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Sticky: Battles of Gladius
3 years ago  ::  Mar 24, 2010 - 8:15PM #61
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 25 March 2010


Rolls


Time Roll: 2 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 5/11]
  • Felan Turok crafts 2 doses of Drow Poison (150gp market), 2 doses of Carrion Crawler Brain Juice (400gp market), 2 doses of Medium Spider poison (300gp market) [Week 1/1]
  • Delilah Llyerytas crafts a Pearl of Power (2nd) [Week 1/1]

BATTLES OF GLADIUS
LEVEL 3 FIGHTS

  • Ani Shadowwalker (Zireal) vs. Qhordryn Del Khessin (Eluria) : TelinArtho {Arena}
  • The Ant (TelinArtho) vs. Unknown Monster : Eluria {Arena}

LEVEL 4 FIGHTS

  • SiNafay Vrinn (Zireael) vs. Grubber the Black (TelinArtho) : Erithmu {Forest} {Week 2}
  • Desmen of the Wood (Quickslip) vs. Unknown Monster : TelinArtho {Sewer}
  • Julgi Sting (Quickslip) vs. Malyuk (Eluria) : Erithmu {Arena}

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) +1 (story)
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!
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3 years ago  ::  Mar 25, 2010 - 10:57AM #62
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Qhordryn Del Khessin

Qhordryn's tactics Show

Hi TA -

Thanks for pitlording.  Ani's got a lot of HPs... and Q has proven I'm inadequate at Wizardly tactics.  Well, here goes nothin':

Start at 35,62 or equivalent, familiar at 34,61; holding scroll of expeditious retreat and wand of MM.

If he's ever spotted, move away; goal is to get fully buffed prior to engaging.  If can, move to place obstacles to deny charge lanes.

Rd1: Exp Retreat from scroll

Rd2: Mirror image

Rd3: Mage armor

Rd4: Shield

* If at any point during buffing he would be able to close to melee with his next move, instead of buffing run to gain distance, then continue buffing.

Once buffed, start casting shocking grasp, designate familiar as toucher, and use superior movement to stay away until familiar can deliver shocking grasps.  Use PoP to recall shocking grasp and repeat.  While familiar is delivering shocking grasps, continue using superior movement (running when necessary), and add in wand of magic missiles whenever opportunity

Priority 1 is stay out of melee

All expendables are available; if shocking grasp from memory and PoP are used up, continue from scrolls.

If familiar dies, try to keep range with exp retreat and wand of MM.  If that is not able to continue (eg, exp retreat is running out), ready an action to color spray him on closing.  Once color sprayed, continue attacking with spells (shocking grasp as above, then wand of mm) as long as possible; if grappled, use wand of mm in grapple.  If grappled and no wand of mm, try to grapple for damage and hope for luck.

5' steps to avoid AoO, if unavoidable cast defensively

That's it; good luck - pm any q's.

Thanks for running,

e



Ani Shadowwalker

Ani's tactics Show

Buff

Outmanevuer +28+6=+34 squares diagonally NW. If Q starts in another box than the northern one (and me in the western), rotate accordingly. If we start on opposite boxes, 34 squares towards him.

Designate Q as my opponent for Dodge feat.

Biofeedback on myself immediately.

Movement

Listen or Spot for him if I can't see him. x4 move towards Q. No tumbling!

Combat

Hack at him with my mindblade as soon as I can.

1st attack Psionic Weapon, unless he's got some sort of blur/mist/whatever. If he has, wait until blur/etc. disappears and use it then.

Contingencies

Use autohypnosis if disabled or dying.

Notes

Try to use Concentration to gain focus and use Psionic Weapon again if there's a lull in the fight. (not likely)

DON'T DO the above if he's sending magic missiles etc. at me!

Zireael

P.S.

Any questions? Sorry if it's chaotic, I'm writing it during a lull in my lessons.

Outmaneuver doesn't give you the information on where your opponent is beforehand. Do you want to stick with 34 squares to the North West (if you are in the eastern box) and adjust if you are in one of the other boxes?

yes.




The Fight Show

[Prefight locations and initiative]
Qhordryn starts in area 2 at (62,28) with a scroll of Expeditious Retreat (CL2). Initiative 4
-- Familiar starts at (61,29)
Ani starts in area 3, but outmaneuvers to (58,31) with mindblade in hand. Initiative 6

[Round 1]
Ani manifests Biofeedback and moves to (61,28)
Qhordryn tries to cast Color Spray defensively [Concentration 19 vs DC16, success] [Will 9 vs DC16+2, fail; 1d4=4]

Ani (61,28) 30/30, Biofeedback (ends 11), Stunned (ends 6), Blind (ends 5)
Qhordryn (62,28) 12/12

[Round 2]
Ani is stunned and blind.
Qhordryn casts Shocking Grasp, designates the familiar as the toucher.
Familiar touches Ani [20 vs AC14-2, hit; Dmg 3d6=10]

Ani (61,28) 20/30, Biofeedback (ends 11), Stunned (ends 6), Blind (ends 5)
Qhordryn (62,28) 12/12

[Round 3]
Ani is stunned and blind.
Qhordryn casts Shocking Grasp, designates the familiar as the toucher.
Familiar touches Ani [12 vs AC14-2, hit; Dmg 3d6=10]

Ani (61,28) 10/30, Biofeedback (ends 11), Stunned (ends 6), Blind (ends 5)
Qhordryn (62,28) 12/12

[Round 4]
Ani is stunned and blind
Qhordryn recalls shocking grasp.

[Round 5]
Ani is stunned and blind.
[Ani is no longer blind]
Qhordryn casts Shocking Grasp and designates the familiar as the toucher.
Familiar touches Ani [9 vs AC14-2, miss]

Ani (61,28) 10/30, Biofeedback (ends 11), Stunned (ends 6), Blind (ended)
Qhordryn (62,28) 12/12

[Round 6]
Ani is stunned
[Ani is no longer stunned]
Qhordryn delays for the familiar.
Familiar touches Ani [18 vs AC17+1, hit; Dmg 3d6=12] and Ani goes down.



Fight Result and Summary Show

Qhordryn wins and gains 900xp/900gp.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects:
Items Used:
Spells or  Powerpoints Used: Color Spray, Shocking Grasp (x2, recalled and recast)
Abilities Used: Pearl of  Power (1st) used
Free Activity:Craft (Painting) +76gp, 6sp

Ani loses and gains 300xp/300gp.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used:
Spells or  Powerpoints Used: 1pp (Biofeedback)
Abilities Used: none
Free Activity: guarding

@Zireael - unfortunately not much you can do failing Color spray and getting the maximum duration. I wouldn't have suggested biofeedback since it won't have any effect against spells and the like and that's all Qhordryn's going to be using against you. Other than that - you still almost survived except for the lucky roll by the familiar in the last round there.


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 25, 2010 - 1:07PM #63
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Desmen of the Wood

Desmen's tactics Show

...a centipede swarm? Really? I'm not even sure Desmen can win in fight against them currently. >.>

Well...I've one shot, maybe, considering they're mindless and I'm food. Send away Pine before the match, since I won't have need, one way or another.

Start at one of the two edges of my square that starts me close to the center, but adjacent to the hallway's walkway. (like 4,31 if I started in box 1). Start with a scroll of resist energy in hand.

Move to the center of the arena as quickly as possible. If I meet with the swarm before I reach there, just keep moving away till I reach the center(hopefully).

Once there, make noise until the swarm shows up, if I can't already see it. Ready to cast resist energy(acid) from the scroll on myself on sight of the swarm if I do this.

If I got there, but the swarm's already following, cast resist energy(acid) from the scroll immediately. If the swarm can could reach me next turn, take one step into the sludge in the center. Otherwise, draw my wand of CLW, and wait until it could, moving into the sludge then.

From here, just use the wand of CLW on myself as often as needed till one of us dies.

--If the swarm doesn't follow me into the bog after a few turns, concede, as I don't actually have a way to damage it, otherwise. >.>

--If it turns out I'm totally wrong about it being a diminutive-swarm-of-weapon-immunity-awesomeness, Rapid Shot whatever-it-is to death. If the attacks are being resisted, try casting Magic Weapon on my bow, then continue.

Thanks.

You roll evilly.




Centipede Swarm Show

CENTIPEDE SWARM
Diminutive Vermin (Swarm)
Hit Dice:    9d8–9 (31 hp)
Initiative:    +4
Speed:    20 ft. (4 squares), climb 20 ft.
Armor Class:    18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple:    +6/—
Attack:    Swarm (2d6 plus poison)
Full Attack:    Swarm (2d6 plus poison)
Space/Reach:    10 ft./0 ft.
Special Attacks:    Distraction, poison
Special Qualities:    Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves:    Fort +5, Ref +7, Will +3
Abilities:    Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Skills:    Climb +12, Spot +4
Feats:    Weapon FinesseB
Alignment:    Always neutral

Combat
A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Skills: A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.




Swarm tactics Show

Go on wall to move at speed until target found. Once found - eat liberally.




The Fight Show

[Prefight Locations and Initiative]
Desmen starts in area 4 at (2,4) with a scroll of resist energy (CL2). Initiative 17.
Swarm starts in area 3 at (30,2). Initiative 14.

[Round 1]
Desmen double moves towards the center (6,12)
Swarm moves on the wall to (23,3)

[Round 2]
Desmen moves to (14,14)
Swarm moves to (21,9)

[Round 3]
Desmen readies to cast from the scroll and makes a lot of noise.
Swarm moves to (18,14), triggering Desmen's ready.

[Round 4]
Desmen draws his wand and moves into the acid [2d6=3-10=0] (15,15)
Swarm moves to (15,14)

[Round 5]
Desmen takes acid damage [2d6=6-10=0]
Swarm moves onto Desmen (15,15) [Acid 2d6=5] [Swarm 2d6=4; Fortitude 28! vs DC13, success]

Desmen 25/29, Poison (check at 15), Resist Acid 10 (ends 203)
Swarm 26/31

[Round 6]
Desmen takes acid damage [2d6=7-10=0] [Distraction 12 vs DC13, fail] and is nauseated
Swarm stays put [Acid 2d6=5] [Swarm 2d6=4; Fortitude 27 vs DC13, success]

Desmen 21/29, Poison (check at 15,16), Resist Acid 10 (ends 203)
Swarm 21/31

[Round 7]
Desmen takes acid damage [2d6=7-10=0] [Distraction 10 vs DC13, fail] and is nauseated
Swarm stays put [Acid 2d6=6] [Swarm 2d6=6; Fortitude 15 vs DC13, success]

Desmen 15/29, Poison (check at 15,16,17), Resist Acid 10 (ends 203)
Swarm 21/31

[Round 8]
Desmen takes acid damage [2d6=7-10=0] [Distraction 9! vs DC13, fail] and is nauseated
Swarm stays put [Acid 2d6=3] [Swarm 2d6=7; Fortitude 9! vs DC13, fail; 1d4 Dex=4]

Desmen 8/29, Poison (-4 dex, check at 15,16,17,18), Resist Acid 10 (ends 203)
Swarm 14/31

[Round 9]
Desmen takes acid damage [2d6=9-10=0] [Distraction 12 vs DC13, fail] and is nauseated
Swarm stays put [Acid 2d6=9] [Swarm 2d6=9; Fortitude 26 vs DC13, success] and Desmen falls.




Fight Result and Summary Show

Desmen loses and gains 400xp/400gp.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: Scroll of Resist Energy (CL2)
Spells or  Powerpoints Used: none
Abilities Used: none
Free Activity: guarding

Ouch - such terrible saves! Or at least - the important ones were terrible. Sorry to have it happen like this.


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
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3 years ago  ::  Mar 25, 2010 - 7:10PM #64
Eluria
Date Joined: Jan 20, 2007
Posts: 3,154
Ant

Ant's tactics Show

Start off with the dorje in hand at the default area of my starting block.

Round 1 - manifest a surged 1PP vigor, move out.
Round 2 - move out and ready to use the dorje on a target in range. Use Fire for the type. Keep using the dorje until I am dead.

Renew Vigor (1pp+surge) if I am not grappled and my temp hp run out.


Fiendish Large Monstrous Spider Show

22 HP, +3 Init, 30ft move 20ft climb, AC 14, +3/+9
Bite +4 (1d8+3+poison)
10ft space
DR 5/magic, resist cold/fire 5
SR 9
Web


Spider tactics Show

start as forward as possible; if opponent staying ranged, web and close, otherwise close and bite, smiting on first attack.


Fight Show
Rolls are here

Rd 0: Ant wins init and acts first, starts in box 2
Rd 1:
Ant 1pp+1WS (not innervated) vigor, moves out
Spider moves, spots Ant, moves closer
x.jpg

Rd2:
Ant: Single move, readies to use dorje (energy ray: fire, 50’ range)
Spider: double moves, triggers ready – 1d20+5=14 vs Touch AC 12, 1d20+2=14 vs. SR 9, dmg 2d6+2-5FR = 2

Ant 11+10/11 AC 22, PP 3/4, Vigor ends long, Dorje used: 1
Spider 20/22 AC 13

x.jpg

Rd 3:
Ant: dorje: misses, moves away to 59,37
Spider: single moves to 51,39; webs: misses

Ant 11+10/11 AC 22, PP 3/4, Vigor ends long, Dorje used: 1
Spider 20/22 AC 13

Rd 4:
Ant: dorje: hit, 5 damage, moves away to 62,34
Spider: double moves in to 61,36 (doesn’t provoke b/c Ant holding no weapon)

Ant 11+10/11 AC 22, PP 3/4, Vigor ends long, Dorje used: 3
Spider 15/22 AC 13

Rd5+ (spider has more speed, will now stop tracking movement)
Ant: dorje - miss
Spider: bite (smites, but no matter)  - miss

Rd6:
Ant: dorje - miss
Spider: bite (smites, but no matter)  - miss

Rd 7:
Ant: 2 dmg +1
Spider: miss

Ant 11+10/11 AC 22, PP 3/4, Vigor ends long,
Spider 13/22 AC 13

Rd 8:
Ant: 3 dmg +1
Spider: miss

Ant 11+10/11 AC 22, PP 3/4, Vigor ends long,
Spider 10/22 AC 13

Rd 9:
Ant: SR fails
Spider: near miss

Rd 10:
Ant: Critical threat – fails to overcome SR
Spider: hit! 6dmg – Ant Fort 19 vs 13, saves

Ant 11+4/11 AC 22, PP 3/4, Vigor ends (21), Poison save#2 round 20
Spider 10/22 AC 13

Rd 11:
Miss, miss

Rd 12:
Ant: 1 dmg +1; Knowledge: Arcana DC 14 check – 17! Recognizes the monster as fiendish, switches to electricity
Spider: miss

Ant 11+4/11 AC 22, PP 3/4, Vigor ends (21), Poison save#2 round 20
Spider 9/22 AC 13

Rd 13:
Miss, miss

Rd 14:
Ant: 7 damage +1 - spider dies
Spider: miss

Rd 15:
Ant: 7 damage – wins



Rewards/Comments Show

Ant wins!  Gains 900 xp / 900 gp
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: Dorje Energy Ray 14 13
Spells or  Powerpoints Used: 1 pp
Abilities Used: none
Free Activity: guarding

@TA - I wasn't sure whether Ant should get any sort of check to recognize the FR, and decided that after 5 hits or one that clearly did less damage I'd give him a check; please let me know how you/others tend to adjudicate this.  I don't think it changed the inevitable.  Lucky spider didn't grapple?

The COre COliseum is a tactics-based arena for both 3.5e and 4e D&D. We run fights each week - so join today!
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The COre COliseum's first annual Prestige Competetion (ENDED) Design an ECL7-10 character incorporating prestige classes (winner is Hayrol, The Hound of Hell)

The COre COliseum's second annual Character Design Competetion CLOSED - Design an ECL4-20 character with no class levels!
(winner is The Hunter)
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3 years ago  ::  Apr 01, 2010 - 7:50AM #65
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 1 April 2010


Rolls


Time Roll: 5 hours
Lighting: Pitch Black (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 6/11]
  • Qhordryn del Khessin crafts a Headband of Intellect +2, and scribes scrolls of Exp Retreat {CL2}, 2 x Invisibility {CL3}, Protection from Evil {CL2}, Summon Swarm {CL3}, See Invis {CL3}; [Week 1/1]

BATTLES OF GLADIUS
LEVEL 3 FIGHTS

  • Laela Oblodra (Zireael) vs. Clarissa (Quickslip) : TelinArtho {Arena}
  • Ani Shadowwalker (Zireael) vs. The Ant (TelinArtho) : Eluria {Arena}

LEVEL 4 FIGHTS

  • Julgi Sting (Quickslip) vs. Malyuk (Eluria) : Erithmu {Arena} {Week 2}
  • Desmen of the Wood (Quickslip) vs. Grubber the Black (TelinArtho) : Eluria {Sewer}

LEVEL 5 FIGHTS

  • none this week

LEVEL 6 FIGHTS

  • none this week

LEVEL 7 FIGHTS

  • Mohmat Iptomor (Eluria) vs. Gulgar the Great (TelinArtho) : Quickslip {Cavern}

LEVEL 10+ FIGHTS

  • none this week

Pairings done by TelinArtho.
Credits
TelinArtho +1 (1 fight) -1 (3 active)
Eluria +2 (2 fights)
Quickslip +1 (1 fight)
Zireael +1 (story)

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!
My List of characters for the CoCo and other ventures
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3 years ago  ::  Apr 01, 2010 - 6:04PM #66
Eluria
Date Joined: Jan 20, 2007
Posts: 3,154
Ani Shadowwalker

Ani tactics Show
Buff:
Designate Ant 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
Keep to melee fighting. Follow him if he tries to gain distance.
1st attack - Psionic Weapon
Contingency
Grapple if I'm close enough. Then attack with short sword (I think it's light; if it's not, use my unarmed attack [lethal])
 


The Ant

Ant tactics Show
Okay - time to see how well mind thrust works against a high save opponent. +7 vs DC16-17? About 50% of the time I guess.

I've got 7 PPs for this fight. Use 1 and surge it for Vigor. The remaining 6 should be 1pp surged Mind thrusts (2d10, Will DC16). If I run out of PPs, use my racial Energy ray and then switch to the dorje for fire rays.

Use 5ft steps to avoid AoOs from manifesting; if unable to 5ft step, use a move action to move away (accepting the AoO) and then manifest. Try to setup to avoid that situation again.

If he happens to be staying out of range of me - get into distance for the dorje and use that.

That's about it. Hopefully I'll get the better end of the deal as far as saves go - but it should be a tough fight regardless.




The Fight Show
Rd 0: Initiative Ant 22 Ani 15
Box 1 Ant (doesn’t say where to start, start default in middle; will start holding dorje since eventually plans to use) box 2 Ani (start front near center, holding mindblade)

Rd 1:
Ant: 1pp+1 WS Vigor (roller states there’s 10% enervation, really it’s 5%)
Ani: Dodges Ant, moves towards center trying to find foe (double moving because run not specified, and in the past Zireal has specified running when desired), spots Ant
x.jpg

Ant 11+10/11 AC 22 6/7 PP holding dorje
Ani 30/30 AC 18+1 dodge holding mindblade, focused

Rd 2:
Ant: Readies action to Mind thrust when opponent within 30’
Ani: tries to get in to melee range
x.jpg

Rd 3:
Ant: Readies action to Mind thrust when opponent within 30’
Ani: tries to get in to melee range – trigger’s Ant’s ready – MT + WS (4! – roller again states 10% enervation, really it’s a 5% chance) – enervated -1 additional pp, dazed – power still goes off – Will 20 vs DC 16, saves

Ant 11+10/11 AC 22 5/7 PP holding dorje, dazed until end of round 4
Ani 30/30 AC 18+1 dodge holding mindblade, focused
x.jpg
Rd 4:
Ant: dazed
Ani: charges with psionic weapon – 21 vs AC 22, close miss

Ant 11+10/11 AC 22 5/7 PP holding dorje
Ani 30/30 AC 18+1 dodge holding mindblade

Rd 5:
Ant: 5’ steps back, MT + WS (no ennervation) – Will 9 vs DC 16 fail, Damage: 8
Ani: 5’ steps in, attempts to start grapple (no AoO because Ant unarmed), misses

Ant 11+10/11 AC 22 4/7 PP holding dorje
Ani 22/30 AC 18+1 dodge holding mindblade

Will stop tracking movement now as unimportant…

Rd 6:
Ant: 5’ steps back, MT + WS (no ennervation) – Will 21 vs DC 16 success
Ani: 5’ steps in, attempts to start grapple (no AoO because Ant unarmed), misses

Ant 11+10/11 AC 22 3/7 PP holding dorje
Ani 22/30 AC 18+1 dodge holding mindblade

Rd 7:
Ant: 5’ steps back, MT + WS (no ennervation) – Will 24 vs DC 16 success
Ani: 5’ steps in, attempts to start grapple (no AoO because Ant unarmed), misses

Ant 11+10/11 AC 22 2/7 PP holding dorje
Ani 22/30 AC 18+1 dodge holding mindblade
Rd 8:
Ant: 5’ steps back, MT + WS (no ennervation) – Will 27 vs DC 16 success
Ani: 5’ steps in, attempts to start grapple (no AoO because Ant unarmed), misses

Ant 11+10/11 AC 22 1/7 PP holding dorje
Ani 22/30 AC 18+1 dodge holding mindblade

Rd 9:
Ant: 5’ steps back, MT + WS (no ennervation) – Will 27 vs DC 16 success
Ani: 5’ steps in, attempts to start grapple (no AoO because Ant unarmed), misses

Ant 11+10/11 AC 22 0/7 PP holding dorje, Vigor ends 21
Ani 22/30 AC 18+1 dodge holding mindblade

Rd 10:
Ant: 5’ steps back, racial energy ray 13 vs touch 17, miss
Ani: 5’ steps in, attempts to start grapple (no AoO because Ant unarmed), misses

Ant 11+10/11 AC 22 0/7 PP holding dorje, Vigor ends 21
Ani 22/30 AC 18+1 dodge holding mindblade

Rd 11:
Ant: 5’ steps back, dorje fire (roller left out +1 for PBS, still misses due to Dodge)
Ani: 5’ steps in, attempts to start grapple (no AoO because Ant unarmed), misses

Ant 11+10/11 AC 22 0/7 PP holding dorje, Vigor ends 21
Ani 22/30 AC 18+1 dodge holding mindblade

Rd 12:
Ant: 5’ steps back, dorje fire hits 7 damage
Ani: 5’ steps in, attempts to start grapple (no AoO because Ant unarmed), misses

Ant 11+10/11 AC 22 0/7 PP holding dorje, Vigor ends 21
Ani 15/30 AC 18+1 dodge holding mindblade

Rd 13:
Ant: 5’ steps back, dorje miss
Ani: 5’ steps in, attempts to start grapple (no AoO because Ant unarmed), misses

Ant 11+10/11 AC 22 0/7 PP holding dorje, Vigor ends 21
Ani 15/30 AC 18+1 dodge holding mindblade

Rd 14:
Ant: 5’ steps back, dorje hit 10
Ani: 5’ steps in, attempts to start grapple (no AoO because Ant unarmed), misses

Ant 11+10/11 AC 22 0/7 PP holding dorje, Vigor ends 21
Ani 5/30 AC 18+1 dodge holding mindblade
Rd 15:
Ant: 5’ steps back, critical threat max damage kills.

Ant 11+10/11 AC 22 0/7 PP holding dorje, Vigor ends 21


Rewards/Comments Show

Ant wins and gains 900xp/900gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: 5 charges Dorje
Spells or  Powerpoints Used: 7 pp
Abilities Used: Racial energy ray
Free Activity: Guard

loses and gains 300xp/300gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or  Powerpoints Used: none
Abilities Used: none
Free Activity: Guard


@Z – Tactics are a little hard to interpret because you say “keep to melee fighting” with contingency “grapple if close enough,” which are somewhat mutually exclusive, in my interpretation (meleeing being different from grappling); a little more guidance would make me feel better about interpretations, in the future, but no biggy.
No matter what, it was going to be hard to hit his AC (grappling vs touch AC 19 with a mod of +2 is hard, but so is hitting his regular AC with a mod of +3!)



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3 years ago  ::  Apr 01, 2010 - 7:33PM #67
Eluria
Date Joined: Jan 20, 2007
Posts: 3,154
Desmen

Desmen's Tactics Show

Hmm...I sense a blindness/deafness coming...
Start at the entrance to either of the passages, mounted on Pine, scroll of bless in hand.
First round, cast Magic Weapon on my bow. Next round, cast Bless and draw a scroll of shield(CL2). On the next, cast Shield. If it passes my spell failure, draw my bow, otherwise, repeat with another scroll of shield(CL2), then draw my bow. Following that round, cast Resistance, on the next cast Divine Favor, and on the next cast Guidance. If I'm interrupted by Grubber, skip the rest of the buffing.
By this point, I assume Grubber has heard me casting. In case he didn't, make some noise to flush him out, then move out to the center in search of him. Make only single moves to avoid penalties to attacks. Ready to attack on sight of him and use the Guidance to add +1 to the attack. Let's hope it hits.
If I miss, continue with single shots and close to within 30ft. If he drops prone, draw my lance, move closer, and attack. Continue until he gets up; at which point stow the lance and continue with single shots. Continue until death.
--Always use mounted combat and ride-for-cover where appropriate.
--If I have to make a save vs. an effect I didn't see him make motions to cast, use the guidance to add an additional +1 to the save instead of to my attack.
--If I end up blinded, make active listen checks to try to acertain his position; if I think I know where he is, shoot into that square. Otherwise, just ready to attack on a pinpoint reactive listen.


Grubber

Grubber's Tactics Show
Well, I'm in rough shape in this fight, but at least the sewer will prevent him charging me into oblivion.

Start off at a default square with my crossbow in hand and loaded.

Goal: Find Desmen and cast Doom on him. Follow it up with Blindness. If it works, plug him with my crossbow bolts until they run out and then attack with my spear. If it doesn't work - don't waste the bolts and instead move in and engage with the spear.

That's pretty much it. He's got a decent number of hit points to get through, but at least he'll have a hard time hitting (barring true strike... grrr).


Fight Show
Rd 0: Initiative Desmen 19 Grubber 18
Box: Desmen 3 Grubber 1

Rd 1:
Desmen: Magic Weapon
Grubber: Moves

x.jpg

Rd 2:
Desmen: Bless, draws Scroll of shield
Grubber: Moves

x.jpg


Rd 3:
Desmen: Shield from scroll (ASF 10%), succeeds, draws bow
Grubber: Hears something SE, Moves
x.jpg

Rd 4:
Desmen: Resistance
Grubber: Moves

x.jpg

Rd 5:
Desmen: Divine Favor
Grubber: Moves
x.jpg

Desmen 29/29 AC 17+4 on Pine, Shield+4 AC (ends 23), Magic Weapon+1(Bow, ends 21), Bless+1(ends 22), Resistance +1 (ends 15), Divine Favor +1/+1 (ends 16)
Grubber 10/10 AC 26 Crossbow

Rd 6:
Desmen: Guidance
Grubber: moves, casts Doom (somatic component = guidance not used for save bonus per Desmen tactics), Will +6+1 resistance = 24 vs DC 16, saves

Desmen 29/29 AC 17+4 on Pine, Shield+4 AC (ends 23), Magic Weapon+1(Bow, ends 21), Bless+1(ends 22), Resistance +1 (ends 15), Divine Favor +1/+1 (ends 16), Guidance (competence, enhancement, morale, luck = bonuses all stack, not with masterwork)
Grubber 10/10 AC 26 Crossbow
x.jpg

Rd 7:
Desmen:  tactics say ready to attack on sight and use guidance, but also goal is to be within 30’ – horse moves forward (difficult terrain) single move = within 30’, Desmen fires +8+3 (expends guidance; bless, divine favor;  enhancement doesn’t stack w/ masterwork) – hits for 5
Grubber: blindness Fort+8 vs DC17 – Fail!

Desmen 29/29 AC 17+4-5 on Pine, Blind (-5 AC), Shield+4 AC (ends 23), Magic Weapon+1(Bow, ends 21), Bless+1(ends 22), Resistance +1 (ends 15), Divine Favor +1/+1 (ends 16)
Grubber 5/10 AC 26 Crossbow, “total concealment” due to blindness 50% miss chance


Rd 8:
Desmen:  shoots at last known spot - +10, misses
Grubber:  moves position (unimportant where based on tactics), shoots (Desmen unable to ride for cover – can’t see attack coming) 24 vs AC 17+4-5 = hit, 1 damage

Desmen 28/29 AC 17+4-5 on Pine, Blind (-5 AC), Shield+4 AC (ends 23), Magic Weapon+1(Bow, ends 21), Bless+1(ends 22), Resistance +1 (ends 15), Divine Favor +1/+1 (ends 16)
Grubber 5/10 AC 26 Crossbow, “total concealment” due to blindness 50% miss chance

Rd 9:
Desmen:  Listen +8 vs MS +4, fails … will now ready for reactive listen pinpoint
Grubber:  shoots vs AC 15, miss
Desmen 28/29 AC 17+4-5 on Pine, Blind (-5 AC), Shield+4 AC (ends 23), Magic Weapon+1(Bow, ends 21), Bless+1(ends 22), Resistance +1 (ends 15), Divine Favor +1/+1 (ends 16)
Grubber 5/10 AC 26 Crossbow, “total concealment” due to blindness 50% miss chance

Rd 10:
Desmen:  Listen +8 vs MS +4, beats by 12, 10 (Pitlord note: I missed the “reactive listen” portion of the tactics here – Desmen should be making reactive listens vs. MS-20 for attacking with a weapon) – first Listen would Succeed, second d20 roll changed from Listen to Attack roll: Miss)
Grubber:  shoots vs AC 15, hits for 1
Desmen 27/29 AC 17+4-5 on Pine, Blind (-5 AC), Shield+4 AC (ends 23), Magic Weapon+1(Bow, ends 21), Bless+1(ends 22), Resistance +1 (ends 15), Divine Favor +1/+1 (ends 16)
Grubber 5/10 AC 26 Crossbow, “total concealment” due to blindness 50% miss chance

Rd 11:
Desmen:  Listen +8 vs MS +4, beats by 11, 0 (Pitlord note: I missed the “reactive listen” portion of the tactics here – Desmen should be making reactive listens vs. MS-20 for attacking with a weapon) – first Listen would Succeed, second d20 roll changed from Listen to Attack roll: Miss)

Grubber:  shoots vs AC 15, hits for 2
Desmen 25/29 AC 17+4-5 on Pine, Blind (-5 AC), Shield+4 AC (ends 23), Magic Weapon+1(Bow, ends 21), Bless+1(ends 22), Resistance +1 (ends 15), Divine Favor +1/+1 (ends 16)
Grubber 5/10 AC 26 Crossbow, “total concealment” due to blindness 50% miss chance

Rd 12:
Desmen:  Listen +8 vs MS +4, beats by 4, 2 (Pitlord note: I missed the “reactive listen” portion of the tactics here – Desmen should be making reactive listens vs. MS-20 for attacking with a weapon) – first Listen would Succeed, second d20 roll changed from Listen to Attack roll: Miss)

Grubber:  shoots vs AC 15, hits for 2
Desmen 23/29 AC 17+4-5 on Pine, Blind (-5 AC), Shield+4 AC (ends 23), Magic Weapon+1(Bow, ends 21), Bless+1(ends 22), Resistance +1 (ends 15), Divine Favor +1/+1 (ends 16)
Grubber 5/10 AC 26 Crossbow, “total concealment” due to blindness 50% miss chance

Rd 13:
Desmen:  Listen +8 vs MS +4, fail,fail (Pitlord note: I missed the “reactive listen” portion of the tactics here – Desmen should be making reactive listens vs. MS-20 for attacking with a weapon) – first Listen would Succeed, second d20 roll changed from Listen to Attack roll: Miss)

Grubber:  shoots vs AC 15, hits for 2
Desmen 23/29 AC 17+4-5 on Pine, Blind (-5 AC), Shield+4 AC (ends 23), Magic Weapon+1(Bow, ends 21), Bless+1(ends 22), Resistance +1 (ends 15), Divine Favor +1/+1 (ends 16)
Grubber 5/10 AC 26 Crossbow, “total concealment” due to blindness 50% miss chance

Rd 14:
Desmen: readies to shoot on reactive listen pinpoint
Grubber: shoots, triggers ready (Listen +8 vs MS +4-20 = beats by 16, does not pinpoint), critical hit for 3

Desmen 20/29 AC 17+4-5 on Pine, Blind (-5 AC), Shield+4 AC (ends 23), Magic Weapon+1(Bow, ends 21), Bless+1(ends 22), Resistance +1 (ends 15), Divine Favor +1/+1 (ends 16)
Grubber 5/10 AC 26 Crossbow, “total concealment” due to blindness 50% miss chance

Rd 15:
Desmen: readies to shoot on reactive listen pinpoint
Grubber: shoots, triggers ready (Listen +8 vs MS +4-20 = beats by 24, pinpoints: Desmen shoots +8+2 vs AC 26 + 50% miss chance – critical hit, doesn’t miss, max damage, kills Grubber


Rewards/Comments Show

Desmen Wins! (12.5% ally penalty) and gains 1050xp / 1050 gp
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used:  Scroll of Shield CL2, Bless CL2, 5 arrows
Spells or  Powerpoints Used: Divine Favor, Resistance, Guidance, Magic Weapon
Abilities Used: none
Free Activity: +76 gp profession

Grubber loses and gains  450xp / 450gp
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: 6 arrows
Spells or  Powerpoints Used: Doom
Abilities Used: Blindness
Free Activity: Guard

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3 years ago  ::  Apr 02, 2010 - 6:52AM #68
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Clarissa

Clarissa's tactics Show

Well, the simplest solution seems to be to just use Acid Arrow...

Start in back of square, a flask of alchemist's fire and scroll of reduce person in hand, Synch in an adjacent square.

First round, give the flask to Synch and cast reduce person on myself.

Next round, draw and cast a scroll of expeditious retreat on Synch.
Next round, single move out. If I see Laela, Acid Arrow her. If I don't, call out to cowardly Drow and ready to cast Acid Arrow on her on sight. Continue until I use my arrow. Synch should move to be adjacent  to me during this time.

The round following the one I cast Acid Arrow, draw the wand of Magic Missles. Use it for the rest of the match if Haela was hit by the arrow; if she wasn't, cast the one from memory first, then continue with the wand.
Synch should move closer with all speed and throw the fire when he gets to within 20'.

Thanks.



Laela Oblodra

Laela's tactics Show

Buff:

Designate Clarissa as my opponent for Dodge feat.

I start as close to the middle of the arena as possible.

Psicrystal next to me.

Movement

move towards the center; try to locate her using Listen or Spot if I don’t see her.

No Tumbling here.

Combat

1st Shoot as soon as I see her.

2nd Make a move and shoot. Repeat as long as she is too far for me to melee attack (farther than x2 move).

When he’s closer, keep to melee fighting. Follow him if he tries to gain distance.

Contingency

None

Notes

Everything from prefight actions must be done!

Use Autohypnosis when disabled or dying.

Zireael

P.S. Any questions?




The Fight Show

[Prefight Locations and Initiative]
Laela starts in area 1 at (31,55) with crossbow in hand. Initiative 9.
Clarissa starts in area 2 at (62,31) with a flask of alchemist's fire and a scroll of reduce person (CL2). Initiative 6.
-- Synch starts at (62,32).

[Round 1]
Laela moves to (31,49) and since she sees no one heads towards box 4. Partway there, she sees Clarissa in box 2 and changes direction toward her (29,45).
Clarissa hands the monkey the flask of alchemist's fire and begins casting Reduce Person from the scroll.

[Round 2]
Laela moves to (33,41) and shoots at Clarissa [170ft (-4), 8 vs AC15+4, miss]
Clarissa finishes casting reduce person and draws and casts a scroll of Expeditious Retreat - targetting Synch with it.

Map Show

x.jpg


[Round 3]
Laela moves to (38,39) and reloads.
Clarissa tells Synch to "ATTACK!" and casts Acid Arrow at Laela [10+2 vs AC13+1, miss]
Synch moves out to (41,39)

[Round 4]
Laela moves to (42,35) and fires [110ft (-2), 4 vs AC15+2, miss]
Clarissa casts Magic Missile from memory [10 vs SR12, fail] and draws her wand of Magic Missiles.
Synch moves to (41,33) and throws the alchemist's fire [16 vs AC13, hit; Dmg 1d6=6] and Laela is on fire and disabled.

Laela (42,35) 0/6, on fire (ends 5)
Clarissa (62,31) 15/15, Reduce Person (ends 22)
-- Synch (41,33) 7/7, Expeditious Retreat (ends 12)

[Round 5]
Laela reloads her crossbow.
[Alchemist's fire 1d6=6]




Fight Result and Summary Show

Clarissa wins and gains 900xp/900gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: Alchemist's fire, Scroll of Reduce Person (CL2), Scroll of Expeditious Retreat (CL1)
Spells or  Powerpoints Used: 3SLs (Acid Arrow, Magic Missile)
Abilities Used: none
Free Activity: Craft +66gp

Laela loses and gains 300xp/300gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 crossbow bolt (2 missed, 1 recovered)
Spells or  Powerpoints Used: none
Abilities Used: none
Free Activity: Guard


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3 years ago  ::  Apr 02, 2010 - 11:07AM #69
Quickslip
Date Joined: Jul 29, 2008
Posts: 877
Gulgar the Great
Tactics Show
Well, the small map and Gulgar's speed is just about perfect against a character like this. Hopefully I'll be able to take enough advantage to smash him into the ground.

Start off at the closest square to the center with my guisarme in hand. Immediately move out - clockwise if I don't have any other indication as to where Mohmat is.

When he is found, if he is invisible - find the mount and kill it. Once the mount is dead, wait for him to become visible and kill him.

Getting to that magical spot where he is 15ft away from me is the goal. At 15ft, he won't be able to 5ft step away to attack safely with his ranged attacks; if he goes closer - he'll be in range of my armor spikes.

If he grants me AoO from drawing non-weapons - sunder them on the granted AoO. If he grants me other AoO - just attack for damage.

If I am having a hard time hitting him, switch to my flail and sunder his bow. If he hasn't been using the bow - ready to attack on him manifesting.

Most other special attacks won't be used here. Kill is the goal - Gulgar wants him dead. You don't want to disappoint Gulgar!

Have fun running the fight!


Mohmat Iptomar
Tactics Show
Hi Quick, thanks for pitlording!

Haven't played Mo in quite a while, and Gulgar is tough - and ugh, pitch black and small map. Height of 15' is unfortunate too; there goes Wall Walking. Hmm, I'm honestly not sure I can win with this setup, and no buffing time, and that horrible disarming/sundering monster.

I'm guessing that to combat the Vigor + Share pain combo, he's going to grapple for subdual damage. If he doesn't, I'll feel dumb for not abusing the sharepain/vigor. But, given that, and the poor odds overall, lets go with this:

Start in far back corner of starting area, with horse in the far front corner, holding bow (to make him try to disarm/sunder it) and potion of invisibility

Rd 1: Invisibility, draw potion of darkvision
Rd 2: Darkvision, draw stone of dissolving weapon
Rd 3: DW on CI spiked gauntlet, suppress display; move at half speed or tumble to put distance between Gulgar and Mohmat if Gulgar is within melee (goal is 30' distance, but not at risk of making more noise)
Rd 4: 4pp + 2 wild surge + expend focus for Psionic shot Crystal Shard at Gulgar, use move action to regain psionic focus
Rd 5: repeat the above attack (if grappled, use one focus for concentration and one for psionic shot) (remember surging euophoria), move action to regain focus
Rd 6+ if at this point not grappled, use last PP + WS + PS for another crystal shard, move action to regain focus.

Then attack with:
Bow if available
Gauntlet w/ DW if bow unavailable or grappled


during buffing (1-3) be as silent as possible; if necessary half move or tumble away from him to continue buffing



Notes:
--Psicrystal is sighted, and uses active listening checks every round (unless it becomes capable of using "aid another")
--Please remember PBS +1/+1 and surging euphoria (most forgotten things, I think)
--Always share any beneficial spells w/ psicrystal
--Any round that Mohmat isn't focused and doesn't need his move action, please refocus.
--Expend focus if necessary for concentration checks
--Manifest defensively to avoid AoOs
--All expendables are available
--tumble as necessary to avoid AoOs - prefer to be shooting with bow than using other means of attacks
--If ever in melee, have horse participate
--If grappled: try to have horse attack him as well; attack with gauntlet for damage until one of us dies.



The Fight Show
Rolls

Gulgar wins initiative and starts in the front of entrance in box 2(29,31), Great Guisarme in hand.{Rita cackles}

Mohmat starts in back of box 4(1,1), bow and potion of invisibility in hand.(1, 31)
Barley starts at (3,4)

Round 1
Gulgar moves(21,28).
Mohmat drinks his invisibility and draws a potion of darkvision to clear his sight.
x.jpg

Gulgar 47/47 hp
Mohmat 37/37 hp, Invisibility(31)

Round 2
Gulgar moves(21,20).
Mohmat downs the darkvision brew and sees the world through new eyes. He draws a powerstone of dissolving weapon.
x.jpg

Gulgar 47/47 hp
Mohmat 37/37 hp, Invisibility(31), Darkvision(32)


Round 3
Gulgar moves(21,10).
Mohmat uses his stone and his gauntlets begin to bleed acid. (No auditory display, check irrelevant)
x.jpg

Gulgar 47/47 hp
Mohmat 37/37 hp, Invisibility(31), Darkvision(32), Dissolving Weapon(33)


Round 4
Gulgar checks the SE room, finds nothing, and goes to check the next area(21,7).
(Cunumdrum...Tactics dictate using attacks, but no opponent is near...moving silently would be my typical interpretation, but tactics also dictate using horse to help later, but there's no mention of ever having it move otherwise, so...interpretation:find opponent and attack; move back to start if possible without too much danger)
Mohmat, done with his preparations and wondering where Gulgar is, moves silently(7,2)
x.jpg

Gulgar 47/47 hp
Mohmat 37/37 hp, Invisibility(31), Darkvision(32), Dissolving Weapon(33)


Round 5
Gulagar moves(17,14).
Mohmat moves not-so-silently(12,3). Gulagar hears and has a good guess where Mohmat is. (Mohmat's Listen irrelevant, considering Gulgar's next movement.)
x.jpg

Gulgar 47/47 hp
Mohmat 37/37 hp, Invisibility(31), Darkvision(32), Dissolving Weapon(33)


Round 6

Gulagar moves(11,8).
Mohmat, target in sight, 5fts. back and shoots with psionic shot, auto-hitting his flat-footed mark hard and square(21 vs. AC 9, 35 dmg, Ennervation passed). He then regains focus.x.jpg

Gulgar 12/47 hp
Mohmat 37/37 hp, Invisibility(ended), Darkvision(32), Dissolving Weapon(33)


Round 7

Hit heavily, the giant attacks the pesky human.(21 vs. AC20, 15 damage)
Though hit only slightly by the attack, it was still an attack by a giant! Mohmat 5 fts. back, and shoots, auto-hitting for 33 damage, enough to down the giant.

Gulgar -21/47 hp
Mohmat 23/37 hp, Invisibility(ended), Darkvision(32), Dissolving Weapon(33)


The REAL Fight Show
Pertinent info: Show

Gulgar

d20s: 7, 17, 9
d6s: 2, 1

Mohmat

d20s: 9, 3, 11, 8, 17, 11
d6s: not listing all those numbers. >.> First shard does 35, second 33
first ennervation: passed


Gulgar wins initiative and starts in the front of entrance in box 2(25,26), Great Guisarme in hand.
Mohmat starts in back of box 4(2,2), bow and potion of invisibility in hand.
Barley starts at (5,6)

Round 1
Gulgar rushes towards the counterclockwise box, finds no wizard or horse, and rushes to the next.(17,10). (MS 7+1-5 vs. Listen 9+4-10 distance; Mohmat thinks he hears something approaching fast)
Mohmat drinks his invisibility and draws a potion of darkvision to clear his sight. (MS 3+3 vs. Listen 7+17-10 distance;
Gulgar places Mohmat somewhere in box 4)
x.jpg

Gulgar 47/47 hp
Mohmat 37/37 hp, Invisibility(31)


Round 2
Gulgar rushes towards the box, finds the horse but no Mohmat, and so attacks the hapless beast(9+12 vs. AC 14, (2+1+12)damage. (MS -12 vs. Listen 11+4; Mohmat pinpoints Gulgar's position, though he's still blind)
Mohmat downs the darkvision brew and sees Gulgar right where he thought he was. He draws a powerstone of dissolving weapon.(MS 8+3 vs. Listen 12) (Gulgar still believes Mohmat to be in this box, but doesn't pinpoint.)
x.jpg


Gulgar 47/47 hp
Mohmat 37/37 hp, Invisibility(31), Darkvision(32)


Round 3
Still not seeing Mohmat, Gulgar out and out kills the horse(20 vs. AC 14, 23 damage), and waits.
Mohmat uses his stone without it's display(17+14, passed) and his gauntlets begin to bleed acid. (MS 11+3, Gulgar's check irrelevant since he can't pinpoint vs. that roll)

Gulgar 47/47 hp
Mohmat 37/37 hp, Invisibility(31), Darkvision(32), Dissolving Weapon(33)

Round 4
Still not seeing or hearing Mohmat, Gulgar waits.
Mohmat moves to within 30' and shoots(23 vs. Flat-foooted Touch 9, damage 35, ennervation passed).
x.jpg

Gulgar 15/47 hp
Mohmat 37/37 hp, Invisibility(31), Darkvision(32), Dissolving Weapon(33)

Round 5
Target in sight, Gulgar moves closer and gives a mighty swing, but it hits only air.
Mohmat manifests defensively and shoots, downing the Giant(no crit miss, damage kills).


Fight Results/Summary/Comments Show

Mohmat wins and gains (2100 - 8.33%=)1925xp/2383gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none 
Items Used: Potion of Invisibility, Darkvision, and Powerstone of Dissolving Weapon
Powerpoints Used: 8 powerpoints
Free Activity: Guard

Gulgar loses, but gains (700 + 8.33%=)758xp/938gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none 
Items Used: none
Spells or Powerpoints Used: none
Free Activity: Guard

Notes: I somehow read Gulgar's Listen as +1 at first, so the first roll is off a bit.(read:alot)Didn't change anything, though.
Re-run, though those shards were still deadly.
I think everything else is right, though half my mind is elsewhere. Peck away, please.

@Eluria: Nice rolls. Not much else to say.
@Telin: Ouch. That first hit just about did you in by itself.


Nothing is ever only one person's fault.
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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  ::  Apr 06, 2010 - 4:00PM #70
Erithmu
  • Core Coliseum Elder
Date Joined: Sep 7, 2004
Posts: 2,664
Julgi Sting
Tactics Show

 


Original  Message:


From: Quickslip


Subject: Julgi vs. Mayluk


Sent: Mar 26, 10:52AM


Gah...Julgi really needs this win, but I didn't think to get  special arrows and he has stinking cloud...eh. I need luck here, since  the combination of of super-high AC + damage reduction makes just  sneak-attacking him seem a sub-par course. Let's try disarming and  playing keep away.


Ambush triggers. Mayluk will start in box 1, Julgi in box 4(6,35),  anti-toxin and potion of pro-evil in hand. For the ambush action,  stealthy-move to (9, 40) and hide with improved cover.


First round, drink the anti-toxin and potion. Next round, take out a  tanglefoot bag, and activate a tie of expeditous retreat. Next depends  on what's happening with Mayluk.


--If I can't see Mayluk, activate my cloak if it's not active and  keep hiding with improved cover.


--If I can see Mayluk and he's within move-attack range(or charging  range, if I can charge)...


----If he's wielding his bow, attempt to disarm it.


----If he's not, move to 30' away from him and throw the tanglefoot  bag.


After...


--If I've disarmed him but not bag'd him, tumble away 20' and throw  the bag at him.


 --If I've bag'd him, draw my bow and shoot at him with my bow while  tumbling away 30'. If he doesn't draw his bow, don't bother disarming  it, but if he does, attempt to do so.


--If he's neither disarmed nor bag'd and has his sword drawn, tumble  away 20' and throw bags at him.


--If he's neither disarmed nor bag'd and has his bow drawn, attempt  to disarm him of it.


--When expeditious retreat runs out, keep with the above tactics, but  accelerated tumble instead of just tumbling. If I bag him, use another  tie of expeditous retreat instead of attacking first chance I get.


Continue with the above tactics till I run out of bags to throw and  he's no longer entangled.


From here, attempt to draw him to the collection of pillars in the  center, tumble around them, hide, and ready with the bow for sneak  attack damage(hopefully his force screen is gone by now, at least).  Continue till death.


--If he ever throws a stinking cloud at me, cease other tactics and  just get out of the cloud. If I'm not nauseated, continue with the above  tactics outside the cloud, but if nauseated, just get 60' away each  turn.


Thanks.


Malyuk
Tactics Show


 


Original  Message:


From: Eluria


Subject: Tactics Julgi vs Malyuk


Sent: Mar 25, 03:54PM


Hi 'Rith - thanks for pitlording
Looks like Malyuk gets  ambushed by Julgi

I'm hoping DR, poison immunity, and FR protect  Malyuk from pretty much all of the little goblin's attacks here.

Start  kneeling, 29,55 or equivalent, holding potion of mage armor

Rd1:  Mage armor from potion

Try to engage - once he's spotted, shoot  him and move to close until melee.

--Preference is to get into  melee and claw/claw/bite Julgi

--If he is sniping, use stinking  cloud over best-guess as to where he is, with goal of driving him out  from cover -- if he's nauseated, close and melee.  
--After that,  ready action to "scare" him next time he pops out

Notes:
--If  trading arrows in ranged combat and can't make this a melee fight, try  shooting and single moving towards cover if can obtain cover within 2  moves, otherwise kneel and continue

--Once he damages Malyuk for  more than 5 hp, tap tattoo of Force Screen

Dretch protections:
--Damage  Reduction 5/cold iron or good
--Immunity to electricity and poison
--Resistance  to acid 10, cold 10, fire 10


The Fight Show
Rolls: Here

Init + Starting
20 Malyuk potion of MA Kneeling
13 Julgi starts w/ anti-toxin and potion of Pro. Evil

Ambush: Julgi moves out

x.jpg

Round 1
Malyuk quaffs potion and moves out
Julgi quaffs anti toxin

x.jpg

Round 2
Malyuk double moves and spots Julgi
Julgi quaffs potion and draws tanglefoot bag and 5ft steps to start to place some cover between the two

x.jpg

Round 3
Malyuk moves to break cover, draws bow and shoots (atk: 12 miss)
Julgi uses Tie of Expy Retreat and moves to cover

x.jpg

Round 4
Malyuk double moves closer
Julgi comes around the corner and goes for an unarmed disarm …
… AoO: (20! Confirm: 18 dmg: 9)
… Opposed Disarm (7 vs 7 fail) Pitlord note: Under Disarm rules it says beat the defender or fail the attempt. There are no rules for ties.

x.jpg

Round 5
Malyuk drops his bow and full attacks (Atks: 21, 26, 21 dmg: 10,8,6) Julgi goes down

Rewards/Comments Show
Malyuk wins and gains 1200xp/1200gp
Used: potion of mage Armor, 1 arrow

Julgi loses and gains 400xp/400gp
Used: anti-toxin, Potion of Pro. Evil, Tie of Expy Retreat

Comments:
@Quickslip: Malyuk is Lawful Neutral ...
@Eluria: See Prison

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