Qwuibbik has had ECL7 large winged quadruped magical beast already, and his ogre mages went hog wild – please to be duplicating that success today.
Qwuibbik is quite effective, but has lost mostly to monster foes (2 monsters, and a shadow PC); he is nervous, and prays fervently to the Gray. Additionally, he promises to quickly rend portions of his foe's corpse and preserve whatever remains he may should he prove victorious.
I think the options are: Hieracosphinx, Criosphinx, Chimera, and Dragonne. All of whom can fly, but slowly and clumsily.
General tactic: use superior flight speed/maneuverability to avoid combat until buffed, and then try to keep it ranged as much as possible.
Interrupt buffs if forced into melee, but try to use Ogre Mage x2, along with Yeth's superior maneuverability, to get to buff.
Start in default, on Yeth, with Ogre Mages diagonally in front (10' diagonal infront on either side, ie "Y" formation)
Round 1: Aid, Yeth 5' off the ground Round 2: SoF; Ogre Mages single move up - they want to be higher to allow dive/charge/attack from above, so will be ~30' above Yeth/Qwuib height Round 3: Divine Favor from wand, stow, Yeth single move up (and Ogre Mages higher; if monster seen, Ogre Magi can go engage)
From here: Ogre Mages will engage as soon as able with dive attack, then flanking to fight. Yeth is defensive, and will act as such (may as well take total defense with him, if he's not moving) -- main goal is to keep Qwuib at range from foes (always move as far away from the foe as possible, and if possible at an angle and altitude gain to prevent charging/diving/force it to use movement on poor maneuverability.)
Qwuib will engage with Dispel Magic (trying to strip away any buffs), then Doom. Qwuibbik will always move as far away from the foe as possible, and if possible at an angle and altitude gain to prevent charging/diving/force it to use movement on poor maneuverability.
After Dispel / Doom, if it's on the ground, Ogre Magi will maneuver to be above it to prevent flying, and Qwuibbik will SMIV Fiendish Direwolf. If it's still flying, Qwuibbik will engage with Bow. (if at anytime it lands and there's still an Ogre Mage up, position ogre mage above it and SMIV - that is a preference). If there is an Ogre Mage and Fiendish Direwolf.
Whenever not engaging with a spell, Qwuib will be keeping distance on Yeth and shooting bow.
Notes: --All expendables are available --If able to easily outmaneuver foe (ie, I clearly fly faster/farther/more maneuverably, say vs Dragonne) and injured at <25, withdraw, keep away, and heal with wand, then re-engage (heal to >30)
--If forced into melee and can’t withdraw and prevent melee using superior maneuverability, convert highest level spells into inflict (in order: Dismissal, SMIV, InvisPurge, Hold Person, etc) --Always ride for cover if able --If injured by an energy type, cast resist energy for that type --If Bow hits it and it seems to have damage reduction, switch to cold produce flames (wand); if it resists that, switch to regular produce flames (memory)
--If enemy is seen to go invisible, or is not seen after 7 rounds, cast invisibility purge (reluctantly) -- Rebuff Divine favor if it expires, up to three times --Note that one of the 2 ogre mages is using +1 weapon, so does 1 more damage than the other – which will be hard to keep track of. So just have them kill it fast again, for everyone’s ease.
Should Qwuibbik prove victorious, he immediately tries to preserve portions of the fallen large magical winged quadiped in the name of the Beyond.
Round 0 First is the ogres in square 1, then the Chimera in 3. Finally, Qwuibbik.
Round 1 The ogres fly up and charge the Chimera. The chimera charges back. Quwibbik casts aid.
Gruug 21/21 HP, 19 AC Elarisa 12/12 HP, 23 AC
Round 2 More charging, Quwibbik casts shield of faith.
Ogres 42/42 HP, 17 AC Chimera 76/76 HP, 21 AC
Round 3 The ogre’s dive, one almost beheading one of the chimera’s heads. It responds by ripping out some ribs. Quwibbik casts divine favour from his wand and flies out.
Ogres 23/42 HP, 17 AC Chimera 33/76 HP, 21 AC
Round 4 The ogres blast into the chimera again, hurting it severly, but it shatter the lead ogre’s body in response. Quwibbik tries to dispel it, but it has no spells up.
Other Ogre 42/42 HP, 17 AC Chimera 12/76 HP, 21 AC
Round 5 The remaining ogre swings in, barely hitting, lopping off all three heads at once. Quwibbik dives, plucking the dragon head up and embalming it.
Other Ogre 42/42 HP, 17 AC Chimera dead/76 HP, 21 AC
Kezereth's tactics. They're a bit of a mess I'm afraid, too many contingencies. ;-)
Start at front of box with crossbow and Power Stone of Grease in hand.
Move clockwise around the arena, trying to stay near cover where possible and moving between obstructions to avoid long lines of sight. Ready an action each move to use Astral Construct if I sight Dreath.
Use Overchannel + Talented to create a 2nd-level construct with Trip. If Dreath has his chain out, give it Improved Bull Rush, otherwise give it Improved Natural Attack. Have the construct attack him (using a Bull Rush if necessary) and attempt a grapple if Dreath is within 30ft, otherwise a normal attack and a Trip if it hits. The construct should do the same every turn unless Dreath attacks Kezereth in melee - then use a Bull Rush to push him away - or a Bull Rush would be able to push him into Grease, then do that.
On the construct's last round, use the Power Stone of Psionic Grease if I've used all my PP and there's no Grease active, otherwise an Overchannel+Talented Psionic Grease if I have my Focus back or Astral Construct again with Trip and INA (and have it attack, trip but no grapple) if not.
In any turn where Dreath is flat-footed (grappled or balancing), use a Power Stone of Crystal Shard the first time, a manifested Energy Ray (Fire, no augment) the second time, and an attack with the crossbow any other time afterwards. Try to keep out of melee with him, but stay within 30ft if the construct is alive or if he's using his bow.
If he gets out of that grapple (so isn't flat-footed) and isn't on Grease, and I have PP left, step behind cover and attempt to regain Focus if there's any cover there or if he has his chain out (don't do it if he can make an AoO or has his bow out). If I have my focus and PP, manifest a CL 3 Psionic Grease on him using Overchannel + Talented.
If he appears to be badly wounded at any point, or if we're both still alive after all the above, manifest the most powerful Energy Ray (Cold) I can, or if I have no PP use the Power Stone of Crystal Shard if I have it, the Power Stone of Energy Ray (Cold) if I don't, or the Crawling Tattoo of Concussion if nothing else is available.
Alright, Kezereth. Let me show you a fight where you're foe isn't a coward.
Round 1, start front and center with spiked chain and potion of mage armour. Drink potion and move out, clockwise if foe is not seen. Once found, close to 5', double moving and not running. Ignore constructs or tattoos while closing, and only take AoO against constructs if I am not threatening Kezereth. Once closed in on Kezereth, ready to attack on any standard or full round action he takes. Goal is to interupt any spellcasting or powerstoning.
Hoping this works.... I'm no familiar enough with Kezereth's tactics to really predict him.
[Prefight Locations and Initiative] Kezereth starts in area 1 at (31,55) with a powerstone of grease (ML2) and his loaded crossbow in hand. Initiative 9 (-) Dreath starts in area 2 at (55,32) with spiked chain and a potion of mage armor (CL1) in hand. Initiative 9 (+)
[Round 1] Both opponents see each other. Dreath drinks the potion and moves out to (51,36) Kezereth starts manifesting an overchanneled astral construct (using focus to avoid damage with Talented).
[Round 2] Dreath double moves to (43,44) Kezereth's construct appears at (35,51) and has tendrils for tripping and a face like a mack truck (for improved bull rush). Construct charges, provoking an AoO from Dreath [17 vs AC18-2, hit; Dmg 2d4+4=8]. Construct tries initiating a grapple [9 vs AC15, miss] Kezereth moves to (35,51) and readies to manifest grease if Dreath gets in range.
[Round 3] Okay - here's a call I had to make midstream. Dreath's tactics call for not taking AoO against the construct if he is going to be able to take AoO against Kezereth. At this point, Kezereth is in range, so that's the way I went with it. I had already rolled the AoO, but will keep it for a future attack or AoO if it comes up. Dreath risks an AoO from the construct, who tries to start a grapple, which in turn provokes from Dreath, but he elects not to take it because he will be able to close to threaten Kezereth [18 vs AC15, hit; Opposed 24 vs 16, success; Dmg 1d3+3=4] and Dreath is grappled. Dreath tries to break the grapple [15 vs 22, fail] Construct grapples for damage [17 vs 12, success; Dmg 1d3+3=5] Kezereth moves to (39,47), drops the crossbow and draws a powerstone of Crystal shard (ML2)
[Round 4] Dreath feels like things are getting away from him. He tries to escape the grapple [17 vs 23, fail] Construct grapples for damage [10 vs 21, fail] Kezereth manifests crystal shard from the powerstone at Dreath [1 (Dreath), 23 vs AC10, hit; Dmg 2d6+1+1d6=9] and Dreath falls.
Kezereth wins and gains 900xp +20% = 1080xp/1080gp Time Between Fights: 1 hour Ongoing Effects: None Items Used: Powerstone of Crystal Shard (ML2) Spells/PP Used: 3pps (Astral Construct (3)) x/day Abilities Used: None Free Activity: Craft +62gp
Dreath loses and gains 300xp/300gp Time Between Fights: 1 hour Ongoing Effects: None Items Used: Potion of Mage Armor (CL1) Spells/PP Used: None x/day Abilities Used: None Free Activity: Guard
@The_Fred - there's a couple of things I got out of your tactics between the lines that I want to highlight. Improved Bull Rush doesn't provoke for the bull rush, but does provoke for movement before the bull rush. I gathered from your tactics that you wanted the bull rush in order to avoid the AoO on approach, but since it didn't actually do that, it ends up not being a good choice for the second ability. Of course, for the use to push him into the grease area, it is perfectly good.
Also, not sure if you realize this, but ranged attacks into a grapple have an equal chance of hitting the desired target as the other grapplers.
@Both - I kind of feel bad about the item in round 3, but I'm sticking with it. The only reason I am second guessing myself is I know that the result of the AoO I shouldn't have rolled is a hit.
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Scorpio can dish it out, but really needs to get into range. And knowing Yitzi, he's going to do some fancy "rooftop, hedge" tons of cover defense, and slaughter me from afar with energy missiles.
So this calls for the galling use of share pain, to live through that, I think. (pride swallowed)
Hold powerstone entangling ectoplasm and dorje crystal shard
Round 1: Share pain with psicrystal manifest as ML6 (3pp power +2 WS for level) for 6h duration Round 2: Vigor 1pp + 2 WS shared with psicrystal
Move out, seek him out - when found, if he's on the ground, engage with dorje crystal shard. if he's on the roof, engage with entangling ectoplasm x1, then dorje crystal shard. Continue closing (if he's on the roof, climb if necessary to see him) at all times.
Notes: --Use psionic shot on first crystal shard --rebuff vigor 1pp + 2 WS if it is used up or expires; repeat this as many times as pp remain (have 8 for the fight; 3pp share pain, initial vigor 1pp, means should be able to do this up to 4 times, if don't ennervate) --don't forget point blank shot and surging euphoria
People who have high HP, or can fake it, seem to be Nelion's weakness. Let's try something unconventional, as that's the only way I even have a chance:
Begin in the front corner of my box. Use a 4pp Vigor (from memory, share with crystal), and then go searching for Scorpio. When I find him, try to disarm his dorje (charge if possible).
If I manage to do so, get away (try to find somewhere to hide if possible, and avoid being charged), then replace Vigor, buff Share Pain, and go use the dorje against him, replacing Vigor (first from memory, then from stones) as necessary.
Round 0 Scorpio goes first in square 1, then Nelion in square 4.
Round 1 Scorpio surges for 6 hours of share pain. Nelion manifest vigor and moves out.
Nelion 25/5 HP, 17 AC Scorpio 20/20 HP, 21 AC
Round 2 Scorpio manifest vigor and moves out, and Nelion searches as well.
Nelion 25/5 HP, 17 AC Scorpio 35/20 HP, 21 AC
Round 3 More searching
Nelion 25/5 HP, 17 AC Scorpio 35/20 HP, 21 AC
Round 4 More searching.
Nelion 25/5 HP, 17 AC Scorpio 35/20 HP, 21 AC
Round 5 Scorpio moves, coming into full sight of Nelion. Nelion charges, but Scorpio punches him square in the face, stopping Nelion in his tracks for 3 damage.
Nelion 22/5 HP, 17 AC Scorpio 35/20 HP, 21 AC
Round 6 Scorpio shifts away, focusing on his psionic blast from his dorje, doing a full 16 damage. Nelion tries to disarm, this time avoiding Scorpio’s fist but unable to wrench the dorje out of Scorpio’s grasp.
Nelion 6/5 HP, 17 AC Scorpio 35/20 HP, 21 AC
Round 7 Scorpio shifts away again and blast Nelion, alleviating Nelion of hic consciousness.
I think I'll be going with the usual approach here.
Begin in the front corner of my box. Manifest Chameleon from a stone, move to rehide if we started autospotting, and then go find a good place to hide with a wide range of view and snipe when he comes into view.
As always, attack only when I can use Psionic Shot. If he doesn't have Vigor up, a lucky shot will one-shot him, but don't count on that.
If Dennereth or a construct is coming toward me, rehide.
Don't bother attacking the constructs. They only last 3 rounds anyway. Simply evade them (they have a +0 spot score).
If hit with Cloud Mind, regain focus if needed and then take evasive action, moving every round to a new hiding place, until I see him.
If injured for any reason, escape the current threat, rehide, and heal back up.
Note that he needs LoE to me to cast Cloud Mind, and if I see a construct created I get a new save against it.
Hi Telin Thanks for pitlording! Someone headed for Failure vs someone headed for Great Renown, huh? On the other hand, one lucky mind thrust... and potentially lots of allies.
Short version: walk around with vigor/fs, each time get to a place he may be, send a dorje AC in to help find him; when found, send an AC w/ trip and hope to hold him in place, and get to mind thrust him.
Start in front center holding dorje and powerstone of energy missile- if Bilgly is seen and in range of EM, manifest it (cold for fort save) from stone no matter what and move towards his starting area. Anytime he's seen, priority is to try to close and manifest mind thrust + overchannel (if he's seen and not in mind thrust range, use energy missile)
Hold dorje
Round 1: Force Screen Round 2: Vigor 3pp Round 3: Move out (if haven't seen him, which is likely, just head counterclockwise - staying on circle midway between center pillars and starting areas)
Each time get to a new starting area, use Dorje of Astral Construct to put an AC adjacent to where Bilgly could be hidden. Manifest constructs with Celerity.
If AC doesn't see him, it should move diagonally across the starting area, so it can see behind the little squares too, and Denerrell will cross in front of the starting area, so they get "double vision."
Check all starting areas like this. If he's not found, head to the middle (though there'd probably be a delay penalty by now).
If searching for him in the middle, search by closing to 25ft of middle, manifest AC into the middle, have it move, trying to find him; if it doesn't find him, keep circling the outside, and each time get to a new direction (ie, S, E, N, W) entrance to middle, send an AC into the middle.
As soon as he's detected in any way, start using dorje for astral construct (trait: TRIP), space the astral constructs to try to surround/wall him in. They are to trip him and trap him, and then Denerrell will mind thrust.
The goal is to keep him in some area and then get to mind thrust.
PRIORITY: When he's within range of mindthrust, mindthrust for 4pp (using focus for overchannel/talented). (use all available remaining pp for mindthrusts; after engaging with mindthrust, engage with powerstones of energy missile: cold when out of pp)
If he is running away from astral constructs (with run, or withdraw), try to use positioning and intelligent movement to cut him off and catch him.
[Prefight Locations and Initiative] Bilgly starts in area 1 at (35,55) with a powerstone of chameleon in hand. Initiative 10 Dennerell starts in area 2 at (55,31) with a dorje of astral construct (ML3) and a powerstone of energy missile (ML3) in hand. Initiative 15
[Round 1] Dennerell manifests Force screen. Bilgly manifests chameleon from the powerstone and draws his longbow and hides.
[Round 2] Dennerell manifests a 3pp vigor. Bilgly moves to (41,55) and hides
[Round 3] Dennerell moves to (46,38) [MS 2 vs Listen 1] Bilgly moves to (42,55), but spots Dennerell immediately. Rather than risk getting spotted, he returns to (41.55) and hides
[Round 4] Dennerell moves to (37,44) Bilgly snipes at Dennerell [17 vs AC10+4+4, miss] [Hide 12 vs Spot 8; MS 14 vs Listen 2]
[Round 5] Dennerell uses the dorje to manifest an astral construct. Bilgly refocuses [Concentration 10 vs DC20, fail]
[Round 6] Dennerell creates an astral construct at (34,49) with celerity. It moves to (34,55), but doesn't see anything. It starts to cut across to (34,56), but spots Bilgly and turns and moves to (41,55) Dennerell starts using the dorje again. Bilgly withdraws to (52,47)
[Round 7] Astral Construct (Celerity) moves to (52,49) Dennerell creates another construct at (43,44) with the trip ability this time. It moves to (52,46) Dennerell moves to (49,44) Bilgly withdraws to (41,55), provoking an AoO from AC1 [21 vs AC19+1, hit; Dmg 1d4+3=4]
[Round 8] Astral Construct (Celerity) moves to (41,56) Astral Construct (Trip) moves to (45,54) Dennerell moves to (42,52) Bilgly moves, provoking an AoO from AC1 [17 vs AC19+1, miss], to (26,55), drawing his wand of CLW.
[Round 9] [Astral Construct (Celerity) ends] Astral Construct (Trip) moves to (33,53) Dennerell moves to (30,52) Bilgly activates the wand [1d8+1=7] and stows it.
[Round 11] Dennerell finishes manifesting and it appears at (26,54) with the trip ability. The new astral construct (trip) attacks Bilgly [13 vs AC19, miss] Dennerell moves to (26,52) and manifests a 4pp mind thrust, using his focus for talented [Will 5 vs DC17+1, fail; Dmg 4d10=26] and Bilgly falls.
Okay - there's just too many possibilities here to outline them all, so I'm just going with generic tactics.
Rac'quin hired Bedina Cassan for 250gp. She should drink her potion of protection from evil to start and then she will be running exactly according to tactics - act defensively while tripping opponent until Rac'quin can engage, then set up to flank if possible. Bedina can kill the wolf if it is in range and Vathilia is not (particularly if she is ahead of Rac'quin).
Rac'quin will have his deepcrystal net, a tanglefoot bag, a potion of resist energy (Fire, CL2) and a potion of protection from evil (CL1) in hand. He'll move out with Bedina (though they don't necessarily need to stay together), and drink the potion of resist energy and protection from evil. After that, throw the tanglefoot bag and net and engage in melee and full attack. Do not engage summons or the wolf. Always use 5ft steps to get into flanking if possible.
In melee, Bedina's job is to get flanking for Rac'quin (having Rac'quin delay to get into this position is fine) and allow him his full attacks. Bedina should use AoOs to trip, disarm anything in Vathilia's hands, and for damage (in that priority). Rac'quin is attacking for damage the whole time.
It's fight 3, and I've got some very nice hindrance spells, so let's go that route.
Begin with starting position as shown:
First round, cast Spike Growth and then move as shown:
The two smaller boxes inside the larger 20' squares are the two squares to which I will not have LoE when casting, so they will remain un-spike-growthed. Note that Spike Growth is a trap, and therefore my enemies won't be able to see where it is.
Next, cast Produce Flame and then Cat's Grace, and then ready to entangle Rac'quin on sight (have roughly 2/3 of the entangle be between him and me.) Then expend Faerie Fire for a wolf to attack Rac'quin (unless I know for a fact that he has Protection from Evil up.) If Rac'quin somehow gets past the spike stones before I've eliminated Bedina, take the diagonal path out that I left in the diagram, and use my superior (hopefully far superior by now) speed to escape him. If the summoned wolf attacks do not recoil when trying to attack Rac'quin and he does not use a potion and I do not see Bedina, expend my other Produce Flame for a second wolf and (if he still doesn't use the potion) Flame Blade for a hippogriff. If he still doesn't use the potion (highly unlikely), expend Warp Wood for a second hippogriff.
Also, once I see my enemies coming begin 5'-ing toward the (diagonal) gap in the spike stones, but make sure that that gap isn't on any possible shortest path from them to me.
Once I have buffed and see Bedina, use Produce Flame to take her out (unless I actually see Rac'quin, in which case Entangle him and summon the first wolf as before; the others can wait)). If she gets past the spike stones, have Arooo help eliminate her.
Once Bedina is dead and Rac'quin has used his potion of PfE (which I should know from the recoiling summons) and it's been 10 rounds since the latest time he could have used it, summon a bat swarm on top of him, and then just keep away while letting it do the job. If he catches up to me, drop concentration (the swarm will still last 2 more rounds) and get away (withdraw), then once the swarm is gone use any remaining summons, plus Arooo if he's still alive, to take him out (and if that fails, hopefully the bleed damage will do the rest.)
If injured by 9 or more hit points, and either I'm outside the area spike stones or Rac'quin is inside it, and I'm not concentrating on the swarm, get away (withdraw if needed) and heal.
Vathilia acts first, in box 2, with nothing in hand, and Aroo nearby Rac’quin and Bedina act second, in box 4, with Bedina holding potion and chain and Rac’quin holding his deepcrystal net, a tanglefoot bag, a potion of resist energy (Fire, CL2) and a potion of protection from evil (CL1) in hand
(re: starting boxes: Vathilia’s tactics nicely show the AoE of Spike Growth for starting area 2; as they start in 2 and 4 respectively, I just had Vathilia start in box 2 rather than box 4, since I don’t know how to make nice square shapes with the roller like Yitzi does – I think there’ no difference starting 2,4 vs 4,2 In retrospect, it’s probably that little button that says “square” next to the one that says “circle” that I never noticed before, huh?)
Round 1: Vathilia casts spike growth (arrayed as detailed in Yitzi’s tactics) and moves Bedina drinks PfE potion and moves out Rac’quin drinks potion of resist energy: fire and moves out
Round 2: Vathilia casts produce flames Bedina double moves Rac’quin drinks the potion of PfE and moves
Round 3: Vathilia casts Cat’s Grace Bedina double moves, spots foes, shouts, continues his movement Rac’quin double moves
Round 4: Vathilia sees enemies coming, so starts 5’ stepping towards the diagonal gap in spike stones; sees Bedina and not Rac’quin so engages with produce flames. Initial shot 160ft distance -2 penalty, with cover – missing Bedina double moves Rac’quin double moves (Vathilia fails to see Rac’quin)
Round 5: Vathilia (not seeing Rac’quin) throws at Bedina again, hitting for 8 and 5’ steps Bedina attempts to double move to base (as charging seems counter to the “attacking defensively” tactics); in doing so, enters a square of spike growth – dodges foot/leg injury, but can’t see the spikes, and presses on to get to melee. Bedina bravely struggles forward but the spikes tear up her legs, and as she approaches Vathilia, she succumbs to the spike damage. Rac’quin closes
Round 6: Vathilia casts Entangle on Rac’quin, with two-thirds of the area between Rac’quin and Vathilia – Rac’quin resists Rac’quin closes (not entangled, but half speed); Rac’quin moves into the area of spike growth but resists significant injury; he exits one square of spikes and enters another (Rac’quin is a rogue, but DC to Search spike growth is 28 = impossible) – 7 damage sustained from spikes
Round 7: Vathilia 5’ steps towards the diagonal path out and starts casting SNAI (spontaneously, instead of faerie fire) Rac’quin single moves forward, taking another 12 damage from spike growth (resisting slowing effects) and throws Tanglefoot bag at Vathilia – missing
Round 8: Vathilia finishes casting SNAI for a wolf Wolf bites: recoils. Vathilia knows PfE is up. Vathilia (Pitlord note: Vathilia saw Rac’quin inround 5; thus, “10 rounds after he could have last used it” means Round 4+10 = round 14 for when Vathilia would want to cast Summon Swarm. Pitlord note2: Tactics basically don’t call for Aroo to fight until Summon Swarm fails, at this point; but did want Aroo to fight if Bedina made it into the spike growth area; Vathilia is obviously not just going to sit around for 6 more rounds at this point, so should do something. And it’s fight 3, and shouldn’t care if Aroo dies) 5’ steps and uses action to handle animal to order Aroo to attack. Aroo moves and attacks Rac’quin – missing
Rac’quin throws net on Vathilia – missing
Round 9: Wolf bites, recoils Aroo bites, missing Vathilia withdraws Rac’quin follows, ignoring summons and wolf – withdraws to avoid AoOs (takes 5 damage from spike growth, saves vs slowing)
Round 10: Wolf charges Rac’quin (note that spike growth, while doing many things, doesn’t specify that the area is difficult terrain), taking 6 damage and resisting the slowing – can can’t hurt him due to PfE Aroo tries the same, but is slowed and wounded by the spikes. Vathilia double moves away Rac’quin chases (Note: Rac’quin wants to get to melee. Has thrown tanglefoot and net. Has inferior movement to Vathilia. Has no other tactics for ranged fight. Literally can not catch up to Vathilia. Vathilia has the wolf chasing him, so will know when PfE runs out, or will wait for round 14 anyway) – wolf AoO blocked by PfE
Round 11: Wolf bases (Rac’quin ignores AoO chance) Aroo limps along behind Vathilia double moves Rac’quin follows
Round 12: Wolf bases, then expires Aroo limps Vathilia double moves Rac’quin double moves. PfE expires.
Round 15: Vathilia recognizes PfE must be expired by now, and begins casting Summon Swarm on Rac’quin Rac’quin double moves to base (ends 5' SW of Vathilia)
Round 16: Vathilia drops Summon Swarm: Bats on Rac’quin (positions it to avoid himself) – given how close they are, he also drops concentration immediately and 5’ steps, starting summoning more summons to help him kill. Swarm does 1 damage to Rac’quin, disabling him. Rac’quin will bleed to death and can’t act without dying anyway.
Rac'quin loses and gains 600xp + 6.25% -18.75% = 525xp / 583.3gp (+120 prof, -250 merc) Time Between Fights: 3 hour Ongoing Effects: GMF <6h br="">Items Used: Potion of Protection from Evil (CL1), Potion of Resist Fire CL2, Tanglefoot bag Spells/PP Used: - x/day Abilities Used: none Free Activity: profession +120gp Hired Bedina: -250gp cost
Vathilia wins and gains 1800xp -6.25% +18.75% = 2025xp / 2250 gp (+162 prof) Time Between Fights: 3 hour Ongoing Effects: F3 Items Used: Scroll of Cat's Grace CL3 Spells/PP Used: F3 x/day Abilities Used: - Free Activity: Profession +162gp
Question: how often does one have to save for the slowing effects of Spike growth? Every time you take damage, ie, every square? Or once per spell effect? Or what? I sort of ruled it was “each round moving through it” but it could easily be different
Okay, this should be a mostly straightforward fight I hope.
Start off mounted on Veneno at the default with scythe and a dose of drow poison in hand.
Round 1 - Apply the poison, draw wand of divine favor. Round 2 - Use the wand of divine favor and stow it while moving out.
Find my opponent and get into melee. If able to charge, use combat expertise for (-3 to attack, +3 to AC), which offsets Rilirod's bonus from charging and for higher ground.
Once in melee, attack for damage with full combat expertsie (-3/+3) and hopefully the -2 to his saves due to my aura will be enough to get him to fall unconscious. If not, I still need to kill him, so attack.
If I hit him twice and he's still up, use deadly touch on him for the full amount.
If tripped, oppose with my ride skill. If my horse is tripped, soft fall. Stand if prone.
If I am attacked while mounted, use ride for cover.
Start at left side of box with Power Stone of Inertial Armour and Shield equipped.
Buff with Power Stone, the Power Stone of Thicken Skin and then the Dorjie of Biofeedback. Then, draw javelin and move out clockwise. On the next turn, move towards the middle of the arena and start beating javelin on shield and shouting to attract the foe!
When the enemy is sighted, throw the javelin at his horse then move back (preferably around an obstacle so he can't charge me), drawing the kusari-gama. Ready an action to trip the horse if he closes to 5ft range. On subsequent turns, continue attempting to trip the horse until he's out of the saddle one way or the other. Then, attempt to trip him each turn until he's dead.
If he uses ranged weapons against me, attack him (as above, trying to try his horse).
If disarmed, draw a shortspear and continue as above; if disarmed of all of them, use the shield. Use the shield to take AoOs too if nothing else is available.
[Prefight locations and Initiative] Rilirod Venomtooth starts in area 1 with scythe and drow poison in hand. Initiative 19. Tokutsukai Anjin starts in area 3 with shield and power stone of inertial armor in hand. Initiative 15.
Rilirod Venomtooth: (31,59) 21/21 HP, 19 AC (11 touch) Veneno: 19/19 HP, 17 AC (10 touch) Tokutsukai Anjin: (28,5) 19/19 HP, 13 AC (11 touch)
[Round 1] Rilirod Venomtooth poisons his scythe. Tokutsukai Anjin uses his stone and draws a stone of Thicken Skin.
Rilirod Venomtooth: (31,59) 21/21 HP, 19 AC (11 touch) Veneno: 19/19 HP, 17 AC (10 touch) Tokutsukai Anjin: (28,5) 19/19 HP, 13+4 AC (11 touch)
[Round 2] Rilirod uses his wand of Divine Favor and stows it while moving to 28,52. Tokutsukai Anjin uses his stone and draws a dorje of biofeedback.
Rilirod Venomtooth: (28,52) 21/21 HP, 19 AC (11 touch), Divine Favor ends 12 Veneno: 19/19 HP, 17 AC (10 touch) Tokutsukai Anjin: (28,5) 19/19 HP, 13+4+1 AC (11 touch)
[Round 3] Rilirod double moves to 17,41. Tokutsukai Anjin uses his dorje and moves to 24,9. He is seen clearly by Rilirod.
[Round 6] Rilirod moves and continues to 26,7, where Tokustukai tries to trip Veneno, but the horse resists. Rilirod cautiously swings with his scythe and hits for 9 damage, but Tokustukai resists the poison. Tokutsukai Anjin again attempts to trip Veneno, and this time he succeeds, but his follow-up attack cannot penetrate the horse’s hide. Rilirod tumbles gracefully out of the saddle.
Rilirod Venomtooth wins and gains 675xp/675gp. Time Between Fights: 3 hrs Prebuffs/Ongoing Effects: none Items Used: 1 vial drow poison, 1 charge wand of Divine Favor Spells or Powerpoints Used: none Abilities Used: none Free Activity: Guard Home
Tokutsukai Anjin loses and gains 375xp/375+57=432gp. Time Between Fights: 3 hrs Prebuffs/Ongoing Effects: none Items Used: 1 stone inertial armor, 1 stone thicken skin, 1 charge dorje of biofeedback Spells or Powerpoints Used: none Abilities Used: none Free Activity: Banker for 57 gp
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Hi Telin- Thanks for pitlording! Looks to me like if I get aloft, I have a good shot (though paucity of arrows, potentially); however, he's fast, and got to me in 1 round in our last fight.
Goal: Fly, use bow + deflect arrows to win.
Start at 61,35 or equivalent holding scroll of alter self: air mephit.
Round 1: Alter self from scroll (ok to use multiple scrolls if fail first one); once air mephit, fly up (on first round). If he's in melee, 5ft step intelligently and all that Round 2: Draw bow, engage with bow from aloft
Engage with arrows until out of arrows or victory.
If out of arrows, cast mage armor from memory, shield from wand, and engage cantrip x2. If out of arrows and out of cantrips, engage with diving attacks with small lance, then flying back, set up new dive, and continue.
If Alter self has rounds left, stop engaging and cast Mage Armor from memory, then Shield from wand, then make sure have melee weapon in hand, land, and let it expire.
Start front and center with glaive in hande. Round 1, if foe is not seen, run to the clockwise area. If foe is seen, turn 90' to close to 5'. If not, turn to go to the next area. By round 2, I should have entered all 4 areas. If I do not see him by this point or I see him flying out of sight, drop prone, equip shield, and take total defense until he is out of arrows. At this point, engage in melee.
Priority is to grapple, using grip of iron. Grapple to death.
If he is attacking from reach above, use glaive to kill.
If I can reach him with the aid of burst, use it.
If he provokes for using a scroll, AoO to sunder the scroll.
Once within 5', sunder any scrolls he has. If has none, grapple.
[Prefight Locations and Initiative] Krekun starts in area 3 at (35,2) with a scroll of Alter Self (CL3, Air Mephit). Initiative 22 Geth Ryn starts in area 2 at (55,32) with glaive in hands. Initiative 27
[Round 1] Geth Ryn starts running towards the south west and spots Krekun quickly. He finishes his movement to (36,2) Krekun realizes he can't 5ft step to safety, so he has to choose between casting defensively or provoking. He chooses casting defensively [Concentration 11 vs DC17, fail] but fails to cast from the scroll. He takes a 5ft step away to (34,2)
[Round 2] Geth Ryn takes a 5ft step to (35,1) and tries to start a grapple, manifesting grip of iron once he gets a hold of Krekun [19 vs AC14, hit; Opposed 26 vs 7, success; Dmg 1d6+4=7] Krekun tries to break out of the grapple [Escape Artist 8 vs 17, fail]
Krekun 6/13 Geth Ryn 27/27, Grip of Iron (ends 4)
[Round 3] Geth Ryn grapples for damage [14 vs 20, fail] Krekun tries to escape [9 vs 25, fail]
[Round 4] [Grip of Iron expires] Geth Ryn grapples for damage [15 vs 14, success; Dmg 1d6+4=5] Krekun tries to escape [21 vs 25, fail]
Krekun 1/13 Geth Ryn 27/27, Grip of Iron (ended)
[Round 5] Geth Ryn grapples for damage [20 vs 21, fail] Krekun tries to escape [9 vs 22, fail]
[Round 6] Geth Ryn grapples for damage [18 vs 22, fail] Krekun tries to escape [13 (-) vs 13 (+), fail]
[Round 7] Geth Ryn grapples for damage [18 vs 7, success; Dmg 1d6+4=9] and Krekun falls.
Kyra and Bray... similar in that they're melee based psionic infused fighters with the potential for lots of HP. Though Bray is more focused. Kyra can heal... and can shard. That may be the difference, I hope.
Start in default area, holding wand and dorje Rd 1: 1pp Vigor +2 WS Rd 2: 1pp Force Screen Rd 3: Divine favor, drop wand, draw stone entangling ectoplasm Rd 4: seek him out, shout, and single move with readied actions to fire entangling ectoplasm when he's within range
Engage with stone of entangling ectoplasm, then dorje crystal shard; 5ft steps to avoid AoOs. Use dorje crystal shard in 2 hands to help with disarm attempts (if this is allowed).
Note: --spiked gauntlets so threaten a disarm attempt --if FS expires, renew from powerstone (ML2 first, then ML1) --if Vigor expires or those hp are gone, rebuff 1pp + 2 WS (assuming didn't ennervate the first time) --if second vigor expires or those hp are gone, Lay for 6 --if hurt after that, draw second entangling ectoplasm stone and reuse; if he's contained, heal to full with wand and continue engaging with dorje crystal shards (if he's not contained, forget healing and just continue engaging) --if disarmed / sundered dorje cs (or otherwise for some reason can't use it, or run out), engage with greatsword to the death --don't bother rebuffing divine favor
Note: Bray has 9 PP listed for this fight, but should be 6 as it's F1
Start front and center with hammer and shield. Round 1, manifest a 4 PP vigor. Then, Biofeedback, and finally, I'll manifest Offensive Precognition. Then, seek my foe, taking total defense until after her first attack. From here, kill with hammer, using psionic weapon. Attack every round, and try to regain psionic focus each round to attack with psionic weapon. Use my shield of heartening if my HP falls below 15
She has better attack, but with psionic weapon, my damage is slightly better, and my HP is way better.
[Prefight Locations and Initiative] Kyra starts in area 4 at (5,32) with a wand of divine favor (CL1) and a dorje of enlarged crystal shard (ML2, aug). Initiative 22 Bray starts in area 2 at (55,31) with hammer and shield in hand. Initiative 19
[Round 1] Kyra manifests a 1pp surged vigor [Enervation 28% vs 11%, success] Bray manifests a 4pp vigor.
[Round 2] Kyra manifests a 1pp force screen. Bray manifests biofeedback.
[Round 3] Kyra uses the wand for divine favor, drops it and draws a stone of enlarged entangling ectoplasm (ML1) Bray manifests offensive precognition and moves to (47,31)
[Round 4] Kyra calls out for Bray and moves to (13,32) and readies use entangling ectoplasm when Bray is in range and in sight. Bray hears her easily and takes total defense while moving to (39,30)
[Round 5] Kyra moves to (21,33) and readies Bray takes total defense and moves to (31,29), but is not in range for Kyra's ready action.
[Round 6] Kyra moves to (23,33) and manifests Entangling Ectoplasm from the powerstone [9 vs AC13+4+4, miss] Bray moves to (24,32) and attacks Kyra with his hammer, expending his focus for psionic weapon [21 vs AC16+4+4, miss]
[Round 7] Kyra takes a 5ft step to (24,34) and uses the dorje of enlarged crystal shard [18 vs AC13, hit; Dmg 2d6=8] Bray refocuses [Concentration 24 vs DC20, success], takes a 5ft step and attacks, expending his focus for psionic weapon [21 vs AC16+4, hit; Dmg 1d8+4+2d6=17]
[Round 8] Kyra steps away and manifests a 1pp surged vigor [Enervation 89% vs 11%, success] Bray refocuses [16 vs DC20, fail], takes a 5ft step and attacks [21 vs AC16+4, hit; Dmg 1d8+4=11]
[Round 13] [Divine Favor ends] Kyra steps away, draws and uses a powerstone of entangling ectoplasm [8 vs AC13, miss] Bray refocuses [23 vs DC20, success] and attacks [20 vs AC16+4, hit; Dmg 1d8+4+2d6=18] and Kyra falls.