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
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?
[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]
[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]
[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]
[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]
[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.
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.
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...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.
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.
[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 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.
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.
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
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
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
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?
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}
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])
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.
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
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
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 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
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!)
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.
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).
Rd 2: Desmen: Bless, draws Scroll of shield Grubber: Moves
Rd 3: Desmen: Shield from scroll (ASF 10%), succeeds, draws bow Grubber: Hears something SE, Moves
Rd 4: Desmen: Resistance Grubber: Moves
Rd 5: Desmen: Divine Favor Grubber: Moves
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
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
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'.
[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.
[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]
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!
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.
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.
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.
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)
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) 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.)
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.
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)
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)
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.) 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).
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).
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. TemplateShow
For simplicity's sake:
Card Name [mc][/mc] Card Type - Subtype Text Flavor
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.
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
Init + Starting 20 Malyuk potion of MA Kneeling 13 Julgi starts w/ anti-toxin and potion of Pro. Evil
Ambush: Julgi moves out
Round 1 Malyuk quaffs potion and moves out Julgi quaffs anti toxin
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
Round 3 Malyuk moves to break cover, draws bow and shoots (atk: 12 miss) Julgi uses Tie of Expy Retreat and moves to cover
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. …
Round 5 Malyuk drops his bow and full attacks (Atks: 21, 26, 21 dmg: 10,8,6) Julgi goes down