Ugh.... not an easy fight. His STR makes tripping hard, but tripping stops him from full attacking....
Round 1, start close to center with shield and potion of shield of faith. Drink and draw flail. Then single move out, using defnsive trick for +7 AC. Once he has attacked in melee, and not before because I'd love him to waste a tanglefoot bag on me while I have +7 touch AC, use standard to try to trip. Keep move to pick up flail if he counter trips succesfully and I will drop flail instead of being tripped. The AoO isn't too bad considering that he already has 4 attacks a round. Follow up to kill, and hopfully he'll die quickly.
If I'm at 20 hp or below, rage and outburst and kill directly, not tripping. I'll need only 2 average hits in that mode and I'll get 10- extra hp, but I'd rather use it as a last resort.
If he is refusing to go melee and I am being threatened by actual damage somehow, chase him down. Keep doing defense and waiting for him if he is using fresh nets or tanglefoot bags. If he keeps throwing an unfolded net or is refolding it, just engage.
Well he's got more than twice my hitpoints, but I have a better shot at hitting him and many more attacks per round. Hopefully that will work enough in my favor to eke out a win.
Start off at the corner closest to the center with my deepcrystal net in one hand, a bola in the second and the other two empty.
Move to the corner of my starting area (8,21 or equivalent). If I can - hide here and ready to throw the bola (to trip) if he gets within 20ft. If he sees me, close in and ready to throw the net when he's within range (10ft).
If I am hiding, give him 2-3 rounds to trigger my ready. If he hasn't come close enough, move out and ready to throw the net on him coming in range. Note that entangling from the net would negate a charge - so hopefully that will help protect me.
If I miss with the first net, just go without it and engage with full attacks in melee. If I have anything else in hand when I engage, drop it before full attacking.
If I hit with the net, drop the trailing rope. I shouldn't need to keep him close - so it's fine if he thinks that will help him.
If tripped, just stand back up. If grappled, try to escape the grapple. Do not use blood frenzy here.
Rac’quin acts first, in box 1, holding bola and deepcrystal net (and having 2 hands free, freakishly!) Jerod acts second, in box 2, holding shield and potion of shield of faith
Round 1: Rac’quin moves in the dimly lit shadows, ducking behind the statues, into his hiding corner, quietly spinning his bola (readies to throw if Jerod within 20 feet) Jerod drinks his potion and draws his flail
Round 2: Rac’quin readies to throw his bola if Jerod is within 20’ Jerod single moves out, heading North, and attacks the air around himself
Round 3: Rac’quin readies Jerod single moves, attacking the air around himself in a defensive pattern, failing to see Rac’quin in the dimly lit cavern.
Round 4: Rac’quin figures Jerod is going to head towards this starting area yet, and in the dimness of the cave the mutant sahuagin can stay hidden reasonably well (and technically “give him 2-3 rounds” with readying may mean this round too, as Rac’quin doesn’t know what Jerod did in round 1 and Jerod could have acted first, thus the readied action could only take effect in 2, 3, and now 4) so readies an action to throw bola when Jerod comes within 20’
Jerod, seeing nothing in starting area 2, heads West, single moving and attacking the air – but he stops just short of Rac’quin’s trigger point; still, Jerod fails to see Rac’quin crouching in the shadows of the cavern.
Round 5: Rac’quin (Pitlord interpretation: the preference seems to be bola, and it’s about to come to fruition in another 5’ – Rac’quin could just step 5’ and throw bola, but wants to do readied actions to disrupt charge; could switch to moving out and readying to throw net, but the initial preference was bola, and he’s about to get to do that – so Rac’quin once again readies to throw bola) Jerod 5’ steps forward (single moving and attacking the air around him for +7 defensively), fails to see Rac’quin, triggers Rac’quin’s ready, and the bola whips out at the flat-footed uncannily dodgey Jerod – (+2, -2 range penalty, vs AC 31) missing; Jerod finishes his move to base Rac’quin
Jerod 44/44 AC 22+2 defl (+7 fighting defensively) | SoF (21) Rac’quin 18/18 AC 24
Round 6: Rac’quin 5’ steps back and throws the net (slight pitlord interpretation, but tactics want the net thrown) – missing Jerod 5’ steps forward and uses defensive trick (waiting for melee attack)
Round 7: Rac’quin full attacks, hitting with 1 claw for 10 Jerod trips Rac’quin, and hits for 10 on the followup
Jerod 34/44 AC 22+2 defl | SoF (21) Rac’quin 8/18 AC 24
Round 8: Rac’quin stands, drawing an AoO, which badly misses, and attacks with a claw, hitting for 10 Jerod trips Rac’quin, but misses with the followup
Jerod 24/44 AC 22+2 defl | SoF (21) Rac’quin 8/18 AC 24
Round 9: Rac’quin stands, drawing an AoO, which misses, and attacks with a claw, missing Jerod hits Rac’quin with his flail, but fails to pull down the mutant – but Jerod holds onto his flail
Round 10: Rac’quin full attacks, hitting with a claw and a bite for 16 damage Jerod rages, outbursts, and abandons his trippy blows to the legs and goes for the kill, slamming the mutant for 13 damage, and knocking him out.
Jerod 8+10/44+10 AC 22+2 defl | SoF (21), Rage (17) +4St+4Co, Outburst (14) +2 str Rac’quin -5/18 AC 24
It’s been a while since both of these bards have fought! And my first thought: he has 2 potions of PfE, and I have 2 dispels… here goes?
Plan: buff, summons, then hinder him and dispel while things kill (hopefully)
Ok:
Try to have Zeus in front, then 5’ blank, then Fayne and Duggles. Ideally animals are also up by Zeus/between Fayne and Duggles. Everyone delays to act right after Fayne (for Dispel/attack purposes). For engaging, it’s probably best for this group to fight in the center area to have space to surround with summons, but really anyplace is fine.
Round 1: Fayne casts Mirror image (2SL), drops rust bag | Duggles picks up rust bag, throws animal in front of group, orders it to defend
Round 2: Fayne casts Invisibility (2SL) | Duggles casts Produce Flame on self
Round 3: Fayne starts inspire courage, moves out, holds tan bag and wand of MM
Walk out until he’s found; when he’s detected, will engage as follows:
First:
--Fayne throws Tan bag behind Ahrin
--Animals all attack
--Duggles starts casting SNAIII for a Dire Wolf (drop Spike Growth) in “optimal position” (and free order Zeus to attack)
Fayne and Duggles making sure to stay out of range of Glaive
Second:
--If summons can’t hurt Ahrin / PfE is up, Fayne casts Dispel Magic (3SL) on Ahrin and moves back (keeping Ahrin out of melee range and with animals/allies between) (if summons able to hurt Ahrin, skip this and go to “third round” and proceed from there)
--Duggles throws produce flames
--All animals attack (ideally trippers first, all with flanking, depending on how things fit, etc)
**From this point on, if Ahrin drinks a potion, Fayne will cast Dispel Magic (3SL) on him next round, no matter what else, this takes priority
Third:
--Fayne engages with Magic Missiles
--Duggles throws produce flames
--animals continue attacking
Thereafter:
--Fayne will engage with MM (exceptions: If Ahrin is not in melee with anyone, then Fayne will use Scorching Ray wand; if Ahrin appears to have Shield up/Magic Missiles aren’t working, Fayne will instead Whip-trip from range as long as allies are up; if Fayne is engaging with whip-to-trip and Ahrin is enlarged, Fayne will enlarge from scroll; if all allies down, switch to scorching ray)
--Duggles will continue with Produce flame (repeat from memory, then scroll as needed – if Ahrin has resist elements up, switch to scroll of cold flame; if out of the 3 produced flames, do magic stone; if all that runs out too, wildshape into a deinonychus and attack)
--Animals will attack
Notes:
--if Inspire Courage runs out, Fayne will rebuff
--if Tan or Rust animal dies, will rethrow – always keeping animals between Ahrin and Fayne
--if SNAIII ends, Duggles will recast SNAII, dropping Summon Swarm, for 1d3 wolves if more than 1 could fit and attack Ahrin, or 1 hippogriff
Invisibility, Shield scroll, Protection from Evil Scroll.
Sing, draw glaive and true strike, and move out. Once Duggles is found and within 10', use true strike and attack next round with full Power Attack. If possible, follow up with a 5' shift and bite in a full attack. Next, try to kill Fayne. If Fayne is not seen, kill Dog. If Fayne is not seen after dog is dead, start singing and try to locate her by any means possible. Attack her with glaive.
I'm too tired to think of more complex tactics and I haven't used this guy in a while, and Fayne is tough. We'll see how this plays out.
To avoid confusion, Fayne is number 2 priority, Duggles is #1, dog is 3, and summons are 4.
[Prefight Locations and Initiative] Lady Fayne starts in area 2 at (31,31) with rust bag of tricks in hand. Initiative 7 (4) -- Duggles starts at (30,31) with nothing in hand. Initiative 22 -- Zeus starts at (31,30). Initiative 14 Ahrin starts in area 1 at (2,31) with a scroll of shield (CL2) in hand. Initiative 7 (15)
[Round 1] Duggles delays for Lady Fayne Zeus delays for orders Ahrin casts Invisibility from memory [Listen -9,9,-9 vs DC0]. Duggles hears his casting fairly clearly. Lady Fayne hands the bag of tricks to Duggles and casts Mirror Image [1d4+2=5] [Listen 5 vs DC0]. Ahrin hears her casting. Duggles draws an animal from the bag [1d100=76, Boar] and places it at (28,31) and orders it to defend. He also instructs Zeus to defend. Zeus moves to (28,30).
[Round 2] Ahrin casts shield from the scroll [UMD 24 vs DC20+2, success; ASF 88% vs 16%, success] and draws a scroll of Protection From Evil (CL2) Lady Fayne casts Invisibility. Duggles casts Produce Flames Animals defend.
[Round 3] Ahrin casts protection from evil from the scroll [UMD 21 vs DC20+2, fail] Lady Fayne starts singing and draws a wand of Magic Missile (CL3) while moving to (26,31) Duggles follows the sound of her voice to (27,31) Animals move up to (24,31) and (24,30)
[Round 4] Ahrin casts protection from evil from the scroll [UMD 27 vs DC20+2, success; ASF 3% vs 16%, fail] and his armor screws up the casting. He draws another scroll of protection from evil. Lady Fayne moves to (21,29) while singing. Duggles moves to (21,30) Animals move to (21,27) and (22,27)
[Round 5] Ahrin casts protection from evil from the scroll [UMD 23 vs DC20+2, success; ASF 51% vs 16%, success] and draws a scroll of true strike (CL1). Lady Fayne moves to (21,24) while still singing. Duggles moves to (21,25). Animals move to (21,22) and (22,22)
[Round 6] Ahrin starts singing and draws his glaive while moving to (7,31) Lady Fayne moves to (20,20) while still singing. Duggles moves to (21,20) Animals move to (18,20) and (18,19)
[Round 7] Ahrin moves to (12,24) while singing. Lady Fayne moves to (17,20) while still singing. Duggles moves to (17,19) Animals move to (15,20) and (15,19)
[Round 8] Ahrin moves to (13,20), having spotted the dog, the boar and Duggles but has no sight of Lady Fayne. He continues singing but doesn't know how he's going to get to Duggles yet. Lady Fayne moves to (16,20) while still singing. She knows Ahrin is close, but doesn't want to waste dispel magic on invisibility only. Duggles also wants to wait to cast until Ahrin is spotted. He moves to (16,19). Animals move to (14,20) and (14,19) respectively. By scent both the boar and Zeus pinpoint Ahrin.
[Round 9] Ahrin moves to (14,18) and casts True Strike from the scroll. Lady Fayne continues singing. Duggles waits to cast. Boar moves to (13,19) and Zeus stays put.
[Round 10] Ahrin attacks Duggles with full power attack [49+1! (40+1-confirmed) vs AC13, hit; Dmg 3d10+24+30+3=21+44+3], killing Duggles instantly. Lady Fayne moves back to (17,20) and draws and throws an animal from the tan bag of tricks at (15,20) and finds that a lion is protecting her. She orders it to attack. Lion full attacks Ahrin but is warded by the protection from evil spell. Boar is warded. Zeus attacks Ahrin [22 vs AC22+4, miss]
[Round 11] Ahrin can't see Lady Fayne so he moves back to (14,17), suffering an AoO from Zeus [12 vs AC22+4, miss] and attacks Zeus [17 vs AC23, miss] Lady Fayne casts dispel magic [13 vs DC11+2 (shield), success; 10 vs DC11+2 (PfE), fail] Lion can't move forward without going into the acid - it waits. Boar moves forward (13,18) (provoking, but Ahrin doesn't take the attack) and is still warded. Zeus moves forward (14,18), provoking an AoO from Ahrin [20 vs AC23, miss]. Zeus then attacks [16 vs AC22, miss]
[Round 12] Ahrin can see Lady Fayne but now it isn't helping him too much. He moves back to (14,16), suffering an AoO from Zeus [18 vs AC22, miss] and attacks Zeus [17 vs AC23, miss] Lady Fayne casts another dispel magic on Ahrin [15 vs DC11+2 (PfE), success] Lion moves to (13,20), eager to get in on the action. Boar moves forward to (13,17), (provoking but Ahrin doesn't take the attack) and gores Ahrin [19 vs AC22, miss] Zeus moves forward to (14,17), provoking an AoO from Ahrin [27 vs AC23, hit; Dmg 1d10+8+1=14] and bites Ahrin [20 vs AC22, miss]
[Round 13] Ahrin moves away from Zeus and the boar, provoking from both of them [16 vs AC22, miss] [13 vs AC22, miss] and then attacks Zeus [18 vs AC23, miss] Lady Fayne uses the wand of magic missile on Ahrin [UMD 21 vs DC20, success; Dmg 2d4+2=6] Lion moves to (13,19) Boar moves forward to (13,16) and gores Ahrin [17 vs AC22, miss] Zeus moves forward to (14,16), provoking an AoO from Ahrin [29 vs AC23, hit; Dmg 1d10+8+1=18] and bites him [24 vs AC22, hit; Dmg 1d6+4+1=8; Trip 8 (-) vs 8 (+), failed]
[Round 14] [Inspire Courage ends] Ahrin moves away from Zeus and the boar to (15,14), provoking from both of them [13 vs AC22, miss] [12 vs AC22, miss] and then attacks Zeus [15 vs AC23, miss] Lady Fayne uses the wand of magic missile on Ahrin [UMD 24 vs DC20, success; Dmg 2d4+2=7] Lion moves to (13,18) Boar moves forward to (14,14) and gores Ahrin [6! vs AC22, miss] Zeus moves forward to (14,15), provoking an AoO from Ahrin [25 vs AC23, hit; Dmg 1d10+8=15] and kills Zeus.
Lady Fayne 34/34, Mirror Image (5 images, ends 71), Inspire Courage (ends 15) -- Duggles -42/26, dead -- Zeus -12/35, dead -- Boar 25/25, inspired (ends 15) -- Lion 32/32 Ahrin 21/42, Inspire Courage (ended)
[Round 15] Ahrin draws a scroll of Shield, provoking from the boar [11 vs AC22, miss], drops his glaive and then tries to read it [UMD 17 vs DC20+2, failed] [Inspire Courage ends] Lady Fayne starts singing again. Lion moves to (13,16) and attacks Ahrin [11 vs AC22, miss] Boar attacks Ahrin [11 vs AC22, miss]
[Round 16] Ahrin reads from the scroll, provoking from the lion and the boar [21 vs AC22, miss] [12 vs AC22, miss] [UMD 19 vs DC20+2, failed] Lady Fayne uses her wand [UMD 34 vs DC20, success; Dmg 2d4+2=7] Lion full attacks Ahrin [27,19,6 vs AC22, hit; Dmg 1d4+5+1=7] Boar attacks Ahrin [14 vs AC22, miss]
Lady Fayne 34/34, Mirror Image (5 images, ends 71), Inspire Courage (ends 21) -- Duggles -42/26, dead -- Zeus -12/35, dead -- Boar 25/25, inspired (ends 21) -- Lion 32/32, inspired (ends 21) Ahrin 7/42
[Round 17] Ahrin reads from the scroll, provoking from the lion and the boar [16 vs AC22, miss] [20 vs AC22, miss] [UMD 32 vs DC20+2, success; ASF 87% vs 16%, success] and picks up the glaive. [Spellcraft 24 vs DC15+1, success] Lady Fayne knows that Ahrin has sheild up and so goes for another tactic. She draws her whip while moving to (14,17) Lion full attacks Ahrin [10,14,5 vs AC22+4, miss] Boar attacks [7 vs AC22+4, miss]
Lady Fayne 34/34, Mirror Image (5 images, ends 71), Inspire Courage (ends 21) -- Duggles -42/26, dead -- Zeus -12/35, dead -- Boar 25/25, inspired (ends 21) -- Lion 32/32, inspired (ends 21) Ahrin 7/42, Shield (ends 37)
[Round 18] Ahrin moves away from the lion and boar to (16,13), provoking from both of them [25 vs AC22+4, miss] [12 vs AC22+4, miss] and attacks the boar [31 vs AC16, hit; Dmg 1d10+8=17] Lady Fayne can't get passed the lion, so she delays. Lion can't get to Ahrin without going into the acid, so it delays. Boar moves to (15,14), provoking from Ahrin [30 vs AC16, hit; Dmg 1d10+8=13]. The boar's ferocity keeps it standing.
Lady Fayne 34/34, Mirror Image (5 images, ends 71), Inspire Courage (ends 21) -- Duggles -42/26, dead -- Zeus -12/35, dead -- Boar -5/25, inspired (ends 21) -- Lion 32/32, inspired (ends 21) Ahrin 7/42, Shield (ends 37)
[Round 19] Ahrin moves away from the boar to (17,13), provoking an attack [9 vs AC22+4, miss] and then attacks it [28 vs AC16, hit; Dmg 1d10+8=17] and kills it. It disappears. Lady Fayne delays for the lion. Lion moves to (15,14) and attacks Ahrin [25 vs AC22+4, miss] Lady Fayne moves to (14,14) and attacks Ahrin to trip [23 vs AC13+4, hit; Trip 19 vs 9, success]
Lady Fayne 34/34, Mirror Image (5 images, ends 71), Inspire Courage (ends 21) -- Duggles -42/26, dead -- Zeus -12/35, dead -- Boar -5/25, inspired (ends 21) -- Lion 32/32, inspired (ends 21) Ahrin 7/42, prone, Shield (ends 37)
[Round 20] Ahrin stands, provoking an AoO from the lion [11 vs AC22+4-4, miss] and moves away to (18,13) Lion moves to (16,14) and attacks Ahrin [28! (20-not confirmed) vs AC22+4, hit; Dmg 1d4+5+1=8] and Ahrin falls.
Lady Fayne wins and gains 2100xp +7% (-25% (allies) + 32% (politics)) = 2247xp / 2782gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: Duggles is dead, Zeus is dead Items Used: 3 charges from a wand of Magic Missile (CL3) Spells or Powerpoints Used: Fayne: 10SLs (2x Dispel Magic, Invisibility, Mirror Image); Duggles 1SL (Produce Flame) Abilities Used: 2 bard songs, 1 use of Rust bag of tricks, 1 use of Tan bag of tricks Free Activity: Perform +188gp, 2sp
Ahrin loses and gains 700xp + 52% (25% (opponent's allies) +27% (politics)) = 1064xp / 1316gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: Items Used: 2 scrolls of Shield (CL2), 2 scrolls of Protection from Evil (CL2), Scroll of True Strike (CL1) Spells or Powerpoints Used: 2SLs (Invisibility) Abilities Used: Free Activity: Perform +164gp, 6sp, 4cp
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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For rob store, let's grab a potion of Resist Energy (Cold, CL4, ranger crafted) for 200gp.
Well, Assassinate and Ambush come into play here. Hopefully I'll kill the dog outright with assassinate. For Ambush - Ilendil will start in area 1 at (4,61) and Qwuibbik can start in area 4. The surprise round can be used to drink the potion.
Start off with my bow in hand. Move out to (20,39). Hide and wait for Qwuibbik. When he's spotted, snipe with the bow. If the dog was not taken out with Assassinate, finish it off first.
If Qwuibbik is not spotted by round 8, move out and stop at corners at (24,32) and then (24,22) and continue looking for him. Snipe if possible.
After that, if he wants to stay at range - fine - fire away. If he's close enough to engage in melee, draw my rapier and engage in melee with feint/sneak attack on alternating rounds.
I don't have high hopes here - though hopefully the dog will be out of the equation from the start.
Ambushed and assassinated, huh? And he has some options with that rob store...
This should be straightforward on my end - buff, engage with produce flame, then bow, then morningstar
Start in default area, mounted (note dog has scent)
Round 1: Aid
Round 2: Shield of Faith
Round 3: Resistance
Round 4: Entropic Shield
Round 5: Produce Flame from Wand, stow it
Round 6: Divine Favor from Wand, drop it, draw morningstar
Round 7-8: if dog is hurt and we have not detected Illendil, cast Cure Minor Wounds x2; skip this part entirely if he's been detected in any way
Seek him out; stay mounted and ride for cover until he's detected. When fighting is engaged, stay mounted if it's ranged combat and ride for cover; if it's melee, dismount and flank with dog while dog tripping. Engage with produce flame, refresh as necessary. If unable, use bow; if unable, use morningstar.
--if produce flame fails to hurt him, ie he appears to have resist energy: cold up, switch to bow
--always ride for cover, use ride skill to protect mount
--mount will attack when he's in melee
PS: If Qwuibbik happens to win, he will immediately start to embalm Illendil's corpse, with added glee due to the elfy nature of this foe - starting with pulling out the brains. Qwuibbik is unfamiliar with the Nimbus and appropriately preserving the dead for later use is central to his faith.
Round 0 While waiting at the entrance gate, Illendil slips around the field to get a shot in at Wumpus. It does only 6 damage due to the poor angle. He then takes his pilfered potion right as the dispel before the fight takes effect. A simple trick used by many rogues before him, he now has resist energy up. Quibbik goes first.
Round 1 Quibbik casts aid as Illendil moves out.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 21 AC (17 FF) Wumpus 7/13 HP 18 AC (16 FF)
Round 2 Quibbik buffs shield of faith as Illendil moves again.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 7/13 HP 18 AC (16 FF)
Round 3 Quwibbik casts resistance as Illendill settles into place.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 7/13 HP 18 AC (16 FF)
Round 4 Quwibbik casts entropic shield as Illendil readies.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 7/13 HP 18 AC (16 FF)
Round 5 Quibbik gets produce flames from his wand.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 7/13 HP 18 AC (16 FF)
Round 6 Quibbik uses his wand of divine favour and moves out.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 7/13 HP 18 AC (16 FF)
Round 7 Quibbik readies to throw flames as said in addendum and moves out.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 7/13 HP 18 AC (16 FF)
Round 8 More approach and readies.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 7/13 HP 18 AC (16 FF)
Round 9 Illendil is wary of the timer while Quwibbik makes his slow approach.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 7/13 HP 18 AC (16 FF)
Round 10 Quwibbik readies and moves, reaching Illendil’s sight. He shoots the dog for 2. Quwibbik responds by returning fire, literally. He misses due to cover.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 5/13 HP 18 AC (16 FF)
Round 11 Quibbik tries to deny Illendil’s cover and fire, but can’t do so without a penalty for moving too far. He fires, but the flmaes wash uselessly over Illendil. Illendil’s return fire misses.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 5/13 HP 18 AC (16 FF)
Round 12 Quibbik moves to deny cover and fires his bow, but both players miss. Illendil then moves to restore cover.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 5/13 HP 18 AC (16 FF)
Round 13 Quibbik tries to get a better angle again. He fires his bow, htting for 7. Illendil could go melee, but he can’t feint the dog well. He goes melee anyway, feinting the dog, but failing.
Illendil 16/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 5/13 HP 18 AC (16 FF)
Round 14 Quwibbik dismounts, provoking an AoO from Illendil, and the puppy moves to try to flank. Quibbik hits for 2. Illendil tries to feint, but fails.
Illendil 14/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 5/13 HP 18 AC (16 FF)
Round 15 The dog hits Illendil, and he drags him to the ground. Illendil gets up, provoking from both and getting hit for 8, dropping him.
Illendil -2/16 HP 22 AC (15 touch) Quwibbik 31/25 HP 23 AC (19 FF) Wumpus 5/13 HP 18 AC (16 FF)
Quibbik wins and gains 1050 xp and 1138 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge wand of divine favour, 1 charge wand of produce flames. Spells or Powerpoints Used: 4 SL, 1 cantrip. Entropic shield, shield of faith, aid, resistance Abilities Used: none Free Activity: profession
Illendil loses and gains 450 xp and 450 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: none Items Used: 2 arrows Spells or Powerpoints Used: none Abilities Used: none Free Activity: Rob Store
Thanks for pitlording! Hayrol is fun, but pretty straightforward - DD/blink/sneak attack/kill
General plan: DD to close and attack if doing so could get him flat footed/sneak attack, otherwise blink and attack to guarantee sneak attack. Ignore elementals entirely.
I successfully Ambush him.
I will start in box 1 (Start in front center at 30,55), he will start in box 2 Ambush round will DD and (by blinkdog rules, act immediately after DD) bitetrip while he's flatfooted.
Ambush round:
--If I see him, DD to be next to him (note by BlinkDog rules can act immediately after DD) and trip attack and f/u bite.
--If I don't see him, DD to back of his area, say 60,33 - if he's within range, trip attack and f/u bite
***At end of round regardless of what happened blink as free action (and if blinking is ever ending, restart blinking as a free action)
Notes:
--If enemies surround me, DD behind Dentik and resume assault on him (using the blinkdog rules of able to act after DD)
--If he hits me more than once, dimension door away, breaking LoS, tap chameleon, and hide while observing him for 3 rounds (renew blink to ensure death attack attempt is a sneak attack). Then DD down to him and death attack him (with bite-->trip, death attack on f/u).
--If engaged in combat, at the end of my turn always renew blink as a free action for defense.
--If blind, synesthete.
--If grappled, blink out of it; if that fails for some reason I don't understand, DD out of it to be behind Dentik and resume assault
Well - I've got a lot of spells to use - hopefully this will work out for me.
Start off at the default location with my elementals adjacent to me and my adamantine morningstar in one hand and my wand of Cure Light wounds in the other.
I'm going to assume he is in melee with me in round 1. If this is true, cast Bestow Curse defensively and try to touch him. If not - cast it and hold the charge.
Once bestow curse is discharged - use it for -4 to attack rolls, saves, ability checks and skill checks.
Follow up with Blindness (5ft step if possible or cast defensively).
Next cast Poison (DC19, 1d10 Con/1d10 Con) defensively and try to touch him with it. Next cast Contagion defensively and try to touch him with it. If Contagion hits - use it for Slimy Doom (Initial Save DC18, 1d4 Con damage)
After that - cast divine power and start attacking. Use smite domain power on first attack.
Meanwhile, elementals should be trying to attack, from flanking preferably, but always attacking.
If Hayrol is doing some hit and run tactic (could be a possibility) - ready to attack when he is in range.
If Dentik is reduced to half-hit points or lower, use remaining spell levels for healing (highest level spells first). Never use a spell this way if he has a touch spell held (use the touch spell first). Use wand if I am completely out of spell levels to cast.
Round 0 Hayroll starts before the gates are lifted fully, using his blink to get a jump start. He appears next to Dentik, knocking him to the ground and ripping apart his arm for 11. He begins blinking. Hayroll goes first.
Round 1 Hayroll strikes for 16. Dentik stands, taking an aoo for 25 almost, but Hayroll phases at just the wrong time, and he casts cure critical wounds for 21. The elemntals move to flank with Dentik and attack, both missing.
Hayrol 37/37 HP 25 AC (19 touch) Dentik 57/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 2 Hayroll tries to trip, tripping and hitting for 16 almost, but again shifts out of existence at the wrong time. Dentik stands and casts bestow curse, missing. Both elementals miss.
Hayrol 37/37 HP 25 AC (19 touch) Dentik 57/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 3 Again, Hayroll trips and hits for 19. Dentik stands and attacks as an elemental moves to help flank, and he hits! The curse is placed for -4 to most rolls. The elementals miss.
Hayrol 37/37 HP 25 AC (19 touch) Dentik 38/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 4 Hayroll again tries to trip, but phases out again at the worst possible time. Dentik casts blindness, blinding Hayroll. The elementals attack, missing.
Hayrol 37/37 HP 25 AC (19 touch) Dentik 38/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 5 Hayroll uses a tattoo to remove his blindness. Dentik casts poison defensively, but misses on a natural 20. Both elementals, shockingly, miss.
Hayrol 37/37 HP 25 AC (19 touch) Dentik 38/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 6 Hayroll tries to trip again, but actually just misses. Dentik tries to touch again, but his hand phases through him twice. The elementals attack, missing.
Hayrol 37/37 HP 25 AC (19 touch) Dentik 38/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 7 Hayroll repeats his fail. Dentik attacks, hitting. Hayroll was able to make his save, though. Elementals attack,
Hayrol 37/37 HP 25 AC (19 touch) Dentik 38/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 8 Hayroll attacks, finally tripping for 17. Dentik stands, taking another 15, but then heals for 30, sacking spike stones. Elementals miss.
Hayrol 37/37 HP 25 AC (19 touch) Dentik 35/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 9 Hayroll attacks again, but Dentik’s dwarven resolve finally kicks in, and Dentik stays standing. Dentik tries to cast contagion defensively, but he fails. The elemntals attack, one finally hitting for 12.
Hayrol 25/37 HP 25 AC (19 touch) Dentik 35/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 10 Hayroll attacks again, but phases out again. Dentik shifts back and casts divine power. Elementals miss.
Hayrol 25/37 HP 25 AC (19 touch) Dentik 43/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 11 Hayroll goes for trip, but Dentik’s divine strength repels him, throwing Hayroll off of his feet. Hayroll stands, taking an AoO from Dentik (as he has been dimension dooring to his opposite side this whole battle). The aoo is a mighty smite, which phases through him. Dentik attacks full force, missing twice. So do elementals.
Hayrol 25/37 HP 25 AC (19 touch) Dentik 43/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 12 Misses all ‘round.
Hayrol 25/37 HP 25 AC (19 touch) Dentik 43/63 HP 21 AC (20 FF) Elementals will be added if needed.
Round 13 Hayroll goes for trip again, being thrown to the ground yet again by Dentik’s viscious strength. He stands, and the aoo misses completely. The elemntals again regain flanking and Dentik attacks, striking once for 17 damage. Elementals attack, and one actually hits for 13 damage, dropping Hayroll.
Hayrol 12/37 (17 subdual) HP 25 AC (19 touch) Dentik 43/63 HP 21 AC (20 FF) Elementals will be added if needed.
Dentik wins and gains 1800 xp and 2550 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: None. Spells or Powerpoints Used: fight 3 Abilities Used: Smite Free Activity: Guard
Hayroll loses and gains 1000 xp and 1409 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: tattoo synthesate Items Used: none Spells or Powerpoints Used: none Abilities Used: none Free Activity: guard
Rolls Time Roll: 3 hours Lighting: Bright Light (Remember - the lighting conditions only affect ECL5 and up)
Characters on Quests:
Ialgo is miniquesting to improve his small elementals to medium elementals. [QL Eluria] {Week 1/1}
Characters doing Full Activities:
Qhordryn del Khessin crafts Codex Bracers (Bracers of UMD +5), Psionatrix of Illusions (DC+1), Pearl of Power II, a wands of Magic Missile CL9 and scribes scrolls: (3) See Invis CL3; (4) Resist Energy CL3; (2) Mage Armor CL1;(2) Shield CL2; (4) Invisibility CL3, (3) Mirror Image CL3; (1) Summon Swarm CL3 ; (1) Dispel Magic CL 5 {Week 4/4}
Dentik Earthmolder enchants his Longspear to +1 Elfbane, add Charging property to Full Plate {week 1/2}
Darrgon the Summoner crafts a Pearl of Power (4th) {Week 1/3}
Vathilia Xilodon scribes 2 scrolls mage armor CL1, 3 scrolls barkskin CL3, upgrade periapt of wisdom to amulet of wisdom and health {Week 1/1}
Ilendil Oratith uses gather information to improve his Trickster's Hat from +1 to +2 {Week 1/1}
Qwuibbik crafts a Gloves of Dex +2, Cloak of Resistance +1, PoP I {Week 1/1}
BATTLES OF GLADIUS
LEVEL 3 FIGHTS
none this week
LEVEL 4 FIGHTS
Shellie (Funkism) vs. Harrod Hairyfoot (TelinArtho) : Yitzi {Plains}
LEVEL 5 FIGHTS
Jerod (Uknits) vs. Ildur Okrurk (TelinArtho) : Eluria {Temple}
LEVEL 6 FIGHTS
none this week
LEVEL 7 FIGHTS
Ahrin (Uknits) vs. Qelenian Shartarim (Yitzi) : TelinArtho {Cavern}
LEVEL 8 FIGHTS
Gulgar the Great (TelinArtho) vs. Lady Fayne (Eluria) : Uknits {Forest}
LEVEL 9 FIGHTS
Thanio Deerfriend (Yitzi) vs. Unknown Monster : Uknits {Plains}
LEVEL 10+ FIGHTS
Ashtin (Uknits) vs. Unknown Monster : TelinArtho {City}
Start in the back corner of my area with shield and potion of shield of faith. Drink potion, draw flail, and move out, useing defensive trck for +7 AC. Once in range of moving to melee, attack with flail. Once in 5', trip attack and follow up for damage. If heresists the trip and goes for counter trip, drop flail, 5' shift away, and use move action to pick up flail once out of his reach.
If he is enlarged, he is sacrificing AC for damage, which is in my favour. Go for damage straight, no tripping.
If grappled, I'm in trouble. My mediocre grapple has got nothing on him, and if he has reach from enlarge.... if he is enlarged, draw sickle and attack with -4 penalty. If he isn't enlarged, just escape.
If he is still wielding bow and I'm at 10', shift in and go for disarm.
Start off at the corner heading to the next starting area (clockwise) with {Ma} Warhammer in hand.
If he's detected, double move towards him (charge if possible, but I'm assuming not). If not detected, just head clockwise.
After that - get into melee. If he's avoiding me, stop at cover, drop warhammer, draw bow and shoot at him. Rapid shoot on subsequent rounds.
If melee is attained, if I am disarmed, draw my next weapon (warhammer > longsword (wield in 2 hands) > battleaxe (wield in 2 hands). If I lose all three weapons, make attacks with my armor spikes. Note, that even if disarms me, I still threaten due to my armor spikes.
If I am tripped, stand. If he took the AoO to make an attack against me, start a grapple. If he didn't, just make an attack with whatever weapon I have in hand or my armor spikes.
If we are grappling, grapple for damage with the armor spikes for the rest of the fight.
Ildur acts first, in box 3, clockwise corner, holding warhammer Jerod acts second, in box 1 (back corner), holding shield and potion
Round 1: Ildur heads clockwise, spotting Jerod in box 1 Jerod drinks his potion and draws his flail.
Round 2: Ildur closes. Jerod moves out, using defensive trick of attacking the air around him defensively for +7AC
Round 3: Ildur closes. Jerod (in range of moving to melee, and would get AoO if just moved in and attacks, so instead charges with flail) – hitting for 10
Round 6: Ildur attacks, just missing Jerod tries to trip, hits Ildur, who is too strong to pull down, and then yanks the flail right out of Jerod’s hands, who 5’ steps away (Pitlord guess: it will now get hard to interpret “use move action to pick up flail once out of his reach” )and picks up his flail
Round 7: Ildur 5’ steps in, attacks, hitting for 10 Jerod (Pitlord guess is true: what to do now? Ildur is between Jerod and the flail, but Jerod has more movement – so he can withdraw 80’, then Ildur chases – but Ildur would then switch to bow. Oy. I guess that’s what tactics dictate) wants to get to his flail, but needs to make sure it would be out of Ildur’s reach, to prevent getting warhammered-to-the-head. He realizes the flail is stuck behind Ildur, so to get it he needs to circle around the entire temple… but he’s faster, so he tries it out. Jerod withdraws 80’(edits rolled in rd+20 - so added rolls are in roller under round 27) Jerod trips Ildur successfully, but misses on the followup attack.
Round 8: Ildur (Pitlord amusement at how unplanned-edly these tactics will now interact with each other) sees Jerod has gotten frightened and thinks Jerod is avoiding him, so moves to cover while drawing bow, drops hammer, and wants to shoot at Jerod, but has no LoS – so instead readies an action to shoot when Jerod is in sight. Jerod sees a way to get to his flail, so moves to wrap around and re-pick-up his flail, jumping down to the central area and running across – but enters Ildur’s sights, and the orc fires an arrow (readied action; 35’ distance) – hitting for 12 Jerod continues his movement across to get to his flail
Round 9: Ildur, not the brightest, is rightfully confused, and can’t tell if Jerod is avoiding him or not, and he hit last round, and Jerod’s within range, so he just shoots again – hitting for 12 (forgot rapid shot), and fires off a second arrow – hits for another 9, dropping Jerod. Jerod moves, and uses a second move action to pick up his flail
Round 8: Ildur stands (no notes in Jerod's tactics about what to do with AoOs, and it is standard to AoO when someone stands from tripping - so Jerod takes the AoO), drawing an AoO with Jerod hitting for 8. Ildur then goes for grapple - (no AoO as AoO already used)drawing another AoO due to Jerod's excellent reflexes in combat (rolled in round 28), which misses - then Ildur hits, holds (for 8 damage), and moves into space to maintain grapple Jerod (opponent not enlarged) tries to escape grapple, failingsucceeding
Round 9: Ildur grapples for damage with armor spikes for 11 damageattacks with warhammer instead (using original round 9 roll for attack 17,+13), hits (no original damage roll available as warhammer does different than bow, so rerolled, under round 49), 13 damage Jerod tries to escape grapple, succeeding.attempts to trip, succeeding - Ildur is tripped; hits for 7 on f/u
Round 10: Ildur attacks (in pitlord fairness, using original roll, which would have been the attack roll in original round 8, which would hit and down Jerod) with his warhammer, downing Jerod.Ildur stands, taking an AoO, hitting for 5; then (following tactics, and low int) goes for grapple, drawing an AoO, which hits for 10, knocking out Ildur.
Jerod wins and gains 1500xp / 1600gp +105gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: none Items Used: SoF potion Spells or Powerpoints Used: None Abilities Used: None Free Activity: Craft +105
Ildur loses and gains 500xp / 533gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none Abilities Used: none Free Activity: Guard
Comments: I really don’t know – seems hard to trip with even modifiers and him having the reactive trip option, and then I really don’t know how to interpret the whole 5’ step away and move and get it when safe – on a map like this that can be hard to do; I did my best. I'm silly.
Ahrin again...those true strike scrolls of his are getting to be annoying. So let's try something totally different this time (now that I've got the CON to hopefully make it work):
Begin in the far corner of my box. Buff with mage armor and shield. Then draw my siangham and head toward the center until I see Ahrin.
If Ahrin is enlarged, stay away from him until it wears off. If necessary to avoid the 10 round penalty, take a shot at him, but he doesn't have the staying power to make me do that too often. Take the shot from hiding if feasible, and heal if I'm below full and have the time, but the main point is to avoid taking significant damage before his enlargement runs out.
If I can't avoid being attacked, 5' away and take total defense.
If he casts from a scroll and I don't know it not to be True Strike (for instance, if he grows immediately after casting, I know that was Enlarge, not True Strike), try to avoid being attacked the following round (use withdraw if needed); if I can't manage that, then withdraw to base him (unless I can 5' to base) and if he moves away use the AoO to disarm his glaive; whether he takes the AoO or not, he'll need to make an attack roll, which will use up his True Strike on something other than attacking with the glaive (either a claw or the disarm roll.)
Once he's not enlarged, heal up if I have the time and then go base and FoB grapple. (Don't try to grapple without an FoB unless he's already used 2 minutes of being enlarged.) He has an advantage in the grapple, but not a large one (since FoB slightly better than compensates for the damage advantage and the grapple mod advantage is minor), so I should do some pretty decent damage before my hit points are about to run out.
Then, once I'm at less than 10 hit points, rage. That should give me a sizeable advantage in the grapple, plus 14 more hit points, so with any luck I'll be able to take him out before he either finishes me off or my rage runs out.
Start ith scroll of shield i hand. Round 1, cast invisibility memory, rewst from scrolls. Round 2, shield. Round 3, enlarge person. Round 4, expedious retreat. Now draw glaive, scroll of true strike, start singin, and move out. Once I am at 5' to Q, use true strike scroll and atttack him next round with full power attack and glaive. After this initial attack, stay as close to 15' as possible and spam true strike/power attack. If he is able to escape from 15' and make me waste my true strike somehow, use scroll from 10'.
If he grapples, kill him in grapple.
If anything wears off, don't worry about it. True strike should cover it. If enlarge wears off, use true strike and move to 5' instead of 10' If expedious retreat wears off, only refresh if he is using superior speed to nullify my true strike.
If he has some master plan that nullifies this plan, just sing and beat down in melee.
[Prefight Locations and Initiative] Ahrin starts in area 3 at (27,4) with a scroll of shield (CL2) in hand. Initiative 8 Qelenian starts in area 4 at (2,2) with nothing in hand. Initiative 16.
[Round 1] Qelenian casts mage armor from memory. Ahrin casts invisibility from memory.
[Round 2] Qelenian casts shield from memory and draws his siangham while moving to (7,8) Ahrin casts shield from the scroll [UMD 29 vs DC22, success; ASF 59% vs 16%, success] and draws a scroll of enlarge person (CL1).
[Round 3] Qelenian moves towards the sound of the casting to (20,9). He doesn't see Ahrin, but he hides anyway. [Hide 9 vs Spot 16] Ahrin sees Qelenian trying to hide, but is not ready to engage. He begins casting from the scroll [UMD 21 vs DC21, success; ASF 84% vs 16%, success] [Listen 21 vs DC0]
[Round 4] Qelenian knows exactly where Ahrin is - and is unsure what to do with him being invisible. He moves away to try hiding out the invisibility. He moves to (7,14) Ahrin finishes casting and draws and casts expeditious retreat (CL1) from a scroll [UMD 28 vs DC21, success; ASF 19% vs 16%, success]
[Round 8] Qelenian continues to hide [Hide 12, Move Silently 19 (+) vs Listen 19 (-)] Ahrin moves to (9,18) [Spot 18] and spots Qelenian. He finishes moving to (5,18) and casts True strike from the scroll.
[Round 9] Qelenian doesn't have much he can do at this point. He tries moving away, but once he gets to (6,14), Ahrin takes an AoO against him [45 vs AC18+4+4, hit; Dmg 2d8+10+1+10=29]. Qelenian moves to (12,10), drawing his wand and using it [1d8+1=4] Ahrin moves to (8,10) and draws a scroll of True Strike (CL1).
[Round 10] Qelenian can move away without drawing an AoO from the glaive, so he uses the wand [1d8+1=6] and moves to (18,14) Ahrin moves to (17,11) and casts True Strike from the scroll.
[Round 11] Qelenian withdraws and moves to (17,12), drawing an AoO [27! (automiss)] Ahrin takes a 5ft step to (17,10), draws and casts from a scroll of True Strike (CL1)
[Round 12] Qelenian takes a 5ft step to (17,11) and tries to disarm Ahrin's glaive. It has no chance of success, but it wastes Ahrin's true strike spell. Ahrin bites him for the AoO [35 vs AC18+4+4+1, hit; Dmg 1d8+5+5=12] Ahrin moves away to (13,10), drawing an AoO from Qelenian who tries to disarm the glaive [24 vs 30, fail] and attacks Qelenian [26 vs AC18+4+4+1, <****; Dmg 2d8+10+1=20 MISS]
[Round 13] Qelenian takes a 5ft step to (18,10) and takes total defense. [Inspire Courage ends] Ahrin takes a 5ft step to (14,10) and starts singing again.
[Round 14] Qelenian takes a 5ft step to (19,10) and takes total defense [Enlarge person ends, Expeditious Retreat ends] Ahrin charges Qelenian [18 vs AC18+4+4, miss]
[Round 15] Qelenian takes a 5ft step to (20,10) and uses his wand [1d8+1=5] Ahrin takes a 5ft step and attacks [14! (automiss)]
[Round 22] Qelenian takes a 5ft step and uses his wand [1d8+1=8] [Shield ends] Ahrin steps forward and attacks [27 vs AC18+4+4+1, hit; Dmg 1d10+8+1=15]
[Round 26] Qelenian steps towards Ahrin and uses flurry to start a grapple [13 vs AC13, hit; Grapple 23 vs 17, success; Dmg 1d6=2; 2nd attack 17 vs 15, success; Dmg 1d6=4] Ahrin grapples for damage [17 vs 23, fail]
[Round 34] Qelenian flies into a rage and flurry grapples some more [23 vs 20, 13 vs 16, 1 success; Dmg 1d6+2=8] Ahrin grapples for damage [23 vs 21, success; Dmg 1d3+5=6]
Start off at area closest to center of the forest with guisarme in one hand. Move out.
Once a target is found - move and use awesome blow. If unable to move and attack, charge. If hindering terrain is in the way - jump it. If able to attack multiple targets at the start of the round, instead of awesome blow, use frenzy and full attack instead. After that - full attack if more than 1 target is in the way.
I would prefer to attack Lady Fayne - but anything in the way will be attacked with awesome blow. Against Fayne herself, use trip/sunder (anything in hand)/damage.
All AoOs should be initially trip attacks and then follow up for direct damage. Take AoOs against opponents who try to stand for damage (Fayne has priority above - sunder first)
If unable to attack a target because it is in melee with me, drop the guisarme and use the heavy flail for the rest of the fight.
That should be it. Time for the awesomeness to flow
Thanks for pitlording (and thanks for enjoying pitlording Fayne, with all the allies!)
Basic goals: buff a little, get a ton of allies ready, and then use Faynes's debuffs to allow allies to attack Gulgar. Fayne will always keep as many allies between herself and Gulgar as possible. Last fight, tons of bardic music and bag uses - Fayne is perfectly happy to be invis and chucking bags of animals and singing to inspire them to chip away at Gulgar slowly.
Caveats: there's lot of terrain on the Forest map that's hard to account for - in general jump streams and swim and always wait to move as a group, and try to use terrain to avoid massive AoOs and stuff from Gulgar whenever possible.
Round 1: Fayne hands both bags of tricks to Doug (ECL3 halfling druid), who throws Tan and orders it to defend.
Round 3: Doug casts Cat’s Grace on Fayne, Fayne casts Shield from Scroll
Round 4: Fayne starts Inspire Courage (+2), all move out – something like Hera, Sneezy, 2 Bags, Bob somewhere in front, Doug behind, and Fayne behind that.
Moving forward will be single moves, with Doug readying to Entangle Gulgar (mostly to prevent him from charging), and Fayne readying to cast Hideous laughter on Gulgar (he has a +4 from different species). At some point make sure all animals are following/defending and ordered to attack when we engage.
Once engaged:
Doug - order the Bag of Tricks Animals and Hera (animal companion) to attack Gulgar (and if Sneezy isn’t attacking, order Sneezy to attack too), then Doug will use Scroll of Produce Flame (Cold) and engage with Produce Flame x3, then with nonmagical slingstone shots. Doug hangs far back, and will re-throw BagAnimals if they’re dead – this takes priority.
Bob (ECL2, HG Barbarian) – engage with charge, ideally once there is something on the other side of Gulgar for flanking, using Psionic Weapon on first attack, and engage in melee until dead.
Sneezy (Riding Dog) – engage with charging into melee and attacking until dead
Fayne- As soon as everyone is engaged, if summons can’t hit Gulgar, Fayne casts Dispel on Gulgar (this takes priority over all else for Fayne). Then (or else, if they can hit him) Hideous laughter until out of L1 spells. (note: if summons can’t hit Gulgar, Fayne casting dispel magic trumps absolutely all else in tactics). Then Fayne engages with wand scorching ray. Fayne will renew Inspire Courage whenever it runs out as long as she has allies up.
If 2 or more of Bob, Sneezy, and Hera are dead, Fayne will get bags of tricks from Doug and cast Invisibility; If Doug is dead, Fayne will get the bags and cast invisibility and assume the duties of re-throwing the animals. Then she will stay invis, continue throwing bags of tricks and rebuffing inspire courage to chip away at Gulgar. Then Fayne will move into swamp, rebuff inspire courage, engage with bow as long as Gulgar at range, then wand of scorching ray when he’s closer; if UMD rolls a 1, try MM; if MM absorbed by broach, engage w/ bow as long as at range then with sword in melee.
Notes:
-- if summons can’t hit Gulgar, Fayne casting dispel magic trumps absolutely all else in tactics
--if using magic missiles, and they’re not working (broach of shielding), switch to another attack (scorching ray)
--goal is to have everyone have as many bonuses as possible, like flanking, tripped, us in concealment but him not, inspire courage always up, spells to hinder Gulgar
Round 0 Fayne and Doug go first (and al animals will delay to go at same time) in square 3. Gulgar goes next in square 1.
Round 1 Faynes hand off the bages to Doug, who pulls out a lion. Gulagr moves out.
Gulgar 58/58 HP 24 AC Fayne 38/38 HP 19 AC Will add the rest as needed
Round 2 Fayne casts mirror image for 4 as Doug pulls wolverine out of his bag. Gulgar moves out more, jumping the river.
Gulgar 58/58 HP 24 AC Fayne 38/38 HP 19 AC Will add the rest as needed
Round 3 Doug casts cat’s grace as Fayne uses scroll of shield, but she reads it upside down, causing it to turn into a pony. She briefly considers using it as an ally, but it trottles off.
Gulgar 58/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed
Round 4 Fayne tries again to shield, she gets distracted by the pretty pony and it fizzles as well. Gulgar continues to approach, jumping the second river easily.
Gulgar 58/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed
Round 5 Fayne starts singing. Gulgar moves out, hearing Fayne. He triggers Doug’s ready, but makes his save. (note, he was jumping the rough terrain, so the 2 mark shows were he landed).
Gulgar 58/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed
Round 6 Doug orders the various beasties to attack, and he charges. Gulgar’s AoO trips Hera, and , and he is surrounded. Bob is entangled. The other allies make their saves. Fayne casts hideous laughter on Gulgar, but the giant (barley) makes his save. Gulagr drops his guisarme for his flail, striking sneezy and obliterating him completely
Gulgar 58/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed Sneezy, dead.
Round 7 Fayne casts hideous laughter, but again the giant resists. Doug casts produce flames. The wolvereine is entangle, but all others are ok to attack. They all miss. As hera stands, Gulgar gets an aoo, smiting her dead. Gulgar resist entanglement and goes into a fenzy, attacking the lion and blasting it into oblivion in 2 attacks.
Gulgar 58/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed Sneezy, Hera, dead.
Round 8 Fayne cast you know what, but the giant is getting bored of the same old jokes. Doug pulls and throws another lion, which almost jumps out of Doug’s flaming hand. Attacks: Bob is entangled, and they all miss. Gulgar’s turn. He resists entangle, and then he smites the wolverine out of existence in 2 blows.
Gulgar 58/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed Sneezy, Hera, dead.
Round 9 Fayne tells her last joke, but the giant is unphased. Doug pulls a bear and tosses it. Saving throw time: everybody fails and misses. Gulgar makes his save, and then he smites down his foes epically. He kills the black bear and injures to lion.
Gulgar 58/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed Sneezy, Hera, dead.
Round 10 Fayne use her wand of scorching ray, but she misses badly. Doug pulls a boar and chucks it. Saves: boar is entangled. The lion misses because he is entangled. Gulgar makes his save and takes down bob. He also takes down the lion.
Gulgar 58/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed Sneezy, Hera, Bob, dead.
Round 11 Fayne restores singing. Doug chucks a rinocerous at him. The animals miss. Gulgar resists the shinanigens, and he kills the boar in 2 blows.
Gulgar 58/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed Sneezy, Hera, Bob, dead.
Round 12 Fayne use her wand again, hitting for 13 damage, rolled in round 11. Doug throws out a wolf. The wolf is entangled and they both miss. Gulgar does 45 damage to the rhino, but it stands.
Gulgar 45/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed Sneezy, Hera, Bob, dead.
Round 13 Fayne uses wand, hitting for 14 more damage. Doug uses his free moment to throw flame for another 8 damage. Gulgar finally falls prey to the plants, and he misses the rhino twice.
Gulgar 23/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed Sneezy, Hera, Bob, dead.
Round 14 Fayne misses, but Doug hits for 5. The rhino resists entanglement and gets and a gazing blow for 14 damage. Gulgar, in his last moments of fury, takes down both animals.
Gulgar 4/58 HP 24 AC Fayne 38/38 HP 21 AC Will add the rest as needed Sneezy, Hera, Bob, dead.
Fayne wins and gains 2606 xp and 3706 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: scorlls: produce flames clod, 5 charges scorching ray Spells or Powerpoints Used: fight 3 Abilities Used: last fight Free Activity: discount wand of dispel magic
Gulgar loses and gains 1000 xp and 1409 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none Abilities Used: Frenzy Free Activity: guard
Juvenile Red Dragon Large Dragon (Fire) Hit Dice: 16d12+64 (168 hp) Initiative: +0 Speed: 40 ft. (4 squares), fly 150 ft. (poor) Armor Class: 27 (-1 size, +2 armor, +16 natural), touch 9, flat-footed 27 Base Attack/Grapple: +16/+30 Attack: Bite +25 melee (3d6+10) Full Attack: Bite +25 melee (3d6+10, 19-20/x2) and 2 Claws +23 melee (2d6+5, 19-20/x2) and 2 Wings +23 melee (1d6+5) and Tail Slap +23 melee (1d8+15) Space/Reach: 10 ft./5 ft. (10ft with bite) Special Attacks: Breath Weapon, Spells Special Qualities: Immunity to Fire, Sleep and Paralysis, Vulnerable to Cold, Locate Object (4/day), Blindsense 60ft, Keen Senses, Saves: Fort +16, Ref +12, Will +14 Abilities: Str 31, Dex 10, Con 19, Int 14, Wis 15, Cha 14 Skills: 19 ranks in Listen, Search, Spot, Concentration, Knowledge (Arcana), Knowledge (Nobility and Royalty), Bluff, Sense Motive Feats: Blind-fight (1st), Multiattack (3rd), Improved Natural Attack (Bite) (6th), Improved Critical (Bite) (9th), Improved Natural Attack (Claws) (12th), Improved Critical (Claws) (15th) Challenge Rating: 10 Alignment: Always chaotic evil
Spells (as sorcerer with cleric spells, chaos, evil and fire domains on spell list); CL3, DC12+SL Spells per day 6/5+1 Spells known (5/3) [0th] Read Magic, Detect Magic, Flare, Daze, Acid Splash [1st] Protection from Good, Shocking Grasp, Entropic Shield Breath Weapon: 40ft cone, 8d10 fire damage; Reflex DC22 for half damage
Equipment: 16000gp Bracers of Armor +2 (4000gp) Cloak of Resistance +2 (4000gp) Gauntlets of Ogre Power (4000gp) Amulet of Natural Armor +1 (2000gp)
Scroll of Resist Energy (Cold, CL3) 150gp Scroll of Resist Energy (Acid, CL3) 150gp Scroll of Resist Energy (Electricity, CL3) 150gp Scroll of Resist Energy (Sonic, CL3) 150gp Scroll of Blur (CL3) 150gp Scroll of Mirror Image (CL3) 150gp Scroll of Bear's Endurance (CL3) 150gp Scroll of Cat's Grace (CL3) 150gp Scroll of Invisibility (CL3) 150gp Scroll of See Invisibility (CL3) 150gp
Ashtin has a high damage potential and since he can target my weak touch AC, I'll have to help that along.
Start off at the default with a scroll of invisibility. Buff with invisibility, blur, mirror image, cat's grace and protection from good (memory). Then cast shocking grasp on a claw and fly out.
Find Ashtin. If he enables me to dive charge with my bite - go ahead and take it with -5/+5 power attack. If not, just move in and attack (again with the power attack).
If able to full attack, do so with no power attack. After that - just engage in melee.
If hurt to half-hit points, withdraw and resort to breath weapon for the rest of the fight.
Sounds like either a Lammasu or a dragon, with one being my clear preferance.
Tactics should be the same for both, though. Start wiotht hte standards and move out, readying to throw once foe is seen. Close in to as close to 30' as possible, throwing each round. Refresh psychic strike if I have a spare move action.
If ever given the choice, go into melee. Use a charge and deep impact plus full power attack on first blow, then full attacks after that.
[Prefight Locations and Initiative] Ashtin starts in area 1 at (2,63) with mindblade manifested and charged. Initiative 12 Dragon starts in area 4 at (2,2) with a scroll of invisibility (CL3). Initiative 13
[Round 1] Dragon reads from the scroll and draws a scroll of blur (CL3). Ashtin moves to (15,57)
[Round 2] Dragon reads from the scroll and draws a scroll of mirror image (CL3) Ashtin moves to (21,46)
[Round 3] Dragon reads from the scroll [1d4+1=3] and draws a scroll of cat's grace (CL3) Ashtin moves to (32,40)
[Round 7] Dragon dives at Ashtin [30+1 vs AC25, hit; Dmg 6d6+10+10=38] and ends its movement at (59,55,1) Ashtin takes a 5ft step and uses deep impact and full power attack [1 (dragon), 27 vs AC9+2+2, hit; Concealment 66% vs 21%, success; Dmg 1d10+17+14+2d8=37; Second attack 3 (image), 78% vs 21%, success; 22 vs AC9+2, hit; Image destroyed]
[Round 8] Dragon takes a 5ft step to the ground and full attacks [45! (26-not confirmed), 34, 29, 36, 32, 37 vs AC29+1, 5 hits; Dmg 3d6+10=18, 2d6+5+3d6=20, 1d6+5=8,10, 1d8+15=22] and Ashtin dies.
Round 1: Use this scroll, fly up as high as possible. Round 2: Draw and cast mage armor. Round 3: Draw and cast shield. Round 4: Draw wand of MM, fly up.
Start looking for him, fire with MM. If his size is tiny, cast shield of faith first.
If I get hit for 6 or more, I will use my wand of CLW till max HP. Continue with MM after that.
If he is not running away, use my move action to fly up (after round 4).
Well - she's got so many options, I'm probably pretty sunk here. At least I have more range with my thrown mindblades, but of course, Magic missile could still easily be the death of me here...
Start off as close to the center as possible with mindblade out and charged. If she is not within 300ft, move towards her and ready to throw once she is in range.
Once she is in range, throw, manifest, recharge, throw. Since that's three actions - I won't be throwing every round.
That's pretty much it. I have very little chance here even if she stays on the ground - so just make do with what I've got.
[Prefight locations and Initiative] Harrod Hairyfoot starts in area 4 with mindblade in hand. Initiative 21. Shellie starts in area 1 with scroll of alter self in hand. Initiative 11.
Harrod Hairyfoot: (8,8) 30/30 HP, 24 AC Shellie: (5,92) 19/19 HP, 14 AC
[Round 1] Harrod Hairyfoot moves and readies. Shellie casts from the scroll and ascends.
Harrod Hairyfoot: (7,12) 30/30 HP, 24 AC Shellie: (5,90, 15’ up) 19/19 HP, 14+6 AC, alter self ends 301
[Round 2] Harrod Hairyfoot moves and readies. Shellie draws and casts from the scroll of mage armor, but is too busy to flap her new wings and lands with a thump, taking 4 damage.
[Round 7] Harrod Hairyfoot remanifests the blade and throws it again, but Shellie’s shield protects her again. Shellie heads a bit more toward Harrod and activates the wand. Two missiles head toward Harrod, for a total of 6 damage.
[Round 8] Harrod Hairyfoot remanifests the blade and throws it again, but once again the Mage Armor does its job. Shellie continues along, moving in a rough circle around Harrod, and fires the wand again, doing another 6 damage.
[Round 9] Harrod Hairyfoot remanifests the blade and throws it again, but Shellie dodges. Shellie continues along and fires the wand again, doing another 8 damage.
Shellie wins and gains 1200xp/1200gp. Time Between Fights: 3 hrs Prebuffs/Ongoing Effects: none Items Used: scroll mage armor, scroll shield, 5 charges wand of MM Spells or Powerpoints Used: none Abilities Used: none Free Activity: rob store
Harrod Hairyfoot loses and gains 400xp/400gp. Time Between Fights: 3 hrs Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none Abilities Used: none Free Activity: guard home
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