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Sticky: Battles of Gladius
3 years ago  ::  Mar 08, 2010 - 9:03AM #51
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730
Julgi Sting

Julgi's tactics Show

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.

Thanks.



Haznyn Tellen'hez

Haznyn's tactics Show

Buff:

Designate Julgi as my opponent for Dodge feat.

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.



The Fight Show

[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)

Map Show

x.jpg

[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.



Fight Result and Summary Show

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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3 years ago  ::  Mar 10, 2010 - 6:46PM #52
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730

Pairings: 11 March 2010


Rolls


Time Roll: 6 hours
Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up)


Characters on Campaigns: {Maximum: 15 Weeks; more with GM Permission}

  • None.

Characters on Quests & Missions:

  • None this week

Characters doing Full Activities:

  • Owen Ir'Tolden crafts a Pearl of Power (8th) and a Gem of True Seeing [Week 3/11]

BATTLES OF GLADIUS
LEVEL 3 FIGHTS

  • Haznyn Tellen'hez (Zireal) vs. Genis Sage (Dr._Funk) : Quickslip {Arena}
  • SiNafay Vrinn (Zireael) vs. Unknown Monster : TelinArtho {Arena}

LEVEL 4 FIGHTS

  • Delilah Llyerytas (TelinArtho) vs. Desmen of the Wood (Quickslip): Dr._Funk {Arena} {Week 2}
  • Julgi Sting (Quickslip) vs. Felan Turok (TelinArtho) : Erithmu {Temple}

LEVEL 5 FIGHTS

  • none this week

LEVEL 10+ FIGHTS

  • none this week

Pairings done by TelinArtho.
Credits
TelinArtho +1 (1 fight)
Erithmu +1 (1 fight)
Quickslip +1 (1 fight)

The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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3 years ago  ::  Mar 11, 2010 - 9:09AM #53
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730

SiNafay Vrinn

SiNafay's tactics Show

Tactics:

Buff:

Designate monster as my opponent for Dodge feat.

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. Tumble when I’m moving to hit him in melee.

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 (attacking with the longsword). Follow him if he tries to gain distance.

Contingency

None

Notes

None

Zireael

P.S. Any questions?



Phantom Fungus

Phantom Fungus's tactics Show

Find food. (start at front and center, invisible. Move out and find opponent)

Eat food. (once opponent is found, move to base and attack until dead).

Yum. (once opponent is dead, consume until finished).



The Fight Show

[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.



Fight Result and Summary Show

Bill, the Phantom Fungus, wins and gains nothing because he is a monster.

SiNafay loses and gains 300xp/300gp.
Time Between Fights: 6 hrs
Prebuffs/Ongoing Effects: none
Items Used:none
Spells or Powerpoints Used:none
Abilities Used: none
Free Activity: Guarding

Rough draw for you unfortunately, but it was winnable except for the miss chances...


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3 years ago  ::  Mar 15, 2010 - 10:34AM #54
Quickslip
Date Joined: Jul 29, 2008
Posts: 877

Haznyn Tellen'hez
Tactics Show

Buff:


Designate Genis as my opponent for Dodge feat.


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.


 


Contingency


None


Notes


None


Zireael


Genis Sage
Tactics Show
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...


thanks, pm with questions Good Luck




The Fight Show
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.
x.jpg

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.
x.jpg

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.)
x.jpg

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).

x.jpg
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)

Round 13

Genis hits(minimum damage kills)

Fight Results/Summary/Comments Show

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.
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Formating's a pain sometimes.

3.5/4E D&D Charcter Arena: Fight and see how far you can go. Your reasons are your own.
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3 years ago  ::  Mar 17, 2010 - 9:36AM #55
Erithmu
  • Core Coliseum Elder
Date Joined: Sep 7, 2004
Posts: 2,667
Julgi Sting
Tactics Show

Original  Message:


From: Quickslip


Subject: Julgi vs. Felan


Sent: Mar 11, 11:14AM


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.


Thanks.


Felan Turok
Tactics Show


Original  Message:


From: TelinArtho


Subject: Felan's tactics


Sent: Mar 11, 07:03AM


Felan's tactics vs Julgi

Okay - let's go way outside the  box here. My dwarf will go for a grapple this time

Start off  at the rear center of my starting area with nothing in hand (well - the  shield equipped - but you get the point).

Round 1- invisibility  SLA
Round 2- enlarge SLA

Move out and get to range for a  charge. Charge in and go for a grapple. Go for broke with the grapple.

If  he gets away - keep trying for the grapple.

That's pretty much  it. Simple simple this week

Have fun running it.


The Fight Show
Rolls: Here

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

x.jpg

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)

x.jpg

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)

Rewards/Comments Show
Felan/Lava wins gains 1200xp/1200gp
Used: nothing of concequence due to Fight 3.
Craft 96gp

Julgi loses and gains 400xp/400gp
Used: Anti-toxin

The COre COliseum - Home of a few of my Gladiators
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3 years ago  ::  Mar 17, 2010 - 6:39PM #56
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730

Pairings: 18 March 2010


Rolls


Time Roll: 1 hour
Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up)


Characters on Campaigns: {Maximum: 15 Weeks; more with GM Permission}

  • None.

Characters on Quests & Missions:

  • None this week

Characters doing Full Activities:

  • Owen Ir'Tolden crafts a Pearl of Power (8th) and a Gem of True Seeing [Week 4/11]

BATTLES OF GLADIUS
LEVEL 3 FIGHTS

  • Haznyn Tellen'hez (Zireal) vs. Qhordryn Del Khessin (Eluria) : TelinArtho {Arena}

LEVEL 4 FIGHTS

  • Delilah Llyerytas (TelinArtho) vs. Desmen of the Wood (Quickslip): Eluria {Arena} {Week 3}
  • SiNafay Vrinn (Zireael) vs. Grubber the Black (TelinArtho) : Erithmu {Forest}
  • Malyuk (Eluria) vs. Unknown Monster : TelinArtho {Sewers}

LEVEL 5 FIGHTS

  • none this week

LEVEL 10+ FIGHTS

  • none this week

Pairings done by TelinArtho.
Credits
TelinArtho +2 (2 fights)
Eluria +1 (1 fight)
Erithmu +1 (1 fight)

The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
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3 years ago  ::  Mar 17, 2010 - 8:12PM #57
Eluria
Date Joined: Jan 20, 2007
Posts: 3,252
Delilah Llyertas

Delilah's Tactics Show

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.

Focus  on the horse until it goes down.


Desmen of the Wood

Desmen's Tactics Show


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.


Fight Show

Delilah vs. Desmen ECL4: Arena
Rolls are here

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)

x.jpg

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


Rewards/Comments Show

Desmen Wins! (12.5% ally penalty) and gains 1050xp / 1050 gp
Time Between Fights: 1 hr
Prebuffs/Ongoing Effects: none
Items Used:
Antitoxin, Scroll of True Strike, poisoned arrow, regular arrow
Spells or Powerpoints Used:none
Abilities Used:none
Free Activity: Profession + 76gp

Delilah loses and gains  450xp / 450gp.
Time Between Fights: 1 hr
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: Doom
Abilities Used: none
Free Activity: guarding


@Both - A 20 vs one save, a 1 vs another... Not sure anything would have changed that...

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3 years ago  ::  Mar 19, 2010 - 10:04AM #58
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730
Half-Black Dragon Hippogriff Show

Half-Dragon HIPPOGRIFF
Large Dragon
Hit Dice:    3d12+12 (31 hp)
Initiative:    +2
Speed:    50 ft. (10 squares), fly 100 ft. (average)
Armor Class:    20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple:    +3/+15
Attack:    Claw +10 melee (1d6+8)
Full Attack:    2 claws +10 melee (1d6+8) and bite +5 melee (1d8+4)
Space/Reach:    10 ft./5 ft.
Special Attacks:    Breath Weapon
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Immune to Acid, Immune to Sleep, Paralysis
Saves:    Fort +8, Ref +6, Will +3
Abilities:    Str 26, Dex 15, Con 18, Int 4, Wis 13, Cha 10
Skills:    Listen +4, Spot +8
Feats:    Dodge, Wingover
Alignment:    Always neutral

Breath Weapon: 60ft line of Acid, 6d8 dmg, Reflex DC15

Equipment: Cloak of Resistance +1, Amulet of Natural Armor +1



Half-Black Dragon Hippogriff's tactics Show
Move out and find target. Breath acid if unable to reach in melee. Then get to melee and attack relentlessly.

Malyuk

Malyuk's tactics Show

Hi TA-

Thanks for pitlording!

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



The Fight Show

[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.

Map Show

x.jpg


[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)

Malyuk (28,14) 13/18, Mage Armor (ends 601), Force Screen (ends 13)
Hippogriff (27,18) 31/31

[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]

Malyuk (28,14) 13/18, Mage Armor (ends 601), Force Screen (ends 13)
Hippogriff (27,18) 16/31

[Round 11]
Malyuk full attacks [25,22,20 vs AC20+1, 2 hits; Dmg 1d6+4=9,6]
Hippogriff full attacks [11,16,13 vs AC20+4+4, miss]

Malyuk (28,14) 13/18, Mage Armor (ends 601), Force Screen (ends 13)
Hippogriff (27,18) 1/31

[Round 12]
Malyuk full attacks [16,12,17 vs AC20+1, miss]
Hippogriff full attacks [20,16,20 vs AC20+4+4, miss]

[Round 13]
[Force Screen ends]
Malyuk taps a new tattoo [AoO 27 vs AC20+4, hit; Dmg 1d6+8=10-5=5]
Hippogriff full attacks [20,20,23 vs AC20+4+4, miss]

Malyuk (28,14) 8/18, Mage Armor (ends 601), Force Screen (ends 23)
Hippogriff (27,18) 1/31

[Round 14]
Malyuk attacks [12,15,18 vs AC20+1, miss]
Hippogriff full attacks [11,14,14 vs AC20+4+4, miss]

[Round 15]
Malyuk attacks [9,11,4 vs AC20+1, miss]
Hippogriff full attacks [15,18,21 vs AC20+4+4, miss]

[Round 16]
Malyuk attacks [13,13,11 vs AC20+1, miss]
Hippogriff full attacks [29,18,16 vs AC20+4+4, hit; Dmg 1d6+8=9-5=4]

Malyuk (28,14) 4/18, Mage Armor (ends 601), Force Screen (ends 23)
Hippogriff (27,18) 1/31

[Round 17]
Malyuk attacks [23,15,6 vs AC20+1, hit; Dmg 1d6+4=10] and the hippogriff dies.


  Fight Result and Summary Show

Malyuk wins and gains 1200xp/1200gp.
Time Before Fights: 1 hour
Prebuffs/Ongoing Effects: Drow-Poisoned Arrow, Drow-Poisoned Greatsword
Items Used: Potion of Mage Armor (CL1), 2 Tattoos of Force Screen (ML1), 3 arrows (3 misses, 1 recovered)
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: Guard


The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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3 years ago  ::  Mar 22, 2010 - 11:17AM #59
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,730
Qhordryn Del Khessin

Qhordryn Del Khessin's tactics Show

Hi TA-

Thanks for pitlording.

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.

Thanks for pitlording



Haznyn Tellen’hez

Haznyn Tellen’hez's tactics Show

Tactics:

Buff:

Designate Qhordryn as my opponent for Dodge feat.

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.

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 (flurry). Follow him if he tries to gain distance.

1 st attack - stunning fist, unless he's got some sort of miss chance. If he has, use stunning fist after the mist, blur etc. disappears.

Contingency

None

Notes

None

Zireael

P.S.

Any questions?



The Fight Show

[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.

Map Show

x.jpg


[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.

Qhordryn (55,47) 6/12, stunned, Shield (ends 31)
-- Familiar (55,46) 6/6, holding Shocking Grasp charge
Haznyn (55,46) 9/9

[Round 5]
[Qhordryn is no longer stunned]
Haznyn flurries Qhordryn [19! (19-confirmed), 13 vs AC10+4, 1 hit; Dmg 2d6+2=5+3] and Qhordryn falls.



Fight Result and Summary Show

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.


The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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3 years ago  ::  Mar 24, 2010 - 7:34PM #60
Erithmu
  • Core Coliseum Elder
Date Joined: Sep 7, 2004
Posts: 2,667
SiNafay Vrinn
SiNafay's Tactics Show

 


Original  Message:


From: Zireael


Subject: RE(2): Tactics


Sent: Mar 19, 10:44AM


Cross the log. Remember, I use Hide.


Original  Message:


From: Erithmu


Subject: RE: Tactics


Sent: Mar 18, 09:03PM


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.


Contingency


None


Notes


None


Zireael


P.S. Any questions?


Grubber The Black
Grubber's Tactics Show


 


Original  Message:


From: TelinArtho


Subject: Tactics for Grubber


Sent: Mar 19, 08:49AM


Grubber's tactics vs SiNafay

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.

I think that's about it. Have fun


The Fight Show
Rolls: Here

Init + Starting
18 Grubber starts in the SE box with crossbow in hand
15 SiNafay starts in the NW box with crossbow in hand

x.jpg

Round 1-4
Lots of movement
x.jpg

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.

x.jpg

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

Rewards Show
Grubber wins and gains 1200xp/1200gp
Cast: Resistance, Divine Favor
Used: 11 Bolts (19 fired, 6 hit, 5 lost)

SiNafay loses and gains 400xp/400gp
Used: 13 Bolts (19 fired, 1 hit, 12 lost)

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