Medium Outsider (Native) Hit Dice: 7d8+21 (52 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 27 (+2 Dex, +10 natural, +4 armor, +1 deflection), touch 13, flat-footed 25 Base Attack/Grapple: +7/+8 Attack: Claw +8 melee (1d4+1) or Longbow +10 ranged (1d8+2) Full Attack: 2 claws +8 melee (1d4+1) and bite +3 melee (1d6) or Longbow +10/+5 ranged (1d8+2) Space/Reach: 5 ft./5 ft. Special Attacks: Detect thoughts, spells Special Qualities: Change shape, damage reduction 15/good and piercing, darkvision 60 ft., spell resistance 27 Saves: Fort +9, Ref +8, Will +7 Abilities: Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17 Skills: Bluff +17*, Concentration +13, Diplomacy +7, Disguise +17 (+19 acting)*, Intimidate +5, Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, Spot +11 Feats: Alertness, Combat Casting, Dodge Challenge Rating: 10 Alignment: Always lawful evil
A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human. A rakshasa is about the same height and weight as a human. Rakshasas speak Common, Infernal, and Undercommon. COMBAT In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary. Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. Spells: A rakshasa casts spells as a 7th-level sorcerer. Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—detect magic, light, mage hand, message, read magic, resistance, touch of fatigue; 1st—charm person, mage armor, magic missile, shield, silent image; 2nd—bear’s endurance, invisibility, acid arrow; 3rd—haste, suggestion. Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form. Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.
Equipment (16000gp) +1 Mighty (+1) Composite Long Bow 2500gp 60 arrows (3gp) 40 cold iron arrows (4gp) 20 silver arrows (41gp) Ring of Protection +1 2000gp Cloak of Resistance +2 4000gp Amulet of Natural Armor +1 2000gp
Scroll of See Invisibility (CL3) 150gp 2 Scrolls of Mirror Image (CL3) 300gp Scroll of Resist Energy (CL3) 150gp Scroll of Cat's Grace (CL3) 150gp Scroll of Fly (CL5) 375gp Scroll of Dispel Magic (CL5) 375gp Scroll of Protection from Good (CL2) 50gp Scroll of Protection from Evil (CL2) 50gp
2 Scrolls of Scorching Ray (CL7) 700gp 2 Scrolls of Extended Sonic Acid Arrow (CL6) 900gp Wand of Magic Missile (CL1) 750gp
Prebuff: Mage Armor (CL7, <2 hours remaining) Change Shape into a Human
Start off at rear center square with a scroll of Fly in hand. Dodge Ahrin on sight.
Cast Invisibility Cast fly from scroll, ascend Draw scroll of cat's grace and cast shield Cast Bear's Endurance Cast cat's grace from scroll, draw scroll of mirror image Cast mirror image from scroll
If detected and should be able to see, draw and cast see invisibility If detected and he is flying, draw and cast dispel magic (if mirror images in place, use magic missile to drop them first)
Engage with acid arrow from memory, scroll of extended sonic acid arrow, scorching ray and magic missile. Refresh acid arrows as they finish damaging him, do not double them up.
If necessary, use bow and combine with haste for more attacks per round.
Sounds like Rakshasa... they are really hard to do damage to. Fortunatley, I have a method for doing ridiculous amounts of damage regardless.
Start in the back of my square. First, use scroll resist energy for acid. Then, scroll fly. End with scroll shield. Cas invisibility, draw glave and scroll true strike, sing and move out. Maintain an altitude of 30' or 15' above him, whichever is lower. When in a diving position, use scroll of true strike and dive attack with full PA for 4d8+26+28+2-15 and dispel psionics. Rinse and reapeat. Thanks to reach, I don't need to get within melee reach of him, either.
If he is flying to prevent a dive, just true strike full PA charge him and hopefully dispel it. If my fly is dispelled, simply true strike full PA attack in melee. If he is invisible, I do have 30' blindsense and true strike negates miss chance. hopefully I'll find him with listen. Spellcasting ins't quiet.
[Prefight Locations and Initiative] Ahrin starts in area 4 at (1,31) with a scroll of resist energy (CL3). Initiative 12 Rakshasa starts in area 2 at (62,32) with a scroll of fly (CL5) in human form. Initiative 3
[Round 1] Ahrin uses the scroll [UMD 24 vs DC22, success; ASF 70% vs 16%, success] and resists acid and draws a scroll of fly (CL5) Rakshasa casts invisibility from memory.
[Round 2] Ahrin uses the scroll [UMD 34 vs DC25, success; ASF 14% vs 16%, fail] and curses. He draws a scroll of Shield (CL2). Rakshasa casts fly from the scroll and ascends to (62,32,6)
[Round 3] Ahrin uses the scroll [UMD 28 vs DC22, success; ASF 5% vs 16%, fail] and curses again. He draws another scroll of shield (CL2) Rakshasa draws a scroll of cat's grace (CL3) and casts shield.
[Round 4] Ahrin uses the scroll [UMD 27 vs DC22, success; ASF 96% vs 16%, success]. Rakshasa casts bear's endurance
[Round 5] Ahrin casts invisibility and draws a scroll of true strike. Rakshasa casts cat's grace from the scroll and draws a scroll of mirror image (CL3)
[Round 6] Ahrin moves out, drawing his glaive and starts singing. He moves to (7,31) Rakshasa casts mirror image from the scroll [1d4+1=4] and flies to (50,32,6)
[Round 7] Ahrin moves to (17,35), continuing to sing. [Listen 13 vs DC0] Rakshasa hears the singing approaching and flies to (34,48,6), but does not see Ahrin. [MS 10 vs Listen 17]
[Round 8] Ahrin hears, despite his singing, the rakshasa flying out. He moves closer, hoping it will come to him (26,42) Rakshasa draws and casts see invisible from a scroll.
[Round 9] Ahrin continues closing to (35,47), sensing the rakshasa about 25ft above him. Rakshasa casts acid arrow on Ahrin [23 vs AC13, hit; Dmg 2d4=negated by resistance] [Spellcraft 16 vs DC22, fail]. It draws a scroll of extended sonic acid arrow (CL6)
[Round 10] Ahrin can see the rakshasa now, but it still isn't coming to attack him. He maintains his singing and hopes that it will come to him. Rakshasa casts sonic acid arrow from the scroll on Ahrin [28 vs AC13, hit; Dmg 2d4=4 (ends 15)] and draws a scroll of scorching ray (CL7)
[Round 11] Ahrin frowns, drops his glaive and scroll and draws and loads his sling. [Sonic Acid Arrow 2d4=3] Rakshasa casts scorching ray from the scroll [14,19 vs AC12, 2 hits; Dmg 4d6=20,18]
[Round 12] Ahrin glares at the rakshasa and fires his sling [5 (Image), 12 vs AC12+2, miss], and reloads. [Sonic Acid Arrow 2d4=2] Rakshasa casts magic missile from memory, but they are negated by the shield spell.
[Round 13] Ahrin attacks with his sling [3 (image), 17 vs AC12+2, hit; Image destroyed] and reloads. [Sonic Acid Arrow 2d4=5] Rakshasa casts another acid arrow [24 vs AC12, hit; Dmg 2d4=negated by resistance] [Spellcraft 25 vs DC22, success]. It draws another scroll of scorching ray (CL7)
[Round 14] Ahrin attacks with his sling [2 (image), 11 vs AC12+2, miss] and reloads [Sonic Acid Arrow 2d4=5] Rakshasa casts scorching ray from the scroll [27,25 vs AC12, hit; Dmg 4d6=13,17] and Ahrin falls.
Ahrin loses and gains 1000xp +33% = 1330xp / 2570gp Time Before Fights: 5 hours Prebuffs/Ongoing Effects: none Items Used: Scroll of Resist Energy (CL3), Scroll of Fly (CL5), 2 Scrolls of Shield (CL2), 2 sling bullets (1 hit, 2 misses) Spells or Powerpoints Used: 2 SLs (Invisibility) x/day Abilities Used: 1 Bard song Free Activity: 241gp, 5sp
This was going to be a tough fight as it was. Failing 2 key scrolls (and not having the backup fly scroll), just made it terrible.
I question the benefit of having a sling as a backup. I realize it is dirt cheap and allows you to use your strength bonus, but since it requires two hands to reload, you need to either stow your glaive or drop it. Javelins have a similar distance and allow you to keep your main weapon in hand.
Investing a little into a bow (1100gp for a +7 str, masterworked) would make you much more able to handle a ranged combat. I realize, this doesn't seem too worth it since there hasn't been a lot of cases where he hasn't been able to get in melee, but I would expect it to happen more often as the ECL gets higher.
Anyway - you lost this on your rolls definitely - sorry about that.
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Hi Uknits Thanks for pitlording. Ant is as usually scary. Tough AC, insane damage output. But at least he'll be under constant pressure from blinking snapping jaws.
Goal: ambush to know where he is, dimension door adjacent, and kill him while depending on blinking to prevent mindmelting. It's a gamble; grapple may be better, but he can hit me with one mindthrust then, and that'd probably be enough.
Ambush round: I will start in top right, he can start in top left. Start in front center of my box.
As I'm in front center, if I can see him, dimension door to base, and attack - trip and f/u bite - after DD as per Blinkdog racial DD ability (he's flatfooted from not acting, note sneak attack damage). Then blink as a free action.
If I can't see him, DD to 2,95. If he's in range, trip and bite (he's flat footed) then blink as free action.
At end of surprise round I should definitely be in his same starting square and blinking.
Round 1: No matter what, I should see him at this point, and should be blinking. Just approach him and attack, either by charging (if possible) or dimension dooring to adjacent. Trip/bite.
Continue until one of us is dead. All attacks and AoOs should be trip/bites. If blink would ever expire, rebuff it as a free action before it would run out.
That's it - should be simple and straightforward; hopefully he misses with mind thrusts and the constant pressure prevents him from much else. C'mon blinking rolls!
Well, I wish Blind fighting would help against Blinking, but it is specifically excluded, so I guess we'll just have to make the hound's head explode.
Ready? Go!
Start at default with dorje of energy ray (ML2) in hand.
Round 1 - if Hayrol is in range, manifest a 6pp+3 surge mind thrust (9d10 dmg, Will DC17+4 aug to negate) with a 50% miss chance. If he's not in range, ready for the same. Repeat until Hayrol is finished or I am out of PPs for the fight (3x 6pp, 1x 5pp).
If I do run out, use racial energy ray and expend focus for psionic shot and dorje of energy ray after that if needed.
If knocked prone - just stay there. If grappled, use focus to manifest or use dorje in hand (if focus is already gone).
Ant loses and gains 800 xp and 1133 gp Time Between Fights: 5 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None, literally Free Activity: guard
Hayroll Wins and gains 2400xp and 3400gp Time Between Fights: 5 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Hopefully this will go well. Start off at default and manifest inertial armor and offensive prescience and take off.
Fly out until able to dive at Al'tiar. If approached by his familiar, attack it first - but keep at least 110ft away while doing so. In this case, use flyby attack.
Dodge Al'tiar unless the familiar is coming - in which case dodge the familiar.
Use focus for psionic fist on the first attack (either against Al'tiar or the familiar). If Al'tiar has images up, use it after all of the images are destroyed and on a primary attack.
After diving Al'tiar, 5ft step to the ground and full attack. Full attack until he's dead.
This will be interesting. I have all my spells, plus chill touch to bypass DR. Looks like a bird battle.
Start in default area and cast mage armour from scroll. Dodge Scrataw. Next cast mirror image. Final, cast shield from scroll. All three are to be shared with Gan. Final, cast Chill touch for Gan. He has probably found me by now and maybe even engaged (just 5' shift away to cast if so), but search for him if not.
Ready to graplle when he is in range and Scrataw will ready to touch when in range. Gan will attack Scrataw each round by touching regardless. Once grappled, pin. Once Gan's chill touch runs out, let him esacpe if he is trying or just escape if he is still attacking and recast miror image and then chill touch for Gan and go back to the grapple attempts.
Priority is to always stay within 5' of Gan to share spells.
If Gan dies, I will cast chill touch for myself and touch him.
If I Gan cannot stay within 5' of me while I make 5' shift to cast, try to provoke an AoO by moving within the threatened squares and then cast. If he doesn't fall for it, just delay for Gan to be able to get back in my square.
If below half hp, stop trying to grapple (though maintain any grapple I am in) and take total defense. Let Gan finish him.
[Prefight locations and Initiative] Al’Tiar starts in area C with scrolls of mage armor and shield in hand. Initiative 22. Gan has initiative 16. Scrataw starts in area A. Initiative 15.
Al’Tiar: (44,2) 35/35 HP, 16+1 AC Gan: (44,2) 17/17 HP, 19 AC Scrataw: (2,44) 24/24 HP, 24+1 AC (20+1 touch, 5 DR)
[Round 1] Al’Tiar casts Mage Armor, and shares the spell with Gan. Gan does nothing. Scrataw manifests inertial armor.
Al’Tiar: (44,2) 35/35 HP, 16+1+4 AC, mage armor long Gan: (44,2) 17/17 HP, 19+4 AC, mage armor long Scrataw: (2,44) 24/24 HP, 24+4+1 AC (20+1 touch, 5 DR), inertial armor long
[Round 2] Al’Tiar casts Mirror image for 2 images, and shares the spell with Gan. Gan does nothing. Scrataw manifests offensive prescience and takes off.
[Round 3] Al’Tiar casts Shield from the scroll, and shares the spell with Gan. Gan does nothing. Scrataw flies over the castle, sees Al’Tiar, and prepares to dive.
[Round 4] Al’Tiar casts chill touch, with Gan as the toucher. Gan readies to touch when Scrataw is in range. Scrataw dives at Al’Tiar. Gan swipes at her, and connects with her head for 6 damage. Scrataw completes the dive and destroys an image.
[Round 5] Al’Tiar attempts to grapple Scrataw, but she dodges him easily. Gan swipes at Scrataw, but she dodges him as well. Scrataw lowers herself to the ground and goes all-out at Al’Tiar, doing 6 damage and popping the other image.
[Round 6] Al’Tiar attempts to grapple Scrataw, but she dodges him again. Gan swipes at Scrataw, but she dodges him again too. Scrataw goes all-out at Al’Tiar, putting her psionic power behind the first attack, but the elf dodges her talons and his magical shield catches her bite.
[Round 7] Al’Tiar again attempts to grapple Scrataw, but still can’t grab her. Gan again fails to catch the elusive wereeagle. Scrataw goes all-out at Al’Tiar, and manages to bite for 4 damage.
[Round 8] Al’Tiar finally manages to grab Scrataw. Gan is now able to deliver another package of negative energy to the immobilized Scrataw for 5 damage. Scrataw wriggles out of Al’Tiar’s grasp.
[Round 9] Al’Tiar tries to grab Scrataw again, but misses. Gan is also unable to catch Scrataw . Scrataw goes all-out again, and hits with a talon for 5 damage.
[Round 10] Al’Tiar tries to grab Scrataw again, but misses. Gan manages to deliver another Chill Touch for 6 damage. Scrataw goes all-out again, and hits with both talons for 10 damage.
[Round 11] Al’Tiar takes total defense. Gan swipes at Scrataw and misses. Scrataw goes all-out again, but Al’Tiar’s defense ensures that she does nothing more than hit his magical armor.
[Round 12] Al’Tiar takes total defense. Gan swipes at Scrataw, but she dodges again. Scrataw goes all-out yet again, and rips Al’Tiar’s skull open with a talon, knocking him out.
Well I think the plains helps me a bit here. Hopefully Trillian will as well.
Throughout the fight, Trillian is to shoot at the ogre mage if it is within 3 range increments or Qwuibbik at any range and is to rapid shoot.
Start with a scroll of resist energy at the front corner of the starting area. Trillian starts adjacent.
Cast resist energy from the scroll for fire and draw my wand of shield. Use the wand and draw my bow. Cast bless. Cast Entropic shield.
Interrupt: If the ogre mage is within range of a move and turn attempt (90ft total), do so, activating my charm domain power before doing so. Repeat until I am out of turn attempts for the fight or until the skeleton is turned.
Engage: 1. Activate my charm domain power (if I haven't already), cast true strike and use a turn attempt for divine might - fire at the yeth hound (if it isn't destroyed yet) or the ogre mage. Repeat true strike. 2. Once both skeletons are destroyed, draw greatsword and get into melee with Qwuibbik and use divine might until he's dead. If I still have a true strike left, use it on him. 3. If approached by a summons, focus fire on it until it is dead. If forced to engage it in melee (ie - I can't 5ft step away to fire), drop bow, draw greatsword and smite. 4. If forced to engage ogre mage in melee, drop bow, draw heavy flail, use smite on the first attack with full power attack.
I think that's about it. The key here will be whether we take down the ogre mage quickly or if he pummels me into the ground.
Goal - fly out of range, buff Yeth hound to prevent landing/melee, and kill with bows/Ogre Mage.
Start mounted on Yeth Hound at 1,89 or equivalent , Ogre Mage in front of us (I'd say 2,89, but I think its size means 2,90), for cover at the start.
Round 1: Both rise up single move; Ogre Mage positions itself to grant Qwuibbik cover. Qwuibbik casts Magic Vestment on Yeth armor.
Round 2: Qwuibbik casts SoF on Yethy; Ogre Mage will fly towards them and dive attack Trillian until dead, then will withdraw.
Round 3: Qwuibbik casts Entropic Shield on self
Round 4: Qwuibbik casts Divine Favor from wand
Round 5: Qwuibbik casts Produce Flame (fire) from memory and moves to engage - will throw flames. If they fail to damage Berri (ie, resist energy is up), or when they run out, engage with bowshots.
Ogre Mage kills Trillian, and then withdraws. Qwuibbik targets Berri with flames then bow. If Qwuib or Yethy get injured, Ogre Mage reengages vs. Berri. To the death!
Note: --Always ride for cover --if Yethy is ever hit, Qwuibbik casts Sanctuary on it --if Yethy hurt again, Qwuibbik will convert Bless to inflict and heal it --if Ogre Mage has withdrawn (ie, after killing Trillian), if either Qwuibbik or Yeth gets injured, Ogre Mage re-engages by diving at Berri and then engaging in melee. --Don't forget the Skeleton's DR
Round 0 Quwibbik goes first in area 4 and then Berri in area 2.
Round 1-4 Both sides buff. Quwibbik calls up magic vestament, Shield of Faith, Entropic Shield, and Divine Favour. Berri calls up Resist Fire, Shield, Bless, and Entropic Shield. Trillian fires 8 shots
Quwibbik 36/36 HP 25 AC Ogre 42/42 HP 17 AC Berri 35/35 HP 23 AC
Round 5-11 Quwibbik casts produce flames and moves to engage. While approaching, Trillian fires and Berri readies to turn. Trillian hits three time and Quiwibbik gets just in range to shoot Berri, but critically misses.
Quwibbik 36/36 HP 25 AC Ogre 37/42 HP 17 AC Berri 35/35 HP 23 AC
Round 12 Quibbik fires again, hitting, but the spell washes over Berri, doing only 1 damage. Berri runs out and trie to turn the skeleton, but cannot compose himself. Trillian fires, hitting again. For 2. The ogre dives and kills Trillian straight up.
Quwibbik 36/36 HP 25 AC Ogre 35/42 HP 17 AC Berri 34/35 HP 23 AC
Round 13 Quwibbik, seeing the flame’s minimal damage, draws and shoot his bow for 5 damage. Berri moves out to turn the ogre and it flees in terror of Berri's divine might.
Quwibbik 36/36 HP 25 AC Berri 29/35 HP 23 AC
Round 14 Quwibbik shoots Berri again, missing due to entropic shield. Berri casts true strike while notching an arrow.
Quwibbik 36/36 HP 25 AC Berri 29/35 HP 23 AC
Round 15 Quwibbik shoots again, hitting for 6. Berri shoots the Yeth hound with divine might for 13 damage.
Quwibbik 18/36 HP 25 AC Berri 23/35 HP 23 AC
Round 16 Quwibbik casts sanctuary on the Yeth Hound. Berri casts upon his arcane might to glimpse the future.
Quwibbik 18/36 HP 25 AC Berri 23/35 HP 23 AC
Round 17 Quwibbik fires again, Berri’s shield being the only thing which stops the arrow from striking his heart.
Berri uses his forknowledge to shoot at the yeth hound, but Quwibbik's sanctuary (barley) protects it.
Quwibbik 18/36 HP 25 AC Berri 23/35 HP 23 AC
Round 18-end Quwibbik and Berri enagage in a fire fight which lasts a long time, but Quwibik eventually drops Berri with arrows, ending with a perfect shot in the throat. As Quiwbbik drops onto the body, he sees the torso is in rare good form as no flames have burnt it. He quickly removes the pesky limbs and head and rips out the heart of he body, preserving the celestial torso.
Quwibbik wins and gains 1689 xp and 2016 gp and an Aasimar torso Time Between Fights: 5 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge wand divine favour Spells or Powerpoints Used: 8 SL (produce flames, Entirpoc Shield, Shield of Fiaht, Magic Vestament, Sanctuary) Abilities Used: None Free Activity: profession
Berri Loses and gains 637xp and 708gp Time Between Fights: 5 hours Prebuffs/Ongoing Effects: None Items Used: Wand of Shield of Faith, Scroll Resist Energy Spells or Powerpoints Used: 2 SL Sorcerer, 2 SL Cleric (Entopic Shield, Bless) Abilities Used: 4 Turn Undead Free Activity: Guard
ell, the giant is a big mystery item here. Hill Giant Dire Wereboar or Troll Hunter are vastly different. However, I can't worry about it - I'll just have to do enough damage to not worry about it.
Start off near the clockwise exit with rod of the hunter, a deepcrystal net and longspear in hand. Illyria will start off mounted on Foudrapide with nothing in hand. Foudrapide is squeezing to start, but note that the longstrider left over from the first fight is on Foudrapide.
Round 1 - Aquin uses the rod of the hunter for shield, drop the rod. Illyria casts Reduce animal on Foudrapide so he's not squeezing any more.
Round 2 - Aquin moves towards the center. Illyria casts Bull's Strength on Foudrapide and follows Aquin.
Round 3 - Continue moving. Illyria casts Resist Energy (Acid 20) on Foudrapide. Dismount from Foudrapide and stay behind the group, but moving with them.
Seek out the opponents. Illyria readies to cast dispel magic on the giant on sight; Aquin readies to throw the net when a target gets within 10ft. Aquin will use AoO with his spear if applicable.
Goals: Aquin attacks whoever is in reach with Ashtin taking priority. Illyria will try to weaken the giant while she orders Foudrapide to pin.
Illyria uses dispel magic to debuff, insect plague, then Flame Strike (assuming Foudrapide is not grappling) or Poison (if Foudrapide is grappling)
Aquin will use natural attacks until Ashtin is down. If Ashtin is down and his natural attacks seem to be less effective, draw silver trident and attack with it, using haste to get an additional attack each round.
Foudrapide should grapple the giant to pin. If successful, Ilyria will order it into the acid in the center if they are near and then wildshape into a giant octopus and full attack. If the giant is particularly hairy, or if Foudrapide has not successfully grappled after 3 attempts, she'll order him to attack then wildshape and attack herself. If she finds she's ineffective against the giant, she'll try to improve grab on Ashtin with her tentacles.
I think that's it. I do wish I had the time for a separate thread as this would've been fun to go round by round, but hopefully this will work out.
Flammeus Advanced (19HD) Fire Giant Hit Dice: 19d8+114 (199) Initiative: -1 Speed: 30’ in half plate, 40’ base Armor Class: 27 (-1 size, -1 dex, +10 nat, +8 halfplate, +1 defl), touch 9, flat-footed 27 Base Attack/Grapple: +14/+30 Attack: Greatsword +27 (3d6+19) or rock +13 ranged (2d6+12+ 2d6 fire) Space/Reach: 10ft/10ft) Special attack: rock throwing Special qualities: Immunity fire, lowlight vision, rock catching, vuln cold Saves: Fort +19, Ref +7, Will +10 Abilities: Str 34 (+12), Dex 9, Con 23, Int 10, Wis 14, Cha 11 Skills: Spot +24; rest in climb, craft, intimidate, jump equally) Feat: Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Weapon Focus: Greatsword
Equipment: 21000 gp Greatsword improved Adamantium (3000, Ma included), +1 (2000) Ma Large Silver Greatsword Ma Large Cold Iron Greatsword
Halfplate to Ma (150), +1 (1000) Gauntlets of Ogre Power (4000) Ring of Deflection +1 (2000) Amulet of Health +2 (4000) Cloak of Resistance +2 (4000) Lots of Rocks
Potion of Resist Energy: Cold (10) 300gp Potion of Shield of Faith +3 300gp
shtin likes this ally and likes the melee foe. Start with defaults and move out after fire giant gets a chance to use both potions. Single move and ready to throw on sight with the fire giant keeping up behind. Slow down for him if necessary. Dodge Aquiin.
Once found, engage the druid as quickly as possible, throwing if melee would take time. She needs to die first. Then engage Aquiin in melee. Use deep impact and full power attack on first blow against him and then use single attacks and psychic strike. Recharge psychic strike any time I have the extra action.
Melee foes are Ashtin's specialty. As long as the druid dies quickly, this should go well. Clarifications:
Fire giant will power attack against the druid or the dino if the dino is in the way, power attacking for 10. I will power atack for 5 against the same 2 foes.
Throw if I cannot charge or base. With her low AC and our good ranged damage, I want her dead as quickly as possible with as few spells as possible. Do single move in while throwing, though.
As for slowing down to let the giant keep up, only do so as long as it doesn't prevent me from closing in on them.
Flank if possible.
Fire Giant should sunder whatever Aquiin has in hand.
Basic, melee over throwing if possible to base or charge. Power attack 10 against not-Aquiin. Priority is Druid, Aquiin, dino.
Aquin acts first, then Ashtin, then Illyria, then Foudrapide, then Flammeus Aquin starts in Box 1, near clockwise exit, holding rod, net, spear (Illyria mounted on Foudrapide) Ashtin starts in Box 4, with shield animated, sword as bastard sword with collision, focused, psychic strike charged (Flammeus with sword in hand)
Round 1: Aquin uses rod for Shield, drops rod Ashtin delays for Fire Giant Flammeus to move with him Illyria casts Reduce Animal on Foudrapide Foudrapide wiggles, enjoying the increased space Ashtin waits Flammeus drinks Resist Energy: Cold potion
Aquin 92/92 AC 32+4 Shield | Shield (ends 31) Illyria 58/58 AC 17 Foudrapide 138/138 AC 19+1s+1d | Reduce Animal (<9h; 15="" melee="" 2ac="" dmg="" 2d8="" 10="" longstrider="" long="" br="">Ashtin 76/76 AC 30 Flammeus 199/199 AC 27| Resist Cold 10
Round 2: Aquin moves towards center (can fly, and avoid the sludge, which is difficult terrain given size; however, wants to stay together, so will just assume he moves at speed Foudrapide can follow with – and it’s difficult terrain for large Foudrapide) Illyria and Foudrapide follow, Illyria casting Bull’s Strength on Foudrapide Ashtin waits Flammeus drinks Shield of Faith
Aquin 92/92 AC 32+4 Shield | Shield (ends 31) Illyria 58/58 AC 17 Foudrapide 138/138 AC 19+1size+1dex | Reduce Animal (<9h; 17="" melee="" 2ac="" dmg="" 2d8="" 13="" grapple="" 25-5reduce="" 4bullstrength="" bull="" s="" strength="" long="" longstrider="" br="">Ashtin 76/76 AC 30 Flammeus 199/199 AC 27+2def| Resist Cold 10, SoF +3
Round 3: Aquin moves towards the center Illyria and Foudrapide follow; Illyria casts Resist Energy: Acid on Foudrapide and rapid dismounts Ashtin moves and readies to throw Flammeus double moves (difficult terrain)
Aquin 92/92 AC 32+4 Shield | Shield (ends 31) Illyria 58/58 AC 17 Foudrapide 138/138 AC 19+1size+1dex | Reduce Animal (<9h; 17="" melee="" 2ac="" dmg="" 2d8="" 13="" grapple="" 25-5reduce="" 4bullstrength="" bull="" s="" strength="" long="" longstrider="" resist="" acid="" 20="" br="">Ashtin 76/76 AC 30+1DodgeAq Flammeus 199/199 AC 27+2def| Resist Cold 10, SoF +3
Round 4: Aquin single moves (with flight) and readies to throw net Foudrapide moves Illyria single moves and readies to cast Dispel on the giant Ashtin moves and readies to throw Flammeus double moves
Round 5: Aquin single moves and readies to throw net Foudrapide moves Illyria single moves and readies to cast dispel on the giant Ashtin moves, dodges Aquin – when gets to 11,12, triggers Aquin readied action – net thrown (+12 vs t19), hits, Ashtin entangled (no tactics for net; escape artist is not high, and sundering net would take time; will continue while entangled) and closes to base Aquin (not seeing Druid); when closes, draws AoO from spear (+21 vs AC30+1d-2dex) – just misses (dodge); once Ashtin closes, he sees Druid behind everyone, and so throws mindblade at Druid as noted (+17 -2attack -2dex) – hits for 39 Flammeus double moves
Aquin 92/92 AC 32+4 Shield | Shield (ends 31) Illyria 19/58 AC 17 Foudrapide 138/138 AC 19+1size+1dex | Reduce Animal (<9h; 17="" melee="" 2ac="" dmg="" 2d8="" 13="" grapple="" 25-5reduce="" 4bullstrength="" bull="" s="" strength="" long="" longstrider="" resist="" acid="" 20="" br="">Ashtin 76/76 AC 30+1DodgeAq-2DexNet | Entangled (-2 attack, -4 Dex, half speed) Flammeus 199/199 AC 27+2def| Resist Cold 10, SoF +3
Round 6: Aquin drops spear and full attacks Ashtin – (+21 x4, +19, vs AC 30+1dodge-2dex) – hits with all 5 (2 not confirmed) for 95, instantly dropping Ashtin and shredding his netted up corpse. Aquin 5’ steps back for good measure, to let his allies in on the funAquin cannot 5' step back due to terrain Foudrapide readies to grapple if possible Illyria moves through allies space and casts Dispel Magic on Giant (SoF dispelled) Ashtin pieces twitch and spasm and bleed Flammeus single moves and throws flaming rock at Illyria, missing terribly (behind cover from Foudrapide, who no longer has reach, doesn’t trigger AoO) Ranged weapon triggers AoO from Aquin - hits with talon for 21
Aquin 92/92 AC 32+4 Shield | Shield (ends 31) Illyria 19/58 AC 17 Foudrapide 138/138 AC 19+1size+1dex | Reduce Animal (<9h; 17="" melee="" 2ac="" dmg="" 2d8="" 13="" grapple="" 25-5reduce="" 4bullstrength="" bull="" s="" strength="" long="" longstrider="" resist="" acid="" 20="" br="">Ashtin Very Dead AC 30+1DodgeAq-2DexNet | Entangled (-2 attack, -4 Dex, half speed) Flammeus 199178/199 AC 27| Resist Cold 10, SoF +3 (Dispelled)
Round 7: Aquin (can either step in and full attack, or step back to let Foudrapide come into play; full attack is so devastating, but tactics seem to want to have everyone in the center) picks up spear and moves back Note: will continue this; did not 5' step so this movement is ok Foudrapide readies to grapple Illyria casts Insect Plague on giant (9 dmg) and in front of giant trying to force it to fight in plague Flammeus (priority Druid as noted; can’t get to melee, so moving gains him nothing) avoids nausea and throws rock at Illyria - missing Again triggers an AoO from Aquin due to ranged attack, missing
Aquin 92/92 AC 32+4 Shield | Shield (ends 31) Illyria 19/58 AC 17 | Insect Plague (long) Foudrapide 138/138 AC 19+1size+1dex | Reduce Animal (<9h; 17="" melee="" 2ac="" dmg="" 2d8="" 13="" grapple="" 25-5reduce="" 4bullstrength="" bull="" s="" strength="" long="" longstrider="" resist="" acid="" 20="" br="">Ashtin Very Dead AC 30+1DodgeAq-2DexNet | Entangled (-2 attack, -4 Dex, half speed) Flammeus 190169/199 AC 27| Resist Cold 10, SoF +3 (Dispelled)
(note swarms are on giant and in front of giant, hard to see on map but shown; there is a 3rd swarm someplace inconsequential behind giant – but its presence will prevent him from opting to retreat down the corridor)
Round 8: Aquin full attacks with spear / reach (15-20’ reach given large with reach weapon), missing very badly Foudrapide readies to grapple Illyria casts Flame Strike for 32; Giant saves = 16; half fire (immune), half divine = 8 damage. Locust swarm takes full 32 damage and dies. Flammeus throws rock at Illyria, his terrible aim persisting… the hideous locust swarms seem to be distracting everyone. This draws an AoO from Aquin which hits for 28
Aquin 92/92 AC 32+4 Shield | Shield (ends 31) Illyria 19/58 AC 17 | Insect Plague (long) Foudrapide 138/138 AC 19+1size+1dex | Reduce Animal (<9h; 17="" melee="" 2ac="" dmg="" 2d8="" 13="" grapple="" 25-5reduce="" 4bullstrength="" bull="" s="" strength="" long="" longstrider="" resist="" acid="" 20="" br="">Ashtin Very Dead AC 30+1DodgeAq-2DexNet | Entangled (-2 attack, -4 Dex, half speed) Flammeus 182133/199 AC 27| Resist Cold 10, SoF +3 (Dispelled)
Round 9: Aquin full attacks with spear, hitting twice for 53 Foudrapide readies to grapple Illyria really can’t do much, wildshapes into Giant Octopus (heals 9) and moves back Flammeus throws rock at Illyria, missing triggering an AoO from Aquin again, hitting for 27
Aquin 92/92 AC 32+4 Shield | Shield (ends 31) Illyria 28/58 AC 17 (18 wildshape) | Insect Plague (long), WildShape GiantOctopus (<9h) br="">Foudrapide 138/138 AC 19+1size+1dex | Reduce Animal (<9h; 17="" melee="" 2ac="" dmg="" 2d8="" 13="" grapple="" 25-5reduce="" 4bullstrength="" bull="" s="" strength="" long="" longstrider="" resist="" acid="" 20="" br="">Ashtin Very Dead AC 30+1DodgeAq-2DexNet | Entangled (-2 attack, -4 Dex, half speed) Flammeus 18253/199 AC 27| Resist Cold 10, SoF +3 (Dispelled)
Round 10: Aquin full attacks with spear, missing twice Foudrapide readies Illyria double moves back, trying to draw the giant out and avoid getting rocksmashed Flammeus draws greatsword, 5’ steps in to attack Aquinas part of move as unable to 5' step due to terrain (results in: gets hit by swarm for 8, triggers Foudrapide’s grapple (which draws an AoO from Giant as Foudrapide doesn’t have reach or Improved Grapple – hits for 29, interrupts grapple), Giant does not draw AoO from Aquin because 5’ stepdraws AoO from Aquin, which misses) – attacks Aquin, critically missing, again distracted by the locusts.
Aquin 92/92 AC 32+4 Shield | Shield (ends 31) Illyria 28/58 AC 17 (18 wildshape) | Insect Plague (long), WildShape GiantOctopus (<9h) br="">Foudrapide 109/138 AC 19+1size+1dex | Reduce Animal (<9h; 17="" melee="" 2ac="" dmg="" 2d8="" 13="" grapple="" 25-5reduce="" 4bullstrength="" bull="" s="" strength="" long="" longstrider="" resist="" acid="" 20="" br="">Ashtin Very Dead AC 30+1DodgeAq-2DexNet | Entangled (-2 attack, -4 Dex, half speed) Flammeus 17445/199 AC 27| Resist Cold 10, SoF +3 (Dispelled)
Round 11: Aquin (has to either take the swarm damage, and full attack, or use spear; goal was full attack, and given reach, he’s left with little choice, as giant can full attack him now) 5’ steps in,does not need to 5' step in due to his reach, so drops spear, and full attacks the Fire Giant – hits with 4 attacks for 65 damage, destroying Flammeus the Advanced Fire Giant.
Swarm does 9 to Aquin and Giant Foudrapide, while reluctant to get bonked on the nose again, has specific instructions to try to grapple thrice, so tries again – drawing AoO for 37, interrupts grapple Illyria slurps slurmingly back towards the scrum Flammeus full attacks Aquin, hits for 91, knocking Aquin unconscious
Aquin -8/92 AC 32+4 Shield | Shield (ends 31) Illyria 28/58 AC 17 (18 wildshape) | Insect Plague (long), WildShape GiantOctopus (<9h) br="">Foudrapide 72/138 AC 19+1size+1dex | Reduce Animal (<9h; 17="" melee="" 2ac="" dmg="" 2d8="" 13="" grapple="" 25-5reduce="" 4bullstrength="" bull="" s="" strength="" long="" longstrider="" resist="" acid="" 20="" br="">Ashtin Very Dead AC 30+1DodgeAq-2DexNet | Entangled (-2 attack, -4 Dex, half speed) Flammeus 100/199 AC 27| Resist Cold 10, SoF +3 (Dispelled)
Round 12: Aquin bleeds Foudrapide attacks twice for 40 damage Illyria single moves (can’t charge) and attacks with tentacle (BAB 6, Str 20 +5, Size Large -1 = +10, 1d4+5 dmg) – missing Swarm does 6, killing Aquin.
The tight quarters of this map changed dynamic somewhat, but those are some ridiculous melee full attacks. I tried to be reasonable; I do think there are some places you can debate tactic interpretation (like at endgame, with Illyria coming back into range, Fire Giant may have sheathed sword and drawn and thrown rock at Illyria, but would have drawn AoOs, and Illyria was no longer casting spells which made her the target... but open to discussion) Aquin is vicious; the sahuagin mutant is an awesome SRD find, and advanced to large is phenomenal. Nice creation, Telin.
WILL-O’-WISP Small Aberration (Air) Hit Dice: 9d8 (40 hp) Initiative: +13 Speed: Fly 50 ft. (perfect) (10 squares) Armor Class: 29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20 Base Attack/Grapple: +6/–3 Attack: Shock +16 melee touch (2d8 electricity) Full Attack: Shock +16 melee touch (2d8 electricity) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility Saves: Fort +3, Ref +12, Will +9 Abilities: Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12 Skills: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks) Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon FinesseB Challenge Rating: 6 Alignment: Usually chaotic evil
Will-o’-wisps can be yellow, white, green, or blue. They are easily mistaken for lanterns, especially in the foggy marshes and swamps where they reside. A will-o’-wisp’s body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch. Will-o’-wisps speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound. COMBAT Will-o’-wisps usually avoid combat. They prefer to confuse and bewilder adventurers, luring them into morasses or other hazardous places. When they are forced to fight, they loose small electrical shocks, which act as melee touch attacks. Immunity to Magic (Ex): A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze. Natural Invisibility (Ex): A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell.
First fight for my fun little character here... ought to be interesting.
All signs point to Will-O-Wisp. That said, the incorporeal rules state that only magical or supernatural attack can hurt me, and the electricity states niether. I'll write tactics assuming it can hurt me, just in case.
Start in front corner empty handed and fly out, readying to strike with my touch anything that attacks me. Once in melee, fight defensivley since I'll need a natural 20 anyway. 1 hit is a guarenteed kill with only 1 strength.
[Prefight Locations and Initiative] Hunter starts in area 4 at (2,2) with nothing in hand. Initiative 8 Will-o'-Wisp starts in area 3 at (63,2). Initiative 32
[Round 1] Will-o'-Wisp flies to (53,2,9) Hunter flies to (8,2,9)
[Round 2] Will-o'-Wisp flies to (33,2,9) Hunter flies to (16,2,9) and readies to attack anything in range.
[Round 3] Will-o'-Wisp charges [27 vs AC15, hit; 50% vs 51%, fail] Hunter attacks defensively [9 vs AC29+1-2, miss]
[Round 4] Will-o'-Wisp attacks [57% vs 51%, success; 27 vs AC21+1+2, hit; Dmg 2d8=9] Hunter attacks defensively [15 vs AC29+1, miss]
Hunter 16/25 Will-o'-Wisp 40/40, Str 1
[Round 5] Will-o'-Wisp attacks [58% vs 51%, success, 20 vs AC21+1+2, miss] Hunter attacks defensively [4! vs AC29+1, miss]
[Round 6] Will-o'-Wisp attacks [55% vs 51%, success; 26 vs AC21+1+2, hit; Dmg 2d8=5] Hunter attacks defensively [4! vs AC29+1, miss]
Hunter 11/25 Will-o'-Wisp 40/40, Str 1
[Round 7] Will-o'-Wisp attacks [96% vs 51%, success; 31 vs AC21+1+2, hit; Dmg 2d8=5] Hunter attacks defensively [11 vs AC29+1, miss]
Hunter 6/25 Will-o'-Wisp 40/40, Str 1
[Round 8] Will-o'-Wisp attacks [20% vs 51%, miss] Hunter attacks defensively [21 vs AC29+1, miss]
[Round 9] Will-o'-Wisp attacks [86% vs 51%, success; 27 vs AC21+1+2, hit; Dmg 2d8=6] and Hunter dissipates.
The Hunter loses and gains 600xp/666gp Time Before Fights: 6 horus Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Guard
It occurred to me after I started that the Wisp could have stayed invisible - but I think the intent behind its invisibility is to enable escape, not really to stay invisible while mounting an offensive.
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2 4-armed Sahuagin Mutants Medium Monstrous Humanoid (Aquatic) Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 60 ft. Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15 Base Attack/Grapple: +2/+4 Attack: Talon +4 melee (1d4+2) or trident +4 melee (1d8+3) or heavy crossbow +4 ranged (1d10/19–20) or Net +3 ranged (entangled) Full Attack: Trident +4 melee (1d8+3) and bite +2 melee (1d4+1); or 4 talons +4 melee (1d4+2) and bite +2 melee (1d4+1); or heavy crossbow +4 ranged (1d10/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Blood frenzy, rake 1d4+1 Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent Saves: Fort +4, Ref +5, Will +5 Abilities: Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9 Skills: Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, Survival +1* Feats: Great Fortitude, MultiattackB Challenge Rating: 2 Alignment: Usually lawful evil
Most sahuagin feature green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds. Sahuagin are the natural enemy of aquatic elves. The two cannot coexist peacefully: Wars between them are prolonged, bloody affairs that sometimes interfere with shipping and maritime trade. Sahuagin have an only slightly less vehement hatred for tritons. Sahuagin speak their own language, Sahuagin. Thanks to their high Intelligence scores, most sahuagin also speak two bonus languages, usually Common and Aquan. COMBAT Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin tears with its feet as it strikes with its talons or a weapon. About half of any group of sahuagin are also armed with nets. Blindsense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability works only when the sahuagin is underwater. Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily. Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attacks while swimming. Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed. Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light. Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Sahuagin can use the Handle Animal skill to befriend and train sharks. Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master ’s Guide). Skills: A sahuagin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks. *A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home. *A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.
Equipment: 2000gp, plus trident and heavy crossbow {Ma} on crossbow (300gp) 20 crossbow bolts (2gp) 2 Nets (40gp) Cloak of Resistance +1 (1000gp)
Potion of Mage Armor (CL1) 50gp Potion of Shield of Faith (CL2) 100gp Potion of Magic Fang (CL1) 50gp
Hi Telin Thanks for pitlording 2 medium bipeds at ECL4 leaves a lot of unknown territory. There's not all that much that Kyra has in terms of options, however.
Overall: Preference is to get into melee, focus fire and get any reachable foe down first. Buff, get to melee, psionic weapon on first attack; use utility stones/buffs to close if necessary. If forced to stay at range, try to get into advantageous position, make use of ability to heal, and engage w/ dorje first and bow second. All expendables are available.
Start in back of starting area, holding sword and wand
Round 1: Vigor 1pp + 1 WS Round 2: Force Screen + 1 WS for duration (for 3rd level) Round 3: Divine Favor from wand, shout, move out
Move out, trying to get to melee as fast as possible. If they have greater mobility, try to get some cover and buff with stone of skate and ready stone of entangling ectoplasm and dorje of crystal shard.
Goal is to get to melee.
Notes: --Use Smite Evil and Psionic Weapon on first melee attack; charging if possible. --If at <18hp, revigor 1pp + 1 WS --If at <18hp again, Lay on Hands for 6 --If at <15hp again, and facing just one foe, CLW until >22hp (if facing more than one foe, keep trying to kill one; once one is down, withdraw to heal, and then continue as noted with healing) --Use a total of up to 15 charges of CLW this fight (arbitrary endpoint) --If unable to get to melee, use entangling ectoplasm if possible; if not possible, use skate (ok to use skate + entangling ectoplasm) --If Force Screen runs out, renew from Powerstone ML2 --If Blind, synesthete --If in melee against only one foe, and it's clearly a caster (not armored, not holding a weapon, has cast more than 1 spell), if it doesn't have anything in hand to threaten, then go for grapple and grapple to death.
Use any and all expendables as seems appropriate. Be smart if possible, ie if ranged try to get cover, if not possible to do so, try to kneel, unless it's still possible to get to melee, which trumps things.
[Prefight Locations and Initiative] Kyra starts in area 4 at (1,32) with her sword and wand of divine favor (CL1) in hand. Initiative 17 Sahuagin Mutant 1 starts in area 1 at (32,58) with loaded heavy crossbow, a potion of Mage Armor (CL1) and a potion of Shield of Faith (CL2). Initiative 18 Sahuagin Mutant 2 starts in area 1 at (31,58) with loaded heavy crossbow, a potion of Mage Armor (CL1) and a potion of Shield of Faith (CL2). Initiative 6
[Round 1] Sahuagin 1 drinks a potion of mage armor and draws a net while moving to (35,55) Kyra manifests a surged vigor [Enervation 64% vs 6%, success] Sahuagin 2 drinks a potion of mage armor and draws a net while moving to (28,55)
[Round 2] Sahuagin 1 drinks a potion of shield of faith (CL2) and draws another net Kyra manifests a surged force screen [Enervation 77% vs 6%, success] Sahuagin 2 drinks a potion of shield of faith (CL2) and draws another net
[Round 3] Sahuagin 1 hides in wait. [Hide 26!] Kyra manifests divine favor from her wand, drops it and moves to (8,32), shouting. Sahuagin 2 takes a 5ft step to (29,55) and snipes at Kyra [165ft (-2), 21! (10-not confirmed) vs AC14+4, hit; Dmg 1d10=3; Hide -6 vs Spot -4] but is spotted.
[Round 4] Sahuagin 1 snipes at Kyra [9 vs AC14+4, miss; Hide -11 vs Spot 3] but is also spotted by Kyra. Kyra double moves to (19,43) Sahuagin 2 reloads and steps back to (29,56).
[Round 5] Sahuagin 1 reloads and steps back to (35,56) Kyra double moves to (29,54) Sahuagin 2 throws a net over Kyra [19 vs AC15, hit] and she is entangled. Sahuagin drops the other net and crossbow.
[Round 6] Sahuagin fires his crossbow once more [16 vs AC16+4, miss] and moves to (30,53) Kyra attacks Sahuagin 1, expending her focus on the attack [16 vs AC16+4+2, miss] Sahuagin steps to (29,55) and full attacks [21,19,13,9,3! vs AC16+4-2, 2 hits; Dmg 1d4+2=3,3]
[Round 7] Sahuagin 1 takes a 5ft step to (29,53) and full attacks Kyra [13,8,20,13,14 vs AC16+4-2, 1 hit; Dmg 1d4+2=3] Kyra attacks Sahuagin 2 [26! (23-confirmed) vs AC16+4+2, hit; Dmg 4d6+12+2=15+12], killing it instantly.
Kyra 22/24, entangled by net, Vigor (ended), Force Screen (ends 32), Divine Favor (ends 13) Sahuagin 1 11/11, Mage Armor (ends 601), Shield of Faith (ends 22) Sahuagin 2 -16/11, dead, Mage Armor (ends 601), Shield of Faith (ends 22)
[Round 8] Sahuagin 1 full attacks [9,5,23,17,12 vs AC16+4-2, 1 hit; Dmg 1d4+2=3] Kyra attacks Sahuagin 1 [11 vs AC16+4+2, miss]
Kyra 19/24, entangled by net, Vigor (ended), Force Screen (ends 32), Divine Favor (ends 13) Sahuagin 1 11/11, Mage Armor (ends 601), Shield of Faith (ends 22) Sahuagin 2 -16/11, dead, Mage Armor (ends 601), Shield of Faith (ends 22)
[Round 9] Sahuagin 1 full attacks [10,17,5,24! (7-not confirmed),17 vs AC16+4-2, 1 hit; Dmg 1d4+2=4] Kyra takes a 5ft step away and tries to manifest a surged vigor [Enervation 98% vs 6%, success; Concentration 9! vs DC16, fail] but the net distracts her too much.
Kyra 15/24, entangled by net, Vigor (ended), Force Screen (ends 32), Divine Favor (ends 13) Sahuagin 1 11/11, Mage Armor (ends 601), Shield of Faith (ends 22) Sahuagin 2 -16/11, dead, Mage Armor (ends 601), Shield of Faith (ends 22)
[Round 10] Sahuagin 1 steps forward and full attacks [13,17,5!,14,14 vs AC16+4-2, miss] Kyra uses lay on hands on herself to heal 6hp.
Kyra 21/24, entangled by net, Vigor (ended), Force Screen (ends 32), Divine Favor (ends 13) Sahuagin 1 11/11, Mage Armor (ends 601), Shield of Faith (ends 22) Sahuagin 2 -16/11, dead, Mage Armor (ends 601), Shield of Faith (ends 22)
[Round 11] Sahuagin 1 full attacks [14,24! (5!-not confirmed),10,6,15 vs AC16+4-2, 1 hit; Dmg 1d4+2=6] Kyra attacks with her sword [12 vs AC16+4+2, miss]
Kyra 15/24, entangled by net, Vigor (ended), Force Screen (ends 32), Divine Favor (ends 13) Sahuagin 1 11/11, Mage Armor (ends 601), Shield of Faith (ends 22) Sahuagin 2 -16/11, dead, Mage Armor (ends 601), Shield of Faith (ends 22)
[Round 12] Sahuagin 1 full attacks [5!,18,14,5!,5 vs AC16+4-2, 1 hit; Dmg 1d4+2=3] Kyra draws and uses her wand of CLW [1d8+1=3]
Kyra 15/24, entangled by net, Vigor (ended), Force Screen (ends 32), Divine Favor (ends 13) Sahuagin 1 11/11, Mage Armor (ends 601), Shield of Faith (ends 22) Sahuagin 2 -16/11, dead, Mage Armor (ends 601), Shield of Faith (ends 22)
[Round 13] Sahuagin 1 full attacks [21,7,8,21,20 vs AC16+4-2, 3 hits; Dmg 1d4+2=6,5; 1d4+1=5] and Kyra falls.
Kyra loses and gains 400xp / 400gp Time Between Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: 1 charge from a wand of Divine Favor (CL1), 1 charge from a wand of Cure Light Wounds (CL1) Spells/PP Used: 3pps (Vigor (x2), Force Screen) x/day Abilities Used: 6hp from lay on hands Free Activity: Intimidate
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Assassinate and a trap.... fun. Start in the front corner with Gan hiding behind a hedge. I can only assume he will be at low hp, so he'll stay back this fight. Dodge him.
Cast mirror image then mage armour and then draw bow and move out. Whenever he is found, begin shooting him from whatever distance. Use 1 true strike from memory when shooting.
If my hp drops to below 15 and we are fighting with bows, pull back and use true strike scrolls to up my hitting factor and end it quicker.
If he forces melee, use chill touch. Cast if he is closing past 100' and then use when he is in melee.
Well hopefully the trap will take out the hawk, but any damage dealt is better than nothing.
For rob store, grab an +1 arrow of elf bane.
Start off at the front corner of my starting area with a potion of shield of faith and my bow. Run towards Al'tiar. Run for a second round, and then drop prone. In round 3, drink the potion. If Al'tiar is within range that he could get to melee before my next action - stand.
Now, engage. Use bow and attack Al'tiar. If he's less than two range increments away, use bane arrow, otherwise use regular arrows. If the hawk approaches on its own, it takes priority.
If Al'tiar comes to melee, draw rapier and feint and sneak attack him.
On his way to the arena, Al’Tiar is surprised by a swinging block, which slams into him for 15 damage.
[Prefight locations and Initiative] Illendil Oratith starts in area 2 with bow and a potion of Shield of Faith in hand. Initiative 13. Al’Tiar starts in area 4 with shield in hand. Initiative 13.
Illendil Oratith: (89,89) 20/20 HP, 22 AC Al’Tiar: (8,8) 20/35 HP, 17+1 AC
[Round 1] Illendil Oratith runs to 73,73. Al’Tiar casts mirror image for 3 images.
[Round 4] Illendil Oratith stands and shoots at Al’Tiar, but at that distance his shot goes wide. Al’Tiar shoots at Illendil, but a drunken epic wizard reverses his True Strike spell, and he misses.
[Round 5] Illendil Oratith shoots at Al’Tiar, but Al’Tiar manages to sidestep the arrow. Al’Tiar shoots at Illendil, but the drunken wizard makes his bow explode in his hands. The arena wizards find the culprit, escort him off, and restore Al’Tiar’s bow.
[Round 6] Illendil Oratith shoots at Al’Tiar, but merely pops an image. Al’Tiar shoots at Illendil, but the distance causes his shot to go wide as well.
[Round 7] Illendil Oratith shoots at Al’Tiar and pops another image. Al’Tiar shoots at Illendil, but the arrow veers away from the rogue at the last minute.
Pitlord note: I am now switching to quick mode until something happens.
Round 10: miss, miss
Round 11: miss, miss
Round 12: miss, miss
Round 13: miss (shield of faith ends), miss
Round 14: miss, miss
Round 15: miss, miss
Round 16: miss, miss
[Round 17] Illendil Oratith shoots again, and this time his arrow flies true for 3 damage. Al’Tiar shoots at Illendil, but Illendil dodges.
Illendil Oratith: (57,57) 20/20 HP, 22 AC Al’Tiar: (8,8) 17/35 HP, 17+4+1 AC, mage armor ends long
[Round 18] Illendil Oratith shoots again, and his arrow hits Al’Tiar’s in the throat for 19 damage, knocking the sorcerer out. Illendil Oratith: (57,57) 20/20 HP, 22 AC Al’Tiar: (4,4) -2/35 HP, 17+4+1 AC, mage armor ends long
Hi Uknits Thanks for pitlording Ghost has so many "to do's" and Dentik has so many options. I can't help but be frightened by that "shatter" sitting out there with Ghost having his one single solitary sole crystal bow - keep meaning to get a backup. Also, while it's unlike Telin, he could probably stay back and send in his elementals and they would probably win alone, on their own...
Rob Store: Bane Arrow (Dwarf)
Assassinate: Doesn't matter much, as don't want to waste psionic focus, can't sneak attack elementals, and don't have much to do, so just fire an arrow at an elemental.
Ambush: I start top left, he starts bottom right (to give time for buffing)
Whisper psicrystal is always on shoulder, actively listening, shares all beneficial powers, and uses "sighted" ability to help see
Goal: be hidden, hit him with an alphashot, and get into a new position to fight with either crystal shard, sniping, or mist/sneak attack.
Goal is to get to around 11,20, to attack, but honestly initial position is not *that* important as starting invisibly - absolutely essential to get initial shot off as noted with invisibility allowing for sneak attack with bane/dissolving weapon/deepcrystal/psionic shot
Ambush Round: Potion of Invisibility Round 1: Dissolving weapon on stolen Bane Arrow Round 2: Chameleon from Cog Crystal Round 3: Dorje Vigor ML2 Round 4: Force Screen ML2 stone Round 5: Expeditious Retreat Boots, move out Round 6: Divine Favor Shirt, move out
*if buffing is interrupted, skip to expeditious retreat, and then use mobility + invisibility to finish buffing
Attack with alpha strike while invisible using sneak attack, psionic shot on that shot, bane arrow with dissolving weapon.
Note: By my calculations, initial attack should be invisible (so should be ok to move and attack if necessary), 30', +11 +1PBS +2Invis +2Bane +1 Luck vs ffAC20 for 1d8+1+1PBS+1Divine+3d6SA+2d6PS+2d6DC+4d6DW+2d6Bane-3DR for 50Ave damage... hopefully that's enough (or more) and it ends quickly after that in my favor
After alpha strike, if possible to withdraw and rehide (ie, attacking from invisible, and should have greater movement than Dentik with Expeditious Retreat, so if can shoot and then move to break LoS and rehide, do so; given invis, no reason I see that Ghost shouldn't be able to shoot then move, breaking LoS)
After alpha strike, if possible to break LoS and rehide, do so, and then engage with --Enlarged Crystal Shard + Psionic Shot, ideally with sneak attack, ideally sniped --Bow with 5' step, move action regain focus, std action psionic shot + bow
If spotted, and/or if in melee, next action will be Ghost cast Obscuring mist around self from memory (5% ASF) --Ghost will rely on psicrystal "sighted" ability to pinpoint square and bow seeking ability to remove miss chance, and should be firing vs. flatfooted Dentik in obscuring mist. Rapid shot him until dead or this tactic fails. If unable to target Dentik in mist, use the mist to regain foci x2, and then leave the mist in intelligent fashion to try to re-set up a sniping opportunity vs. Dentik. Under this secenario, buff powerstone skate prior to leaving, to try to have markedly better maneuverability than Dentik.
That should be about it
Notes: --Share all beneficial powers --If Blind, Synesthete; if fails / dispelled, rely on psicrystal "sighted" to target and "seeking" power of bow --Note in summary used a use of disguise kit (and the prebuffed drow poison arrow) --Do not use pre-poisoned arrow against him --Empty Mind 1pp vs 1st Will Save (pp allotment this fight is cog crystal for chameleon, 1pp for empty mind, and 2pp for deepcrystal) --If have extra actions, and need to do so, always use to regain focus --Always target Dentik if at all possible. If forced to fight elementals, rapid shot and 5' step as much as possible. --If fighting more than 1 foe in melee, try to obscuring mist and kill as noted. --If disarmed of bow, do not use any expendables or spells, use alchemist fire + psionic shot until out of fire (throw vs. Dentik) and hope for the best. If out of fire, use melee weapon and cry a little.
Start off at the clockwise exit with scroll of Protection from Evil (CL2) in hand and elementals adjacent. At the start of the fight, they go into the walls and listen for Dentik to start moving and follow him and will emerge on Dentik using a free action stomp.
Dentik casts protection from evil from the scroll and draws his morningstar. Then he will use his gloves for Spectral hand, and cast bestow curse into the hand and move out.
Once Ghost is found, Dentik orders the elementals to block off his escape by moving through the walls and engages with bestow curse once he can spot Ghost. If Ghost is affected, go for the -4 to attack rolls, saves, ability checks and skill checks.
After the curse is used, if able to get into melee, do so (charging especially). If not, use contagion for blinding sickness, then Command to use the Fall command.
Elementals should be attacking in a flanking mode if possible, but otherwise, just getting him attacked. If he tries to run away, they will try to grapple him instead.
In melee, Dentik will use his smite on the first attack against Ghost and otherwise will just attack.
Not sure what else to do here - hopefully that's enough.
Quwibbik 36/36 HP 25 AC Ogre 42/42 HP 17 AC Berri 35/35 HP 23 AC
Round 2 Ghost manifests chameleon from his crystal. Dentik uses his gauntlets for spectral hand.
Quwibbik 36/36 HP 25 AC Ogre 37/42 HP 17 AC Berri 35/35 HP 23 AC
Round 3 Ghost uses and stows his dorje of vigor. Dentik casts bestow curse into his hand an moves out.
Quwibbik 36/36 HP 25 AC Ogre 35/42 HP 17 AC Berri 34/35 HP 23 AC
Round 4 Ghost uses his stone of forcescreen. Dentik moves out. Quwibbik 36/36 HP 25 AC Berri 29/35 HP 23 AC
Round 5 Ghost uses his boots. Dentiks seeks more. Quwibbik 36/36 HP 25 AC Berri 29/35 HP 23 AC
Round 6 Ghost uses his shirt. Dentik wades into the waist deep muck.
Quwibbik 18/36 HP 25 AC Berri 23/35 HP 23 AC
Round 7 Ghost moves in and sees Dentik, and he waits. Dentik moves unknowingly towards Ghost.
Quwibbik 18/36 HP 25 AC Berri 21/35 HP 23 AC
Round 8 Ghost fires as Dentik, striking him deeply in the chest for 55 damage. Dentik satggers, but manages to hold on to life through sheer dwarven stubbornness. Ghost runs b ack, out of sight. Dentik growls at the coward’s flight and moves in, his elementals coming out of the wall and flanking Ghost.
Round 9 Ghost, seeing his position deteriorate before his eyes, shoots Dentik with his bracers, hoping to end the fight before close range turns the odds. Fortunatley for him, he is able to finish Dentik right as the elemental raise their mighty arms.
Dentik loses and gains 600xp and 850 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: Bestow Curse Charge held Items Used: Bracers of Spectral Hand Spells or Powerpoints Used: 4 SL (Bestow Curse, Protection From Evil) Abilities Used: None Free Activity:Guard
Ghost Wins and gains 3000xp and 4250gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: Dorje Vigor, Powerstone Dissolving Weapon, Powerstone Froce Screen, Boots of Expedious Retreat, Cognizant Crystal, Shirt of Divine Favour, Braers of Crystal Shard, Disguise Kit. Spells or Powerpoints Used: None Abilities Used: None Free Activity: Rob Store.