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Sticky: Battles of Gladius
2 years ago  ::  Apr 06, 2011 - 9:28AM #341
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Vampire Human Fighter 6 Show

Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 25 (+4 Dex, +5 armor, +6 natural), touch 14, flat-footed 21
Base Attack/Grapple: +6/+12
Attack: Slam +13 melee, 1d6+11 dmg plus Energy Drain or Long bow +12 ranged, 1d8+9 dmg x3
crit
Full Attack: Slam +13 melee, 1d6+11 dmg plus Energy Drain or Long bow +10/+10/+5 ranged,
1d8+9 dmg x3 crit
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, Children of the Night, Dominate, Create Spawn, Energy Drain
Special Qualities: Alternate Form, DR 10/silver and magic, Fast Healing 5, Gaseous Form, Resistance Cold 10 Electricity 10, Spider Climb, Turn Resistance +4
Saves: Fort +6, Ref +9, Will +4
Abilities: Str 22, Dex 18, Con --, Int 14, Wis 12, Cha 17
Skills: Climb, Jump, Intimidate, Swim, Profession (Bloodletter), +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot
Feats: PBS {1st}, Rapid Shot {Fighter 1}, Weapon Focus (long bow) {Fighter 2},  Weapon Focus (Slam) {3rd}, Weapon Specialization (long bow) {Fighter 4}, Precise Shot {6th},  eapon Specialization (Slam) {Fighter 6}, AlertnessB, Combat ReflexesB, DodgeB, Improved InitiativeB, and Lightning ReflexesB
Challenge Rating: 8
Alignment: Chaotic evil

Save DCs are DC16
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent?s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire?s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire?s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. If the vampire instead drains the victim?s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master?s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a vampire?s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire?s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.

Equipment (9400gp)
+1 Chain Shirt (1250gp)
+1 Mighty (+6) Composite Long Bow (3000gp)
100 arrows (5gp)
40 silver arrows (82gp)
40 cold iron arrows (4gp)
Amulet of Natural Armor +1 (2000gp)
Cloak of Resistance +1 (1000gp)

Potion of Resist Energy (CL2, Acid 10) (100gp)
Potion of Resist Energy (CL2, Fire 10) (100gp)
Potion of Resist Energy (CL2, Sonic 10) (100gp)
Potion of Shield of Faith (CL6) (300gp)
Potion of Blur (CL3) (300gp)


Vampire Tactics Show

Start off at the square closest to the center with bow and potion of resist energy (fire) in hand.

Use children of the night to call 1d4+1 bat swarms.
Drink potion, draw potion of shield of faith.
Drink potion, draw potion of blur
Drink potion, move out.

Once found, full attack with longbow - target anything in sight (Q, K, R, summons).

If any humanoid comes within 30ft, use dominate. If anything comes to melee, use slam to draw energy until they are dead, then continue firing arrows.

Use cover when possible.

If and when the bat swarms come, send them seeking Q.


Qhordryn del Khessin

Qhordryn's tactics Show

Thanks for pitlording. I sure hope you buy equipment without specifically Q in mind, because this fight is going to be hard enough, especially without my cohort!

Please note what equipment is on who, if it?s not clear feel free to let me know.

(3 PoP I, 1 PoP II, 1 PoP III are available)

Spells are from memory unless noted; during Buffing Ranos is actively Listening (until anything is heard, then actively spotting)

Rd 1: Mage armor

Rd 2: Alter self: Trog

Rd 3: Invisibility

Rd 4: Fly and go up above the canopy

Rd 5: Shield

Rd 6: Mirror Image

(=11 spell levels, +4 for dimension door if needed, leaving 4 more for combat)

If not interrupted yet, recall Mage Armor and cast on Ranos; if not interrupted, recall Shield and cast on Ranos ? then at end of round 9 shout for vampire and try to engage, seek him out to avoid delay penalty

Try to find Vampire ? when found, engage with:

Ranos attack (from invis) with Scorching Ray wand and UMD (if critical fail, switch to MM CL5 wand, if critical fail that, switch to MM CL1 wand, if fail that switch to acid splash wand, if fail that, bow and hope for crits).  If possible without interfering with attacking and without intentionally moving with Vampire?s range, Ranos will position self between Vampire and Qhordryn.

Qhordryn attack first with targeted Dispel Magic to remove any buffs, then MM CL5 wand; if that fails to hurt the vampire (curse you), use Fireball from memory (note if do this won?t have the spell levels for Dimension Door), then from CL5 scroll, then Scorching ray CL3 scroll.

Contingencies:

--If grappled, Dimension Door (4) away (distance to depend on number of buffs would need to renew; if mirror image is down make sure go far enough away to recall and recast it)

--If summons are around and within attack range, cast prot evil from memory if slots available, from scroll if no spell slots left

Notes:

--Ranos always dodges vampire

--Share all spells when possible

--Note political career 34% (ally is dead)

Please try to win! Good luck, have fun!

ranos should not waste time turning invis after the first attack, due to fast healing

if q runs out of fireball/fireball scroll/scorching ray scroll after mm wand, use pop3 to recall and recast fireball


The Fight Show

[Prefight Locations and Initiative]
Qhordryn starts in area 4 at (61,3) with nothing in hand. Initiative 13
-- Ranos starts at (62,3), invisible with a wand of scorching ray in hand. Initiative 22
Vampire starts in area 1 at (6,59) with a potion of resist energy (CL2, fire) and his bow. Initiative 10.

[Round 1]
Ranos actively listens
Qhordryn casts Mage Armor
Vampire makes a call for bat swarms [2d6=8]

[Round 2]
Ranos actively listens
Qhordryn casts alter self and changes into a troglodyte.
Vampire drinks the potion of resist energy (fire) and draws a potion of shield of faith (CL6)

[Round 3]
Ranos actively listens.
Qhordryn casts invisibility
Vampire drinks the potion of shield of faith and draws a potion of blur.

[Round 4]
Ranos actively listens.
Qhordryn casts fly and moves into the canopy.
Vampire drinks the potion of blur and moves to (11,61)

[Round 5]
Ranos actively listens.
Qhordryn casts shield.
Vampire moves to (21,57)

[Round 6]
Ranos actively listens
Qhordryn casts Mirror Image [1d4+2=5 images]
Vampire moves to (29,52)

[Round 7]
Ranos actively listens
Qhordryn recalls Mage armor
Vampire moves to (41,51), jumping over the river [Jump autosuccess]

[Round 8]
Ranos actively listens.
Qhordryn casts Mage armor on Ranos.
Vampire moves to (52,49)

[Round 9]
Ranos actively listens
Qhordryn recalls shield and starts calling for the vampire.
[Bat Swarms arrive 1d4+1=3 swarms]
Vampire directs the swarms to fly out in front of him and moves to (52,37)
Bat swarm 1 appears at (52,48) and flies to (52,34,2)
Bat swarm 2 appears at (53,50) and flies to (56,36,2)
Bat swarm 3 appears at (50,48) and flies to (47,35,2)

[Round 10]
Ranos actively listens
Qhordyrn casts Shield on Ranos
Vampire moves to (52,26), jumping over the river [Jump autosuccess]
Bat swarm 1 flies to (51,19,2)
Bat swarm 2 flies to (57,20,2)
Bat swarm 3 flies to (46,22,2)

[Round 11]
Ranos moves to (60,12,5) where he catches sight of a bat swarm.
Qhordryn moves to (59,12) and draws a scroll of fireball. [MS 9 vs Listen 16 (swarm 1), 17 (swarm 2)]
Vampire moves to (58,17)
Bat swarm 1 flies to (58,13) [1d6=1]
Bat swarm 2 flies to (59,13) [1d6=2]
Bat swarm 3 flies to (52,12)

Qhordryn 32/35, Mage Armor (ends 7 hours), Alter Self (Trog, ends 702), Invisibility (ends 73), Fly (ends 74), Shield (ends 75), Mirror Image (5 images, ends 76)
Ranos 17/17, Mage Armor (ends 7 hours), Shield (ends 80)
Vampire 39/39, Resist Energy (Fire 10, ends 202), Shield of Faith (ends 63), Blur (ends 34)
-- Swarm 1 13/13
-- Swarm 2 13/13
-- Swarm 3 13/13

[Round 12]
[Ranos distraction 13 vs DC11, success]
Ranos flies to (60,18) and uses the wand of scorching ray on the vampire [UMD 30 vs DC20, success; Concealment 9% vs 21%, fail 31! (19-confirmed) vs AC10+3, hit; Dmg 4d6=15+9]
[Qhordryn distraction 17 vs DC11, success]
Qhordryn moves to (62,17) and casts dispel magic from memory [12 vs DC13 (Resist Energy), 23 vs DC17 (Shield of Faith), 13 vs DC14 (Blur)]
Vampire rapid fires arrows at Q [2 (image), 86% vs 21%, success, 22 vs AC10, hit (image destroyed), 5 (image), 59% vs 21%, success, 20 vs AC10, hit (image destroyed), 2 (image), 65% vs 21%, success; 15 vs AC10, hit (image destroyed)]. Vampire dodges the imp.
[Qhordryn bleeds 1hp]
Bat swarm 1 flies to (59,18) [1d6=4-5] but does nothing to the little imp
Bat swarm 2 flies around to (62,18) [1d6=3]
Bat swarm 3 flies around to (60,18) [1d6=6-5]

Qhordryn 28/35, bleeding, Mage Armor (ends 7 hours), Alter Self (Trog, ends 702), Invisibility (ended), Fly (ends 74), Shield (ends 75), Mirror Image (2 images, ends 76)
Ranos 16/17, bleeding, Mage Armor (ends 7 hours), Shield (ends 80)
Vampire 39/39, Resist Energy (Fire 10, ends 202), Shield of Faith (dispelled), Blur (ends 34)
-- Swarm 1 13/13
-- Swarm 2 13/13
-- Swarm 3 13/13

[Round 13]
[Ranos distraction 6 vs DC11, fail]
Ranos is nauseated.
[Qhordryn distraction 21 vs DC11, success]
Qhordryn flies to 56,17, drawing his wand, and attacks the vampire with his wand of MM (CL5) [3d4+3=13]
Vampire heals 5 and rapid shoots at Qhordryn [2 (image), 98% vs 21%, success; 13 vs AC10, hit (image destroyed); 1 (Q), 97% vs 21%, success; 12! (automiss); 2 (image), 36% vs 21%, success; 17 vs AC10, hit (image destroyed)]
[Qhordryn, Ranos bleeds 1hp]
Bat Swarm 1 eats on the imp [1d6=4-5]
Bat Swarm 2 flies around to (56,18) [1d6=6]
Bat Swarm 3 eats on the imp [1d6=2-5]

Qhordryn 21/35, bleeding, Mage Armor (ends 7 hours), Alter Self (Trog, ends 702), Fly (ends 74), Shield (ends 75), Mirror Image (ended)
Ranos 15/17, bleeding, Mage Armor (ends 7 hours), Shield (ends 80)
Vampire 31/39, Resist Energy (Fire 10, ends 202), Blur (ends 34)
-- Swarm 1 13/13
-- Swarm 2 13/13
-- Swarm 3 13/13

At this point, I'm not going to worry too much about position. If the character can move and attack, it will do so; otherwise, it is assumed it will move and then the bats will overcome them

[Round 14]
[Ranos distraction 11 vs DC11, success]
Ranos flies and attacks Vampire with the wand of scorching ray [UMD 24 vs DC20, success; 94% vs 21%, success; 10! (automiss)]
[Qhordryn distraction 18 vs DC11, success]
Qhordryn flies and uses the wand of MM on the vampire [3d4+3=13]
Vampire heals 5 and rapid shoots at Qhordryn [61%, 55%, 63% vs 21%, success; 22,20,9 vs AC10+4+6+4, miss]
[Qhordryn, Ranos bleed 1hp]
Bat Swarm eats on the imp [1d6=2-5]
Bat Swarm eats on Q [1d6=5]
Bat Swarm eats on the imp [1d6=1-5]

Qhordryn 15/35, bleeding, Mage Armor (ends 7 hours), Alter Self (Trog, ends 702), Fly (ends 74), Shield (ends 75)
Ranos 14/17, bleeding, Mage Armor (ends 7 hours), Shield (ends 80)
Vampire 23/39, Resist Energy (Fire 10, ends 202), Blur (ends 34)
-- Swarm 1 13/13
-- Swarm 2 13/13
-- Swarm 3 13/13

[Round 15]
[Ranos distraction 12 vs DC11, success]
Ranos attacks the vampire with the wand of scorching ray [UMD 20 vs DC20, success; 66% vs 21%, success; 15 vs AC14+1, hit; Dmg 4d6=14-10=4; Spellcraft 30 vs DC20+2, success]
[Qhordryn distraction 18 vs DC11, success]
Qhordryn uses the wand of MM on the vampire [3d4+3=13]
Vampire heals 5 and rapid shoots at Qhordryn [6%,32%,65% vs 21%, 2 successes; 30,22 vs AC10+4+6+4, hit; Dmg 1d8+9+1=17] and Qhordryn falls



Fight Result and Summary Show

Qhordryn loses and gains 800xp + 34% = 1072xp / 1518gp
Time Between Fight: 6 hours
Prebuffs/Ongoing Effects: Mage Armor (Q, <7 hours), Alter Self (Trog, Q, <2 hours), Mage Armor (R, <7 hours)
Items Used: 3 charges from a Wand of Magic Missile (CL5), 3 charges from a Wand of Scorching Ray (CL3)
Spells or Powerpoints Used: 14SLs (Mage Armor, Shield, Alter Self, Invisibility, Fly, Mirror Image, Dispel Magic)
x/day Abilities Used: 2x PoP (1st)
Free Activity: Craft: Painting +307gp, 2sp
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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2 years ago  ::  Apr 07, 2011 - 7:04AM #342
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 31 March 2011


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

Characters on Quests:

  • None this week

Characters doing Full Activities:

  • Vallgar the Unhinged crafts 3 Longbows, 3 Leather Armor, 3 {Ma} Studded Leather Barding, Gloves of Dexterity +2, and Improves +1 Greatsword to +2 {Week 1/2}

BATTLES OF GLADIUS

LEVEL 3 FIGHTS

  • Ellia Duskthorn (TelinArtho) vs. Mobius (Eluria) : Uknits {Arena}

LEVEL 4 FIGHTS

  • none this week

LEVEL 5 FIGHTS

  • none this week

LEVEL 6 FIGHTS

  • Ahrin (Uknits) vs. The Ghost (Eluria) : TelinArtho {Temple}

LEVEL 7 FIGHTS

  • Gulgar the Great (TelinArtho) vs. Unknown Monster : Uknits {Cavern}

LEVEL 8 FIGHTS

  • none this week

LEVEL 9 FIGHTS

  • Ashtin (Uknits) vs. Unknown Monster : TelinArtho {Sewer}

LEVEL 10+ FIGHTS

  • none this week

Pairings done by TelinArtho.

Credits
TelinArtho +1 (admin), +2 (2 fights), -1 (3 active)
Uknits +2 (2 fights)
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
My List of characters for the CoCo and other ventures
NaNoWriMo 2010 WinnerNaNoWriMo 2011 Winner
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Cancel
2 years ago  ::  Apr 09, 2011 - 9:00AM #343
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Ghost

Ghost's tactics Show

Dim light, small space, and he looks primed to kick my butt in melee.

Start in default area, psicrystal on shoulder, always actively listening (and using sighted ability to pinpoint) - and Ghost will delay until just after psicrystal/to act simultaneously, so can use it's direction to locate foe.

Rd 1: Chameleon from memory

Rd 2: Dorje Vigor ML2

Rd 3: 1pp Off Precog

Rd 4: Force Screen from stone

* if buffing interrupted (or, if psicrystal detects him within sighted range prior to completion of buffing), use Obscuring Mist trinket and stay hidden to complete buffing

Next round, use obscuring mist on my position, putting me at the back edge of it – have psicrystal move out to center of mist to help use “sighted” ability to target

Fight within the mist as much as possible – use the psicrystal’s sighted ability to pinpoint (psicrystal can keep moving around to keep Ahrin within “radar” , and count on move silently > listen to stay untargeted, and attack with (shot + psionic shot [std] / regain focus [mve]; note 2 foci, so if fail to regain focus, continue). First attack possible use Bracers enlarged crystal shard + psionic shot.


If he’s not in the mist, make sure have 2 foci, then have psicrystal leave mist and tell me where he is – if he’s within range so I can attack while concealed within the mist from him, do so using the psicrystal to target him via pinpointing and accept the 50% miss chance. Rapid shot him, using 2 psionic foci for 2 psionic shots, then retreat into mist, regain focus, repeat.

If the mist is going to expire (ie, duration <2 rounds remaining), buff expeditious retreat, and then try to hit and run from hidden areas using sniping and having psicrystal senses help target Ahrin.

If grappled, grapple for damage.

If at less than 30 total HP (HP+Vigor) and either hidden in mist or hidden and sniping, rebuff vigor from Dorje; if in melee or grappling or he has LoS don't bother.

Notes:

--use empty mind on first will save

--always save last PP for psionic focus

--share all beneficial powers when applicable

--if have extra actions available, use to regain psionic focus


Ahrin

Ahrin's tactics Show

Ghost sure likes that bow.... I can fix that.  Start with scroll of shield in hand.

Round 1, invisibility.  A sighted crystal can't see through invisibilty.  Round 2, shield.  Finally, anti toxin, just to be safe. Draw scroll true strike and glave.  Move out clockwise to find him.  Once found, close in to 5' and use a scroll of true strike.  If he tries to withdraw and avoid my 5' AoO, use galive AoO to sunder bow with max power attack (1d10+6+8).  With 15 min damage, and a deepcrystal bow's hardness 10 hp 5, it should be fun.  If he doesn't withdraw, just disarm him with my bare hand (1d20+8-4+2invis+20TS) (hold glaive in one hand) and stow that round.  From there, sing and attack with glaive.

If he creates mist, moves out of it, withdrawing.  He has to come out, having no bow.  He'll probably get me with his crystal shard attack for 4d6+1, buit I can take it.  Use CLW if struck by that.  That should be it.

Yeah, forgot I have deflect arrows.  Forget the whole sunder thing.  Instead, max power attack/true strike him directly.

Also, cast dancing lights after buffing anti toxin.  Use dancing lights to negate dim light penalties and seek out Ghost.  Alwyas try to stay within 10' of Ghost, and at 5' whenever possible while still using glaive.

Since he'll have his bow, take total cover from fog if he conjurs it and wants to snipe.  If dancing lights runs out and I can't see him, cast light on my glave.


The Fight Show

[Prefight Locations and Initiative]
Ghost starts in area 1 at (4,27) with a dorje of vigor (ML2) and a powerstone of force screen (ML1). Initiative 14
Ahrin starts in area 3 at (27,4) with a scroll of shield (CL2) in hand. Initiative 9

[Round 1]
Ghost delays for the psicrystal and then manifests chameleon from memory.
Ahrin casts invisibility.

[Round 2]
Ghost uses the dorje of vigor and stows it.
Ahrin casts shield from the scroll [UMD 16 vs DC22, fail]

[Round 3]
Ghost manifests offensive precognition.
Ahrin casts shield from the scroll [UMD 16 vs DC22, fail]

[Round 4]
Ghost manifests force screen from the powerstone.
Ahrin casts shield from the scroll [UMD 16 vs DC22, fail]

[Round 5]
Psicrystal stays put and actively listens
Ghost uses his obscuring mist trinket and then moves to the edge to (1,30)
Ahrin casts shield from the scroll [UMD 34 vs DC22, success; ASF 89% vs 16%, success] and draws an antitoxin.

[Round 6]
Psicrystal listens
Ghost stays put.
Ahrin can see the fog at the other end of the arena drinks the antitoxin before moving to (24,3), drawing his glaive.

[Round 7]
Psicrystal moves out to (2,15)
Ghost stays put.
Ahrin waits and draws a scroll of true strike

[Round 8]
Psicrystal moves to (5,4)
Ghost stays put.
Ahrin waits.

[Round 9]
Psicrystal moves to (16,2) [Hide 24, MS 8 vs Listen 7]
Ghost stays put.
Ahrin waits. [MS 16 vs Listen 11]

[Round 10]
Psicrystal moves to (28,3) [Hide 25, MS 12 vs Listen 12]
Ghost, not wanting to delay and since Whisper hadn't found anything yet, he moves to (7,30)
Ahrin, also not wanting to delay, move to (19,2) and casts dancing lights at (3,20), (5,20), (3,18) and (5,18) [MS 6 vs Listen 10]

[Round 11]
Psicrystal heard Ahrin before he moved away, so it turns around and moves to (2,22) and actively listens [Listen 18]
Ghost, seeing the radiance of the lights, moves away from them to (15,26)
Ahrin double moves to (11,8) and sweeps the area, catching Ghost in the bright light at (11,26). He finishes moving them so the 4 lights surround Ghost's location. [MS 5 vs Listen 15, 3]

[Round 12]
Psicrystal heard Ahrin move towards the stairs and down, so it follows to (12,6)
Ghost curses for being found and moves to (24,20)
Ahrin moves to (13,19) and moves the lights to (23,21) [MS 9 vs Listen 15,14]

[Round 13]
Psicrystal has a clue on where Ahrin headed and moves to (12,18)
Ghost uses his token of expeditious retreat and moves to (14,25)
Ahrin moves the lights over Ghost moves adjacent to him at (14,24) and casts true strike from the scroll

[Round 14]
Psicrystal moves adjacent to Ahrin (14,23)
[Force screen ends]
Ghost, knowing that Ahrin is about to hit him hard, and watching as his force screen fades, moves away. This provokes an AoO from Ahrin [39 vs AC16, hit; Dmg 1d10+6+8=22]
Ghost moves to (8,29) and uses his crystal shard bracers and his focus [12+1 vs AC12, hit; Dmg 2d6+2d6=10]
Ahrin moves the lights over Ghost, moves to (9,29)

Ghost 20/32, 1 focus used, Chameleon (ends 101), Vigor (ended), Offensive Precognition (ends 33), Force screen (ended), Obscuring Mist (ends 15), Expeditious Retreat (ends 23)
Ahrin 24/34, Invisibility (ended), Shield (ends 25)

[Round 15]
Not worrying about the psicrystal at this point
[Obscuring mist ends]
Ghost moves away, provoking an AoO from Ahrin [13 vs AC19, miss] to (2,21) and refocuses [17 vs DC20, fail]
Ahrin moves to (2,22)

Ghost 20/32, 1 focus used, Chameleon (ends 101), Offensive Precognition (ends 33), Obscuring Mist (ended), Expeditious Retreat (ends 23)
Ahrin 24/34, Shield (ends 25)

[Round 16]
Ghost rapid shoots at Ahrin, provoking an AoO from Ahrin [22 vs AC19, hit; Dmg 1d3+4=7], and uses his focus on the second attack [15,19 vs 20+4, miss]
Ahrin takes a 5ft step away and attacks [24 vs AC19, hit; Dmg 1d10+6=13]

Ghost 0/32, 2 focuses used, Chameleon (ends 101), Offensive Precognition (ends 33), Expeditious Retreat (ends 23)
Ahrin 24/34, Shield (ends 25)

[Round 17]
Ghost, disabled, surrenders.


Fight Result and Summary Show

Ahrin wins and gains 1800xp +25% = 2250xp/2500gp.
Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: scroll of shield (CL2), scroll of true strike (CL1)
Spells or Powerpoints Used: 1 cantrip (Dancing lights), 2 SLs (Invisibility)
Abilities Used: none
Free Activity: perform for 139gp, 9sp

Ghost loses and gains 600xp/666gp
Time Between Fight: 3 hours
Prebuffs/Ongoing Effects: none
Items Used: Powerstone of Force Screen (ML1), Token of Expeditious Retreat (CL1), Token of Obscuring Mist (CL1), 1 charge from a dorje of Vigor (ML2)
Spells or Powerpoints Used: 1pp (Offensive Precognition)
x/day Abilities Used: 1 use of bracers of crystal shard
Free Activity: Gather Info for gloves of dexterity +1
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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2 years ago  ::  Apr 11, 2011 - 9:58AM #344
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
2 Lycanthrope Troll Wereviper (medium) Show


Lycanthrope Troll wereviper (hybrid form)
Large Giant
Hit Dice: 8d8+48 (84 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d6+5) or longbow +11 ranged (2d6+5, x3)
Full Attack: 2 claws +10 melee (1d6+5) and bite +6 melee (1d8+2) or Longbow +11/+6 ranged (2d6+5, x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+7
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent, alternate form, lycanthropic empathy, DR 10/silver
Saves:    Fort +15, Ref +11, Will +5
Abilities: Str 21, Dex 20, Con 23, Int 6, Wis 11, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track, Improved Initiative, Weapon Finesse
Challenge Rating: 7
Alignment: Usually chaotic evil


Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.
A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.
Trolls speak Giant.
COMBAT
Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Animal Form notes:
AC 20 (-1 size, +5 dex, +6 nat)
Attack: Bite +10 melee (1d4+7 dmg + poison)
Poison (animal form only) DC20, 1d6 con/1d6 con

Equipment 7200gp
Large Cold Iron Greatsword (200gp)
Large Silver Greatsword (460gp)
Large {Ma} Mighty (+6) Composite Long bow (1700gp)
40 arrows (4gp)
40 Cold iron arrows (8gp)
40 silver arrows (164gp)
Amulet of Natural Armor +1 (2000gp)
Cloak of Resistance +1 (1000gp)

Potion of Resist Energy (Fire) (100gp)
Potion of Resist Energy (Acid) (100gp)
Potion of Bear's Endurance (300gp)
Potion of Shield of Faith (CL2) (100gp)


Troll's tactics Show

Start with potion of bear endurance and shield of faith. Drink potions and move out.

Move until Ashtin is found. Once found, move to surround and full attack in melee. If one is unable to get into melee, the other will use bow and attack from range.

If unable to force melee, just use bow.


Ashtin

Ashtin's tactics Show

Ugh... some of these foes are extremely powerful, but if it's Hill Giants...

Start with the usuals, dodge enemy closest to me.  Round 1, drink potion shield of faith.  Move out to the nearest grate and ready to throw mindblade at first sight of enemy.  I'm hoping that the grate behind me will stop them from attacking me at the same tiome since they are 10' wide and the grate guards my back. 

Once in melee, shift in and attack, using deep impact and max power attack on my first blow and then using full attacks.  If I'm throwing, recharge psychic strike at the end of the round, but don't recharge if I can full attack in melee.  If after 4 round of full attacks, I haven't hit with my second attack, go ahead and recharge psychic strike instead of full attacking.


The Fight Show

[Prefight locations and Initiative]
Ashtin starts in area 1 at (2,31) with mindblade charged and manifested and a potion of shield of faith (CL1). Initiative 12
Troll Wereviper starts in area 3 at (30,4) with potion of bear's endurance (CL3) and a potion of shield of faith (CL2) in hand. Initiative 19
Troll Wereviper starts at (30,2) with potion of bear's endurance (CL3) and a potion of shield of faith (CL2) in hand. Initiative 17

[Round 1]
Troll 1 drinks potion of bear's endurance
Troll 2 drinks potion of bear's endurance
Ashtin drinks the potion and moves to (9,31)

[Round 2]
Troll 1 drinks potion of shield of faith and moves to (30,7)
Troll 2 drinks potion of shield of faith and moves to (27,3)
Ashtin moves to (15,29) and readies to throw mindblade on sight.

[Round 3]
Troll 1 and 2 move to (29,12) and (21,3).
Ashtin readies

[Round 4]
Troll 1 and 2 move to (23,12) and (21,9)
Ashtin readies.

I'm just going to move them closer rather than deal with listen checks.

[Round 5]
Troll 1 and 2 move to (19,14) and (21,14)
Ashtin readies

[Round 6]
Troll 1 and 2 move to (13,14) and (19,18)
Ashtin readies

[Round 7]
Troll 1 and 2 move to (13,20) and (15,20)
Ashtin readies

[Round 8]
Troll 1 and 2 move to (11,24) and (11,22)
Ashtin readies

[Round 9]
Troll 1 moves to (12,29), triggering Ashtin's ready [20 vs AC22+2, miss]
Troll 2 moves to (11,27)

[Round 10]
Ashtin takes a 5ft step in to (14,29), manifests a new mindblade and then makes a full attack with full power attack and deep impact on the first attack [13 vs AC14+2, miss; 16 vs AC22+2, miss]
Troll 1 full attacks [20,17,22 vs AC24+1+2, miss]
Troll 2 moves away to (11,21)

[Round 11]
Ashtin full attacks [26,22 vs AC22+2, 1 hit; Dmg 1d10+12+1d4+2d6+2d8=33-10]
Troll 1 regenerates 5 and then full attacks [13,31! (20-not confirmed),16 vs AC24+1+2, 1 hit; Dmg 1d6+6-1=9-1]
Troll 2 moves to (16,20)
[Shield of Faith ends]

Ashtin 55/63, Shield of Faith (ended)
Troll 1 66+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)
Troll 2 84+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)

[Round 12]
Ashtin full attacks [29,32! (18-not confirmed) vs AC22+2, 2 hits; Dmg 1d10+12+1d4=22-10,23-10]
Troll 1 regenerates 5 and then full attacks [16,31! (17-not confirmed), 6 vs AC24+1, 1 hit; Dmg 1d6+6-1=10-1]
Troll 2 moves to (21,21)

Ashtin 46/63
Troll 1 46+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)
Troll 2 84+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)

[Round 13]
Ashtin full attacks [34,25 vs AC22+2, 2 hits; Dmg 1d10+12+1d4=20-10,17-7]
Troll 1 regenerates 5 and then full attacks [17,17,24 vs AC24+1, miss]
Troll 2 moves to (21,27)

Ashtin 46/63
Troll 1 34+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)
Troll 2 84+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)

[Round 14]
Ashtin full attacks [21,27 vs AC22+2, 1 hit; Dmg 1d10+12+1d4=21-10]
Troll 1 regenerates 5 and full attacks [13,23,10 vs AC24+1, miss]
Troll 2 moves to (17,29)

Ashtin 46/63
Troll 1 28+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)
Troll 2 84+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)

[Round 15]
Ashtin full attacks [37! (37!), 31! (27!) vs AC22+2, 2 hits; Dmg 2d10+24+1d4=22+20-1=41-10,21+18-4=35-10] and troll 1 falls.
Troll 1 regenerates 5 and full attacks [31! (17-not confirmed), 23, 6 vs AC24+1, 1 hit; Dmg 1d6+6=7]
Troll 2 draws the cold iron greatsword and attacks a bar [22 vs AC5, hit; Dmg 3d6+9=21-10=11] - bar destroyed

Originally I rolled a full attack with claw/claw/bite- but I realized it would take way too long to get through that way.

Ashtin 46/63
Troll 1 -23+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)
Troll 2 84+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)

[Round 16]
Ashtin recharges psychic strike and throws the mindblade at the troll [27 vs AC22+2+4, miss]
Ashtin full attacks [22,32! (17-confirmed) vs AC17+2-4-5, 2 hits; Dmg 1d10+12+1d4=17-10, 16+13-10]
Troll 1 regenerates 5 and full attacks [26,19,23 vs AC24+1, 1 hit; Dmg 1d6+6=11]
Troll 2 attacks another bar [18,8 vs AC5, hit; Dmg 3d6+9=17-10=7, 24-10=14] - bar destroyed

Ashtin 46/63
Troll 1 -44+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)
Troll 2 84+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)

[Round 17]
Ashtin remanifests and throws the mindblade at the troll [26 vs AC22+2+4, miss]
Ashtin full attacks [35,32! (20-confirmed) vs AC22+2 (17+2), 2 hits; Dmg 1d10+12+1d4=22-10, 25+17-10] and troll 1 falls.
Ashtin recharges psychic strike and throws the mindblade at the troll [27 vs AC22+2+4, miss] (originally from round 16)
Troll 1 regenerates 5
Troll 2 moves to base Ashtin and attacks with the greatsword [20 vs AC24+1, miss]
Troll 2 attacks another bar [18,6! vs AC5, 1 hit; Dmg 3d6+7=15-10=5]

Ashtin 46/63
Troll 1 -39+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)
Troll 2 84+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)

[Round 18]
Ashtin manifests a new mindblade and full attacks [18!, 25 vs AC22+2, 1 hit; Dmg 1d10+12+1d4+2d8=14+14-10]
Ashtin full attacks [35,32! (20-not confirmed) vs AC22+2, 2 hits; Dmg 1d10+12+1d4+2d8=22+14-10, 25-10]
Ashtin remanifests and throws the mindblade at the troll [26 vs AC22+2+4, miss]
Troll 1 regenerates 5
Troll 2 regenerates 5, drops the greatsword and full attacks [28,24,8 vs AC24+1, 1 hit; Dmg 1d6+6=10-1]
Troll 2 attacks another bar [24,17 vs AC5, 2 hits; Dmg 3d6+7=19-10, 12-10] - bar destroyed

Ashtin 46/63
Troll 1 -34+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)
Troll 2 84+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)

[Round 19]
Ashtin full attacks [25,13 vs AC22+2, 1 hit; Dmg 1d10+12+1d4=22-10]
Ashtin full attacks [18!, 25 vs AC22+2, 1 hit; Dmg 1d10+12+1d4+2d8=14+14-10]
Ashtin manifests a new mindblade and full attacks [33! (33-confirmed) vs AC22+2+4, hit; Dmg 2d10+24+1d4+2d8=30+14-10]
Troll 1 regenerates 5
Troll 2 regenerates 5 and full attacks [20,24,7 vs AC24+1, miss]
Troll 2 regenerates 5 and attacks another bar [27,10 vs AC5, 2 hits; Dmg 3d6+7=17-10, 15-10] - bar destroyed

Ashtin 46/63
Troll 1 -29+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)
Troll 2 50+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)

[Round 20]
Ashtin full attacks [20,30 vs AC22+2, 1 hit; Dmg 1d10+12+1d4=24-10]
Ashtin full attacks [25,13 vs AC22+2, 1 hit; Dmg 1d10+12+1d4=22-10]
Ashtin manifests a new mindblade, recharges it and throws [29 vs AC22+2, hit; Dmg 1d10+12+1d4+2d8=30-10]
Troll 1 regenerates 5
Troll 2 regenerates 5 and full attacks [14,25,19 vs AC24+1, 1 hit; 1d6+6=12-1] this becomes a miss
Troll 2 moves to base Ashtin and attacks with the greatsword [20 vs AC24+1, miss]

Ashtin 46/63
Troll 1 -24+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)
Troll 2 35+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)

[Round 21]
Ashtin full attacks [21,24 vs AC22+2, 1 hit; Dmg 1d10+12+1d4=17-10]
Ashtin full attacks [20,30 vs AC22+2, 1 hit; Dmg 1d10+12+1d4=24-10]
Ashtin manifests a new mindblade and full attacks [35,32! (20-not confirmed) vs AC22+2, 2 hits; Dmg 1d10+12+1d4=22-10, 25-10]
Troll 1 regenerates 5
Troll 2 regenerates 5 and full attacks [22,24,13 vs AC24+1, miss]
Troll 2 regenerates 5, drops the greatsword and full attacks [28,24,8 vs AC24+1, 1 hit; Dmg 1d6+6=10-1]

Ashtin 37/63
Troll 1 -19+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)
Troll 2 13+16/84+16, Bear's endurance (ends 31), shield of faith (ends 22)

[Round 22]
Ashtin full attacks [19,22 vs AC22+2, miss]
Ashtin full attacks [21,24 vs AC22+2, 1 hit; Dmg 1d10+12+1d4=17-10]
Ashtin full attacks [18!, 25 vs AC22+2, 1 hit; Dmg 1d10+12+1d4+2d8=14+14-10]
[Shield of Faith ends]
Troll 1 regenerates 5 stands, drawing an AoO [25 vs AC22-4, hit; Dmg 1d10+12+1d4=22-10] and the troll falls over again.
[Shield of Faith ends]
Troll 2 regenerates 5 and full attacks [29,21,24 vs AC24+1, 1 hit; Dmg 1d6+6=7-1]
Troll 2 regenerates 5 and full attacks [20,24,7 vs AC24+1, miss]

Ashtin 37/63
Troll 1 -26+16/84+16, Bear's endurance (ends 31), shield of faith (ended)
Troll 2 14+16/84+16, Bear's endurance (ends 31), shield of faith (ended)

[Round 23]
Ashtin full attacks [37! (20-not confirmed),28 vs AC22, 2 hits; Dmg 1d10+12+1d4=15,19]
Ashtin full attacks [19,22 vs AC22, hit; 1d10+12+1d4=26-10]
Ashtin full attacks [25,13 vs AC22, 1 hit; Dmg 1d10+12+1d4=22-10]
Troll 1 regenerates 5
Troll 2 regenerates 5 and full attacks [29,16,12 vs AC24+1, 1 hit; Dmg 1d6+6=8-1]
Troll 2 regenerates 5 and full attacks [14,25,19 vs AC24+1, 1 hit; 1d6+6=12-1] this becomes a miss

Ashtin 37/63
Troll 1 -21+16/84+16, Bear's endurance (ends 31)
Troll 2 2+16/84+16, Bear's endurance (ends 31)

[Round 24]
Ashtin full attacks [24,13! vs AC22, 1 hit; Dmg 1d10+12+1d4=21] and troll 2 falls.
Ashtin full attacks [37! (20-not confirmed),28 vs AC22, 2 hits; Dmg 1d10+12+1d4=15-10,19-10]
Ashtin full attacks [20,30 vs AC22, 1 hit; Dmg 1d10+12+1d4=24-10]
Troll 1 regenerates 5
Troll 2 regenerates 5 and full attacks [26,26,14 vs AC24+1, 2 hits; Dmg 1d6+5=10,9; Rend 2d6+7=12] and Ashtin falls.
Troll 2 regenerates 5, drops the greatsword and full attacks [28,24,8 vs AC24+1, 1 hit; Dmg 1d6+6=10-1]

Ashtin 28/63
Troll 1 -16+16/84+16, Bear's endurance (ends 31)
Troll 2 -7+16/84+16, Bear's endurance (ends 31)

[Round 25]
Ashtin full attacks [21,24 vs AC22, 1 hit; Dmg 1d10+12+1d4=17-10]
Troll 1 regenerates 5 and stands up, drawing an AoO [32 vs AC22-4, hit; Dmg 1d10+12+1d4=18-10] and troll 1 falls over.
Troll 2 regenerates 5 and full attacks [29,21,24 vs AC24+1, 1 hit; Dmg 1d6+6=7-1]

Ashtin 22/63
Troll 1 -19+16/84+16, Bear's endurance (ends 31)
Troll 2 -9+16/84+16, Bear's endurance (ends 31)

[Round 26]
Ashtin full attacks [19,22 vs AC22, hit; 1d10+12+1d4=26-10] and troll 2 falls over.


Fight Summary and Result Show

Ashtin wins and gains 2700xp/4500gp
Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: Potion of Shield of Faith (CL1)
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: craft jewelry for 153 gp
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
My List of characters for the CoCo and other ventures
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2 years ago  ::  Apr 12, 2011 - 5:27PM #345
Uknits
Date Joined: Aug 24, 2010
Posts: 2,983
Ellia Duskthorn (TelinArtho) vs. Mobius (Eluria)
Mobius's tactics Show
Goal: energy missile. Start in front center of square. holding powerstone vigor and dorje energy ray


Rd 1: If Ellia is seen, manifest an enlarged (expend focus) energy missile, Cold, max pp (3d6+3 fort half). If not seen, buff vigor from powerstone, then ready action to do Energy missile on sight. For energy missiles, target his viper as well, just to be mean, if it's seen/targetable. Take that, Telin and your evil dice!

Psicrystal always actively listening (and using sighted ability, should locate Ellia even if invisible)If ready for 2 rounds and don't detect him, 1pp Vigor, Pot Prot Evil, 1 pp Precog Def; interrupt all that buffing at any point if he's detected and engage with max pp energy missile then ready to fire max pp energy missile on sight. Repeat up to 2 energy missiles (have 6 pp). If he's still alive, finish with Dorje (electricity, since he's in armor).

Ok to move and ready after the first round.


--share all beneficial powers--use focus for concentration if necessary--always 5' step or manifest defensively--use all expendables as needed

--Synesthete if blind

Ellias tactics Show
Ellia's tactics
Well, I with he didn't have synesthete, but not much I can do about that.
Start off at the default with a scroll of spectral hand (CL3)
Cast spectral hand from the scroll (10% ASF). If I fail the ASF, use the second scroll.
After that, cast shocking grasp from memory and put it into the hand (ASF - if it fails, recall with the pearl and then recast). Then move out and ready to attack with it once Mobius gets in range. Draw my bow on a move action
If I see Mobius on my turn and he is out of range, move to cover and then ready (cover will give me a bonus to the reflex save from energy missile (won't help if he makes it cold - but not much I can do about that).
After shocking grasp is discharged, use chill touch through the hand.

The Fight Show

[Prefight Locations and Initiative]
Mobius goes first in square 3, then Ellia in 1.
invisiblecastle.com/roller/view/2978454/
invisiblecastle.com/roller/view/2978455/

[Round 1]
Mobius uses vigor.
Ellia uses spectral hand.
invisiblecastle.com/roller/view/2978460/

Ellia 12/12 hp  18 AC
Mobius 22/12 hp  16 AC

[Round 2-6]
Mobius readies and Elia moves out and readies after casting shocking grasp.


[Round 7]
Mobius ready triggers and does 8 damage.
invisiblecastle.com/roller/view/2978471/
invisiblecastle.com/roller/view/2978472/
Ellia finishes her move by moving to cover.


Ellia 4/12 hp  18 AC
Mobius 22/12 hp  16 AC

[Round 8]
Mobius moves out, see her, and blasts her unconscious.
invisiblecastle.com/roller/view/2978498/
invisiblecastle.com/roller/view/2978496/
invisiblecastle.com/roller/view/2978499/
invisiblecastle.com/roller/view/2978500/

Ellia -5/12 hp  18 AC
Mobius 22/12 hp  16 AC


results Show


Mobius wins and gains 900xp/976.6gp
Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: Powerstone Vigor
Spells or Powerpoints Used: 6 pp
Abilities Used: none
Free Activity: craft for 76.6 gp

Ellia loses and gains 300xp/372gp
Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: Scroll of Spectral Hand
Spells or Powerpoints Used: 1 SL (shocking grasp)
Abilities Used: none
Free Activity: craft for 72 gp 
 
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2 years ago  ::  Apr 13, 2011 - 11:18AM #346
Uknits
Date Joined: Aug 24, 2010
Posts: 2,983

Gulgar (TelinArtho) vs. Drider


 


drider Show


Size/Type:    Large Aberration


Hit Dice:    6d8+18 (45 hp)


Initiative:    +2


Speed:    30 ft. (6 squares), climb 15 ft.


Armor Class:    17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15


Base Attack/Grapple:    +4/+10


Attack:    Dagger +5 melee (1d6+2/19-20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/×3)


Full Attack:    2 daggers +3 melee (1d6+2/19-20, 1d6+1/19-20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/×3)


Space/Reach:    10 ft./5 ft.


Special Attacks:    Spells, spell-like abilities, poison


Special Qualities:    Darkvision 60 ft., spell resistance 17


Saves:    Fort +5, Ref +4, Will +8


Abilities:    Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16


Skills:    Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9


Feats:    Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)


Environment:    Underground


Organization:    Solitary, pair, or troupe (1-2 plus 7-12 Medium monstrous spiders)


Challenge Rating:    7


Treasure:    Double standard


Alignment:    Always chaotic evil


Advancement:    By character class


Level Adjustment:    +4


Driders speak Elven, Common, and Undercommon.


 


Combat


Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach.


 


Poison (Ex)


Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.


 


Spell-Like Abilities


1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.


 


Spells


Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.


 


This one is a sorcerer.


 


Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level)


0—daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st—mage armor, magic missile, ray of enfeeblement, silent image; 2nd— invisibility, web; 3rd—lightning bolt.


 


Skills


A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.


 


Equipment: 7200


Two MW CI Daggers (602)


Two Silver Daggers (40)


MW Shortbow (300)


20 arrows


20 CI arrows


20 Silver Arrows.


Ring of protection (2000)


Amulet of Natural Armour (2000)


Cloak of Resistance +1 (1000)


Scrolls of:


Cat's Grace (150)


Eagle's Splendor (150)


Scroll of Bear's Endurance (150)


2 Potions of Cure Moderate Wounds (600)


Scrol Shield CL 4 (100)


2 Scrolls True Strike (50)

 


Drider's tactics Show


Buff, then weaken.  Use invisibility first, then magr armour, scroll shield, cat's grace, eagle's splendor.  If found, skip to web and weakening to slow him down, then resume once I get distance from him.  From there, web him in place and use ray of enfeeblement on him.   When he closes in, true strike to poison him.  Once he is eithered poisoned or both true strikes fail to poison him, go invisible, cross web, and drink potions.  Resume lowering STR until it cannot be lowered anymore, then nuke with spells if he is still standing.



 


Gulgar's tactics Show


Gulgar's tactics


 


I think we'll just try to beat whatever it is with superior melee might. Start off with flail in hand and move out immediately to find the target. Get into melee and attack. If I can full attack, enter frenzy and do so.


 


If the opponent has a wand or potion or scroll in hand - sunder it. Otherwise, just attack for damage.



 


The Fight Show


[Prefight Locations and Initiative]


Gulagr goes first in square 1, Drider in square 4.


invisiblecastle.com/roller/view/2979508/


invisiblecastle.com/roller/view/2979512/


invisiblecastle.com/roller/view/2979514/


 


[Round 1]


Gulgar moves out.


The Drider casts invisibility and is heard.


invisiblecastle.com/roller/view/2979535/


 



 


Drider 45/45 hp  19 AC


Gulgar 47/47 hp  21 AC


 


[Round 2]


Gulgar movess in.


Seeing Gulgar so close, The Drider moves away and casts web.


 



 


Drider 45/45 hp  19 AC


Gulgar 47/47 hp  21 AC


 


[Round 3]


Gulgar manages to move 5 ffet through the web.


invisiblecastle.com/roller/view/2979547/


The Drider tries to use ray of enfeeblement, doing 4 STR damage.


invisiblecastle.com/roller/view/2979551/


invisiblecastle.com/roller/view/2979554/


 



 


Drider 45/45 hp  19 AC


Gulgar 47/47 hp  21 AC


 


[Round 4]


Gulgar gets another 5'.


invisiblecastle.com/roller/view/2979559/


The drider does another 5 STR Damage. He also moves past Gulgar, taking an AoO for 17 damage.


invisiblecastle.com/roller/view/2979568/


invisiblecastle.com/roller/view/2979570/


invisiblecastle.com/roller/view/2979579/


invisiblecastle.com/roller/view/2979582/


invisiblecastle.com/roller/view/2979583/


 



 


Drider 33/45 hp  19 AC


Gulgar 47/47 hp  21 AC


 


Round 5


Gulgar gets a chance to attack again, so he enters his frenzy and crits for 35 damage, dropping the Drider.


invisiblecastle.com/roller/view/2979586/


invisiblecastle.com/roller/view/2979587/


 



 


Ressults Show


 


Gulgar wins and gains 2100 = 2600gp.


Time Between Fights: 3 hrs


Prebuffs/Ongoing Effects: none


Items Used: None


Spells or Powerpoints Used: None


Abilities Used: none


Free Activity: Guard


 




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2 years ago  ::  Apr 14, 2011 - 9:23AM #347
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 14 April 2011


Rolls
Time Roll: 4 hours
Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up)

Characters on Quests:

  • None this week

Characters doing Full Activities:

  • Vallgar the Unhinged crafts 3 Longbows, 3 Leather Armor, 3 {Ma} Studded Leather Barding, Gloves of Dexterity +2, and Improves +1 Greatsword to +2 {Week 2/2}
  • Ghost uses Gather Information to get a trinket of see invisibility (CL3), Boots of Expeditious Retreat (1/day, CL1), a trinket of obscuring mist (CL1), a trinket of true strike (CL1), and to improve the choker of deadly accuracy to (2/day) {Week 1/2}
  • Vathilia crafts 1 scroll cat's grace (CL 3), 2 scrolls true strike (CL 1), 2 scrolls shield (CL 1), 2 scrolls mage armor (CL 1), 4 pearls of power lvl 1 {Week 1/1}

BATTLES OF GLADIUS

LEVEL 3 FIGHTS

  • Blackhand (Uknits) vs. Ellia Duskthorn (TelinArtho) : Yitzi {Arena}

LEVEL 4 FIGHTS

  • Ung, the Fist of Gruumsh (Eluria) vs. Ildur Okrurk (TelinArtho) : Uknits {City}

LEVEL 5 FIGHTS

  • Qelenian Shartarim (Yitzi) vs. Unknown monster : TelinArtho {Plains}

LEVEL 6 FIGHTS

  • Ahrin (Uknits) vs. The Ant (TelinArtho) : Eluria {Sewer}

LEVEL 7 FIGHTS

  • None this week

LEVEL 8 FIGHTS

  • Thanio Deerfriend (Yitzi) vs. Qhordryn del Khessin (Eluria) : TelinArtho {Plains}

LEVEL 9 FIGHTS

  • Ashtin (Uknits) vs. Unknown monster : TelinArtho {Sewer}

LEVEL 10+ FIGHTS

  • None this week

Pairings done by TelinArtho.

Credits
Eluria +1 admin, +1 (1 fight), -1 (3 active)
TelinArtho +1 admin, +3 (3 fights), -3 (5 active)
Uknits +1 (1 fight) -1 (3 active)
Yitzi +1 (1 fight) -1 (3 active)
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2 years ago  ::  Apr 15, 2011 - 9:06AM #348
Uknits
Date Joined: Aug 24, 2010
Posts: 2,983

Ung (Eluria) vs. Ildur Okrurk(TelinArtho)


Ildur's Tactics Show


Ildur versus Ung


Well, this is going to be tough, but I think being flexible will help.


Start off at the corner closest to the center with warhammer and buckler in hand. Potion of Protection from evil in buckler hand as well.


Immediately move out, looking for my opponent. Drink potion either on sight or after round 4, whichever comes first.


Once found, if Ung is enlarged, draw and drink potion of enlarge person; if medium sized, charge/get into melee and attack.


If warhammer is sundered/disarmed, draw longsword and then battleaxe and then just use armor spikes if needed.


If grappled, grapple back for damage.


I think that's about it - I need to roll better on attacks and damage, but at least I have more HP to work with. Not sure it will be enough though.




Ung's Tactics Show


Hi
Thanks for pitlording
Rd 1: Enlarge person CL1, shout for him (ok to continue shouting each round - want to engage)
Rd 2: Shield of Faith
Rd 3: Divine Favor
Rd 4: move out, ready to hold person when he's seen and within 60'
Engage with hold person; if succeeds, charge and CdG
If fails or he breaks out, melee to death
Use feat of strength on first attack (not on CdG)
Regardless, salute my orcish bretheren, sing the praises of Gruumsh, and try to fight honorably, hoping to do our kind proud in the merciless eye(s) of Gruumsh - and offer Ildur to ally with Ung and go slaughter elves after their skirmish.



Fight Show


Rolls



Round 0
invisiblecastle.com/roller/view/2982117/
invisiblecastle.com/roller/view/2982118/
Ildur goes first in square 3 and Ung in square 1.


Round 1
Ung cast his spell as Ildur seeks him out.




Ildur 32/32 hp 20 (13) AC
Ung 25/25 hp 18 AC


Round 2
Ildur charges the shouting as Ung casts shield of faith.




Ildur 32/32 hp 20 (13) AC
Ung 25/25 hp 18 AC


Round 3
Ildur runs in to the center.  Ung casts Divine Favour.



Ildur 32/32 hp 20 (13) AC
Ung 25/25 hp 18 AC



Round 4
Ildur drinks his potion and draws a potion of enlarge person while approaching more. 
Ung appraoches and readies to hold.




Ildur 32/32 hp 20 (13) AC
Ung 25/25 hp 18 AC


Round 5
More Approach.



Ildur 32/32 hp 20 (13) AC
Ung 25/25 hp 18 AC

Round 8
Ildur moves in, and they see each other.  Ung readies.



Ildur 32/32 hp 20 (13) AC
Ung 25/25 hp 18 AC


Round 9
Ildur drinks his potion of enlarge person and closes in, triggering the ready, but making the save.  He finishes closing in.
invisiblecastle.com/roller/view/2982161/
Ung charges attacks, using his feat of strength and easily hits for 28 damage, nearly taking Ildur's arm off.
invisiblecastle.com/roller/view/2982167/




Ildur 4/32 hp 20 (13) AC
Ung 25/25 hp 21 AC


Round 10
Ildur returns the blow with a hefty slam, crushing Ung's thigh for 12 (forgot bonus str from enlarge) damage.
invisiblecastle.com/roller/view/2982169/
invisiblecastle.com/roller/view/2982170/
Ung, with his moment of divine strength over, swings weakly, his sword deflecting off of Ildur's mail.
invisiblecastle.com/roller/view/2982171/


Ildur 4/32 hp 20 (13) AC
Ung 13/25 hp 21 AC


Round 11
Ildur laughs at the miss and swings at what was Ung's head before the blow connected, doing 39 damage in a single, mighty blast.  Ung's body simply slumps, his head not so simply lining anyone in the lower arena seat. 
invisiblecastle.com/roller/view/2982172/
invisiblecastle.com/roller/view/2982174/


Ildur 4/32 hp 20 (13) AC
Ung Very Dead/25 hp 21 AC


Results Show


Illdur wins and gains 1200xp/1200gp
Time Between Fights: 4 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 potion, protection from evil, 1 potion enlarge person.
Spells or Powerpoints Used: none
Abilities Used: None
Free Activity: Guard


Ung loses and gains 400xp/400gp
Time Between Fights: 4 hrs
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: 5 SL (Enlarge 1, Divine Favour 1, Hold Person 2, Shield of Faith 1)
Abilities Used: Feat of Strength
Free Activity: Guard


Ouch.


Seriously, ouch.  Haven't had that much fun pitlording in a while.  Gruumsh smiled and gave a high five to Ildur on the way  out.  That crit was for the eyes comment in your tactics, Eluria.  Gruumsh is known as the one eyed if you forgot, as that elf guy took out his other eye.


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2 years ago  ::  Apr 16, 2011 - 8:19PM #349
Eluria
Date Joined: Jan 20, 2007
Posts: 3,185
Ant

Ant's tactics Show

Okay - let's try to keep this simple. Start off at default with dorje of defensive precognition (ML1) and a dorje of entangling ectoplasm (ML1)

Round 1- Manifest a full 5PP+WS vigor
Round 2-3 - move out towards the center. If I hear Ahrin at all, use dorje of defensive precognition. If not - use it in round 4.

After this finish moving to (12,20) or equivalent and ready to use dorje of entangling ectoplasm on pinpointing. If I cannot see him, but I can see his movement in the water ahead of me - still use the dorje. If I can see him, but he's got mirror images up, use the dorje to get rid of the images.

Once able to target without risk of targetting an image or suffering a miss chance from invisibility, use a fully surged crystal shard with 5pps and psionic shot. If he's entangled but invisible, use my racial PLA (without psionic shot) and then 1pp+surge Crystal Shards.

Once psionic shot has been used, use Mind Thrust with full augmentation. Repeat until out of PPs. If I still have my racial energy ray - use it now; else use my dorje of energy ray.

5ft step away when possible. Move away (draw AoO) and then manifest if unable to 5ft step safely.

If grappled and my focus is in place, use it to manifest a fully powered mind thrust in the grapple. If that doesn't kill him, use more mind thrusts until it does.

That should be it. Have fun running the fight.


Ahrin

Ahrin's tactics Show

Hmmm... I think I might have a chance....  unless I get hit.

Round one, cast mirror image.  Round 2, resistance.  Round 3, use scroll expedious retreat (on spell list).  Finally, enlarge person.  Sing and move out, drawing a scroll of true strike.  Once Ant is seen within range to approach and attack in the next round, use scroll of true strike.  Then, charge in and grapple.  Grapple to death.  If he escapes, use true strike and grapple again. 

Remember, entangling ectoplasm does not affect large creatures.

Being large also means I'm almost always in difficult terrain, too. 

Roll enervation for Ant, please.  Also, roll high will saves.  That would be nice.


The Fight Show


Fight:
Rolls in general: invisiblecastle.com/campaign/view/20821/
Ant acts first, in box 2, holding 2 dorjes (focused)
Ahrin acts second, in box 1, holding scroll

Round 1:
Ant manifests 5PP + 2 WS vigor (innervate? Nope) for +35 HP and moves
Ahrin casts mirror image (4 images)

Round 2:
Ant moves towards center
Ahrin casts resistance (Ant hears this)



Round 3:
Ant moves and uses dorje of def precog
Ahrin casts Exp Ret

Ant 25+35/25 AC 26+1 (touch 20+1) | Vigor 35hp (ends 71), Def Prec (ends 13)
Ahrin 34/34 AC 20 (t12) | Mirror Image (ends 41), Resistance (ends 12), Exp Ret (ends 13)


Round 4:
Ant moves to his spot and readies to fire dorje on pinpointing
Ahrin starts casting Enlarge Person from scroll (succeeds; overcomes ASF)

Round 5:
Ant readies
Ahrin finishes Enlarging, sings, draws scroll of true strike

Ant 25+35/25 AC 26+1 (touch 20+1) | Vigor 35hp (ends 71), Def Prec (ends 13)
Ahrin 34/34 AC 20 (t12) | Mirror Image (ends 41), Resistance (ends 12), Exp Ret (ends 13), Enlarge (ends 15), Inspire courage



Round 6:
Ant readies
Ahrin moves (60’ move, hampered by size)



Round 7:
Ant readies
Ahrin moves – after a single move, he comes into sight of Ant, triggering readied action – Ant fires entangling ectoplasm (1d5, 1 hits real Ahrin, who is an invalid target for it – 2-5 hits image AC 10-1 size +1 dex) – hits an imagecan't target enlarged target with dorje of ee
Ahrin can’t cast true strike and charge next round due to size, so finishes his move in a position to do so

Ant 25+35/25 AC 26+1 (touch 20+1) | Vigor 35hp (ends 71), Def Prec (ends 13), focused
Ahrin 34/34 AC 20 (t12) | Mirror Image (3) (ends 41), Resistance (ends 12), Exp Ret (ends 13), Enlarge (ends 15), Inspire courage


Round 8:
Ant shoots his dorje to strip away images uses racial PLA and draws dorje energy ray– hits an image (2 3 remain), then 5’ steps back to gain cover/prevent charge
Ahrin stops singing, uses scroll of true strike, and moves closer to attack next round

Ant 25+35/25 AC 26+1 (touch 20+1) | Vigor 35hp (ends 71), Def Prec (ends 13), focused
Ahrin 34/34 AC 20 (t12) | Mirror Image (3) (ends 41), Resistance (ends 12), Exp Ret (ends 13), Enlarge (ends 15), Inspire courage (ends 13)


Round 9
Ant moves and shoots again  with dorje energy ray, hitting another image (1 2 remains)
Ahrin can’t charge, but moves and attempts to grapple with True Strike: (touch +8 -1size +1enl str +1 inspire +20 true strike vs tAC 21) – hits, opp grapple (+13 vs -3) Ahrin wins – 8nonlethal damage; moves into Ant’s space to maintain grapple

Ant 25+35-8 nonlethal/25 AC 26+1 (touch 20+1) 28/41 PP remain | Vigor 35hp (ends 71), Def Prec (ends 13), focused
Ahrin 34/34 AC 20 (t12) | Mirror Image (3) (ends 41), Resistance (ends 12), Exp Ret (ends 13), Enlarge (ends 15), Inspire courage (ends 13)


Round 10:
Ant (requires pitlord improvisation – there is still 2 image, which gives Ant a 50/50 chance of targeting the right Ahrin; tactics say to attack with psionic shot first, then mind thrust – but if grappled, and have focus, to use mindthrust and expend focus for concentration.  Even though 1 image remains, as grappled, going with that – for a shot at the victory, as grappled otherwise is pretty bad for Ant) – 5pp + 2 WS mindthrust (expends focus for concentration; not innervated) – Ant hits the right target, Ahrin fails his save, Ant does 35 damage, knocking Ahrin unconscious. ant destroys an image
invisiblecastle.com/roller/view/2984558/
Ahrin grapples for 6 damage

Ant 25+35-14 nonlethal/25 AC 26+1 (touch 20+1) 23/41 PP remain | Vigor 35hp (ends 71), Def Prec (ends 13), focused
Ahrin  34/34 AC 20 (t12) | Mirror Image (3) (ends 41), Resistance (ends 12),  Exp Ret (ends 13), Enlarge (ends 15), Inspire courage (ends 13)

Round 11:
Ant tries to manifest Mind Thrust + WS (succeeds concentration, doesn't innervate, targets successfully, Ahrin failed save previously so using that roll for fairness, and that damage - knocks Ahrin out)



Fight Result and Summary Show

Ant wins and gains 1800 xp / 2000 gp
Time Between Fights: 4 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 charge dorje def precog, 3 charges dorje entangling ectoplasm 1 charge dorje energy ray
Spells or Powerpoints Used: fight3
Abilities Used: racial PLA energy ray
Free Activity: none

Ahrin loses and gains 750 xp / 833 gp + 139.9 gp perform
Time Between Fight: 4 hours
Prebuffs/Ongoing Effects: none
Items Used: scroll exp ret, scroll enlarge person,
Spells or Powerpoints Used: mirror image, resistance,
x/day Abilities Used: bardic musci
Free Activity: perform +139.9gp

Pitlord comments:
Ant’s plan was to use entangling ectoplasm to remove images.  It can’t work on large things; but I still think the power can hit an image and reveal it to be an image.  That’s how I ran the fight; seems vague, rules-wise.
Comments as always welcome.

My answer if entangling ectoplasm could technically not even target the images is that Ant would need to get rid of them anyway, so would have used 1pp energy ray/crystal shard/dorje to get rid of them, and would likely change nothing based on that, but I am open to discussion.


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2 years ago  ::  Apr 17, 2011 - 11:00AM #350
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,762
Blackhand

Blackhand's tactics Show

Simple enough: don't get blinded.  Start in the front center with sling loaded and in hand.  Dodge her.  


If I ever detect her to within 5' of her location, faerie fire her.  Ready and action to do so whenever she is not detected.  At range, fire sling.  In melee, fight unarmed so as to keep sling in hand using flurry and fighting defensivley.


If blind, go for grapple.




Ellia Duskthorn

Ellia Duskthorn's tactics Show

Start off at the default with a scroll of shield (CL1) in hand.

Cast False Life from memory (ASF), recall shocking grasp with pearl of power (1st), cast shield from the scroll (ASF) and draw a scroll of true strike.

Move out. Once opponent is in sight and in range, cast Blindness (no ASF) on him. If it works, take out bow and fire arrows while avoiding him. If it doesn't work or if I am in melee, cast Shocking grasp (ASF), touch him and then Chill touch (ASF) and touch him until he's dead. If blindness doesn't work and I am in melee, use scroll of true strike before casting shocking grasp.

Azariel shall be riding on me, but if in melee, will take a 5ft step into Blackhand's square and will attack. Share all spells with my familiar.

That should be it - have fun running the fight.


The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Ellia Duskthorn starts in area 3 with scroll of shield in hand. Initiative 19.   
Blackhand starts in area 4 with sling in hand. Initiative 18.   

Ellia Duskthorn: (31,5) 12/12 HP, 18 AC     
Blackhand: (8,31) 9/9 HP, 19 AC (14 FF, 11 grappled, 12 SR)     


[Round 1]
Ellia Duskthorn casts False Life for 10 hit points.   
Blackhand readies faerie fire.   

Ellia Duskthorn: (31,5) 22/12 HP, 18 AC, false life ends <4hrs     
Blackhand: (8,31) 9/9 HP, 19 AC (14 FF, 11 grappled, 12 SR)     

[Round 2]
Ellia Duskthorn draws a pearl of power and recalls shocking grasp.   
Blackhand readies faerie fire.   

Ellia Duskthorn: (31,5) 22/12 HP, 18 AC, false life ends <4hrs     
Blackhand: (8,31) 9/9 HP, 19 AC (14 FF, 11 grappled, 12 SR)     

[Round 3]
Ellia Duskthorn casts from the scroll and draws a scroll of true strike; Blackhand hears her and knows the approximate area.   
Blackhand moves out to 16,23.   

Ellia Duskthorn: (31,5) 22/12 HP, 18+4 AC, false life ends <4hrs, shield ends 13     
Blackhand: (8,31) 9/9 HP, 19 AC (14 FF, 11 grappled, 12 SR)     


[Round 4]
Ellia Duskthorn moves up a bit, autospots Blackhand, and casts Blindness on him, and Blackhand is blinded.   
Blackhand gropes his way to 20,19.   

Ellia Duskthorn: (31,5) 22/12 HP, 18+4 AC, false life ends <4hrs, shield ends 13     
Blackhand: (8,31) 9/9 HP, 12 AC (11 grappled, 12 SR), blind     


[Round 5]
Ellia Duskthorn draws her bow and fires at Blackhand, but the monk dodges the attack.   
Blackhand gropes his way to 24,15.   

Ellia Duskthorn: (31,5) 22/12 HP, 18+4 AC, false life ends <4hrs, shield ends 13     
Blackhand: (8,31) 9/9 HP, 12 AC (11 grappled, 12 SR), blind     


[Round 6]
Ellia Duskthorn shoots again, hitting for 3 damage.   
Blackhand gropes his way to 28,11.   

Ellia Duskthorn: (31,5) 22/12 HP, 18+4 AC, false life ends <4hrs, shield ends 13     
Blackhand: (28,11) 6/9 HP, 12 AC (11 grappled, 12 SR), blind     


[Round 7]
Ellia Duskthorn moves to 37,7 and shoots again, but her bowstring gets snarled.  Blackhand hears and knows she’s moved.
Blackhand gropes his way to 32,7.   

Ellia Duskthorn: (37,7) 22/12 HP, 18+4 AC, false life ends <4hrs, shield ends 13     
Blackhand: (32,7) 6/9 HP, 12 AC (11 grappled, 12 SR), blind     


[Round 8]
Ellia Duskthorn moves to 43,7 and shoots again, but misses again.
Blackhand gropes his way to 32,7.   

Ellia Duskthorn: (37,7) 22/12 HP, 18+4 AC, false life ends <4hrs, shield ends 13     
Blackhand: (38,7) 6/9 HP, 12 AC (11 grappled, 12 SR), blind     



Since it’s clear that Ellia can keep away, I’m switching to short form.

Round 9: Hit for 1 damage
Round 10: Hit for 8 damage for KO




Fight Results and Summary Show

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

Ellia Duskthorn wins/loses and gains 900xp/900+72gp.     
Time Between Fights: 4 hrs     
Prebuffs/Ongoing Effects: false life (10 hit points, <4 hours)     
Items Used: PoP lvl1 used, scroll of shield CL 1, 4 arrows (6 shot, 3 hit, 3 missed, 1 recovered)     
Spells or Powerpoints Used: False life, blindness/deafness (4 SL), shocking grasp recalled       
Abilities Used: none     
Free Activity: craft for 72gp     

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