This looks like it should be a pretty straightforward fight...she has superior speed but no substantial ranged ability (since I can keep Shield up long enough for the 10-round penalty to force confrontation before her wand of MM comes into play.) Declare dodge against her.
Begin in the forward corner of my box with siangham in hand. Buff with Shield, Cat's Grace, and Mage Armor, then close, taking total defense once within 100' (until she's thrown two webs). Do not charge, but do FoB when possible. Fight defensively until she either throws two webs or else has the opportunity to throw a web (i.e. is within 50') and doesn't.
If entangled anyway, then if I can attack the web with my siangham do so; otherwise, use Escape Artist to try to get out of it.
Okay - difficult first fight, but hopefully I'll find a way through this. Start off at the default square with a wand of resist energy (CL2)
Cast Mage Armor, use the wand of resist energy (fire), stow it and draw a wand of shield (CL2). Use that wand, stow it and move out.
Draw and use wand of invisibility when I am within 100ft, cast shocking grasp and get in close.
Engaging - throw up to two webs at Qelenian - take 5ft steps as necessary.
Once he's entangled (or if I am out of webs), attack with my bite with the shocking grasp as a rider to the attack.
Rebuff shield if it runs out.
If grappled, attack with the bite (-4 penalty) and just hope for the best.
If the fight gets to round 30 or more, withdraw from melee, get my wand of shield and magic missile out. Ready to use the wand of shield to counter spell him using a scroll of shield. Repeat until he's used all of his scroll or until he stops trying. Then use wand of magic missile to take him down. This is a desperation tactic - hopefully it won't come down to it.
T'cha'kl T'zk'l loses and gains 600 xp and 666 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: Mage Armour < 3 hours, shocking grasp charge held Items Used: 1 charge wand invisibility and resist energy and shield. Spells or Powerpoints Used: 2 SL (Mage Armour, Shocking grasp) Abilities Used: 2 Web Free Activity: Guard
Qelenian Wins and gains 1800 xp and 2000gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: Mage Armour <2 hours Items Used: None Spells or Powerpoints Used: 2 SL (Mage Armour, Shield) Abilities Used: None Free Activity: guard
Start in default with flame lash and shield and start moving out, jumping rivers. Once over the first river, ready an action each round to trip him when in range. Follow-ups should always be for damage. Once in melee, trip/kill with full combat expertise. If flame lash is being resisted, drop or flail and trip kill with that. If below 15 hp, rage and outburst and attack for straight damage.
[Prefight locations and Initiative] Jerod starts in area 1 with flame lash and shield in hand. Initiative 16. Average Xorn starts burrowed in area 3 with nothing in hands. Initiative 2.
Jerod: (3,62) 50/50 HP, 25 AC Average Xorn: (61,4) 48/48 HP, 24 AC
[Rounds 1-3] Jerod heads south in search of his enemy, readying once he crosses the river. Average Xorn stays where it is.
Jerod: (4,27) 50/50 HP, 25 AC Average Xorn: (61,4) 48/48 HP, 24 AC
[Rounds 4-6] Jerod continues south. Average Xorn stays where it is.
Jerod: (4,11) 50/50 HP, 25 AC Average Xorn: (61,4) 48/48 HP, 24 AC
[Rounds 7-9] Jerod sees no enemy in the next box, so he turns east. Average Xorn stays where it is.
Jerod: (23,4) 50/50 HP, 25 AC Average Xorn: (61,4) 48/48 HP, 24 AC
[Round 10] Jerod heads further east, and jumps the river, almost reaching the next side by the end of the round. Average Xorn stays where it is.
Jerod: (30,5) 50/50 HP, 25 AC Average Xorn: (61,4) 48/48 HP, 24 AC
The crowd wants blood (and whatever Xorns have instead of blood), not just searching; grumbling leads the arena wizards to drop a magical map for Jerod while giving the Xorn a map as well as a zap to get it moving. [Round 11] Jerod lands and heads for the Xorn. Average Xorn heads west for Jerod.
Jerod: (36,3) 50/50 HP, 25 AC Average Xorn: (53,4) 48/48 HP, 24 AC
[Round 12] Jerod heads east. Average Xorn heads west.
Jerod: (40,3) 50/50 HP, 25 AC Average Xorn: (45,4) 48/48 HP, 24 AC
[Round 13] Jerod heads around the tree and readies. Average Xorn pops up from the ground near Jerod and, resisting the pull of Jerod’s lash, goes all-out against him, but accomplishes nothing.
Jerod: (36,3) 50/50 HP, 25+4 AC, concealment Average Xorn: (53,4) 48/48 HP, 24+4 AC
{switching to short form}
Round 14: Jerod tries to trip the Xorn, but his caution leads him to miss. The Xorn misses on all attacks. Round 15: Jerod misses, Xorn misses. Rounds 16-17: More of the same. Round 18: Jerod trips the Xorn, and hits hit with the flame lash for 0 damage. He grumbles, lets the lash dissipate, and draws his flail. The Xorn stands up and attacks, but misses. Round 19: Jerod trips the Xorn but can’t penetrate its natural armor, the Xorn stands and attacks, but misses. Round 20: More of the same. Round 21: Jerod misses, Xorn misses. Rounds 22-30:Still, neither can damage the other.
Pitlord comment: This is getting ridiculous. A typical round can involve as many as twice as many rolls as there are attacks with the potential to damage (and some can even be more), and either one hits only on a 20. So instead of doing all these rolls, I’ve worked out the probabilities as follows: -Jerod’s trip attack has a 50% chance to miss (+4 against 10+4 cover) and 50% to be resisted. (+7 against +7). -If it is successful, Jerod has a 5% chance to do damage (and threaten a crit). The Xorn has a 4% chance per attack to hit; it gets one bite attack if it was tripped, and 1 bite and 3 claws if it was not tripped. Any hit threatens a crit.
Therefore, to make things a bit easier, I will simply be rolling a d4 (4 means a successful trip), a d20 if it hits (20 means Jerod hit), and either one or 4 d25s (if 4, the first is the bite) for the Xorn.
Rounds 31-43: They continue to attack each other to no effect. Round 44: Jerod manages to trip the Xorn, but it gets up and bites the maenad for 16 damage (down to 34). Rounds 45-53: More attacking to no effect. Round 54: The Xorn claws for 3 damage (down to 31). Rounds 55-60: More attacking with no effect. Round 61: The Xorn claws for another 2 damage (down to 29). {switching to only recording rounds where something happens.} Round 63: The Xorn claws for 3 damage (down to 26). Round 65: The Xorn crits with a claw for 5 damage (down to 21). Round 80: The Xorn claws for 2 damage (down to 19). Round 82: The Xorn claws for 3 damage (down to 16). Round 84: The Xorn claws for 5 damage (down to 11).
Now Jerod will rage (ends round 92, gains 12 hit points up to 23), outburst (ends round 89), and attack for straight damage, so hits should be somewhat easier to get. Switching back to basic short-form.
Round 85: Jerod is unable to penetrate the Xorn’s hide, it full attacks and bites once for 5 damage (down to 18). Round 86: Again Jerod does no damage, the Xorn bites for 3 (down to 15). Round 87: Nobody does any damage. Round 88: Jerod’s flail slams into the Xorn for 11 damage (down to 37), the Xorn retaliates with a bite for 17 damage, knocking Jerod out.
Hmmm...Qelenian is normally good against small numbers of enemies, but these two have extremely good attacks, which is likely to be a problem. So let's try something unusual and take advantage of the map and my skills...
Begin in 4,63 or equivalent. Double climb the building next to me. Once up there, draw and cast a scroll of mage armor, then cast shield from memory and move toward 20,58, then draw and cast Cat's Grace and finish moving to 20,58 while drawing a wand of MM. Then call for them. Note that the roof should be between my lower back corners and anything on the ground, so I have cover. Declare dodge against Rac'quin until he falls and then against Ildur.
Once there, call for my enemies; once they are in range (don't forget about the vertical height), begin firing the wand at them. Target Rac'quin if both are on the ground; otherwise, target whichever is closer. Note that if someone who's climbing or balancing takes damage, they need to make a check (DC 15) or fall. While firing the wand, move back (toward the nearest border) if it will not break Line of Effect.
If I am affected by a net, or fall from the roof (both pretty unlikely if this works), just keep firing the wand at the closest target; hopefully by that point I'll have done enough damage to still take them out.
Okay - let's try something I never do - go for the grapple.
Ildur and Rac'quin will start next to each other in the starting area. Ildur will have a wand of Longstrider (CL1) and a wand of Resist Energy (CL2). Rac'quin will start with a javelin and a deepcrystal net and a potion of shield of faith (CL2) in hand.
Buffing: Ildur uses the wand on Rac'quin and himself for resist energy (Fire) and drops it. Rac'quin will move out until he gets to the center and once there, ready to drink the potion on sight of Qelenian. Rac'quin will attempt to play cat and mouse with Q, throwing a javelin and then drawing Q back towards Ildur. If forced to engage in melee, he'll step away, toss the net and full attack until Ildur catches up.
Ildur will meanwhile finish buffing with longstrider (drop the wand), draw and drink a potion of invisibility and draw a potion of enlarge person and move out - following Rac'quin's steps. Once Ildur gets to Rac'quin, he'll pass by into the center area and drink the potion of enlarge person.
Now Ildur will get into melee range with Q and try to start a grapple. If the first attempt fails or if Q is able to escape, use natural reach to avoid the AoO for trying to grapple.
Once Ildur grapples Q, Rac'quin should engage and full attack for damage. As long as both Rac'quin and Ildur are alive - Ildur will grapple for damage and Rac'quin will attack for damage. If Ildur falls, Rac'quin will tap a tattoo of force screen and continue full attacking. If Rac'quin falls, Ildur will grapple for damage or attack with his warhammer if not in a grapple.
Note that Ildur gets a +4 to damage against elves.
Rac’quin acts first, followed by Qelenian then Ildur Rac’quin and Ildur are in box 2, Qelenian is in box 3
Round 1: Rac’quin delays for Ildur Qelenian climbs 10’ with first move, then with second move slips and falls; tumbles down to avoid falling damage Ildur uses Wand of Resist Energy (Fire) on Rac’quin Rac’quin moves out
Round 2: Qelenian climbs again, succeeding and reaching the rooftop Ildur uses Wand of Resist Energy (Fire) on self, drops it Rac’quin double moves out
Round 3: Qelenian draws and casts Mage Armor from scroll Ildur uses Longstrider on self Rac’quin moves
Round 4: Qelenian casts Shield from memory and moves Ildur drinks potion of Invis and draws potion of enlarge Rac’quin single moves and readies to drink potion of shield of faith on sight of Qelenian
Round 5: Qelenian draws and casts cat’s grace from scroll Ildur moves out Rac’quin moves and readies
Round 6: Qelenian moves, draws wand, and shouts Ildur moves Rac’quin moves and readies
Qelenian 42/42 AC 17(+4MA +4S +2CG +1dodge Rac) | Mage Armor (long), Shield (34), Cat’s Grace (35) Rac’quin 18/18 AC 24 | Resist Fire (long) Ildur 39/39 AC 20 | Resist Fire (long), Longstrider (long), Invisibility (34)
Round 7: Qelenian finishes movingcan't quite move the 5' into his higher-ground magicmissile turret position, shouts again, and readies an action to MM Rac’quin Ildur moves Rac’quin moves and readies
Round 8: Qelenian can't quite move 5' forward to his spot, readies to MM Rac’quin Ildur moves, catching up to Rac’quin, so drinks his potion of Enlarge Person Rac’quin starts moving, (Qelenian has darkvision and lowlight vision and the central area is lit in the city; the intervening alley is <15’ wide and so unlit – Qelenian fails to spot Rac’quin at the edge of the buliding), fails to spot Qelenian, and continues into the alley – at the end of his move, is visible to Qelenian (does not have cover from the 45,11 hedge as it’s too low and Qelenian is too high) and triggers Qelenian’s readied action Qelenian magic missiles for 2 Rac’quin spots Qelenian, and throws a javelin (75’ = -6 range penalty; it’s not 3D, but with DnD rules I think distance is the same 3D distance attemptShow
) vs AC 28+4cover =32 and misses abysmally
Qelenian 42/42 AC 17(+4MA +4S +2CG +1dodge Rac) | Mage Armor (long), Shield (34), Cat’s Grace (35) Rac’quin 16/18 AC 24 | Resist Fire (long) Ildur 39/39 AC 20 | Resist Fire (long), Longstrider (long), Invisibility (34)
Round 9: Ildur moves (through square occupied by his ally) Qelenian (initiative reset) magic missiles Rac’quin again for 2 and moves back to 45,5 (not shown on the current map) Rac’quin throws a javelin and moves back, trying to draw Qelenian out (as per tactics, as he doesn’t know whether Qelenian will follow or not)
Qelenian 42/42 AC 17(+4MA +4S +2CG +1dodge Rac) | Mage Armor (long), Shield (34), Cat’s Grace (35) Rac’quin 14/18 AC 24 | Resist Fire (long) Ildur 39/39 AC 20 | Resist Fire (long), Longstrider (long), Invisibility (34)
Round 10: Ildur moves (and starts to climb (Qelenian hears something nearby {rolled in rd9 by mistake} but has no tactics for invisible foes, and can’t target Ildur); climbs successfully {also mistakenly rolled in rd9} 10’ Qelenian still sees a bit of Rac’quin peeking out so fires another magic missile for 5 Rac’quin (has a few choices – break LoS to hope Qelenian comes out fully, move in to try to get to melee, but tactics say to draw out) throws a javelin and moves back, breaking LoS
Qelenian 42/42 AC 17(+4MA +4S +2CG +1dodge Rac) | Mage Armor (long), Shield (34), Cat’s Grace (35) Rac’quin 9/18 AC 24 | Resist Fire (long) Ildur 39/39 AC 20 | Resist Fire (long), Longstrider (long), Invisibility (34)
Round 11: Ildur tries to climb, failing but not falling, and tries again – making the summit (note: moved 5’ east as there was no reason for him to climb right where he was, and he specified to try to grapple with natural reach, so just imagine in round 10 he had moved 5’ farther east) – Qelenian hears him and knows something invisible is right near him Qelenian readies an action to shoot MM at nearest foe (can't ready and move back) Rac’quin 5’ steps back to the edge and snipes with a ridiculously unlikely to hit javelin; he is spotted by Qelenian, who fires a MM wand for 3
Qelenian 42/42 AC 17(+4MA +4S +2CG +1dodge Rac) | Mage Armor (long), Shield (34), Cat’s Grace (35) Rac’quin 6/18 AC 24 | Resist Fire (long) Ildur 39/39 AC 20 | Resist Fire (long), Longstrider (long), Invisibility (34)
Round 12: Ildur tries to grapple (+12 to hit, +2 invis, vs AC 17+2CG {uncanny dodge}) – hits; wins the opposed grapple (unarmed strike damage large 1d4+8+4) for 13 damage and moves into his space to continue the grapple (note: if this 10’ of movement isn’t allowed, and interestingly the “must move into target’s space, doesn’t count as movement of the round” doesn’t specify how much you can move, then Ildur would have been smarter than me and been 5’ closer to start this attack – either way, they are now grappling)Note: i'm not sure "moving into targets space" which doesn't count as "movement of the round" would prompt a balance check for moving on the rooftop.
Qelenian (initiative order reset) considers his options (see comments, below – considered for a long long time). Draw and flurry siangham in grapple, grapple checks to escape grapple, grapple for damage, use MM wand vs Ildur (39 hp vs 1d4+1 makes that unlikely to lead to a win). Given Ildur is large, and can restart grapples with ease, Qelenian chooses to draw siangham and flurry in grapple – fails twice (note: would have failed to escape or grapple for damage either – all options aren’t great at this point)
Rac’quin, seeing the large orc appear and grapple Qelenian, moves in to join the fray
Qelenian 29/42 AC 17(+4MA +4S +2CG +1dodge Rac) | Mage Armor (long), Shield (34), Cat’s Grace (35) Rac’quin 6/18 AC 24 | Resist Fire (long) Ildur 39/39 AC 20 | Resist Fire (long), Longstrider (long), Invisibility (ENDED)
Note: be flexible with the map – moved Q down to be able to show Ildur grappling him, but really Q is at 45,7, and movement clauses as noted above)
Round 13: Ildur grapples for 14 damage Qelenian, worried, FoB’s again as above (to draw siangham, in an effort to kill Ildur quickly) – (fails, tie to higher mod; fails) Rac’quin moves closer (over hedge) to get into position to climb and join the fray
Qelenian 15/42 AC 17(+4MA +4S +2CG +1dodge Rac) | Mage Armor (long), Shield (34), Cat’s Grace (35) Rac’quin 6/18 AC 24 | Resist Fire (long) Ildur 39/39 AC 20 | Resist Fire (long), Longstrider (long), Invisibility (ENDED)
Round 14: Ildur grapples for 15, knocking Qelenian out.
Qelenian loses and gains 700 xp / 866 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: Scroll Mage Armor, Scroll Cat's Grace, Wand MM x3 Spells/Powerpoints Used: Shield Free Activity: Guard
Ildur wins and gains 1500 xp / 1600 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: none Items Used: Potion of Invis, Potion of Enlarge, Wand of Resist Energy x2, Wand of Longstrider Spells/Powerpoints Used: none Free Activity: Guard
Rac'quin wins and gains 1500 xp / 1600 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: none Items Used: (Potion of SoF - I forgot to use it, but Rac'quin should have instead of one Javelin) Spells/Powerpoints Used: none Free Activity: Prof +95
Comments:
Pitlord notes re: Grapple, Invis, Enlarge, Improvisation: I did the best I could; I researched what Qelenian has done in the past. Qelenian’s tactics when grappled in the recent past: “If (most likely when) I am grappled, just keep going at him with the siangham (this is the "attack at -4" option, not grappling for damage), FoB but don't fight defensively.” “If his grapple succeeds anyway, use FoB grappling to escape.” And last fight vs Ildur “If grappled, try to escape using grapple checks.” Note: It seems like quite a bit of pitlord improvisation to use Scroll of Enlarge for Qelenian to negate reach advantage, and/or to ready actions to disrupt grapple.
Alright, this is intersting. We are such similiar characters....
Start with scroll of mage armour in hand and use. Round 2, use scroll shield. Share both with Gan. Draw bow and move out, readying to shoot him on sight. Once he is seen, shoot him until he comes in range to cast ray of enfeeblement at. If the ray does 6 or 7 damage, follow up with touch of fatigue to drop his strength to 0. From there, coup de grace with my bow. Assuming the ray does less damage, draw rapier and kill in melee.
Gan will attack whenever Rethin is 5' from me and coup de grace if possible.
If he is not approaching, shoot him with bow. Take cover when applicable. If my strength is reduced so my bow is innacurate, enage with enfeeblement and rapier.
Dodge Rethin.
5' shift to cast to avoid AoO when applicable. Do not cast defensivley.
This is it...if Rethin wins this one, he levels and things get a lot easier, if he loses then he becomes a failure and I retire him (although I have an idea for an improvement to the build that I might try eventually).
All spellcasting refers to scroll use.
Begin in the front right corner of my box. Buff with mage armor and shield. Then call for him. When he comes, use True Strike followed by Ray of Enfeeblement, then draw my rapier and feint+attack. Use True Strike on the first attack (and attack the following round even if the feint fails). Refresh expired spells when possible.
[Prefight Locations and Initiative] Al'Tiar starts at area 2 at (58,32) with a scroll of mage armor (CL1). Initiative 20 -- Gan sits on Al'Tiar's shoulder. Rethin starts at area 1 at (28,55) with a scroll of mage armor (CL1). Initiative 23
[Round 1] Rethin casts mage armor and draws a scroll of shield (CL2). Al'Tiar casts mage armor and draws a scroll of shield (CL2)
[Round 2] Rethin casts shield from the scroll and calls for Al'Tiar Al'Tiar casts shield from the scroll and draws his bow, moving to (54,34)
[Round 3] Rethin stays put, delaying for Al'Tiar to approach. Al'Tiar shoots at Rethin [180ft (-2), 17 vs AC13+4+4+4, miss]
[Round 4] Rethin frowns and moves out to (35,47) Al'Tiar shoots at Rethin [125ft (-2), 8 vs AC13+4+4+4, miss]
[Round 5] Rethin moves to (44,40) Al'Tiar moves to (49,37) and attacks with Ray of Enfeeblement [22 vs AC13, hit; Str penalty 1d6+1=7]
[Round 6] Rethin is barely able to stand, but draws a scroll of True Strike and casts from it. Al'Tiar draws his rapier while moving to (45,40) and attacks Rethin [19 vs AC10+4+4, hit; Dmg 1d6+3=9]
Al'Tiar 24/24, Mage Armor (ends 601), Shield (ends 22) Rethin 8/17, overloaded (no dex to AC), Mage Armor (ends 601), Shield (ends 22), Ray of Enfeeblement (-7 str, ends 25)
[Round 7] Rethin draws a scroll of ray of enfeeblement, provoking an AoO [13 vs AC10+4+4, miss] and casts ray of enfeeblement defensively [27 vs DC16, success; [37 vs AC14+1, hit; Str penalty 1d6+1=2-1]. Al'Tiar attacks [22 vs AC10+4+4, hit; Dmg 1d6+3-1=3]
Al'Tiar 24/24, Mage Armor (ends 601), Shield (ends 22), Ray of Enfeeblement (-1 Str, ends 17) Rethin 5/17, overloaded (no dex to AC), Mage Armor (ends 601), Shield (ends 22), Ray of Enfeeblement (-7 str, ends 25)
[Round 8] Rethin draws a scroll of True Strike, provoking an AoO [26! (10- not confirmed) vs AC10+4+4, hit; Dmg 1d6+3-1=6] and Rethin falls.
Al'Tiar wins and gains 900xp / 900gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: Scroll of mage armor (CL1), Scroll of Shield (CL2), 1 arrow (2 misses, 1 recovered) Spells or Powerpoints Used: 1 SL (Ray of Enfeeblement) Abilities Used: None Free Activity: Intimidate
Rethin loses and gains 300xp / 300gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: Scroll of mage armor (CL1), Scroll of Shield (CL2), Scroll of True Strike (CL1), Scroll of Ray of Enfeeblment (CL1) Spells or Powerpoints Used: none Abilities Used: None Free Activity: Guard
Re: Al'Tiar's tactics - you wouldn't know whether the ray deals 2 or 7 Str penalty from just hitting. You'd need to identify something to show that he's at that Str (like unable to move due to carrying more than x pounds, whatever).
More importantly, a character's Str score cannot drop below 1 with Ray of Enfeeblement. If you use an effect after Ray of Enfeeblement that would also reduce strength - it cannot change this fact - so it could effectively make the ray of enfeeblement effect worse.
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I'm sorry Telin. I'll try to kill off Fayne's allies as quickly as possible for you.
Start in the back of my area. Use:
Resist Energy, sonic (scroll), Mirror image, Protection from evil (scroll), Shield (scroll), expedious retreat, scroll. If Fayne or co hasn't been seen yet, drink a potion of shield of faith. Draw glaive, sing, and move out.
Once foe is seen, approach and use cold breath so as to catch as many as possible, and definetly catch Bob in it. Note, I forgot to level it and the DC should 10+1con+4DD level (15). Also, reposition myself every round to try to be more than 10' away from 3 of her allies so they try provoke AoO by closing, and I'm willing to take AoO to do so. Deflect arrows makes he halfling much less theatening, and AoO will kill the dogs in melee.
As for actuall attack, focus on Fayne. Rumpled is annoying, but I'll have to ignore him. Attack Fayne with glave. whenever possible, giving up full attacks if able to reposition myself for more AoO's against allies.
Use stand still on any large animals if protection from evil is dispelled.
Refresh mirror image whenever down.
If Fayne is undetectable, kill allies in order of Bob, halflings, dogs, Rumple, and then use a scroll of see invisibility if Fayne is still not detectable.
Ahh, the age old enemies, facing off once more. Why do I feel like I’m getting an invisible flying truestrike powerattack glaive to the head? If he does that he may win.
Goal: buff, and try to debuff him, and again hope the allies can pull it off.
Start in default area, with Bob in front, Halflings (dismounted) and their riding dogs arrayed around, all surrounding Fayne (trying to prevent an invisible glaivestrike), with Rumpled flying 15’ straight above Fayne to prevent divebombing with enlarged Glaive
Round 1: Halflings cast Magic Stone x3 | Rumpled UMD Obscuring Mist around us for some buffing time | Fayne tosses Tan animal (or if Rumpled failed UMD, Fayne will UMD Obscuring Mist)
Round 2: Halflings ready an action to shoot Ahrin on sight (and free action order dogs to attack him on site) | Rumpled tosses Rust animal | Fayne casts Mirror Image (using a 3rd level spell slot)
Round 3: Halflings as before (forever – their deal is magic stone and order dogs to attack, dogs to flank/trip if possible) | Rumpled UMD Scroll of Silence (his goal is to, invisibly, get to wherever Ahrin is and to stay near him, preventing him from casting; will ready actions to move where Ahrin moves, to prevent him from Moving and casting – ideally in such a way as to allow Fayne to still cast, and not Ahrin, but blocking Ahrin casting takes priority) | Fayne Inspire Courage
Round 4+ try to engage – everyone moving forward in unison / in formation
(When engage, order bags of tricks to attack, druids order dogs to attack, Bob attacks with psionic weapon on first attack)
Fayne will engage with
--Dispel Magic (from wand if he’s not flying, from memory if he is flying)
If summons are prevented from hurting Ahrin (ie, PfE is up), recast Dispel from Wand.
--Wand of MM after Dispel; if it’s blocked by Shield, cast Enlarge Person and trip with Whip, and ready actions to re-trip if standing to keep Ahrin tripped
--Rethrow bags of tricks if they die
--Rebuff Inspire Courage if it runs out
Halflings engage with magic stone then regular stones
Dogs bite for tripping, flank if possible
Bob psionic weapon first attack, then melee
Bags of Tricks melee
Rumpled will focus on Silencing Ahrin to prevent casting; if that fails or if Ahrin is stuck in melee/tripped (meaning Rumpled doesn’t have to worry about Ahrin moving), Rumpled will engage with sling (note: small size inappropriate due to me not purchasing him a bow in advance of 3FC). If Silence expires, Rumpled will switch to Wand of Sonic Scorching Rays
Note:
If Fayne is Grappled, everything attack Ahrin while grappling, Fayne take total defense; if bags of tricks are unable to hit Ahrin, Rumpled will take the wand of dispel magic and UMD wand on Ahrin until bags can hurt him, and then Rumpled will start CLW wanding Fayne to keep her alive in the grapple
Re: Rumpled - if he has silence on, he should try to be smart about keeping Ahrin in silence range; if Ahrin is at range, ready actions to follow him. If Ahrin is in melee, Rumpled should wait to act with Fayne, and move back, let Fayne use magic, and then move in, to prevent Ahrin from using magic.
Rumpled's main goal is to keep Ahrin from rebuffing PfE, Flight, Shield, and Resist Energy
Keeping Ahrin on the ground and not flying is essential and should be Fayne and Rumpled's main goal - Fayne to dispel it, Rumpled to keep it off.
The easiest way to do this, and my preference, would be for rumpled to single move away from the action, let fayne act, and ready an action to move towards Ahrin on spellcasting.
Rumpled should move intelligently to keep Fayne out of silence (and allow her to keep singing) but to put Ahrin in silence.
Sorry for the complexity, please let me know if any questions
[Prefight Location and Initiative] Ahrin starts in area 2 at (62,32) with a scroll of Resist Energy (CL3). Initiative 16 (=) Fayne starts in area 3 at (31,5) with nothing in hand. Initiative 5 -- Rumpled starts at (31,5,1), invisible with a scroll of Obscuring Mist (CL1). Initiative 9 (+) -- Bob starts at (31,7) with greatsword in hand. Initiative 4 -- Druids start at (29,4), (31,3) and (33,4) with nothing in hand. Initiative 19, 16 (+), 17 -- Animal Companion Riding Dogs start at (29,6), (33,6), (31,8). Initiative 9 (-), 16 (-), 9 (-) -- Non Companion Riding Dogs start at (29,8) and (33,8). Initiative 22, 6
[Round 1] NC Dog A delays Druid A casts Magic Stone on three pebbles. Druid C casts Magic Stone on three pebbles. Druid B casts Magic Stone on three pebbles. Ahrin casts Resist Energy for Sonic protection from the scroll [UMD 26 vs DC23, success; ASF 45% vs 16%, success] and draws a scroll of protection from evil (CL2) AC Dog B guards Rumpled tries to activate the scroll [UMD 30 vs DC21, success] and flies to (31,5,3) AC Dog A guards AC Dog C guards NC Dog B delays Fayne pulls an animal from the tan bag of tricks [1d100=49, Lion] and tosses it to (32,8) Lion guards NC Dog A guards NC Dog B guards Bob guards.
[Round 2] Druid A loads his sling and readies to fire on sight. Druid C loads his sling and readies to fire on sight. Druid B loads his sling and readies to fire on sight. Ahrin casts Mirror image from memory [1d4+1=2] AC Dog B guards Rumpled pulls an animal from the rust bag of tricks [1d100=79, Boar] and toss it to (30,7) Boar guards AC Dog A guards AC Dog C guards Fayne casts Mirror Image from memory [1d4+2=4] Lion guards NC Dog A guards NC Dog B guards Bob guards
[Round 3] Druids ready. Ahrin casts Protection from Evil from the scroll [UMD 20 vs DC22, fail] and draws a scroll of Shield (CL2). AC Dog B guards Rumpled draws and uses a scroll of silence [UMD 18 vs DC23, fail] Boar guards AC Dog A guards AC Dog C guards Fayne starts to sing. Lion guards NC Dog A guards NC Dog B guards Bob guards.
[Round 4] Druids ready. Ahrin casts Protection from Evil from the scroll [UMD 28 vs DC22, success] and draws a scroll of Shield (CL2). AC Dog B guards Rumpled uses a scroll of silence [UMD 35 vs DC23, success] and temporarily silences Fayne's singing. Rumpled flies to (31,15,3), spots Ahrin and his images and indicates his location to Bob, the druids and Fayne. Boar guards AC Dog A guards AC Dog C guards Fayne continues to sing and indicates everyone should start moving out. Lion guards NC Dog A guards NC Dog B guards Bob moves to (36,13) and orders the NC dogs to heel [Handle Animal 8 vs DC10, fail]
[Round 5] Druid A moves to (32,7), orders his dog to follow [HA 23 vs DC10, success] and readies Druid C moves to (36,7), orders his dog to follow [HA 5 vs DC10, fail] and readies Druid B moves to (34,6), orders his dog to follow [HA 11 vs DC10, success] and readies Ahrin casts Shield from the scroll [19 vs DC22, fail] and draws a scroll of expeditious retreat (CL1) AC Dog B moves to (39,10) Rumpled flies to (45,28,3) Boar moves to (41,18) AC Dog A follows to (34,12) AC Dog C guards in the mist Fayne continues to sing and moves to (34,10), drawing a wand of Dispel Magic (CL5) Lion moves to (37,13) NC Dog A guards NC Dog B guards Bob orders the NC dogs to heel [HA 15 vs DC10, success] and moves to (41,19)
[Round 6] Druid A moves to (33,11) and readies. Druid C orders his dog to follow [HA 12 vs DC10, success] and moves to (39,9) and readies Druid B moves to (37,8) and readies. Ahrin casts expeditious retreat from the scroll [UMD 32 vs DC22, success; ASF 1% vs 15%, fail] and draws his glaive while moving to (51,29) a scroll of expeditious retreat (CL1) AC Dog B moves to (45,15) Rumpled flies to (51,29,2) and readies to move after Ahrin moves. Rumpled flies to (53,32,3) and readies to move after Ahrin moves. Boar moves to (52,29) AC Dog A moves to (39,18) AC Dog C moves to (36,14) Fayne continues to sing and moves to (38,14) Lion moves to (46,25) NC Dog A moves to (40,19) NC Dog B moves to (43,19) Bob moves to (44,26)
[Round 7] Druid A moves to (35,14) and readies Druid C moves to (42,12) and readies Druid B moves to (40,11) and readies Ahrin drinks the potion casts from the scroll and moves to (50,32), drawing his glaive and moving through the silence area. He moves out of it and can hear again. The three druids take their readied actions here [~120ft (-4), 1 (Ahrin), 10 vs AC23, miss; 3 (Image), 11 vs AC13, miss; 2 (Image), 20 vs AC13, hit; Image destroyed] Rumpled's ready action triggers and he moves to (50,32,2), covering Ahrin in silence again. AC Dog B moves to (50,28) Boar moves to (51,31), provoking (but Ahrin does not take the attack) and attacks Ahrin [3 (image), 17 vs AC13, hit; image destroyed] AC Dog A moves to (48,30) AC Dog C moves to (47,25) Fayne moves to (42,18) and activates the wand of dispel magic on Ahrin [1 (Ahrin); 18 vs DC11+3 (Resist Energy), success; 16 vs DC11+4 (Mirror Image), success, 22 vs DC11+2 (PfE), success, 7 vs DC11+1 (Exp. Retreat), fail] Lion moves to (49,31) and attacks Ahrin [14 vs AC23, miss] NC Dog A moves to (48,31) NC Dog B moves to (48,32) Bob moves to (49,33), provoking an AoO from Ahrin [28 vs AC14, hit; Dmg 1d10+10=13] and Bob falls.
{Noticed when I was doing dispel, that Ahrin forgot to retry shield, but then he fails that for ASF and the enemies are showing up - so I had him move on. Then after rolling the dispel, I remembered the readied halflings - who end up destroying an image (and then the boar as well), so Ahrin has no images left by the time Dispel comes up. I am dropping the roll for the Mirror Image check}
Ahrin 57/57, Resist Energy (dispelled), Mirror Images (ended), Protection from Evil (dispelled), Expeditious Retreat (ends 17) Fayne 42/42, Mirror Image (4 images, ends 82), Inspire Courage (ends 12) -- Rumpled 21/21, Invisible (ends 60), Obscuring Mist (centered at (31,5,3), ends 11), Silence (ends 304) -- Druid A/B/C 4/4, Magic Stone (2 stones each, ends 301) -- AC Dog A/B/C 13/13 -- NC Dog A/B 13/13 -- Bob -6/13, dying -- Lion 32/32, ends 101 -- Boar 25/25, ends 102
[Round 8] Druid A reloads and fires again [120ft (-4), 12! vs AC23+4+4 (cover, firing into melee), miss] Druid B reloads and fires again [10 vs AC23+4, miss] Druid C reloads and fires again [22 vs AC23+4, miss] Rumpled readies Ahrin breathes, catching the lion, AC Dog A and B and NC Dog A [Reflex 16,16,15,22 vs DC15, success; Dmg 2d8=8/2=4] Ahrin then moves to (44,25), drawing an AoO from the lion, boar, NC Dog B [15 (lion), 24 (boar), 14 (dog) vs AC23, hit; Dmg 1d8+3+2=12] Rumpled moves to (44,25,2) AC Dog B moves to (45,25), provoking an AoO from Ashtin [22 vs AC16, hit; Dmg 1d10+10=16] and AC Dog B falls. Boar moves to (45,25), provoking an AoO from Ashtin [27 vs AC16, hit; Dmg 1d10+10=15] AC Dog A moves to (43,26), provoking an AoO from Ashtin [28 vs AC16, hit; Dmg 1d10+10=11] and AC Dog A falls. AC Dog C moves to (43,24), provoking (but Ahrin is unable to attack) and attacks [18 vs AC23, miss] Fayne draws and uses a wand of Magic Missiles (CL3) [2d4+2=9] Lion moves to (43,27) and attacks Ahrin [28 vs AC23, hit; Dmg 1d4+5+2=9] NC Dog A moves to (45,24) and attacks Ahrin [16+2 vs AC23, miss] NC Dog B moves to (43,25)
Ahrin 27/57, Expeditious Retreat (ends 17) Fayne 42/42, Mirror Image (4 images, ends 82), Inspire Courage (ends 12) -- Rumpled 21/21, Invisible (ends 60), Obscuring Mist (centered at (31,5,3), ends 11), Silence (ends 304) -- Druid A/B/C 4/4, Magic Stone (1 stone each, ends 301) -- AC Dog A -2/13, dying -- AC Dog B -7/13, dying -- AC Dog C 13/13 -- NC Dog A 9/13 -- NC Dog B 13/13 -- Bob -6/13, dying -- Lion 28/32, ends 101 -- Boar 10/25, ends 102
[Round 9] Druid A reloads and fires again [75ft (-2), 19 vs AC23+4, miss] Druid B reloads and fires again [25! (6!-not confirmed) vs AC23+4, hit; Dmg 1d6+1+2=7] DEFLECTED Druid C reloads and fires again [6! vs AC23+4, miss] Rumpled readies Ahrin moves to (43,20), drawing AoOs from everything [27 (lion), 24 (boar), 21 (AC Dog C), 14 (NC Dog A), 13 (NC Dog B) vs AC23, 2 hits; Dmg 1d4+5+2=10, 1d8+3+2=9] Barely still standing, he attacks Fayne [4 (Image) 17! vs AC12, miss] Rumpled moves to get Ahrin in the area of silence, but not Fayne Boar moves to (44,21), provoking an AoO from Ahrin [23 vs AC16, hit; Dmg 1d10+10=18]. Due to ferocity, Boar is still standing, but cannot attack since it is disabled and already took a move action. AC Dog C moves to (42,20), provoking an AoO from Ahrin [35 vs AC16, hit; Dmg 1d10+10=11] and then it attacks [27! (10-not confirmed) vs AC23, hit; Dmg 1d6+3+2=7] and Ahrin falls. Fayne uses her wand of magic missiles [2d4+2=min kills]
Lady Fayne wins and gains 2700xp +9% {-25% (allies) + 34% (politics)} = 2943xp / 4905gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: none Items Used: Scroll of Obscuring Mist (CL1), Scroll of Silence (CL3), 1 charge from a wand of Dispel Magic (CL5), 2 charges from a wand of Magic Missile (CL3) Spells or Powerpoints Used: 3 SL (3SL Mirror Image) Abilities Used: 1 Bardic Music Free Activity: Gather Info
Ahrin loses and gains 900xp + 56% {25% (opponent's allies) + 31% (politics)} = 1404xp / 2340gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: none Items Used: Scroll of Resist Energy (CL3), Scroll of Protection from Evil (CL2), Scroll of Shield (CL2), Scroll of Expeditious Retreat (CL1) Spells or Powerpoints Used: 2 SL (2SL Mirror Image) Abilities Used: none Free Activity: Perform +215gp, 4sp, 6cp
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Gilli, huh? Newbie. Interesting character! This could get painful. And this may take a lot of CLW if we just go at it at range. It would be my preference to get into melee. But a WAND of Entangle? That’s like infinite entangle!
Goal – get to melee range as quickly as possible and grapple him to death
Start in front center
Rd 1:
--If he’s seen, run to as close as possible, ideally to base.
--If he’s not seen, powerstone of Skate
Rd 2+:
Engage with Stone of Entangling ectoplasm; use second stone if first misses.
After that, try to get into melee and grapple to death.
If entangled, and make the save, move out of the zone/closer to him
If entangled and miss the save, go prone, and shoot him with bow, and use CLW wand if hurt up to 16+ health; (but if I’m entangled (and doomed) exchanging bowshots isn’t the best option for me, but hopefully the ability to heal will outweigh his ability to hit more))
Notes:
--Synesthete if blind
--If ever in melee, go for grapple (he has no melee weapons so can’t AoO vs. grapple attempt)
--If at less than 8 hp, Vigor 1PP + 1WS (note: this means can’t focus, and lose SoT bonus speed)
Start off at the front center of my starting area with a scroll of shield of faith (CL1) in hand.
If Kyra is not in sight, read the scroll and draw a scroll of divine favor (CL1).
Now move out, looking for Kyra and ready to cast Entangle if she's not spotted. If she is spotted and in range, cast Doom. After the first spell is cast, follow up with the second (Doom or Entangle as appropriate).
After both, cast Divine favor from the scroll and draw/load crossbow and start firing.
Once Kyra comes to melee, use 5ft steps and attack with crossbow until divine favor expires. If still alive at that point, cast hold person on her and CDG if it works. If it doesn't work - continue attacking with crossbow until we're dead.
If grappled, use escape artist to get out. If she disarms/sunders my weapon - go ahead and surrender.
Round 0 Kira goes first in square 4, then Gilli in square 3.
Round 1 Kyra sees Gilli right off the bat and runs in, almost reaching him. Gilli, seeing the form of Kyra running in, calls to his mad deity for doom to reign down on her, but her faith protects her.
Kyra 20/20 HP, 16 AC Gilli 16/16 HP, 20 AC
Round 2 Curious about the definition of “in melee.” Given a 5’ shift would put Kyra in melee, I’ll consider her in melee. Kyra tries to grapple Gilli, but she fails to hold him. Gilli shifts back and cast entangle, but Kyra is to quick and her divine speed guides her movement clear of the spell.
Kyra 20/20 HP, 16 AC Gilli 16/16 HP, 20 AC
Round 3 Kyra moves out of the entangle and grapples again, catching hold of Gilli and crushing his ribcage for 6 damage. Gilli’s impressive reflexes allow him to slip out of Kyra’s mediocre grip.
Kyra 20/20 HP, 16 AC Gilli 10/16 HP, 20 AC
Round 4 Kyra catches hold of Gilli’s tail as he slips out and pull hims back in, doing 4 damage in the process. Gilli tries to slip out again, but his tail appears to be a weakpoint.
Kyra 20/20 HP, 16 AC Gilli 6/16 HP, 20 AC
Round 5 Kyra tries to crush Gilli, but can’t seem to get a grip on anything but his tail and thus can’t hurt him. Gilli, seeing Kyra fumble, bites her hand and slips out.
Kyra 20/20 HP, 16 AC Gilli 6/16 HP, 20 AC
Round 6 Kyra kicks the small creature down and jumps on him, ignoring her hurt hand, and her wait crushes the poor creature for 6 damage. Gilli tries to fight, but his actions and lack of oxygen cause him to submit to unconsciousness.
Gilli loses and gains 336 xp and 413 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: 2 SL (Doom, entangle) Abilities Used: none Free Activity: Profesion Miner
Kira Wins and gains 900 xp and 900gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: none Items Used: None Spells or Powerpoints Used: none Abilities Used: None Free Activity: Intimidate
Huh, this is not easy. Protection from Evil and Resist energy and high fort save… huh… Well, at least he only has the one PfE; maybe I can outlast him.
Basic plan: Magic Stone, PfG potion for +2AC, ride for cover (AC28 should help keep me alive long enough to outlast his protective buffs), engage with summon swarm, if it is blocked by PfE on Berri, switch to magic stones until PfE runs out, then summons + Leech in melee.
Start in default, mounted on Leech
Round 1: Magic Stone
Round 2: Protection from Good potion +2AC
Engage with:
First - Summon Swarm: Bats.
Swarm notes:
--keep it near Trillain and Berri (ideally it will hurt both of them)
--if it’s hurting Berri, maintain concentration; if it can’t hurt Berri, OR if it comes to bite me/Leech, stop concentrating (if it hurts Kol/Leech, heal w/ CMW).
--If it can’t hurt Berri, note what round it is.
--8 rounds after swarm couldn’t hurt Berri, drop Poison for SNAIII: Dire Wolf to attack Berri (this trumps any other activity noted). At this point, rapid dismount and send Leech in to melee Berri as well (just before start SNAIII). After SNAII, drop Flaming Sphere for SNAII: Hippogriff to attack Berri too (note: have 6 + 3 Leftover spells + 4 PoPs).
--While Swarm is out, try to keep distance, and be behind cover ideally, to prevent Trillain from shooting easily.
--If spellcasting was disrupted and summon swarm never happened, on round 10 of the fight dismount, send Leech in, and cast SNAIII for Dire Wolf; wait to see if it can hit Berri; if it can, cast SNAII as well as noted.
Second – Magic Stone (after Summon Swarm, but likely before other contingent summons)
--After summon swarm as noted above, then engage with Magic Stone.
--Recall and recast it up to 3 times
--If use up 3 stones, cast Produce Flame (this should be last available SL) and engage with that; recall w/ last PoP and continue
Notes/Special/Other:
--Ride for cover
--Go behind cover from Trillain whenever possible without disrupting my plans
--Note the clause of “if it’s 8 rounds after Summon Swarm couldn’t hit Berri, cast SNAIII”
--If Bat Swarm wounds Kol or Leech, use Cure Minor Wounds (if it hurt both of us heal Kol w/ CMW; share if possible to heal both)
Okay, this is going to get messy - but the small map is going to at least make it quick.
Start off at the default with a scroll of resist energy (CL2) and cast it for fire (note that I have Resistance to Acid 5, Cold 5 and Electricity 5 already). Draw a scroll of shield (CL2) and cast it (use my luck domain if this fails due to ASF).
Then buff with resistance from memory, and draw greatsword while moving out.
If interrupted by summons, cast protection from evil and avoid them while trying to get to Kol. If interrupted by Kol and I can engage, proceed to the greatsword immediately.
If Leech is attacking me without Kol mounted, kill him with sword
Engage with true strike and get into melee range. Then attack with divine might and full power attack on the true strike attack; follow up with another true strike and divine might/power attack attack. Finish off with regular attacks.
If I can't get to melee - do not cast true strike.
If he's avoiding, break LOS, stow sword, draw and cast expeditious retreat and reengage.
I think that's it. It likely won't work out this well - but do your best.
Round 0 Kol goes first in square 2 while the others go next in square 1.
Round 1 Kol pulls some rocks and cast magic stone. Berri casts resist energy, fire from scroll.
Kol 30/30 HP, 22 AC Berri 29/29 HP, 17 AC
Round 2 Kol uses protection from good potion. Berri the uses shield.
Kol 30/30 HP, 22 AC Berri 29/29 HP, 21 AC
Round 3 Kol begins casting summon swarm. Berri casts resistance and moves out with Trillian.
Kol 30/30 HP, 22 AC Berri 29/29 HP, 21 AC
Round 4 Kol finishes casting swarm near where he heard his foes. The swarm then runs over the foes, doing 5 damage to Berri and 3 to Trillian. Kol stays put. Berri moves out of the area and casts protection from evil while hunting down Kol.
Kol 30/30 HP, 22 AC Berri 24/29 HP, 21 AC Trillian 14/17 HP, 19 AC
Round 5 Kol pulls back. Berri and Trillian approach, the swarm picking at Trillain as both he and Berri bleed.
Kol 30/30 HP, 22 AC Berri 23/29 HP, 21 AC Trillian 9/17 HP, 19 AC
Round 6 Koll, seeing the swarm avoiding Berri, slings a stone at Berri for 5 damage. The swarm does another 4 damage to Trillian as Berri casts true strike and closes. Trillian fires, but in vain.
Kol 30/30 HP, 22 AC Berri 17/29 HP, 21 AC Trillian 4/17 HP, 19 AC
Round 7 Kol shoots another sling bullet, hitting for 3 damage. The swarm drops Trillian before vanishing. Berri attacks with full power attack and divine might, his magical and divine guidance slamming Kol for 24 damage.
Kol 6/30 HP, 22 AC Berri 13/29 HP, 21 AC
Round 8 Kol slings his last stone, missing. Berri casts true strike.
Kol 6/30 HP, 22 AC Berri 12/29 HP, 21 AC
Round 9 Kol recasts magic stone, but Berri beheads him before he can throw one.
Kol loses and gains 583 xp and 622 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: None Items Used: 1 Pearl of Power 1, Potion of protection from good Spells or Powerpoints Used: 3 SL (Swarm, Magic Stone) Abilities Used: none Free Activity: Guard
Berri Wins and gains 1250 xp and 1333gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: none Items Used: Scroll Resist Energy, Scroll Shield Spells or Powerpoints Used: 2 SL 1 Cantrip Abilities Used: Turn Undead x2 Free Activity: Guard
Start in the front corner of my area with wand of energy resistance in hand. Use wand for electricity resistance and drop and draw a torch. Light the torch with my flaming hand and move out.
Once Ant is detected, go for a flaming grapple, charging if possible. 2d6 fire damage for grappling should make this quick. Of course, I can only take 1 mind blast, so it will be quick either way.
This should hopefully a quick and painful fight for Jerod.
Start off at the back corner with a dorje of defensive precognition (ML1) and a powerstone of Touchsight (ML5)
Manifest Touchsight from the powerstone, draw and use a powerstone of Specified Energy Adaptation (against fire) and then use the dorje and move out. If Jerod approaches, immediately interrupt tactics for a full powered and wild surged Mind thrust (8d10, Will DC20 (17 + 3 Aug)). Repeat until he is dead. I have 18 Power points to use in this fight.
If I run out of PPs, draw and use dorje of entangling ectoplasm and then dorje of energy ray (cold, elec, sonic if resistance is present).
If grappled, use focus to make my first concentration check.
Ant acts first, in box 3, with dorje and powerstone Jerod acts second, in box 1, with wand
Round 1: Ant manifests touchsight (60’ ) and draws a powerstone Jerod uses wand for electricity resistance, drops it, and draws a torch
Round 2: Ant uses powerstone of Energy Adaptation: Fire Jerod lights a torch with his flaming hand (20’/40’ illumination) and moves
Round 3: Ant sees a glow (right? Not to ask a dumb question – but he must see the light off in the distance, even if there’s unilluminated darkness between the two of them) and uses his dorje of defensive precognition and moves out Jerod, failing to hear Ant, moves, checks out the SW starting box, sees nothing, and starts preparing to head to the SE starting box. Ant hears this shuffling around.
Round 4: Ant single moves towards the shuffling sounds and glowy torch, senses/feels/touchsees Jerod 60’ away at the edge of his touchvision and targets him with a wild and crazy blowing of the mind – and Jerod is reeling with a psychic smash for 40 damage Jerod spins around and charges at the shadowy illuminated Ant with his flaming hands… flaming. (touch +9 +2 charge vs tAC 21; no AoO as Ant doesn’t threaten – touch hits, Jerod wins opposed grapple check) Jerod hits, grapples Ant with fiery hands which don’t seem to scorch the protected bugskin, and wounds the bug somewhat.
Jerod 17/57 | Resist Elec Ant 23/29; 12/18 PP | Energy Adapt Fire 10 (ends Long), Def Precog 1 (ends 13), Touchsight (ends 51)
Round 5: Ant expends his psionic focus for his concentration check (15+10 = 25 vs DC20, success) to wild surge another mind thrust for 32, exploding Jerod’s head – the pyromaniac briefly enjoys the feeling of the conflagration building within, but only for the briefest of instants before his head explodes. Then he’s sad. Then he knows nothing.
Jerod loses and gains 700 xp / 866 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge wand of resist energy Spells/Powerpoints Used: none Free Activity: Craft +138
Ant wins and gains 2100 xp / 2600 gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: none Items Used: Powerstone of Touchsight, Powerstone of Energy Adapt: Specified, Dorje Defensive Precog Spells/Powerpoints Used: 12pp Free Activity: Guard