15 touch), SoF ends 12, Force Screen ends 13
[Round 6] Kol “the Rabid” moves to 44,36 and readies. Elrin, not seeing his enemy in that box, moves through it to 7,29.
Kol “the Rabid”: (44,36) 20/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (7,29) 19/19 HP, 24 AC (15 touch), SoF ends 12, Force Screen ends 13
[Round 7] Kol “the Rabid” moves to 38,41, sees Elrin, and casts Entangle, but the rogue evades the vines. Elrin now knows where Kol is, so he slogs through to 11,33 to get to cover (and out of the Entangle area).
Kol “the Rabid”: (38,41) 20/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (11,33) 19/19 HP, 24 AC (15 touch), SoF ends 12, Force Screen ends 13
[Round 8] Kol “the Rabid” double moves to 27,37. The vines again try to catch Elrin, but he evades them. Elrin double moves to 21,37.
Kol “the Rabid”: (27,37) 20/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (21,37) 19/19 HP, 24 AC (15 touch), SoF ends 12, Force Screen ends 13
[Round 9] Kol “the Rabid” moves to 25,36 while drawing his sling, jumps off of Wombat’s back, and shoots a poisoned magic stone at Elrin. It hits for 6 damage. Meanwhile, Wombat continues on and attacks Elrin, but misses Elrin moves up (letting his spell deflect Wombat’s bite) and (unable to feint and attack this round) stabs at Kol, but the halfling’s armor protects him.
Kol “the Rabid”: (25,36) 20/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (24,36) 13/19 HP, 24 AC (15 touch), SoF ends 12, Force Screen ends 13, save vs. drow poison on round 19
[Round 10] Kol “the Rabid” takes a step back, and slings the second poisoned stone at Elrin, but it bounces off his armor. Meanwhile, Wombat attacks as well, but Elrin dodges. Elrin takes a step up and feints, but Kol figures out his plan and dodges.
Kol “the Rabid”: (25,36) 20/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (24,36) 13/19 HP, 24 AC (15 touch), SoF ends 12, Force Screen ends 13, save vs. drow poison on round 19
[Round 11] Kol “the Rabid” takes a step back and casts produce flame. Wombat’s attack, meanwhile, is blocked by the rogue’s armor. Elrin takes a step up and feints; this time, Kol falls for it, and Elrin sticks him in the chest for 14 damage.
Kol “the Rabid”: (25,36) 6/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (24,36) 13/19 HP, 24 AC (15 touch), SoF ends 12, Force Screen ends 13, save vs. drow poison on round 19
[Round 12] Kol “the Rabid” takes a step back and throws a flame at Elrin, while Wombat attacks as well, but the rogue dodges both druid and dog. Elrin takes a step up and feints, but Kol manages to guess his intentions and dodges again. Elrin’s protective spell runs out.
Kol “the Rabid”: (25,36) 6/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (24,36) 13/19 HP, 22 AC (13 touch), Force Screen ends 13, save vs. drow poison on round 19
[Round 13] Kol “the Rabid” throws another flame, and hits Elrin for 5 damage. Wombat moves up and attacks, but is still unsuccessful. Elrin takes a step up and feints. Kol falls for it, and Elrin stabs him in the brain, knocking him out.
Kol “the Rabid”: (25,36) -5/20 HP, 21 AC (16 FF), delay poison ends long Elrin: (24,36) 8/19 HP, 22 AC (13 touch), Force Screen ends 13, save vs. drow poison on round 19
Elrin wins and gains 900xp/900gp. Time Between Fights: 3 hrs Prebuffs/Ongoing Effects: none Items Used: drow poison, potion of SoF Spells or Powerpoints Used: none Abilities Used: none Free Activity: rob store
Kol “the Rabid” loses and gains 300xp/300gp. Time Between Fights: 3 hrs Prebuffs/Ongoing Effects: delay poison (not quite 2 hours left) Items Used: potion of delay poison, drow poisonX2 Spells or Powerpoints Used: magic stone, entangle, produce flame (3 SL) Abilities Used: none Free Activity: guard home
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Continue going until he’s found; throw javelins as closing, when either is within 70’ draw greatsword and close for melee. Engage w/ charging if possible. Melee to the death
Roll random for start square within starting box and 1d3 to determine which box she approaches (left, straight, or right). She starts with composite bow and approaches the other box, moving behind cover as she moves. Once the enemy is spotted she continues to move and attack with bow, moving to get into melee reach to use greatsword, charging the last distance if she can. If she ever gets a positive attack modifier above her normal "to hit" with the greatsword, parlay that into a power attack.
[Prefight locations and Initiative] Ung starts in area 2 with javelin and potion of protection from good in hand. Initiative 13. Atilisa Lithebow starts in area 1 with bow in hand. Initiative 6.
Ung: (58,32) 20/20 HP, 19 AC Atilisa Lithebow: (30,62) 24/24 HP, 18 AC
[Round 1] Ung casts Divine Favor. Atilisa Lithebow hears and knows his approximate location. Atilisa Lithebow double moves to 36,57.
[Round 3] Ung double moves to 52,41. Atilisa Lithebow double moves to 48,48 and sees Ung. He hears her and knows her to be around the upper half of the plus sign.
[Round 4] Ung draws his greatsword while double moving to 49,48, where he sees Atilisa. Atilisa Lithebow drops her bow, draws her sword, and swings at Ung, but the orc sidesteps the blow.
[Round 7] Ung takes a step back, draws his wand, and heals himself of 5 damage. Atilisa Lithebow takes a step up and attacks again, but the orc’s armor protects him.
[Round 8] Ung takes a step back and heals himself again, then puts his wand away. Atilisa Lithebow takes a step up and attacks again, but hits the ground.
Okay, looks like a tough fight for me here, but let's see what we can do.
Start off at the default with my wand of produce sonic flames in hand and Screech on my shoulder.
Round 1 - use my PLA for force screen (shared)
Round 2 - use my PLA for defensive precognition (shared)
Round 3 - cast Cat's Grace (shared)
Round 4 - cast Produce Flame from memory (not shared)
Move out. If Krixx is coming to melee, Screech and Arnaugh will focus on the dog with melee attacks - staying within 5ft of me. Arnaugh will attack after Screech to hopefully increase the chance of hitting with a produced flame.
Once the dog is down, Arnaugh will attack Krixx with psionic shot and a thrown flame. Refresh it with the wand as needed. I would prefer to attack with thrown attacks, but if unable to 5ft step safely, attacking in melee is fine.
Krixx heard Arnaugh slighty off to right, so doesn't think he can charge. He thus draws his greatsword and moves to attack. He sees he could have charged with a lance too late. He misses.
Arnaugh and Screech attack Snul, Screech missing with his clumsy claws but catching snul with his beak right in the eye for 5 damage. Arnaugh misses outright.
Arnaugh misses, but Screech catches a perfect strike into Snul. Only Krixx's skill keeps the wound from entering Snul's heart.
Krixx 30/20 hp 24 (29) AC (17 (18) touch)
Snul 7/13 hp 18 AC (12 touch)
Arnaugh 17/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 7
Krixx and Snul attack, but are warded off by Arnaugh's powerful spells.
Screech catches his talons on Arnaugh's shoulders, but his beak strikes for 2 damage. Arnaugh again misses aneasy shot.
Krixx 30/20 hp 24 (29) AC (17 (18) touch)
Snul 5/13 hp 18 AC (12 touch)
Arnaugh 17/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 8
Krixx and Snull miss as Arnaugh dances just beyond their swings.
Screech slips as Arnauh dodges, missing on all attacks. Arnaugh finds his dodges to prevent him hitting either.
Krixx 30/20 hp 24 (29) AC (17 (18) touch)
Snul 5/13 hp 18 AC (12 touch)
Arnaugh 17/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 9
Krixx and Snul miss again as their frusteration overrides their senses.
Screech's talon's come in furious assault, and only Krixx's great skill as a rider prevents disaster as Screech claws Snul for 3. Screech's assault throws Krixx off enough for Arnaugh to scorch Snul for 5, dropping him.
Krixx 30/20 hp 24 (29) AC (17 (18) touch)
Snul -3/13 hp 18 AC (12 touch)
Arnaugh 17/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 10
Krixx and Screech miss eachother, but Arnaugh shifts back and blasts Krixx for 15 damage.
Krixx 15/20 hp 24 (29) AC (17 (18) touch)
Snul -4/13 hp 18 AC (12 touch)
Arnaugh 17/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 11
Krixx refreshes vigor.
Screech and Arnaugh miss.
Krixx 25/20 hp 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 17/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 12
Krixx misses. Snul stablizes
Screech misses as Arnaugh refreshes his spell of flames
Krixx 25/20 hp 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 17/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 13
Krixx hits for 6 damage
Arnaugh and Screech miss.
Krixx 25/20 hp 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 14
Krixx misses.
Screech misses, but Arnaugh blasts Krixx in the chest, the reverberations almost stopping his heart for 14 damage.
Krixx 11/20 hp 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 15
Realized Krixx should have refreshed his vigor, all the rolls are set ahead 1 for him. He refreshes it again.
Screech misses, but Arnaugh hits for 5 (+1 PBS forgotten in roller).
Krixx 16/20 hp (5 temp) 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 16
Krixx misses.
Screech misses while Arnaugh refreshes his spell.
Krixx 16/20 hp (6 temp) 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 17
Krixx again misses, as do Arnaugh and Screech.
Krixx 16/20 hp (6 temp) 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 18
Krixx trips over his own feet, missing badly.
Screech misses, but Arnaugh barley catches Krixx in the flames, doing 6 damage.
Krixx 10/20 hp (0 temp) 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 19
Krixx refreshes vigor.
Arnaugh misses, but Screech claws for 4 damage. This damage is absorbed by Krixx’s lycanthropic heritage.
Krixx 20/20 hp (10 temp) 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 20
Misses all around as Arnaugh refreshes his spell
Krixx 20/20 hp (10 temp) 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 21
Krixx misses as Screech claws him for 0.
Arnaugh hits for 5.
Krixx 15/20 hp (5 temp) 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 22
Krixx misses.
Screech misses, but Arnaugh blasts hm for 9 damage.
Krixx 11/20 hp (1 temp) 24 (29) AC (17 (18) touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 23
Krixx misses again.
Screech gets in a lethal claw for 7 damage, but is again deflect. Arnaugh then blasts him with a 10 damage blast.
Krixx 1/20 hp (0 temp) 24 (28) AC (17 touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 24
Krixx refreshes vigor
Arnaugh Refreshes Produce Flames.
Krixx 11/20 hp (10 temp) 24 (28) AC (17 touch)
Snul -5/13 hp 18 AC (12 touch)
Arnaugh 11/17 hp 17 (24) AC
Screech 16/16 hp 22 (29) AC
Round 25
Krixx makes a wisdom check to see if he realizes that force screen is making no difference. He instead skips it and refreshes offensive precog.
Arnaugh makes a blast catching Krixx full in the face for 18 damage.
Note: I noticed after the fight that Defensive Precogniton should have ended instead of Offensive. I check all three player's attack rolls, so I don't think it mattered.
Okay - the goal here is to throw my mindblade at 60ft distance or less. Throw it even if I am farther than that - but try to close in to that distance.
Make sure to recharge psychic strike any time I need to (after a hit). This will mean that I won't be attacking in the round following a hit - but that's just fine.
If forced to melee, use 5ft steps to move away and attack. If I cannot take a 5ft step safely to throw, use it to maneuver away and then attack in melee with a regular melee attack.
Roll random for start square within starting box and 1d3 to determine which box she approaches (left, straight, or right). She starts with composite bow and approaches the other box, moving behind cover as she moves. Once the enemy is spotted she continues to move and attack with bow, moving to get into melee reach to use greatsword, charging the last distance if she can. If she ever gets a positive attack modifier above her normal "to hit" with the greatsword, parlay that bonus into an equivalent power attack.
Atilisa acts first, starting in box2, holding bow Harrod acts second, starting in box 4, focused, with a psychically charged, manifested mindblade
Round 1: Atilisa heads out, trying to stick to cover, approaching the next starting box to the right Harrod moves out (Pitlord discretion: as goal for both is to engage, will have Harrod set an intercept course and head left)
Round 2: Atilisa continues to the right (sticking to cover) (spot: impossible -18 distance / +2 modifier vs +9 hide) Harrod continues moving (fails to spot Atilisa), finishes move and establishes LoS for foes Round 3: Atilisa moves (Pitlord discretion: goal of getting into melee superceding goal of approaching with cover) and shoots (120’ distance, -2 range penalty), missing Harrod moves and throws a mindblade, hitting for 10!
Atilisa 14/24 AC 18, bow Harrod 24/24 AC 23, focused
Round 4: Atilisa moves and shoots, hitting for 8 Harrod uses a move action to create a mindblade, and another move action to imbue it with psychic energy
Atilisa 14/24 AC 18, bow Harrod 16/24 AC 23, focused, mindblade, psychic strike
Round 5: Atilisa moves (closing to charge next round) and shoots, missing Harrod throws his mindblade, hitting for 5
Atilisa 9/24 AC 18, bow Harrod 16/24 AC 23, focused
Round 6: Atilisa drops her bow, drawing greatsword while charging (+2 to attack due to charging spent on power attack, bonus for +4 to damage), leveling a mighty bow at her small unarmed foe – and nearly slips on the sand of the arena floor, her great blade whooshing over the curly hair of her short opponent Harrod 5’ steps back, uses a move action to create a mindblade, and another move action to imbue it with psychic energy
(Pitlord note: at start of Rd 6 they are 55’ apart; Atilisa only has 20’ movement – I forgot, and let her charge the distance – therefore, I will instead go back, and have a revision here):
Round 6 (revised – rolls under round 66, for clarity/confusion) Atilisa shoots again and moves 20’ closer (so they are now 35’ apart, and she can charge next round) – missing Harrod uses a move action to create a mindblade, and another move action to imbue it with psychic energy
Round 7: Atilisa charges (as before), critically missing Harrod 5’ steps back and throws his mindblade, hitting for 7
Atilisa 2/24 AC 18, bow Harrod 16/24 AC 23, focused
Round 8 Atilisa 5’ steps forward (mapping stopped) and attacks (no power attack), missing Harrod 5’ steps back, uses a move action to create a mindblade, and another move action to imbue it with psychic energy
Round 9: Atilisa 5’ steps forward and attacks, hits! (not confirmed) for 14 Harrod 5’ steps back and throws his mindblade for 11, downing Atilisa!
Atilisa 2/24 AC 18, bow Harrod 2/24 AC 23, focused
Harrod wins and gains 900xp/900gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: drow poison, none Spells or Powerpoints Used: none Abilities Used: none Free Activity: guard
Atilisa loses and gains 300xp/300gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 2 arrows (1 hit, 3 miss, 2 recovered) Spells or Powerpoints Used: none Abilities Used: none Free Activity: guard
@mr0bunghole - tough luck, and terrible rolls, but nevertheless, close fight. You may want to add the distance modifier to the composite bow (110') for ease of reference, and I think you have a missing colortag somewhere (as most of the sheet is blue), but neither are a big deal. First win is around the corner, I'm sure!!
Ildur is simple - fire at my opponent. If he is mounted, shoot the dog first until it is dead, then focus on Kol. If he is not mounted but the dog is not approaching, shoot him. If the dog is coming in - kill it.
At range - just fire arrows - preferably with cover, but move to deny cover if that is an option. If coming to melee, shift bow into offhand, draw battleaxe and attack with that.
That's pretty much it - have fun running the fight.
Note: Delay poison is still ongoing; theoretically still have 1 poisoned stone from last fight, but did not list it on pre-fight actions – I sent a PM to both you and Telin addressing this, but up to you how to adjudicate it.
Note also 1/4 PoPs remain, and have 3 SLs + recalled spells available for use
Start in default area, holding sling and poisoned stone
Rd 1: Produce flame, ride out
Rd 2+ try to find him
Engage with, in order:
Entangle
Flaming sphere
Once he’s out of entangle, dismount to keep dog between me and him, continue flaming sphere until it expires, then produce flame. Dog attacks, tripping if possible.
[Prefight locations and Initiative] Kol "The Rabid" starts in area 1 with sling and poisoned stone in hand. Initiative 25. Ildur Okrurk starts in area 2 with bow in hand. Initiative 20.
Kol "The Rabid": (32,58) 20/20 HP, 21+4 AC Wombat: 26/26 HP, 20 AC Ildur Okrurk: (58,32) 25/25 HP, 18 AC (13 touch)
[Round 1] Kol "The Rabid" casts produce flame and moves to 28,52, where Wombat is spotted by Ildur. Ildur Okrurk shoots an arrow at Wombat, but it bounces off the dog’s hide.
Kol "The Rabid": (28,52) 20/20 HP, 21+4 AC, produce flame ends 31 Wombat: 26/26 HP, 20 AC Ildur Okrurk: (58,32) 25/25 HP, 18 AC (13 touch)
[Round 2] Kol "The Rabid" casts entangle, and Ildur Okrurk is stuck. He then advances to 33,46. Ildur Okrurk gives a heave, breaks free of the vines, and moves to 58,29.
Kol "The Rabid": (33,46) 20/20 HP, 21+4 AC, produce flame ends 31, entangle ends 32 Wombat: 26/26 HP, 20 AC Ildur Okrurk: (58,29) 25/25 HP, 18 AC (13 touch)
[Round 3] Kol "The Rabid" rides to 39,42 and casts flaming sphere at Ildur’s location, but the orc dodges both the sphere and the vines. Ildur Okrurk lets off a shot before heading further south (disappearing from Kol’s view), and doesn’t wait to see the arrow hit the boxes in between him and his target.
Kol "The Rabid": (39,42) 20/20 HP, 21+4 AC, produce flame ends 31, entangle ends 32, flaming sphere ends 6 Wombat: 26/26 HP, 20 AC Ildur Okrurk: (58,26) 25/25 HP, 18 AC (13 touch)
[Round 4] Kol "The Rabid" rides to 46,38 and redirects the sphere to Ildur’s new location; this time, his attempt to dodge both the sphere and the vines leads to the latter catching him; the former, however, winks out just as it reaches him. Ildur Okrurk tries to get loose again, but fails to do so.
Kol "The Rabid": (46,38) 20/20 HP, 21+4 AC, produce flame ends 31, entangle ends 32 Wombat: 26/26 HP, 20 AC Ildur Okrurk: (58,26) 25/25 HP, 18 AC (13 touch)
[Round 5] Kol "The Rabid" throws a flame at Ildur, hitting for 4 damage. Ildur Okrurk tries to get loose yet again, but fails to do so again.
Kol "The Rabid": (46,38) 20/20 HP, 21+4 AC, produce flame ends 21, entangle ends 32, flaming sphere ends 6 Wombat: 26/26 HP, 20 AC Ildur Okrurk: (58,26) 21/25 HP, 18-2 AC (13-2 touch)
[Round 6] Kol "The Rabid" throws another flame, for 7 damage this time. Ildur Okrurk tries to get loose yet again, but fails to do so yet again.
Kol "The Rabid": (46,38) 20/20 HP, 21+4 AC, produce flame ends 11, entangle ends 32, flaming sphere ends 6 Wombat: 26/26 HP, 20 AC Ildur Okrurk: (58,26) 14/25 HP, 18-2 AC (13-2 touch)
[Round 7] Kol "The Rabid" throws the last of his flame, for 8 damage. Ildur Okrurk tries to get loose yet again, but just can’t seem to manage it.
Kol "The Rabid": (46,38) 20/20 HP, 21+4 AC, entangle ends 32, flaming sphere ends 6 Wombat: 26/26 HP, 20 AC Ildur Okrurk: (58,26) 6/25 HP, 18-2 AC (13-2 touch)
[Round 8] Kol "The Rabid" slings his poisoned stone, and hits for 1 damage. In one more piece of bad luck, Ildur succumbs to the poison. His last thought before losing consciousness is that this must be another trick of elven origin. Kol "The Rabid": (46,38) 20/20 HP, 21+4 AC, entangle ends 32, flaming sphere ends 6 Wombat: 26/26 HP, 20 AC Ildur Okrurk: (58,26) 5/25 HP, 18-2 AC (13-2 touch)
Ildur Okrurk loses and gains 300xp/300gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 1 arrow (missed, not recovered) Spells or Powerpoints Used: none Abilities Used: none Free Activity: guard home
Kol "The Rabid" wins and gains 900xp/900gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: poisoned stone (left over from the last fight), 3 pearls of power level 1 Spells or Powerpoints Used: flaming sphere; magic stone was recovered and not reused Abilities Used: none Free Activity: guard home
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I'll start ambushing in square 1, Ung can take square two. I'll rob a tatto of force screen as usual, and I'll start with composite shortbow in hand in the front center of my box. I'll use my suprise round to shoot him flatfooted, unlikley to hit, but not too unlikley. If I win initiative and get to move again before he becomes un-flatfooted, shoot again. If not, ready to fire while he's casting. I assume that since he'll probably have a weapon in one hand and casting with the other, he'll have no hand to deflect arows.
Whenever he stops casting (or starts approaching without casting), drop my bow and draw and drink my potion of shield of faith. Next, draw my rapier and use tatto of force screen. From their, approach, taking total defense until he is next to me, where I'll feint and attack. If he is 10' and using range, just 5' shift.
If I can't see him at the start, run to as close as I can get to his starting box in my bonus round, then single move, activating my tattoo next round, then enter his box and draw rapier round three. From there, engage in melee using feints.
If he has nothing in his hands and can deflect while casting, skip the readying part and go to buffing and approaching as before.
I'm sure I'm missing something, but I think it'll be close.
I totally forgot to mention, posion my rapier after drawing it.
[Prefight Locations and Initiative] Elrin ambushes Ung. Elrin starts in area 1 at (32,55) with his bow in hand. He also robs a store and steals a tattoo of force screen. Initiative 14. Ung starts in area 2 at (58,32) with greatsword and antitoxin in hand. Initiative 5
[Surprise Round] No LOS, but Surprise round is a standard action, not a full round. Elrin will move closer, run in round 1, etc Elrin moves to (36,51)
[Round 1] Elrin runs to (52,35) Ung drinks the antitoxin
[Round 2] Elrin taps the tattoo and moves to (54,37) [Hide 26] Ung starts casting Enlarge person.
[Round 3] Elrin takes a 5ft step and takes a shot at Ung [7! (automiss)] Ung finishes casting, casts Divine Favor and moves to (57,36)
[Round 4] Elrin takes a step back, drops the bow, draws and drinks a potion of Shield of Faith (CL1) Ung casts hold person [4 vs DC 14, fail] and moves up to him.
[Round 5] Elrin tries to break the hold [9 vs DC14, fail] Ung performs a CDG [6d6+18=42], killing Elrin instantly.
Ung wins and gains 900xp/900gp Time Between Fights: 1 hour Ongoing Effects: - Items Used: Antitoxin Spells/PP Used: 5SLs (Enlarge Person (2), Hold Person, Divine Favor) x/day Abilities Used: none Free Activity: Guard
Elrin loses and gains 300xp/300gp Time Between Fights: 1 hour Ongoing Effects: - Items Used: Potion of Shield of Faith (CL1) Spells/PP Used: none x/day Abilities Used: none Free Activity: Rob Store
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I've been waiting for this fight.... I have no idea how I'll win, but this should be fun. Strat focused, psychic strike, mindblade out in bastard sword form, and animated shield in the air.
Start in the front corner of the cursed plains starting point with a potion in either hand (1 protection from evil one shield of faith). I considered bowing them for all eternity, but then realized the animals would seek me out, so run to get close as quickly as possible. Once I'm in 200' of anything, use either potion of shield of faith or protection from evil if there is a summoned critter out. Use the other potion the next round. Aprroach and try to charge Fayne. Release psionic weapon on my first blow against Fayne.
If Fayne goes invisible, kill Duggles, then Zeus, then kill any bag critters, and try to locate Fayne when she throws another out.
Refresh potion of protection from evil as needed. I do not want to face a swarm of summoned critters.
If blinded, attack the areas where I last saw the people and use listen checks. Basically, I'm stuck.
If I do get to charge Fayne, use power attack +2. I need to one shot her if possible. Don't use power attack aside from that.
Ignore mirror image. I need to kill Fayne as quickly as possible.
I think that's all; I hate the plains. Have fun, I'm praying she doesn't blind me.
For Ashtin, recharge psychic strike on any free move action.
I completely forgot dodge! Dodge the halfling if it's not to late to add that.
Hi Telin, thanks for pitlording, and happy holidays
This seems so simple yet so complex. I sort of want to cast Deafness on him and turn invisible, and then be like, “haha,” but that doesn’t seem optimal. Scorching ray is probably optimal. But would be out of character. That’s for emergencies. He has a crappy listen check and no way to see invisibility. But has tons of “ammo” and can probably beat all of my summons…
Strategy: Blind him (or be invisible), use summons to wear him down, help with buffs/debuffs, finish him off myself if necessary
Fayne will always be behind Duggles and/or Zeus for cover.
Share all beneficial spells
Duggles rides for cover unless specified
All expendables are available
Rd 1: Fayne: Tan bag of tricks, order to attack (if seen, otherwise heel)| Duggles: nothing | all: move closer
Rd 2: Fayne: Rust bag of tricks, order to attack (if seen, otherwise heel) | Duggles: Produce Flame | all: move closer
Move until within range of Blindness: Fayne casts blindness.
Duggles engages with produce flame regardless (renew if runs out x1, after that with sling stones); once within range, dismount from Zeus
Zeus, TanBag, RustBag all attack (ideally flanking, tripping if possible)
After blindness: if successful, Fayne starts Inspire Courage; if it failed, Fayne turns invisible, and next round Inspire Courage (Fayne always behind someone for cover… if applicable, will also go prone for extra bonuses, and take defensive actions, while maintaining inspire courage)
Re-toss any animals that die (10 uses / week = 4 uses / fight)
If out of animals, Duggles will cast Cat’s Grace on Fayne, Fayne will buff with Shield, and will engage w/ Scorching Ray wand
[Prefight Locations and Initiative] Ashtin starts in area 4 at (8,8) with a potion of Protection from Evil (CL1) and a potion of Shield of Faith (CL1). His animated shield floats before him. Initiative 8 (+) Lady Fayne starts in area 2 at (92,93) with nothing in hand. Initiative 8 (-) -- Duggles starts mounted on Zeus at (92,92) with nothing in hand. Initiative 6.
[Round 1] Ashtin runs to (30,29) Lady Fayne draws an animal from her tan bag of tricks [1d100=52, Lion] and orders it to attack. She moves to (88,89) Lion appears at (89,92) and double moves to (78,81) Duggles moves to be in front of Lady Fayne (87,88)
[Round 2] Ashtin runs to (51,51). Ashtin declares dodge on Duggles. Lion double moves to (67,70) Lady Fayne draws an animal from her rust bag of tricks [1d100=83, Boar] and orders it to attack. She moves to (84,85) Boar appears at (86,88) and double moves to (75,77) Duggles moves to (83,84) and casts produce flame.
[Round 3] Ashtin drinks a potion of protection from evil and manifests a mindblade in the form of a bastard sword. Lion moves to (56,59) Boar moves to (64,66) Lady Fayne double moves to (76,77) Duggles moves to (72,73)
[Round 4] Ashtin drinks a potion of shield of faith and moves to (57,55) Lion pounces on Ashtin, but is deflected by the protection spell. Boar charges Ashtin to (58,56), but is also deflected. Lady Fayne casts Blindness on Ashtin [17 vs DC 16, success] and moves to (73,72) Duggles tries to quick dismount [Ride 14 vs DC20, fail] but takes too long getting himself out of the saddle. He throws a flame at Ashtin [18-4 vs AC14+1+2, miss]. He orders Zeus to attack. Zeus double moves to (61,61)
[Round 5] Ashtin double moves to (68,65), ignoring the AoO from the lion and boar. Lion follows to (66,65) Boar follows to (68,64) Lady Fayne casts Invisibility and moves away to (73,66) [Move Silently 4 vs Listen 8] Duggles throws a flame at Ashtin [5!, automiss] Zeus moves to (67,66) and attacks Ashtin [23 vs AC22+2, miss]
[Round 6] Ashtin moves away, drawing an AoO from Zeus [9 vs AC22+2, miss], to (71,72) and attacks Duggles [15 vs AC17, miss] Lion follows to (70,71) Boar follows to (72,71) Lady Fayne starts singing for inspire courage. Duggles tries to touch Ashtin [14 vs AC14+1+2, miss] Zeus moves to (70,72) and bites Ashtin [21 vs AC22+2, miss]
[Round 7] Ashtin attacks Duggles [26 vs AC17, hit; Dmg 1d10+10+1d4+1d8=28], knocking out the halfling. Ashtin refreshes his psychic strike. Lion and boar do nothing. Lady Fayne continues singing. [Listen 13 vs DC0] Duggles does not stabilize [4% vs 91%, fail] Zeus attacks Ashtin [14 vs AC22+2, miss]
Ashtin (71,72) 43/43, Protection from Evil (ends 13), Shield of Faith (ends 14) Lady Fayne (73,66) 29/29, Invisibility (ends 65), Inspire Courage -- Duggles (72,73) -7/22, bleeding, Produce Flame (ends 12), Inspired -- Zeus (70,72) 35/35, Inspired -- Lion (70,71) 32/32, Inspired -- Boar (72,71) 25/25, Inspired
[Round 8] Ashtin attacks Zeus [22 vs AC23, miss], declares dodge against the dog. Lion and boar do nothing. Lady Fayne sings Duggles does not stabilize [71% vs 91%, fail] Zeus attacks Ashtin [19 vs AC22+2+1, miss]
[Round 9] Ashtin attacks Zeus [22 vs AC23, miss] Lion and boar do nothing Lady Fayne sings Duggles does not stabilize [22% vs 91%, fail] Zeus attacks Ashtin [13 vs AC22+2+1, miss]
[Round 10] Ashtin attacks Zeus [28 vs AC23, hit; Dmg 1d10+10+1d4+1d8=23] and recharges his psychic strike. Lion and boar do nothing. Lady Fayne sings Duggles dies [72% vs 91%, fail] Zeus attacks Ashtin [27! (21-not confirmed) vs AC22+2+1, hit; Dmg 1d6+4+1=7; Trip 18 vs 20, fail]
Ashtin (71,72) 36/43, Protection from Evil (ends 13), Shield of Faith (ends 14) Lady Fayne (73,66) 29/29, Invisibility (ends 65), Inspire Courage -- Duggles (72,73) -10/22, dead, Produce Flame (ends 12), Inspired -- Zeus (70,72) 12/35, Inspired -- Lion (70,71) 32/32, Inspired -- Boar (72,71) 25/25, Inspired
[Round 11] Ashtin attacks Zeus [23 vs AC23, hit; Dmg 1d10+10+1d4+1d8=25] and kills the dog. He recharges his psychic strike and declares dodge against the lion. Lion and Boar do nothing. Lady Fayne sings.
Ashtin (71,72) 36/43, Protection from Evil (ends 13), Shield of Faith (ends 14) Lady Fayne (73,66) 29/29, Invisibility (ends 65), Inspire Courage -- Zeus (70,72) -13/35, dead, Inspired -- Lion (70,71) 32/32, Inspired -- Boar (72,71) 25/25, Inspired
[Round 12] Ashtin attacks the lion [13!, automiss] Lion full attacks Ashtin [10,9,13 vs AC22+2+1, miss] Boar does nothing. Lady Fayne sings.
[Round 13] [Protection from Evil ends] Ashtin takes a 5ft step, draws and drinks from a potion of Protection from evil. Lion tries to attack, but can't get past the barrier. Boar does nothing. Lady Fayne sings
[Round 14] [Shield of Faith ends] Ashtin attacks the lion [28 vs AC15, hit; Dmg 1d10+10+1d4+1d8=19] and recharges his psychic strike. Lion full attacks Ashtin [21,18,7 vs AC22+1, miss] Boar does nothing. Lady Fayne sings.
[Round 15] Ashtin attacks the lion [18 vs AC15, hit; Dmg 1d10+10+1d4+1d8=18] and recharges his psychic strike. Boar does nothing. Lady Fayne stops singing, draws a new animal and throws it down [1d100=73, Heavy Warhorse] and orders it to attack. Warhorse appears at (70,66) and charges to (70,71), but it is warded off
[Round 16] Ashtin attacks the warhorse [30 vs AC14, hit; Dmg 1d10+10+1d4+1d8=24] and recharges his psychic strike and dodges the warhorse. Boar does nothing. Warhorse full attacks [15-2, 14,17 vs AC22+1, miss] Lady Fayne waits.
[Round 17] Ashtin attacks the warhorse [25 vs AC14, hit; Dmg 1d10+10+1d4+1d8=28] and recharges his psychic strike. Boar does nothing. Lady Fayne draws another animal from the tan bag [1d100=36, Lion] and orders it to attack. Lion appears at (70,66) and pounces, but is deflected.
[Round 18] Ashtin attacks the lion [19 vs AC15, hit; Dmg 1d10+10+1d4+1d8=25] and recharges his psychic strike and dodges the lion. Boar does nothing. Lion full attacks [20,12,8 vs AC22+1, miss] Lady Fayne waits
[Round 19] Ashtin attacks the lion [18 vs AC15, hit; Dmg 1d10+10+1d4+1d8=18] and recharges his psychic strike. Boar does nothing. Lady Fayne draws an animal [1d100=59, Lion] Lion pounces, but is deflected.
[Round 20] Ashtin attacks the lion [21 vs AC15, hit; Dmg 1d10+10+1d4+1d8=18] and recharges his psychic strike and dodges the lion. Boar does nothing. Lion full attacks [20,13,21 vs AC22+1, miss] Lady Fayne does nothing.
[Round 21] Ashtin attacks the lion [19 vs AC15, hit; Dmg 1d10+10+1d4+1d8=26] and recharges his psychic strike and dodges the boar. Boar does nothing. Lady Fayne waits.
[Round 22] Ashtin attacks the boar [18 vs AC16, hit; Dmg 1d10+10+1d4+1d8=17] and recharges his psychic strike. Boar attacks [20 vs AC22+1, miss] Lady Fayne waits.
[Round 23] [Protection from Evil ends] Ashtin attacks the boar [22 vs AC16, hit; Dmg 1d10+10+1d4+1d8=22] and recharges his psychic strike. Lady Fayne draws an animal from the rust bag [1d100=87, Black Bear] Black Bear charges Ashtin [27 vs AC22, hit; Dmg 1d4+4=6]
Ashtin (71,72) 30/43, Protection from Evil (ended) Lady Fayne (73,66) 29/29, Invisibility (ends 65) -- Black Bear (72,71) 19/19
[Round 24] Ashtin attacks the bear [17 vs AC13, hit; Dmg 1d10+10+1d4+1d8=25] and recharges his psychic strike. Lady Fayne draws an animal from the rust bag [1d100=2, Wolverine] Wolverine charges Ashtin [20 vs AC22, miss]
[Round 25] Ashtin attacks the wolverine [14 vs AC14-2, hit; Dmg 1d10+10+1d4+1d8=28] and recharges his psychic strike. Wolverine rages and attacks [23,12,13 vs AC22+1, hit; Dmg 1d4+2+2=8] Lady Fayne waits.
[Round 26] Ashtin attacks the wolverine [20 vs AC14-2, hit; Dmg 1d10+10+1d4+1d8=24] and recharges his psychic strike. Lady Fayne draws her last animal [1d100=9, Wolverine] Wolverine charges [7!, automiss]
[Round 27] Ashtin attacks the wolverine [31! (20-confirmed) vs AC14-2, hit; Dmg 2d10+20+1d4+1d8=16+17] and recharges his psychic strike. Lady Fayne draws and casts Shield from a scroll [UMD 24+2 vs DC22, success; ASF 8% vs 10%, fail]
[Round 28] Ashtin delays. Lady Fayne draws and tries to activate the wand [UMD 25 vs DC20, success; 13 vs AC10, hit; Dmg 4d6=10] Ashtin charges Lady Fayne, using power attack (-2/+4) [32! (17-not confirmed) vs AC18, hit; Dmg 1d10+10+1d4+1d8+4+2d6=23]
Ashtin (71,72) 12/43 Lady Fayne (73,66) 6/29, Invisibility (ended)
[Round 29] Lady Fayne steps away and uses the wand [UMD 36 vs DC20, success; 13 vs AC14+1-2, hit; Dmg 4d6=14] and Ashtin goes down.
Lady Fayne wins and gains 1800+5% (-25% (allies) +30% (politics) = 1890xp / 2100gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects:none Items Used: Scroll of Shield (CL2), 2 charges from a wand of Sonic Scorching Ray (CL3) Spells or Powerpoints Used: 4SLs (Blindness, Invisibility) Abilities Used: 4 uses of Rust Bag of Tricks, 4 uses of Tan Bag of Tricks, 1 bard song Free Activity: Perform +153gp, 2sp
Ashtin loses and gains 600+25% = 750xp / 833gp. Time Between Fights: 1 hour Prebuffs/Ongoing Effects: none Items Used: 2 potions of Protection from Evil (CL1), potion of Shield of Faith (CL1) Spells or Powerpoints Used: none Abilities Used: none Free Activity: Craft Jewelry +102gp
There's some items here that weren't optimal. Ashtin has power attack, but only wants to use it against Lady Fayne, and then only for -2/+4 if he charges. Many of the animals were auto-hits or nearly so - and with power attack could have been downed in single strokes. Not killing Lady Fayne in that one hit is bad luck - average damage with the psionic weapon is 29.5, 33.5 with the power attack. On the other side, Fayne's reliance on summons was a bad plan here as he had protection against them to make them considerably ineffective. With a wand to attack his unimpressive touch AC and mirror image on hand - that was a much more reliable option to go with. Just my opinion of course.
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Well, this is about as simple as it gets for me. Start off at the front center of the starting area with my bow in hand. If Atalisa is in sight - fire. If not, move and ready.
If she stays at range - keep firing. If she comes to melee, draw warhammer and bash her head in.
Roll random for start square within starting box and 1d3 to determine which box she approaches (left, straight, or right). She starts with composite bow and approaches the other box, moving behind cover as she moves. Once the enemy is spotted she continues to move and attack with bow, moving to get into melee reach to use greatsword, charging the last distance if she can. If she ever gets a positive attack modifier above her normal "to hit" with the greatsword, parlay that bonus into an equivalent power attack.
Round 1: Ildur glances around, grunting and scowling, eager to find the hated elven scum; spying nothing, he sets off – as he heads towards the center of the arena, he catches sight of his foe to the Northeast! (flatfooted, no hide check) Grinning, he fires off a shot at the half-elf – and scores a brutal shot at the stunned half-elf! (16 dmg; forgot to add distance penalty -2 to roller, would still hit)
Atilisa, just getting her bearings, grimaces at the pain from the shaft, the orcish missile buried deep in her thigh; limping, she closes the distance, trying gamely to take the fight to the orc (moves closer, sticks behind cover) and fires off a shot of her own, which glances off the arena stones.
Ildur 25/25 AC 20 Atilisa 8/24 AC 18
Round 2: Ildur adjusts his position and fires; in his eagerness to draw more elven blood, he fumbles with his quiver and drops his arrow. Peals of laughter echo from the crowd, though the orc’s fearsome glare soon quiets the spectators. Atilisa moves in and fires once more, this time accounting for the stonework of the arena and scoring a hit of her own, burying her elven shaft deep in the orc’s forearm (6 dmg). The crowd roars once more at the spray of blood!
Ildur 19/25 AC 20 Atilisa 8/24 AC 18
Round 3: Ildur continues his barrage, this time taking care to bite back his eagerness and carefully load his arrow – taking aim, he looses the shaft, the crudely feathered bolt soars through the air and splinters against the stone columns of the arena, shattering mere inches from the half-elf’s head. Atilisa cringes at the orc’s aim, steels herself, and leaves the cover of the stones, trying to get close enough to cleave the orc with her massive blade; she fires a shaft of her own, hoping to keep her foe off balance, missing the humanoid.
Round 4: Ildur sees his foe in the open at last and draws his bow back, his mighty muscles bending the oak and pulling taught the recurve string – he releases his shot with an thrummm heard throughout the arena; the arrow whizzes through the air and slams into the half-elf, the force of the shot lifting her a foot off the ground and sending her corpse tumbling backwards. (critical threat, not confirmed, for 16)
With a triumphant roar, Ildur stands, yanks the half-elf’s arrow from his arm, and licks the shaft clean… he then stalks over to the half-elf’s corpse and kneels, drawing his blade… and the spectators groan as the arena lights go dark…