Alright, Bedina makes this an atrocious fight. Limited buffin time isn't going to help either.
Start in the corner equivilent to 2,25. Hold my shield and javelin. Round 1, move at half speed to 2,23 equiviloent for cover and then start manifesting. 1. Biofeedback. 2. Animal Affinity, Strength. 3. Vigor, 4 PP for 20 HP. 4. Offensive precognition.
If they have engaged me in melee already, go ahead and wait until Bedina is dead for Vigor and Offensive Precognition.
Now, Bedina needs to die. If they are still not in melee, move out, readying to throe javelin at Bedina once within 30'. Once Bedina has gotten to 10', shift in, drawing my hammer, dropping my javelin if needed,, and attack her with my hammer, using psionic focus for extra damage. Then continue to kill in melee, using each free move action to refresh focus. Once Bedina is down, use precognition and vigor if I have yet to. Then, engage Rac-Quin 1-1 with my hammer, using focus as needed and refreshin focus with free move actions.
If tripped, stand.
If disarmed, draw my scimitar and then my dagger if needed. Most damage is done by psionic weapon, so it is not the worst loss in the world, but it is pretty bad.
Use my heartening shield if below 9 hp and Bedina is down and I have a hit on Rac'Quin.
Really, this all hinges on Bedina.
Shift to avoid aoo from manifesting. If I cannot, trigger AoO from Bedina to manifest, though this circumstance is almost impossible unless she is really running after me.
Okay - I might not be able to sneak attack much here if he puts up concealing amorpha and that huge number of hit points is going to be crazy, but let's see what we can do.
Start off at the front corner with a deepcrystal net, and 2 more nets in hand. Bedina will start adjacent with spiked chain in hand.
Tap a tattoo of force screen and move out. Once Bray is found, get into range - throw the deepcrystal net and then the other nets if needed. Bedina will move around to flank while Rac'quin attacks. Once he's entangled, drop trailing lines and full attack.
If he doesn't have concealment, all the better. Otherwise, just attack like crazy.
[Prefight locations and Initiative] Rac’quin starts in area A with 3 nets in hand. Initiative 20. Bray starts in area C with shield and javelin in hand. Initiative 20. Bedina Cassan starts with spiked chain in hand. Initiative 13.
Rac’quin: (6,25) 25/25 HP, 25 AC Bedina Cassan: (5,25) 23/23 HP, 18 AC Bray: (29,6) 54/54 HP, 22 AC (13 touch)
[Round 1] Rac’quin taps a tattoo of force screen and moves to 11,22. Bray sneaks to 29,8 and manifests biofeedback. Bedina Cassan double moves to 12,21.
Rac’quin: (11,22) 25/25 HP, 25+4 AC, force screen ends 11 Bedina Cassan: (12,21) 23/23 HP, 18 AC Bray: (29,8) 54/54 HP, 22 AC (13 touch), 2 DR, biofeedback ends 61
[Round 2] Rac’quin double moves to 23,23. Bray manifests Animal Affinity for strength. Bedina Cassan double moves to 24,24, informs Rac’quin that there is nobody there, and moves to 24,23.
[Round 3] Rac’quin double moves to 22,11. Bray manifests vigor for 20 hp, but is seen by Rac’quin. Bedina Cassan double moves to pass Rac’quin, is pointed at Bray’s hiding place, and moves to flank.
[Round 4] Rac’quin moves to 27,9 and throws a net, entangling Bray. Bray manifests Offensive Precoginition. Bedina Cassan moves to 29,6 and attacks, hitting for 6 damage.
[Round 5] Rac’quin moves up and attacks with a talon, but Bray blocks it with his shield. Bray drops his javelin and moves to 29,7 while drawing his warhammer (provoking an attack for 4 damage from Bedina and one from Rac’quin for 8 damage). He then swings at Bedina, but is unable to do more than dent her armor. Bedina Cassan shifts to 28,5 and attacks again, but her chain is stopped by Bray’s armor.
[Round 6] Rac’quin steps up and goes all-out, hitting once for 14 damage. Bray is unable to shift easily while entangled, so he moves again, taking another hit from Bedina for 6 damage. He attacks, and hits for 11 damage. Bedina Cassan shifts to 27,4 and attacks again, but is blocked by Bray’s shield.
[Round 7] Rac’quin steps up to flank and goes all-out, hitting twice for 25 damage. Bray moves again, taking 9 damage from Rac’quin but protected by his armor from Bedina’s chain. He then swings again with his hammer for 14 damage, knocking Bedina out.
Hmm, she doesn't have much health but I expect she'll try and ruin my manifesting with that bow.
Start in the middle of the box with Stones of Force Screen and Biofeedback in hand and manifest Vigour (2PP). Then use both the stones (Force Screen first) and draw my crossbow and a Stone of Enlarged Energy Ray.
Move out, seeking the foe, trying to keep near cover. When spotted (even if I'm still prebuffing), move behind cover (preferably blocking LoS) and manifest Astral Construct somewhere close enough to Charge her; if she's too far away, try to get nearer, but go via cover (again breaking LoS if I can). If she interrupts it, try the same tactic again.
Then, try to move to a space where I can (possibly) slam her against a wall with Energy Push (preferably a space where I have cover) and do that - use a Cold Energy Push (I may not have the PP by this point though). If I can't angle that up within two moves just get within range and - if I have an AC engaging her - use a Psionic Grease - otherwise (and afterwards) spam 1PP Mind Thrusts, then fall back on the crossbow when out of PP.
If she has her spiked chain out or draws it, use my move actions to maintain distance instead. Any ACs should position themselves to block her movement to me.
Always try to use spare moves to take cover etc. when she has her bow out. If I can use my Psionic Focus to keep manifesting through damage, do; otherwise use it for manifesting defensively the first thing she threatens me duringst.
Round 2: Amalia manifests force screen from stone, drops it, and draws crossbow Elarisa moves (23,16) and readies
Round 3: Amalia manifests Biofeedback (Pitlord note: At round 6, engagement, I realized the powerstones are improperly priced – the 25gp powerstone is for an ML1 powerstone of Biofeedback, but that is a Psychic warrior power; for psions it is an ML2 power – to use these powerstones at ML1 would require use psionic device check; as I found it late, and it won’t change much in terms of movement, won’t bump / adjust actions, and will just continue as if this manifesting from stone didn’t take place) and draws stone of enlarged energy ray Elarisa moves (19,20) and readies
Round 4: Amalia moves out (seeking foe, trying to stay near cover) Elarisa moves and readies (they spot each other as have LoS at the end of Elarisa’s move)
Round 5: Amalia moves closer, staying to cover (AC has 30ft range, and 40ft movement, so wants to be about 110ft away minimum to allow it to attack with charge) Elarisa moves away to keep distance, and readies to fire (Pitlord note: unclear to me if “engagement” meant “gladiators have spotted each other” or “someone has attacked,” so will go with readying for now)
Round 6: Amalia moves to cover and begins manifesting an Astral Construct (as within the 110ft and has cover). This triggers Elarisa’s ready – she shoots at Amalia, hits for 5; Amalia has to make concentration check DC15 – expends focus, succeeds. Initiative order resets.
Round 7: Elarisa shoots again (initiative reset to act before Amalia by readied action triggered), misses due to cover; moves back. Amalia finishes manifesting AC (Pitlord note: given goal is to get it to charge, and it’s ability not specified in tactics, will give it celerity, and make it a 3pp AC) Astral Construct appears and charges Elarisa, missing Amalia (Pitlord note: does not have the PP for Energy Push, so wants to try to Grease, which needs a 30ft range) closes to get to Grease/Mindthrust range
Round 8: Elarisa 5’ steps back to avoid AoO and fires at Amalia, hitting for 3 Astral construct 5’ steps in and attacks, hitting for 10 Amalia single moves closer and manifests psionic grease; Elarisa falls
Round 9: Elarisa (Pitlord note: this is not what was likely meant by these tactics “If forced into melee and unable to 5ft step to avoid AoO, drop bow, draw spiked chain and attack with it until the threat is gone,” but Elarisa was forced into melee, is unable to 5’ step to avoid AoO) drops her bow, draws a spiked chain, and attacks with it, missing the AC AC attacks, missing, then fades into ectoplasmic goop Amalia’s grease continues to be slippery Amalia (“If she has her spiked chain out or draws it, use my move actions to maintain distance instead&rdquo moves back and fires a crossbow at Elarisa, missing
Round 10: Elarisa drops chain, picks up bow, and stands (can’t fire bow prone) Amalia reloads and fires crossbow, missing
Round 11: Elarisa 5’ steps out of the grease and shoots at Amalia, missing Amalia reloads and shoots, missing
Round 12: Elarisa shoots Amalia reloads and shoots, hitting for 3, dropping Elarisa.
Comments: Fred – There’s not all that much cover on the arena map; I’d try to be as straightforward as possible to help the pitlord, ie, “move to the middle, and circle around the central objects,” etc. A lot of clauses are helpful, but if they offer options – in this case, want to move, stay near cover, break LoS, all to manifest an astral construct which takes a full round and has limited range (and to manifest it within range to charge, vs someone who likely wants to stay at range) is hard. Also, it would help to specify what pp to spend on astral construct (I just assumed max) and especially what ability to give the AC. Additionally, would calculate PP in general – 2pp vigor, unspecified AC (but I would just assume max, 3pp), leaves only 1pp – so energy push won’t be able to happen regardless. Please see prison post re: skills, and re: biofeedback stones. Sorry for not checking over this character on Thursday/Friday and giving a chance to correct; things are really too busy for me right now, that’s my bad.
Hi Uknits- Thanks for pitlording So many skill packages! I think he assassinates me (luckily psicrystal is a construct; note share pain is active, including during pre-fight/assassination), and ambushes me - but I outmaneuver him! (by 16 squares; though on this map, and the fact that I probably need to buff more than him, that's not so much use to me) Interesting question - in using outmaneuver to start 16 squares away, could I use it to start on a rooftop and skip climbing?
Start 4,61, then 16 squares out to 5,45, holding dorje, powerstone
Seek him out - move and ready action to attack when he's spotted (thus if he's sniping, I should get to attack after his attack); have Stelara (psicrystal) make active spot checks (and utilize 40ft sighted ability) to help find Ilendil (note: my spot check is actually a whopping +3, as I didn't write down bonus from psicrytal)
Engage with 5pp+2WS+2psionic shot crystal shard first, followed by 5pp+2WS crystal shard, followed by dorje crystal shard.
Notes: --Regardless of pp values listed above, always save last pp for psionic focus (so reduce last crystal shard pp value if ennervated earlier) --Share all powers --Note share pain is still active (duration listed in prebuffs should be <2h, but with timeroll of 1h it still has plenty of time up) --If he disarms, note I have spiked gaunts. If he successfully disarms me and has taken dorje of crystal shard, attack with spiked gaunts to death.
Hopefully hit with thre first 2 crystal shards and easy fight?
Round 0 Illendil ambushes Scorpio and goes first. He uses his stolen brain juice on his arrow.
Round 1 Scorpio manifests for vigor. Illendil moves out while tapping his tattoo.
Round 2 Illendil keeps moving as Scorpio uses the antitoxin.
Round 3 Illendil keeps going as Scorpio uses his dorje for force screen.
Round 4 Illedil gets into place as Scorpio starts to move out with skate.
Round 5 Closing.
Round 6 More closing.
Round 7 Scorpio moves into sight this round.
Round 8 Illendil snipes Scorpio. The arrow hurts, but it is the poison that Scorio finds lethal. As his muscles freeze up, Illendil levels another arrow, shooting it directly into Scorpio’s eye socket.
Illendil Wins and gains 1500xp and 1600 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Tattoo Chameleon Spells or Powerpoints Used: Abilities Used: None Free Activity: Rob Store
Scorpio Loses and gains 500xp and 533 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: Last Fight Items Used:1 Charge Dorje Force Screen, Antitoxin, Powerstone Skate Spells or Powerpoints Used: Doesn’t Matter; last fight Abilities Used: None Free Activity: Guard
Have you ever miss-clicked and closed a browser tab after typing tactics? Super annoying to have to re-type, especially given this is vs. Yitzi, and I had all sorts of contingencies!
Oh well, here goes:
Malyuk has lots of resistances vs. Vathilia’s best attacks (elec immune and FR10, as well as DR5, which I imagine would protect vs. spike growth as that specifies piercing damage, and other spells, such as crystal shard, specify when they ignore DR). So the dogs are again the main priority.
Order of targeting: Aroo, then Grrer, then Vathilia (exception: if Vathilia is using wand, in which case priority is Aroo, Wand, Grrer, Vathilia)
Start holding nothing, front corner
Rd 1: Move out, double moving.
Continue moving until enemies detected in any way; once detected, tap force screen
Once found (and force screen tapped) engage as follows:
Aroo first, using Full attack: Unarmed/claw/claw/bite +11/+6/+6/+6 1d4+6/1d6+3/1d6+3/1d4+3
Then Grrer, using Full natural attacks: Claw/Claw/Bite +11/+11/+6, 1d6+6/1d6+6/1d4+3, 20/x2 crit
If Vathilia is using his wand to heal Grrer (if I can’t interpret that, then just make this “If Vathilia is using a wand OR has a wand out), instead of targeting Grrer, try to disarm Vathilia (note: unarmed strike, and disarming with open hand, so can disarm and hold the wand; also, Vathilia does not look to have any melee weapons and doesn’t seem to be able to take advantage of provoke an AoO for disarming). Once Vathilia is disarmed, return attention to Grrer until dead.
After Aroo and Grrer are done, attack Vathilia with flurry-grapples to death.
Notes:
--Renew force screen while in melee; exception: if actively trying to disarm wand, or if grappling – then, finish that task
--Ignore summons (count on DR, which should protect enough, incl vs. Swarm)
--I am considering potion of fly and use of 160 arrows, but given his CLW wand and me needing a 20, seems like a questionable use of resources
--if in melee vs multiple foes, 5ft step to avoid being flanked if possible
--if tripped, stand and accept AoOs
--if in melee with more than 2 creatures, drop stinking cloud on all of us and continue within the cloud (only lasts 2 rounds)
If Malyuk uses his potion of fly, I don't think I can win this; he's got too much energy resistance to attack directly and too much AC (plus potions of PfG and PfE) for allies (summoned or not) to work. But if he's overconfident and doesn't use the potion, I should be able to do this.
Start off on the side of my box closest to the nearest balcony. Leave my allies at home; they're just an added vulnerability in this fight. Cast spider climb (I'm not sure if my +20 to speed applies to that climb speed) and head for the nearest balcony. Once there, cast Mage Armor, and then once I see Malyuk within 60' cast Summon Swarm for a bat swarm as close to him as I can manage. Keep concentration, but move to break LoS if I can. Hopefully even if the swarm doesn't finish Malyuk off, the bleeding will. (If he has PfE up, the swarm should still keep trying to attack him, and then succeed when it wears off.)
Use no expendables other than what is listed here.
Round 5 Vathillia summons a swarm as Malyuk goes to climb the balcony.
Round 6 The swarm cannot harm Malyuk, but Vathillia pulls back, concentrating. Malyuk cannot climb.
Round 7 More of the same, but Malyuk gets up the balcony.
Round 8 More of the same.
Round 9 Malyuk finally gets up the building, but Vathillia just nimbly climbs down, throught the hedge, and up the other building. More devastatingly, though, one of the bats gets a bite in, and his venom begins sapping Malyuk of blood.
Round 10 Ok, so this is a funky situation. Malyuk is incapable of catching Vathilia. He will die in 31 rounds exactly, and Malyuk said he considered arrows, so he will go ahead and try to shoot just to see if he can hit. Vathillia will never be caught with a 40 climb speed vs. 40 speed having to move half speed and no charges. Also, Vathillia can just stop the spell now and really run since the bleeding damage has already been done. If this is a problem, let me know what you feel your character should have done. Vathillia will be prone for a natural 20 required to hit. Malyuk hits twice, but eventually succumbs to the blood loss.
Vathillia Wins and gains 1995xp and 2666 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: 4 Druid SL (Spider Climb, Summon Swarm, 1 Wizard SL (Mage Armour) Abilities Used: None Free Activity: Rob Store
Scorpio Loses and gains 735xp and 847.5 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used:16 Arrows Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Start off at the front corner of my starting area in eagle form. Manifest inertia armor and fly out for 2 rounds. On the next round, manifest offensive prescience and continue flying. Get to the canopy level to hopefully set up for a dive.
Once she's in sight and in range - dodge and dive charge with a talon, using my focus on the attack for psionic fist. Then 5ft step to the ground and full attack in melee and do that until we're dead.
Thanks for pitlording. Kyra keeps fighting only Lawful Good foes!
Plan: Dorje Crystal Shard for +6 vs tAC20 instead of +9 vs buffed AC28. Use readied actions to hit after Scrataw strikes each round, and if Scrataw is flying around, use the flight time to heal up with CLW.
Round 5+ move out to engage; try to engage from underbrush for +20% concealment bonus
Engage with dorje CS as follows:
--First, use readied action for dorje CS following Scrataw attack (ie, just after Scrataw attacks, want to CS – so that if Scrataw charging, get benefit of firing vs -2 AC, and while Scrataw is close/adjacent)
--If Scrataw is using hit-and-run tactics (I am assuming dive+psifist+flyby, then regain focus, then repeat), then continue readying dorje CS (or heal with CLW then ready, as noted below for healing contingency)
--If Scrataw lands adjacent, then just 5ft step away and use Dorje CS each round
Notes:
--If injured below 25, renew vigor 1pp+2WS
--If injured below then, and Scrataw is using hit-and-run tactics (I am assuming dive+psifist+flyby, then regain focus, then repeat) use CLW the round after Scrataw attacks x1, then return to readying to Dorje CS as noted above; if Scrataw landed and is adjacent, then never heal
--If use up dorje cs, then engage with DC greatsword (use psionic weapon on first attack) – using either readied actions if Scrataw is using flyby’s, or attacking regularly if Scrataw landed and is adjacent
Round 0 Kyra is first in square 2, then Scrataw in square 3.
Round 1 Kyra manifests a powerfull shield as Scrataw moves out after manifesting armour.
Kyra 29/29 HP 21 AC Scrataw 24/24 HP 28 AC
Round 2 Scrataw moves as Kira manifests vigor.
Kyra 44/29 HP 21 AC Scrataw 24/24 HP 28 AC
Round 3 Scrataw moves out again as Kyra uses her powerstone for better vision.
Kyra 44/29 HP 21 AC Scrataw 24/24 HP 28 AC
Round 4 Scrataw moves again as Kyra uses her wand for better accuracy.
Kyra 44/29 HP 21 AC Scrataw 24/24 HP 28 AC
Round 5 Scrataw moves into sight.
Kyra 44/29 HP 21 AC Scrataw 24/24 HP 28 AC
Round 6 Kyra readies to fire her dorje of crystal shard as Scrataw charges, but misses as Scrataw rips her open for 17 damage.
Kyra 27/29 HP 21 AC Scrataw 24/24 HP 28 AC
Round 7 Scrataw is able to nick Kyra again, but this time Kira blasts Scrataws wing as he comes in. Scrataw shifts to the ground, his injured wing tucked back.
Kyra 23/29 HP 21 AC Scrataw 20/24 HP 28 AC
Round 8 Kira focuses, reinvigorating her health for 15 HP. Scrataw immediately claws in for 10 damage, though.
Kyra 28/29 HP 21 AC Scrataw 20/24 HP 28 AC
Round 9 Scrataw again attacks, his bite just barely piercing her side for 3 damage.
Kyra 25/29 HP 21 AC Scrataw 20/24 HP 28 AC
Round 10 Scrataw claws in again, ripping deep into Kyra’s shoulder for 5 damage, but Kyra jabs the dorje into Scrataw for 6 as he does so.
Kyra 20/29 HP 21 AC Scrataw 14/24 HP 28 AC
Round 11 Scrataw rips again, Kyra’s shoulder bleeding profusely from the many wounds, taking another 4 damage. Her crystals fly true, but are caught in a tree branch that the small bird is able to duck behind.
Kyra 16/29 HP 21 AC Scrataw 14/24 HP 28 AC
Round 12 Kyra prepares to blast again, but Scrataw finally rips through the shoulder for 6 damage and the dorje falls from her limp arm. She catches it up, and in the process, Scrataw’s other claw gets caught in the bushes.
Kyra 10/29 HP 21 AC Scrataw 14/24 HP 28 AC
Round 13 With her arm weakened by the blood loss, Kyra’s next shot goes far awry as Scrataw slices into her chest for 5.
Kyra 5/29 HP 21 AC Scrataw 14/24 HP 28 AC
Round 14 Kyra lunges in boldly, but Scrataw nimble dodges. Scrataw is thrown off balance dodging, though, and he fails to connect with any of his claws.
Kyra 5/29 HP 21 AC Scrataw 14/24 HP 28 AC
Round 15 Weakened by bloodloss, Kyra fails to avoid Scrataw’s onslaught, and she finally succumbs as Scrataw hits twice for 11 damage.
Let's try for the snipe, at least to soften him up. Begin in the corner of my box closest to the center. Tap the tattoo of chameleon and move out to 15,58 or equivalent. Once there, wait until I see him, and then snipe, using psionic shot. If he's headed in my direction and will autospot next round, then instead of sniping fire and move away. Once I have to move, move to a new hiding place and repeat until he's dead.
Always use Psionic Shot when attacking; if I don't have focus, regain focus instead of attacking. (Exception: If I need to attack to avoid the 10 round penalty, do so.)
If forced to make a will save, manifest Empty Mind for 1pp.
If hit with Entangle, then move out of the effect (use escape artist if necessary). If I can't do that with a double move, or if I fail my save and won't be able to move out by making an escape artist check, just fight as is.
If hit with Hold Person, get out of it, get away to heal (up to 21 or higher), and once healed continue the fight.
If at 15 or less hit points, get away to heal (up to 21 or higher) and then continue. If I'm entangled and can't get away, then heal whenever at 20 or less hit points. If I'm entangled and hit by Doom, then take total defense (except when it's time to heal) until he either stops attacking (possibly due to running out of bolts) or a condition wears off.
Well I'm screwed, but it should make for a relatively easy fight.
Start at the corner closest to the center with loaded crossbow in hand.
Cast shield of faith and immediately move out. If I get to the center without spotting, proceed in a counter clockwise fashion until he is discovered. Once at the center, use ready actions to cast doom on sight.
If my ready triggers, follow up with hold person and run to close and CDG with crossbow. Use a second hold person if needed. Use blindness and spiritual weapon if additional spells are needed and I have LOS.
That should be it. It won't be good enough, but maybe I'll be lucky enough to spot him once...
Bilgly goes first [Initiative 18+6 vs 19+4] in area 4, Gilli in area 3.
Round 1 Pitlord note: Assuming "Tattoo" meant "Power Stone"... since Bilgly has no tattoos. Bilgly uses his Power Stone of Chameleon [+10 Hide, ends 101] and moves to (5,14). Gilli casts Shield of Faith [+2 AC, ends 41] and moves to (56,6).
Round 2 Bilgly moves to (7,15) and settles down to wait. Gilli double-moves towards the centre.
Pitlord note: Since hedges actually provide total cover, non of Bilgly's attacks should have happened yet. However, Gilli's movements are correct.
Round 5 Bilgly waits for Gilli to come into sight. Gilli can see the centre is empty so begins to head out towards box 2, but fails to spot Bilgly [automatic failure].
Round 6 Pitlord note: I rolled most of this as Round 5.
Bilgly sees Gilli at (36,36) and fires, expending his Psionic Focus for Psionic Shot, but the arrow seems to stray at the last momented [distance 195ft -> -2, attack 9+9-2=16 vs ff AC 17+2; miss]. (Forgot -2 from distance in roller). Gilli whirls 'round and catches a glimpse of but doesn't see the sneaky goblin [distance 195ft -> -19; spot 9+4-19=-6 vs 2+31-20=13; failure]and casts Doom, against which Bilgly rapidly manifests a 1pp Empty Mind [Empty Mind: Will +2, ends 6, Doom: 1+2+2=5 vs DC 16; failure]. A feeling of irrational dread overwhelms Bilgly [Shaken: -2 to attack, saves, skills and ability checks, ends 45]. Bilgly clears his mind [Regain focus: 19+9=28 vs DC20; success]
Gilli has no idea where the arrow came from, so continues towards box 2.
Round 7 Bilgly fires again [distance 225ft -> -4, attack 9+9-4=14 vs ff AC 17+2; miss] and attempts to rehide [+11 vs -18; automatic success]. Psionic Focus is regained [18+9=27 vs DC 20; success]. Again, Gilli is confounded by the sudden shot so can only keep on moving.
Round 17 Bilgly is patience itself. Gilli moves back towards the centre.
Round 18 Bilgly knows that it's all about the waiting. Gilli begins to move towards area 1. At this point, a frustrated pitlord spectator yells out "He's over that way!" (Bilgly's last shot was in round 7, and his tactics only call for me to avoid the penalty at the expense of Psionic Shot - they don't say he should go and seek Gilli out)
Round 19 Bilgly fears his location is compromised, but he's sure Gilli's poor eyes won't spot him anyway. Gilli heads towards area 4.
Round 21 Gilli closes some more, but fails to spot Bilgly [+31 is always an automatic failure for Gilli] Map Show
Round 22 Bilgly shoots [distance 135ft = -2, attack 15+9-2=22 vs ff AC 17+2; hit, damage 2-2=1 + 2+6 Psionic Shot = 9] and attempts to rehide [+11 vs -9; automatic success]. He regains his Focus [13+9]. Gilli [11/20] doesn't even glimpse him, so can only attempt to close further.
Round 23 Gilli rounds the corner.
Round 24 Gilli moves closer but is still unable to identify Bilgly.
Round 25 Bilgly shoots [attack 5+9=14; miss] and ducks back behind the corner [13+31-20=24 vs 5+4-6=3; success]. Psionic Focus: 11+9=20; success.
At this point, Gilli reaches (10,21), which is the first time Bilgly actually sees him.
Round 26 Bilgly shoots again [16+9=24 vs ffAC 17+2; hit, damage 1-2=1 + 4+4 Psionic Shot = 9] and attempts to rehide [18+31-20=29 vs 16+4-4; success]. Psionic Focus: 20+9=29; success. He knows Gilli will spot him this round so moves to (6,8) [moving at less than full speed gives a -5, still an automatic success - 31-5=26 vs 4-3 distance = 1].
Fix: Because he didn't snipe, Gilli spies him, and the kobold's ready action trigger's. Gilli casts Doom, against which Bilgly manifests Empty Mind (1pp) [18+2+2 = 22; success]
Gilli (now on 2/20 11/20) moves to (9,15).
Pitlord note: Since Bilgly was spotted anyway, he could have moved slightly further around this round, but it wouldn't have made any difference since he needs to be at (7,4) and Gilli on column 6 for him to shoot again.
Round 27 Bilgly regains his Psionic Focus [15+9=24; success] and, knowing Gilli will spot him this turn otherwise, moves to (10,4) (7,4), a place he can actually shoot from. Gilli encroaches on his position.
Round 28 (Attack roll is in round 27 in roller) Hidden again, Bilgly shoots [12+9=21; hit, damage 5-2 + 6+5 = 14], striking Gilli square-on and ending the fight.
Bilgly wins and gains 1200xp and 1200gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: Power Stone of Chameleon, 2 arrows (2 hit) Spells or Powerpoints Used: 1 PP (Empty Mind) Abilities Used: None Free Activity: Guard
Gilli loses and gains 464xp and 464+108gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: 2 SL: Shield of Deflection (1 SL), Doom (1 SL) Abilities Used: None Free Activity: Profession: +108gp
Round 1 start in front center with potion of mage armour. Drink potion of mage armour and move out. Next round, close as quickly as possible, running if he is not seen. Go clockwise if he isn't seen.
Once found, grapple flurry to death. Ignore astral constructs completely.
This could be tough - the plan is the AC + Grease combo again, whilst avoiding a grapple. At least if I have an AC up, he will be flat-footed to it if he grapples me.
Start at (28,2) or equivalent, with Power Stones of Force Screen and Biofeedback in hand.
Manifest a 2PP Vigour and then use both stones (Screen then Biofeedback). Then, draw Power Stones of Energy Ray and move clockwise around the outside of the arena.
When the foe is sighted, manifest a 1PP Astral Construct (with Improved Slam Attack).
Subsequently, if engaged in melee, Withdraw (if he follows me, the AC should be able to Charge him). If he's within a move of me (but not threatening me), use Grease and move away; if I've already used one Grease, instead hit him with an Energy Ray from a power stone (but don't take the -4 penalty if an AC is too close - simply double move away instead).
Make up to three ACs in this way. Fall-back plan is to use the Power Stones of Energy Ray. Then, draw my crossbow and attack.
- It shouldn't matter, but use Cold Energy Rays. - Don't manifest AC defensively unless I have to; preferentially, 5ft-step back or just use Energy Ray instead. - Expend focus to manifest Energy Ray defensively if I still have it. Otherwise use it whenever it would ensure success for manifesting through damage. - Amalia has spiked gauntlets so threatens and can make AoOs. - Use Escape Artist (+3) to try and break out of grapples if necessary; hopefully we can avoid them. - When possible, try to position to prevent Charges etc. - If he uses his bow instead, continue as above but try to get to a position of cover whenever possible.
[Prefight Locations and Initiative] Ven starts in area 3 at (31,8) with a potion of mage armor. Initiative 8 Amalia starts in area 2 at (61,28) with a powerstone of force screen (ML1) and biofeedback (ML1). Initiative 21
[Round 1] Amalia manifests a 2pp vigor. Ven drinks the potion of mage armor and moves out to (31,16), but doesn't see Amalia.
[Round 2] Happy to leave Ven exploring, Amalia manifests force screen and draws a powerstone of enlarged energy ray (ML2, aug) Ven double moves through the center, looking for Amalia, but sees nothing.
[Round 3] Amalia manifests biofeedback from the stone and draws another powerstone of enlarge energy ray (ML2, aug) Ven moves to (30,47), but still doesn't see Amalia.
[Round 4] Amalia calls out and starts manifesting a 1pp astral construct Ven turns and double moves to (41,37)
[Round 5] Amalia places the astral construct at (55,29). It double moves to (45,34) Amalia starts manifesting another astral construct. Ven double moves to (51,32)
[Round 6] Astral Construct charges at Ven [18 vs AC18+4, miss] Amalia places the second construct at (56,30). It charges at Ven [11 vs AC18+4] Amalia readies to manifest Grease if Ven gets within 30ft. Ven withdraws to (57,32), triggering Amalia's ready action [Reflex 12 vs DC15, fail] and Ven falls. Ven stands back up.
[Round 7] [Grease 19 vs DC15, success] Astral Construct 1 charges at Ven (56,33) [22 vs AC14+4, hit; Dmg 1d6+3=5] Astral Construct 2 charges at Ven (56,31) [25! (16-not confirmed) vs AC14+4, hit; Dmg 1d6+3=9] Amalia takes a 5ft step to (61,27) and starts manifesting a 3rd astral construct. Ven withdraws [Balance 22 vs DC10, success] and moves to (60,27)
[Round 8] [Astral Construct 1 ends] Astral Construct 2 moves to (59,27) and attacks [11 vs AC18+4, miss] Amalia finishes manifesting and places the construct next to Ven (60,26). It attacks [16 vs AC18+4, miss] Amalia withdraws to (59,17) Ven withdraws, provoking from astral construct 3 [21 vs AC18+4, miss] and moves to (58,18)
[Round 9] [Astral Construct 2 ends] Astral construct 3 charges to (59,19) [19 vs AC18+4, miss] [Grease ends] Amalia withdraws to (61,28) Ven withdraws to (61,27)
[Round 10] Astral construct 3 charges to (60,26) [15 vs AC18+4, miss] Amalia withdraws to (50,29) Ven withdraws to (51,29)
[Round 11] [Astral construct 3 ends] Amalia takes a 5ft step to (49,29) and manifests energy ray from one of the powerstones [17 vs AC18, miss] Ven moves next to Amalia and flurries to try to start a grapple [21 vs AC13, hit; Opposed 23-2 vs 11, success; Dmg 1d6+4=6-2] and squeezes [16 vs 2, success; Dmg 1d6+4=8-2]
Ven 6/20, Mage Armor (ends 601) Amalia 18/18, Vigor (ended), Force screen (ends 12), Biofeedback (ends 13)
[Round 12] [Force screen ends] Amalia uses her focus to manifest a second energy ray [1! vs AC18, miss] Ven flurry grapples [26 vs 4, 17 vs 12, 2 successes; Dmg 1d6+4-2=5, 4]
Ven 6/20, Mage Armor (ends 601) Amalia 9/18, Force screen (ended), Biofeedback (ends 13)
[Round 13] [Biofeedback ends] Amalia tries to escape the grapple [14 vs 10, success] Ven flurries to start a grapple [10, 10 vs AC13, miss]
[Round 14] Amalia takes a 5ft step back, draws and loads her crossbow. Ven steps up and flurries to start a grapple [22 vs AC13, hit; Opposed 17 vs 4, success; Dmg 1d6+4=5] and squeezes some more [13 vs 3, success; Dmg 1d6+4=9] and Amalia falls.
Alright, looks like a proper slugfest. We both have alot of HP, too.
Start at default with stone of prescience, offensive and shield. Manifest animal affinity, Strength, offensive precogntion, Vigor, 4 PP, and Biofeedback. Then use my stone. Move out, taking total defense, drawing my hammer, and calling honourably for my foe. Once he is found, keep total defense against his first attack, then engage by attacking with psionic weapon each round, using my free move action to refresh psionic focus. Use my shield of heartening once below 20 HP.
If he attacks me while I am buffing, skip to the killing.
Start off near the counter-clockwise exit with dorje of offensive precognition and dorje of offensive prescience in hand.
Manifest force screen from memory, then use dorjes, drop them and move out, drawing greatsword.
Find Bray and charge if able, expending focus for psionic weapon on the attack. After that, try to start a grapple and grapple for damage with armor spikes until he's down.
[Prefight locations and Initiative] Bray starts in area 1 with stones and shield in hand. Initiative 22. The Bully starts in area 2 with dorjes in hand. Initiative 17.
Bray: (2,31) 54/54 HP, 22 AC (13 touch) The Bully: (29,31) 47/47 HP, 19 AC
[Round 1] Bray manifests Animal Affinity for strength. The Bully manifests Force Screen from memory.
Bray: (2,31) 54/54 HP, 22 AC (13 touch), animal affinity ends 61 (+2/+2) The Bully: (29,31) 47/47 HP, 19+4 AC, force screen ends 21
[Round 2] Bray manifests offensive precognition. The Bully uses and drops his dorje of offensive precognition.
Bray: (2,31) 54/54 HP, 22 AC (13 touch), powers end 61 or later (+3/+2) The Bully: (29,31) 47/47 HP, 19+4 AC, force screen ends 21, offensive precognition ends 12
[Round 3] Bray manifests vigor for 4pp. The Bully uses and drops his dorje of offensive prescience, and moves to 21,28 (jumping the stream) while drawing his sword.
Bray: (2,31) 74/54 HP, 22 AC (13 touch), powers end 61 or later (+3/+2) The Bully: (21,28) 47/47 HP, 19+4 AC, force screen ends 21, offensive precognition ends 12, offensive prescience ends 13 (+1/+2)
[Round 4] Bray manifests biofeedback. The Bully double moves to 14,20 (again jumping a substantial portion of the water).
Bray: (2,31) 74/54 HP, 22 AC (13 touch), powers end 61 or later (+3/+2, 2 DR) The Bully: (14,20) 47/47 HP, 19+4 AC, force screen ends 21, offensive precognition ends 12, offensive prescience ends 13 (+1/+2)
[Round 5] Bray uses his stone. The Bully double moves to 6,31.
Bray: (2,31) 74/54 HP, 22 AC (13 touch), offensive prescience ends 15, other powers end 61 or later (+3/+4, 2 DR) The Bully: (6,31) 47/47 HP, 19+4 AC, force screen ends 21, offensive precognition ends 12, offensive prescience ends 13 (+1/+2)
[Round 6] Bray draws his hammer, moves up, and attacks, but the half-giant’s armor stops the blow. The Bully swings, and merely dents Bray’s armor.
Bray: (2,31) 74/54 HP, 22 AC (13 touch), offensive prescience ends 15, other powers end 61 or later (+3/+4, 2 DR) The Bully: (6,31) 47/47 HP, 19+4 AC, force screen ends 21, offensive precognition ends 12, offensive prescience ends 13 (+1/+2)
[Round 7] Bray swings his hammer again, with the same result as last time. The Bully grabs for Bray, and this time the elan is able to take the opportunity hit him with a solid blow for 9 damage.
Bray: (2,31) 74/54 HP, 22 AC (13 touch), offensive prescience ends 15, other powers end 61 or later (+3/+4, 2 DR) The Bully: (6,31) 38/47 HP, 19+4 AC, force screen ends 21, offensive precognition ends 12, offensive prescience ends 13 (+1/+2)
[Round 8] Bray swings and hits again for 13 damage. The Bully grabs for Bray again, and gets a hammer in the face instead (10 damage).
Bray: (2,31) 74/54 HP, 22 AC (13 touch), offensive prescience ends 15, other powers end 61 or later (+3/+4, 2 DR) The Bully: (6,31) 15/47 HP, 19+4 AC, force screen ends 21, offensive precognition ends 12, offensive prescience ends 13 (+1/+2)
[Round 9] Bray swings and hits again for 14 damage. The Bully grabs for Bray yet again, and Bray’s hammer breaks his neck.
Bray: (2,31) 74/54 HP, 22 AC (13 touch), offensive prescience ends 15, other powers end 61 or later (+3/+4, 2 DR) The Bully: (6,31) -18/47 HP, 19+4 AC, force screen ends 21, offensive precognition ends 12, offensive prescience ends 13 (+1/+2)
Bray wins and gains 1800xp/2000gp. Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: none Items Used: stone of offensive prescience Spells or Powerpoints Used: 8pp Abilities Used: none Free Activity: None
The Bully loses and gains 600xp/666gp. Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: none Items Used: 1 charge dorje of offensive precognition, 1 charge dorje of offensive prescience. Spells or Powerpoints Used: 1pp Abilities Used: none Free Activity: Intimidate
Ever want to try your hand at optimizing, but don't like excessive splatbook use? Come visit the Core Coliseum today, and give it a try.