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Sticky: Battles of Gladius
3 years ago  ::  Dec 19, 2010 - 12:28PM #261
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,764
Harrod Hairyfoot

Harrod Hairyfoot's tactics Show

Okay - the goal here is to use one shot at range, then get in melee since I can't snipe well.

Start off at the front right corner of my starting area with mindblade manifested and charged. If spotted straight off, move to block LOS and then next round throw a mindblade at range, using focus for psionic shot.

Regardless if I hit or not, recharge the mindblade if needed and move closer. Once close enough, tumble if necessary and attack in melee. If grappled, use escape artist to break free. Always recharge mindblade when it is not charged.


Ung, The Fist of Gruumsh

Ung, The Fist of Gruumsh's tactics Show

Goal: close distance, grapple, win

 


Start in default location, holding tanglefoot bag


Rd 1: Enlarge person


Rd 2: Shield of Faith, shout, move out


 


Close distance as fast as possible, try to get to melee, charge if possible, grapple; grapple until dead.


Tanglefoot bag if he’s moving away, and then close distance. 


If for some reason can’t close distance, hold person.  If that fails, and it’s a ranged fight, get cover, kneel, throw javelins, use wand of CLW



The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Ung starts in area 1 with tanglefoot bag in hand. Initiative 21.
Harrod Hairyfoot starts in area 2 with mindblade in hand. Initiative 13.

Ung: (31,59) 20/20 HP, 19 AC (18 FF)
Harrod Hairyfoot: (55,35) 24/24 HP, 24 AC (16 touch)


[Round 1]
Ung begins casting enlarge person. Harrod hears him and knows his approximate position.
Harrod Hairyfoot double moves to 49,37.

Ung: (31,59) 20/20 HP, 19 AC (18 FF)
Harrod Hairyfoot: (49,37) 24/24 HP, 24 AC (16 touch)


[Round 2]
Ung finishes his spell, casts shield of faith, yells for Harrod, and moves to 33,56. They see each other.
Harrod Hairyfoot moves up to 47,40 and throws his blade at Ung. The orc doesn’t even bother to deflect or dodge the blade as it veers downward and thuds into the ground right in front of him.

Ung: (33,56) 20/20 HP, 19-1+2 AC (18-1+2 FF), spells end 32
Harrod Hairyfoot: (47,40) 24/24 HP, 24 AC (16 touch)


[Round 3]
Ung double moves to 36,49.
Harrod Hairyfoot regenerates his blade and moves up to 44,42.

Ung: (36,49) 20/20 HP, 19-1+2 AC (18-1+2 FF), spells end 32
Harrod Hairyfoot: (44,42) 24/24 HP, 24 AC (16 touch)


[Round 4]
Ung charges at Harrod, and grabs the Halfling and squeezes for 7 nonlethal damage.
Harrod Hairyfoot tries to writhe out of the orc’s grasp, with no success.

Ung: (36,49) 20/20 HP, 19-1+2 AC (18-1+2 FF), spells end 32
Harrod Hairyfoot: (44,42) 24/24 HP (7 nonlethal), 24 AC (16 touch)


[Round 5]
Ung squeezes again, for 10 nonlethal damage.
Harrod Hairyfoot again fails to escape.

Ung: (36,49) 20/20 HP, 19-1+2 AC (18-1+2 FF), spells end 32
Harrod Hairyfoot: (44,42) 24/24 HP (17 nonlethal), 24 AC (16 touch)

[Round 6]
Ung squeezes again, for 7 nonlethal damage, staggering him.
Harrod Hairyfoot again fails to escape.

Ung: (36,49) 20/20 HP, 19-1+2 AC (18-1+2 FF), spells end 32
Harrod Hairyfoot: (44,42) 24/24 HP (24 nonlethal), 24 AC (16 touch)

[Round 7]
Ung squeezes once more, knocking the halfling out.
Ung: (36,49) 20/20 HP, 19-1+2 AC (18-1+2 FF), spells end 32
Harrod Hairyfoot: (44,42) 24/24 HP (31 nonlethal), 24 AC (16 touch)




Fight Results and Summary Show

Harrod Hairyfoot loses and gains 300xp/300gp.
Time Between Fights: 4 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: guard home

Ung, The Fist of Gruumsh wins and gains 900xp/900gp.
Time Between Fights: 4 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: Enlarge Person, Shield of Faith (2 SL)
Abilities Used: none
Free Activity: guard home

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2 years ago  ::  Dec 20, 2010 - 1:47PM #262
TelinArtho
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Date Joined: Nov 3, 2004
Posts: 13,730
Ahrin

Ahrin's tactics Show

Ahrin suffers from being a rather poorly designed character, and Kol is tough.  I might redesign him if he doens't start doing better... regardless.

Step 1: Start in in the fron corner with greatsword and scroll of shield in hand.  Move out clockwise along path two rounds, then single move, trying to activate scroll as I go.  Don't cross the stream until I get shield up, then start singing.  Running jump over the stream at the point where it is 3 squares.  Just keep going until I find him.  Once I do, charge the hobbit with my great sword and try to beat him up in melee.  If entangled, try to break free.  I should at least sleep the dog.

I'm not too hopeful, but there isn't much I can do this fight.  Produce flames is going to be the end of me this fight.

Dodge Kol.

Cast cure light wounds if I'm actually in melee with Kol and below half hp.


Kol "the Rabid"

Kol's tactics Show

Hi Telin-

Thanks for pitlording!

Start mounted, share all beneficial spells, always ride for cover

Rd 1: Magic stone, move out

Rd 2: Produce flame, on doggies’ bite

Rd 3: Produce flame, self

 

Move out – when he’s located:

cast entangle, rapid dismount, dog between me and him, dog goes to attack, attacks with produce flame;

cast SNAII instead of Flaming Sphere for a Hippogriff, keep it between me and him, hippo attacks/dog flanking

attack with produce flame of my own

when that’s out, attack with magic stones

 

Trumps all else:

If he’s casting a full round spell from memory, move away beyond distance/break LoS for sleep (and note unclear if spell would target me or dog as same HD); if he’s casting a full round spell from scroll ignore it and continue w/ tactics


The Fight Show

[Prefight Locations and Initiative]
Ahrin starts in area 1 at (6,59) with a scroll of shield (CL1) in hand. Initiative 12
Kol starts in area 2 at (62,62), mounted on Wombat with nothing in hand. Initiative 25

[Round 1]
Kol casts magic stone and moves out to (55,60)
Ahrin double moves to (17,61)

[Round 2]
Kol casts Produce flame from memory on Wombat's bite. They move to (48,59)
Ahrin double moves to (23,52)

[Round 3]
Kol casts Produce flame from memory for himself. They move to (41,56)
Ahrin moves to (29,53) and tries to cast from the scroll [UMD 25 vs DC20+1, success] [Listen -5 vs DC0]

Map Show


[Round 4]
Kol moves to (40,53) and spots Ahrin across the river. He casts entangle on the bard [Reflex 27! vs DC15, success]
Ahrin moves to (31,57), drawing his greatsword. He declares dodge against Kol.

[Round 5]
[Entangle 27! vs DC15, success]
Kol moves to (40,57), and dismounts [Ride 15 vs DC20] to (41,57)
Ahrin moves to (30,61)

[Round 6]
Kol orders Wombat to attack and starts to cast SNAII, dropping Flaming Sphere.
Wombat moves to (35,60)
Ahrin risks the AoO from Wombat to jump over the stream. [AoO 6 vs AC14, miss] [Jump 9 vs DC15]. His jump is short however, and he falls in the water at (36,60), prone.

Map Show


[Round 7]
Kol finishes casting and a hippogriff appears at (37,60)
Hippogriff attacks Ahrin [15,21,9 vs AC19+4-4, 1 hit; Dmg 1d4+4=5/2]
Kol can't throw a flame at Ahrin.
Wombat attacks with a regular bite at Ahrin [10 vs AC19+4-4, miss]
Ahrin stands, drawing an AoO from both the dog and the hippogriff [6 (Wombat), 19 (hippogriff) vs AC19+4-4, hit; Dmg 1d4+4=8/2]
Ahrin moves to (37,61)

Ahrin (37,61) 10/16, Shield (ends 13)
Kol (41,57) 23/23, Magic Stone (3 stones, 2 hours), Produce Flame (ends 43)
-- Wombat (35,60) 26/26, Produce Flame (ends 32)
-- Hippogriff (37,60) 25/25, ends 11

[Round 8]
Kol delays.
Hippogriff full attacks Ahrin [20,8,5 vs AC19+4, miss]
Wombat moves to (36,61) and attacks Ahrin [17 vs AC19+4, miss]
Ahrin moves, provoking AoO from both next to him [19 (Wombat), 16 (hippogriff) vs AC19+4, miss]. Ahrin moves to (41,58) and attacks Kol [12 vs AC21, miss]

[Round 9]
Kol takes a 5ft step back to (41,56) and throws a flame at Ahrin [19 vs AC14+1, hit; Dmg 1d6+4=8]
Hippogriff moves to (39,60) and attacks Ahrin [12 vs AC19+4, miss]
Wombat moves to (40,57)
Ahrin takes a 5ft step to (42,58) and casts CLW [1d8+4=10]

Ahrin (37,61) 12/16, Shield (ends 13)
Kol (41,57) 23/23, Magic Stone (3 stones, 2 hours), Produce Flame (ends 33)
-- Wombat (35,60) 26/26, Produce Flame (ends 32)
-- Hippogriff (37,60) 25/25, ends 11

Map Show


[Round 10]
Kol moves to (41,52) and attacks Ahrin with a thrown flame [25 vs AC14+1, hit; Dmg 1d6+4=7]
Hippogriff takes a 5ft step to (40,60) and full attacks Ahrin [8,12,3 vs AC19+4, miss]
Wombat takes a 5ft step and bites at Ahrin with his flames [19 vs AC14, hit; Dmg 1d6+4=10] and Ahrin falls.


Fight Result and Summary Show

Kol "the Rabid" wins and gains 1200xp / 1200gp.
Time Between Fights: 4 hours
Ongoing Effects: Drow Poison on stone, Magic Stone on 3 stones (<2 hours)
Items Used: none
Spells/PP Used: 6SLs (produce flame (x2), entangle, magic stone, flaming sphere)
x/day Abilities Used: -
Free Activity: Guard

Ahrin loses and gains 400xp + 20% (politics) = 480xp / 480gp
Time Between Fights: 4 hours
Ongoing Effects: none
Items Used: Scroll of Shield (CL1)
Spells/PP Used: 1 SL (Cure Light Wounds)
x/day Abilities Used: -
Free Activity: Perform +86gp, 4sp

Couple of difficult issues here, tactics-wise. Ahrin's tactics make an aside mention to "I should at least sleep the dog" but no mention to use the sleep spell or conditions to use it (in fact, it is counter-intuitive since it is after the info about jumping the stream and charging the opponent.

Singing didn't happen since Ahrin had to deal with getting out of the entangle and then get to Kol before he finished his spell.

Let me know if there's any issues.

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2 years ago  ::  Dec 20, 2010 - 6:58PM #263
Eluria
Date Joined: Jan 20, 2007
Posts: 3,252
Eranor

Eranor's tactics Show

Eranor will start at the back corner of the starting area, mounted on Silencia with his rapier and a dose of drow poison in hand. If I am not in LOS, hide.

Round 1 - apply the poison, draw wand of divine favor
Round 2 - cast Protection from good from memory
Round 3 - use the wand.

If not in melee already, move to setup for a charge.

In general, ride for cover to avoid being hit and remember to account for the +1 to hit for being on higher ground.

That's pretty much it.



Ashtin

Ashtin's tactics Show

Fun fun fun...  This looks like a good fight for me, but I know Telin is too clever to do this the easy way.  Start with mindblade charged and and shield floasting, focused, dodge Eranor.  Start in front corner of my box with antitoxin in one hand and potion of protection from evil in the other.

Round one, drink antitoxin and move out to the nearest cover.  Round two, drink potion of protection and manifest mindblade.  Single move out, readying an action to throw mindblade at horse on sight.  Recharge psychic strike as needed.  Once seen, close in and throw mindblade until horse is down.  Then, charge into melee as quickly as possible.  If he reaches me in melee and is still mounted, 5' shift in and power attack his horse (PA -3,+6)  If he is avoiding me and using cover, double move to corner him and then single-move to negate either cover for his horse or range penalty and throw.

Once in melee, attack and charge strike as needed.  If I can, charge him and use psionic strike on charge.  If no charge is available, just use psionic strike on my first blow against him.  Poison and darkness can't be avoided, and he has a couple nasty touches, but dodge and protection from evil should help.  If potion runs out, refresh with shield of faith potion.

Hopfully, without his horse he'll die quickly.  We'll see.  Ashtin has has a nasty streak, lately.
Re: Darkness clarification-
I have low light vision as an elf, so I only suffer double spot penalties... correct?  I wasn't sure if concealment penalties applied, the wording was rather ambiguous.  If I do suffer from concealment penalties, then go ahead and light a sun-rod in round three and stick it in my belt to free up my hands.  It creates no heat, so that shouldn't be a problem.



The Fight Show

ROLLS

Eranor acts first, starting in box 1 (back corner), mounted on Silencia, holding rapier and poison
Ashtin acts second, starting in box 4 (front corner), holding antitoxin and potion of PfE

Round 1:
Eranor applies drow poison to his rapier, and draws a wand
Ashtin drinks antitoxin and moves to nearest cover

Round 2:
Eranor casts PfG (Ashtin hears from the west)
Ashtin drinks PfE and manifests mindblade


Round 3:
Eranor activates wand of divine favor
Ashtin activates a sunrod and tucks it into belt (30’ – 60’ illumination, Eranor sees the light’s effect – not mapping light itself due to no effect beyond what’s described and negating concealment due to darkness)

Eranor 38/38 AC 21+2 (PfG); PfG ends 42, Divine Favor ends 13, rapier poisoned, mounted
Silencia 19/19 AC 13
Ashtin 43/43 AC 22+2 (PfE); PfE ends 12, antitoxin+5 (note Eranor -2 aura/potion +2 PfE), focused, psychic strike, bastard sword shape / psychokinetic enhancement

Round 4:
Eranor tries to move to set up a charge, fails to see Ashtin immediately, horse finishes moving towards Ashtin’s starting square
Ashtin throws mindblade at horse, hitting for 18

Eranor 38/38 AC 21+2 (PfG); PfG ends 42, Divine Favor ends 13, rapier poisoned, mounted
Silencia 1/19 AC 13
Ashtin 43/43 AC 22+2 (PfE); PfE ends 12, antitoxin+5 (note Eranor -2 aura/potion +2 PfE), focused, bastard sword shape / psychokinetic enhancement


Round 5:
Eranor charges w/ rapier, missing (forgot +1 for divine favor in roller)
Ashtin charges psychic strike and power attacks horse, hitting for 29 and instantly beheading Silencia

Eranor 38/38 AC 21+2 (PfG); PfG ends 42, Divine Favor ends 13, rapier poisoned
Silencia: very dead
Ashtin 43/43 AC 22+2 (PfE); PfE ends 12, antitoxin+5 (note Eranor -2 aura/potion +2 PfE), focused, bastard sword shape / psychokinetic enhancement


 
Round 6:
Eranor 5’ steps to deny cover and attacks – hitting! For 6; Ashtin fails his save vs. poison due to the menacing aura emanating from the drow paladin.



Round 7:
Eranor smiles, lifts his rapier, and prepares to slay the unconscious half-elf…



Fight Result and Summary Show

Eranor wins and gains 1650xp / 1833.3gp.
Time Between Fights: 4 hours
Ongoing Effects: Silencia dead
Items Used: Drow poison, 1 charge divine favor
Spells/PP Used: PfG
x/day Abilities Used:
Free Activity: Guard

Ashtin loses and gains 600xp + 8.3% (ally) = 650xp / 722.2gp + 102 = 824.2gp
Time Between Fights: 4 hours
Ongoing Effects:
Items Used: Antitoxin, Sunrod, Pot PfE
Spells/PP Used:
x/day Abilities Used:
Free Activity: Craft jewelry +102gp


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2 years ago  ::  Dec 21, 2010 - 10:12AM #264
Uknits
Date Joined: Aug 24, 2010
Posts: 3,003

Arnaugh(TelinArtho) Vs. Ghost (Eluria)


Arnuagh's tactics Show


Arnaugh vs Ghost


Arnaugh will start at the default square with a potion of Mage Armor and a dorje of Vigor (ML2) in hand. Screech will be on his shoulder. Share all effects as possible.


Round 1 - Drink the potion, draw a scroll of Faerie fire.
Round 2 - Cast Barkskin on self from memory
Round 3 - Cast Magic Fang on one of Screech's claws.
Round 4 - Use Defensive Precognition PLA
Round 5 - Use Vigor from dorje on self, repeat until interrupted or successful.


If I still have time, use the dorje on Screech. If I am attacked after round 4, drop the dorje and cast from the scroll on the location where I am attacked from.


After the faerie fire, use mind thrust PLAs until I am out of them and send Screech in to attack.


After I am out of Mind thrusts, drop Entangle for SNA1 for a wolf and have it attack. Then use my wand of Produce Sonic Flames (CL3) and kill him.


That should be enough - hopefully it will all work




Ghost's tactics Show


Ghost vs Arnaugh (Sewer, Dark)


Thanks for pitlording; it’s been so long since I’ve activated Ghost I don’t even remember what he’s gathering information for!  However, sewers, in the dark, with ambush, should be as good a set up as he could hope for.  I bet Screech and his lowlight vision +18 spot is the death of me, and I’m sure I’m overlooking things by not focusing on that bird.


Ambush: successful (I’ll start box2, he can start box1)


Surprise round: drow poison an arrow


Delay to act just after psicrystal (so it actively listens before my turn)


Rd 1: Chameleon from memory


Rd 2: Dorje vigor


Rd 3: If he’s not seen (ie, Light spell), drink potion of darkvision and move out (always move half speed for no penalties)


Moving like:


 


 


Rd 4+ stay hidden; once either crystal or I see him, or he’s heard and is within range that could get to him in 1 move, activate Deadly Choker (true strike) - the following round, attack with psionic shot+poisoned arrow; Ideally this is a sneak attack.  Make this a snipe regardless.


 


Then:
--Continue sniping as long as effective (move: regain focus; std: shoot - shoot regardless of if focused or not, but continue that, each round)
--once detected by Arnaugh, withdraw (use  shrunken head of exp retreat to gain distance), rehide, rebuff vigor if it is out/used up, regain focus if lost, and try to set up to re-snipe, this time with Bracers of Enlarged Crystal Shard + Psi Shot + sneak attack if possible


--then continue sniping as long as effective (move: regain focus; std: shoot - shoot regardless of if focused or not, but continue that, each round)
--If Vigor expires, and still sniping/hidden, rebuff it.  If Vigor expires and we're just battling away at eachother, forget it.


 


Notes:
--Always save last PP for psionic focusing
--Share all beneficial effects w/ psicrystal
--Psicrystal actively listening unless I say otherwise; always has "sighted" ability and communicates what it finds



Fight Show


Rolls
www.hwx.it/wizards.com/dice.php?sid=4630...[1]=Arnuagh¬e[1]=spot&name[2]=Ghost&query[2]=3d8%2B2d6¬e[2]=damage&round=11


Round 0
Arnaugh and Screech start first in box 1, Ghost starts last (should be +3, doesn't matter) in square 2.
Ghost suprise poisons an arrow..


Round 1
Arnaugh drinks potion of mage armour and draws scroll.
Ghost cast Chameleon.



Ghost 27/27 hp AC 19     
Whisper  13/13    hp AC 16
Arnaugh 17/17    hp AC 21
Screech 16/16   hp AC 22


 


Round 2
Arnaugh shares barkskin
Ghost vigors himself as he hears Arnaugh's spell.
Ghost 37/27 hp AC 19    
Whisper  13/13    hp AC 16
Arnaugh 17/17    hp AC 23
Screech 16/16   hp AC 24


Round 3
Arnaugh casts Magic Fang
Ghost drink a potion of darkvision.
Ghost 37/27 hp AC 19    
Whisper  13/13    hp AC 16
Arnaugh 17/17    hp AC 23
Screech 16/16   hp AC 24



Round 4
Arnaugh uses defensive precognition on himself.
Ghost moves out.

Ghost 37/27 hp AC 19    
Whisper  13/13    hp AC 16
Arnaugh 17/17    hp AC 23
Screech 16/16   hp AC 24



Round 5
Arnuagh uses dorje vigor, but fails.
Ghost lurks.


Ghost 37/27 hp AC 19    
Whisper  13/13    hp AC 16
Arnaugh 17/17    hp AC 23
Screech 16/16   hp AC 24


Round 6
Arnuagh uses dorje vigor, but fails, and a dull shriek let him know that he's not activating this for a while.
Ghost lurks.


Ghost 37/27 hp AC 19    
Whisper  13/13    hp AC 16
Arnaugh 17/17    hp AC 23
Screech 16/16   hp AC 24


Round 7
Arnuagh doesn't mention moving, but he'll have to to accomplish anything.  Ho moves south.
Ghost lurks some more.

Ghost 37/27 hp AC 19    
Whisper  13/13    hp AC 16
Arnaugh 17/17    hp AC 23
Screech 16/16   hp AC 24


Round 8
More movement.
Ghost hears where Arnaugh is, and he lurks.

Ghost 37/27 hp AC 19    
Whisper  13/13    hp AC 16
Arnaugh 17/17    hp AC 23
Screech 16/16   hp AC 24


Round 9
Arnaugh goes down right.

Ghost 37/27 hp AC 19    
Whisper  13/13    hp AC 16
Arnaugh 17/17    hp AC 23
Screech 16/16   hp AC 24


Round 10
Arnaugh receive a telpathic message that Ghost is in square 2.  He move that way, readying an action to fairy farie any attacker.  Screech sees Ghost and screechs, but can't tell Arnaugh where he is.
Ghost use his choker.
Ghost 37/27 hp AC 19    
Whisper  13/13    hp AC 16
Arnaugh 17/17    hp AC 23
Screech 16/16   hp AC 24


Round 11
Arnaugh move, ready still to use farie fire, but they fail to see Ghost.
Ghost smiles, shooting his bow.  It strikes Arnaugh square the heart, ending the battle instantly.  The crowd jumps in shock, feeling cheated even as they applaud the incredible skill of Ghost's aim.
Ghost 37/27 hp AC 19    
Whisper  13/13    hp AC 16
Arnaugh -2/17    hp AC 23
Screech 16/16   hp AC 24


Results Show


Ghost Wins and gains 1500xp/1600gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: Choker of true strike, 1 charge dorje vigor, 1 arrow, 1 dose poison
Spells or Powerpoints Used: 1 PP
1/day Abilities Used: none
Free Activity: Gather information


Arnaugh Loses and gains 500xp/533gp.
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: Dorje unusable for 24 hours
Items Used: potion of mage armour,
Spells or Powerpoints Used: 3sl (barkskin, magic fang)
x/day Abilities Used: Defensive Precognition
Free Activity: Guard


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2 years ago  ::  Dec 22, 2010 - 7:23PM #265
TelinArtho
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Date Joined: Nov 3, 2004
Posts: 13,730
Tim the Strong Show

Half-Giant Cleric 5
Medium Giant (Psionic)
Hit Dice: 5d8+10 (32 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 Dex, +8 armor), touch 9, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Large greatsword +9 melee (3d6+6/19-20) or Large javelin +2 ranged (1d8+4)
Full Attack: Large greatsword +9 melee (3d6+6/19-20) or Large javelin +2 ranged (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities
Special Qualities: Fire acclimated, giant’s stature, low-light vision
Saves: Fort +7, Ref +1, Will +7
Abilities: Str 18, Dex 9, Con 15, Int 12, Wis 14, Cha 8
Skills: Concentration +10, Knowledge (Religion) +9, Spellcraft +9
Feats: Psionic Weapon (1st), Run (3rd), Martial Weapon Proficiency (Greatsword)B, Weapon Focus (Greatsword)B
Challenge Rating: 5
Alignment: Usually neutral good
Half-giants typically stand from 7 feet to nearly 8 feet tall and weigh from 250 to 400 pounds, with men noticeably taller and heavier than women.
Half-giants speak Common. Many also learn Giant.
COMBAT
Because of their giant ancestry, half-giants are able to use weapons sized for creatures larger than normal humans. They gain considerable satisfaction in using these large weapons in combat against their foes.
Psi-Like Abilities: 1/day: stomp (DC 10). ML2. The save DC is Charisma-based.
Fire Acclimated (Ex): Half-giants have a +2 racial bonus on saving throws against all fire spells and effects.
Powerful Build (Ex): The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Domains: Strength (+5 str for one round), War (Greatsword)
Spells: (DC12+SL)
0th (5) Light, Guidance, Detect Magic (x2), Read Magic
1st (4+1) Magic Weapon (domain), Shield of Faith, Protection from Evil, Entropic Shield, Command
2nd (3+1) Bull's Strength (domain), Bear's Endurance, Aid, Sound Burst
3rd (1+1) Magic Vestment (domain), Invisibility Purge

Equipment: 4300gp
Full Plate 1500gp
Large {Ma} Cold Iron Greatsword 500gp
Large Silver Greatsword 460gp
4 Large Javelins 8gp
4 Large Cold Iron Javelins 16gp
2 Large Silver Javelins 364gp
Tanglefoot Bag 50gp
Cloak of Resistance +1 1000gp

Scroll of Resist Energy (CL2, Ranger Scribed) 50gp
Scroll of Delay Poison (CL2, Ranger scribed) 50gp
Potion of Barkskin +2 (CL3) 300gp


Tim's tactics Show

Start off at the default location with potion of barkskin and silver greatsword in hand.

Buffing:
Drink the potion, cast Entropic Shield, Shield of Faith, Bull's Strength, Bear's Endurance, Aid

If attacked, break buffing for light spell and move in to attack. If able to move to melee, do so and kill the mount. If Krixx dismounts, go directly for Krixx.

Use Psionic weapon on first attack against Krixx.

If unable to get to melee, use sound burst or throw tanglefoot bag to slow him down; if still unable, just throw silver javelins.


Krixx Gekkens

Krixx's tactics Show

Thanks for pitlording

Monster fights with no knowledge are terrible!

 

Start mounted, default area

Rd 1: Dorje Vigor

Rd 2: Dorje Force Screen

Rd 3: Dorje Off Precog

Rd 4: Def Precog from Cognizance crystal

(If interrupted buffing, skip off precog and def precog, but get up the other two)

 

Engage w/ bow while closing distance; rotate arrow type if appears to have DR until find what works best

Try to attack with charge; use psionic weapon on first attack

After that melee w/ dog attacking when possible

 

--always ride for cover

--renew Force Screen if it expires and the foe is fighting with physical attacks (if primary spellcaster, don’t bother)

--renew Vigor up to 2 total times if it is used up

--if fighting a primary caster (ok to interpret as not wearing armor, not wielding natural or manufactured weapons, or casts spells more than once) rapid dismount and have dog attack, trip, flank

--Use any appropriate expendables – if blind, synesthete, for example


The Fight Show

[Prefight Locations and Initiative]
Krixx starts in area 3 at (27,4) mounted on Gul with a dorje of Vigor (ML2) and a dorje of Force Screen (ML2) in hand. Initiative 9
Tim starts in area 2 at (27,27) with a potion of Barkskin (CL3) and silver greatsword in hand. Initiative 0

[Round 1]
Krixx uses his dorje of vigor and stows it.
Tim drinks the potion in hand.

[Round 2]
Krixx uses his dorje of force screen and draws a dorje of Offensive Precognition.
Tim casts Entropic Shield from memory [Listen 5 vs DC0].

[Round 3]
Krixx hears some spellcasting, but continues to buff with his Dorje of Offensive Precognition and stows his dorje of Force screen.
Tim casts Shield of Faith.

[Round 4]
Krixx uses his cognizance crystal to manifest Defensive Precognition and stows the dorje of Offensive Precognition.
Tim casts Bull's Strength.

[Round 5]
Krixx moves out, drawing his greatsword, to (29,19) [MS 8, -1 vs Listen 11]
Tim hears someone approaching and casts Bear's endurance and stays put.

[Round 6]
Krixx can't see the opponent yet, but knows he's still casting, so he moves in to base (28,26), dismounts [Ride 28 vs DC20] quickly. He then attacks, expending his focus for Psionic weapon [9 vs AC17+2+2, miss]
Tim steps away and casts light on his armor.

[Round 7]
Krixx steps in and attacks [20 vs AC17+2+2, miss]
Gul moves around to flank and attacks [16 vs AC17+2+2, miss]
Tim attacks Krixx [26 vs AC25+4+1, miss]

[Round 8]
Krixx attacks [17 vs AC17+2+2, miss]
Gull attacks [15 vs AC17+2+2, miss]
Tim attacks [25 vs AC25+4+1, miss]

[Round 9]
Krixx attacks [27! (22 - confirmed) vs AC17+2+2, hit; Dmg 2d10+8=12+8]
Gul attacks [23 vs AC17+2+2, hit; Dmg 1d6+3=8; Trip 21 vs 17, success]
Tim stands up, provoking AoO from both [14 (Krixx), 19 (Gul) vs AC17+2+2, hit; Dmg 1d6+3=4] and then attacks Krixx [24 vs AC25+4+1, miss]

Krixx 20/20, Vigor (+10 hp, ends 21), Force Screen (ends 22), Offensive Precognition (ends 23), Defensive Precognition (ends 14)
-- Gul 13/13
Tim 0+10/32+10, Barkskin (ends 301), Entropic Shield (ends 52), Shield of Faith (ends 53), Bull's Strength (ends 54), Bear's Endurance (ends 55), Light (ends 106)

[Round 10]
Krixx attacks [22 vs AC17+2+2, hit; Dmg 1d10+4=9]
Gul attacks [23 vs AC17+2+2, hit; Dmg 1d6+3=8] and Tim falls


Fight Result and Summary Show

Krixx wins and gains 1500xp - 8.33% = 1375xp / 1466gp
Time Between Fights: 4 hours
Ongoing Effects: none
Items Used: 1 charge each of Dorje of Vigor (ML2), Force Screen (ML2), Offensive Precognition (ML2)
Spells/PP Used: none
x/day Abilities Used: 1pp Cognizance Crystal
Free Activity:  Guard
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2 years ago  ::  Dec 23, 2010 - 7:38AM #266
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730

Pairings: 23 December 2010


Rolls
Time Roll: 3 hours
Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up)

Characters on Quests:

  • None this week

Characters doing Full Activities:

  • none this week

BATTLES OF GLADIUS

LEVEL 3 FIGHTS

  • Qelenian Shartarim (Yitzi) vs. Atilisa Lithebow (Mr0bunghole) : TelinArtho {Arena}
  • Scorpio Chryshaller (Eluria) vs. Erick (Uknits) : TelinArtho {Arena}

LEVEL 4 FIGHTS

  • Ung, The Fist of Gruumsh (Eluria) vs. Scrataw (TelinArtho) : Yitzi {Forest}

LEVEL 5 FIGHTS

  • none this week

LEVEL 6 FIGHTS

  • Thanio Deerfriend (Yitzi) vs. Ashtin (Uknits) : Eluria {Arena}

LEVEL 7 FIGHTS

  • Darrgon the Summoner (TelinArtho) vs. Qhordryn del Khessin (Eluria) : Uknits {Forest}

LEVEL 10+ FIGHTS

  • none this week

Pairings done by TelinArtho.

Credits
Eluria +1 (1 fight), -1 (3 active)
TelinArtho +2 (2 fights), -1 (3 active)
Uknits +1 (1 fight)
Yitzi +1 (1 fight)
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
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2 years ago  ::  Dec 26, 2010 - 3:38PM #267
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,764
Ung, The Fist of Gruumsh

Ung, The Fist of Gruumsh's tactics Show
Start holding tanglefoot bag

 


Rd 1: shout, move out (stick to hampered terrain as much as possible to gain 20% miss chance from attacks, moving towards the central swamp for added cover bonus)


Rd 2: Shield of Faith, move out


Rd 3: Divine Favor, move out


 


Continue single moving out, ready to tanglefoot bag him when he’s spotted and within 1 range increment


 


Use all 4 tanglefoot bags until successful; once any are successful close the distance by any means necessary and try to grapple for damage to death.


 


If ever possible, charge/grapple him.


 


If all tanglefoot bags are used up, switch to readying a grapple attempt to him being in range.   If this fails >5 times, switch to readying greatsword attacks.


 


If injured <15 AND he’s not able to be melee’d AND still have tanglefoot bags left, use wand of CLW until >21


 


If injured <15 and no tanglefoot bags left, heal to >21 3 total times; if still unable to defeat him after all this, stop the healing and just hope for the best.




Scrataw

Scrataw's tactics Show

Okay - assuming I don't get grappled, I think I've got this... of course grappling is probably high on his list of things to do.

Start off at the front corner of the starting area. Fly out to find Ung. Once found, set up to charge (won't be able to dive due to maximum height of the forest area, unless he's in the water).

Charge in, expend focus for psionic fist; withdraw (or if I can't withdraw safely, take total defense and move away), regain focus and repeat procedure.

If grappled, use escape artist to escape.


The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Ung starts in area 1 with tanglefoot bag in hand. Initiative 13.
Scrataw starts in area 4 with nothing in claws. Initiative 10.

Ung: (3,62) 25/25 HP, 19 AC
Scrataw: (6,6) 17/17 HP, 23 AC (19 touch)


[Round 1]
Ung yells for Scrataw, but at that distance and level of background noise, there’s no way she’ll hear him anyway. He then moves to 9,57.
Scrataw takes off and flies over to 4,34.

Ung: (9,57) 25/25 HP, 19 AC
Scrataw: (4,34) 17/17 HP, 23 AC (19 touch)


[Round 2]
Ung casts shield of faith and slogs southeast through the brush. Scrataw hears him moving and knows he’s near the big tree that is actually to his south.
Scrataw heads to 8,50 to check out the area; seeing nothing, she flies along to 7,56, where she sees the orc and backs away to 2,57 in preparation for a charge.

Ung: (10,56) 25/25 HP, 19+2 AC, SoF ends 32
Scrataw: (2,57) 17/17 HP, 23 AC (19 touch)


[Round 3]
Ung casts Divine Favor.
Scrataw charges at Ung, and hits him for 17 damage, but there isn’t enough forward motion, and the wereeagle falls to the ground.

Ung: (10,56) 8/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (9,57) 17/17 HP, 23 AC (19 touch)


[Round 4]
Ung grabs at Scrataw, but she dodges his grasp.
Scrataw withdraws (flying) back to 1,64.

Ung: (10,56) 8/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (1,64) 17/17 HP, 23 AC (19 touch)

/>
[Round 5]
Ung sighs, takes out his wand, and uses it to heal himself up to 17.
Scrataw fails to regain psionic focus, and falls to the ground.

Ung: (10,56) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (1,64) 17/17 HP, 23 AC (19 touch)

[Round 6]
Ung stows his wand and readies to throw the bag at Scrataw once she’s within one range increment.
Scrataw fails to regain psionic focus again.

Ung: (10,56) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (1,64) 17/17 HP, 23 AC (19 touch)

[Round 7]
Ung advances to 7,59 and readies.
Scrataw finally regains psionic focus.

Ung: (7,59) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (1,64) 17/17 HP, 23 AC (19 touch)

[Round 8]
Ung charges at Scrataw, and grabs hold for 2 nonlethal damage.
Scrataw tries to escape Ung’s grasp, with no success.

Ung: (1,64) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (1,64) 17/17 HP, 2 nonlethal, 23 AC (19 touch)


[Round 9]
Ung squeezes for 1 nonlethal damage.
Scrataw tries to escape Ung’s grasp, with no success.

Ung: (1,64) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (1,64) 17/17 HP, 3 nonlethal, 23 AC (19 touch)

[Round 10]
Ung squeezes for another 2 nonlethal damage.
Scrataw manages to wriggle out of Ung’s grasp.

Ung: (1,64) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (1,64) 17/17 HP, 5 nonlethal, 23 AC (19 touch)

[Round 11]
Ung grabs the wereeagle again, and squeezes for 2 nonlethal damage.
Scrataw again fails to escape.

Ung: (1,64) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (1,64) 17/17 HP, 7 nonlethal, 23 AC (19 touch)

[Round 12]
Ung squeezes for 3 nonlethal damage.
Scrataw again fails to escape.

Ung: (1,64) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (1,64) 17/17 HP, 10 nonlethal, 23 AC (19 touch)

[Round 13]
Ung squeezes for another 3 nonlethal damage.
Scrataw finally manages to escape again.

Ung: (1,64) 17/25 HP, 19+2 AC, SoF ends 32
Scrataw: (1,64) 17/17 HP, 13 nonlethal, 23 AC (19 touch)

[Round 14]
Ung grabs at Scrataw, but the wereeagle escapes his grasp.
Scrataw swipes at Ung, but the orc’s armor protects him.

Ung: (1,64) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (1,64) 17/17 HP, 13 nonlethal, 23 AC (19 touch)


[Round 15]
Ung grabs at Scrataw again, and grabs hold for 1 damage.
Scrataw escapes Ung’s grasp.

Ung: (1,64) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (1,64) 17/17 HP, 14 nonlethal, 23 AC (19 touch)

[Round 16]
Ung grabs at Scrataw again, but the wereeagle evades.
Scrataw withdraws to 10,56.

Ung: (1,64) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (10,56) 17/17 HP, 14 nonlethal, 23 AC (19 touch)


[Round 17]
Ung advances to 4,61 and readies.
Scrataw fails to regain psionic focus and falls to the ground again.

Ung: (4,61) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (10,56) 17/17 HP, 14 nonlethal, 23 AC (19 touch)


[Round 18]
Ung again charges at Scrataw, and squeezes tight for 10 nonlethal damage. She falls unconscious, and he quickly finishes the job.
Ung: (4,61) 17/25 HP, 19+2 AC, SoF ends 32, Divine Favor ends 13
Scrataw: (10,56) 17/17 HP, 24 nonlethal, 23 AC (19 touch)





Fight Results and Summary Show

Ung, The Fist of Gruumsh wins and gains 1200xp/1200gp.
Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 charge wand of CLW
Spells or Powerpoints Used: Shield of Faith, Divine Favor (2 SL)
Abilities Used: none
Free Activity: guard home

Scrataw loses and gains 400xp/400gp.
Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: guard home

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2 years ago  ::  Dec 26, 2010 - 7:35PM #268
Eluria
Date Joined: Jan 20, 2007
Posts: 3,252
Thanio

Thanio's tactics Show

Ok, this is one fight that I definitely want to keep ranged, and preferably at a relatively far distance, to get the best benefit from his 30' range.  Fortunately, I am faster than him, even if not by much.

Begin at 35,55 or equivalent.  If I do not see him, use Chameleon, then Cat's Grace, then Shield of Faith.  After that, wait for him.  Once I see him (even if I haven't finished buffing yet, so long as I've raised Chameleon and he doesn't have the benefits of both cover and my range penalty, or if I've used Cat's Grace and he does have cover and I have one ranged penalty), if he doesn't see me, begin sniping until he seems to see me or disappears from view, at which point finish buffing, or he finishes his turn within 100 feet, in which case start moving away (keeping to cover if possible) while buffing.  If I see him and have finished buffing, snipe until he sees me, at which point begin rapid shotting until he is within 100 feet or hits me.  If he sees me before I finish buffing, also move away (to break LoS and rehide) while buffing

If he is within 100 feet, move away (and shoot if I can increase the distance enough with a single move), keeping to cover if possible.  An exception is if he's shooting or throwing rather than moving closer, in which case stay put unless he's within 60 feet.  Try to stay within cover; as long as he can't charge or move+melee, cover is more important than up to 30' of distance, although less important than at least 35' of distance or the distance plus negating his cover against my shot.  If I can't keep at least 100', keep as much as I can.

If I am below 28 health, get away (try to break LoS in a crowded area and keep to cover so that he can't follow me easily) and use my wand until at 28 or above.

In the unlikely event he breaks my bow, use mending.



Ashtin

Ashtin's tactics Show

Alright... Thanio's pretty good with that bow, but hw good is that bow in two pieces?  Start in the front right corner of my square with shield and focus and psychic strike all ready, dodge the only foe on the map.

Round 1, drink potion of shield of faith.  Move out clockwise to find him, sticking to any cover I can get from the ring of rocks around the center (clarified:  The rocks between the start and the center for general seeking.  If I'm being sniped, though, and can't find his location, move to cover as close to the starting areas as possible to get better spot checks).  Once found, move to get into melee as quickly as possible.  If possible, charge.  Use my charge to sunder his bow (max power attack tpo break the magic).  If I hit and don't destroy it, continue to sunder.  If I miss, disarm and pick up the bow, then stow it.  Disarm and stow the great axe while I'm at it.  Thanio has a severe lack of back-up weapons.  Whenever he attacks with anything else (arrows or disarmed), just fight him off, using psychic strike as needed.  Once his bow is gone, feel free to use psionic weapon on my first actual attack against him.

If I'm being sniped and can't find him, take cover make acitve spot chesck to find him.

If he is avoiding me, get close as quickly as possible, running if need be.  Try to corner him if I'm having trouble.

Any problems, message me.  Also of note, double check his attacks.  He has +8 and +12, but his listed bonuses only add to +7 and +11. (Sunder checks against his bow don't count weapon focus or PBS, just to bring it up).

Addendum1:
If being sniped and can't find, move from cover to cover to cover as much local area to get better positions for spot.

Addendum2:
If SOF runs out and I'm being shot at by a bow, refesh with potion of protect from good.




The Fight Show

ROLLS

Round 0:
Ashtin acts first, starting in box 4, front right corner, with potion, animated shield, sword out in 1h, focused, psychic strike charged
Thanio acts second, starting in box 1, (35,55), with potions in hand

Round 1:
Ashtin spots Thanio across the arena (flat footed, line of sight), dodges him (free), drinks shield of faith (std), holds sword in 2 hands (free), heads out (move)
Thanio taps Chameleon tattoo and moves away to break LoS and continue buffing

Ashtin 43/43 AC 22+2def+1dodge (ff20) | SoF (ends 11), focused, psychic strike
Thanio 32/32 AC 23 | Chameleon ends 101



Round 2:
Ashtin knows Thanio’s general location and wants to close as fast as possible, so runs x4 move to where Thanio last seen – at the end of his move, spots Thanio
Thanio wants to move away, break LoS, and finish buffing, as well as move >100’ away, so double moves away, hoping to hide, avoid Ashtin, buff, and set up for sniping eventually



Round 3:
Ashtin sighs and starts to pursue, and upon rounding the corner and not seeing or hearing his foe, decides to head into the obstacles
Thanio fails to hear his foe closing, and decides that, not spotting him, it is time to continue buffing and withdrawing – so drinks his potion of Cat’s Grace, and moves farther, sticking to cover – and spotting Ashtin towards the end of his movement (Ashtin fails to hear his shuffling away)

Ashtin 43/43 AC 22+2def+1dodge (ff20) | SoF (ends 11), focused, psychic strike
Thanio 32/32 AC 23+1cg | Chameleon ends 101, cat’s grace (ends 33)



Round 4:
Ashtin fails to see Thanio hidden behind the nearby rock, shrugs, and (activating “seek him out” tactics, of going clockwise around the central rocks) heads farther South; failing to spot his foe, Ashtin continues clockwise – and takes a single step, and spots his prey, lurking behind the very stone which Ashtin had planned to use for cover!  Growling in frustration that he can’t level a blow against the sniper, Ashtin notes Thanio’s lack of a melee weapon and uses the rest of his movement to try to set up to attack the following round.
Thanio groans as the fight is really not going his way, and withdraws towards the center, hoping that the more obstacles and more cover will let him finish buffing and set up sniping


Round 5:
Ashtin screams in frustration and takes off after the sniper
Thanio grins, moves farther into the shadows (Ashtin fails to hear), and drinks his final potion

Ashtin 43/43 AC 22+2def+1dodge (ff20) | SoF (ends 11), focused, psychic strike
Thanio 32/32 AC 23+1cg+2def | Chameleon ends 101, cat’s grace (ends 33), Shield of Faith (ends 25)

Round 6:
Ashtin continues his hunt, failing to see Thanio
Thanio sees his foe a mere 20’ away, and realizes if he stays put, he’ll be spotted, or if he moves, he’ll break cover, but chances it and tries to find better cover (there is no way to move and get to a position of cover besides the central obstacles; the best Thanio could do is get to 27,46, which, if Ashtin simply followed him around the middle, would  not have cover – so Thanio instead tries to hide around the central area, someplace) – Ashtin spots him as he leaves cover



Round 7:
Ashtin growls and sprints after the speedy sniper, moving around the middle, deciding to try North East (decided at 33,35), getting to 34,38 with 15’ of movement left, spotting Thanio due to LoS / no cover, and back-tracking (movement hard to show on mapper) to 31,39
Thanio sighs and moves to break LoS again, now trying to get to some good cover to set up his >100’ attacks


Round 8:
Ashtin sobs softly to himself, and his soulknife whirrs in sympathy, and he once again jogs off in pursuit of Thanio, deciding to search outside the mid-zone this time
Thanio moves back again (unheard by Ashtin), getting towards a good sniping position (finally)



Round 9:
Ashtin continues searching; (knowing his foe must be somewhere in the SW quadrant of the Arena, decides not to search clockwise, but as per tactics tries to use the mid-rocks for cover) (spot impossible, +8 -5 distance vs +29)
Thanio (wants to snipe, and now’s a good time as he’s in position, has cover from Ashtin, isn’t seen, but also wants to be >100’ away – but also realizes next round he will be hit with a delay penalty, of a type as-yet unknown to all, including the Pitlord) decides to wait, figuring that Ashtin will continue his search pattern and present a nice target next round…


Round 10:
Ashtin continues his search, trying to get some cover
Thanio grins, just as the Arena wizard levels a wand at him, and releases his shot – critically injuring Ashtin! (24 damage (+2 vs elf not shown, but included below)); Thanio ducks behind the wall as Ashtin’s eyes scan the arena (rehide successful)

Ashtin 17/43 AC 22+2def+1dodge (ff20) | SoF (ends 11), focused, psychic strike
Thanio 32/32 AC 23+1cg+2def | Chameleon ends 101, cat’s grace (ends 33), Shield of Faith (ends 25)



Round 11:
Ashtin doesn’t even know where the shot came from, but realizes he must move (and that his Shield of faith potion is about to expire), but figures it’s likely that the attack came from somewhere West of his position, and couldn’t have come from the obstacles right in front of them, so he seeks shelter within the obstacles; makes active spot check (impossible)
Thanio moves to ensure that wherever Ashtin goes, he’ll have cover, and realizes if Ashtin leaves cover, he will be seen.



Round 12:
Ashtin realizes there was no second shot, takes stock of his wound, and refreshes his defenses with a potion of protection from good.  He makes another active spot check (impossible)
Thanio simply sits and waits (non-cumulative delay penalty, so has until round 21)

Ashtin 17/43 AC 22+2def+1dodge (ff20) | SoF (ends 11), PfG (ends 22), focused, psychic strike
Thanio 32/32 AC 23+1cg+2def | Chameleon ends 101, cat’s grace (ends 33), Shield of Faith (ends 25)

Round 13:
Ashtin decides to resume his search, and realizes that it’s extremely likely (based on last known position, where arrow must have come from, how effective cover has been) that his foe is somewhere to the West of his position – so decides to head Southwest in search of the sniper.
Thanio decides to reposition slightly, not knowing which way Ashtin will head on his search.


Round 14:
Ashtin continues his search, stopping for cover
Thanio knows his foe is getting closer (but doesn’t know his exact position), so tries to move for a better sniping position (silently)



Round 15:
Ashtin searches
Thanio doesn’t hear Ashtin, so moves to the edge of his cover (Pitlord note: up until now I forgot Thanio’s bonuses vs elves; wouldn’t have made a difference, except damage, which I went back and added to), and fails to spot Ashtin, so decides to maintain position rather than move and risk being spotted

Round 16:
Ashtin goes back to his standard search protocol, using the rocks for cover from attacks from the outside of the arena – and at precisely the end of his movement, he spots Thanio!
Thanio grimaces, once again forced to resort to running away to set up sniping



Round 17:
Ashtin knows that Thanio went North, so chooses to go Northeast-ish in pursuit, once again spotting Thanio at the end of his movement.
Thanio withdraws to gain either >100’ distance or snipe.



Round 18:
Ashtin pursues.
Thanio flees.



Round 19:
Ashtin pursues.
Thanio flees (Ashtin spots him cutting across briefly)



Round 20:
Ashtin pursues.
Thanio flees (Ashtin spots him cutting across briefly).



Round 21:
Ashtin pursues.
Angered at the cowardly tactics and persistent evasion of Thanio, the crowd showers his area with beer bottles; unable to avoid stepping on the shards, Thanio feels the glass puncture his boot (treat as caltrop: movement speed half.  Pitlord explanation:  there is no buff to remove, no wait to tell where Thanio is, nothing to do that would force confrontation, besides decreased movement.  As Thanio has gone 20 rounds without engaging, while Ashtin is desperately trying to, this seems fair.  I imagine there will be arguments.  I really have tried my best to carefully run this fight per all tactics and innumerable clauses; my apologies if this is a frustrating choice of events).
Thanio moves to cover and shoots, hitting for 8


Ashtin 9/43 AC 22+2def+1dodge (ff20) | SoF (ends 11), PfG (ends 22), focused, psychic strike
Thanio 32/32 AC 23+1cg+2def | Chameleon ends 101, cat’s grace (ends 33), Shield of Faith (ends 25), hobbled


Round 22:
Ashtin moves to melee (no AoO due to no melee weapon) and attacks with max power attack to sunder the bow (hardness 5+2 HP 5+10) – opposed attack rolls (I don’t see why weapon focus wouldn’t apply? It applies to all attack rolls with weapon) – Ashtin succeeds in hitting the bow, dealing it 28 damage, shattering the bow
(note these rolls were rolled accidentally under round 21, but took place in this round)
Thanio (mending repairs small breaks, which 28 damage probably isn’t, and besides, mending can only target object up to 1lb, and bow is 3lb) draws axe and attacks, just missing (PfG expired after Ashtin’s turn – so 23 hits AC 23, and Ashtin goes down to the axe blow!



Fight Result and Summary, and Question Show

Thanio wins and gains 1800xp / 2096gp.
Time Between Fights: 3 hours
Ongoing Effects: none
Items Used: Tattoo chameleon, potion shield of faith, potion cat's grace, 2 arrows
Spells/PP Used: none
x/day Abilities Used: none
Free Activity: Perform +96 included

Ashtin loses and gains 600xp / 768gp.
Time Between Fights: 3 hours
Ongoing Effects: none
Items Used: Pot PfG, Pot SoF
Spells/PP Used: none
x/day Abilities Used: none
Free Activity: Craft jewelry +102gp included



Question:
How do you rule a sunder against a bow?  I assume a bow is held 1 handed, as that’s how it’s wielded, and is a hafted weapon, but how do you know if it’s a light hafted or one handed hafted weapon or projectile weapon – I’m going with projectile weapon here, as that’s the same as one handed hafted…
Also, psychokinetic damage is not affected by damage reduction – would it penetrate hardness too?




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2 years ago  ::  Dec 28, 2010 - 10:15AM #269
TelinArtho
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Date Joined: Nov 3, 2004
Posts: 13,730
Scorpio

Scorpio's Tactics Show

Scorpio vs. Erick –

Scorpio was designed with one purpose only - to fire crystal shards.  He will bravely forgo the cheapy strategy of vigor/sharepain/plucking away and proceed with shards to the face as below.

Unless otherwise specified, psicrystal is actively spotting; share all beneficial spells

Tactic: Ready action for him to be within crystal shard distance, fire crystal shard for 3PP + 2WS + 2PS and hope to hit and kill.  Finish w/ Dorje.

Start in front center, holding dorje enlarged crystal shard

Round 1:

-If he's spotted, single move towards him, ready action to crystal shard as above.

-If he's not spotted, psicrystal goes one way, I go the other (say, clockwise for me, if he's undetected; else obviously towards him).

-Always single move, ready to crystal shard alpha strike as above when he's within range.  (or, if he's within range, take the shot, obviously).

-If the alpha crystal shard hits, finish him with Dorje CS shots

-If the alpha crystal shard misses, use remaining 2pp (unless you enervated, in which case, shame on  you Telin) + 2WS and strike again, then finish with Dorje CS shots

Notes:

--Move to deny cover if possible prior to striking

--5' step back to avoid AoOs if manifesting

--If can't get into range for some reason use Skate, Entangling ectoplasm in that order, as needed, to close.

--if he’s detected manifesting a full round power, try to interrupt

--if an astral construct is out AND can’t shoot at Erick with crystal shards from memory, back away, manifest force screen from stone, vigor +2pp surge from memory, try to avoid it but continue to move towards Erick to try to engage w/ crystal shard

Thanks for pitlording and happy holidays


Erick

Erick's Tactics Show

Alright, start focused in the front-most area of my area.  Erick's virst fight should be pretty quick.

Simple start.  Load crosbow (unless I satrt seeing him), then move around clockwise, taking cover if possible and taking total defense if not.  If I see Scorpio, manifest Mindblast for 3 points if in range or astral construct if not.  Give Astral Construct Trip and Improved Slam.  While Scorpio is busy with construct, move in and mindblast for 3 points.  If I have mindblasted instead of sumoning construct, repeat mindblast.  If he's alive after my best efforts, fire crossbow.  I need to give Erick more backups...

If he crystal shards my construct, go ahead and use deja vu on him instead of mindblast.  Use remainnig 2 point to mindblast him twice.



The Fight Show

[Prefight Locations and Initiative]
Scorpio starts in area 3 at (31,8) with dorje of Enlarged Crystal Shard (ML2) in hand. Initiative 21
Erick starts in area 1 at (32,56) with crossbow in hand. Initiative 13

[Round 1]
Scorpio doesn't see Erick, so he sends his psicrystal to the right while he heads to the left. Scorpio moves to (27,12) and readies crystal shard (surged, psionic shot) on sight of Erick in range.
Scorpio's psicrystal moves to (40,16)
Erick doesn't see Scorpio, so he loads his crossbow and moves to (36,51)

[Round 2]
Scorpio moves to (23,16) and readies
Scorpio's psicrystal moves to (48,24)
Erick spots Scorpio's psicrystal, but not Scorpio, so he begins manifesting an astral construct with 1pp.

[Round 3]
Scorpio moves to (22,22) and readies.
Scorpio's psicrystal moves to (54,33)
Erick finishes manifesting and places the construct at (38,46)
Construct moves to (46,38)
Erick moves closer to the psicrystal to (40,47) and takes total defense.

Map Show


[Round 4]
Scorpio moves to (22,28) and readies.
Psicrystal moves to (46,41), detecting the astral construct and avoiding it while it continues its search. It let's Scorpio know about the AC, but still has no sight of the shaper.
Construct ignores the psicrystal and moves to (41,28)
Erick moves to (40,41) and takes total defense. Now the psicrystal can see Erick and let's Scorpio know where he is.

[Round 5]
Scorpio double moves to (29,32)
Psicrystal moves closer to Erick to (42,39)
Construct moves to (31,24), catching sight of Scorpio at the end of the movement.
Erick moves to (40,35) and takes total defense

[Round 6]
Scorpio moves away from the construct to (34,34) and readies crystal shard [Hide 18, Move Silently 19] [Listen 21]
[Astral Construct ends]
Erick heard some movement nearby, but not well, so he moves to (38,33), triggering Scorpio's ready [Spot 21] [17 vs AC 12, hit; Dmg 3d6+2d6+2d6+1=18; Enervation 99% vs 11%, success]
Erick recovers and uses Mind Thrust on Scorpio for 3pps [Will 18 vs DC15+1, success], but the wilder resists it.

Scorpio 16/16
Erick 9/27

[Round 7]
Scorpio attacks with his dorje [23 vs AC12, hit; Dmg 2d6+1=9]
Erick surrenders. Tactics call to manifest 1pp Mind Thrusts - but one of those has no chance of killing Scorpio and he be bleeding out if he did so. I elected to save you the PP


Fight Result and Summary Show

Scorpio wins and gains 900xp/900gp.
Time Between Fights: 3 hours
Ongoing Effects: none
Items Used: 1 charge from a Dorje of Enlarged Crystal Shard (ML2)
Spells/PP Used: 3pps (Crystal Shard)
x/day Abilities Used:
Free Activity: Guard

Erick loses and gains 300xp/300gp.
Time Between Fights: 3 hours
Ongoing Effects: none
Items Used: none
Spells/PP Used: 4pps (Astral Construct, Mind Thrust)
x/day Abilities Used: none
Free Activity: Craft Sculptures +72gp, 6sp

@Uknits - summoning (whether magic or psionics) requires precision at early levels due to short durations. As a manifester, I would suggest picking up Extend Power so that it can last a little longer or be more careful about when to manifest. Here, it likely wasn't going to work (since you needed to defend against a very nasty alpha strike), but beefing up your AC so you can manifest more freely would be a key thing to do.

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2 years ago  ::  Dec 28, 2010 - 11:56AM #270
TelinArtho
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Date Joined: Nov 3, 2004
Posts: 13,730
Qelenian Shartarin

Qelenian's tactics Show

Finally an enemy who isn't focused against Qelenian's weaknesses...

Begin in the center right of my square with bow in hand.  If I don't see Atilisa, raise mage armor and then shield from memory, because why not.  Replace the shield once if needed.  Once I see her, begin shooting with my bow while moving away (always make sure she can't move+attack or charge me, and withdraw if needed) until she's dead; with my superior speed I should be able to keep the distance, and deflect arrows should give me the fight.  Try to avoid her having anywhere she can hide from me; if she does manage to hide, take cover from the likely places she could shoot from hiding.  Declare dodge against her, just in case.

If she begins readying to shoot when I do, stow my bow and use my wand instead.

If for whatever reason I can't avoid melee, draw my siangham and FoB her until dead.


Atilisa Lithebow

Atilisa's tactics Show

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.

Roll high.


The Fight Show

[Prefight Locations and Initiative]
Qelenian starts in area 3 at (31,5) with bow in hand. Initiative 11
Atilisa starts in area 4 at (7,29) with bow in hand. Initiative 22

[Round 1]
Atilisa moves out to 13,34 and just barely catches sight of Qelenian.
Qelenian moves to (34,8) and shoots at Atilisa [180ft (-2), 17 vs AC18+4, miss]

[Round 2]
Atilisa moves to (16,31) and fires an arrow. Qelenian deflects.
Qelenian fires an arrow [160ft (-2), 23! (14- not confirmed) vs AC18+4, hit; Dmg 1d8=5]

Qelenian (34,8) 15/15
Atilisa (16,31) 19/24

[Round 3]
Atilisa moves to (18,28) and fires an arrow. Qelenian deflects.
Qelenian fires an arrow [140ft (-2), 15 vs AC18+4, miss]

[Round 4]
Atilisa foregoes shooting and double moves to (23,22)
Qelenian fires an arrow [95ft (+0), 11 vs AC18+4, miss] and moves to (39,9)

[Round 5]
Atilisa double moves to (30,19)
Qelenian fires an arrow [70ft (+0), 24 vs AC18, hit; Dmg 1d8=4] and moves to (45,10)

Qelenian (45,10) 15/15
Atilisa (30,19) 15/24

[Round 6]
Atilisa double moves to (37,19)
Qelenian fires an arrow [65ft (+0), 24 vs AC18+4, hit; Dmg 1d8=4] and moves to (40,8)

Qelenian (40,8) 15/15
Atilisa (37,19) 11/24

[Round 7]
Atilisa double moves to (39,12)
Qelenian runs to (22,19)

[Round 8]
Atilisa runs to (29,17)
Qelenian moves to (18,23) and fires an arrow [70ft (+0), 7 vs AC15+4, miss]

[Round 9]
Atilisa runs to (20,24)
Qelenian runs to (41,21)

[Round 10]
Atilisa moves to (23,24) and readies to fire an arrow when Qelenian shoots.
Qelenian takes a shot, triggering Atilisa's ready [90ft (+0), 20 vs AC18+1, hit; Dmg 1d8+3=5] [90ft (+0), 9 vs AC18, miss] and moves to (47,21)

Qelenian (47,21) 10/15
Atilisa (23,24) 11/24

[Round 11]
Atilisa moves to (28,23) and readies again.
Qelenian stows his bow and takes out his wand of Magic Missiles (CL1).

[Round 12]
Atilisa runs to (39,21)
Qelenian uses the wand on Atilisa [1d4+1=5] and moves to (53,21)

Qelenian (53,21) 10/15
Atilisa (39,21) 6/24

[Round 13]
Atilisa runs to (51,21)
Qelenian runs to (53,45)

[Round 14]
Atilisa runs to (51,33)
Qelenian uses the wand on Atilisa [1d4+1=4] and moves to (52,51)

Qelenian (52,51) 10/15
Atilisa (51,33) 2/24

[Round 15]
Atilisa runs to (51,45)
Qelenian uses the wand on Atilisa [1d4+1=2]


Fight Result and Summary Show

Qelenian wins and gains 900xp/900gp
Time Between Fights: 3 hours
Ongoing Effects: none
Items Used: 6 arrows (3 hits, 5 misses, 2 recovered), 3 charges from a wand of Magic Missiles (CL1)
Spells/PP Used: none
x/day Abilities Used:
Free Activity: Scribe scrolls: 1 scroll mage armor, 1 scroll shield, 2 scrolls protection from chaos, 1 scroll protection from law, 1 scroll protection from evil, 3 scrolls true strike, 3 scrolls expeditious retreat (all CL 1, except CL 2 for shield)

Atilisa loses and gains 300xp/300gp
Time Between Fights: 3 hours
Ongoing Effects: none
Items Used: 2 arrows (1 hit, 2 misses, 1 recovered)
Spells/PP Used: none
x/day Abilities Used:
Free Activity: Guard

@Mr0b - not much you can do here as your opponent pretty well beat all of your options and had no desire to be in melee with you. Not sure if you missed his speed advantage or his deflect arrows or not - but it is what it is I guess.
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
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