This would be a lot easier if not for his wands...as it is, I'll have to assume he'll be resisting fire and moving as fast as I am (and probably invisible to animals as well), and that makes things quite difficult, as it negates pretty much all my attack options. All that's left are summons and my animal companion (which can't do the job alone, especially if he's hidden from animals), and my bow (which also can't do much). I could try with warp wood/entangle/bow, but the change of winning simply isn't high enough to justify the expenditure.
Well, Temple is a good map here - no need to worry about entangle and its small enough I should have to worry too much. Still - I think I'll take some measures to help things out.
Start off at default with a potion of hide from animals (CL1) and wand of longstrider (CL1).
Round 1 - drink the potion, move out, drawing warhammer. Round 2 - use the wand, continue moving.
Now I want to close in, avoiding animals. If a hippogriff is summoned, take total defense until it goes away. If an animal is summoned, just avoid it.
If one summons has gone away, go ahead and get into melee with Vathilia. Once there, attack to grapple and grapple until she's done for.
Take note that I do an additional 4 damage since she's an elf.
So he's got better speed than me, can break my weapon easily, and has enough reach that going on the statue won't help. I think my best bet is just to try to take him down before he reaches me and hope I get lucky.
Begin in 3,3 or equivalent with bow and cat's grace in hand. Use Cat's Grace, and then (if I don't see him) ready to shoot him on sight. Once I see him, rapid shot (5' if needed to avoid AoO if possible); if he can charge me next round, 5' to avoid the charge if possible (likely by breaking LoS). If my bow is broken, draw the second one and use it instead. If he's based and tries to disarm or sunder, he provokes an AoO; use it to attack with my gauntlet and hope I hit and disrupt the disarm/sunder
Start off at 5,29 or equivalent with flail in hand. Since I can see over all of the statues - the best he can hope for is cover to begin with - which means I'll have LOS to him at start. Immediately close with him, basing if possible.
Any turn that I can attack him, I want to grapple, sunder his bow (if he is on one of the thin ledges that would make grappling difficult or if he is on the center statue). If he is out of reach of the flail, use the guisarme to sunder and then trip him.
If his bow is sundered - just attack in melee. If not and I can grapple him, do so. Grapple until he is dead.
In melee, if I am attacking, trip and then followup.
Addition: Oh - if he starts in the opposite starting block, move and tap a tattoo of force screen.
Otherwise - no buffing needed.
Gulgar clarification: 1. If I can grapple without a problem - grapple him. 2. If I can't grapple him without a problem (because he's on a ledge or statue, etc), sunder the bow. 3. If I can't sunder with the flail, sunder with the guisarme. 4. If I do go the sunder route, after the sunder is finished, trip/followup for the rest of the fight.
Rolls: here Thanio goes first, in box 2, holding bow and cat’s grace Gulgar goes second, in box 3, holding flail
Round 1: Thanio activates scroll of Cat’s Grace (CL 3 DC 4, 5% ASF) – succeeds (Gulgar hears) Gulgar, not seeing Thanio but knowing his general direction, moves to close
Round 2: Thanio (wanting to rapid shot, and wanting to 5’ step to avoid charge, but 5’ stepping to avoid charge is impossible) rapid shots Gulgar – miss, hit for 18, miss Gulgar charges to grapple (10’ reach means out of range of provoked AoO from spiked gauntlet) – hits with touch, Thanio resists the hold.
Thanio 48/48, AC 25 t16 Gulgar 40/58, AC 24
Round 3: Thanio 5’ steps back and rapid shots again – hit, hit, critical hit for 51 damage, downing Gulgar.
Alright, haven't used Elrin in a while, but he is meant to be the ultimate in versatility. Let's see how that works.
No rob store, but ambush helps. I'll start square 1, he can start square 2. I'll use the bonus round to chug a potion of shield of faith to help my touch AC.
Start in square 35, 56 with my buckler and shortbow in hand. Move to square 43, 49, then 48, 44. At this point, If I see him, stay put, if not move to 54, 37. From here, let's get a little more complex.
From whereever I'm standing, see where he is moving. If he is moving away, shoot him, sniping if possible. If he is within sneak attackl range, shoot him, agains sniping if convinient. I he is moving in a direction that will put him closer, ready to fire if he enters sneak attack range. Move at half speed to get better posistion to do so if I can. If delay penalty is coming, just fire.
Once seen, fire if I still have an action and move to total cover. From there, find cover from my current position and wait, ready to fire at him as before. Hopefully, he'll come into range looking for me.
If at any point I'm within range of closing in in a single move action, use standard action to fire bow if I am hidden, and then drop bow and draw rapier while moving to melee. Use feint attacks to kill.
Sorry the tactics are so conviluted. Thanks for running the fight.
Thanks for pitlording - have fun with the fight and have a great week!
Ambushed, huh? Oh wells.
Start in far back middle of starting area
Round 1: Antitoxin
Round 2: Shield of Faith
Round 3: Wand of Divine Favor
Round 4: Produce Flames scroll (acid)
--if he's seen at this point, start attacking. if not, buff with resistance.
--if he's not been detected, start moving out, ready action to cast spiritual weapon on detection
engage with produce flames; if flames run out and we are in melee, convert spiritual weapon to inflict moderate wounds and touch with that, then renew flames from memory and continue engaging (if not in melee, renew flames and continue throwing).
5' step as needed for concentration
If Qwuibbik wins, he will immediately mid-arena begin to try to embalm Elrin.
[Prefight Locations and initiative] Elrin ambushes Qwuibbik and he decides to start in box 1 and Qwuibbik in box 2. Elrin starts at (35,56) with buckler and shortbow and a potion of shield of faith (CL1). Initiative 12 (-) Qwuibbik starts at (62,32) with antitoxin in hand. Initiative 12 (+)
[Surprise Round] Elrin drinks a potion of shield of faith.
[Round 1] Qwuibbik drinks the antitoxin and draws a wand of divine favor (CL1) Elrin moves to (43,49)
[Round 2] Qwuibbik casts Shield of Faith from memory and draws a scroll of acid produce flames Elrin moves to (48,44) where he catches sight of Qwuibbik. He hides [Hide 16 vs Spot 8]
[Round 3] Qwuibbik uses the wand and stows it. Elrin waits to determine where Qwuibbik is going to move.
[Round 4] Qwuibbik reads from the scroll. Elrin waits
[Round 5] Qwuibbik casts Resistance from memory and moves to (56,32) Elrin waits.
[Round 6] Qwuibbik moves to (52,28) and readies to cast spiritual weapon on sight of Elrin. Elrin snipes at Qwuibbik [17 vs AC17+2, miss] [Hide -9 vs Spot 14] and triggers Qwuibbik's ready action. Spiritual weapon appears and attacks Elrin [7 vs AC13+2, miss] Elrin then takes a 5ft step to (47,44)
[Round 7] Qwuibbik moves to (47,38) Elrin moves to (46,48), hides and readies to shoot when Qwuibbik is in range for a sneak attack. [Hide 21]
[Round 8] Qwuibbik moves to (45,43), triggering Elrin's ready [20 vs AC17+2, hit; Dmg 1d6+3+2d6=15] Qwuibbik uses an action to redirect the spiritual weapon [9 vs AC13+2, miss]
Qwuibbik 5/20, Antitoxin, Shield of Faith (ends 32), Divine Favor (ends 13), Produce Flames (ends 34), Resistance (ends 15), Spiritual Weapon (ends 9) Elrin 19/19, Shield of faith (ends 10)
[Round 9] Elrin attacks Qwuibbik [16 vs AC21+2, miss], drops his bow and draws his rapier while moving to (44,44) [Spiritual Weapon ends] Qwuibbik takes a step away and throws acid at Elrin [16 vs AC13+2, hit; Dmg 1d6+3=8]
Qwuibbik 5/20, Antitoxin, Shield of Faith (ends 32), Divine Favor (ends 13), Produce Flames (ends 24), Resistance (ends 15), Spiritual Weapon (ended) Elrin 11/19, Shield of faith (ends 10)
[Round 10] Elrin takes a step closer, feints [Bluff 16 vs Sense Motive 20] and then feints again [Bluff 15 vs Sense Motive 18] Qwuibbik takes a step away and throws acid at Elrin [16 vs AC13+2, hit; Dmg 1d6+3=4] [Shield of Faith ends]
Qwuibbik 5/20, Antitoxin, Shield of Faith (ends 32), Divine Favor (ends 13), Produce Flames (ends 14), Resistance (ends 15) Elrin 7/19, Shield of faith (ended)
[Round 11] Elrin steps closer, feints [Bluff 15 vs Sense Motive 17] and again... [Bluff 26 vs Sense Motive 14] Qwubbik steps away and throws acid at Elrin [11 vs AC13, miss] and the spell ends.
Qwuibbik 5/20, Antitoxin, Shield of Faith (ends 32), Divine Favor (ends 13), Produce Flames (ended), Resistance (ends 15) Elrin 7/19
[Round 12] Elrin steps in and attacks [13 vs AC17+2, miss] and then feints [Bluff 26 vs Sense Motive 21] Qwuibbik steps away and casts Produce flames from memory.
[Round 13] Elrin steps closer and attacks [15 vs AC17+2, miss] and then feints [Bluff 28 vs Sense motive 23] [Divine Favor ends] Qwuibbik steps away and throws fire at Elrin [23 vs AC13, hit; Dmg 1d6+3=9] and Elrin falls.
Qwuibbik wins and gains 900xp/900gp. Time Between Fights: 5h Ongoing Effects: none Items Used: Scroll produce flame (acid, CL3), antitoxin, 1 charge from a wand of divine favor (CL1) Spells/PP Used: produce flames, spiritual weapon, shield of faith, resistance x/day Abilities Used: none Free Activity: Embalmer 57gp
Elrin loses and gains 300xp/300gp Time Between Fights: 5h Ongoing Effects: none Items Used: Potion of Shield of Faith (CL1) Spells/PP Used: none x/day Abilities Used: Free Activity: Gather Info (Hat of Bluffing)
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Well, looks like it will be a tough fight - but you never know...
Start off with a scroll of alter self (CL3, xorn) in hand at the default location
Round 1 - cast mage armor, move out
Move out and ready ray of enfeeblement when he gets in range. Once ready triggers, if I missed, cast it again (5ft step to cast safely if possible). After ray of enfeeblement hits (or I've used both), cast Alter self from the scroll and full attack in melee going forward.
That's pretty much it. Have fun running the fight.
Hmm... xorn form is a possibility, so I'll have to account for that.
Start in default square with shield in hand and potion of shield of faith. Drink potion and draw flail. Then, move out, using a combo of full combat expertise and fighting defensivley (as they stack) each round by swinging at the air for a +5 dodge bonus to AC. Once found, close in, using this technique. If he is firing arrows, just charge in quickly. Running is okay in this instance.
Once in melee, trip. Just follow up smash him with flail. Small size and more than two legs should cancel out in Xorn form. This should be a simple fight if he doesn't get rid of my STR.
[Prefight locations and Initiative] Jerod starts in area 2 with shield and potion of SoF in hand. Initiative 14. Ursula the White starts in area 3 with scroll of alter self in hand. Initiative 6. They see each other
Jerod: (58,32) 30/30 HP, 22 AC (13 touch) Ursula the White: (31,5) 13/13 HP, 12 AC
[Round 1] Jerod drinks the potion and draws his flail. Ursula the White casts mage armor and moves to 34,10.
Jerod: (58,32) 30/30 HP, 22+2 AC (13+2 touch), SoF ends 11. Ursula the White: (34,10) 13/13 HP, 12+4 AC
[Round 2] Jerod moves to 52,28 while swinging his weapon around in a cautious pattern. Ursula the White moves to 38,14 and readies.
Jerod: (52,28) 30/30 HP, 22+2+5 AC (13+2+5 touch), SoF ends 11. Ursula the White: (38,14) 13/13 HP, 12+4 AC
[Round 3] Jerod moves to 46,23 while swinging his weapon around in a cautious pattern. Ursula the White moves to 42,18 and readies.
Jerod: (46,23) 30/30 HP, 22+2+5 AC (13+2+5 touch), SoF ends 11. Ursula the White: (42,18) 13/13 HP, 12+4 AC
[Round 4] Jerod moves in while swinging his weapon around in a cautious pattern. On the way, he comes in range and Ursula fires a Ray of Enfeeblement at him, but it veers away from Jerod and misses him. Jerod completes his move, moving to 43,19.
Jerod: (43,19) 30/30 HP, 22+2+5 AC (13+2+5 touch), SoF ends 11. Ursula the White: (42,18) 13/13 HP, 12+4 AC
[Round 5] Ursula takes a step back and fires another ray of enfeeblement, but Jerod dodges it. Jerod takes a step up and trips Ursula, then follows up with an attack for 10 damage.
Jerod: (42,18) 30/30 HP, 22+2+5 AC (13+2+5 touch), SoF ends 11. Ursula the White: (41,17) 3/13 HP, 12+4-4 AC
[Round 6] Ursula tries to get up, and Jerod’s flail slams into her for 5 damage, knocking her out.
Jerod: (42,18) 30/30 HP, 22+2+5 AC (13+2+5 touch), SoF ends 11. Ursula the White: (41,17) -2/13 HP, 12+4-4 AC
Ursula the White loses and gains 300xp/300gp. Time Between Fights: 5 hrs Prebuffs/Ongoing Effects: none (fight 3) Items Used: none Spells or Powerpoints Used: doesn’t matter, fight 3 Abilities Used: none Free Activity: guard home
Jerod wins and gains 900xp/900+60gp. Time Between Fights: 5 hrs Prebuffs/Ongoing Effects: none Items Used: potion of SoF (CL 1) Spells or Powerpoints Used: none Abilities Used: none Free Activity: craft fireworks for 60gp
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Half-Brass Dragon LILLEND Large Outsider (Chaotic, Extraplanar, Good) Hit Dice: 7d10+21 (59 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 70 ft. (average) Armor Class: 23 (–1 size, +3 Dex, +1 armor, +10 natural), touch 12, flat-footed 20 Base Attack/Grapple: +7/+21 Attack: Short sword +17 melee (1d8+11/19–20) Full Attack: Short sword +17/+12 melee (1d8+11/19–20) and Bite +11 (1d8+5) and Claw +11 (1d6+5) and tail slap +11 melee (2d6+5) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 2d6+10, improved grab, spells, spell-like abilities, Breath weapon Special Qualities: Darkvision 60 ft., immunity to poison, immunity to fire, immune to sleep and paralysis Saves: Fort +9, Ref +11, Will +9 Abilities: Str 30, Dex 17, Con 17, Int 16, Wis 16, Cha 20 Skills: Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17 Feats: Combat Casting, Extend Spell, Lightning Reflexes Challenge Rating: 7 Alignment: Always chaotic good
A typical lillend’s coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends have male torsos. Lillends speak Celestial, Infernal, Abyssal, and Common. COMBAT Lillends are generally peaceful unless they intend vengeance against someone they believe guilty of harming, or even threatening, a favored art form, artwork, or artist. Then they become implacable foes. They use their spells and spell-like abilities to confuse and weaken opponents before entering combat. A covey of lillends usually discusses strategy before a battle. A lillend’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction. Constrict (Ex): A lillend deals 2d6+10 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword. Improved Grab (Ex): To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Spells: A lillend casts arcane spells as a 6th-level bard. Typical Bard Spells Known (3/5/3; save DC 15 + spell level): 0— dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st— charm person, cure light wounds, identify, sleep; 2nd—hold person, invisibility, sound burst. Spell-Like Abilities: 3/day—darkness, hallucinatory terrain (DC 18), knock, light; 1/day—charm person (DC 15), speak with animals, speak with plants. Caster level 10th. The save DCs are Charisma-based. A lillend also has the bardic music ability as a 6th-level bard. Skills: Lillends have a +4 racial bonus on Survival checks.
Breath weapon (60ft line of fire, 6d8, Reflex DC16 for half)
Equipment (12000gp) Upgrade Sword to {Ma} 300gp Upgrade Sword to +1 2000gp Gauntlets of Ogre Power 4000gp CI Short Sword 40gp Silver Short Sword 60gp Cloak of Resistance +1 1000gp Bracers of Armor +1 1000gp Amulet of Natural Armor +1 2000gp
Potion of Bear's Endurance 300gp Potion of Shield of Faith (CL6) 300gp Scroll of Mirror Image 150gp Scroll of Expeditious Retreat (CL2) 50gp Scroll of Silence (CL4) 200gp Potion of Resist Energy (CL2, Acid) 100gp Potion of Resist Energy (CL2, Sonic) 100gp
After buffing, move out and find Q. Once I have narrowed down location, cast silence from scroll and draw short sword while closing in.
Get into melee range to negate his ability to cast spells and full attack. If only able to make a single attack - attack with tail slap and hope for grappling.
If Q is getting away or I am already visible and can't attack Q, use breath weapon to hit one or more opponents or full attack if I can on one opponent.
All spells from memory unless specified; share all spells. 5’ step or cast defensively as needed.
Best of luck!
Yetib: always in front of Khayless by 10’ giving cover and preventing charge/reach with melee
Ranos: 5’ in front of Q for same reasons (closer for sharing spells, and keeping shared see invis is important, so can be closer if needed)
Generally march order will be Yetib, Khayless, Ranos, Qhordryn, with the understanding that the first blast of firebreath will hurt
A nice way to engage would be something like
Buffs:
Q:
(drop 3 scrolls of shocking grasp and have Ranos pick them up)
Mage Armor
Invis
See invis scroll (shared)
Mirror Image
Shield
K:
Mage Armor
Shield
AS: Trog
(Ranos will buff in round 1 on Khayless with Resist Energy: Fire (Scroll) – repeat until UMD succeeds; if critical fail will let Khalyess buff self)
Engage:
Round 1:
(assuming foe is invisible; if he’s visible to start with, skip faerie fire/glitterdust and instead have Ranos use first “Suggestion” as below, then his wand of MMCL1)
Ranos: - Faerie Fire (scroll) – if unsuccessful, shout location and Khayless will instead Glitterdust this round and Enervation next round
Yetib: Tanglefoot
Khayless: Enervation
Qhordryn: Phantasmal Killer
If that fails, move on-
Round 2:
Khayless: Sonic Scorching Ray from memory
Ranos: (if Q hurt, CLW wand, otherwise, first use Suggestion power to suggest Lilend move into the acid “I suggest you submerge yourself in those potent magical waters, they will protect you from these spells”, then after that use Wand MM CL1)
Yetib: use Suggestion power to suggest Lilend move into the acid (“I suggest you submerge yourself in those potent magical waters, they will protect you from these spells&rdquo
Qhordryn: if Dragon is clearly buffed by protective spells, Dispel Magic
Round 3:
Khayless: Sonic Fireball if can do so without injuring the crew, else Shocking grasp with Yetib the toucher (unless the dragon breathed electricity or Yetib is dead; in that case use Wand MM CL5 to death; regardless, after Shocking grasp happens switch to Wand of MM CL5 to death)
Ranos: (if Q or K hurt, CLW wand (priority Q, then K), otherwise Wand MM CL1)
Yetib: attack with bow shots
Qhordryn: MM from memory, then Wand MM CL5 to death
Share all beneficial spells
If MM not working and/or Shield spell identified on foe, Qhordryn will Dispel Magic after first Phantasmal Killer (if that fails)
If grappled, Dimension door (far away)
If Khayless is ever incapacitated (unconscious, dead, dying, or grappled), Qhordryn will try 2nd Phantasmal Killer instead of whatever else is specified
If Mirror Image down to 2 images rebuff it
If Ranos gets a 1 with UMD checks and can’t use Wand MM CL1 to attack, use shocking grasp scroll, turn invisible and attack, then turn invis (to avoid AoOs) recast and re-attack up to 3 times. Q
[Prefight Locations and Initiative] Qhordryn del Khessin starts in area 1 at (2,31) with 3 scrolls of shocking grasp (CL3) and a scroll of see invisibility (CL3) in hand. Initiative 12 -- Ranos starts at (3,31) with a scroll of resist energy (CL3, fire). Initiative 6 -- Khayless starts at (3,30) with nothing in hand. Initiative 22 -- Yetib starts at (2,30). Initiative 17 Lilly starts in area 4 at (2,3) with a potion of bear's endurance (CL3) and a potion of shield of faith (CL6). Initiative 23
[Round 1] Lilly drinks the potion of shield of faith and draws a scroll of mirror image. Khayless casts mage armor from memory. Yetib moves out to (2,28) and draws a tanglefoot bag. Qhordryn drops the shocking grasp scrolls and casts mage armor from memory. Ranos tries to activate the resist energy scroll on Khayless [UMD 38 vs DC20+3, success]
With a +13 modifier and only ~120ft of distance - Lilly automatically can hear well enough to know general location - which is good enough for now.
[Round 2] Lilly drinks the potion of bear's endurance. Khayless casts shield from memory. Yetib stays put and readies to throw Qhordryn casts invisibility from memory. Ranos picks up the scrolls of shocking grasp and stows them.
[Round 3] Lilly casts mirror image from the scroll [1d4+1=4] and draws a scroll of expeditious retreat (CL2) Khayless casts alter self from memory and turns into a troglodyte. Yetib stays put and readies to throw. Qhordryn casts See Invisibility from the scroll and shares it withRanos. Ranos moves to (2,30) and refreshes invisibility (so that the scrolls of shocking grasp turn invisible)
[Round 4] Lilly casts expeditious retreat from the scroll and draws a scroll of silence (CL4) Khayless moves to (2,26) and readies enervation on sight. Yetib moves to (2,24) and readies to throw Qhordryn casts mirror image from memory [1d4+2=5] Ranos draws a scroll of faerie fire and readies to cast it on sight of the lillend..
[Round 5] Lilly casts silence from the scroll and moves to (7,3) and draws his magical short sword. Khayless readies enervation. Yetib stays put and readies to throw Qhordryn casts shield from memory. Ranos readies.
[Round 6] Lilly double moves to (11,9) Khayless readies enervation. Yetib stays put and readies to throw Qhordryn signals his readiness to move. Ranos readies.
[Round 7] Lilly double moves to (13,17) Khayless moves to (4,21) and readies enervation. Yetib moves to (6,21) and readies to throw Qhordryn moves to (3,23) Ranos moves to (3,22) and readies faerie fire on sight.
[Round 8] Lilly moves to (11,20), when it triggers Ranos's ready action [UMD 43! vs DC20+3, success]. Ranos successfully outlines all of the images. Yetib's ready action triggers [5 (image), 24 vs AC12+4, hit (Image destroyed)] Khayless elects not to cast enervation. Lilly's cover blown, and unable to close to melee, breathes fire down the hall [15 (Ranos), 21 (Khayless), 18 (Yetib) vs DC16+2, Ranos fails; Dmg 6d8=31/2=15 (10 damage to Ranos, 5 damage to Khayless) Khayless delays for Qhordryn. Qhordryn decides the mirror images are a problem for his plans, so he casts dispel magic [26 vs DC11+3, success] Khayless casts enervation at Lilly [15 vs AC12+3+4, miss]
[Round 9] Ranos heals 2 and readies to use Suggestion when the Lillend gets in range. Yetib uses suggestion on Lilly, but it doesn't seem to work. Lilly moves to (8,22), drawing his silver short sword and triggering Ranos's ready, but the suggestion fails and attacks Yetib with it [17! (automiss)] Qhordryn casts phantasmal killer [Will 17 vs DC26, fail; Fort 30 vs DC26, success; Dmg 3d6=9] Khayless, suddenly aware that he can't hear anything, steps back to (3,21) and draws and uses a wand of magic missile (CL5) [3d4+3=14]
All of Khayless's spells to use were sonic based or required staying in close.
Qhordryn 39/39, Mage Armor (<8 hours), See Invisibility (ends 33), Mirror Image (5 images), Shield (ends 85) -- Ranos 11/19, See Invisibility (shared) -- Khayless 21/26, Mage Armor (<7 hours), Resist Energy (Fire 10, ends 301), Shield (ends 72), Alter Self (Trog, end 703) -- Yetib 13/13 Lilly 36+14/59+14, Shield of Faith (ends 61), Bear's Endurance (ends 32), Expeditious Retreat (ends 24), Silence (ends 401)
[Round 10] Ranos heals 2 and draws and uses a wand of magic missile (CL1) [1d4+1=2] Yetib takes a 5ft step back, draws his bow and fires [22 vs AC23+3, miss] Lilly moves forward to base Yetib and attacks with his sword [19 vs AC24+1, miss] Qhordryn, unable to cast because of the silence spell and unable to back up and still see the Lillend, backs up to (2,28) and readies to cast magic missile from memory. Khayless moves to (2,26) and readies to use the wand.
Qhordryn 39/39, Mage Armor (<8 hours), See Invisibility (ends 33), Mirror Image (5 images), Shield (ends 85) -- Ranos 13/19, See Invisibility (shared) -- Khayless 21/26, Mage Armor (<7 hours), Resist Energy (Fire 10, ends 301), Shield (ends 72), Alter Self (Trog, end 703) -- Yetib 13/13 Lilly 34+14/59+14, Shield of Faith (ends 61), Bear's Endurance (ends 32), Expeditious Retreat (ends 24), Silence (ends 401)
[Round 11] Ranos heals 2 and moves back with Qhordryn to (2,27) and readies to use the wand. Yetib can't move away without getting attacked, but would get attacked for firing the bow in melee or for moving into the lillend's square. He fires an arrow, drawing an AoO [28 vs AC24+1, hit; Dmg 1d8+10-1=14] and Yetib falls unconscious. Lilly moves to (2,25), triggering the readies of each Q, K, and R [4d4+4=14; 1d4+1=5; 3d4+3=12]
Qhordryn 39/39, Mage Armor (<8 hours), See Invisibility (ends 33), Mirror Image (5 images), Shield (ends 85) -- Ranos 15/19, See Invisibility (shared) -- Khayless 21/26, Mage Armor (<7 hours), Resist Energy (Fire 10, ends 301), Shield (ends 72), Alter Self (Trog, end 703) -- Yetib -1/13, dying Lilly 3+14/59+14, Shield of Faith (ends 61), Bear's Endurance (ends 32), Expeditious Retreat (ends 24), Silence (ends 401)
[Round 12] Ranos heals 2 and moves away (3,30) (no AoO since Khayless provides soft cover) and uses the wand [1d4+1=4] Yetib bleeds [78% vs 91%, failed] Qhordryn moves to (3,31), drawing his wand [3d4+3=9] Khayless moves to (2,30), drawing an AoO from Lilly [19 vs AC13+4+4+6, miss] and then uses the wand [3d4+3=12] and kills Lilly.
Qhordryn wins and gains 2700xp +10% (-25% (allies), +35% (politics)) = 2970xp / 4950gp Time Between Fights: 5 hours Prebuffs/Ongoing Effects: Mage Armor (<8 hours, Q, CL8), Mage Armor (<7 hours, K, CL7), Alter Self (Trog, <1 hour, 10 minutes, K, CL7) Items Used: Scroll of See Invisibility (CL3), Scroll of Resist Energy (CL3), Scroll of Faerie Fire (CL1), Tanglefoot Bag, 3 charges from a wand of Magic Missile (CL1), 3 charges from a wand of Magic Missle (CL5, Khayless), 1 charge from a wand of Magic Missile (CL5, Q) Spells or Powerpoints Used: Q (Mage Armor, Mirror Image, Shield, Dispel Magic, Phantasmal Killer, Magic Missile), K (Mage Armor, Shield, Alter Self, Enervation) Abilities Used: Ranos used Suggestion, Yetib used Suggestion Free Activity: Craft: Painting +359gp, 4sp
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Well, if I can get to him before his AC is astronomical, this might not be too bad. I'm still likely to be facing a 26AC before I get to him though... blech!
Start off mounted on Silencia with lance and a dose of drow poison in hand. Round 1 - activate darkness SLA and move out on Silencia.
If I am able charge him in round 2 - do so. If not - dose up the poison on the lance while moving. If, while doing this, I can move to threaten with the lance - do so. Draw my wand of divine favor (CL1) on the second move regardless.
Round 3 - If I am able to charge, move and attack, etc - do so. If not - move to close distance and use the wand.
Ok - now I want to force melee if I have thus far been unsuccessful. I would love to start with a charge - but regardless, get into melee and attack with the lance. On the first attack, use smite good for +4 to hit and damage.
After the initial attack, if I hit, use deadly touch on the following round for the full 16hp. If I don't hit on the initial attack, save the deadly touch for after I've hit at least twice.
In general, use ride to use my mount for cover. I have an aura of despair which gives him a -2 on saves.
Rebuff divine favor if we're engaged that long.
If Silencia is killed and the dose of poison has been used, draw rapier and drop the lance.
Ok, begin in the corner of my box closest to the center with scroll of mage armor in hand. First round, mage armor (from the scroll), draw a scroll of cat's grace, and 5' toward the center. Second round, shield (from memory) and 5' toward the center. Third round, cat's grace, and draw my siangham. Once that's done, use resistance and then begin taking total defense until he shows up. If at any time during the buffing he can attack me with a charge next round (and I don't have cover from him currently or he otherwise likely saw me), take total defense and then continue buffing (through cat's grace) after the charge.
Once he arrives, FoB the horse with my siangham; if I can't, then FoB with an unarmed attack; if I can't do that either, attack Eranor with my siangham (or draw it if I haven't.) The point here is that Mounted Combat can only block one attack per round.
Once the horse is down, then grapple him to death (I get 2 grapple attempts per round, and at a bonus 1 higher than his).
Round 0 Qelenian goes first in square 2, Eranor in 4.
Round 1 Qelenian uses mage armour and shifts in while drawing another scroll. Eranor hears him faintly and closes in on Eranor while using darkness to counter his blindness.
Qelenian 32/32 HP 22 AC Eranor 38/38 HP 21 AC Silencia 19/19 HP 13 AC
Round 2 Qelenian casts shield and shifts again. Eranor poisons his lance and close in to threaten.
Qelenian 32/32 HP 26 AC Eranor 38/38 HP 21 AC Silencia 19/19 HP 13 AC
Round 3 Qelenian shifts away, using the scroll of cat’s grace (barely) and drawing his weapon. Qelenian attacks with his lance, using smite good, but his attack misses.
Qelenian 32/32 HP 28 AC Eranor 38/38 HP 21 AC Silencia 19/19 HP 13 AC
Round 4 Qelenian attacks the horse, both attacks connecting for 11 damage. Eranor attacks, missing again, as so many of Qelenian’s foes have.
Qelenian 32/32 HP 28 AC Eranor 38/38 HP 21 AC Silencia 8/19 HP 13 AC
Qelenian 32/32 HP 28 AC Eranor 38/38 HP 21 AC Silencia -8/19 HP 13 AC
Round 7 Qelenian grabs Eranor and crushes him for 2 damage. Eranor’s tactics are unfortunately quiet on grapples. Given that Qelenian is at such an advantage in agrapple, Eranor should escape. He fails, though. Silencia bleeds.
Qelenian 32/32 HP 28 AC Eranor 36/38 HP 21 AC Silencia -9/19 HP 13 AC
Round 8 Qelenian pummels Eranor for another 3, but fails to get him the second time. Eranor fails to escape. Silencia bleeds out.
Qelenian 32/32 HP 28 AC Eranor 33/38 HP 21 AC
Round 9 Same story, first blow hits for 5, second misses, Eranor fails to escape.
Qelenian 32/32 HP 28 AC Eranor 28/38 HP 21 AC
Round 10 Qelenian sneezes, completely letting go of Eranor who escapes.
Qelenian 32/32 HP 28 AC Eranor 28/38 HP 21 AC
Round 11 Qelenian misses, then he grabs Eranor who shakes him off. Eranor, as frustrated as any who have faced Qelenian, thrusts his lance perfectly into Qelenian, doing 7 damage. Qelenian shakes off the poison, but is still wounded.
Qelenian 25/32 HP 28 AC Eranor 28/38 HP 21 AC
Round 12 Qelenian holds no gladness for having been struck and grasps Eranor and crushes his throat then his ribs, doing 12 damage. With a 45% escaqpe chance, no poison, and a rapier that does only a hurts a little more and only on a 20, he figure he should hurt him in grapple. His rage comes out for 6 damage.
Qelenian 19/32 HP 28 AC Eranor 16/38 HP 21 AC
Round 13 Qelenian again crushes him for 6 damage. Again, interpretation of tactics. Using death touch in a touch attack has a 40% hit chance and a 25% with cat’s grace and dodge. A grapple delivery has a 45 % chance. Since escaping is difuclt, he will grapple deliver his touch attack. His grapple fails.
Qelenian 19/32 HP 28 AC Eranor 16/38 HP 21 AC
Round 14 Qelenian does another 9 damage by smothering Eranor. Eranor fails to do any return damage.
Qelenian 19/32 HP 28 AC Eranor 7/38 HP 21 AC
Round 15 Qelenian agin fails to crush Eranor, who gets in a glancing blow for 3 damage.
Qelenian 16/32 HP 28 AC Eranor 7/38 HP 21 AC
Round 16 Qelenian curshes Eranor twice for 5. Eranor fails to do any return damage.
Qelenian 16/32 HP 28 AC Eranor 7/38 HP 21 AC
Round 17 Qelenian snaps Eranor’s neck, finishing the fight.
Qelenian wins and gains 1950 xp and 2166.6 gp Time Between Fight:5 hours Prebuffs/Ongoing Effects: none Items Used: Scroll Cat’s Grace, Scroll Mage Armour Spells or Powerpoints Used: 1 SL (shield) x/day Abilities Used: none Free Activity: guard
Eranor Loses and gains 544 xp and 584 gp Time Between Fight:5 hours Prebuffs/Ongoing Effects: Silencia dead Items Used: 1 Dose Drow Poison Spells or Powerpoints Used: None x/day Abilities Used: none Free Activity: guyard
Begin in 5,5 or equivalent. Buff with mage armor (memory), shield (scroll), cat's grace, owl's wisdom, and then begin shooting at him with my bow until he'll be able to attack next round (including with a charge.) At that point, drop my bow, draw my siangham, and take total defense. Once he bases, begin FoB'ing him until dead. Replace my spells when they're about to run out, just leave one owl's wisdom for next fight. If I lose my siangham, switch to unarmed.
If he tries to grapple me (or use any other combat maneuver) it provokes an AoO; use that AoO to attack him and thereby disrupt the maneuver. If his grapple succeeds anyway, use FoB grappling to escape.
If he is trying to grapple, and I am not at full attack bonus (either I don't have Cat's Grace up or I'm not using my siangham), don't FoB, just single attack.
If prone and he threatens me, take total defense and then get up.
This is never going to be easy, but I'd like to think it is...
Start off at corner closest to center with both dorjes in hand.
Round 1 - move towards Q and manifest Force Screen Round 2 - move towards Q use dorje of offensive precognition Round 3 - move towards Q use dorje of offensive prescience Round 4 - drop both dorjes and draw greatsword while double moving.
At this point, I want to charge to melee. If the hedge is in the way - jump it. Otherwise, just get to melee. Use psionic weapon on the charge.
Regardless of whether the charge hits, try to start a grapple after that. Once in a grapple, grapple for damage until he's dead.
Qelenian acts first, in box 3 (92,5), holding scroll of shield Bully acts second, in box 1 (8,89), holding dorjes The gladiators see each other.
Round 1: Qelenian casts mage armor CL1 from memory (dodges Bully) Bully moves (15,82) and manifests force screen ML2
Round 2: Qelenian casts shield CL2 from scroll Bully moves (22,75) and uses dorje of offensive precognition ML1
Round 3: Qelenian successfully casts cat’s grace CL3 from scroll Bully moves (to 29,68) and uses dorje of offensive prescience ML1
Round 4: Qelenian successfully casts owl’s wisdom CL3 from scroll, draws bow Bully drops dorjes, draws greatsword, double moves (43,54)
Qelenian 32/32 AC 18 (+4MA +4Sh +1dodge +2CG +2OW=31) t18 (buffed 23) | Mage armor (long), Shield 22, Cat’s Grace 33, Owl’s Wisdom 34 Bully 47/47 AC 18 (+4FS = 22) | Force Screen 21, Off Precog 12, Off Presc 13, focused
Round 5: Qelenian shoots with bow (360’ away) – miss Bully double moves (running is not in tactics, double move clearly is) www.identicalsoftware.com/coco/coco.php/... />
Round 6: Qelenian shoots with bow (255’ away) – hits for 8 Bully double moves
Qelenian 32/32 AC 18 (+4MA +4Sh +1dodge +2CG +2OW=31) t18 (buffed 23) | Mage armor (long), Shield 22, Cat’s Grace 33, Owl’s Wisdom 34 Bully 39/47 AC 18 (+4FS = 22) | Force Screen 21, Off Precog 12, Off Presc 13, focused
Round 7: Qelenian shoots with bow (150’ away) – miss Bully double moves www.identicalsoftware.com/coco/coco.php/... width="208" height="248" />
Round 8: Qelenain drops bow (free), draws siangham (move), takes total defense (std) for +6 dodge to AC Bully charges, using psionic weapon on attack - missing www.identicalsoftware.com/coco/coco.php/... />
Round 9: Qelenian attacks with flurry of blows using siangham – missing twice Bully attempts to grapple – provokes an AoO – missing; touch attack succeeds; opposed grapple – succeeds (holds for 8 damage); Bully moves into Qelenian’s space
Qelenian 24/32 AC 18 (+4MA +4Sh +1dodge +2CG +2OW=31) t18 (buffed 23) | Mage armor (long), Shield 22, Cat’s Grace 33, Owl’s Wisdom 34 Bully 39/47 AC 18 (+4FS = 22) | Force Screen 21, Off Precog 12, Off Presc 13
Round 10: Qelenian uses flurry of blows to grapple to escape grapple – escapes grapple Bully attempts to grapple – provokes an AoO – hits for 9, disrupts grapple attempt
Qelenian 24/32 AC 18 (+4MA +4Sh +1dodge +2CG +2OW=31) t18 (buffed 23) | Mage armor (long), Shield 22, Cat’s Grace 33, Owl’s Wisdom 34 Bully 30/47 AC 18 (+4FS = 22) | Force Screen 21, Off Precog 12, Off Presc 13
Round 11: Qelenian attacks with flurry of blows using siangham – hits for 3, 6 Bully attempts to grapple – provokes an AoO – hits for 8, disrupts grapple attempt
Qelenian 24/32 AC 18 (+4MA +4Sh +1dodge +2CG +2OW=31) t18 (buffed 23) | Mage armor (long), Shield 22, Cat’s Grace 33, Owl’s Wisdom 34 Bully 13/47 AC 18 (+4FS = 22) | Force Screen 21, Off Precog 12, Off Presc 13
Round 12: Qelenian attacks with flurry of blows using siangham – hits for 9 Bully attempts to grapple – provokes an AoO – hits for 8, downing Bully
Plains can be good, but he gets alot of free shots at me.
{from later message: Drink an antitoxin at start just because. Then draw flail and move out.} Start as close to center as possible with flail and shield and close in as quickly as possible wihtout running. If he is not seen, close to center until he is seen. Once at 300', begin single moving and using combat expertise+attacking defensivly for +6 AC. Once in melee, trip follow up disarm/pickup his weapon. Trip follow up attack if he has no weapon or an improvised weapon like an arrow.
If he is moving away from me, just double move pursue him.
Well this guy is pretty much my bane, but not much I can do about it now...
Trap triggers - but doesn't have a good chance of hitting. I'll use rob store to get me a +1 Sleep Arrow (132gp).
Start off at the default with bow in hand. Move out and ready to fire the arrow when Jerod is within 1 range increment and doesn't have cover. If I see him and he's not within 1 range increment or has cover, fire an arrow and move away. If it hits and he's knocked out, move in and CDG with an arrow. If he's not knocked out, fire additional arrows until he comes to melee and then draw rapier and fight with full combat expertise in melee.
If I am knocked prone, use full combat expertise and fight defensively and then stand up.
Illendil’s block swings at Jerod, who neatly deflects it with his shield. [Prefight locations and Initiative] Illendil Oratith starts in area C with bow in hand. Initiative 12. Jerod starts in area D with antitoxin in hand. Initiative 8.
Illendil Oratith: (92,5) 16/16 HP, 22 AC Jerod: (8,8) 37/37 HP, 22 AC
[Round 1] Illendil Oratith sees Jerod at the start, so he fires an arrow, which Jerod neatly sidesteps. He then moves to 96,1. Jerod drinks the antitoxin and draws the flail while moving to 14,3.
Illendil Oratith: (96,1) 16/16 HP, 22 AC Jerod: (14,3) 37/37 HP, 22 AC
[Round 2] Illendil Oratith fires an arrow again, but it lands at Jerod’s feet. He then moves to 96,7. Jerod double moves to 28,7.
Illendil Oratith: (96,7) 16/16 HP, 22 AC Jerod: (28,7) 37/37 HP, 22 AC
[Round 3] Illendil Oratith fires an arrow again, but it bounces off Jerod’s armor. He then moves to 96,13 Jerod double moves to 41,13.
Illendil Oratith: (96,13) 16/16 HP, 22 AC Jerod: (41,13) 37/37 HP, 22 AC
[Round 4] Illendil Oratith fires an arrow again, hitting for 5 damage. He then moves to 96,19 Jerod swings his flail in a defensive pattern and moves to 47,18.
Illendil Oratith: (96,19) 16/16 HP, 22 AC Jerod: (47,18) 32/37 HP, 22+6 AC
[Round 5] Illendil Oratith fires an arrow again, but it lands at Jerod’s feet. He then moves to 96,25 Jerod swings his flail in a defensive pattern and moves to 53,23.
Illendil Oratith: (96,25) 16/16 HP, 22 AC Jerod: (53,23) 32/37 HP, 22+6 AC
[Round 6] Illendil Oratith fires an arrow again, but Jerod’s flail deflects it. He then moves to 96,31 Jerod swings his flail in a defensive pattern and moves to 59,28.
Illendil Oratith: (96,31) 16/16 HP, 22 AC Jerod: (59,28) 32/37 HP, 22+6 AC
[Round 7] Illendil Oratith fires an arrow again, but again misses. He then moves to 96,37 Jerod swings his flail in a defensive pattern and moves to 65,33.
Illendil Oratith: (96,37) 16/16 HP, 22 AC Jerod: (65,33) 32/37 HP, 22+6 AC
[Round 8] Illendil Oratith fires an arrow again, but it bounces off Jerod’s armor. He then moves to 96,43 Jerod swings his flail in a defensive pattern and moves to 71,38.
Illendil Oratith: (96,43) 16/16 HP, 22 AC Jerod: (71,38) 32/37 HP, 22+6 AC
[Round 9] Illendil Oratith fires an arrow again, but it flies into the stands, and is caught by a fan who later gets it autographed and sells it for 1000gp. Illendil then moves to 96,49 Jerod swings his flail in a defensive pattern and moves to 77,43.
Illendil Oratith: (96,49) 16/16 HP, 22 AC Jerod: (77,43) 32/37 HP, 22+6 AC
[Round 10] Illendil Oratith fires an arrow again, but it turns into a butterfly midflight. A drunk wizard in the stands ends up in major trouble. Illendil then moves to 96,55 Jerod swings his flail in a defensive pattern and moves to 83,48.
Illendil Oratith: (96,55) 16/16 HP, 22 AC Jerod: (83,48) 32/37 HP, 22+6 AC
[Round 11] Illendil Oratith takes aim and fires his sleep arrow, but it bounces off Jerod’s armor. Illendil then moves to 96,61 Jerod swings his flail in a defensive pattern and moves to 88,54.
Illendil Oratith: (96,61) 16/16 HP, 22 AC Jerod: (88,54) 32/37 HP, 22+6 AC
[Round 12] Illendil Oratith fires an arrow again, but Jerod’s flail gets in the way again. Illendil then moves to 96,67 Jerod swings his flail in a defensive pattern and moves to 91,61.
Illendil Oratith: (96,67) 16/16 HP, 22 AC Jerod: (91,61) 32/37 HP, 22+6 AC
[Round 13] Illendil Oratith fires an arrow again, and hits a crack in Jerod’s armor for 6 damage. He then moves to 96,73 Jerod swings his flail in a defensive pattern and moves to 94,68.
Illendil Oratith: (96,73) 16/16 HP, 22 AC Jerod: (94,68) 26/37 HP, 22+6 AC
[Round 14] Illendil Oratith fires an arrow again, but it is again deflected by Jerod’s flail. He then moves to 96,79 Jerod swings his flail in a defensive pattern and moves to 95,76.
Illendil Oratith: (96,79) 16/16 HP, 22 AC Jerod: (95,76) 26/37 HP, 22+6 AC
[Round 15] Illendil Oratith fires an arrow again, but Jerod blocks it with his shield. He then moves to 96,85 Jerod moves up to 96,84 and tries to trip Illendil, but the elf dodges.
Illendil Oratith: (96,85) 16/16 HP, 22 AC Jerod: (96,84) 26/37 HP, 22 AC
[Round 16] Illendil Oratith drops his bow, draws his rapier, and attacks cautiously, but misses. Jerod again attempts to trip Illendil, but the elf dodges.
Illendil Oratith: (96,85) 16/16 HP, 22+3 AC (15+3 touch) Jerod: (96,84) 26/37 HP, 22 AC
[Round 17] Illendil Oratith attacks cautiously again, but nearly pokes himself with his weapon. Jerod again attempts to trip Illendil, but does no better than his foe.
Illendil Oratith: (96,85) 16/16 HP, 22+3 AC (15+3 touch) Jerod: (96,84) 26/37 HP, 22 AC
[Round 18] Illendil Oratith attacks cautiously again, but misses again. Jerod again attempts to trip Illendil, but nearly drops his flail.
Illendil Oratith: (96,85) 16/16 HP, 22+3 AC (15+3 touch) Jerod: (96,84) 26/37 HP, 22 AC
The arena wizards find the crazy man who’s been hexing both combatants for the past 2 seconds, and haul him away.
[Round 19] Illendil Oratith attacks cautiously again, but merely hits Jerod’s armor. Jerod again attempts to trip Illendil, but once again the elf dodges.
Illendil Oratith: (96,85) 16/16 HP, 22+3 AC (15+3 touch) Jerod: (96,84) 26/37 HP, 22 AC
[Round 20] Illendil Oratith attacks cautiously again, but Jerod dodges. Jerod again attempts to trip Illendil, and this time succeeds. He then follows up by pulling Illendil’s weapon out of his grasp, and then picks it up (with his weapon hand).
Illendil Oratith: (96,85) 16/16 HP, 22+3-4 AC (15+3 touch) Jerod: (96,84) 26/37 HP, 22 AC
[Round 21] Illendil Oratith realizes he has to get his weapon back, so he gets up (taking 4 damage from Jerod’s attack of opportunity), and then cautiously tries to grab it back, and manages to do so. (Pitlord ruling: Since Jerod has his hand too full to wield the rapier, and has to hold it in his pinky or the like, it counts both as something that is not a melee weapon and as poorly secured.) Jerod again attempts to trip Illendil, but Illendil manages to keep his balance.
Illendil Oratith: (96,85) 12/16 HP, 22+3 AC (15+3 touch) Jerod: (96,84) 26/37 HP, 22 AC
[Round 22] Illendil Oratith cautiously attacks again, but hits Jerod’s armor again. Jerod again attempts to trip Illendil, but Illendil dodges.
Illendil Oratith: (96,85) 12/16 HP, 22+3 AC (15+3 touch) Jerod: (96,84) 26/37 HP, 22 AC
[Round 23] Illendil Oratith cautiously attacks again, and hits for 1 damage. Jerod again attempts to trip Illendil, but misses totally.
Illendil Oratith: (96,85) 12/16 HP, 22+3 AC (15+3 touch) Jerod: (96,84) 25/37 HP, 22 AC
[Round 24] Illendil Oratith cautiously attacks again, and hits for 4 damage. Jerod again attempts to trip Illendil, but again the elf manages to keep his balance.
Illendil Oratith: (96,85) 12/16 HP, 22+3 AC (15+3 touch) Jerod: (96,84) 21/37 HP, 22 AC
[Round 25] Illendil Oratith cautiously attacks again, but Jerod blocks it with his shield. Jerod again attempts to trip Illendil, but again misses. The arena wizards start testing for more hexing.
Illendil Oratith: (96,85) 12/16 HP, 22+3 AC (15+3 touch) Jerod: (96,84) 21/37 HP, 22 AC
[Round 26] Illendil Oratith cautiously attacks again, and hits for 2 damage. Jerod manages to trip Illendil, and again knocks away and grabs his weapon.
Illendil Oratith: (96,85) 10/16 HP, 22+3-4 AC (15+3-4 touch) Jerod: (96,84) 21/37 HP, 22 AC
[Round 27] Illendil Oratith again picks himself up (avoiding Jerod’s flail) and cautiously attempts to grab his weapon back, but this time Jerod is ready for him and slaps his arm with the flail for 5 damage. Jerod puts away the rapier and then trips Illendil; he follows up with an attack that is blocked by the elf’s armor.
Illendil Oratith: (96,85) 5/16 HP, 22+3-4 AC (15+3 touch) Jerod: (96,84) 21/37 HP, 22 AC
[Round 28] (Pitlord note: attacking now would have to be done unarmed, provoking an AoO and pretty much defeating the purpose. So I’m doing total defense instead). Ilendil cautiously gets up, but Jerod hits him anyway with the flail for 6 damage, knocking him out. Illendil Oratith: (96,85) -1/16 HP, 22+4 AC (15+4 touch) Jerod: (96,84) 21/37 HP, 22 AC
Well, the map isn't so great, and he's got a good spell selection, but slow enemies are Thanio's specialty.
Begin in 4,31 or equivalent with enchanted bow and buckler. First round, cast expeditious retreat (note that I have CL 2, despite the mistake on my sheet) and make my way to 12,20 or equivalent. Once there, cast resistance, wait for him (shout if needed), and once I see him 5' to begin shooting.
Jump the water to avoid double movement costs if I can.
When shooting, if single moving will prevent him from reaching me next turn, or prevent him from reaching and attacking me (with move+attack or charge) next turn, single shoot and move. If not, rapid shoot, but 5' it if will negate cover or gain me cover (gaining myself cover is more important). If he's based, use a withdraw to get away without an AoO. Whichever I do, fight defensively if I lack cover (or he can negate my cover) or his elementals can attack me or he has a spiritual weapon active.
My targets are first the elementals, and then Dentik. Any elemental with something of mine is top priority.
If I lose my bow by whatever method, use the second one. If I lose the second one, rage and go into melee with my axe.
If he casts spiritual weapon, use a potion of SoF CL 2, unless I have Cat's Grace up.
If blinded, use synesthete. Note that if he then dispels me it automatically succeeds against his blindness.
If dispelled, whether it removes anything or not, use Cat's Grace.
If poisoned (which shouldn't happen, as I'm avoiding letting him get a melee attack), use antitoxin.
If hit by Spike Stones, get out of that area (double move if needed) and then use my wand to heal (and thereby remove the movement penalty).
If at 24 or less hit points, get away and use my wand to heal back up until I'm at 40 or higher.
Start off at the default with both elementals adjacent to me. Like usual, cast bless from memory and send them below ground with instructions to come up only when I stomp the floor with a free action. This time, once Thanio is found, send them behind him to block escape routes.
Buffing: Bless, Shield of Faith on self, Spectral hand from gauntlets, Aid on self and then bestow curse into the hand and hold it. Move out, drawing longspear.
Once Thanio is found, touch him (preferably from cover) until I succeed. If he resists the curse, cast again and try again. The curse is for 50% chance to act. While trying to curse him, send the elementals out to prevent him from escaping. Their job, once behind him is to attack from the cover of the ground and try to sunder anything in his hands - bow or wand especially.
Once a curse succeeds or if I failed at both, cast command (or move in and cast command) and tell him to drop anything in hand. Now move in and attack. If at least one bow is sundered, the elementals can start just attacking for damage once we are in melee and flanking. If Dentik gets to melee and Thanio still has a bow out, drop the longspear, draw mace into melee and sunder it. Sunder any wand in hand too.
After that, just attack until Thanio goes down. Hopefully the curse will work and I'll get a couple of rounds without him attacking or doing anything.
Don't forget to account for Dentik's DR (3/--) from his armor - its likely to be a big factor here.
Thanio 48/48 HP 25 AC Dentik 60/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 8 Thanio shoots Dentik, hitting only once for 12-3. Dentik tries to touch Thanio, succeeding. Thanio completely fails his save and finds himself oddly compelled towards a stupor.
Thanio 48/48 HP 25 AC Dentik 51/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 9 Thanio fires again, resisting the urge to stare blankly into space. He hits once for 12 damage-3. Dentik cast command and moves in while ordering his elementals to surface around Thanio. Thanio easily resists the will save, but he is totally suprised by seeing the elemantals around him. He manages to dodge one, but the other strikes his bow for 2 damage.
Thanio 48/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 10 Thanio suddenly find himself in a much less favorable situation, but sees a member of the auidience who fascinates him. He begins contemplating who would want to sit in the sewers to watch an event… Dentik stabs Thanio’s bow somehow, but does no damage. The elementals sunder, but fail.
Thanio 48/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 11 Thanio continues to contemplate the variety of smells he is experiencing… Dentik drops his spear, draw his Morningstar, and moves in to sunder. He does 5 damage. The elementals attack, one hitting the bow for 8 damage and breaking it.
Thanio 48/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 12 Thanio, feeling the bow break, suddenly begins contemplating how bad his situation is. While Thanio contemplates this, Dentik begins an all out assault for 25 damage, making Thanio contemplate how much worse his situation is getting.
Thanio 23/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 13 Thanio finally breaks out of his stupor to find himself in the worst possible situation. He withdraws, taking 2 AoO for 18 damage. Dentik and allies move to pursue, the elementals moving underground.
Thanio 5/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 14 Thanio begins contemplating his wand, then snaps out of it and uses it, healing 8. Pursuit continues.
Thanio 13/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 15 Thanio begins contemplating how his bruises clear up with the wand. He finds a bruise in the shape of Mother Theresa and begins contemplating if he should really heal it. Pursuit continues.
Thanio 13/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 16 Thanio breaks out of his tupor again and heals the Mother Theresa bruise. Unfortunatly, it was ony on his pinky, so he heals 2 damage. The elementals pop up out of the ground and attack the wand, one of them snapping it.
Thanio 13/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 17 Thanio contemplates the broken half of the wand sparkling in his hand. The elementals attack as Dentik gets in close. Both miss, though.
Thanio 13/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 18 Thanio runs for it. Dentik pursues.
Thanio 13/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 19 Thanio contemplates his other bow. Pursuit continues.
Thanio 13/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 20 Thanio moves and readies while drawing ih well contemplated bow. Pursiuit continues.
Thanio 13/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Round 21 Thanio readies again. The elementals pop up around Thanio one getting shot. The rocks don’t really mind, though, as they pummel Thanio for 23 damage.
Thanio -10/48 HP 25 AC Dentik 42/63 HP 24 AC Rock-of-Falling-Chasm 30/30 HP 18 AC Stone-of-Erupting-Volcano 30/30 HP 18 AC
Dentik wins and gains 1920 xp and 2720.7 gp Time Between Fight:1 hours Prebuffs/Ongoing Effects: none Items Used: None Spells or Powerpoints Used: 8 SL (Bless, Bestow Curse, Aid, Shield of Faith, Command) x/day Abilities Used: One use gauntlet Free Activity: guard
Thanio Loses and gains 1000 xp and 1,416.7 gp Time Between Fight:1 hours Prebuffs/Ongoing Effects: None Items Used: 5 Arrows Spells or Powerpoints Used: 1 SL, 1 Cantrip (resistance, Expedious Retreat x/day Abilities Used: none Free Activity: Perform 128