Drow 120’ darkvision vs. Goblin + 2 Skellies each with 60’ darkvision. Interesting. Let’s assume the pitch black isn’t an issue. Spell Resistance may be, unfortunately.
Plan: Flying to ensure he has to shoot with his bow, and chip away at him
Ogre Mage Tactic:
Will fly, between Qwuibbik and Eranor, until the drow is found; then will dive/charge with greatsword and then continue to attack in melee while flying from above for the +1 for greater height. Ogre mage can engage at any time it wants.
Round 1: Antitoxin, fly straight up
Round 2: Shield of Faith on self, stay about 90’
Round 3: Entropic shield on self
Round 4: Divine Favor on self
Round 5: Engage with arrows (cold iron, then silver)
(if out of arrows, switch to wand of produce flame until he resists it, then do produce flame from memory until he resists it; if he’s still not dead and we’re really at the point of 30 arrows, 2 produce flames, if Ogre Mage is still up, let that try to kill him; if that dies, then try dropping highest level spell slot available (invis purge if 3 SL avail, SW if 2 SL avail) and inflict woundsing him then attacking with Yeth Hound and Mace in melee/flanking – but don’t get to this point)
Note:
--Ride for cover
--If Qwuibbik is hurt below 18hp, will cast Aid on self; if below 18 again after that, use Wand of Cold Flame and try that until he resists it, then switch back to bow shots
--If Yeth is hurt below 13hp, will cast Sanctuary on it; if it’s below 8, drop Bless and Inflict Light Wounds it
Finally:
--If Qwuibbik should win, he will hack off a part of the body and try to preserve that, as he's learned that preserving the entire cadaver is useless under the cursed Nimbus
Figures I have little hope in this fight despite double-distance on Darkvision...
Start off at front center with bow and wand of divine favor. Use the wand and stow it.
Now move out, looking for Qwuibbik. Preferably, the plan is to attack and then move away (even outside of the range of my darkvision). Repeat until I am approached in melee.
If approached in melee, use 5ft steps and fire arrows still. If unable to attack without provoking, attack anyway.
Refresh Divine favor as needed.
Preference is to attack Qwuibbik. Only attack skeletons if Qwuibbik is not in sight.
Round 0 The Ogre Mage goes first, then Eranor in square 3, and Quibbik last in square 2.
Round 1 Eranor uses his wand and moves out. Kol uses an antitoxin and flies up. The ogre mage, who delayed till after Q, moves to be in front for cover.
Quwibbik 36/36 HP, 23 AC Eranor 38/38 HP, 21 AC
Round 2 Eranor continues exploring, his long range darkvision failing to see his foes just out of range. Kol casts Shield of Faith, and the distance is too great for Eranor to hear. Quwibbik then tries to fly up before hitting the 50’ ceiling.
Quwibbik 36/36 HP, 26 AC Eranor 38/38 HP, 21 AC
Round 3 Eranor keeps going. Kol casts entropic shield.
Quwibbik 36/36 HP, 26 AC Eranor 38/38 HP, 21 AC
Round 4 Eranor moves on, not detecting his foe. Quwibbik casts divine favour, and Eranor’s head spins upon hearing the faint incantations.
Quwibbik 36/36 HP, 26 AC Eranor 38/38 HP, 21 AC
Round 5 Eranor finally begins closing in on Quwibbik, the crowd’s tension rising as they see (with magical guidance) his approach. Quwibbik draws his bow and begins moving, but in the wrong direction. The crowd moans.
Quwibbik 36/36 HP, 26 AC Eranor 38/38 HP, 21 AC
Round 6 Eranor slips around the corner and makes the first shot of the match, but holding his bowstring so tense has caused the arrow to catch and it flies far astray. Quwibbik can’t hear a thing, so he keeps going, hoping he finds him.
Quwibbik 36/36 HP, 26 AC Eranor 38/38 HP, 21 AC
Round 7 Eranor (and the crowd) groans as Quwibbik moves on. He moves to intercept them. The continue moving on.
Quwibbik 36/36 HP, 26 AC Eranor 38/38 HP, 21 AC
Round 8 Eranor, not wanting to get ion to close, readies to fire. Quwibbik continues moving. Eranor releases his arrow, but misses again. He is heard.
Quwibbik 36/36 HP, 26 AC Eranor 38/38 HP, 21 AC
Round 9 Eranor shoots and retreats, finally striking true for 10 damage. The crowd cheers for first blood. Quwibbik moves to follow, but has to take the long way around because the ogre doesn’t quite fit.
Quwibbik 26/36 HP, 26 AC Eranor 38/38 HP, 21 AC
Round 10 Eranor fires again, missing. The ogre pulls into range as does Quibbik.
Quwibbik 26/36 HP, 26 AC Eranor 38/38 HP, 21 AC
Round 11 Eranor shifts back and fires, but misses. The Ogre returns the attack, but hits for 16 damage. Quibbik follows up with an arrow but drops it into the Yeth hounds rib cage.
Quwibbik 26/36 HP, 26 AC Eranor 22/38 HP, 21 AC
Round 12 Eranor shifts back and fires again, but his divine power has faded. The ogre smashes Eranor again for 14 damage. Quwibbik follows up with a perfect shot through the ogre’s ribcage and scores a perfect hit for 7 damage.
Quwibbik 26/36 HP, 26 AC Eranor 1/38 HP, 21 AC
Round 13 Eranor shoots again, but misses. Then the ogre beheads him.
Seeing his head roll away and beginning to fade, Quwibbik jumps off of his steed, scooping up the drow’s head and ripping its brains out with his arrow. He clutches the head with dear life, and as he opens his eyes, he sees the head remain in his hands as the body and brain vanish. Quwibbik immediately breaks into a strange little goblin dance to his lord before beginning his task, merrily embalming the decapitated head as Eranor sits in the recovery box and watches his own head being preserved.
Eranor loses and gains 712 xp and 791 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: 1 charge wand of Divine Favour, 3 arrows Spells or Powerpoints Used: none Abilities Used: none Free Activity: Guard
Quwibbik Wins and gains 1462.5 xp, 1769gp, and an embalmed, drow’s head Time Between Fights: 3 hour Prebuffs/Ongoing Effects: none Items Used: 1 arrow, one charge wand of divine favour, one antitoxin. Spells or Powerpoints Used: 2 SL, Entropic Shield, Shield of Faith, Abilities Used: None Free Activity: Profession
DOG, RIDING Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip, Smite Evil (+2 dmg) Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance Acid 5, Cold 5, Electricity 5, SR 7 Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6 Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1* Feats: Alertness, TrackB Challenge Rating: 1 Alignment: Neutral Good This category includes working breeds such as collies, huskies, and St. Bernards. Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds. Combat If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Rd 4: Move out with single moves and ready actions to attack anything in range (or, if something is in range but not melee at the start, charge and use psionic weapon on first attack)
Attack in melee, psionic weapon on first attack
If tripped and facing one foe, stand and attack; if tripped and in melee with more than one foe, attack from the ground
Lay on hands if at <9 for 6 HP
If at <9 again after that, re-vigor from Cognizance Crystal (+WS)
[Prefight Locations and Initiative] Kyra starts in area 1 at (31,62) with a powerstone of force screen (ML2) and a wand of divine favor (CL1). Initiative 6 The dogs start in area 2 at (55,32), (55,31), (55,33). Initiative 3, 20, 19
[Round 1] Dog B moves out to (47,31), and, not seeing Kyra yet, makes a decision and heads North west. Spotting Kyra by the time he gets to (41,36), the dog lets out a bark. Dog C moves to (44,43) Kyra manifests a 1pp Vigor and surges it [Enervation 54% vs 6%, success] Dog A moves to (44,42)
[Round 2] Dog B moves to (31,47) Dog C moves to (37,56) Kyra uses the wand and stows it. Dog A moves to (33,53)
[Round 3] Dog B charges Kyra to (31,61) [7 vs AC16, miss] Dog C moves to (32,62) and bites at Kyra [10 vs AC16, miss] Kyra manifests the powerstone defensively [Concentration 19 vs DC16, success] and draws her greatsword. Dog A charges to (32,61) [15 vs AC16+4, miss]
[Round 4] Dog B takes a 5ft step to flank to (30,62) and bites [23 vs AC16+4, hit; Dmg 1d6+3=4; Trip 17 vs 15, success] and Kyra falls to the ground. Dog C attacks Kyra [16 vs AC16+4-4, hit; Dmg 1d6+3=5] Kyra stays prone and attacks Dog B, expending her focus for psionic weapon [15 vs AC16, miss] Dog A takes a 5ft step to (31,61) and attacks the prone Kyra [13 vs AC16+4-4, miss]
Kyra 20/20, Vigor (+1 temp hp, ends 21), Divine Favor (ends 12), Force Screen (ends 23) Dog A 13/13 Dog B 13/13 Dog C 13/13
[Round 5] Dog B attacks Kyra [10 vs AC16+4-4, miss] Dog C attacks Kyra [12 vs AC16+4-4, miss] Kyra attacks dog B [17 vs AC16, hit; Dmg 2d6+3+1=13], disabling the dog. Dog A attacks Kyra [14 vs AC16+4-4, miss]
Kyra 20/20, Vigor (+1 temp hp, ends 21), Divine Favor (ends 12), Force Screen (ends 23) Dog A 13/13 Dog B 0/13, disabled Dog C 13/13
[Round 6] Dog B attacks Kyra [22 vs AC16+4-4, hit; Dmg 1d6+3=6] and then collapses. Dog C attacks Kyra [10 vs AC16+4-4, miss] Kyra attacks dog A [18 vs AC16, hit; Dmg 2d6+3+1=12] Dog A shifts to flank and attacks Kyra [6! vs AC16+4-4, miss]
Kyra 15/20, Vigor (ended), Divine Favor (ends 12), Force Screen (ends 23) Dog A 1/13 Dog B -1/13, dying Dog C 13/13
[Round 7] Dog C attacks Kyra [12 vs AC16+4-4, miss] Kyra attacks Dog A [7 vs AC16, miss] Dog A attacks Kyra [13 vs AC16+4-4, miss]
[Round 8] Dog C attacks Kyra [11 vs AC16+4-4, miss] Kyra attacks Dog A [21 vs AC16, hit; Dmg 2d6+3+1=13], killing it. Kyra stands, taking an AoO from Dog C [23! (23! -confirmed) vs AC16+4-4, hit; Dmg 2d6+6=6+5]
Kyra 4/20, Vigor (ended), Divine Favor (ends 12), Force Screen (ends 23) Dog A -12/13, dead Dog B -1/13, dying Dog C 13/13
[Round 9] Dog C attacks Kyra [21 vs AC16+4, hit; Dmg 1d6+3=6] and Kyra falls.
Kyra loses and gains 300xp / 300gp. Time Between Fights: 3 hours Prebuffs/Ongoing Effects: none Items Used: 1 charge from a wand of Divine Favor (CL1), Powerstone of Force Screen (ML2) Spells/PP Used: 1pp (Vigor) Free Activity: intimidate
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BARBED DEVIL (HAMATULA) Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 12d8+72 (126 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 31 (+6 Dex, +2 armor, +13 natural) touch 16, flat-footed 25 Base Attack/Grapple: +12/+24 Attack: Claw +20 melee (2d8+8 plus fear) Full Attack: 2 claws +20 melee (2d8+8 plus fear) Space/Reach: 5 ft./5 ft. Special Attacks: Fear, improved grab, impale 3d8+10, summon devil Special Qualities: Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft. Saves: Fort +14, Ref +14, Will +12 Abilities: Str 25, Dex 23, Con 23, Int 12, Wis 14, Cha 20 Skills: Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks) Feats: Alertness, Cleave, Improved Grapple, Iron Will, Power Attack Challenge Rating: 11 Alignment: Always lawful evil
A barbed devil is about 7 feet tall and weighs about 300 pounds. Combat Barbed devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks. A barbed devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Fear (Su): A creature hit by a barbed devil must succeed on a DC 21 Will save or be affected as though by fear (caster level 9th). Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based. Impale (Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check. Improved Grab (Ex): To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body. Summon Devil (Sp): Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell. Barbed Defense (Su): Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+7 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 17), major image (DC 18), scorching ray (2 rays only). 1/day—order’s wrath (DC 19), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based.
Equipment (21000) Cloak of Charisma +2 4000gp Gauntlets of Ogre Power +2 4000gp Bracers of Armor +2 4000gp Amulet of Mighty Fists +1 6000gp
Potion of Fly (CL5) 750gp Potion of Shield of Faith (CL6) 300gp Potion of Invisibility (CL3) 300gp Potion of Barkskin (CL3) 300gp Potion of Resist Energy (Elec 20, CL7) 350gp
Curses.... no clue what it is, but I do need to see. Start i default with hand of glory around my neck and my amulet of natural armour in my hand. Round 1, use amulet for daylight on my shield and then switch for my other amulet. Then move out, running to the clockwise corner as fast as I can unless foe is detected in another way. Once foe is found, attack in melee if possible, using full power attack and deep impact on my first blow. Keep in melee, using full attacks.
If unable to reach in melee, throw mindblade, recharging strike after each throw.
If foe has images up, use bladewind before first melee strike to lower that spell.
If grappled, change mindblade to shortsword form and attack, using psychic strike instead of full attacks.
[Prefight Location and Initiative] Ashtin starts in area 1 at (3,62) with hand of glory equipped around neck and amulet of natural armor in hand. Initiative 23 Hamatula starts in area 2 at (62,62) with a potion of invisibility (CL3) and a potion of shield of faith (CL6) in hand. Initiative 25
[Round 1] Hamatula drinks the potion of invisibility and draws a potion of barkskin (CL3) Ashtin uses the hand of glory to cast daylight on his shield and takes it off.
[Round 2] Hamatula uses greater teleport and picks a random starting corner [1d3=3=starting area 4] and appears at (1,1). He does not see Ashtin. Ashtin stows his hand of glory and equips the amulet of natural armor.
[Round 3] Hamatula uses greater teleport again [1d2=1=starting area 1] and appears at (1,64) and sees Ashtin clearly. [MS 39] Ashtin runs to (21,60)
[Round 4] Hamatula uses summon devil [24% vs 66%, fail] but nothing comes. Hamatula moves to (6,61) in order to keep sight on Ashtin. Ashtin moves to (27,61)
[Round 5] Hamatula drinks the potion of shield of faith and wanders towards Ashtin (12,61) Ashtin moves to (42,60), jumping the river [30 vs DC15, success] with ease.
[Round 6] Hamatula drinks the potion of barkskin and moves to (17,58) Ashtin moves to (56,60)
[Round 7] Hamatula teleports to (62,57) and sees Ashtin. Ashtin moves to (61,47), provoking an AoO from the hamatula, but the cruel creature elects to not take it.
[Round 8] Hamatula uses a scorching ray SLA [38,36-2 vs AC13, 2 hits; Dmg 4d6=12,11] and turns visible Hamatula moves to (57,56) Ashtin saw the creature run around the corner, so he moves to (58,57)
[Round 9] Hamatula uses Order's Wrath SLA defensively (autosuccess) [Will 30 vs DC19, success; Dmg 5d8=22/2=11] Ashtin full attacks with full power attack and deep impact [22,23 vs AC16+3/31+3+2, 1 hit; Dmg 1d10+19+16+3d8-10=34+9] [Barbed Defense 1d8+7=8]
Ashtin loses and gains 1100xp / 2500gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: none Items Used: none Spells/PP Used: none Abilities used: Daylight from Hand of Glory Free Activity: Craft +187gp
{Tough match up and I think it was generous to have it use those dailies (though failing the save on Unholy blight just sucked for you a lot) instead of just going for the brutal melee attacks. I didn't like buffing it too much, but Ashtin really can hit it often.
It wouldn't have made a difference here, but have you worked out if it is better to use full attacks instead of using single attacks with psychic strike in (particularly against high AC opponents?). I know here you didn't know you needed a 20 to hit on the 2nd attack - but if you did -I would think it would make more sense to go for the extra 3d8 where possible.
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Start off at rear right corner with a scroll of spectral hand in hand. Azariel will be on my shoulder.
Round 1 - False Life (ASF) from memory Round 2 - Spectral Hand (ASF) from scroll, draw scroll of shield (CL2) Round 3 - cast Shield from scroll (ASF). (note - this overlaps with my +1 shield bonus - so only a net of +3 to AC) Round 4 - cast Protection from Good from memory Round 5 - cast Chill touch from memory into the spectral hand - move out.
If Spectral Hand or Shield fails due to ASF, use another scroll. If interrupted, try to get the buffs up. After casting from shield scroll, draw rapier to enable attacks against the hawk if it comes attacking.
Priority of attacks: If not in melee with Al'Tiar, but Hawk is, attack with whatever is in spectral hand and then move away (so that the hawk will need to provoke to enter my square again). Use Rapier for AoO. If in melee with Al'Tiar, finish whatever is in the spectral hand and cast Color spray Otherwise, attack Al'Tiar with spectral hand touches.
After chill touch is used, if not in melee, use shocking grasp from memory (if I didn't cast Color Spray) or from scrolls (if I did cast Color Spray).
If in melee, Azariel will 5ft step into Al'Tiar's space and attack.
Start in default with Gan an use scroll of mage armour, shared. Then do protection from evil, shared from from scroll. Finish with chill touch, designating Gan as toucher. Draw bow and move out, readying to shoot Ellia on casting.
Once Ellia is found, move to melee range while readying to fire each time she cast until she casts 3 spells. After she casts three spells or goes a round without casting, draw rapier and engage in melee. Gan will deliver his touch spell any round she is within 5' of me.
If I am blinded, go prone to avoid arrows and send Gan to attack. Gan will fly in and deliver chill touches then return for me to recast chill touch on him. Hopefully I can live long enough for thus tactic to work.... If Ellia gets into melee while I am blind, stand and fight with rapier, still refreshing Gan's chill touch any time it is out. If I am still above 10 hp after the first set of chill touches is gone and Gan is uninjured, use my scroll of shield to further increase my odds.
[Prefight locations and Initiative] Ellia Duskthorn starts in area C with scroll of Spectral Hand in hand. Initiative 15. Al’Tiar starts in area A with scroll of Mage Armor in hand. Initiative 11.
Ellia Duskthorn: (29,2) 17/17 HP, 18 AC (13 touch) Al’Tiar: (4,27) 29/29 HP, 15+1 AC (14+1 touch)
[Round 1] Ellia Duskthorn casts False Life for 5 hit points. Al’Tiar casts Mage Armor, sharing it with Gan, and draws a scroll of Protection from Evil.
Ellia Duskthorn: (29,2) 22/17 HP, 18 AC (13 touch), False Life ends 3hrs Al’Tiar: (4,27) 29/29 HP, 15+1+4 AC (14+1 touch), Mage Armor (shared with Gan) ends 1hr
[Round 2] Ellia Duskthorn casts Spectral Hand, giving it almost all of the hit points from the first spell, and then draws a scroll of shield. Al’Tiar casts Protection from Evil, sharing it with Gan.
Ellia Duskthorn: (29,2) 18/17 HP, 18 AC (13 touch), False Life ends 3hrs, spectral hand ends 32 Al’Tiar: (4,27) 29/29 HP, 15+1+4+2 AC (14+1+2 touch), Mage Armor (shared with Gan) ends 1hr, PfE (shared with Gan) ends 22
[Round 3] Ellia Duskthorn tries to cast Shield, but her armor gets stuck on one of the wrist movements and the spell fizzles. She sighs and draws a replacement. Al’Tiar casts Chill Touch, designating Gan as the toucher, and moves to 2,22 while drawing his bow. He sees her on the way, and she sees him as well.
Ellia Duskthorn: (29,2) 18/17 HP, 18 AC (13 touch), False Life ends 3hrs, spectral hand ends 32 Al’Tiar: (2,22) 29/29 HP, 15+1+4+2 AC (14+1+2 touch), Mage Armor (shared with Gan) ends 1hr, PfE (shared with Gan) ends 22, Chill touch (Gan toucher) ends 33 (3 charges left)
[Round 4] Ellia Duskthorn casts Shield from the second scroll, and this time gets it right. She draws a rapier. Al’Tiar moves to 3,17 and readies.
Ellia Duskthorn: (29,2) 18/17 HP, 18+3 AC (13 touch), False Life ends 3hrs, spectral hand ends 32, Shield ends 24 Al’Tiar: (3,17) 29/29 HP, 15+1+4+2 AC (14+1+2 touch), Mage Armor (shared with Gan) ends 1hr, PfE (shared with Gan) ends 22 Chill touch (Gan toucher) ends 33 (3 charges left)
[Round 5] Ellia Duskthorn calls upon the dark powers she serves and casts Protection from Good, easily sidestepping Al’Tiar’s incoming arrow. Al’Tiar moves to 6,14 and readies.
Ellia Duskthorn: (29,2) 18/17 HP, 18+3+2 AC (13+2 touch), False Life ends 3hrs, spectral hand ends 32, Shield ends 24, PfG ends 45 Al’Tiar: (6,14) 29/29 HP, 15+1+4+2 AC (14+1+2 touch), Mage Armor (shared with Gan) ends 1hr, PfE (shared with Gan) ends 22 Chill touch (Gan toucher) ends 33 (3 charges left)
[Round 6] Ellia Duskthorn casts Chill Touch, catching Al’Tiar’s arrow on her armor. Al’Tiar lets go of his bow with one hand (the one without the buckler) and double moves to 14,6 while drawing his rapier.
Ellia Duskthorn: (29,2) 18/17 HP, 18+3+2 AC (13+2 touch), False Life ends 3hrs, spectral hand ends 32, Shield ends 24, PfG ends 45, Chill Touch ends 36 (3 charges left) Al’Tiar: (14,6) 29/29 HP, 15+1+4+2 AC (14+1+2 touch), Mage Armor (shared with Gan) ends 1hr, PfE (shared with Gan) ends 22 Chill touch (Gan toucher) ends 33 (3 charges left)
[Round 7] Ellia Duskthorn moves to 25,2, sees Al’Tiar again, and sends the spectral hand to hit him with negative energy, but the hand misses. Al’Tiar double moves to 23,2.
Ellia Duskthorn: (29,2) 18/17 HP, 18+3+2 AC (13+2 touch), False Life ends 3hrs, spectral hand ends 32, Shield ends 24, PfG ends 45, Chill Touch ends 36 (3 charges left) Al’Tiar: (23,2) 29/29 HP, 15+1+4+2 AC (14+1+2 touch), Mage Armor (shared with Gan) ends 1hr, PfE (shared with Gan) ends 22 Chill touch (Gan toucher) ends 33 (3 charges left)
[Round 8] Ellia Duskthorn attacks with the hand again, and this time it hits, for 3 damage, and Al’Tiar finds himself weakened. Al’Tiar takes a step up and stabs with the rapier, but Ellia easily dodges. Gan hops up (taking his enemy’s rapier on his magical armor) and swipes at Ellia, hitting with his own Chill Touch for 4 damage. Some of the arena wizards take careful notes about the magical interaction as one Necromancy spell wipes out the effect of another.
[Round 9] Ellia Duskthorn attacks with the hand again, and this time it does 4 damage, but the sorcerer resists the weakness. She sends Azariel to attack as well, but the snake is unable to get through Al’Tiar’s magical armor. Al’Tiar stabs again with his rapier, and hits for 7 damage. Gan swipes again and hits for 6 damage
[Round 10] Ellia Duskthorn attacks with the hand again, but Al’Tiar manages to dodge it. Azariel manages to bite Al’Tiar for 1 damage, but the sorcerer resists the poison. Al’Tiar stabs again with his rapier, and stabs himself in the foot. Gan swipes with the last of his spell, and hits for 1 damage
[Round 11] Ellia Duskthorn realizes that if she tries to cast Color Spray, she will lose, so instead she just does nothing and hopes that Azariel can win this fight for her. The snake tries, but Al’Tiar dodges it easily. Al’Tiar draws and casts his scroll of Shield, managing to ignore Azariel’s bite (and resist the poison as well.) Gan swipes with his talons for 2 damage, knocking Ellia out.
Bralani Medium Outsider (Chaotic, Extraplanar, Good) Hit Dice: 6d8+18 (45 hp) Initiative: +8 Speed: 40 ft. (8 squares), fly 100 ft. (perfect) Armor Class: 22 (+4 Dex, +7 natural, +1 deflection), touch 15, flat-footed 18 Base Attack/Grapple: +6/+10 Attack: +1 holy scimitar +11 melee (1d6+5/18-20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/x3) or slam +10 melee (1d6+4) Full Attack: +1 holy scimitar +11/+6 melee (1d6+5/18-20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/x3) or slam +10 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, whirlwind blast Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues Saves: Fort +9, Ref +10, Will +8 Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14 Skills: Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings) Feats: Alertness, Blind-Fight, Improved Initiative Challenge Rating: 6 Alignment: Always chaotic good
In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand. Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability. Combat Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble. A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: At will- blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day-lightning bolt (DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based. Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half ). The save DC is Constitution-based. Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities. A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously. Tongues (Su): Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
60 arrows 3gp 40 cold iron arrows 4gp 40 silver arrows 82gp Amulet of Natural Armor +1 2000gp Ring of Protection +1 2000gp Cloak of Resistance +1 1000gp
Potion of Mage Armor (CL1) 50gp Potion of Bull's Strength (CL3) 300gp Potion of Resist Energy (CL2, Acid) 100gp Potion of Resist Energy (CL2, Sonic) 100gp
Start at default with potion of mage armor and bull's strength. Drink them and draw holy scimitar.
Find Qwuibbik and get into melee. If he is flying, use lightning bolts to catch as many opponents as possible - but most importantly the yeth hound/Qwuibbik. If that is not enough, attack with bow on the yeth hound until it is down then engage in melee.
If engaged by the Ogre Mage, use scimitar to kill it.
Refresh Mirror Image if needed. Use CSW SLA if reduced to half-hit points or less.
I suppose I’m glad for that 1 rank in Know:Planes, but there’s still some variety there. And they’re all *so* hard! And the low cavern roof makes it hard to even try to cheap it out and fly… I don’t know how to damage things enough when they are resistant to fire and cold! I’ll go for buffing myself and hoping I can somehow outlast it
Start in back (2,,29) on Yeth flying @ ceiling (or fly up in first round), holding wand of divine favor; OgreMage skeleton at frontmost (6,25) in front
Round 1: Shield of Faith on Qwuibbik| OgreMage flies to 9,22 and readies to attack foe on sight (ideally he charges/dives/attacks from above, but I am just hoping he can hurt it at all)
Round 2: Aid on Qwuibbik
Round 3: Divine Favor, drop wand, draw bow
Buffing note: If foe is detected in any way, stop buffing and cast SMIII for Celestial Bison (smite on first attack if possible), ideally flanks with OgreMage (if it is possible to finish buffing after this, go ahead and finish buffing)
Buffing note 2: If foe teleports in (OgreMage should come to attack it), cast Sanctuary on self, then SMIII for Celestial Bison (OM should attack flanking w/ Bison), then (as long as Sanctuary is working, or 5’ step to avoid AoO, or defensively) Shield of Faith and Aid on Qwuibbik (ie, skip Magic Vestment)
If finish buffing, Cast SMIII for Celestial Bison and seek out foes
Engage with:
1. (Ideally SMIII Celestial Bison first)
2. Dispel Magic on foe if ANY visible/detectable buffs (if there are mirror images up, wait for images to be away, then Dispel it if ANY buffs detectable/visible)
3. Spiritual Weapon
4. Bow (as below, cold iron arrow first, unless/until appears resistant, then try silver arrows)
If Bow fails, sundered, lost, or trapped in melee, engage with Inflict Serious (drop Invis Purge first, then Resist Energy, then whatever is left)
When using bow; if the arrow appears ineffective, switch arrow types (start with cold iron, as that hurts babau and bralani, vs silver which hurts kyton)
Notes:
--If summons are able to attack Qwuibbik, drink PfE
--If blind, synesthete
--Ride for cover
Also, if Qwuibbik does happen to win – given his success with the drow corpse last week, Qwuibbik will immediately dismember the nearest limb of his foe to embalm at least something.
Bralani Medium Outsider (Chaotic, Extraplanar, Good) Hit Dice: 6d8+18 (45 hp) Initiative: +8 Speed: 40 ft. (8 squares), fly 100 ft. (perfect) Armor Class: 22 (+4 Dex, +7 natural, +1 deflection), touch 15, flat-footed 18 Base Attack/Grapple: +6/+10 Attack: +1 holy scimitar +11 melee (1d6+5/18-20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/x3) or slam +10 melee (1d6+4) Full Attack: +1 holy scimitar +11/+6 melee (1d6+5/18-20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/x3) or slam +10 melee (1d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, whirlwind blast Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues Saves: Fort +9, Ref +10, Will +8 Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14 Skills: Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings) Feats: Alertness, Blind-Fight, Improved Initiative Challenge Rating: 6 Alignment: Always chaotic good
In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand. Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability. Combat Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble. A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction. Spell-Like Abilities: At will- blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day-lightning bolt (DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based. Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half ). The save DC is Constitution-based. Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities. A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously. Tongues (Su): Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
60 arrows 3gp 40 cold iron arrows 4gp 40 silver arrows 82gp Amulet of Natural Armor +1 2000gp Ring of Protection +1 2000gp Cloak of Resistance +1 1000gp
Potion of Mage Armor (CL1) 50gp Potion of Bull's Strength (CL3) 300gp Potion of Resist Energy (CL2, Acid) 100gp Potion of Resist Energy (CL2, Sonic) 100gp
Start at default with potion of mage armor and bull's strength. Drink them and draw holy scimitar.
Find Qwuibbik and get into melee. If he is flying, use lightning bolts to catch as many opponents as possible - but most importantly the yeth hound/Qwuibbik. If that is not enough, attack with bow on the yeth hound until it is down then engage in melee.
If engaged by the Ogre Mage, use scimitar to kill it.
Refresh Mirror Image if needed. Use CSW SLA if reduced to half-hit points or less.
I suppose I’m glad for that 1 rank in Know:Planes, but there’s still some variety there. And they’re all *so* hard! And the low cavern roof makes it hard to even try to cheap it out and fly… I don’t know how to damage things enough when they are resistant to fire and cold! I’ll go for buffing myself and hoping I can somehow outlast it
Start in back (2,,29) on Yeth flying @ ceiling (or fly up in first round), holding wand of divine favor; OgreMage skeleton at frontmost (6,25) in front
Round 1: Shield of Faith on Qwuibbik| OgreMage flies to 9,22 and readies to attack foe on sight (ideally he charges/dives/attacks from above, but I am just hoping he can hurt it at all)
Round 2: Aid on Qwuibbik
Round 3: Divine Favor, drop wand, draw bow
Buffing note: If foe is detected in any way, stop buffing and cast SMIII for Celestial Bison (smite on first attack if possible), ideally flanks with OgreMage (if it is possible to finish buffing after this, go ahead and finish buffing)
Buffing note 2: If foe teleports in (OgreMage should come to attack it), cast Sanctuary on self, then SMIII for Celestial Bison (OM should attack flanking w/ Bison), then (as long as Sanctuary is working, or 5’ step to avoid AoO, or defensively) Shield of Faith and Aid on Qwuibbik (ie, skip Magic Vestment)
If finish buffing, Cast SMIII for Celestial Bison and seek out foes
Engage with:
1. (Ideally SMIII Celestial Bison first)
2. Dispel Magic on foe if ANY visible/detectable buffs (if there are mirror images up, wait for images to be away, then Dispel it if ANY buffs detectable/visible)
3. Spiritual Weapon
4. Bow (as below, cold iron arrow first, unless/until appears resistant, then try silver arrows)
If Bow fails, sundered, lost, or trapped in melee, engage with Inflict Serious (drop Invis Purge first, then Resist Energy, then whatever is left)
When using bow; if the arrow appears ineffective, switch arrow types (start with cold iron, as that hurts babau and bralani, vs silver which hurts kyton)
Notes:
--If summons are able to attack Qwuibbik, drink PfE
--If blind, synesthete
--Ride for cover
Also, if Qwuibbik does happen to win – given his success with the drow corpse last week, Qwuibbik will immediately dismember the nearest limb of his foe to embalm at least something.
[Prefight Locations and Initiative] Qwuibbik starts in area 1 at (2,29) with a wand of divine favor (CL1), mounted on Yethy. Initiative 20 -- Ogre Mage starts at (5,26) with greatsword. Initiative 19 Bralani starts in area 2 at (27,27) with a potion of mage armor and a potion of bull's strength. He prebuffed blur and mirror image [1d4+2=3]. Initiative 18.
[Round 1] Qwuibbik casts shield of faith. Yethy flies him to the ceiling (2,29,3) Ogre Mage flies to (9,22) and readies to attack anything in range. Bralani drinks the potion of mage armor and draws his scimitar.
[Round 2] Qwuibbik casts aid [1d8+6=10 temp hps] Ogre mage readies. Bralani drinks the potion of bull's strength and moves to (23,23)
[Round 3] Qwuibbik uses the wand, drops it and draws his bow. Ogre mage readies. Bralani moves out, immediately spotting the ogre mage (and likewise). He finishes moving to (16,20) and readies to use lightning bolt if Qwuibbik shows himself to be flying.
[Round 4] Qwuibbik starts casting SMIII. Ogre Mage charges to (13,22) [1 (Bralani), 12% vs 21%, miss] but is foiled by the Bralani's blur. Bralani takes a 5ft step and attacks the ogre mage [26,17 vs AC17-2, 2 hits; Dmg 1d6+5+2+2d6-5=10,11]
[Round 5] Qwuibbik finishes summoning and place the celestial bison at (6,24) Qwuibbik flies to (7,23) and casts spiritual weapon at the bralani [2 (image), 52% vs 21%, success; 24 vs AC14, hit; image destroyed] Bison moves to (13,19) Ogre mage attacks [2 (image), 75% vs 21%, success; 11 vs AC14, miss] Bralani uses a lightning bolt SLA, provoking an AoO from the ogre mage [1 (bralani), 22% vs 21%, success; 20 vs AC22+4, miss] and the bison [3 (image), 3% vs 21%, miss], and blasts the ogre mage, qwuibbik and the yeth hound [Reflex 18-2 (Qwuibbik), 19-2 (Yethy), 16 (ogre mage) vs DC15, all save; Dmg 6d6=15/2] {Accidentally added cover for Qwuibbik and Yethy - but they shouldn't have gotten it]
[Round 6] [Spiritual weapon attacks [2 (image), 10% vs 21%, miss]] Qwuibbik moves to (10,23) for cover and fires an arrow at the bralani [3 (image), 39% vs 21%, success; 30! vs AC14, hit; Image destroyed] Bison gores the bralani [1 (bralani), 30% vs 21%, success; 17 vs AC22+4, miss] Ogre mage attacks [1 (bralani), 58% vs 21%, success; 27! (11-not confirmed) vs AC22+4, hit; Dmg 3d6+8-10=11] Bralani uses a lightning bolt SLA, provoking an AoO from the ogre mage [1 (bralani), 83% vs 21%, success; 23 vs AC22+4, miss] and bison [1 (bralani), 19% vs 21%, miss] and blasts the ogre mage, qwuibbik and the yeth hound [24 (qwuibbik), 8 (yeth hound), 17 (ogre mage) vs DC15, 2 success; Dmg 6d6=26 (13 for ogre mage and qwuibbik)]. Qwuibbik falls to the ground [2d6=4]
[Round 7] [Spiritual weapon attacks [2 (image), 27% vs 21%, success; 14 vs AC14, hit; Image destroyed] Qwuibbik stands up and casts dispel magic on the bralani [22 vs DC11+6 (blur), 21 vs DC11+1 (mage armor), 13 vs DC11+3 (bull's strength)] and strips 2 of the effects away. Bison attacks the bralani [15 vs AC22, miss] Ogre mage attacks [10 vs AC22, miss] Bralani uses his mirror image SLA defensively [Concentration 16 vs DC17, fail]
[Round 11] [Spiritual Weapon ends] Qwuibbik fires an arrow [2 (image), 15! vs AC14, miss] [SM III ends] Bralani moves to (10,22) and full attacks Qwuibbik [24,27! (27!-confirmed) vs AC23+3, 1 hit; Dmg 2d6+10+4+2d6=17+10] and Qwuibbik falls.
Qwuibbik loses and gains 600xp -18.75% = 487xp / 541gp. Time Between Fights: 5 hours Prebuffs/Ongoing Effects: Yethy is destroyed, Ogre mage is destroyed Items Used: 1 charge from a wand of Divine Favor (CL1), 4 arrows (3 hits, 2 misses, 1 recovered) Spells Used: 11 SLs(Shield of Faith, Aid, SMIII, Spiritual Weapon, Dispel Magic) Free Activity: Enbalm +144gp
{I didn't notice until I was at the end anyway, but Qwuibbik can't actually summon a celestial creature due to being an evil cleric (summoning a good creature is a good-aligned spell). Otherwise though - Qwuibbik put forth a good effort against a very difficult monster.
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Yet another LG vs LG foe, huh? Well, noble fighters, let the best win - I will stand and accept La-ura's charge.
Start in back
Rd 1: Vigor 1pp+1WS
Rd 2: Divine Favor
Rd 3: Powerstone Force Screen ML2. Shout.
Rd 4: Move out with single moves and ready actions to attack anything in range (or, if something is in range but not melee at the start, charge and use psionic weapon on first attack)
Attack in melee, psionic weapon on first attack
Lay on hands if at <12 for 6 HP
If at <10 again after that, re-vigor from Cognizance Crystal (+WS)
If at <7 after that, draw wand and heal twice, then go back to fighting (repeat each time <7)
Start off mounted on Night at the default with lance in one hand and wand of divine favor and buckler in the other.
Round 1 - manifest defensive precognition and move out. If opponent is spotted position to set up for charging. Round 2 - use wand and move out more. Set up for a charge - keep distance if necessary.
After that - get into charge position and charge. Expend focus on the attack. All in all, it should be +8 to hit (+1 BAB, +3 str, +1 luck, +1 higher ground, +2 charge) and 2d8+8+2d6 damage (2*(1d8+3 (str)+1 (divine favor)) + 2d6 (PW))
If she survives the initial attack, keep attacking after that. Use mounted combat to negate hits against Night; use ride for cover if needed for myself.
Round 0 Kira goes first in square and 3 and then La’ura in square 4.
Round 1 Kira manifests vigor. La’ura manifests defensive precognition and moves out.
Kira 30/20 HP, 16 AC La’Ura 12/12 HP, 21 AC
Round 2 Kira uses divine favour, as does La’Ura when they spot each other.
Kira 30/20 HP, 16 AC La’Ura 12/12 HP, 21 AC
Round 3 Kira manifests force screen and braces herself. La’Ura sets up a charge.
Kira 30/20 HP, 20 AC La’Ura 12/12 HP, 21 AC
Round 4 Kira readies, and La’Ura charges, stirking deeply for 28 damage.
Kira 2/20 HP, 20 AC La’Ura 12/12 HP, 21 AC
Round 5 Kira lays her hands on herself, healing the surface of her wounds. La’Ura stabs again, her lance digging reopening wounds as they heal, doing 6 damage.
Kira 2/20 HP, 20 AC La’Ura 12/12 HP, 21 AC
Round 6 Kira prepares to pull energy from her cognizant crystal and feels nothing because it does not exist. She quickly draws her wand and heals 9. La’Ura’s confidence fade as she sees here hard work vanish and she misses.
Kira 11/20 HP, 20 AC La’Ura 12/12 HP, 21 AC
Round 7 Kira heals another 6 before stowing her wand. La’Ura releaves her anger by replacing an old wound with a fresh one for 6.
Kira 11/20 HP, 20 AC La’Ura 12/12 HP, 21 AC
Round 8 Kira finally attacks La’ura, but her wounds inhibit her. La’ura misses due to dodgeing Kira’s blow.
Kira 11/20 HP, 20 AC La’Ura 12/12 HP, 21 AC
Round 9 Kirs grimaces in pain and unleashes her anger in a near perfect blow, dropping La’ura in one fell swoop.
La’Ura loses and gains 225 xp and 225 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: 1 charge wand of Divine Favour Spells or Powerpoints Used: none Abilities Used: Defensive precognition Free Activity: Guard
Kira Wins and gains 1125 xp, 1125gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: none Items Used: 1 charge wand of divine favour, 2 charge wand of CLW, Powerstone Force Screen, and 1 non-existant crystal Spells or Powerpoints Used: 1pp Abilities Used: None Free Activity: intimidate
[Pitlord note: Telin calls it Aranea, not T'cha'kl T'zk'l; I may as well, for ease]
Start off at default with wand of shield (CL2) and wand of resist energy (CL3)
Cast mage armor from memory, then use the wand of resist energy (fire) and stow it. Use the wand of shield and stow it, Draw and cast a scroll of cat's grace, draw and drink a potion of magic fang, cast shocking grasp and hold the charge and then move to engage.
We're not throwing webs today since he also has a fire attack, so charge to bite (and deliver shocking grasp at the same time) and then attack with bite until he's down.
If he's trying to trip me, oppose it with my dexterity modifier (+7 with cat's grace) and my stability due to multiple sets of legs (+4) for +11 total.
If he's trying to engage at range, draw wand of magic missiles while moving and fire at him with it until he learns better. In this scenario, only move close enough to attack with the wand (130ft).
Alright... start in default with wand of resist energy and shield. Use wand for resist electricty and stow. Drink antitoxin. Create flame lash and move out. Note, my hand should be on fire if for no other reason than that it is awesome.
Move out and close in as quickly as possible, running if needed. Prioities:
1. Trip and disarm any wand.
2. Pickup and stow any wands.
3. Trip/kill with flail. If he grabs my flail when I drop it for any reason (either counter-trip drops or dropping to get wands if flame lash wasn't used to disarm), kill with bare hands. Not that I am armed with them because of fire and that unarmed I can still go for trip/kills.
If webbed, use flaming hands to destroy (flame does double damage to web).
That should be it. I'm saving up money for a suppresion weapon to get of this annoying resist energy.
Round 2: Jerod drinks antitoxin, creates flame lash; also, his hand is on fire – it is awesome. And acts as a light source (darkness penalties do not happen in torch range) Aranea uses wand of resist energy: fire, stows
Round 3: Jerod runs (25, 71) Aranea uses wand of shield and stows it
Round 4: Jerod runs (46, 50) Aranea draws and casts cat’s grace (320’ distance -32, +8 Listen, DC0 = impossible)
Round 5: Jerod (will continue running SE, impossible to hear Aranea at any point due to distance; impossible to spot due to darkness and concealment and distance, basically means that Jerod will run all the way SE, to starting box 3, and then have to pick a new starting box; this means Jerod will never find Aranea until delay penalty kicks in) runs SE again (Pitlord note continued: there’s no real reason for me to track his movement at this point, because of that… but I try to be careful, so) runs to 67,29 Aranea draws and drinks magic fang
Round 6: Jerod runs (86,10) Aranea casts shocking grasp and holds the charge and moves to engage (13,6)
Jerod 57/57 AC 25 | Antitoxin +5, Resist Energy Elec 10 Aranea 39/39 AC 16 (+4A, +4S, +2Dex) | Mage Armor, Resist Energy Fire 10, Shield (ends 23), Cat’s Grace (ends 34), Magic Fang (ends 25), Shocking Grasp
Round 8: Jerod runs to (35,8) (closing as quickly as possible; he’s very tired of all this running) Aranea 5’ steps in and attacks (Bite +8, +1 MF, +2 CG, vs AC 25 -3Dex) – miss
Round 9: Jerod, seeing no wands, drops his flame lash (it smokes out, and is awesome), and draws his flail, and tries to trip/kill – (Flail +10 vs tAC 18 – miss!; +5 – miss) missing twice Aranea bites, missing!
Round 10: Jerod tries to trip – hits, Aranea resists trip, and yanks the flail, which Jerod drops. Second attack goes for tripping with bare hands (armed due to hand afire – which is awesome, as noted) – hits, but Aranea resists trip, dexterously dancing around on its many graceful legs. Aranea bites, hitting – 6 damage, +8-10 elec (resisted), +poison (saved)
Jerod 51/57 AC 25 | Antitoxin +5, Resist Energy Elec 10 Aranea 39/39 AC 16 (+4A, +4S, +2Dex) | Mage Armor, Resist Energy Fire 10, Shield (ends 23), Cat’s Grace (ends 34), Magic Fang (ends 25)
Round 11: Jerod tries to trip – hits, fails to trip; misses Aranea bites, missing (note: in roller kept saying Jerod’s AC is 22; it’s 25)
Round 12: Jerod tries to trip; misses, hits, trips – follow up attack misses Aranea (note: no tactics for whether to stand, taking an AoO, and attack, or attack from prone; in the past Telin has generally accepted the stand and take AoO more often than not in my mind, and seems to make sense here given the struggles to trip Aranea in the first place) stands, taking AoO – misses. Aranea bites, hits for 5 (saves)
Jerod 46/57 AC 25 | Antitoxin +5, Resist Energy Elec 10 Aranea 39/39 AC 16 (+4A, +4S, +2Dex) | Mage Armor, Resist Energy Fire 10, Shield (ends 23), Cat’s Grace (ends 34), Magic Fang (ends 25)
Round 14: Jerod tries to trip, misses, hits, resisted (tie to higher mod) – countertrip resisted Aranea bites, hitting for 3
Jerod 43/57 AC 25 | Antitoxin +5, Resist Energy Elec 10; saves due on 20, 22, 24 Aranea 39/39 AC 16 (+4A, +4S, +2Dex) | Mage Armor, Resist Energy Fire 10, Shield (ends 23), Cat’s Grace (ends 34), Magic Fang (ends 25)
Round 15: Jerod tries to trip, hits, resisted; tries again and misses ADD: is countertripped by Aranea – stands, drawing AoO (hits for 6 extra damage) Aranea bites, missing
Round 16: Jerod tries to trip twice, missing (note: first attack accidentally rolled in Round 15) Aranea bites, missing
Round 17: Jerod tries to trip twice, tripping on the first attempt successfully, followup attack critical threat (not confirmed) hits for 4 (+4 fire damage, resisted; second f/u attack misses) Aranea stands, taking AoO (misses), and bites, missing
Jerod 37/57 AC 25 | Antitoxin +5, Resist Energy Elec 10; saves due on 20, 22, 24 Aranea 35/39 AC 16 (+4A, +4S, +2Dex) | Mage Armor, Resist Energy Fire 10, Shield (ends 23), Cat’s Grace (ends 34), Magic Fang (ends 25)
Round 18: Jerod tries to trip, missing twice Aranea bites for 4
Jerod 33/57 AC 25 | Antitoxin +5, Resist Energy Elec 10; saves due on 20, 22, 24, 28 Aranea 35/39 AC 16 (+4A, +4S, +2Dex) | Mage Armor, Resist Energy Fire 10, Shield (ends 23), Cat’s Grace (ends 34), Magic Fang (ends 25)
Round 23: Jerod tries to trip, succeeds; f/u attacks all miss Aranea stands (AoO misses) and bites
Jerod 20/57 AC 25 | Antitoxin +5, Resist Energy Elec 10; secondary saves due on 24, 28, 30, 31 Aranea 21/39 AC 16 (+4A, +2Dex) | Mage Armor, Resist Energy Fire 10, Shield (ENDED), Cat’s Grace (ends 34), Magic Fang (ends 25)
Round 24: Jerod tries to trip, succeeds, f/u attacks hits for 5 (not confirmed) and 5 (AC is not 26-4, but 22-4, so second hits) Aranea stands (AoO misses) and bites for 4
Jerod 16/57 AC 25 | Antitoxin +5, Resist Energy Elec 10; secondary saves due on 28, 30, 31, 34 Aranea 11/39 AC 16 (+4A, +2Dex) | Mage Armor, Resist Energy Fire 10, Shield (ENDED), Cat’s Grace (ends 34), Magic Fang (ends 25)
Round 25: Jerod tries to trip, hits, resisted, and misses (reverse trip fails) Aranea bites, missing
Jerod 16/57 AC 25 | Antitoxin +5, Resist Energy Elec 10; secondary saves due on 28, 30, 31, 34 Aranea 11/39 AC 16 (+4A, +2Dex) | Mage Armor, Resist Energy Fire 10, Shield (ENDED), Cat’s Grace (ends 34), Magic Fang (ENDED)
Round 30: Jerod tries to trip, hits twice, resisted twice (NOTE: at this point I realized that for all unarmed trip attempts that are resisted, Aranea has the opportunity to counter trip. I’ll start counter tripping here – it’s hard to go back. However, there are 8 times that he tripped and was resisted before this round; I will start letting Aranea countertrip now… I went back, and once Jerod was countertripped, and stood, and drew an AoO for standing, which hit for 6 – that has been edited in) – and resists countertrip twice. Aranea bites, missing
Jerod 16/57 AC 25 | Antitoxin +5, Resist Energy Elec 10; secondary saves due on 31, 34 Aranea 11/39 AC 16 (+4A, +2Dex) | Mage Armor, Resist Energy Fire 10, Shield (ENDED), Cat’s Grace (ends 34), Magic Fang (ENDED)
Round 31: Jerod tries to trip – hits, resisted, resists countertrip; trips successfully, follow up hits for 5 Aranea stands (AoO hits for 4), and bites, missing
Jerod 16/57 AC 25 | Antitoxin +5, Resist Energy Elec 10; secondary saves due on 34 Aranea 2/39 AC 16 (+4A, +2Dex) | Mage Armor, Resist Energy Fire 10, Shield (ENDED), Cat’s Grace (ends 34), Magic Fang (ENDED)
Round 32: Jerod tries to trip, succeeds; follows with a critical hit and another hit for good measure for 12 +6, killing T’cha’kl T’zk’l