Er...so he hits on a 20? Eh. Note that he can't have Weapon Focus without a +1 BAB.
Outmanuever triggers and lands me at 30,33(assuming box 3) with shortbow in hand to have LoS into boxes 1 and 4. Rotate about if I start in a different box.
If I start and have LoS into his box and he hasn't acted yet, shoot then move and hide. If he's already acted, but still in sight, move, hide, and ready to attack on sight for sneak attack damage. If I don't see him at the start, stealthily move to 33,34 (or the appropriate spot to get LoS into the box I didn't already have LoS into) and ready to shoot when I see him. Stop sooner if I see him before I get to that square; if he hasn't noticed me, shoot him for sneak attack, if he noticed me, move away to hide and ready to attack on sight for sneak attack damage. If I don't see him at all, just get next to a corner in the center and hide.
After whatever happens, hide in the center of the arena and ready to attack on sight. Attempt to run him around the pillars, breaking LOS, and readying to attack. Tumble if needed. If half-move is enough to break LOS and hide, don't accelerated Tumble, otherwise, go for it.
-If he ever attempts to grab me, throw a tanglefoot bag at him, then start throwing alchemist's fire. Grappling is very strong against Julgi at this level. >.>
-If, for some reason, I can't sneak attack him(say, darkness is active or something), use the above contingency as well.
I start as close to the middle of the arena as possible.
Movement
move towards the center; try to locate him using Listen or Spot if I don’t see him; when I see him x4 move towards him. Bring the fight to him as fast as possible (x4 or x2 move the next rounds depending on the distance).
Combat
Keep to melee fighting. Use stunning fist ASAP (when I first hit him). Follow him if he tries to gain distance.
Contingency
When he's in range, place him in my darkness innate ability (in other words, cast it on him).
Notes
Don’t allow him to break LOS. Don’t let him land a sneak on me.
I think it's all.
Zireael
P.S. I edited Haznyn today to fix the Weapon Focus mistake. So please use newer version.
[Prefight Locations and Initiative] Haznyn starts in area 2 at (55,32) with nothing in hand. Initiative 14 Julgi starts in area 1 and outmaneuvers to (33,30) with shortbow in hand. Initiative 24
[Round 1] Julgi sees Haznyn right off, so he takes a shot at him [115ft (-2), 20 vs AC15, hit; Dmg 1d4+1=3]. He then moves to (30,30) and hides [Hide 20] Haznyn runs to (35,27) [MS -4 vs Listen 11]. Julgi has an idea of where Haznyn is.
Haznyn 8/11, ran Julgi 19/19
[Round 2] Julgi readies to fire on sight. [Hide 19] Haznyn moves around to (34,24) [Spot 13] but doesn't see Julgi until the arrow is on its way [40ft (+0), 11 vs AC15, miss] Haznyn finishes with a double move to (30,29)
[Round 3] Julgi tumbles away [Tumble 17 vs DC15, success] and then moves to (33,33) [Hide 21, MS 14 vs Listen 10] Haznyn grumbles and moves to (32,36) and, spotting Julgi, moves to base him (33,34)
[Round 4] Julgi tumbles away [18 vs DC15, success] to () and draws an alchemist's fire. Haznyn moves up to Julgi and casts Darkness on him [17 vs AC15, hit]
[Round 5] Julgi steps away and attacks with the alchemist's fire [97% vs 21%, success; 27! (27! - confirmed) vs AC18, hit; Dmg 2d6=6+3=9] and Haznyn falls.
Julgi Sting wins and gains 900xp / 900gp. Time Between Fights: 1 hr Prebuffs/Ongoing Effects: none Items Used: 2 arrows (1 hit, 1 miss, 0 recovered), 1 Alchemist's fire Spells or Powerpoints Used:none Abilities Used:none Free Activity: Blackmarket connection for 1 string of knots (tie of true strike and 2x tie of expeditious retreat)
Haznyn Tellen'hez loses and gains 300xp / 300gp. Time Between Fights: 1 hr Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none Abilities Used: Darkness SLA Free Activity: guarding
@Zireael - personally I would've opted for faerie fire on Julgi. Removes his potential for SA and doesn't give you a 20% miss chance. Of course, the point is moot when he crits with an alchemist's fire... but that would've been my option in your case.
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[Prefight locations and initiative] SiNafay starts in area 3 at (31,8) with crossbow in hand. Initiative 9 Phantom Fungus Bill starts in area 2 at (55,31) with no hands. Initiative 13
[Round 1] Bill sees SiNafay and runs towards him (44,20) [MS -7 vs Listen 9] SiNafay is pretty sure the monster is invisible, but isn't absolutely sure. She moves to (31,14) and readies to shoot on sight of the creature.
[Round 2] Bill moves to (38,15) [MS 8 vs Listen 12] SiNafay is certain the opponent is invisible. She draws her sword (keeping the crossbow in her other hand) and readies to attack on sight or pinpointing.
[Round 3] Bill charges at SiNafay [22 vs AC15, hit; Dmg 1d6+3=8] SiNafay grumbles about not being able to see the durned opponent and attacks where it is [20% vs 51%, miss] but it is able to avoid the attack by simply not being there.
SiNafay (31,14) 4/12 Bill (32,14) 15/15, Greater Invisibility
[Round 4] Bill attacks SiNafay [12 vs AC15, miss] SiNafay attacks [21% vs 51%, miss]
[Round 5] Bill attacks [13 vs AC15, miss] SiNafay attacks [37% vs 51%, miss]
[Round 6] Bill attacks [15 vs AC15, hit; Dmg 1d6+3=8] and SiNafay goes down.
I start as close to the middle of the arena as possible.
Movement
move towards the center; try to locate him using Listen or Spot if I don’t see him. Bring the fight to him as fast as I can (x2 or x4 move depending on the distance). Tumble when I’m moving to hit him in melee.
Combat
1st attack in melee - stunning fist.
Keep to melee fighting (attacking with flurry). Follow him if he tries to gain distance.
Start in the back of the box with wand of shield and MA. Cast them both then store each and draw the wand of MM. Cast Shocking grasp and send aero out with shocking grasp to find him. Once spotted have Aero dive down and use the smite evil ability aswell. Afterwards Aero will fly up out of his reach and just make noise to i know his location. Fire with MM there after.
If he see me before Aero has a chance to use shocking grasp then cast obscuring mist and then move away. After obscuring mist cast MM from wands (if aero can still use shocking grasp make sure he does that). The big problem this fight is the spell resistance, im glad i noticed this time, still this is the best i can do... for now...
Haznyn wins initiative and starts in the front of box 2(55,31) Genis starts in back of box 4, wands of shield and MA in hand.(1, 31)
Round 1 Haznyn runs to the center(33,30), but finds no sorcerer. Aero hears and knows the general dierction Haznyn lies in. Genis, oblivious to the sounds of running, casts Mage Armor from the wand. Haznyn notes the sound.
Haznyn 9/9 hp Genis 15/15 hp, Mage Armor(long)
Round 2 Haznyn double moves closer(22,30) and hops about to dodge Genis's attacks. Genis's eyes widen and throws out a mist, blocking Haznyn's sight, then moves away.
Haznyn 9/9 hp Genis 15/15 hp, Mage Armor(long), mist(32)
Round 3 Haznyn, seeing no sorcerer where there once was, follows the mist as best she can(2,24), basing the sorcerer along the way. Genis steps back and casts Shocking Grasp, designating Aero as the toucher. Aero shows off his acrobatic prowess as he sets up a dive attack.(Not shown due to irrelevance of exact position.)
Haznyn 9/9 hp Genis 15/15 hp, Mage Armor(long), mist(32)
Round 4 Haznyn steps forward and attempts a stunnng fist attack, but can't seem to see where the sorcerer actually is(miss to concealment). Genis smirks at his mist, steps back, casts shield, and stows the wand of MA. Aero dives, putting his all into it, but completely misses where Haznyn actually is(miss to concealment).
Haznyn 9/9 hp Genis 15/15 hp, Mage Armor(long), mist(32), shield(14)
Speed lording notes: Haznyn attacks each round. Genis MMs each round Aero dives every other round until he hits once.
Rounds 5
Genis hits with MM for 2 damage.
Haznyn 7/9 hp Genis 15/15 hp, Mage Armor(long), mist(32), shield(14)
Round 9
Genis hits with MM for 4 damage.
Haznyn 3/9 hp Genis 15/15 hp, Mage Armor(long), mist(32), shield(14)
Round 11
Haznyn hits for 3 damage. Genis hits for 2 damage.
Haznyn 1/9 hp Genis 12/15 hp, Mage Armor(long), mist(32), shield(14)
Haznyn loses and gains 300xp/300gp. Time Before Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Guard Genis wins and gains 900xp/900gp. Time Before Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: 9 charges of MM wand, 1 charge of shield wand, 1 charge of MA wand x/day Abilities Used: 2 level 1 spells Free Activity: Craft for 57 gp
Notes: Ignore the defensive casting, that never happened. >.> Haznyn's second round 5 attack should be listed in round 6.
@Zireael: Not sure what to say. With only +1 to hit, it's extremely unlikely to ever happen. Weapon Finesse helps, but that takes until your ECL 5...ranged weapons are needed here. @Dr. Funk: Hmm. That mist hurt you as much as it helped. >.>
Nothing is ever only one person's fault. TemplateShow
For simplicity's sake:
Card Name [mc][/mc] Card Type - Subtype Text Flavor
Ew, he's definately got the invisbility advantage here. Lets try to mitigate it. Also, let's try not to get grappled to death...
Ambush triggers. Felan will start in box A, Julgi in box C(25,6), anti-toxin in hand. For the ambush action, drink the potion.
First round, double move to (18,12), accelerated climbing the outer rim. Next round, move and jump the lava then climb the center statue, drawing my shortbow at the end of that movement.
From here, take an active listen each round to attempt to pinpoint him. If I think I know where he is, shoot him. If I don't know, ready to attack on thinking I know. Continue this until I see him or I think I hear him within 1 square of the lava pool or nearer(unless he's just shouting from outside the pool of lava, in which case ignore it.)
What happens next depends on what's happened to stop the above tactic:
--If I still can't see Felan, keep listening and readying/attacking. If I get around to seeing him, go to the below tactic.
--If I see Felan and he's in the area surrounded by lava with me, keep attacking until he climbs the statue. If he's not attempting to do so, kneel and keep attacking to give him the shootout he wants. If he attempts to grapple, attack then jump off and attack from down there until he jumps...then climb the statue again.
--If I see Felan and he's outside the area surrounded by lava, jump down to the 5ft walkway to break LOS and hide. Next round, stealthily move to the nearest corner that I can get of the statue I can get to, hide, and ready to attack when Felan gets within 30ft. for sneak attack damage. If I don't see him next turn, activate my cloak for a chameleon buff and keep readying. After the shot, move around the statue to break LOS again, hide, and ready. If I'm about to take a delay penalty but still don't see Felan, stow my bow, and climb the statue to look for him and go back to the start of section A of the tactics. If he jumps the lava, break an expeditious retreat tie, jump the lava, and head to the nearest starting area Felan isn't around. Continue moving on later turns until I've my back against one of the small statues, then stow my bow. If I think he's invisible, head to the top of the statue and go back to the start of section A.
Notes: Uncanny dodge should stop his sneak attack. He also has no ranks in balance, so he's flatfooted atop the statue.
--Tumble if needed. Always accelerated tumble if need it to both move and attack/ready.
Init + Starting Julgi’s ambush triggers (see tactics) 12 Felan starts in NW box shield equiped 06 Julgi starts in SE box with vial of anti toxin
Ambush round Julgi drinks anti-toxin
Round 1 Felan turns invisible Julgi double moves out (auto passes climb check), but doesn’t notice Felan in the NW square, Felan doesn’t see the goblin (26 vs 15)
Round 2 Felan expands Julgi attempts the jump (DC 20 for not having 20ft running start: 18 … Reflex to grab other side: 13 … falls into lava: Dmg: 66)
Okay - tough fight with a guy who can out shoot me at range and out fight me in melee. Yay!
Let's try this:
Start off at the front, center of my starting area with bow in hand.
Move out and ready each round for Doom to cast on Desmen. If I am able to cast it without readying - cast it and move to cover if possible. Do try to negate the possibility of a charge - I know there's not much I can do about it if he wants to though.
After Doom, ready to cast Obscuring mist if he comes within 20ft of me. If he happens to be charging - yay - charge negated. If not - oh well. Once in the mist, cast SMII for a celestial bombadier beetle. I don't have augmented summons unfortunately, but he'll do for today. Beetle should use acid spray each round since it will hit both the horse and the rider.
Once SMII is cast, I want to either get into melee and cast spiritual weapon and divine favor (and then attack) or stay at range with the same buffed spells and attack with my bow.
Hmm...I have a nice little poisoned arrow sitting in my inventory, but looking at D, it doesn't seem to have much of a chance of doing anything. Still. Besides, she'll probably poison my horse, sadly.
Start in center of square, mounted and with a vial of drow poison in hand.
First round, down the potion and draw a scroll of shield(CL2). Next round, use the scroll; if it doesn't get through my ASF, draw another and use it next round. When the spell works, draw my bow. Next cast Magic Weapon on my lance, then Divine Favor. After all that, draw a scroll of true strike.
If I see D before I've finished buffing, draw the True strike scroll, cast it, and follow, keeping her in sight but staying as far away as possible. If I don't ride out in search, readying to cast True Strike on sight. After casting it, Rapid Shot(or single shot if rapid is unavailable) next round, using the poisoned arrow on the first shot. If by some twist of fate this drops her, ride up and CDG her.
In the far more likely scenario that she keeps on her feet, draw the lance and attempt to charge and ride-by. If I can't ride-by, still charge, then on the next turn attack then move away and charge again. Continue till death or contingency.
--If she summons creatures, switch to Rapid Shotting her with the bow and keeping away from the summons. Fire single shots when I take penalties due to double movement; if she's prone Rapid Shot instead. When the summons run out, switch back to the lance.
--If she knocks out my horse, cast the Magic Weapon spell on my bow rather than my lance(if it wasn't already cast), then Rapid Shot her to death. If she summons creatures, Rapid Shot them to death first. If she starts dropping prone and there aren't any summons around, ready to fire on her getting up. Kneel if she kneels and there aren't any summons around.
--If Pine gets to below half-health and isn't knocked out, use a charge of CLW on her. Always ride for cover and use mounted combat whenever helpful.
--If I get to below half-health and I'm still mounted on Pine, use a charge of the CLW wand. If II'm not mounted, use the charge only if there aren't any summons around; Rapid Shot them to death before trying for healing.
Rd 0: Initiative 12, modifier the same – reroll – Delilah 20, Desmen 13 Delilah box 1, Desmen box 4 Delilah 29/29 AC 18 Bow Desmen 29/29 AC 17, mounted, vial of antitoxin in hand (note: given tactics say round 1, down the potion, and the only beneficial potion Desmen has is a vial of antitoxin, and he already has a poisoned arrow, and foe has some poisons, I interpret this as he meant to be holding antitoxin, and drinking it in round 1 – because tactics were posted not by me, I did not think it was fair to PM the gladiators/players for comments/changes) Pine 19/19 AC 13
Rd 1: Delilah: Moves out (no specified direction, for ease moves straight south as wants to find foe), readies Doom (outside of range) Desmen: (buffing interrupted by clause “If I see D before finished buffing…”) drops potion (free), draws true strike scroll (move), casts (no ASF) true strike
(note: already anticipating problems as Delilah’s tactics are basically “ready to cast obscuring mist if he comes within 20’ “ and no real other tactics, since the rest of the tactics technically fall under the clause “ready to cast obscuring mist …/SM /melee or ranged after that” and what follows… And Desmen has had buffing interrupted before any buffs, and makes no provision about resuming buffing – so I will be using some pitlord discretion going forwards)
Rd 2: Delilah: Moves closer (140’), cover, casts Doom (Will 26! vs. 16, Save) Desmen: Rapid shot (poison arrow first) – 42, 25 (-2 distance to both, forgot in roller) vs. AC 18+4 Cover– Hit twice, 9, 4 damage. Fort DC 13 – 8! Failed. Delilah falls unconscious
Rd 3: Desmen rides up and CDGs – no weapon specified in tactics, will use lance 2 handed (1d8+3 damage) as that’s max damage available – 17 damage, Delilah at -1, loses.
Delilah -1/29 AC 18 Bow, unconscious, prone. Desmen 29/29 AC 17, mounted, Bow Pine 19/19 AC 13
Hopefully this'll be simple - little knowledge, few options... not that this should influence anything, but I'm already quite attached to this little dretch, and it'd be nice if you didn't monster-roll-telin-reputation-style him to death. Griffon, indeed...
Start front center (4,30), holding bow and potion of mage armor.
Rd1: Mage armor from potion, move out (8,30)
Rd2: Move to indicated position (12,29), ready action to tap Tattoo Force Screen when enemy detected (if already detected, just move and tap)
Rd3+ Stay in hallway position with goal of being able to shoot arrow through grate at monster if it started in (clockwise from me) square, or being able to see it coming down the hall if it didn't.
If possible, shoot it, and use small size to move to keep grate between, allowing a few rounds of shooting prior to melee.
First arrow = poisoned arrow, after that regular arrows.
If melee is unavoidable, claw/claw/bite until dead.
Goals:
Avoid being charged
Avoid being grappled if at all possible - if grappled, attack w/ natural weapons.
Notes:
Use all expendables as necessary
If force screen wears off, and we are not grappled, renew it
If somehow grappled near the acid, try to move grapple into acid
Please remember the many dretch goodies:
Damage Reduction 5/cold iron or good Immunity to electricity and poison Resistance to acid 10, cold 10, fire 10
[Prefight locations and Initiative] Malyuk starts in area 2 at (30,29) with bow and a potion of mage armor. Initiative 18 Hippogriff starts in area 1 at (2,31) with nothing. Initiative 15
[Round 1] Malyuk drinks the potion and moves to (31,25) Tactics call for staying the water, but that would not be the right locations - so I am assuming that is an error. [MS 17 vs Listen 8] Hippogriff double moves to (3,22) [MS 3 vs Listen 2]
[Round 2] Malyuk moves to (28,21) Can't ready due to needing double move to get there. [MS 16 vs Listen -7] Hippogriff double moves to (11,20) [MS 16 vs Listen 6]
[Round 3] Malyuk readies to tap Tattoo of Force Screen once the hippogriff is detected. [MS 26 vs Listen -2] Hippogriff moves to (21,20). Along the way, Malyuk sees the hippogriff (and likewise), so Malyuk taps the tattoo.
[Round 4] Malyuk moves to (28.17) Hippogriff moves to (27,20)
[Round 5] Malyuk fires an arrow [11 vs AC20+1, miss] and then squeezes through the grate (28,14) Hippogriff grumbles and breathes acid [Reflex 20 vs DC15, success; Dmg 6d8=30/2=15-10=5] and then moves up to the grate (27,18)
[Round 6] Malyuk fires an arrow [18 vs AC20+4+1, miss] Hippogriff tries to bend the bars [26 vs DC24, success]
[Round 7] Malyuk fires an arrow [9 vs AC20+4+1, miss] and moves away to (27,12) Hippogriff tries to bend the bars [24 vs DC24, success] and squeezes through (27,14)
[Round 8] Malyuk grits his teeth and attacks in melee [18,18,11 vs AC20+1, miss] Hippogriff full attacks [20,21,24 vs AC 20+4+4, miss]
[Round 9] Malyuk full attacks [15,10,16 vs AC20+1, miss] Hippogriff full attacks [12,15,13 vs AC20+4+4, miss]
[Round 10] Malyuk full attacks [25,25,11 vs AC20+1, 2 hits; Dmg 1d6+4=7,8] Hippogriff full attacks [16,12,9 vs AC20+4+4, miss]
Share all spells with familiar. If threatened, 5' step to cast; if unable, cast defensively.
Start tucked into corner pillar area at front/corner of starting area. Familiar actively spotting, 5' towards center. Wand of MM in hand, PoP in other hand. If drow spotted, start using single moves away from him to keep distance and deny charge during buffing sequence.
Rd 1: Shield from memory
Rd 2: MA from memory, unless drow is able to close to melee this turn - in that case, skip mage armor and go to shocking grasp as below
Rd 3+: Shocking grasp, familiar as toucher, familiar just above height of drow, familiar 10' in front/towards center (so he'll intercept incoming drow first) readies action to attack drow on sight with shocking grasp (trying to get +1 from height)
Recall shocking grasp w/ PoP if drow still not sighted, otherwise Ready action to cast color spray if he closes into range after familiar attacks (basically both are readying, familiar will touch attack first, then color spray)
Continue using shocking grasp from memory, recalled with pearls to kill. If run out, use scrolls.
Note:
--Can use all expendables
--Not sure if he can have pre-buffed poison on bolt (maybe it's a carryover from an earlier fight; it's not denoted as such however)
--If he's attacking from range and not closing, have familiar deliver shocking grasp until discharged, then recast and have him repeat, while in the meantime using wand of mm to kill.
[Prefight locations and Initiative] Qhordryn starts in area 2 at (55,35) with a wand of Magic Missile (CL1) in hand. Initiative 9. Haznyn starts in area 3 at (32,8) with nothing in hand. Initiative 11.
[Round 1] Haznyn sees Qhordryn and double moves to (40,16). He designates Qhordryn as his dodge target. Qhordryn casts shield from memory and moves to (56,40)
[Round 2] Haznyn runs to (52,34) Qhordryn casts shocking grasp and designates his familiar as the toucher. He moves away to (56,46) Familiar rises 20ft to (56,40,5)
[Round 3] Haznyn moves to (55,45) Qhordryn delays for familiar. Familiar charges Haznyn, granting Haznyn an AoO when the familiar enters his square [2! (automiss)] [14 vs touch AC 18, miss] Qhordryn steps away from Haznyn (55,47) and activates the pearl of power to recall Shocking Grasp.
[Round 4] Haznyn steps next to Qhordryn and attacks with a stunning fist [21! (7-not confirmed) vs AC10+4, hit; Dmg 1d6+1=6; Fort 8 vs DC10+3, fail]. Qhordryn is stunned and drops his wand. Familiar steps into Haznyn's square and attacks [8 vs touch AC18, miss] Qhordryn is stunned.
Haznyn Tellen'hez wins and gains 900xp/900gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none Abilities Used: Stunning Fist Free Activity:guarding
Qhordryn loses and gains 300xp/300gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: Shocking Grasp recalled with Pearl of Power (1st) Items Used: Spells or Powerpoints Used: Shield, Shocking Grasp Abilities Used: Pearl of Power (1st) used Free Activity:Craft (Painting) +76gp, 6sp
Check the prison both of you since there's a couple of minor things to pay attention to. @Eluria - careful with touch spells and casting other spells - as you will lose the held touch spell if you cast something else.
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Only question is how you would like to cross the streams if the delay penalty kicks in and forces you to. (swim, cross the log, cross the stones?)
The Forest map is large an normally requires one crossing to take place.
Original Message:
From: Zireael
Subject: Tactics
Sent: Mar 18, 11:11AM
Tactics:
Buff:
Designate the guy as my opponent for Dodge feat.
I Hide immediately (the hedge allows me, yes?)
Movement
move towards the center, but don't walk into the swamp (if I reach it, stop and look for him again); try to locate him using Listen or Spot if I don’t see him.
Combat
Shoot as soon as I see him. Repeat as long as he is too far for me to conveniently attack (farther than x2 move).
When he’s closer, keep to melee fighting (longsword). Follow him if he tries to gain distance.
Forest - so let's start off in the closest to the center with light crossbow in hand and loaded. Move out in a direction that is roughly towards the center and towards another starting area.
Keep moving out to the river unless SiNafay is spotted, then hide and cast Resistance from memory. Then Divine Favor. If he's not spotted, don't cross the river - too likely to not make it... If I am pushing the time limit, I guess make my way to the easiest way to cross. I'm hoping it doesn't come to that though.
Now start firing with the crossbow. Stay out of sight with 5ft steps when possible and then reload.
Init + Starting 18 Grubber starts in the SE box with crossbow in hand 15 SiNafay starts in the NW box with crossbow in hand
Round 1-4 Lots of movement
Round 5-6 More movement
Round 7 SiNafay waits around trying to hear Grubber but finally sees the gnome at the end of Grubber’s movement. Grubber doesn’t see her however. SiNafay fires at Grubber (atk 15) but it bounces off his armor.
Round 8-9 Grubber moves to hide and Casts Resistance and Divine Favor (ends 19) SiNafay finds a new spot to snipe from and readies an attack
Round 10 Grubber steps out and spots the incoming bolt (Spot 9 vs 5 hide) (Atk: 7). He fires back (Atk: 9)
Round 11 Both reload and fire again and the Pitlord waives cover Rnd 13: Grubber hits for 5 Rnd 14: Grubber hits for 5 Rnd 16: Grubber hits for 4 Rnd 17: SiNafay hits for 1 Rnd 23: Grubber hits for 2 Rnd 27: Grubber hits for 1 Rnd 28: Grubber this for 6 and SiNafay goes down