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Sticky: Battles of Gladius
2 years ago  ::  Feb 20, 2011 - 10:53AM #301
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,764
Lady Fayne

Lady Fayne's tactics Show

Goal will always be to have some creatures between me and him for cover…

 


Plan is get all allies in close, and dispel PfE, and try to keep it off…


 


During buffing use move actions to order dogs to heel (note: pack animals, should know to flank, should automatically trip, and do automatically defend)


 


 


Rd 1: Mirror Image (use 3rd level slot)


Rd 2: Shield from Scroll (repeat until succeed)


Rd 3: Rust bag, order seek


Rd 4: Pot PfG (skip if engaged) (move out, and continue moving out – order should be Rust, HG, then dogs, then Bard, unless dogs can’t be ordered to talk in front)


Rd 5: Inspire courage


 


Engage: HG will charge, rage, attack w/ Psionic Weapon on first attack; after that delays to act just after Fayne, but continues meleeing until Fayne’s first spell


 


When first engage Fayne:


First, will order dogs to attack (mve), and throw tan bag behind Ashtin (std)


Second, will delay until just after Ashtin, and cast Dispel Magic on Ashtin, order HG to grapple at that point (ideally dispelling PfE and HG grapples and prevents repeat PfE)


Third, Fayne will ready actions to disarm any potions, while animal menagerie and HG continue attacking (this is the ideal scenario... unlikely to all work out that well)


 


If he has PfE up at any point after the Dispel Magic, cast hideous laughter (repeat if fails, or if succeeds and runs out), then engage with sonic scorching ray wand. 


 


Use any and all expendables


As last fight, use any bardic abilities and rebuff that as needed, but not if it would allow him to use a potion of PfE under the planned stratagem



Ashtin

Ashtin's tactics Show

Step 1, start in front corner with potions of PfE and SoF in hand, focused, psychic strike charge, and with shield floating.  Dodge Fayne.  If not seen, dodge Barbarian, then dogs, then summons.


Round 1, move towards center.  Round 2, drink PfE and continue moving.  Third, drink SoF and explore if foe is not yet detected.  Target priority.  Kill Fayne if reachable in melee.  Take AoO to reach her if I must (use tumble to try to avoid).  If Fayne is not seen or reachable, kill barbarian, then dogs.  Refresh strike as needed, but if slowed, don't bother.  If Fayne is withing 30' but not reachable in melee, throw mindblade, taking AoO for ranged attack.  Move to throw if not in 30' but can't reach in melee.  Don't bother with summons, just refresh PfE if they are around.  If they block off Fayne, kill only if it is the only way to engage Fayne.  Use psionic weapon on charge against Fayne or first melee strike against Fayne.



The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Ashtin starts in area 1 with potions of PfE and SoF in hand. Initiative 24.   
Doc has initiative 22.   
Lady Fayne starts in area 3 with scroll of shield and rust bag of tricks in hand. Initiative 19.   
The half-giant starts with Lady Fayne with greatsword in hand. Initiative 12.   
Sneezy has initiative 5.   
Grumpy has initiative 3.   

Ashtin: (4,29) 50/50 HP, 23+1 AC     
Lady Fayne: (31,2) 34/34 HP, 18 AC     
Doc: (32,3) 13/13 HP, 18 AC     
Half-Giant: (30,3) 7/7 HP, 14 AC     
Sneezy: (31,3) 13/13 HP, 18 AC     
Grumpy: (30,2) 13/13 HP, 18 AC     


[Round 1]
Ashtin double moves to 12,25 (jumping over a pubddle in the process).   
Doc does nothing.   
Lady Fayne casts mirror image for 4 images and has Sneezy heel.   
The half-giant does nothing.   
Sneezy heels.   
Grumpy does nothing.   

Ashtin: (12,25) 50/50 HP, 23+1 AC     
Lady Fayne: (31,2) 34/34 HP, 18 AC, mirror image ends 71 (4 images)     
Doc: (32,3) 13/13 HP, 18 AC     
Half-Giant: (30,3) 7/7 HP, 14 AC     
Sneezy: (31,3) 13/13 HP, 18 AC     
Grumpy: (30,2) 13/13 HP, 18 AC     


[Round 2]
Ashtin uses his potion of PfE and moves to 14,20. 
Doc does nothing.   
Lady Fayne casts from the scroll and orders Grumpy to heel.   
The half-giant does nothing.   
Sneezy heels.   
Grumpy heels.   

Ashtin: (14,20) 50/50 HP, 23+1 AC, PfE ends 12     
Lady Fayne: (31,2) 34/34 HP, 18+4 AC, mirror image ends 71 (4 images), shield ends 22     
Doc: (32,3) 13/13 HP, 18 AC     
Half-Giant: (30,3) 7/7 HP, 14 AC     
Sneezy: (31,3) 13/13 HP, 18 AC     
Grumpy: (30,2) 13/13 HP, 18 AC     


[Round 3]
Ashtin uses his potion of SoF and moves to 14,20. 
Doc does nothing.   
Lady Fayne pulls a wolf from the rust bag of tricks and orders it to seek, and has Doc heel.   
The wolf moves to 24,12, where it sees Ashtin.   
The half-giant does nothing.   
Sneezy heels.   
Grumpy heels.   

Ashtin: (14,20) 50/50 HP, 23+1+2 AC, PfE ends 12, SoF ends 13     
Lady Fayne: (31,2) 34/34 HP, 18+4 AC, mirror image ends 71 (4 images), shield ends 22     
Doc: (32,3) 13/13 HP, 18 AC     
Half-Giant: (30,3) 7/7 HP, 14 AC     
Sneezy: (31,3) 13/13 HP, 18 AC     
Grumpy: (30,2) 13/13 HP, 18 AC     
Wolf: (24,12) 13/13 HP, 14 AC     


[Round 4]
Ashtin double moves to 21,23. 
Doc heels.   
Lady Fayne draws and drinks a potion of Protection from Good  (There isn’t another move action to move out this round).   
The wolf double moves to 21,20, where it sees Ashtin.   
The half-giant does nothing.   
Sneezy heels.   
Grumpy heels.   

Ashtin: (21,23) 50/50 HP, 23+1+2 AC, PfE ends 12, SoF ends 13     
Lady Fayne: (31,2) 34/34 HP, 18+4+2 AC, mirror image ends 71 (4 images), shield ends 22, PfG ends 14     
Doc: (32,3) 13/13 HP, 18 AC     
Half-Giant: (30,3) 7/7 HP, 14 AC     
Sneezy: (31,3) 13/13 HP, 18 AC     
Grumpy: (30,2) 13/13 HP, 18 AC     
Wolf: (21,20) 13/13 HP, 14 AC     


[Round 5]
Ashtin moves up and swings at the wolf, and misses. 
Doc heels.   
Lady Fayne starts singing and moves out.   
The wolf tries to attack Ashtin, but is unable to.   
The half-giant moves to in front of Lady Fayne.   
Sneezy follows to 31,7.   
Grumpy follows to 30,7.   

Ashtin: (21,21) 50/50 HP, 23+1+2 AC, PfE ends 12, SoF ends 13     
Lady Fayne: (31,8) 34/34 HP, 18+4+2 AC, mirror image ends 71 (4 images), shield ends 22, PfG ends 14     
Doc: (32,3) 13/13 HP, 18 AC     
Half-Giant: (31,10) 7/7 HP, 14 AC     
Sneezy: (31,7) 13/13 HP, 18 AC     
Grumpy: (30,7) 13/13 HP, 18 AC     
Wolf: (21,20) 13/13 HP, 14 AC     


[Round 6]
Ashtin swings at the wolf again, and kills it (autosuccess on damage).  He then recharges his blade.
Doc follows to 31,6.   
Lady Fayne moves out to 23,12.  Ashtin hears and knows her approximate location.
The half-giant moves to in front of Lady Fayne.   
Sneezy follows to 24,12.   
Grumpy follows to 24,11.   

Ashtin: (21,21) 50/50 HP, 23+1+2 AC, PfE ends 12, SoF ends 13     
Lady Fayne: (31,8) 34/34 HP, 18+4+2 AC, mirror image ends 71 (4 images), shield ends 22, PfG ends 14     
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) 7/7 HP, 14 AC     
Sneezy: (24,12) 13/13 HP, 18 AC     
Grumpy: (24,11) 13/13 HP, 18 AC     


[Round 7]
Ashtin moves to 20,16, sees the half-giant, and declares dodge against him.
Doc follows to 25,12.   
Lady Fayne moves to 20,14, and suddenly sees Ashtin  She orders the half-giant to attack, and then orders Sneezy to attack.
The half-giant rages, moves up, and swings at Ashtin, but the elf blocks it with his shield.   
Sneezy moves to flank, but on the way Ashtin takes the opportunity to attack the dog, killing it with a single blow.   
Grumpy moves to 20,17 to flank.   

Ashtin: (21,21) 50/50 HP, 23+1+2 AC, PfE ends 12, SoF ends 13     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (4 images), shield ends 22, PfG ends 14     
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) 7/7 HP, 14 AC     
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) 13/13 HP, 18 AC     


[Round 8]
Ashtin declares dodge against Lady Fayne, tumbles his way to 19,15, and attacks Lady Fayne, destroying an image.
Doc moves up to 19,14.   
Lady Fayne takes a step back, draws the tan bag, and tosses a furball from it at 19,16.  It turns into a lion, which Lady Fayne orders to attack Ashtin.
The lion takes 3 damage, and unsuccessfully attempts to attack Ashtin.
The half-giant swings again, and nearly chops off his own foot.   
Grumpy moves to 20,14 to flank, but Ashtin attacks the dog and knocks it unconscious.   

Ashtin: (21,21) 50/50 HP, 23+1+2 AC, PfE ends 12, SoF ends 13     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (3 images), shield ends 22, PfG ends 14     
Lion: (18,17) 29/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) 7/7 HP, 14 AC     
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -1/13 HP, 18 AC     


[Round 9]
Ashtin tumbles and dodges his way toward Lady Fayne and attacks her again, destroying another image.
Doc moves up to 19,15 and attacks Ashtin, but the elf dodges.   
Lady Fayne takes a step back and casts Dispel Magic on Ashtin, removing his Protection From Evil.
The lion takes 8 damage, moves south, and attacks Ashtin, but the elf dodges.
The half-giant attempts to grapple Ashtin, but the elf takes the opportunity to take the half-giant’s head off.   

Ashtin: (21,21) 50/50 HP, 23+1+2 AC, SoF ends 13     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (2 images), shield ends 22, PfG ends 14     
Lion: (18,17) 21/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP, 14 AC     
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -2/13 HP, 18 AC     


[Round 10]
Ashtin takes a step to the southeast and draws and drinks a potion of PfE.
Doc moves up and attacks, with no success.   
Lady Fayne takes a step back, draws her wand of scorching ray, and casts hideous laughter on Ashtin, but the elf shakes it off.
The lion moves toward Ashtin, but can’t get at him.

Ashtin: (21,21) 50/50 HP, 23+1+2 AC, SoF ends 13, PfE ends 20     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (2 images), shield ends 22, PfG ends 14     
Lion: (18,17) 21/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP, 14 AC     
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -3/13 HP, 18 AC     


[Round 11]
Ashtin takes a step to the south, recharges his blade, and swings at Fayne, but it bounces off her armor.
Doc moves up and attacks, with no success.   
Lady Fayne takes a step back and casts hideous laughter again, but the elf shakes it off again.
The lion moves up and attacks, but is repelled.

Ashtin: (21,21) 50/50 HP, 23+1+2 AC, SoF ends 13, PfE ends 20     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (2 images), shield ends 22, PfG ends 14     
Lion: (18,17) 21/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP, 14 AC     
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     


[Round 12]
Ashtin takes a step to the south, recharges his blade, and swings at Fayne, destroying an image.
Doc moves up and attacks, with no success.   
Lady Fayne takes a step back and casts hideous laughter again; this time it sticks.
The lion cannot move up close enough but moves toward Ashtin.

Ashtin: (21,21) 50/50 HP, 23+1+2+/-4 AC, SoF ends 13, PfE ends 20, hideous laughter ends 19,prone     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (1 image), shield ends 22, PfG ends 14     
Lion: (18,17) 21/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP, 14 AC
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     


[Round 13]
Ashtin laughs as his shield of faith wears off.
Doc attacks, with no success.   
Lady Fayne fires a ray from her wand, but Ashtin manages to roll out of the way.
The lion moves up somewhat.

Ashtin: (21,21) 50/50 HP, 23+1+/-4 AC, PfE ends 20, hideous laughter ends 19,prone     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (1 image), shield ends 22, PfG ends 14     
Lion: (18,17) 21/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP, 14 AC     
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     


[Round 14]
Ashtin laughs.
Doc attacks, with no success.   
Lady Fayne fires a ray from her wand, but realizes she accidentally reversed her grip and it fired behind her.  Her protection spell wears off.
The lion is stuck again.
The half-giant attacks again, but misses.   

Ashtin: (21,21) 50/50 HP, 23+1+/-4 AC, PfE ends 20, hideous laughter ends 19,prone     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (1 image), shield ends 22
Lion: (18,17) 21/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) 7/7 HP, 14 AC, fatigued     
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     


[Round 15]
Ashtin laughs.
Doc attacks, with no success.   
Lady Fayne fires a ray from her wand, but misses again.
The lion is stuck again.

Ashtin: (21,21) 50/50 HP, 23+1+/-4 AC, PfE ends 20, hideous laughter ends 19,prone     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (1 image), shield ends 22, PfG ends 14     
Lion: (18,17) 21/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) 7/7 HP, 14 AC, fatigued     
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     

[Round 16]
Ashtin laughs.
Doc attacks, with no success.   
Lady Fayne fires a ray from her wand, but misses a fourth time.
The lion is still stuck.

Ashtin: (21,21) 50/50 HP, 23+1+/-4 AC, PfE ends 20, hideous laughter ends 19,prone     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (1 image), shield ends 22, PfG ends 14     
Lion: (18,17) 21/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) 7/7 HP, 14 AC, fatigued     
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     

[Round 17]
Ashtin laughs.
Doc attacks, and hits for 7 damage.   
Lady Fayne tries to use her wand, and it turns into a miniature sculpture of a dragon.  Cursing, she tosses the now-useless wand away.
The lion is still stuck.

Ashtin: (21,21) 43/50 HP, 23+1+/-4 AC, PfE ends 20, hideous laughter ends 19,prone     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (1 image), shield ends 22, PfG ends 14     
Lion: (18,17) 21/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) 7/7 HP, 14 AC, fatigued     
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     

[Round 18]
Ashtin laughs.
Doc attacks, but misses.   
Lady Fayne begins playing again.
The lion is still stuck.

Ashtin: (21,21) 43/50 HP, 23+1+/-4 AC, PfE ends 20, hideous laughter ends 19,prone     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (1 image), shield ends 22, PfG ends 14     
Lion: (18,17) 21/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) 7/7 HP, 14 AC, fatigued     
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     

[Round 19]
Ashtin laughs.
Doc attacks, but misses.   
Lady Fayne waits; the hideous laughter spell ends.
The lion is still stuck.

Ashtin: (21,21) 43/50 HP, 23+1+/-4 AC, PfE ends 20, hideous laughter ends 19,prone     
Lady Fayne: (20,14) 34/34 HP, 18+4+2 AC, mirror image ends 71 (1 image), shield ends 22, PfG ends 14     
Lion: (18,17) 21/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     

[Round 20]
Ashtin gets up, dodging a blow from Doc.  He takes a step to the south and swings at Lady Fayne, destroying the last image.  His protection spell wears off.
Doc moves up and attacks, but misses.   
Lady Fayne readies to disarm a potion of PfE.
The lion moves south and then east (to avoid being in Doc’s way); Ashtin hits it for 18 damage.  The lion then attacks, with no success.

Ashtin: (21,21) 43/50 HP, 23+1 AC,
Lady Fayne: (20,14) 34/34 HP, 18+4 AC, shield ends 22
Lion: (18,17) 3/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     


[Round 21]
Ashtin draws a potion of PfE, provoking AoOs that accomplish absolutely nothing.  He then attempts to drink the potion, but Lady Fayne grabs it; Ashtin’s clumsy attempt to hit her using his blade one-handed fails.
Doc bites for 5 damage and trips him.   
Lady Fayne readies to disarm the next potion of PfE.
The lion attacks, but misses.

Ashtin: (21,21) 38/50 HP, 23+1-4 AC, prone,
Lady Fayne: (20,14) 34/34 HP, 18+4 AC, shield ends 22
Lion: (18,17) 3/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     


[Round 22]
Ashtin draws a potion of PfE, provoking an AoO from the lion for 8 damage, and a useless one from Doc.  He attempts to drink the potion, and again Lady Fayne grabs it; again, he fails to hit her.
Doc tries to bite, with no success.   
Lady Fayne readies to disarm the next potion of PfE.  Her shield wears off.
The lion attacks, but misses.

Ashtin: (21,21) 30/50 HP, 23+1 AC,
Lady Fayne: (20,14) 34/34 HP, 18 AC
Lion: (18,17) 3/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     

[Round 23]
Ashtin draws his last potion of PfE, provoking an AoO from Doc for 6 damage.  This time, he manages to drink it successfully, although still can’t hit Fayne.
Doc tries to bite, with no success.   
Lady Fayne waits.
The lion attacks, but is of course unable to do anything.

Ashtin: (21,21) 24/50 HP, 23+1 AC, PfE ends 33
Lady Fayne: (20,14) 34/34 HP, 18+4 AC, shield ends 22
Lion: (18,17) 3/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     

[Round 24]
Ashtin stands up (taking 6 damage from Doc) and attacks, hitting for 22 damage.
Doc tries to bite, with no success.   
Lady Fayne waits.
The lion attacks, but is of course unable to do anything.

Ashtin: (21,21) 18/50 HP, 23+1 AC, PfE ends 33
Lady Fayne: (20,14) 12/34 HP, 18+4 AC, shield ends 22
Lion: (18,17) 3/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     

[Round 25]
Ashtin recharges his blade and swings, but misses.
Doc tries to bite, with no success.   
Lady Fayne waits.
The lion attacks, but is of course unable to do anything.

Ashtin: (21,21) 18/50 HP, 23+1 AC, PfE ends 33
Lady Fayne: (20,14) 12/34 HP, 18 AC
Lion: (18,17) 3/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     

[Round 26]
Ashtin swings once more for 26 damage, hitting and killing Fayne.
Doc tries to bite, with no success.   
Lady Fayne waits.
The lion attacks, but is of course unable to do anything.

Ashtin: (21,21) 18/50 HP, 23+1 AC, PfE ends 33
Lady Fayne: (20,14) -14/34 HP, 18 AC
Lion: (18,17) 3/32 HP, 15 AC
Doc: (31,6) 13/13 HP, 18 AC     
Half-Giant: (21,13) -14/7 HP
Sneezy: (24,12) -11/13 HP, 18 AC     
Grumpy: (20,17) -4/13 HP, 18 AC     





Fight Results and Summary Show

Lady Fayne wins and gains 749xp/927.33gp.
Time Between Fights: 2 hrs     
Prebuffs/Ongoing Effects: Sneezy dead, half-giant dead, wand disabled for the day     
Items Used: scroll of shield (CL 2), rust bag of tricks (1 use), tan bag of tricks (1 use), potion of PfG, 4 charges wand of sonic scorching ray       
Spells or Powerpoints Used: 2 level 3, 3 level 1 (9 SL)       
Abilities Used: 1 bardic music, 1 rage (half-giant)     
Free Activity: discount Bronze Griffon for 8900gp     

Ashtin loses and gains 2625xp/3250+119=3369gp. 
Time Between Fights: 2 hrs     
Prebuffs/Ongoing Effects: none     
Items Used: potion of PfEX3, potion of SoF       
Spells or Powerpoints Used: none       
Abilities Used: none     
Free Activity: craft jewelry for 119gp     

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2 years ago  ::  Feb 21, 2011 - 12:48PM #302
TelinArtho
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Date Joined: Nov 3, 2004
Posts: 13,730
Ahrin

Ahrin's tactics Show

Alright, I think I have all the rigth defenses.  Start in default area with scroll of Resist energy in hand.  Use resist energy, fire.  Next, use anti toxin.  Third, use shield.  If interupted, get at least these three spells up.  Note, get these up even even inturupted.  If entangled, try to escape area before finishing spells.  Next, draw glave and sing.  Go kill.  Start with the weasel, then kill Kol.  Get out of any entangle as quickly as possible. 

Cast CLW if  below 8 hp and free from entangle.

I'm sure I'm missing somthing, but this should do.  Obviously, 5' and attack with glave when he closes in.  Use unarmed strike if Weasel is attatched.

If I have time after using my big three buffs, cast resistance.  Also, move to cover while buffing, and move to cover away from Kol if seen while buffing.


Kol "the Rabid"

Kol's tactics Show

Goal: mountspeed + produce flame to kill him; if he’s got expeditious retreat, use allies to wear him down

Start mounted on Leech, at 2,25 or equivalent

Rd 1: Produce flame on my hand, seek him out (ride out towards nearest other sq (counterclockwise))

Rd 2: Seek him out – when located, throw produce flame, ride to keep distance (this includes if he’s located in round 1; goal is to keep distance and use produce flames, ideally at 0-1 range increment), ride for cover for AC; keep ranged as long as possible.  Rebuff produce flame again from memory and use PoP I x2 to continue this as long as it’s working.

If he is moving magically fast, rapid dismount and have Leech attack and grapple him

While Leech is between us, drop Flaming Sphere for SNAII for 1d3 wolves between me and him, closer to him, to attack trip/attack.  Then repeat with Summon Swarm dropped for SNAII for 1d3 wolves around him, to continue biting him to death.  Throw the rest of the produced flames that exist, but in this case don’t recast; after the extant produce flames are used up, switch to regular non-poisoned slingstones.   If he ever does not have cover and there are no penalties for firing into melee, fire the drowpoisoned slingstone.


The Fight Show

[Prefight Locations and Initiative]
Kol starts in area 2 at (25,29), mounted on Leech. Initiative 18
Ahrin starts in area 1 at (4,27) with a scroll of resist energy (CL3) in hand. Initiative 12

[Round 1]
Kol casts Produce flame and moves to (17,30)
Ahrin casts Resist Energy from the scroll [UMD 28 vs DC23, success; ASF 10% vs 16%, fail] but his armor constricts him from finishing the spell, destroying the scroll. He draws a vial of antitoxin. [Listen 8 vs DC0]

[Round 2]
Kol moves to (24,28) and readies to throw on sight.
Ahrin drinks the antitoxin and draws a scroll of shield (CL2)

[Round 3]
Kol moves to (26,22) and readies to throw on sight.
Ahrin tries to read the spell from the scroll [UMD 13! vs DC22, fail] and finds the scroll unreadable. He drops the scroll and draws another scroll of shield.

Map Show


[Round 4]
Kol moves to (28,19) and throws a flame at him [28 vs AC12+4, hit; Dmg 1d6+4=6]
Ahrin casts from the scroll [UMD 32 vs DC22, success; ASF 36% vs 16%, success] and then moves to (8,29), drawing his glaive.

Kol (28,19) 25/25, Produce Flame (ends 31)
-- Leech (28,19) 13/13
Ahrin (8,29) 16/22, Antitoxin, Shield (ends 24)

[Round 5]
Kol throws a flame at Ahrin [23 vs AC12+4, hit; Dmg 1d6+4=10]
Ahrin casts CLW [1d8+3=8] and moves to (14,29)

Kol (28,19) 25/25, Produce Flame (ends 21)
-- Leech (28,19) 13/13
Ahrin (14,29) 14/22, Antitoxin, Shield (ends 24)

[Round 6]
Kol throws a flame at Ahrin [14 vs AC12, hit; Dmg 1d6+4=9] and moves to (28,12)
Ahrin double moves to (21,22)

Kol (28,19) 25/25, Produce Flame (ends 11)
-- Leech (28,19) 13/13
Ahrin (14,29) 5/22, Antitoxin, Shield (ends 24)

[Round 7]
Kol throws a flame at Ahrin [30! (11-not confirmed) vs AC12, hit; Dmg 1d6+4=10] and Ahrin falls.


Fight Result and Summary Show

Kol "the Rabid" wins and gains 1200xp/1200gp
Time Between Fights: 2 hours
Ongoing Effects: Delay Poison <2 hrs
Items Used: none
Spells/PP Used: 1 SL (Produce Flame)
x/day Abilities Used: None
Free Activity: guard

Ahrin loses and gains 400xp + 21% = 484xp/484gp.
Time Between Fights: 2 hours
Ongoing Effects: 1 Scroll of Shield (CL2) is unusable until end of 3FC
Items Used: Scroll of Resist Energy (CL3), Antitoxin, Scroll of Shield (CL2)
Spells/PP Used: 1 SL (CLW - 1)
x/day Abilities Used: None
Free Activity: Perform +87gp

@Uknits - rough luck on the rolls - with Resist Energy up - this is a very different fight.
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2 years ago  ::  Feb 21, 2011 - 5:12PM #303
Uknits
Date Joined: Aug 24, 2010
Posts: 3,003

Ursula the White (TelinArtho) vs. Vathilia Xilodon (Yitzi)



Ursula's Tactics Show


 



Ursula's tactics vs Vathilia

Start with a scroll of Expeditious retreat (CL2) in hand at the default location.

Round 1- cast from the scroll, draw sword and move out.

Once found, move into charge range. Once there, cast true strike and move closer and then charge the following round. On the charge, use power attack (-1/+2)

If I am opposed by summons, withdraw from them for a few rounds.

Once in melee, just attack regularly.




Vathilia's Tactics Show


 



Ok, so her animal companion is dead...on the plus side, spellcasters are her specialty, so there might still be a chance.


Begin in the front right corner with whistle and potion of mage armor in hand. First round, drop the whistle (since if I get hit with RoE I'll need to cut my encumbrance as much as I can), drink the potion and toss that too, and draw a scroll of cat's grace. Second round, cast cat's grace and draw my bow. After that, move out, taking total defense (and keeping to cover if it's easy to do so).


Once I see Ursula, begin attacking with my bow. Try to keep enough distance not to be attacked in melee (alternating withdraw with move+shoot could work if I can break charge lanes and have enough room), but if that doesn't work just 5' to avoid AoOs when I shoot.


If I see Ursula cast from memory and it has no visible effect (note that RoE does have a visible effect), move (withdraw if needed) to avoid being attacked next round; if that's not possible, at least avoid being attacked in melee and have cover from ranged.


If I am hit with RoE (unlikely with my touch AC and taking total defense at the start, but still a possibility) or my bow is broken, drop my bow and as many arrows as needed to keep light encumbrance, cast produce flame, and use that. If that runs out without killing her (highly unlikely), recover and use my bow if possible; otherwise, cast the other produce flame and use it (and if that runs out, try unarmed attacks)


If injured, use my wand instead of attacking until at 12 or higher hit points.


Thanks for the run.




Fight Show


Rolls


 


Round 0


Ursula goes first in square 2.


Vathilia goes next in square 4.


Round 1


Ursula tries to uses her scroll of Expedious Retreat, but nerves get her and she stumbles in her armour.


Vathilia drops some encumberance and drinks her potion of Mage Armour before drawing a scroll.



Ursula 10/10hp 16 AC


Vathilia 20/20 hp 19 (23) AC


Round 2


Ursula draws another scroll and tries again, succeeding with calmer nerves.


Vathilia uses her scroll of Cat's Grace and sraws her bow.


Ursula 10/10hp 16 AC


Vathilia 20/20 hp 19 (25) AC


Round 3


Ursula moves out, seeking Vathilia clockwise.


Vathilia moves out more cautiously, also clockwise, seeing Ursula without being seen. She takes adavantage of the moment to snipe Ursula. Ursula see her, but takes the arrow to the shoulder for 4 damage.



Ursula 6/10hp 16 AC


Vathilia 20/20 hp 19 (25) AC


Round 4


Ursula closes the distance, rushing in with her sword.


Vathilia breiefly considers retreating, but realizes that Ursula is moving far too quickly to escape. She fires a shot and retreats as best she is able to put cover between the two of them. Her shot bites deeply into Ursula's leg for 5 damage.



Ursula 1/10hp 16 AC


Vathilia 20/20 hp 19 (25) AC


Round 5


Ursula groans as her wounds bleed, but closes the distance quickly.


Vathilia shifts away to shoot, but her movements force her off balance and she misses.


1d20+8=12


Ursula 1/10hp 16 AC


Vathilia 20/20 hp 19 (25) AC


Round 6


Ursula shifts in and cast True Strike, grinning as she finishes the spell and prepares her perfect blow.


Vathilia rememebers what she heard about Ursula's spells and runs for it, diving for cover.



Ursula 1/10hp 16 AC


Vathilia 20/20 hp 19 (25) AC


Round 7


Ursula Shouts in rage as she tries to catch Vathillia before the spell wears off, but to no avail. She pulls out her bow as she moves to at least attack with something. She barely grazes Vathilia, who shakes off the 1 damage blow as she too shoots, though her aim is poor due to her grazed arm and only strikes for 1. She reatreats to avoid a final blow.



Ursula 0/10hp 16 AC


Vathilia 19/20 hp 19 (25) AC


Round 8


Ursula trie to catch up and draws her sword, but is too weak from her injured arm to get in a blow.


Vathilia smiles and draws a final arrow, striking Ursula down for 4.



Results Show


Vathilia wins and gains 900xp/966gp


Time Between Fights: 2 hrs


Prebuffs/Ongoing Effects: none


Items Used: 1 Potion Mage Armour, 1 Scroll Cat's Grace, 4 Arrows.


Spells or Powerpoints Used: none


Abilities Used: none


Free Activity: Profession 66gp


Ursula loses and gains 300xp/300gp


Time Between Fights: 2 hrs


Prebuffs/Ongoing Effects: none


Items Used: 2 Scrolls Expedious Retreat, 1 Arrow.


Spells or Powerpoints Used: True Strike (1 SL)


Abilities Used: none


Free Activity: guard



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2 years ago  ::  Feb 22, 2011 - 1:25PM #304
Uknits
Date Joined: Aug 24, 2010
Posts: 3,003

Ildur Okrurk (TelinArtho) vs. Qelenian Sharteram (Yitzi)



Qelenian's Tactics Show


 



A high attack bonus and a damage bonus against elves...this is not going to be so good for Qelenian. On the plus side, I do have a definite advantaged at range, due to deflect arrows, so let's see if we can do it that way.


Begin in the corner closest to the center with scrolls of mage armor and expeditious retreat in hand. First round, move to 9,59 or equivalent and cast mage armor. Second round, move to 14,57 or equivalent while drawing my bow and cast shield. Third round, cast expeditious retreat and carefully head toward the center (don't move within 30' of an unseen area using the second move of my double move.) Replace shield up to once if needed, and expeditious retreat until I run out.


When I see Ildur, begin shooting while keeping away. If he hides, move to somewhere that he can't get cover from me without me having cover from him (and where I have total cover from where he disappeared.) Otherwise, try to stay far enough away that he can't move+attack me, and use either distance or obstacles to prevent charges.


If he's enlarged, nothing changes, just make sure to stay away.


If grappled, try to escape using grapple checks.


If forced to melee, use my siangham.


Thanks for the run.




Ildur's Tactics Show


 



Ildur's tactics vs Qelenian

Start at corner closest to center with warhammer in hand.

Move out immediately and find Qelenian.

Once found, get into melee. If he's playing keep away and breaks LOS, close in, but stay out of LOS as well so he can't counter attack.

I'm basically going to need to run out his short term buffs if he's playing keep away - so stay out of LOS if that's his plan. If I am able to get into melee, get there.

Note that Ildur gets a +4 to damage versus elves.




Fight Show


Rolls


www.hwx.it/wizards.com/dice.php?sid=4795


Round 0


Ildur goes first in square 4.


Qelenian goes next in square 2.


Round 1


Ildur wastes no time running to the center.


Qelenian uses a scroll of mage armour and moves out.


 



Ildur 32/32hp 20 AC


Qelenian 19/19 hp 18 (22) AC


Round 2


Ildur reaches the center.


Qelenian moves and casts shield.



Ildur 32/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 3


Ildur homes in on area 1, his bloodlust for elven death evident.


Qelenian carfully moves toward the center after casting expedious retreat, drawing his bow as he moves.



Ildur 32/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 4


Ildur moves towards area one while Qelenian makes it to the center.



Ildur 32/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 5


Ildur sees nobody in the first area and heads back.


Qelenian decides to wait in the central area, but get cover. (never mention exploring beyond central area and mention taking cover if can't see foe)



Ildur 32/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 6


Ildur heads back to the center as Qelenian readies to fire on sight.



Ildur 32/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 7


Ildur comes closer as Qelenian readies again.



Ildur 32/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 8


Ildur moves out, but gets sniped for 5. Not seeing Qelenian, he moves to find him.


Qelenian shoots again, hitting for 1. He is spotted, though.



Ildur 26/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 9


Ildur charges, but can't quite reach Qelenian. Qelenian smiles as he pegs another arrow into Ildur for 4 and retreats.



Ildur 22/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 10


Seeing Qelenian's enourmas speed, Ildur retreats to cover and takes total defense.


Qelenian move to negate his cover.



Ildur 22/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 11


More movement



Ildur 22/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 12


Qelenian finds cover, spotting Ildur.



Ildur 22/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 13


Ildur shifts around the building and takes total defense.


Qelenian refreshes expedious retreat.



Ildur 22/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 14-16


Lots of movement.


14



15



16



Round 17


Ildur takes total defense.


Qelenian round the corner and sees Ildur, shooting but missing due to Qelenian's defensive stance.



Ildur 22/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 18


Ildur charge to try to corner Qelenian, running to catch up.


Qelenian simply moves away.



Ildur 22/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 19


Ildur takes cover again.


Qelenian moves



Ildur 22/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 20-27 (should have refreshed shield round 22, and Expedious Retreat round 23, shouldn't matter too much if the speed those two rounds is reduced. If you think this is an issue, feel free to mention.)


More Movement


20



21



22



23



24



25



26



27



Round 28


The arena wizards, quickly borring of the chase game, dispel expedious retreat and take Qelenian's last scroll. Both locations of the characters are revealed as this is done.


Both parties move towards the center.



Ildur 22/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 29


Ildur aproaches the center, but sees Qelenian along the way and veers towards him.


Qelenian shoots and retreats, drawing his siangham. (note, messed up movement badly, so there are a bunch of excess rolls.)



Ildur 22/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 30


Ildur finally closes and swings, but misses due to his frustration. Qelenian returns blows twice for 9 damage.


Map irrelevant, in melee.


Ildur 13/32hp 20 AC


Qelenian 19/19 hp 18 (26) AC


Round 31


Ildur grazes his hated foe, but his raw power turns a grazed leg into a bone crushing blow for 12 damage.


Qelenian feebly strikes for 3 damage.


Ildur 10/32hp 20 AC


Qelenian 7/19 hp 18 (26) AC


Round 32


One more blow from Ildur's mighty hammer drops Qelenian.


 



Results Show


Ildur wins and gains 1200xp/1200gp


Time Between Fights: 2 hrs


Prebuffs/Ongoing Effects: none


Items Used: none.


Spells or Powerpoints Used: none


Abilities Used: none


Free Activity: Guard


Qelenian loses and gains 400xp/400gp


Time Between Fights: 2 hrs


Prebuffs/Ongoing Effects: none


Items Used: 3 Scrolls Expedious Retreat, 3 Arrows, 1 scroll mage armour, 1 scroll shield.


Spells or Powerpoints Used: Shield (1 SL)


Abilities Used: none


Free Activity: guard


Sorry about the roller. It has been messing up today, so there are a bunch of excess rolls that aren't used. Also, if there are any complaints about tactics intepritation, let me know.



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2 years ago  ::  Feb 24, 2011 - 10:03AM #305
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730

Pairings: 24 February 2011


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:

  • Qelenian Shartarim (Yitzi) crafts 4 scrolls of expeditious retreat (CL1), and 2 scrolls of shield (CL2)

BATTLES OF GLADIUS

LEVEL 3 FIGHTS

  • Vathilia Xilodon (Yitzi) vs. Geth Ryn (Uknits) : TelinArtho {Arena}
  • Scorpio Chryshaller (Eluria) vs. Ellia Duskthorn (TelinArtho) : Uknits {Arena}

LEVEL 4 FIGHTS

  • Ildur Okrurk (TelinArtho) vs. Ahrin (Uknits) : Yitzi {Forest}

LEVEL 5 FIGHTS

  • none this week

LEVEL 6 FIGHTS

  • none this week

LEVEL 7 FIGHTS

  • Thanio Deerfriend (Yitzi) vs. Gulgar the Great (TelinArtho) : Eluria {Forest} {Week 2}

LEVEL 8 FIGHTS

  • Ashtin (Uknits) vs. Qhordryn del Khessin (Eluria) : TelinArtho {Temple}

LEVEL 10+ FIGHTS

  • none this week

Pairings done by TelinArtho.

Credits
Eluria +1 (1 fight)
TelinArtho +1 admin, +1 (1 fight)
Uknits +1 (1 fight), -1 (3 active)
Yitzi +1 (1 fight)
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2 years ago  ::  Feb 27, 2011 - 9:53AM #306
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,764
Ildur Okrurk

Ildur Okrurk's tactics Show

Start off at the front corner with warhammer out.

Move out immediately, looking for Ahrin. Once found, wield warhammer 2-handed and get into melee, charging if possible. Once in melee, attack until he is down.

If he is enlarged, draw and drink potion of enlarge person. If he's playing keep-away, break LOS to hide and snipe until he can't outrun me.


Ahrin

Ahrin's tactics Show

Hmmm... start in the front of my corner with scroll of shield in hand.  Move out for three rounds, following path.  Round 3, move and use shield.  Once that is used, sing and search more.  Once seen, use hideous laughter.  Attack with glave from there.


Simple tactics.  If grappled, escape.




The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Ildur Okrurk starts in area 4 with warhammer in hand. Initiative 22.   
Ahrin starts in area 3 with scroll of shield in hand. Initiative 18.   

Ildur Okrurk: (6,6) 32/32 HP, 20 AC     
Ahrin: (59,6) 22/22 HP, 19 AC     


[Round 1]
Ildur Okrurk double moves to 15,1.   
Ahrin double moves to 63,16.   

Ildur Okrurk: (15,1) 32/32 HP, 20 AC     
Ahrin: (63,16) 22/22 HP, 19 AC     


[Round 2]
Ildur Okrurk double moves to 26,1.   
Ahrin double moves to 58,24.   

Ildur Okrurk: (26,1) 32/32 HP, 20 AC     
Ahrin: (58,24) 22/22 HP, 19 AC     


[Round 3]
Ildur Okrurk jumps the stream and moves to 34,3.   
Ahrin moves to 52,25 and tries to use his scroll of shield, but can’t get it right.   

Ildur Okrurk: (34,3) 32/32 HP, 20 AC     
Ahrin: (52,25) 22/22 HP, 19 AC


[Round 4]
Ildur Okrurk double moves to 39,9.   
Ahrin moves out to 50,28 (on the stones) and tries again to use his scroll, but still can’t get it to work.   

Ildur Okrurk: (39,9) 32/32 HP, 20 AC     
Ahrin: (50,28) 22/22 HP, 19 AC


[Round 5]
Ildur Okrurk double moves to 47,6.   
Ahrin tries to move, but slips and falls; he manages to pick himself up, sputtering water.   

Ildur Okrurk: (47,6) 32/32 HP, 20 AC     
Ahrin: (50,28) 22/22 HP, 19 AC


[Round 6]
Ildur Okrurk double moves to 58,5.   
Ahrin gets back out of the water and again tries the stones, but is able to make no progress.  He then tries to cast from the scroll again, but still can’t get it to work.

Ildur Okrurk: (47,6) 32/32 HP, 20 AC     
Ahrin: (50,28) 22/22 HP, 19 AC


[Round 7]
Ildur Okrurk double moves to 64,14.   
Ahrin makes his way on the stones to 49,29, and manages to use the scroll.

Ildur Okrurk: (64,14) 32/32 HP, 20 AC     
Ahrin: (49,29) 22/22 HP, 19+4 AC, shield ends 27


[Round 8]
Ildur Okrurk double moves to 64,26.   
Ahrin makes his way on the stones to 48,32 and starts singing.  Ildur hears him and knows his approximate location.

Ildur Okrurk: (64,26) 32/32 HP, 20 AC     
Ahrin: (48,32) 22/22 HP, 19+4 AC, shield ends 27


[Round 9]
Ildur Okrurk runs up and jumps the stream, spotting Ahrin on the way.  He then moves along to 61,33
Ahrin moves to 54,33 while drawing his glaive; unfortunately, he still isn’t in range for hideous laughter.

Ildur Okrurk: (61,33) 32/32 HP, 20 AC     
Ahrin: (54,33) 22/22 HP, 19+4 AC, shield ends 27


[Round 10]
Ildur Okrurk grasps his hammer in both hands and charges at Ahrin.  The human hits him on the way with the glaive for 9 damage; Ildur is thrown off balance and his charge clatters harmlessly against Ahrin’s armor 
Ahrin takes a step back and casts Hideous Laughter on Ildur.  The orc falls on the floor laughing.

Ildur Okrurk: (61,33) 23/32 HP, 20-4 AC, hideous laughter ends 13.     
Ahrin: (58,33) 22/22 HP, 19+4 AC, shield ends 27


[Round 11]
Ildur Okrurk laughs. 
Ahrin swings with his glaive and cuts the orc nearly in 2.

Ildur Okrurk: (61,33) -9/32 HP, 20-4 AC, hideous laughter ends 13.     
Ahrin: (58,33) 22/22 HP, 19+4 AC, shield ends 27




Fight Results and Summary Show

Ildur Okrurk 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     

Ahrin wins and gains 1452xp/1452+87.2=1539.2gp.   
Time Between Fights: 3 hrs     
Prebuffs/Ongoing Effects: none     
Items Used: scroll of shield       
Spells or Powerpoints Used: 1 level 1 (1 SL)       
Abilities Used: none     
Free Activity: perform for 87.2gp     

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2 years ago  ::  Mar 01, 2011 - 7:01AM #307
Eluria
Date Joined: Jan 20, 2007
Posts: 3,252

Thanio

Thanio's tactics Show

Ok...he's just a bit faster than me and stronger in melee, I'm going to have to use my sneaking abilities; fortunately, it is the forest.  (Sorry about that, running an effective sneak in the forest is a pain).  So begin in the corner closest to the center with potion of shield of faith and potion of cat's grace in hand.

First round, tap chameleon and move to 13,56 or equivalent.  Second round, drink the potion of cat's grace and move to 18,49 or equivalent.  Third round, move to 19,43 and drink the potion of SoF:

Fourth round, draw my bow and wait for Gulgar.  When I see him, begin sniping if he's at least 8 squares away; otherwise, move away from him, keeping to cover (note that the swamp provides automatic cover.)

If spotted, move to break LoS and rehide; if rehiding in the swamp is an option, do that, otherwise try to move (double move if needed) to break LoS and then break LoS from where I disappeared from his view; there should be enough places to have gone that he won't be able to find me again easily.  Withdraw if needed to avoid AoO.

If hurt to half health or below, get a decent distance (say at least 20 squares if feasible) away (using hide) and use my wand to heal back up to full.

If my bow is destroyed, go to melee (in the swamp if feasible) and hope I get lucky.  If I'm disarmed of it, try to get it back (if he picks it up, do the same as if it was destroyed.)  If grappled, try to escape.  If tripped, get up and try to get away.




Gulgar

Gulgar's tactics Show
 


Start off closest to the center with flail in hand. Immediately move out, looking for Thanio. Once found, tap tattoo of force screen and get into melee and kill him.

Sounds easy yes?

Jump any rivers as they come. If he's in the swamp area, follow him in.

That's about it. No need to rage here.



The Fight Show


Thanio’s tactics
Ok...he's just a bit faster than me and stronger in melee, I'm going to have to use my sneaking abilities; fortunately, it is the forest.  (Sorry about that, running an effective sneak in the forest is a pain).  So begin in the corner closest to the center with potion of shield of faith and potion of cat's grace in hand.

First round, tap chameleon and move to 13,56 or equivalent.  Second round, drink the potion of cat's grace and move to 18,49 or equivalent.  Third round, move to 19,43 and drink the potion of SoF:

 

Fourth round, draw my bow and wait for Gulgar.  When I see him, begin sniping if he's at least 8 squares away; otherwise, move away from him, keeping to cover (note that the swamp provides automatic cover.)

If spotted, move to break LoS and rehide; if rehiding in the swamp is an option, do that, otherwise try to move (double move if needed) to break LoS and then break LoS from where I disappeared from his view; there should be enough places to have gone that he won't be able to find me again easily.  Withdraw if needed to avoid AoO.

If hurt to half health or below, get a decent distance (say at least 20 squares if feasible) away (using hide) and use my wand to heal back up to full.

If my bow is destroyed, go to melee (in the swamp if feasible) and hope I get lucky.  If I'm disarmed of it, try to get it back (if he picks it up, do the same as if it was destroyed.)  If grappled, try to escape.  If tripped, get up and try to get away.

Gulgar's tactics

Start off closest to the center with flail in hand. Immediately move out, looking for Thanio. Once found, tap tattoo of force screen and get into melee and kill him.

Sounds easy yes?

Jump any rivers as they come. If he's in the swamp area, follow him in.

That's about it. No need to rage here.


Fight:
ROLLS

Thanio acts first, starting in square 3, holding potions
Gulgar acts second, starting in square 2, holding flail

Round 1:
Thanio taps chameleon and moves out
Gulgar sniffs the air, detects  nothing, and heads West



Round 2:
Thanio drinks Cat’s Grace and moves
Gulgar (can’t spot Thanio) continues moving


Round 3:
Thanio moves and drinks Shield of Faith
Gulgar continues his hunt

Thanio 36/36 AC 25+1CG+2SoF, chameleon (101), Cat’s Grace (32), Shield of Faith (23), Bow
Gulgar 47/47 AC 21 (ff19), flail


Round 4:
Thanio waits for Gulgar (not readying, as wants to snipe)
Gulgar walks around the woods

Round 5:
Thanio (spotting Gulgar? (Spot +4 -25 distance vs Hide -3 -5 movement) – fails to see Gulgar
Gulgar enjoys the Normal Light Forest, leaping over a burbling brook.



Round 6:
Thanio waits
Gulgar wanders



Round 7:
Thanio waits
Gulgar moves


Round 8:
Thanio waits
Gulgar moves (Thanio vaguely hears something south)



Round 9:
Thanio waits
Gulgar moves



Round 10:
Thanio, half submerged in the swampy muck, pops up, covered in mud and algae and nearly invisible in the sun dappled forest, and snipes Gulgar (Sniping rules = 1 ranged attack then rehide) – hitting for 8; successfully rehides
Gulgar growls angrily (but not enRAGEdly), taps tattoo of force screen, and, having no idea where Thanio is, actively spots, but fails to see his foe

Thanio 36/36 AC 25+1CG+2SoF, chameleon (101), Cat’s Grace (32), Shield of Faith (23), Bow
Gulgar 39/47 AC 21+4FS (ff19+4), Force Screen (20), flail



Round 11:
Thanio snipes again, nearly dropping his swamp covered bow; he successfully and quietly rehides
Gulgar is frustrated.  He can stand around, actively hoping to spot Thanio, or he can move around and hope to find him.  He strains his ears and scans the forest.  He fails to see anything of interest.  He is sad.

Round 12:
Thanio snipes again, this time his arrow glancing off of the screen of force;  Gulgar fails to hear or see him.
Gulgar is frustrated.  He can stand around, actively hoping to spot Thanio, or he can move around and hope to find him.  This time he decides to move in search of Thanio, and heads North.  After a single move, he actively spots again.  He fails to see Thanio in the nearby muck.



Round 13:
Thanio is uncomfortable with how close Gulgar is, and decides to move away, and then will try to re-snipe next round.  In order to keep as quiet as possible, he moves half-speed (Gulgar fails to hear).  He can’t snipe after moving, so settles in to wait for another good shot
Gulgar grins toothily, noting no arrow, but not really understanding what that means.  He decides to actively spot AND actively listen.  He fails to detect his foe.  He scratches his backside, taking note of the arrow.  It hurts a twinge.


Round 14:
Thanio snipes again (this time Gulgar has some cover), missing, but doing so while undetected.  (extra set of hide/MS rolls in rd 14 error, ignore)
Gulgar sees an arrow whizz by into the woods, and follows its flight.  He decides to head off where he thinks it may have come from, and moves NW.  After a single move, he again actively spots.  He fails to see the swamp covered sniper a few feet away.



Round 15:
Thanio is uncomfortable, again, with how close Gulgar is.  He moves away; he wants to get 8 squares away, but doing so, in the difficult terrain, is hard – he double moves, splashing a little, but once again evading the ogre’s detection. 
Gulgar again decides whether to look and listen, or move – he pauses, and glances all around, strains his big hairy ears …. and detects nothing.



Round 16:
Thanio  moves to get 8 squares away, again making a little noise in doing so – and Gulgar hears him (thinks he’s at 35,27) (Pitlord note: forgot that swamp adds +2 DC to MS; I don’t think it would have changed anything to date, will incorporate it now)
Gulgar heads towards where he heard Thanio – he heads to where he heard Thanio, and bumps into the hidden hunter on the way!!



Round 17:
Thanio withdraws to 32,28 (because of swamp has cover, no AoO) deeper into the swamp (as per tactics); double moving away in the muck makes it hard to keep silent in withdrawing – Gulgar hears him, and thinks he’s at (31,26)
Gulgar heads after him, flail out!  He single moves into position and attacks the square he thought Thanio was in (auto-miss)

(Note that due to Gulgar’s large size, movement in the swamp is easier – 2 squares, vs. due to Thanio’s medium size it takes 4 squares – this is critical.  Thanio tactics specify prefer staying in swamp.)


Round 18:
Thanio withdraws again to 32,33 (Gulgar thinks he’s at 33,36)
Gulgar follows, double moving to get to where he thinks Thanio is.  He happens to move right next to the actual Thanio (Spot still +3 vs +32 -5 movement, impossible)


Round 19:
Thanio withdraws again, this time with Gulgar failing to hear him.
Gulgar angrily thwacks the mucky swamp with his flail, frustrated at his inability to detect Thanio; he actively listens – but fails to hear Thanio.  Once more he strains to listen… and fails to hear anything

Round 20:
Thanio wants 8 squares between them to snipe, again, but does not want to be heard… he inches backwards.  Gulgar fails to hear him.
Gulgar ponders.  It hurts his head to do so.  He chooses to actively listen again, twice (impossible vs DC 35)

Thanio 36/36 AC 25+1CG+2SoF, chameleon (101), Cat’s Grace (32), Shield of Faith (23), Bow
Gulgar 39/47 AC 21 (ff19), Force Screen (ended), flail




Round 21:
Thanio wants 8 squares between them to snipe, again, but does not want to be heard… he inches backwards.  Gulgar fails to hear him.
Gulgar thinks again.  He decides to move off Northward.  He moves and listens (impossible).



Round 22:
Thanio grins at his escape, pops out of the muck, and fires another arrow – hitting for 8 more; he tries to rehide, successfully, but heard by Gulgar at 31,27 (5’ north of where he actually is)

(Pitlord  note: It is at this point that I saw Telin’s post about the CoCo rule of -20 to move silently when attacking as well – adding that modifier here, Gulgar beats Thanio’s MS by 11.  I may have to retroactively go back and revise other things as well, like round 10 {MS/Listen not rolled}, 11 {Gulgar would have won}, 12 {Would not have changed} and 14 {Would not have changed}… while this seems like a good idea at the time, I will continue from now, and make those edits as needed later. While Gulgar may have heard him in Rd 10 (not rolled) and did hear him in Rd 11 (rolled and not modified correctly with the -20), moving towards Thanio would just have started the “SwampDance” sooner, and is unlikely to have changed anything to date)

Gulgar is so sad.  He has very little idea where the arrow came from, but he is a savage warrior, and the arrow hit him in his back, and most of the combat has taken place in the swamp.  He decides to sit tight in his new position and listen again.  He fails to hear anything but the sounds of the forest. 

Gulgar heads towards Thanio’s heard position.

Thanio 36/36 AC 25+1CG+2SoF, chameleon (101), Cat’s Grace (32), Shield of Faith (23), Bow
Gulgar 31/47 AC 21 (ff19), Force Screen (ended), flail



Round 23:
Thanio withdraws to 26,25, trying to stay in the swamp. (Gulgar hears, thinks he’s at 27,24) (SoF expires)
Gulgar follows, single moving and readying to attack Thanio if detected, feeling like he’s within reach

Thanio 36/36 AC 25+1CG, chameleon (101), Cat’s Grace (32), Shield of Faith (ended), Bow
Gulgar 31/47 AC 21 (ff19), Force Screen (ended), flail



Round 24:
Thanio withdraws again to 26,30; Gulgar fails to hear him.
Gulgar actively listens (move), and thinks Thanio’s at 26,30 he moves to that position


Round 25:
Thanio withdraws again to 26,35; Gulgar hears him at 26,37
Gulgar moves and readies to attack Thanio when detected



Round 26:
Thanio withdraws again, silently
Gulgar actively listens (std, mve) twice – failing to detect Thanio.


Rd 27:
Thanio tries to quietly withdraw further, but is aware that if he moves half speed = 1 square (20’ movement), and doing so would put him at risk of a delay penalty, so he decides to risk double moving – and Gulgar fails to hear him
Gulgar slams his flail frustratedly into the muck.  The audience cheers the activity.  He listens for a few more seconds for a splash indicating any direction in which to seek, but fails to hear anything (listen x2 fail)


Rd 28:
Thanio wants 8 squares between them and so moves at half speed back to 32,26.
Gulgar ponders what to do (Weighted by success so far, 1,2 = listen; 3 = move randomly; random direction if moves); decides to actively listen.  Hears splashing which he thinks comes from 32,28 with first listen, so uses move to head over there.


Rd 29:
Thanio wants 8 squares between them, but Gulgar is getting close, and clearly has good ears; decides to double move (aware that delay penalty is creeping up).  The crowd starts murmuring.  Gulgar fails to hear the movement.
Gulgar listens more, and again.  Failing to hear the silent Thanio.

Rd 30:
Thanio has 8 squares (including diagonals) and decides to snipe – hitting for 10! (Gulgar hears him, thinks he’s at 41,27)
Gulgar growls and double moves towards where he thinks he hears Thanio

Thanio 36/36 AC 25+1CG, chameleon (101), Cat’s Grace (32), Shield of Faith (ended), Bow
Gulgar 21/47 AC 21 (ff19), Force Screen (ended), flail


Rd 31:
Thanio withdraws to 32,26, splashing somewhat and heard (Gulgar thinks he’s at 30,25)
Gulgar moves towards the noise, and readies an action to attack Thanio if he’s detected.


Rd 32:
Thanio withdraws (tie goes to higher mod, unheard) (Cat’s Grace ends)
Gulgar actively listens, hears something from ?28,29, and moves.

Thanio 36/36 AC 25, chameleon (101), Cat’s Grace (ended), Shield of Faith (ended), Bow
Gulgar 21/47 AC 21 (ff19), Force Screen (ended), flail


Rd 33:
Thanio withdraws again to 26,21 (Gulgar hears, thinks he’s at 26,21)
Gulgar moves and attacks the square he thinks Thanio is in (it is the right square) – missing!


Rd 34:
Thanio withdraws again to 23,24 (Gulgar hears, thinks he’s at 22,25)
Gulgar follows and attacks the square he thinks Thanio is in (automiss)


Rd 35:
Thanio holds his breath and trembles at the mighty ogre being so close, and withdraws again (Gulgar hears him and thinks he’s at 22,29)
Gulgar moves to follow, sees nothing at 22,29, and readies to attack Thanio if detected


Rd 36:
Thanio withdraws to 30,29 (Gulgar hears something at 30,27)
Gulgar moves and attacks 30,27 (automiss)


Rd 37:
Thanio withdraws to 30,34 (Gulgar hears him at 31,35)
Gulgar moves, and, unable to reach that spot, readies to attack Thanio when detected


Rd 38:
Thanio withdraws, and Gulgar fails to hear him.
Gulgar listens actively twice, failing to hear anything.

Rd 39:
Thanio withdraws again, eliciting more murmurs from the crowd (Gulgar thinks he’s at 41,37)
Gulgar goes to where he thinks he heard Thanio, growling


Rd 40:
Thanio, facing the threat of the delay penalty, can’t 5’ step back and attack due to the swamp, and will probably lose in melee… so withdraws, hoping to get to range.
Gulgar sees a coalescing smoky signal in the air, pointing towards Thanio – revealing the sniper’s exact location!  He double moves after Thanio

Rd 41:
Thanio, unable to attack without provoking an AoO, decides to engage in melee – hitting for 12
Gulgar, finally in melee, attacks the sniper… missing

Thanio 36/36 AC 25, chameleon (101), Cat’s Grace (ended), Shield of Faith (ended), Bow
Gulgar 9/47 AC 21 (ff19), Force Screen (ended), flail

Rd 42:
(5’ stepping as needed, the two engage in melee to the death)
Thanio hits for 7 (not confirmed)
Gulgar hits for 19 (not confirmed)

Thanio 17/36 AC 25, chameleon (101), Cat’s Grace (ended), Shield of Faith (ended), Bow
Gulgar 2/47 AC 21 (ff19), Force Screen (ended), flail

Rd 43:
Thanio misses
Gulgar misses

Rd 44:
Thanio misses
Gulgar hits for 22, knocking out Thanio




Fight Results and Summary Show

Gulgar wins and gains 2100xp/2600gp
Time Between Fights: 2 hrs     
Prebuffs/Ongoing Effects: none


Items used: tattoo fs
Spells or Powerpoints Used: none


Abilities Used: none
Free Activity: guard

Thanio loses and gains 700xp/866gp + 112 perform
Time Between Fights: 2 hrs     
Prebuffs/Ongoing Effects:
Items Used: potion cat's grace, potion shield of faith, tattoo chameleon, 3 arrows (3 hit, 3 miss, 3 recovered)
Spells or Powerpoints Used:
Abilities Used:
Free Activity: perform 112 gp



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2 years ago  ::  Mar 01, 2011 - 7:16AM #308
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730
Geth Ryn

Geth's tactics Show

Alright, no subtlety here.  Let's see if I can cut her off while buffing.

Start in the front of my box with glave in hand and run to the front line of the clockwise box (unless I see her, in which case just charge as quickly as possible.)  If she isn't visible in that box, use fleet of foot to run towards the next box  If she is seen, use fleet of foot to make a turn to get next to her (or at least as close as possible).  Next turn, if she wasn't detected, run through the next two boxes using fleet of foot to make the turn required.  Whenever she is detected, charge her with armour spikes, using burst if needed to reach her in a charge (basically if I'm 5-20' short of a charge).  Once in melee, ready an action to attack on any action that isn't a 5' shift, using move actions to keep within 5' of her at the end of my turn.  If my glaive is warped or I am below half hp and haven't hit her twice yet, go for grapple with spikes. 

If she provokes and AoO by trying to use a potion, use AoO to sunder the potion. 

I'm hoping I can stop her from initiating too many buffs.  If her armour gets too high, I'm in trouble.


Vathilia Xilodon

Vathilia's tactics Show

This would be a lot easier if I had my companion...ah well.  I've still got a decent array of spells.

Begin in 62,31 or equivalent with pearl of power and scroll of owl's wisdom in hand.  First round, use the pearl to regain entangle, and if I see Geth move away from him (but don't break cover unless there's been a point where I lacked cover from him); otherwise, move to 60,29 or equivalent.  Second round use Owl's wisdom (if he's 10' away with the glaive or based without it, 5' to avoid AoO; if he's based with the glaive move away to avoid AoO) and move away again if I see him (same rules as before).

Third round, if I see him move away and cast entangle (ideally try for 10' in front of him so he needs more than a double move to get out moving backward and more than a single move moving forward) then cast produce flame and try to hit him with it.  If I do not see him, cast produce flame first, and then ready to entangle 10' in front of him when I see him.  Either way, once he's entangled and I've got produce flame, throw flames at him.  Try to attack from somewhere where I can 5' to avoid a charge (and cannot be threatened with a single move if he escapes the entangle).  Also from as far away as is feasible (but not if it gives him cover.)

If the produce flame runs out, replace it; if it runs out again use my bow.

If grappled, escape it and then go back to the tactics.  An exception is if he's been hit by at least 4 attacks (whether from me or the hippogriff makes no difference); in such case grapple for damage if I have no produced flame or it's the third round of the grapple or later, and hit with my produced flame if I have one and it's in the first two rounds of the grapple.  (If I have seen him moving in a way that's possible only with more than 50 speed, grapple for damage regardless (still only if he's been hit by at least 4 attacks).)

If he escapes the entangle, 5' to avoid a charge/move+attack and SMII for a hippogriff before resuming the flames.  (Afterward, don't bother with positioning except to move away and avoid cover.)  I'm likely getting grappled soon, and a hippogriff's full attack when he's got no DEX bonus may make all the difference.

If threatened, 5' to get out of it before casting or throwing/shooting.  If a 5' will not suffice, 5' to get out of grapple range before throwing/shooting or move to get out of attack range before casting  (if the tactics call for casting SMII, just skip that).

Note that his Grip of Iron lasts only 2 rounds.

Thanks for the run.


The Fight Show

[Prefight Locations and Initiative]
Geth Ryn starts in area 4 at (8,32) with glaive in hand. Initiative 18
Vathilia starts in area 2 at (62,31) with a scroll of Owl's Wisdom (CL3) in hand. Initiative 24

[Round 1]
Vathilia recalls Entangle with a Pearl of Power and moves to (60,29)
Geth Ryn runs out clockwise, spotting Vathilia at about (22,46). He continues running to (26,50) and then turns and finishes running to (42,36)

Map Show


[Round 2]
Vathilia casts Owl's Wisdom from the scroll and moves to (61,22)
Geth Ryn runs to (60,22) Although Vathilia is within range of a charge (with burst), since you have no LOS to her - you can't charge

[Round 3]
Vathilia moves away, provoking an AoO [13 vs AC19+2, miss], ending at (56,16) and casts entangle on Geth Ryn (centered at (62,26)) [Reflex 9 vs DC15+2, fail]
Geth Ryn tries to escape the entangle [Str 22 vs DC20, success] and moves to (58,20)

[Round 4]
Vathilia takes a 5ft step to (55,15) provoking another AoO [17 vs AC19+2, miss], ending at (49,14) and begins casting SNAII, dropping warp wood.
Geth Ryn moves to (51,14) and attacks with his glaive [17 vs AC19+2, miss]
Geth Ryn charges Vathilia [17+2 vs AC19+2, miss]

Map Show


[Round 5]
Vathilia finishes casting, placing the hippogriff at (56,16) and takes a 5ft step to (56,14)
Hippogriff makes a full attack [2,17,21! (7-not confirmed) vs AC19-2, 2 hits; Dmg 1d4+4=5; 1d8+2=3]
Geth Ryn moves to (55,14), provoking an AoO from the hippogriff [12 vs AC19, miss] and readies to attack Vathilia if she does anything more than a 5ft step.

Geth Ryn (48,14) 19/27
Vathilia (48,13) 20/20, Owl's Wisdom (ends 32), Entangle (centered at 62,26, ends 33)
-- Hippogriff (49,13), ends 8

[Round 6]
Vathilia moves, provoking an AoO and triggering Geth's ready action [17, 18, 21 vs AC19+2, miss 1 hit; Dmg 1d10+6=13], ending at (58,20) and casts Produce flame.
Hippogriff full attacks Geth Ryn [24,10,9 vs AC19, 1 hit; Dmg 1d4+4=7]

Geth Ryn (48,14) 12/27
Vathilia (48,13) 20/20, Owl's Wisdom (ends 32), Entangle (centered at 62,26, ends 33), Produce Flame (ends 36)
-- Hippogriff (49,13), ends 8

[Round 7]
Geth Ryn moves to (53,10), provoking an AoO from the hippogriff [19 vs AC19, 1 hit; Dmg 1d4+4=8] and then readies to attack Vathilia if she does anything but a 5ft step.
Vathilia takes a 5ft step and then throws a flame, provoking an AoO and triggering Geth's ready action [21, 18, 16 vs AC19+2, 1 hit; Dmg 1d10+6=13 miss] [9 vs AC15, miss]
Hippogriff moves and attacks Geth Ryn [24 vs AC19, 1 hit; Dmg 1d4+4=5], dropping Geth

Geth Ryn (53,9) -1/27
Vathilia (52,8) 7/20, Owl's Wisdom (ends 32), Entangle (centered at 62,26, ends 33), Produce Flame (ends 26)
-- Hippogriff (52,12), ends 8

[Round 8]
Geth Ryn takes a 5ft step and readies.
Vathilia takes a 5ft step and throws a flame, provoking an AoO and triggering Geth's ready action [14,25 vs AC19+2, 1 hit; Dmg 1d10+6=12] and Vathilia falls.



Fight Result and Summary Show

Geth Ryn loses and gains 300xp/300gp
Time Before Fights: 3 hours
Prebuffs/Ongoing Effects:none
Items Used: none
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: Craft +45gp

Vathilia wins and gains 900xp/900gp
Time Before Fights: 3 hours
Prebuffs/Ongoing Effects: none
Items Used: Scroll of Owl's Wisdom (CL3)
Spells or Powerpoints Used: 3 SLs (Entangle (recalled and recast), Warp Wood, Produce Flame)
x/day Abilities Used: Pearl of Power (1st)
Free Activity: Profession +66gp

@Uknits - you might want to shift craft (toys) into a profession skill since you get a net of +4 to the skill for just switching abilities. Also, 2 CC ranks in Psicraft is actually getting you nothing with the -2 Int modifier - to address a powerstone is a DC20 check. Definitely note where the ranks are coming from though.
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2 years ago  ::  Mar 01, 2011 - 8:44AM #309
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730
Ashtin

Ashtin's Tactics Show

This is going to suck.  Start in the back corner to see best and drink potion of protection from evil round 1 and move out clockwise unless he is detected.  Once detected, charge like madness and engage if at all possible.  If melee is not possible, throw mindblade.  If Qhordryn not seen/unattackable, attack Khayless then Ranos.  Use full attack over psychic strike if in melee.  Use psionic weapon on first blow against Qhordryn.

Not much to write about here.  Just an awful fight.  Use synthesate if blinded.  Phantasmal killer.... DC 25?  Not fun.


Qhordryn del Khessin

Qhordryn's Tactics Show

Hi Telin- thanks for pitlording.

Sorry for abbreviated tactics; I have no idea where time has gone, but it’s not here, that’s for sure!

I could probably kill him with Phantasmal Killer, and have been waiting for just that moment… so dice be with me!  I should send Khayless away since he’s probably going to die, and doesn’t need to… ugh.  My lesson learned at your critical hit shocking grasp was “spare no expense to win!”

Ok here goes:

Share all beneficial spells.  Always use imp + K for cover to prevent charge/grapple and provide AC bonus.  5’ step to cast defensively if threatened.  Use every expendable without hesitation about cost.  Do not surrender.  Cast from memory unless noted.

Start prone in center of starting area.

R1: Imp flies up to try to find Ashtin (when found, Imp will invisibly position self between Q and Ashtin to prevent charge/provide cover, and tell Q where Ashtin is)| Qhordryn casts Invisibility | Khayless casts Mage Armor on Q (Bitey, K’s familiar, will try to move between Ashtin and K to prevent charging) and moves directly behind statues (4,24 or equivalent)

Rd 2: Imp continues | Q casts Levitate and moves up | K readies an action to cast Blindness on Ashtin when he’s located

Rd 3: Imp continues | Q casts Mirror Image (level 3 slot) | K continues

Rd 4+: engagement

(At this point K will delay to act just after Q, if K has not cast blindness yet)

Q readies to cast phantasmal killer on Ashtin; if fails, repeat.

--If Phantasmal Killer fails twice, Q will recast Invisibility (from scroll), and buff with (AS: Trog scroll, Shield (memory), and will engage w/ MM CL5 wand

--If PK fails twice, Imp will also start engaging by turning invisible, using wand of acid splash, repeat (if gets 1 on UMD switch to MM wand)

Once K has cast blindness, (or Q has cast Phantasmal Killer twice), if that fails, K will cast Fly on self (flying to be out of melee range, and ideally behind cover with statue between self and Ashtin), then AS:Trog, then Mage Armor Scroll, then Shield, and will engage with wand of Scorching Ray once buffed

I hope the PK ends it on one attack (DC 25 as illusion spell, vs his Will +7/+9 and Fort +5/+7… we’ll see, I guess)... of course he may just throw a mindblade and end me.

Good luck – and win!


The Fight Show

[Prefight Locations and Initiative]
Ashtin starts in area 4 at (2,2) with potion of Protection from Evil (CL1) in hand. Initiative 17
Qhordryn del Khessin starts in area 3 at (27,4), prone, with nothing in hand. Initiative 7
-- Khayless starts at (27,5) with nothing in hand. Bitey is in his square and will share initiative. Initiative 12
-- Ranos starts at (27,3) with nothing in hand, invisible. Initiative 19

[Round 1]
Ranos spots Ashtin and whispers the same to Q and K. He stays put.
Ashtin drinks the potion and moves out clockwise since he doesn't see anyone. He gets to (2,7) and spots K, so he moves back to (4,5)
Khayless casts mage armor on Qhordryn and moves to (24,4). Bitey moves to (26,3)
Qhordryn casts invisibility.

[Round 2]
Ranos flies up 5ft.
Ashtin moves to (19,2), and is able to see Bitey, but that's it.
Khayless takes a 5ft step to (24,3) and casts blindness on Khayless [Fort 24 vs DC17, success]
Qhordryn casts levitate and stands up. [Listen 13 vs DC0]

Map Show


[Round 3]
Ranos moves back down.
Ashtin moves to (24,2) and attacks Khayless [31 vs AC13, hit; Dmg 1d10+12+1d4+2d8=21]
Khayless takes a 5ft step away and casts fly.
Qhordryn casts mirror image [1d4+2=3] and moves to (24,8) [MS 12 vs Listen 15]

Ashtin (24,2) 50/50, Protection from Evil (ends 11), focused
Qhordryn del Khessin (24,8) 35/35, Mage Armor (ends 6 hours), Invisibility (ends 71), Levitate (ends 72), Mirror Image (3 images, ends 73)
-- Khayless (24,2) 1/22, Fly (ends 63)
-- Ranos (27,3), Invisible (ends 60)

[Round 4]
Ranos delays
Ashtin takes a 5ft step and attacks Khayless [30 vs AC13, hit; Dmg 1d10+12+1d4=23], killing the cohort. He recharges psychic strike
Qhordryn levitates to the ceiling and then out over the main area of the temple to (22,10,3) [MS 5 vs Listen 7]
Ranos flies out of the starting area.

Ashtin (24,2) 50/50, Protection from Evil (ends 11), focused
Qhordryn del Khessin (22,10,3) 35/35, Mage Armor (ends 6 hours), Invisibility (ends 71), Levitate (ends 72), Mirror Image (3 images, ends 73)
-- Khayless (24,2) -22/22, dead, Fly (ends 63)
-- Ranos (22,11,3), Invisible (ends 60)

[Round 5]
Ashtin moves to (24,7) and readies to throw a mindblade on sight of Q.
Qhordryn casts phantasmal killer [26 vs DC25, success], triggering Ashtin's ready [1 (Q), 26 vs AC10+4; hit; Dmg 1d10+12+1d4+2d8=25]
Ranos stands ready to engage.

Ashtin (24,2) 50/50, Protection from Evil (ends 11), focused
Qhordryn del Khessin (22,10,3) 10/35, Mage Armor (ends 6 hours), Invisibility (ended), Levitate (ends 72), Mirror Image (3 images, ends 73)
-- Khayless (24,2) -22/22, dead, Fly (ends 63)
-- Ranos (22,11,3), Invisible (ends 60)

[Round 6]
Qhordryn casts another phantasmal killer [25 vs DC25, success] and then moves away (20,12)
Ashtin manifests a new mindblade, charges it with psychic strike and throws it [35ft (-2), 1 (Q), 16 vs AC10+4, hit; Dmg 1d10+12+1d4+2d8=31], killing Q.


Fight Result and Summary Show

Ashtin wins and gains 2400xp + 25% = 3000xp/4250gp
Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: potion of Protection from Evil (CL1)
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: craft jewelry for 136gp

Qhordryn loses and gains 800xp +9% (-25% (allies) +34% (politics)) = 872xp / 1234gp
Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: Mage Armor on Q (<6 hours, CL6), Khayless is dead
Items Used: none
Spells or Powerpoints Used: Qhordryn 15SLs (Invisibility (2), Levitate (2), Mirror Image (3), Phantasmal Killer x2 (4 each)); Khayless 6SLs (Mage Armor (1), Blindness (2), Fly (3))
Abilities Used: none
Free Activity: craft painting for 307gp, 2sp

So Ashtin makes 2 consecutive 15% chance rolls to save versus the PKs AND makes 2 consecutive 25% chance rolls to target the right Q... quite the string of luck there.
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2 years ago  ::  Mar 01, 2011 - 10:32AM #310
Uknits
Date Joined: Aug 24, 2010
Posts: 3,003

Scorpio (Eluria) vs. Ellia Duskthorn (TelinArtho)


Scorpio's's Tactics Show


Hi Uknits-
Thanks for pitlording.
Start in frontmost clockwisemost corner tucked behind pillars
Psicrystal always actively listens on it’s round until enemy detected
Rd 1: powerstone skate, move out; psicrystal moves opposite direction
Rd 2: close as fast as possible, including run
Whenever within range, engage with max pp crystal shard + surge + psionic shot (unless blind; then synesthete before attacking)
-If the alpha crystal shard hits, finish him with Dorje CS shots


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


--Move to deny cover if possible prior to striking


Notes:
--5' step back to avoid AoOs if manifesting
--If hit for damage and not in range of crystal shard, use 2pp vigor + surge
--If blind, synesthete




Ellia's Tactics Show


Ellia's tactics


Start off front and center with longbow in hand and familiar wrapped around my leg. Ready to fire on sight of Scorpio. Once triggered, continue firing until he gets within 45ft. Once there, move closer and attack with color spray.


If color spray works, move into melee and cast shocking grasp. Finish off with rapier.


Once in melee, viper takes a 5ft step and attacks as well.




Fight Show


Rolls
www.hwx.it/wizards.com/dice.php?sid=4810


Round 0
Illia goes first in square 2.
Scorpio goes next in square 1.
Azarial goe after, and Stelara goes last.


Round 1
Illia readies to fire on sight.
Scorpio uses his powerstone and moves out, immediatley being seen and shot (even with the range penalty added afterwords) for 2 damage.  Scropio moves to close the distance, finding copnvinient cover on the way.




Illia  12/12hp  18 AC
Scorpio  14/16hp  18 (22) AC


Round 2
Illia shoots again, but her luck has worn out as her arrow is caught in a cross breeze.
Scorpio close in more, finally in range to cast his spell.



Illia  12/12hp  18 AC
Scorpio  14/16hp  18 (22) AC


Round 3
Illia approaches, sending out a stream of colours which daze the audience, but have litle effect on the much more disciplined Scorpio.
Scorpio then riddles Illia with a swarm of psionically enhanced crystals.  They converge on her, cutting her deeply enough to sever her body in twain.


Illia  -17/12hp  18 AC
Scorpio  14/16hp  18 (22) AC



Results Show


Scorpio wins and gains 900xp/900gp
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 Powerstone Skate used
Spells or Powerpoints Used: 3pp
Abilities Used: none
Free Activity: Guard


Illia loses and gains 300xp/372gp
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 Arrow.
Spells or Powerpoints Used: Colour Spray  (1 SL)
Abilities Used: none
Free Activity: craft


My only advice would have been to use something with longer range rather than letting Scorpio get close, especially since Colour Spray had only a 45% chance of working. 


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