Star in the default (center) area with my bow and a potion of mage armour in hand. Round 1, drink the potion. Round 2, shoot La-Ura. Continue to shoot her until she reache 120' of me. At this poin t, drop my bow and draw my spiked chain and ready to disarm him once he comes in range. Use combat expertise 2 for my disarm to enhance my AC against his charge. If that fails, continue to disarm after 5' shifting in to avoid AoO from his lance.
Once he is disarm, pick up and stow his lance. This should take 2 move actions, so I may have to pick up one round and next round stow the lance. Once that is disarmed, do the same to his longsword. Then, he'll be left with only javelins for either a ranged fight or a -4 to melee attacks. Either way, fight him with spiked chain or bow, attacking for damage and ignoring the horse.
I remember feeling pretty confident last time we fought, but I have to admit, I'm less sure now. I have my mount though, and the better duration on my buffs and the like, so hopefully this will win out.
Start off at default, mounted on Night with wand of divine favor (CL1) in my buckler hand, lance in my off-hand.
Manifest Defensive precognition PLA, Force Screen PLA (only a net of +3 shield bonus to AC) and start moving out. In round 3 - use wand and stow it while moving.
Now I want to get into position to charge. If I can, charge. If I can't get into melee and attack him anyway. If he has readied an action to attack when I get in reach, use my focus on attacking. If not, wait to use my focus until the second attack.
After the initial strike, continue attacking with the lance.
If he disarms me, use long sword. If he disarms me of that and I can't pick it up - try to grapple him. If successful, have Night attack him.
If I am tripped, use my ride check to oppose and ride to soft fall. Quick remount.
If my horse is tripped, have it stand and then remount.
If I am hurt by at least 8hps, use lay on hands on myself.
Dreath goes first (Initiative 19+5) in area 1, La-ura (Initiative 1+1) in area 4.
Round 1 Dreath uses Potion of Mage Armour (+4 AC, ends 601) La-ura manifests Defensive Precognition SLA (+1 AC and saves, ends 21)
Round 2 Dreath shoots at La-ura (distance 440ft = exactly 4 full range increments, so -8 penalty, La-ura gets no cover from the wall as she's mounted)
Pitlord note: I assumed La-ura would use Ride for cover when she could, which I guess includes now since she's not actively attacking or casting a spell.
La-ura uses Ride for cover (9+8=17 vs DC15; success - +4 AC) Dreath: Attack 20 (19+9-8) vs AC 20+1+4; miss La-ura manifests Force Screen SLA (+4 AC, but superceedes the +1 from her buckler for net +3, ends 22) and moves to (7, 11)
Round 3 Dreath shoots at La-ura (dist 410 = 3RI = -6 AB, La-ura's Ride 1+8=9 vs DC 15; fail), attack 2+9-6=5 vs AC 20+1+3; miss. La-ura uses Wand of Divine Favour (+1 AB and dam, ends 13), and stows it whilst moving to (7, 19).
Round 4 Dreath shoots at La-ura (dist 370 = 3RI = -6 AB, La-ura's Ride 5+8=13; fail), attack 1+9-6=4; miss. La-ura moves to (7, 51) (run = no Dex to AC).
Pitlord note: It wasn't clear whether she should run or just double move, but Dreath is quite far away still so I figured it would be worth the -1 to AC (I'm guess that lasts until next turn).
Round 5 Dreath shoots at La-ura (dist 210 = 1RI = -2 AB, La-ura's Ride 11+8=19; success), attack 14+9-6=21 vs AC 19+1+3+4=27; miss. La-ura moves to (7, 83).
Round 6 La-ura is now within 120ft so Dreath drops his bow and whips out his spiked chain, readying to disarm when she gets in range. La-ura charges, but when she reaches 10ft from Dreath he lashes out with the chain, attempting a disarm which triggers an AoO. La-ura AoO: 9+5+1=15 vs AC 20; miss
Pitlord note: I wasn't sure if La-ura should even get an AoO here, or whether the charge modifiers apply now. I figured they would be from the start of the charge until next turn but the way the rules are written implies not. Also, I forgot to add the +1 from Divine Favour in the roller (but here and in the disarm) but it didn't matter.
Dreath disarm: 1+9+4 = 14 vs 1+5+1+4 = 11; success. La-ura drops the lance (interrupted at (6, 89)) which thus interrupts her charge, but she still has enough movement left to reach (6, 90) and draw her longsword.
Pitlord note: Could have sworn I'd added it, but I forgot Dreath's +2 Combat Expertise. However, he would still have hit, and La-ura missed anyway. The CE was only for the charge so it doesn't matter in later rounds, either.
Round 7 Dreath picks up La-ura's lance, triggering an AoO.
Pitlord note: I'm not sure he can reach it if La-ura has ridden over it, but I figured he could probably 5ft-step without penalty to get to it.
La-ura AoO: 9+5+1=15 vs AC 20; miss Dreath can't attack because he needs two hands for either the chain or the lance so he puts it away instead - La-ura has already taken her AoO this round. La-ura attacks: 8+5+1=14; miss
Round 8 Dreath stows La-ura's lance, provoking another AoO. La-ura AoO: 6+5+1=12; miss Dreath attacks attempts a disarm (just an attack in the roller). Dreath 5ft-steps first to avoid AoOwants La-ura's sword which he'll never get if he keeps backing off, so he opts to take the AoO. La-ura AoO: 16+5+1+1=23 vs AC 20; hit. Damage: 3+3+1 = 7. Dreath is on 10/17.
Pitlord note: I realise I probably should have used La-ura's AoO roll from next round for consistancy, since she's effectively making that same AoO earlier - which results in death for Dreath. However, La-ura's next action would be an attack which, using that same roll, would also down Dreath. Basically, unless I scrub that roll, any attack she makes will result in victory, and Dreath can only prevent that by stepping back, disarming, then killing her on his AoO as she picks her sword back up, and that's what I originally ran and it didn't happen. Plus, based off his tactics he would only do that if he knew in advance what the rolls would be...
Dreath's Disarm: 12+9+4=25 vs 8+5+1=14; success La-ura drops her sword and attempts a grapple, picks her sword back up, provoking an AoO. Dreath AoO: 20!+9=29; hit! Threat: 14+9=23 vs AC 20+1+3; failure. Damage: 1+2+4=7 La-ura is at 12/19. La-ura's grapple: Touch attack: 18+5+1+1=25 vs touch AC 16; hit (forgot DF and higher ground in roller... again) Grapple check: 19+5=24 vs 4+5=9; damage 1+3+1 (inc DF) = 5. La-ura attacks: 11+5+1+1=18 vs AC 20; miss
Round 9 Dreath (12/17): Dreath's tactics say he wants to fight with bow or chain, so I assume he attempts to escape the grapple, but fails (7 vs 8). La-ura (12/19): Grapple for damage; fail (14 vs 17).
Round 10 Dreath (12/17): Fails to escape (11 vs 22). La-ura (12/19): Grapple for damage; success (24 vs 22); damage 5
Round 11 Dreath (7/17): Fails to escape (6 vs 25). La-ura (12/19): Grapple for damage; success (18 vs 17); damage 5
Round 12 Dreath (2/17): Finally break's La-ura's deathly embrace! (12 vs 6). La-ura (12/19): Touch attack for grapple: 14+5+1+1=21 vs touch AC 16; hit. Grapple check: 20 vs 11; success. Dreath wriggles free but La-ura quickly grabs him again.
Round 13 Dreath (2/17): Fails to escape (16 vs 25). La-ura (12/19): Grapple for damage; success (23 vs 22); damage 6 Dreath finally succumbs to La-ura's choke and falls unconscious. Divine Favour ends
Man that took longer than expected!
Pitlord note: I realise I forgot La-ura's +1 AB for being on higher ground for most of these, but it didn't make a difference to any of the rolls I don't think. I also forgot La-ura needed to dismount to grapple but she had a spare action and it didn't provoke an AoO, so no worries
Well Ambush and Assassinate both work, but he's got no ally - so the latter doesn't matter. I'll take square 1, he can take square 2.
Rob Store for a dose of large scorpion venom.
Start at (4,31) with an arrow and the dose of poison.
Apply the poison during the surprise round. Tap tattoo of chameleon and move out, drawing bow Move to finish at 12,21.
Now hide and ready to attack once he is within 30ft and not behind cover. Once the ready triggers - break LOS, and try to hide again. If he bases me, draw rapier and feint/attack. Use full combat expertise on any melee attacks.
Note that if he is affected by the poison and it drops his strength below 13 - he won't be able to use his psionic weapon feat (this is kind of what I'm aiming for).
Basically, sneak attack as much as possible and then feint to sneak attack some more.
Ok, not sure what he'll rob, but let's make sure it can't work.
Start in clockwise croner of my area with sield and antitoxin. Drink anti toxin. Then manifest a 3 PP vigor, offensive precogntion, and then biofeedback. and then move out with war hammer. Draw and use a powerstone of skate. Once he is found, close in and kill with hammer, using focus for psionic weapon. Try to regain focus with any free move actions.
Nothing fancy, but he has low HP and I have high HP.
[Prefight locations and Initiative] Bray starts in area 4 with shield and antitoxin in hand. Initiative 12. Illendil Oratith starts in area 1 with arrow and dose of poison in hand. Initiative 8. Illendil Oratith applies the poison to his weapon.
Bray: (32,29) 46/46 HP, 20 AC (18 touch) Illendil Oratith: (4,31) 20/20 HP, 22 AC
[Round 1] Bray drinks his antitoxin. Illendil Oratith taps his tattoo of chameleon and moves to 10,31 while drawing his bow.
The audience came for a fight, and is getting annoyed. Hearing the grumbling, an arena wizard drops for each combatant a magic map indicating the location of the other. [Round 11] Bray looks at his map, smiles, and turns around and moves to 12,13. Illendil Oratith readies.
[Round 13] Illendil Oratith drops his bow, draws his rapier, and feints, but Bray recognizes the ploy. Bray swings his hammer, and Illendil steps aside. He then regains focus.
[Round 14] Illendil Oratith feints again, and this time Bray falls for it. Bray swings his hammer, but Illendil dodges again. Bray fails to regain focus.
[Round 15] Illendil Oratith attacks Bray, but is insufficiently aggressive and his weapon is turned by Bray’s armor. Bray attempts unsuccessfully to regain focus, and then simply swings at Illendil, but the elf is able to ensure it hits only his armor.
[Round 16] Illendil Oratith again feints but Bray’s unusual mentality helps him see through it. Bray again fails to regain focus, and his frustration leads him to hit the wall with his hammer.
[Round 18] Illendil Oratith successfully fools Bray. Bray regains focus and swings at Illendil, hitting with a psionically charged strike for 16 damage.
[Round 19] Illendil Oratith attacks Bray, but the elan, even taken by surprise, is able to raise his shield to protect himself. Bray unsuccessfully attempts to regain focus, and then swings, but Illendil dances aside again.
[Round 21] Illendil Oratith successfully feints at Bray. Bray fails to regain focus, but swings anyway and hits Illendil for 12 damage, knocking him out.
Yet again I wish I'd brought some defence... oh for a Power Stone of Vigour! Anyway...
Start at front of box with Power Stone of Grease and Potion of Cure Light Wounds in hand (buckler equipped). Manifest Force Screen and move out clockwise in search of foe (but try to stay out in the open).
Basic tactic: spam AC and Grease, whilst trying to avoid melee, Colour Spray and Burning Hands.
When the Reginald is sighted, manifest Astral Construct (Trip, Fire Resistance) between us and have it charge him, if possible. Try and stay over 15ft away from him, and hit him with Grease, then another Astral Construct (Trip, Imp Bull Rush if it can be positioned to push him into the Grease, INA otherwise), then Grease from the Power Stone (draw Power Stone of Energy Ray next).
Pause to use Potion of CLW if injured.
If at any point I can get a sneak attack from it, or if he survives the above, manifest a 3PP (Overchannel + Talented) Cold Energy Ray at him. After that, use the Crawling Tattoo of Concussion, then the Power Stone of Energy Ray (Cold), then the crossbow.
Okay we're just going to blast through him. That's the plan - that's what we're going to do...
Start off at default with a scroll of expeditious retreat (CL2) Cast mage armor from memory Cast alter self from memory to turn into a grick Cast expeditious retreat from the scroll and draw a scroll of true strike. Draw a scroll of scorching ray, move out.
Get to 30ft range and cast true strike from the scroll (no somatic component - so can cast from the scroll with hands otherwise full). Follow it up with Scorching Ray from memory. If I am in melee and unable to step away, soak the AoO.
If he survives the first spell, move in and cast burning hands from memory. If he's still alive, use the scroll of scorching ray.
If he's still alive - I guess get into melee and full attack with tentacle-ly goodness.
If I am intercepted by constructs - do not waver from my goal. Withdraw if needed - but avoid them.
Round 0 Kezereth first in Square 2, then Reginald in square 3.
Round 1 Kezereth immediately sees his foe, but is far too far away to do any of his tactics. Thus, I interpret his desire to be to close so as to allow himself the ability to actually do something to Reginald. He runs to close. Reginald gets off mage armour.
Reginald 12/12 HP, 16 AC Kezereth 16/16 HP, 17 AC
Round 2 Kezereth summons forth a minion who immediately drags Kezereth to the ground and beats him for 5 damage. Kezereth stands, avoiding the astral constructs clumsy blow, transforming himself into a Grick.
Reginald 7/12 HP, 16 AC Kezereth 16/16 HP, 17 AC
Round 3 Still out of reach for grease, Kezereth closes in. The AC barley misses. Reginald shifts away and casts expedious retreat before drawing a scroll of True Strike.
Reginald 7/12 HP, 16 AC Kezereth 16/16 HP, 17 AC
Round 4 Kezereth summons a blob of grease which Reginald immediately slips on. Reginald tries to stand and get out of the grease, but he loses balance and falls again.
Reginald 7/12 HP, 16 AC Kezereth 16/16 HP, 17 AC
Round 5 Kezereth summons yet another construct which crushes Reginalds skull as he lies in the pool grease.
Hi Uknits- Thanks for pitlording. Sorry about the Forest, and Dim. Huh. Ant used no PP in F1? Wowsers. That's a potent bug. Ummm... He has insane AC, decent saves, a ton of buffs and potential for energy resistances, and can dish out unreal damage. Hmm. Hmmmm.... Hmmmmmm..... I should probably have the Ogre Magi grapple him, but that's ridiculously lame. I really don't know how to beat Ant. He's a toughy.
Here goes:
Start on Yeth in front corner, OgreMagi flanking (note one of them has the +1 sword; sorry for the annoying asymmetry)
Goals: Ogre Magi will fly out, find Ant, and engage until they're dead and he's hopefully at least a little worn down.
Round 1: Ogre Magi fly out together, say clockwise: they engage no matter what as fast as possible and without pause after that (so even if I write "all fly," they should fight if Ant is seen) Qwuib drinks potion of Invisibility, and follows on Yeth
Round 2: All fly Qwuib casts Bless
Round 3: All fly Qwuib casts Resist Energy: Fire
Round 4: All fly Qwuib casts SoF
Round 5+: All fly Once found: --Ogre Magi fly/dive/charge (probably impossible given terrain) and move to flank, attack until he's dead --Qwuibbik casts SMIV for Fiendish Dire Wolf (note SR to overcome PfE)
Qwuibbik engages with SMIV, then SMIII for Fiendish Dire Weasel, then Wand of Divine Favor, then Dispel Magic on Ant, then Spiritual Weapon, then engage with Bow until dead (do not bother to renew divine favor) (if bow destroyed, engage w/ burning hands, then produce flame from memory, then inflict wounds from highest to lowest available spells)
notes: --BAB grants extra attacks for both and Spiritual Weapon) --Bow is merciful/nonlethal (significant for Vigor)
if Qwuibbik does happen to win - he will immediately dismember the nearest piece of Ant and start to embalm it... antennae are attractive looking targets to add to his embalmed collection...
Okay so the forest is probably just a delay in the works, but nothing to be done about that. On the positive side, I have an impressive 46pps since Hayrol killed me before I could act in the last fight.
Start off at the front corner of my starting area with a powerstone of specified energy adaptation (ML3) and dorje of defensive precognition (ML1) in hand.
Manifest specified energy adaptation from the powerstone for fire and draw a stone of skate (ML2). Manifest a fully surged 7pp vigor (ML10, +50 temp hps) Manifest skate from the powerstone Use the dorje. Move out, drawing dorje of energy ray.
Try to end movement in the underbrush to give me the opportunity to hide. If spotted, it is a good defensive place as well.
If I spot the ogre mages but not Qwuibbik and I seem to be hidden, stay hidden and hope they pass me by. If I see Qwuibbik though, engage him.
Once Qwuibbik is in sight and in range, target him with an electric energy missile for 7pp +3 surge (ML10, 10d6, Reflex DC23 (18 base +3 augment +2 elec)). If there are other targets within reach (particularly the yeth hound, but also the ogre mages or any summons), target them with additional missiles. Repeat until Qwuibbik is dead.
If I am out of PPs, use racial energy ray then dorje of energy ray until he's dead.
Do not rebuff anything - focus on the offensive.
If I am engaged by any skeletons and unable to attack Qwuibbik at all, use dorje and psionic shot to kill them. If able to hit at least two of them - use a full powered energy missile first.
Round 0 Quwibik and skelly A are first, then Quwibbik, then Skelly B. Quwibbik is in Area 4, Ant in 3.
Round 1 Quwibbick uses his potion of invisibility and moves out. Ant uses his powerstone for fire resitance.
Ant 34/34 HP, 28 AC Quwibbik 47/47 HP, 26 AC
Round 2 Quwibbick moves out and casts bless. Ant manifests 50 extra HP.
Ant 84/34 HP, 28 AC Quwibbik 47/47 HP, 26 AC
Round 3 Qwuibbik casts resist energy for fire. Ant manifests skate.
Ant 84/34 HP, 28 AC Quwibbik 47/47 HP, 26 AC
Round 4 Quibbik casts shield of faith. Ant uses his dorje for +1 Defense.
Ant 84/34 HP, 29 AC Quwibbik 47/47 HP, 28 AC
Round 5 Moving.
Ant 84/34 HP, 29 AC Quwibbik 47/47 HP, 28 AC
Round 6 Moving.
Slight change in mapping is due to an error I made earlier. That is also where all the weird rolls are from.
Ant 84/34 HP, 29 AC Quwibbik 47/47 HP, 28 AC
Round 7 Moving, but Ant sees ogres and goes into hiding. He knows Quibbik is probably there, but he cannot see him.
Ant 84/34 HP, 29 AC Quwibbik 47/47 HP, 28 AC
Round 8 Moving.
Ant 84/34 HP, 29 AC Quwibbik 47/47 HP, 28 AC
Round 9 Moving.
Ant 84/34 HP, 29 AC Quwibbik 47/47 HP, 28 AC
Round 10 Moving.
Ant 84/34 HP, 29 AC Quwibbik 47/47 HP, 28 AC
Round 11 Annoyed at how awful the forest is, the arena wizards allow each combatant to see know where the other is. Ant is told Quwibbik is invisible. Quwibbik turns around to get into position. Ant is able to catch both ogres in an energy misle by readying an action and does 35 damage to both.
Ant 84/34 HP, 29 AC Quwibbik 47/47 HP, 28 AC Ogres 12/45 HP
Round 12 Quwibbik begins summoning and Ogre A move and swings, missing. Quibbik tries to blast the other with his dorje, but he misses by holding the wrong end of the dorje. The other ogre misses.
Ant 84/34 HP, 29 AC Quwibbik 47/47 HP, 28 AC Ogres 12/45 HP
Round 13 A fiendish dire wolf charges into the fray as Qwuibbik begins summoning another. The ogres and it miss, though. Quwibbik hits this round, but his hit is minimal for only 4 damage.
Ant 84/34 HP, 29 AC Quwibbik 47/47 HP, 28 AC Ogre A 12/45 HP Ogre B 8/45 HP
Round 14 Quwibbik finishes casting and uses his wand. The menagerie all misses as Quibbik finally drops one of the ogres.
Ant 84/34 HP, 29 AC Quwibbik 47/47 HP, 28 AC Ogre A 12/45 HP
Round 15 Quwibbik reveals himself and dispels 50 HP off of Ant. The ogre then gets a lucky blow for 20 damage, but Ant blasts Quwibbik for 38.
Ant 14/34 HP, 29 AC Quwibbik 9/47 HP, 28 AC Ogre A 12/45 HP
Round 16 Quwibbik casts spiritual weapon, but it misses. The menagerie also misses and Ant blasts Quwibbik into the next world.
Ant Wins and gains 2880xp and 4080 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: None Items Used: 1 Charge Dorje Defensive Precognition, 3 Charges Dorje of Energy Ray ML 2, Powerstone Energy Adaptation, Specified, Powerstone Skate Spells or Powerpoints Used: 28 PP Abilities Used: None Free Activity: Discount, Dorje Vigor
Quwibbik Loses and gains 640xp and 1114.4 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: None Items Used: 1 Potion of Invisibility, 1 Charge Wand of Divine Favour Spells or Powerpoints Used: 13 SL (SMIV,SMIII,Shield of Faith, Bless,Spiritual Weapon,Resist Energy) Abilities Used: None Free Activity: Craft
Unfortunate for Kaliesa to again be facing sombody equally proficient in melee or at range. Start in the front center with bow and potion of mage armour in hand.
Round 1, chug potion. Next, shoot foe if seen. If not seen, move out, readying to fire once in range. If entangles, just shoot foe. If foe comes into melee range, grapple, even if enlarged. Note that due to an error, my grapple check should be +10, not +9. If foe is staying out of range of a charge with either ride by attack or missle weapons, just kill with bow.
OK, simpler tactics this time. He's going to be hard to hit, but buffed I should be able to outgun him in melee (I hope).
Start at back of box (mounted on Hadrida) with Scrolls of Mage Armour and Shield in hand. Cast both and draw the club. Then, cast Shillelagh and Enlarge Person from memory and draw Scroll of Cure Light Wounds.
Move out clockwise until the foe is spotted, then attack, charging if possible. Stay with him in melee; if he's fleeing and using his bow, drop CLW and draw and use a Scroll of Expeditious Retreat (then draw another CLW at earliest convenience). If injured to below 10 hp, 5ft step back, stow club and cast CLW from scroll (then draw club again and continue attacking next turn, unless I need to draw another CLW scroll). Use up to two CLW scrolls if needed.
Share all buffs with Hadrida, and all except Enlarge with Aedelbert. If disarmed, drop scroll and use Spiked Chain (and attempt ride-by attacks where possible, but not if he's fighting ranged). Use horse for cover.
Notes: There is a mistake on my sheet, grapple when Enlarged should be +8. When Enlarged, Hadrida's Str increases so she should only suffer medium encumbrance.
If it's not to late to ammend my tactics, can I also ask that if Kaleisa is dismounted in any way, I also have Hadrida attack (preferably staying within 5ft to maintain Shared Spells)? Thanks.
[Prefight Locations and Initiative] Ven starts in area 2 at (55,32) with a potion of mage armor (CL1) and a bow in hand. Initiative 16 Kaleisa starts in area 3 at (31,2) with a scroll of Mage armor (CL1) in hand, mounted on Hadrida. Initiative 19
[Round 1] Kaleisa casts mage armor from the scroll and draws a scroll of shield (CL1). [Listen -1 vs DC0] Ven drinks the potion.
[Round 2] Kaleisa casts shield from the scroll and draws his club. [Listen 1 vs DC0] Ven has an idea of where Kaleisa is, so he moves to (47,32) and readies to shoot at Kaleisa on sight.
[Round 3] Kaleisa casts shillelagh. Ven moves to (41,27) and fires an arrow at Kaleisa [140ft (-2), 16 vs AC12+4+4, miss]
[Round 4] Kaleisa starts casting enlarge person. Ven moves to (37,21) and fires an arrow [105ft (0), 9 vs AC12+4+4, miss]
[Round 5] Kaleisa finishes casting, draws a scroll of CLW while moving to (31,10) Ven charges, provoking an AoO from Kaleisa [21 vs AC17+4-2, hit; Dmg 3d6+4=18] and tries to start a grapple [14 vs AC12-2, hit; Opposed 24 vs 16, success; Dmg 1d6+4=8]
[Round 6] Kaleisa tries to break out of the grapple [10 vs 19, fail] Ven flurry grapples Kaleisa [9 vs 18, 9 vs 24, fail]
[Round 7] Kaleisa tries to break out of the grapple [19 vs 25, fail] Ven flurry grapples Kaleisa [9 vs 10, 12 vs 12 (14 vs 25), fail]
[Round 8] Kaleisa tries to break out of the grapple [13 vs 9, success] Ven tries to start a new grapple [12 vs AC12+4 [Ride 26 vs DC15, success]; 20 vs AC12+4, hit; Opposed 28 vs 15, success; Dmg 1d6+4=7]
[Round 9] Kaleisa tries to break out of the grapple [17 vs 16, success] Ven tries to start a new grapple [22 vs AC12, hit; Opposed 23 vs 23 (18 vs 10), success; Dmg 1d6+4=9] and Kaleisa falls unconscious.
Okay - I've got 9hp on my deadly touch and he has precisely 9hp... I also have poison prebuffed on my scythe. The choices!
Start off at the front center of my starting area with wand of divine favor (CL1) and scythe in hand; mounted on Veneno.
Round 1 - use the wand while double moving. Drop it after using it. If I don't know where he is - go clockwise.
After that - find him and charge or get into melee and engage. If a construct is in the way, withdraw from it (but still move towards Dennerell if possible). If able to charge Dennerell, but it would provoke in doing so - go ahead and charge.
If I can charge Denerell, use the scythe to trip and attack. After that - use deadly touch and then scythe until he is dead.
Ride for cover if needed. Otherwise - I think this is just a straight up attack.
Start in front corner (say, front left corner), holding dorje and antitoxin
Rd1: Drink antitoxin, draw powerstone of energy missile Rd2: Force screen Rd3: --If his position is known, move to prevent charge and Dorje AC in front of me (Imp Nat Attack) which moves to stay between me and Rilirod at all times, ideally attacking Rilirod --If his position is not known, shout, 5ft step out of corner, Dorje AC in front of me
Rd4+: (during this, ok to single move out towards him as this is happening) --Make AC until he is seen and within 90ft - all ACs move to keep between me and him, approaching him and attacking him if possible; priority is stay between me and Rilirod to prevent charge/melee (ok to use up to 20 charges at this point) --If Rilirod is within 90ft, ready Mind Thrust 4pp (overchannel, expend focus for talented) for when he's in range (or just do it if he's in range) --If that fails to kill him, follow up with a 2pp Mind Thrust --If out of pp (1FS, 4MT, 2MT), use Powerstone of Energy Missile (Elect) on Rilirod and Horse; retry until succeed --If MTs and EM fail, Dorje AC until he's dead - ok to use all charges at this point (make them flanking him, and make all have Trip at this point)
Dennerel Wins and gains 1125xp and 1205.6 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: None Items Used: 1 Charge Dorje Astral Construct Spells or Powerpoints Used: 5 PP Abilities Used: None Free Activity: Craft
Riulirod Loses and gains 225xp and 225 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: Poisoned scythe Items Used:1 Charge Wand of Divine Favour Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Hopefully this will be pretty straightforward. Darned Spell-resistance may turn the fight, here. The age old question: will he buff/can I buff, or should I try to kill him. I'm betting he does resist energy elec and divine favor, knowing Telin.
Note: have 14pp available due to passing level
Start in 25,2 (or equivalent) holding dorje energy ray
Round 1: Move to 23,2 (or equivalent) and manifest 4pp Vigor Round 2: Stay in position and manifest 1pp (from cognizance crystal) force screen
NOTE: if at anytime he's seen (including round 1 or 2), do not buff; instead engage as noted
Engage with first 4pp energy missile:electricity (note save DC for his armor and +2 to overcome SR/PR). Target both La-ura and horse with all energy missiles.
Next, 4pp energy missile:fire (just changing it up so I don't have to worry about psicraft/spellcraft checks to determine if he has resist energy going)
If he's still up, 2pp Mind Thrust, then finish with Dorje.
Notes: --always 5' step to avoid AoO if possible; if based and he has a reach weapon, manifest defensively; if have focus still, expend focus to autosucceed on defensive manifesting --always target both him and horse with energy missile
Clarification: Start with energy ray: elec; if detect resist energy is active (ie, psicraft check, or hit with it and it does no damage), switch to cold; if that is resisted, switch to fire, if that is resisted, switch to sonic, if that is resisted, go back to cold and stick with it
Start in the front corner of my starting area, mounted on Night with wand of resist energy (CL2) and lance in hand.
Round 1 - activate the wand for protection versus electricity Round 2 - use defensive precognition PLA and move out.
Find Mobius and charge and/or otherwise attack him. Use focus for psionic weapon on the first attack. If Night goes down, drop lance, draw sword and engage that way.
I'm hoping he'll go for the boosted save DC first to maybe give me a chance of survival. Hopefully that will work...
Round 1 La-ura uses Wand of Resist Energy CL2 for Resist Electricity (ends 201) Mobius moves to (23,2) and manifests a 4PP Vigour (20 HP, ends 41).
Round 2 La-ura [19/19, resist elec 10] manifests Defensive Precognition (+1 AC and saves, ends 42) and decides to head right. Mobius [35/15] manifests Force Screen from his cognizance crystal (+3 AC net, ends 12).
Round 3 La-ura [19/19, AC 20+1, resist elec 10, saves +1] keeps moving around (anticlockwise) looking for Mobius. She doesn't see him in square A so keeps moving. Mobius [35/15, AC 18+3] wants to engage so he heads out looking for La-ura. At (22,8) they see each other. Mobius fires a 4PP Energy Missile (Electrical) at her [PR: 3+4+2=9 vs 12; failure] and Night [Reflex 5+4=9 vs DC 17+2; failure; damage (4d6) 2+2+1+6=11]. Night is on 8/19.
(Note: Forgot +2 vs PR for electrical in roller)
Round 4 La-ura [19/19, AC 20+1, resist elec 10, saves +1] can't Charge Mobius because of the water and statues in the way so her only recourse is to double-move to (20,10) Mobius [35/15, AC 18+3] manifests a 4PP Energy Missile (Fire) at her, expending focus to do so defensively (so no AoO) [PR: 11+4=15 vs 12; success; Reflex 8+5+1=14 vs DC 17; failure; damage (4d6+4) 6+3+1+3=17] and Night [Reflex 10+4=14 vs DC 17; failure; damage (4d6+4) 5+4+4+1=18] Night falls; La-ura rolls gracefully from the saddle [Ride for soft fall 9+8=17 vs DC15] La-ura is on 2/19.
Round 5 La-ura [2/19, AC 20+1, resist elec 10, saves +1] drops her lance, draw her longsword and attacks Mobius [3+5=8; miss] Mobius [35/15, AC 18+3] steps back and manifests a 2PP Mind Thrust [PR: 12+4=16 vs 12; success; Will save: 14+5+1=20 vs DC 16; success]
Round 6 La-ura [2/19, AC 20+1, resist elec 10, saves +1] attacks [16+5=21 VS AC 18+3; hit; damage 5+3=8] Mobius [27/15, AC 18+3] fails to notice La-ura's Resist Energy (Electricity) [Psicraft 7+7 vs DC 21; fail] so fires an Electrical Energy Ray from his Dorje, but La-ura shrugs it off as in unharmed [attack 5+3+4=12 vs AC 11+1; hit; PR: 2+4+2=8 vs 12; fail].
Round 7 La-ura [2/19, AC 20+1, resist elec 10, saves +1] attacks [20!+5=25 VS AC 18+3; hit; threat 18+5; success; damage 2+7+3x2=15]. Mobius is on 12/15. Mobius [27/15, AC 18+3] uses his Dorje again but again it doesn't seem to harm La-ura [attack 7+3+4=14 vs AC 11+1; hit; PR: 6+4+2=12 6+2+2=10 vs 12; success; damage 2+4 vs resist 10 = 0 failure].
Round 8 Pitlord note: Accidentally rolled these as though they were in Round 7, and Round 9 as though it were Round 8.
La-ura [2/19, AC 20+1, resist elec 10, saves +1] attacks again [2+5=7 vs AC 18+3; miss].
Pitlord note: I don't think Mobius has any way of knowing whether his attack are ineffective because of La-ura's PR or because she's used Resist Energy. His tactics weren't entirely clear but failing a PR check means you do no damage so I figured I should have Mobius cycle through the elements since that would probably be the smartest thing for him to do anyway (this way he hedges his bets a bit). By this logic he should have used Cold last round but then he would have missed anyway. Pitlord note: Since he didn't bypass PR after all, the rest of the attacks are Electrical too.
Mobius [12/15, AC 18+3] decides to use a Cold an Electrical Ray, but still to no avail [attack 12+4=16; hit; PR: 1+4=5; failure].
Round 9 La-ura [2/19, AC 20+1, resist elec 10, saves +1] attacks again [4+5=9 vs AC 18+3; miss]. Mobius [12/15, AC 18+3] switches to Fire just to mix things up fire again but his ray goes wide [attack 2+4=6; miss].
Round 10 La-ura [2/19, AC 20+1, resist elec 10, saves +1] makes yet another desperate swing [16+5=21 vs AC 18+3; hit; damage 6+3=9]. Mobius is on [3/15]. Mobius [3/15, AC 18+3] missed with another Fire Ray [attack 6+4=10; miss].
Round 11 La-ura [2/19, AC 20+1, resist elec 10, saves +1] misses again [9+5=14] Mobius [3/15, AC 18+3] takes aim once more and this time, his ray connects [attack 19+4=23; hit; PR: 10+4=14 2=12; success; damage 3+1+2=6 vs resist 10 = 0]. Searing flames burst into being around La-ura and she finally collapses.
Round 12 La-ura [2/19, AC 20+1, resist elec 10, saves +1] knows that Mobius will soon wise up to her Energy Resistance, and desperately swings again [17+5=22; hit; damage 7+3=10] ... and Mobius falls.
Unfortunately, until I can buy a spare bow, I'm in trouble if disarmed. Therefore, the primary goal is to prevent that from happening.
Start in 4,2 or equivalent with bow in hand. Always declare dodge against Dreath. First round, manifest Chameleon from memory (with 3pp at fight 3 and an enemy who doesn't target Will saves, I might as well save the powerstone) and move out to 12,12 or equivalent. Then ready to shoot Dreath when I see him, he has no cover, and he can't base me this round (i.e. between the movement I've already seen him do and the movement it would take him to base me, it's more than 60' move.) If it's my turn and I see him (even with cover), shoot and move away, or snipe if he won't be able to base me next round. If he threatens me, withdraw instead.
Never end my turn within basing range of Dreath if I can help it. My superior speed will help here, but my ability to go through the grates (he needs a difficult Escape Artist check; I'd rather not rely on him failing it, but I will if I have to) will probably help more.
Shoot from hiding whenever possible; the sewers aren't a sneak-friendly map (both cramped and open), but if I can aim for an AC that's 6 lower I will. It's more important to not get disarmed, though.
If I am disarmed, use unarmed attacks and hope that he's low enough that that does it.
If tripped, get up and continue.
If he tries to go for the ranged fight, that's fine with me, although try to take cover or negate his own if possible.
Note that I get +2 on spot, listen, and damage against elves.
Thanks for the run.
If disarmed and the bow is on the ground (rather than in his hand) and it's my turn, pick it up and stow it, then get away.
If injured by 9 or more HP, then get away and heal. Exception is if we're in the middle of a ranged battle; in such case, only stop and get away to heal if I'm at 10 or less hit points, or at 20 or less and haven't hit him yet.
Ugh... Bilgly... I can't even shoot him because of his wand. Priority is to sneak up on him with my mediocre stealth.
Ok, start in the clockwise area with spiked chain in one hand and potion of mage armour in the other. Round 1, drink potion and move out. From there, move out clockwise around the area, readying to faerie fire my foe on sight. That should either eliminate his chameleon or make him prodcue light. If you think it would do neither because the ambient lighting is greater, then do not do this and doule move at half speed for extra stealth. I would use darkness, but it would give away my position.
If I see my foe and he does not see me, stay at my concealment and then double move to base at 5' next round if I cannot close to 5' that round. Do not give away my position by faerie fireing him, either.
If I see him and he sees me, faerie fire him. Then break line of sight and try to sneak up on him while he is extra visible. If fire will not work for above purposes, do not do it and just try to close to melee.
If I somehow made it to melee, disarm and grab and stow his bow. Any AoO will be used to disarm his bow.
While moving, avoid the inside area and use escape artist to slip through the grates and go along the outside. I'm praying he does not expect me to do that and he waits at the sniper's point while I can sneak up on him while he does not have cover to me.
If he is bowless, spike chain him to death. If he has no bow in hand and I am in range to hit him, use trips on him
[Prefight Locations and Initiative] Bilgly starts in area 2 at (29,31) with bow in hand. Initiative 22 Dreath starts in area 4 at (2,4) with spiked chain and potion of mage armor (CL1). Initiative 9
[Round 1] Bilgly manifests Chameleon from memory and moves to (21,30) Dreath drinks the potion and moves to (2,10)
[Round 2] Bilgly moves to (21,23) and readies to fire on Dreath Dreath moves to (5,16)
[Round 3] Bilgly moves to (21,21) and readies. Dreath tries to squeeze through the grate [Escape Artist 15 vs DC20, fail]
[Round 4] Bilgly readies. Dreath tries to squeeze through [Escape Artist 17 vs DC20, fail]
[Round 5] Bilgly readies Dreath tries to squeeze through [Escape Artist 23 vs DC20, success] and finishes at (5,17)
[Round 9] Bilgly readies Dreath tries to squeeze through [Escape Artist 16 vs DC20, fail] [Listen 16+2 vs MS 21]
[Round 10] Bilgly readies Dreath tries to squeeze through [Escape Artist 7 vs DC20, fail] [Listen 6+2 vs MS 8]
[Round 11] Bilgly readies Dreath tries to squeeze through [EA 16 vs DC20, fail] [Listen 3+2 vs MS 20]
[Round 12] Bilgly readies Dreath tries to squeeze through [EA 18 vs DC20, fail] [Listen 11+2 vs MS 19]
[Round 13] Bilgly readies Dreath tries to squeeze through [EA 25 vs DC20, success] [Listen 16+2 vs MS 13] and finishes at (17,29)
[Round 14] Bilgly moves to (23,22) and hides and readies to shoot on sight. Dreath moves to (22,31), triggering Bilgly's readied action [25 vs AC10+4, hit; Dmg 1d6-2+2+2d6=11]. Dreath casts faerie fire on Bilgly
[Round 16] Bilgly moves to (31,23) and readies to shoot on sight. Dreath moves to (22,22), triggering Bilgly's shot [24 vs AC16+4, hit; Dmg 1d6-2+2=6] and Dreath falls.
Dreath loses and gains 400xp / 400gp Time Between Fights: 4 hours Ongoing Effects: none Items Used: potion of mage armor (CL1) Spells/PP Used: none x/day Abilities Used: Faerie Fire SLA Free Activity: intimidate
@Uknits - somewhat decent plan, but bad timing on a bad MS check and spending too long trying to get through the bars cost you. Not that I think you would have much luck dealing with going through the center mind you - but you really need a better EA check to pull off what you wanted.
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Ok, so it's the fight of the 2 sneak-touchers. Fortunately, my source of touch attacks has a few notable advantages over hers, so let's make the most of that. Hopefully it'll be enough.
Start in the front right corner of my box, wand in hand. Cast Shield and then Resistance from memory (Mage Armor is already up from last fight); this will destroy my held charge but that's ok. Then use my wand to gain a charge of Chill Touch, and move out in search of Ialia. When I find her, keep away until I can single-move (or 5') base without her having manifested from memory the previous round, and then do so and begin feinting.
If I begin my turn having successfully feinted her the previous round and without her having successfully feinted me the previous round, use a touch (with combat expertise) and move away. She can't move, feint, and attack all in one round. Don't go back to basing until I've replaced my charge.
If she manifested Hammer last round, then keep away (withdraw if necessary; make sure it's somewhere she can't charge and can't reach for a single move) while it expires. Don't go back to basing until I've replaced my charge.
If she is within a 5' step of me at the beginning of my round and I'm holding the charge, close the gap (and then feint.)
Never double move to base; if necessary, single move toward her and take total defense and let her base first.
If she manifests Hammer while based, I should have a charge held and should have feinted the previous round, so use it for an AoO which will hopefully disrupt her power.
If possible without letting her attack with a feint+hammer, hit her from hiding with Ray of Enfeeblement. It'll make the rapier attacks that much weaker, and possibly cause encumbrance issues. If it misses, try again with a scroll.
Once she's manifested from memory (successfully or not, and enervations count independently of the actual manifestation) 3 times (i.e. she's out of pp), or if she responds to my endless feinting with her rapier, skip all the above tactics and just use Ray of Enfeeblement (from hiding if possible, but if not do without; use up to a total of 1 from memory and 2 from scrolls) and feint+chill touch until one of us falls.
Ialia (vs Melthin): OK we've got pretty similar characters so time to get smart. Start at the back of the box with Shield and Power Stone of Vigour in hand.
Drop the shield (it won't help me and he may hit me with Ray of Enfeeblement), draw a stone of Defensive Precognition and attempt to manifest Vigour (from the stone but using my own PP - needs a DC16 Psicraft check), with Wild Surge. If I fail the check, just use the stone. Then use the Stone of Def Precog (if I failed my previous Psicraft check, try again with this stone) and a Potion of Shield of Deflection. Then, draw my rapier and move out. Whenever I have a free move action, draw and dump a javelin.
I can't risk him firing a Ray of Enfeeblement, so when he's sighted, manifest Hammer and Charge him if he's close enough to do so; if not, ready an action to. Then, Feint and touch until he's down. If Hammer runs out and I have no PP to manifest more, use the rapier. Try to avoid provoking AoOs but if I can't, use Psionic Focus to manifest defensively.
If my Str is dropped so low that I'm slowed and he goes ranged, or in fact if he uses Expeditious Retreat to do so (i.e. I can't catch him with Hammer), draw a Power Stone of Skate and use that. If that won't be enough, or my Str gets further lowered, use my Power Stones of Enlarged Mind Thrust.
First time I had heard of manifesting a power from a powerstone with your own power points. I asked for a reference, and he pointed me here. Looks like it is a full round action to perform an address-like action (DC15+PL), Then another psicraft check to understand the power (DC15+PL) and finally a third psicraft check (DC15+PL) to manifest it. The third check can only be performed once per day and if successful, allows the manifester to manifest the power once within 1 round. If it isn't manifested in that time, then he can't manifest it.
[Prefight Locations and Initiative] Melthin starts in area 4 at (8,28) with his wand of Chill Touch (CL2) in hand. Initiative 15 Ialia starts in area 3 at (31,1) with shield and powerstone of Vigor (ML1) in hand. Initiative 7
[Round 1] Melthin casts shield from memory [Listen -15 vs DC0] Ialia drops the shield, and tries to access the powerstone of Vigor [Psicraft 7 vs DC16, fail]
[Round 2] Melthin casts Resistance from memory [Listen -16 vs DC0] Ialia tries to access the powerstone again [Psicraft 10 vs DC16, fail]
[Round 3] Melthin activates his wand and moves out to (13,29) Ialia tries to access the powerstone again [Psicraft 14 vs DC16, fail]
[Round 4] Melthin moves to (21,21) Ialia draws a powerstone of defensive precognition and manifests vigor from the powerstone.
[Round 5] Melthin moves to (30,14) and they spot each other. Ialia tries to access the stone of defensive precognition [Psicraft 23 vs DC16, success]
[Round 9] Melthin moves to (25,19) Ialia moves out, drawing her rapier, to (28,12)
[Round 10] Melthin stays put and takes total defense. (he didn't see her manifest in the last two rounds, he is more than a single move away and Ialia can't charge from the current position) Ialia moves to (25,18)
[Round 11] Melthin feints [11 vs 14, fail] and feints again [22 vs 13, success] Ialia feints [14 vs 17, fail] and feints again [18 vs 28, fail]
[Round 12] [Resistance ends] Melthin tries to sneak attack [20-1 (Combat expertise) vs AC10+1+2, hit; Dmg 1d6+1d6=7; Fort 15+1 vs DC11, success]. Melthin moves away to (23,24), provoking an AoO from Ialia [16 vs AC14+4+4+1, miss] Ialia manifests hammer and charges Melthin [10 vs AC14+1, miss; Enervation 60% vs 6%, success]
[Round 13] Melthin withdraws to (29,33) Ialia double moves to (28,32)
[Round 14] Melthin withdraws to (35,31) [Hammer ends] Ialia double moves to (35,32)
[Round 15] Melthin feints [25 vs 14, success] and activates his wand to touch Ialia [23 vs AC10+1+2, hit; Dmg 1d6+1d6=7; Fort 18 vs DC11, success] Ialia feints [13 vs 14, fail] and feints again [27 vs 16, success]
[Round 16] Melthin feints [10 vs 18, fail] and moves away to (30,29), provoking an AoO [15 vs AC10+4+4, miss] Ialia moves to (31,29) and feints [14 vs 10, success]
[Round 17] Melthin feints [25 vs 17, success] and activates his wand to touch Ialia [10 vs AC10+1+2, miss] [Defensive Precognition ends] Ialia manifests Hammer, expending his focus to manifest defensively and sneak attacks [17 vs AC10, hit; Dmg 1d8+1d6=9; Enervation 72% vs 6%, success]
[Round 18] Melthin withdraws to (32,34) [Shield of faith ends] Ialia moves to (32,35) to block Melthin from withdrawing.
[Round 19] Melthin feints [11 vs 20, fail] and feints again [20 vs 14, success] and takes a 5ft step to (33,34) Ialia feints [27 vs 11, success] and manifests hammer defensively [Concentration 13 vs DC15+1, fail] and sneak attacks with her rapier [20 vs AC10+4+4, hit; Dmg 1d6+1d6=7] and Melthin falls.
[Round 20] Melthin counts a total of four attempts to manifest, so figures Ialia is out of PPs. He steps away to (35,33) and casts Ray of Enfeeblement [13 vs AC13, hit; Str penalty 1d6+1=2] Ialia frowns, but steps in anyway and feints [26 vs 27, fail] and feints again [27 vs 16, success]
[Round 21] [Shield ends] Melthin feints [12 vs 19, fail] and feints again [25 (+) vs 25 (-), success] Ialia attacks with her rapier [20 vs AC10+4, hit; Dmg 1d6-1+1d6=7-1] and Melthin falls
Ialia wins and gains 900xp / 900gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Powerstone of Vigor (ML1), Power Stone of Defensive Precognition (ML1), Potion of Shield of Faith (CL1) Spells/PP Used: 3 PP x/day Abilities Used: None Free Activity: Craft +57gp
Melthin loses and gains 300xp / 300gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: 3 charges from a wand of Chill touch (CL2) Spells/PP Used: 1SL (Shield) and 1 cantrip (Resistance) x/day Abilities Used: None Free Activity: Guard
@The_Fred - Rapier is 1d6 damage - not 1d8.
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