I am such at a loss of what to do to win this fight. Black tentacles seems like a good option, but if he stays invisible, it could be tough, since I have limited options to protect against invisibility.
So - start off with a scroll of glitterdust (CL3) and my rod of lesser extend spell in hand.
Cast shield and move out. If I haven't detected anything by the time I get to the first river crossing, go ahead and cross. Once I get detection, if I can see Qhordryn, cast black tentacles on him. If I can't see him but have a very good guess where he is - cast glitterdust on his location.
After that - get him with black tentacles.
If I only see Khayless, hit him with an acid arrow (if he has mirror image up, use a magic missile to take them down first).
If I am opposed by summons, cast SMIII for a huge centipede to block them.
Sorry I don't have more - I'm just not sure what to do about it.
Really, wizard vs wizard, in the forest? So many millions of options! I think it boils down to "he has Black Tentacles, and once he casts that, I lose..." but I'll give it a shot, what with me having 2 wizards to his one!
Note: Qhordryn has mage armor prebuffed ongoing
Share all spells
Cast from memory except if noted
Familiars always take turn actively listening unless otherwise noted
5’ step to avoid AoOs, cast defensively if can’t avoid
All expendables are available – winning is everything, use whatever necessary, don’t hold back
When moving out, try to make sure there is some distance between Q and K, to avoid being caught in stinking cloud, glitterdust, or tentacles together (say, try to maintain 40’ distance, so both can’t be caught)
Plan is to approach invisibly and engage en masse with everyone launching attacks at once; he has no easy counter for invisibility (beyond the single glitterdust scroll), and with the relatively short duration of summons, hopefully he won’t have many out when engaged
Rd 1: Q invis from memory, K Mage armor from memory; Sonar heads out to try to find Darrgon, but avoids getting any closer than necessary
Rd 2: Q invis from scroll on K, K shield from memory, move out and shout
Rd 3: Q Mirror Image from memory, K PfE scroll CL2
Rd 4: Q Resist Energy: Sonic (scroll)
Rd 5: Q PfE CL2 scroll
Try to find him. General goal is discover him, cast dispel magic, then blitz all out attack him hoping defenses keep summons away and that get lucky with tentacles
If Darrgon is heard but not seen (invisibility suspected)
--K will cast Glitterdust where he is heard/detected (by familiars hearing, Sonar’s bat-sense, etc)– if that reveals him, Q will cast targeted Dispel Magic; if that fails to reveal him, Q will cast See Invis from scroll, then targeted Dispel Magic
--If he’s still invisible, cast SMIII for a dire bat, then summon swarm on the area, and use Sonar, Bitey to keep swarm at Darrgon’s area not Qhordryn’s if swarm comes to get Q/K, stop concentration
If Darrgon has Mirror Images up
--Q will cast Dispel Magic on him; if that fails to remove them or Dispel was used up, Q or K will use wand of MM CL5 to strip away images (1 missile per image; take note of if missiles fail to injure – in that case, assume Shield, and once missiles are gone, avoid using MMs)
If he’s visible and doesn’t have Mirror Images up
--Khayless will scorching ray from memory then wand; if ineffective (detect/realize resist energy) will cast spectral hand, then shocking grasp, recall and recast shocking grasp, then chill touch; if all that used up/fails, engage with bow
--Qhordryn will cast Dispel Magic on him, then engage with shocking grasp from memory w/ Sonar delivering, then from scroll (if ineffective, ie, detect/realize resist energy, switch to next clause “if Sonar dead” and try Wand of MM5); if Sonar dead, try Wand of MM CL5 – if effective, continue using that; if ineffective assume Shield is up and cast SMIII for Celestial Bison to charge/gore/attack; if have done all that, move to most defensive position for cover, concealment, kneel/prone, and cast Summon Swarm on him, using familiars/summons/Khayless to keep the swarm on him, and concentrate unless it’s coming for Q – in that case, stop concentrating; if all that fails, engage with crossbow
If summons are out and PfE has <2 rounds left, Q will rebuff PfE from scroll
Thanks for pitlording; let me know if any questions - would very much like to win! happy holidays
Round 0 K and familiar go first in square 4, then Dargon in square 3, then Q and familiar in square 4.
Round 1 K casts Mage Armour. D casts shield and moves out. Q cast invisibility and has sonar seek.
Khayless 19/19 hp AC 17 Dardgon 35/35 hp AC 21 (13 touch) Qhordryn 30/30 hp AC 14 Sonar 15/15 hp AC 19
Round 2 K shields. D moves. Q casts invis from scroll on K. Khayless 19/19 hp AC 17 Dardgon 35/35 hp AC 21 (13 touch) Qhordryn 30/30 hp AC 14 Sonar 15/15 hp AC 19
Round 3 K moves out and shouts, but is too far to hear. He casts PfE. D moves out more. Q cast MI
Khayless 19/19 hp AC 21 Dardgon 35/35 hp AC 21 (13 touch) Qhordryn 30/30 hp AC 14 Sonar 15/15 hp AC 19
Round 4 K moves out shouting more. D hears him generally, but can't be sure of his local, so hes gets closer. Q casts resist energy, sonic Khayless 19/19 hp AC 21 Dardgon 35/35 hp AC 21 (13 touch) Qhordryn 30/30 hp AC 14 Sonar 15/15 hp AC 19
Round 5 K scorches Dargon clear in the chest for 26 fire damage. D cast acid arrow at K, but his aim is offset by his injuries. Q uses PfE and moves out,
Khayless 19/19 hp AC 21 Dardgon 9/35 hp AC 21 (13 touch) Qhordryn 30/30 hp AC 14 Sonar 15/15 hp AC 19
Round 6 K pulls out his wand, scorching D again, hitting his already weak chest and dropping him.
Khayless 19/19 hp AC 21 Dardgon -9/35 hp AC 21 (13 touch) Qhordryn 30/30 hp AC 14 Sonar 15/15 hp AC 19
EDIT: Concealment makes K miss in round six. D hits him with a sonic acid arrow for 6 damage and then gets scorched for 14, finishing 1 round late.
Start focused with mindblade charged and shield floating. Dodge Farig. Start in the front middle of my area. Round 1, drink potion and move out, shouting for Farig. Single move out from there, readying an action to attack the horse with a full power attack (-4, +8) on his coming in range. If he doesn't try to approach me, throw mindblade, firts at horse, then at him. Once in melee, nothing fancy. Attack him, charging psychic strike as needed. Refresh my potion of shield of faith once if needed.
If tripped, stand up and attack, forgoing psychic strike that round if need be. I have a good enough strength mod that we're equally likely to be tripped, so the more failed trips he makes, the better.
If he is enlarged, throw mindblade instead of readying action to hit within range and don't bother standing up from tripped. Get into 5' melee range and kill, thanking him for a lowered AC, and kill horse if he's flanking.
If grappled, grapple check to death. If he's enlarged-grappling, change mindblade into shortsword (full-round) and hit him with the -4.
Well this should be a fairly straightforward fight:
Start off at front center, mounted on Whirlwind with flail in hand and locked.
Immediately set out, looking for my opponent. Once he is in sight, get into melee. Charge or move and attack is fine. If he throws his mindblade at me, ride for cover.
If he is standing, trip him until I succeed; if I fail, remember I can resist the reverse with a ride check. Otherwise, trip him and then full attack in melee.
If he elects to kill the horse, draw and drink the potion of enlarge person to give myself the advantage on tripping again.
Otherwise, if he is prone, full attack until he is dead.
Ashtin acts first, in box 2 (front middle), focused, with mindblade charged with psychic strike, shield floating, holding potion of shield of faith Farig acts second, in box 3 (front center), mounted on whirlwind, holding flail locked in place
Round 1: Ashtin drinks potion of shield of faith, dodges Farig, and moves out Farig double moves to close the distance
Ashtin 43/43 AC 22+2+1 | Shield of Faith ends 11, Dodge, Focused, Psychic Strike Farig 49/49 AC 20 | Locked gauntlet (ride +13) Whirlwind 22/22 AC 18
Round 2: Ashtin 5’ steps in and attacks horse with full power attack – and eviscerates the beast for 51 damage!!!! (Farig rolls to the ground) Farig draws and drinks a potion of Enlarge Person
Ashtin 43/43 AC 22+2+1 | Shield of Faith ends 11, Dodge, Focused, Psychic Strike Farig 49/49 AC 20-2 | Locked gauntlet, Enlarge Person ends 52
(position is because dismounted dying horse in one of the 4 squares to allow potion drawing and drinking w/o AoOs, and then enlarged from that square)
Round 3: Ashtin charges psychic strike and attacks – hits for 27 Farig attempts to trip Ashtin with his flail – missing (note: forgot tripping w/ flail, but still missed); second attempt hits, and Farig trips Ashtin; follow-up attack hits misses (rolled w/ +6 to hit, but should be +4)
Ashtin 27 43/43 AC 22+2+1 | Shield of Faith ends 11, Dodge, Focused, Prone Farig 22/49 AC 20-2 | Locked gauntlet, Enlarge Person ends 52
Round 4: Ashtin charges psychic strike and attacks from prone – missing Farig full attacks the prone Ashtin – missing all
(same deal every round, so will roll simultaneously… and given how close this is looking, every roll counts – even that initiative roll that was so close, to start it off!)
Round 5: Ashtin attacks from prone – missing Farig full attacks the prone Ashtin – hitting once for 18 and again for another 9 (rolled w/ +9 to damage should be +5)
Ashtin 916/ 43 AC 22+2+1-4 prone| Shield of Faith ends 11, Dodge, Focused, Psychic Strike, Prone Farig 22/49 AC 20-2 | Locked gauntlet, Enlarge Person ends 52
Round 6: Ashtin attacks from prone – missing Farig full attacks the prone Ashtin – missing thrice, but hitting once for 11
Ashtin 95/ 43 AC 22+2+1-4 prone| Shield of Faith ends 11, Dodge, Focused, Psychic Strike, Prone Farig 22/49 AC 20-2 | Locked gauntlet, Enlarge Person ends 52
Round 7: Ashtin attacks from prone – missing Farig full attacks the prone Ashtin – missing twice, but hitting twice for 24, finally and for real killing Ashtin
Round 8: Ashtin attacks from prone – hitting for 19 Farig full attacks the prone Ashtin – missing twice
Ashtin 9/43 AC 22+2+1-4 prone| Shield of Faith ends 11, Dodge, Focused, Psychic Strike, Prone Farig 3/49 AC 20-2 | Locked gauntlet, Enlarge Person ends 52
Round 9: Ashtin charges psychic strike and attacks from prone – hitting for 22, killing Farig (just before Farig’s flail was coming down, literally 1 split second later, about to land for 15 and kill Ashtin… )
Farig wins and gains (1800 - 6.25%) = 1688 xp / 1875.5 gp Time Between Fights: 3 hours Ongoing Effects: Whirlwind is dead Items Used: Potion of Enlarge Person CL5 Spells/PP Used: none x/day Abilities Used: none Free Activity: Guard
Ashtin loses and gains 638 xp / 708.9 +102 = 810.9 gp. Time Between Fights: 3 hours Ongoing Effects: none Items Used: Potion of Shield of Faith Spells/PP Used: none x/day Abilities Used: none Free Activity: Perform +102 (included)
@Both: Incredibly close fight; well fought - very old school, classic gladiatorial bashing in the arena
Okay - chances are slim here - but I have an idea or two.
Rob Store: 1 dose of Giant Wasp Poison (Injury DC18, 1d6 dex/1d6 dex, 210gp)
Ambush succeeds, he'll start in area 2, I'll take area 1. Ilendil will start at 6,27 with the dose of poison and an arrow in hand.
Surprise round - apply the poison to the arrow.
Round 1 - take a 5ft step to (7,28) and hide, draw bow. Round 2 - ready to fire on Sight of Ung.
If I have successfully hidden, then he can't deflect the arrow; if the arrow hits and he fails his save - hopefully it will decrease his dex enough to make deflecting impossible.
If that all works, play keep away and fire as much as possible while keeping out of his charge range.
If that doesn't work, draw rapier and get into melee, tumbling to avoid AoO and fight with full combat expertise.
Well, if I can see him, deflect arrows protects me from ranged attacks, and if we’re in melee, grappling should win it. So it’s only if I can’t see him, and he gets off that wretched bane arrow + 2d6 sneak attack (or, gulp, poison) and then manages to keep sniping that’s a real problem, I think. And he does have that tasty +1 (ugh, ok, +3) will save… Plus he’s a wretched elf!
Note: always keep 1 hand free for deflect arrows
Start kneeling in center of starting area.
Rd 1: Antitoxin Rd 2: Enlarge person; rise Rd 3: Divine favor Rd 4: Bull’s strength; scream out in Gruumsh's name for the evil elf to show himself and die.
*note – interrupt buffing sequence if Ilendil is ever a viable target for hold person (within range, seen/pinpointed); regardless, if engaged and it's after Enlarge person – skip the other buffs. If able to finish buffing before engaging, do so.
Whenever he’s detected, cast hold person at him – if he’s not seen, ready an action to cast hold person if this isn't triggered/he's not seen, move towards the center region, to try to stay 30’ away from any possible cover (continue move and ready to hold person)
If he’s held, CdG w/ greatsword
If it’s ranged (and hold person is done), always keep one hand free, try to close distance, cast spiritual weapon, and then attack with javelins; after out of those, then use tanglefoots, trying to close for the kill
If in melee, grapple to the death
If ever at <10hp, use wand of CLW – moving to try to get cover or break LoS as doing so Exception to this clause: if grappling him, just continue the grapple
[Prefight locations and Initiative] Ilendil Oratith starts in area A with poison and arrow in hand. Initiative 16. Ung starts kneeling in area B with antitoxin in hand. Initiative 5.
Ilendil Oratith: (6,27) 16/16 HP, 22 AC (15 touch) Ung: (27,27) 25/25 HP, 19 AC (18 FF)
[Prebuff round] Ilendil Oratith steps northeast, poisons his arrow, and draws his bow. Against all odds, Ung hears him, and knows his approximate location. Ilendil Oratith: (7,28) 16/16 HP, 22 AC (15 touch) Ung: (27,27) 25/25 HP, 19 AC (18 FF)
[Round 1] Ilendil Oratith readies to fire on sight of Ung. Ung drinks his antitoxin.
Ilendil Oratith: (7,28) 16/16 HP, 22 AC (15 touch) Ung: (27,27) 25/25 HP, 19 AC (18 FF), antitoxin ends long
[Round 2] Ilendil Oratith readies to fire on sight of Ung. Ung begins casting Enlarge Person.
Ilendil Oratith: (7,28) 16/16 HP, 22 AC (15 touch) Ung: (27,27) 25/25 HP, 19 AC (18 FF), antitoxin ends long
[Round 3] Ilendil Oratith readies to fire on sight of Ung. Ung finishes his spell and casts Divine Favor.
Ilendil Oratith: (7,28) 16/16 HP, 22 AC (15 touch) Ung: (27,27) 25/25 HP, 18 AC (17 FF), antitoxin ends long, Enlarge Person ends 43, Divine Favor ends 13
[Round 4] Ilendil Oratith readies to fire on sight of Ung. Ung casts Bull’s Strength and calls for Ilendil.
[Round 10] Ilendil Oratith readies to fire on sight of Ung. Ung readies to cast hold person on sight of Ilendil, and moves to 19,13. Ilendil hears him, and knows him to be within 15’ of 19,13.
[Round 11] The audience starts to grumble; they want blood. An arena wizard shoots a spark at Ilendil to get him moving. Ilendil Oratith moves to 8,29 and sees Ung. He shoots, and the arrow bounces off the orc’s armor. Ung now sees Ilendil, and casts Hold person on him, paralyzing him.
Ilendil Oratith: (8,29) 16/16 HP, 22 AC (15 touch), Hold Person ends 15 Ung: (19,13) 25/25 HP, 18 AC (17 FF), antitoxin ends long, Enlarge Person ends 43, Divine Favor ends 13, Bull’s Strength ends 44
[Round 12] Ung runs to 19,25. Ilendil Oratith breaks out of the spell.
[Round 13] Ung casts spiritual weapon, and a spear appears and attacks Ilendil, but the elf’s armor protects him. Ung then draws a javelin. Ilendil Oratith draws a rapier and double moves to 17,25. Ung’s Divine Favor fades away.
[Round 14] Ung grabs at Ilendil, but somehow the elf dodges, while deflecting the spiritual weapon with his shield. Ilendil Oratith takes a step toward Ung, and carefully stabs at him, connecting for 1 damage.
[Round 15] Ung grabs at Ilendil again, but Ilendil’s caution pays off, and he again evades both the orc and the spear. Ilendil Oratith stabs again, but this time Ung’s armor protects him.
[Round 16] Ung grabs at Ilendil again, catches him, and squeezes for 10 damage. With the elf immobilized, the spear is able to hit him, hitting for 2 damage before fading away. Ilendil Oratith tries to escape, with no success.
Ilendil Oratith loses and gains 400xp/400gp. Time Between Fights: 3 hrs Prebuffs/Ongoing Effects: none Items Used: none (1 arrow shot and recovered) Spells or Powerpoints Used: none Abilities Used: none Free Activity: Rob Store
Ung, The Fist of Gruumsh wins and gains 1200xp/1200gp. Time Between Fights: 3 hrs Prebuffs/Ongoing Effects: none Items Used: antitoxin Spells or Powerpoints Used: Enlarge Person, Divine Favor, Bull’s Strength, Hold Person, Spiritual Weapon (8 SL) Abilities Used: none Free Activity: guard home
Ever want to try your hand at optimizing, but don't like excessive splatbook use? Come visit the Core Coliseum today, and give it a try.
Startin the the default position with glaive and a sroll of shield CL 1. Simple enough tactics: Use the scroll (or the other CL1 scroll if I fail), then move out, shouting for Atilisa. If Atilisa is spotted more than 70' away, drop glaive, draw sling, and fire without moving away from my glaive. Once Atilisa is within 50', drop sling and pick up glaive and ready an action to hit him when he enters range. Fight with glaive using 5' shifts as needed.
If dropped below half hp, 5' shift and heal. If shield will run out in 1 round, 5' shift and reactivate from my other CL1 scroll. If that is unavailable, use a potion of shield of faith when it actually runs out.
Here's my one trick. He has no back-up weapon, so disarm on any attack where he has his sword out (including my readied attack and attack of oppurtunity), then 5' shift and pick it up and stow it on next available moves.
Poor luck for Atilisa that deflect arrows just seems to have hit an all time high in popularity for ECL 3.
Don't bother with refreshing defenses if he is unarmed and I have 5 hp left (including subdual)
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 until she eventually moves 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.
[Prefight locations and initiative] Ahrin starts in area 1 at (31,58) with a scroll of Shield (CL1) and glaive in hand. Initiative 7 Atalisa starts in area 3 at (35,6) with bow in hand. Initiative 20
[Round 1] Atalisa heads out towards the western box, moving to (30,12) Ahrin realizes he can't cast a scroll with both hands full, so he drops the glaive and tries to activate the scroll [UMD 19 vs DC20+1, fail]
[Round 2] Atalisa moves to (25,18) Ahrin tries to activate the scroll again [UMD 24 vs DC20+1, success; ASF 84% vs 16%, success] and picks up the glaive.
[Round 3] Atalisa moves to (19,23) and the two combatants spot each other. Ahrin drops the glaive, draws and loads his sling.
[Round 7] Ahrin reloads and fires again [100ft (-4), 7 vs AC18, miss] Atalisa moves to (30,47)
[Round 8] Ahrin reloads and fires again [55ft (-2), 10 vs AC18, miss] Atalisa drops the bow, draws her greatsword while moving to (31,55)
[Round 9] Ahrin picks up his glaive, takes a 5ft step to (31,57) and attacks Atalisa to disarm [21 vs 13, success] Atalisa picks up her sword, drawing an AoO [17 vs AC18, miss] and then steps forward and attacks Ahrin [10 vs AC17+4+1, miss]
@Uknits - disarming, 5ft step forward and picking up doesn't work too well when you need to take a 5ft step back to start things off.
[Round 10] Ahrin steps back and attacks Atalisa [13 vs AC18, miss] Atalisa steps forward and attacks [9 vs AC17+4+1, miss]
Not worrying about position here on out. If it came down to it - Ahrin could use a withdraw to avoid being trapped anyway.
[Round 11] Ahrin attacks [23 vs AC18, hit; Dmg 1d10+4=10] Atalisa attacks [9 vs AC17+4+1, miss]
Ahrin 18/18, Shield (ends 12) Atalisa 14/24
[Round 12] Ahrin steps away, stows glaive and draws a scroll of shield. Atalisa attacks [16 vs AC17+4+1, miss] [Shield ends]
[Round 13] Ahrin steps away and tries to activate the scroll [UMD 14 vs DC21, fail] Atalisa attacks [22 vs AC17+1, hit; Dmg 2d6+4=11]
Ahrin 7/18 Atalisa 14/24
[Round 14] Ahrin steps away and tries to activate the scroll [UMD 25 vs DC21, success; ASF 66% vs 16%, success] and draws his glaive. Atalisa attacks [17 vs AC17+4+1, miss]
[Round 15] Ahrin attacks [10 vs AC18, miss] Atalisa attacks [21 vs AC17+4+1, miss]
[Round 16] Ahrin attacks [24 vs AC18, hit; Dmg 1d10+4=9] Atalisa attacks [15 vs AC17+4+1, miss]
Ahrin 7/18, Shield (ends 24) Atalisa 5/24
[Round 17] Ahrin attacks [10 vs AC18, miss] Atalisa attacks [18 vs AC17+4+1, miss]
[Round 18] Ahrin attacks [19 vs AC18, hit; Dmg 1d10+4=7] and Atalisa falls.
+1 Breastplate 1350gp {Ma} Urgrosh 650gp Silver Urgrosh 230gp Cold Iron Urgrosh 100gp 10 Javelins 10gp 5 Cold Iron Javelins 10gp 5 Silver Javelins 455gp Cloak of Resistance +1 1000gp
Scroll of Resist Energy (CL2) 50gp Scroll of Bull's Strength (CL3) 150gp Scroll of Longstrider (CL1) 25gp Tattoo of Force Screen (ML1) 200gp Potion of Enlarge Person (CL1) 50gp
Buffing: read scroll of longstrider, resist energy (acid), bull's strength and draw potion of enlarge person and silver urgrush.
Once done buffing move out. Once close to melee, tap the tattoo, drink the potion and attack. Kill mount if he stays mounted with full attacks; otherwise focus on him.
Special: if he happens to cross grass-covered squares, go ahead and cast Entangle.
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
[Prefight Locations and Initiative] Krixx starts in area 4 at (2,2), mounted on dog with a dorje of vigor (ML2) and a dorje of force screen (ML2). Initiative 20 Gor starts in area 2 at (63,63) with a scroll of longstrider (CL1) in hand. Initiative 5
[Round 1] Krixx uses the dorje of vigor and stows it. Gor reads from the scroll of longstrider and draws a scroll of resist energy (CL2)
[Round 2] Krixx uses the dorje of force screen and draws a dorje of Offensive Precognition (ML2). Gor reads the scroll of resist energy (choosing acid) and draws a scroll of bull's strength (CL3).
[Round 3] Krixx uses the dorje of offensive precognition and stows it. Gor reads the scroll of bull's strength and pulls out a potion of enlarge person (CL1)
[Round 4] Krixx stows the other dorje and manifests defensive precognition from his own power points. Tactics call for using CC, but it was used in fight 1. He's got 2pps left - so I'll use the one from memory Gor moves out, drawing his silver urgrush. (59,53)
[Round 5] Krixx draws his bow and moves out to (9,16) Gor moves to (54,44)
[Round 6] Krixx moves to (20,22) Gor moves to (42,43)
[Round 7] Krixx moves to (25,33) Gor sees Krixx moving about and taps his tattoo of force screen and moves to (37,41)
[Round 8] Krixx fires an arrow at the dwarf [80ft (+0), 15 vs AC22, miss], drops the bow, draws his lance. Gor drinks the potion of enlarge person and moves to (33,37)
[Round 9] Krixx charges Gor, drawing an AoO from Gor, who attacks the dog [17+2 vs AC18-2 [Ride 22], miss]. Krixx uses his focus for psionic weapon [23 vs AC18+4-2, hit; Dmg 2d6+8+2d6=23] Gor attacks the dog again [25,26 vs AC18-2 [Ride 22], 2 hits; Dmg 2d6+4=7; 1d8+1=9] and the dog falls. Krixx lands on his feet.
Krixx 20/20, Vigor (+10, ends 21), Force Screen (ends 22), Off. Precognition (ends 23), Defensive Precognition (ends 14) -- Dog -3/13, dying Gor 7/30, Longstrider (ends 601), Resist Energy (Acid 10, ends 202), Bull's Strength (ends 33), Force Screen (ends 17), Enlarge Person (ends 18)
[Round 10] Krixx drops the lance, draws his greatsword, takes a 5ft step and attacks Gor [19 vs AC18+4-2, miss] Dog bleeds [56% vs 91%, fail] Gor attacks Krixx [11,23 vs AC25+4+1, miss]
[Round 11] Krixx attacks [19 vs AC18+4-2, miss] Dog bleeds [4% vs 91%, fail] Gor attacks Krixx [26,14 vs AC25+4+1, miss]
[Round 12] Krixx attacks [20 vs AC18+4-2, hit; Dmg 1d10+4=12] and Gor falls.
Tough fight, especially since I don't have any way to keep those animals off of me.
Start off with nothing in hand at the corner closest to the center. Plan? Get to the middle and climb the statue.
So - jump down, move to set up to jump over the lava and then climb up.
Once on the statue, draw and use wand of divine favor and then draw bow and start firing. Focus on anything that crosses the lava with me, the dogs, then Lady Fayne.
If something gets to melee with me, use my deadly touch first, then draw and use rapier in melee - keep bow in my off hand.
That's pretty much it - practically no hope for a good outcome here.
Though Fayne is starting to feel like a cheap trick… well, that’s what she does. And without PfE, it’s hard to stop…
Goal: summons/allies kill, Fayne chillaxes. Hope to prevent Eranor from being on central statue and firing bowshots at us. Tempting to buff up (enlarge person) and use whip/improved trip to help allies out, but seems “riskier” and doesn’t seem necessary to win… but if I did that I may feel less “cheapened.” Hmm…. Eh, forget that. Although being Mirror Imaged, Enlarged, tripping, with tons of allies, is probably the fastest way to win. But it does have that little “poison can kill me” problem.
Fayne start in very center of starting box, dogs to either side (note: dogs automatically “defend” and should know HG is an ally, halfgiant (stats linked on page) also in center area hoping for cover from other starting zones
Rd 1: Fayne invisibility, move towards central area | HG will seek out Eranor and plan to charge/attack, continue attacking; ideally will have dogs as well, with dogs using pack animal flanking / tripping tactics, and HG will take advantage of tripping (if dogs and HG are in melee, HG will delay to act just after dogs, in case dogs trip successfully)
Rd 2: Fayne expeditious retreat, run towards central area and jump to center
Rd 3: Fayne toss Tan bag (as close to eranor as possible, if not seen/known then just out to the central area), order attack (also ordering dogs to attack as needed, to make sure they’re fighting foe; use any actions otherwise unused/unspecified to make sure everyone is attacking)
Rd 4: Fayne toss Rust bag (as above), order attack
Rd 5: Inspire courage
Continue singing (and note inspire bonus lasts) until Bag of tricks animals down (I assume stop singing to order with verbal commands); rethrow as needed, and re-sign bardic music as needed after thrown bag animals (can throw 3 more of each bag animal and have 3 more bardic musics, so feel free to use all)
If combination of riding dog x2, HG barbarian, Tan bag / Rust bag x3 is not enough, buff with Antitoxin, Shield from scroll, PfE potion, then attack w/ wand of scorching ray to the death.
Round 0 Eranor goes first in Square 3 and Fayne and Co goes next in square 4.
Round 1 Eranor moves to get a good jumping position, moving into sight of Fayne in the process. Fayne casts invisibilty and moves in as her allies all charge (and miss) Eranor.
Eranor 38/38 hp AC 21 Fayne 29/29 hp AC 18 Half-Giant-who-needs-a-name 7/7 hp AC 14 Sneezy 13/13 hp AC 18 Grumpy 13/13 hp AC 18
Round 2 Eranor withdraws to jump the lava, making it easily. He then starts climbing the statue, getting 10' up. Fayne casts expedius retreat, then moves to jump the lava. The dogs, unable to get to Eranor, growl. The half-giant jumps the pit and sheathes his sword to climb Q casts invis from scroll on K. [img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Temple/a=E,M,16,10,16,14,16,15,10' up/b=F,M,8,8,15,10/c=HG,M,15,9,15,14/d=DA,M,17,9/e=DB,M,15,11/x.jpg[/img] (Note, Fayne should be in the area indicated on the next map) Eranor 38/38 hp AC 21 Fayne 29/29 hp AC 18 Half-Giant-who-needs-a-name 7/7 hp AC 14 Sneezy 13/13 hp AC 18 Grumpy 13/13 hp AC 18
Round 3 Eranor tries to climb, but falls. Fayne throws an animal into the center pit, using rust beacause she realizes a large animal wouldn't fit. She orders the wolf to attack, but it misses. The dogs could reach him, but they won't fit, so the continue to growl. HG re-draws his sword and crashes it down on Eranor for a massive 33 damage!
[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Temple/a=E,M,16,15,16,14,10' up/b=F,M,14,14/c=HG,M,15,14/d=DA,M,17,9/e=DB,M,15,11/f=Bag,M,17,14/x.jpg[/img] Eranor 5/38 hp AC 21 Fayne 29/29 hp AC 18 Half-Giant-who-needs-a-name 7/7 hp AC 14 Sneezy 13/13 hp AC 18 Grumpy 13/13 hp AC 18
Round 4 Eranor staggers from the last blow. Unsure if tactics mean he should climb or fight, but going with clibing. He reaches the top. Lady Fayne sings. The dogs, including the wolf, growl. The HG, though, sheaths and climbs the statue easily 10' ( rolled in round two before I realized he needed to sheath his weapon.) [img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Temple/a=E,M,16,14,16,15,10' up/b=F,M,14,14/c=HG,M,15,14,15,15/d=DA,M,17,9/e=DB,M,15,11/f=Bag,M,17,14/x.jpg[/img] Eranor 5/38 hp AC 21 Fayne 29/29 hp AC 18 Half-Giant-who-needs-a-name 7/7 hp AC 14 Sneezy 13/13 hp AC 18 Grumpy 13/13 hp AC 18
Round 5 Eranor draws and uses his wand of divine favour. Faye waits, singing HG on. The dogs wait as HG finishes the climb and draws his sword.
Eranor 5/38 hp AC 21 Fayne 29/29 hp AC 18 Half-Giant-who-needs-a-name 7/7 hp AC 14 Sneezy 13/13 hp AC 18 Grumpy 13/13 hp AC 18
Round 6 Eranor grins a cruel grin as he touches HG as he finishes his climb, draining the life force from him as HG falls of the edge. (used 8 HP of damge to finish HG) Fayne, seeing the fallen HG, throws a rust animal up. She sings her order to the wolverine to attack. The wolverine misses, though. The two dogshowl in mourning of their un-named friend.
Eranor 5/38 hp AC 21 Fayne 29/29 hp AC 18 Half-Giant-who-needs-a-name -1/7 hp AC 14 Sneezy 13/13 hp AC 18 Grumpy 13/13 hp AC 18 Wolverine 15/15 hp AC 14
Round 7 Eranor draws his rapier and stabs, but misses. Fayne sings, and Wolverine claws Eranor with 5 hp (should be +5 from singing on attack 1) The dogs howl some more.
Eranor 0/38 hp AC 21 Fayne 29/29 hp AC 18 Half-Giant-who-needs-a-name -1/7 hp AC 14 Sneezy 13/13 hp AC 18 Grumpy 13/13 hp AC 18 Wolverine 15/15 hp AC 14
Round 8 Eranor can't win, as he only vaguely knows where Fayne is anyway, so he makes his dying stab at the wolverine, but misses as blood clouds his vision.
Eranor loses and gains 750xp/833.33gp. Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: 1 Charge Divine Favour Spells or Powerpoints Used: None 1/day Abilities Used: 8 hp of death touch Free Activity: Guard
Fayne Wins and gains 1890xp/2162.3gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: 2 animals drawn from rust Items Used: 2 animals drawn from rust Spells or Powerpoints Used: 3 SL (Invisibility, Expedius retreat) x/day Abilities Used: None Free Activity: Perform 152.3
I keep forgetting to write a default tactics section on her sheet.
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 until she eventually moves 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.
Size/Type: Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Bite +3 melee (1d6+1) Full Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6 Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats: TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary, pair, or pack (7-16) Challenge Rating: 1 Advancement: 3 HD (Medium); 4-6 HD (Large) Level Adjustment: — Wolves are pack hunters known for their persistence and cunning. Special, smite good, Darkvision, 60', SR 7
Half-Fiend Krenshar
Size/Type: Medium Outsider Hit Dice: 2d10+2 (13 hp) Initiative: +2 Speed: 40 ft. (fly or land) (8 squares) Armor Class: 18 (+2 Dex, +3 natural, +1 Template), touch 12, flat-footed 14 Base Attack/Grapple: +2/+4 Attack: Bite +4 melee (1d6) Full Attack: Bite +4 melee (1d6) and 2 claws +2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Scare Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +3, Ref +5, Will +1 Abilities: Str 15, Dex 18, Con 13, Int 10, Wis 12, Cha 15 Skills: Hide +4, Jump +9, Listen +3, Move Silently +6 Feats: Multiattack, TrackB Environment: Temperate forests Organization: Solitary, pair, or pride (6-10) Challenge Rating: 1 Treasure: None Alignment: Usually neutral Advancement: 3-4 HD (Medium); 5-8 HD (Large) Level Adjustment: +2 (cohort)
Special: Darkvision 60', Resistance: Fire, Cold, Electric, 10, DR 5/magic, Smite Good, SR 12, Darkness 1/day, Str +4, Dex +4, Con +2, Int +4, Cha +2 Scare (Ex or Su) As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus). Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be affected again by the same krenshar’s scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based.
Round 0 Wolf goes first in square 4, followed by Atilisa in square 1, then Krenshar in square 4.
Round 1 Wolfy sees Atilisa and moves to atack Atilisa moves in and shoots, but misses in her haste. Krenshar flies after Atilisa.
Atilsia 24/24 hp AC 18 Krenshar 13/13 hp AC 18 Wolfy 13/13 hp AC 14
Round 2 Wolfy charges, smiting Atilisa for an impressive 9 damage. Atilisa spins out her greatsword, beheading the exposed wolf with a mighty blow of 20 damage. The krenshar approaches, maintaing a height of 15'. Atilsia 15/24 hp AC 18 Krenshar 13/13 hp AC 18 Wolfy -7/13 hp AC 14
Round 3 Atilisa re-draws her bow and shoots, but the damage reduction makes the arrow only graze its side for 1 damage. The Krenshaw smiles as its skin pulls back, and Atilisa runs in fear as it swoops in for a landing next to her.
Note, shifted position is due to an earlier mistake where I forgot her speed was only 20'. Atilsia 15/24 hp AC 18 Krenshar 12/13 hp AC 18 Wolfy -7/13 hp AC 14
Round 4 Atilisa flees behind nearby cover, drawing an AoO that misses. The Krenshar follows Atilisa's path and attacks, missing again.
Not bother with map. Atilisa is moving to cover to avoid charge, but movement is insufficient to get away from Krensahr, even in a run. Atilsia 15/24 hp AC 18 Krenshar 12/13 hp AC 18 Wolfy -7/13 hp AC 14
Round 5 Atilisa withdraws. The krenshaw misses again.
Atilsia 15/24 hp AC 18 Krenshar 12/13 hp AC 18 Wolfy -7/13 hp AC 14
Round 6 Atilisa withdraws. The krenshaw misses again.
Atilsia 15/24 hp AC 18 Krenshar 12/13 hp AC 18 Wolfy -7/13 hp AC 14
Round 7 Atilisa, regaining her senses, spins about in a fury about the foul tricks the beast had played on heart and slashes a critical blow through the creatures jugular. The beast spurts blood, and Atilisa step over it to “end its suffering.”
Atilsia 15/24 hp AC 18 Krenshar -6/13 hp AC 18 Wolfy -7/13 hp AC 14
Hmmm.... deflect arrows once again proves a useful feat. His AC is still very good, but I'll see what I can do about getting mine up.
Round one. Start in the back of my area with scroll of shield in hand. Use said scroll.
After that, drink potion of shield of faith, draw Glaive, start singing, and move out clockwise, sticking to cover. Once he is seen, approach (to no closer than 20') and ready an action to strike him once he enters range. If he doesn't approach me, charge him. Once in melee, follow standard 5' shift to get to 10' and swing tactics. If I haven't hit him for 3 rounds in a row, shift and draw and use scroll of true strike, then hit him. Repeat if same criteria met again. If below 6 hp, 5' shift and cast CLW.
His AC and reflex saves are high enough, don't bother with stand still this fight. Just try to do damage. If he is 10' in front of me and I have a 5' shift left, shift to 15' to draw another AoO. If potion runs out, refresh once. If scroll is down to last 2 rounds, shift in and grapple to death. I have no chance if that runs out.
Okay - since ranged attacks are going to be less than effective, I guess we'll try to out-melee the guy... sure its going to be a tough road, but who says it has to be easy...
Start off with mindblade in hand, charged with psychic strike and move out to find my opponent. Once I do, break LOS to hide and try to snipe at him until he closes in to melee. Once in melee, fight defensively (note I have more than 5 ranks in tumble) until round 12, then attack normally.
Harrod acts first, starts in box 4, default area, holding mindblade (charged w/ psychic strike) Ahrin acts second, in box 3, back, with scroll of shield.
Round 1: Harrod moves out, heading SE (honestly not sure if he gains LoS at this point – see mapper; I do not think he does, as topmost line barely clears close barrier, and that line hits smack into far barrier. But D&D rules sometimes don’t follow physics) Ahrin tries to activate his scroll, failing (Harrod hears some mumbling to the SE)
Round 2: Harrod continues moving, spotting Ahrin to the SE Ahrin tries to activate his scroll, failing
Round 3: Harrod moves to break LoS and set up a sniping opportunity Ahrin tries to activate his scroll, failing
Round 4: Harrod is hidden behind some terrain (technically, though it’s very weird physics, has LoS to Ahrin from here – but if there’s dispute, could 5’ south), and tries to snipe vs the flat-footed Ahrin (who has cover, not shown in roller) – hitting (can’t deflect arrows as did not see Harrod) for 6; Ahrin now spots Harrod Ahrin moves away and continues trying to read his darned scroll, failing
Harrod 24/24 AC 24 Ahrin 12/18 AC 17 ff15
Round 5: Harrod recharges psychic strike and shifts towards where he thinks he can re-setup a snipe, failing to see Ahrin’s exact new location (but still having a vague sense of where he may have got to) Ahrin glares angrily at his scroll, takes a deep breath, and carefully tries to activate it…failing (by 1, for the 3rd time)
Round 6: Harrod, failing again to see Ahrin, moves out again, trying to stick to what cover there is Ahrin tries once more – and succeeds! (Harrod hears, thinks he’s at 34,4)
Harrod 24/24 AC 24 psychic strike Ahrin 12/18 AC 17+4 ff15+4 Shield ends after 26
Round 7: Harrod, though initially failing to see Ahrin, has heard him, and expects to be able to see him, and realizes he must know vaguely where Ahrin is but not precisely, so spends a move action to actively spot, and sees Ahrin behind the pillar. Harrod can’t snipe, however, so he settles in, keeping an eye on Ahrin so he can attack him next round Ahrin draws and drinks a potion of shield of faith, and draws his glaive
Harrod 24/24 AC 24 psychic strike Ahrin 12/18 AC 17+4+2 ff15+4+2 Shield ends 26, SoF ends 17
Round 8: Harrod, hidden, snipes Ahrin – missing; Harrod ducks back behind the rubble before Ahrin can spot him, however Ahrin starts singing, and moves out clockwise, sticking to cover (decision to move to closest cover, and then clockwise from there, in an effort to adhere to tactics, and as did not spot Harrod)
Harrod 24/24 AC 24 psychic strike Ahrin 12/18 AC 17+4+2 ff15+4+2 Shield ends 26, SoF ends 17, Inspire Courage +1
Round 9: Harrod, still hidden, snipes at Ahrin – missing; Ahrin spots the little halfling as he ducks back behind cover Ahrin (as Harrod has seen him a lot, and hasn’t approached) charges (stopping singing) – hitting for 9! (not confirmed; forgot +1 for inspire courage on roller, but included here)
Harrod 15/24 AC 24 psychic strike Ahrin 12/18 AC 17+4+2 ff15+4+2 Shield ends 26, SoF ends 17, Inspire Courage +1 ends 14
Round 10: Harrod (tactics don’t include how to deal w/ the reach weapon – however, given position, Harrod can’t actually 5’ step into position because of the corner of the obstacle) tumbles in to melee and attacks (defensively -4 attacks +3 dodge) – missing Ahrin shifts back and attacks, missing
Harrod 15/24 AC 24+3 psychic strike, fighting defensively ends 12 Ahrin 12/18 AC 17+4+2 Shield ends 26, SoF ends 17, Inspire Courage +1 ends 14
(will stop mapping now, because will always be 5’ forward, 5’ back, and will never hit that critical “could it be 15’&rdquo As it’s now melee, attack, will go to shorthand
Rd 11: Harrod 5’ steps and attacks, missing Ahrin 5’ steps and attacks, missing (barely)
Rd 12: Harrod 5’ steps and attacks, missing Ahrin 5’ steps and attacks, missing
Rd 13: Harrod abandons his defensive fighting, 5’ steps and attacks, missing Ahrin 5’ steps, draws scroll of true strike, and awkwardly reads it, glad that it does not require a somatic component
Harrod 15/24 AC 24 psychic strike Ahrin 12/18 AC 17+4+2 Shield ends 26, SoF ends 17, Inspire Courage +1 ends 14
Rd 14: Harrod 5’ steps and attacks, missing Ahrin 5’ steps and strikes truly, hitting for 12
Harrod 3/24 AC 24 psychic strike Ahrin 12/18 AC 17+4+2 Shield ends 26, SoF ends 17
Rd 15: Harrod 5’ steps and attacks, hitting for 6 Ahrin (at 6 not below 6, so healing not triggered) 5’ steps and attacks, missing
Harrod 3/24 AC 24 psychic strike Ahrin 6/18 AC 17+4+2 Shield ends 26, SoF ends 17
Rd 16: Harrod recharges psychic strike, steps in and attacks, missing Ahrin 5’ steps and attacks, missing
Rd 17: Harrod 5’ steps and attacks, missing Ahrin 5’ steps and attacks, missing
Harrod 3/24 AC 24 psychic strike Ahrin 6/18 AC 17+4 Shield ends 26
Rd 18: Harrod 5’ steps and attacks, missing Ahrin (would use TS, but needs to rebuff potion) 5’ steps, draws, drinks potion of SoF
Harrod 3/24 AC 24 psychic strike Ahrin 6/18 AC 17+4+2 Shield ends 26 SoF ends 28
Rd 19: Harrod 5’ steps and attacks, missing Ahrin 5’ steps, draws scroll of true strike, and awkwardly reads it, glad that it does not require a somatic component
Rd 20: Harrod 5’ steps and attacks, missing (by 1) Ahrin 5’ steps and strikes truly (barely), hitting for 8 and dropping Harrod