BUFFING NOTE: If he’s ever seen, interrupt buffing cycle to drink PfE potion first, then continue buffing
Rd 4+: seek him out (Stelara psicrystal active listen check each round to locate him, then move after that)
When Delilah is found, engage
--If Delilah invisible, try to pinpoint with Stelara act first, active listen x2; then Scorpio move towards that, reactive listen, and shoot at best guess square with Dorje CS (no focus/psionic shot/etc)
--If Delilah visible at any point, whenever visible close to crystal shard range, and engage with 5pp+2WS+FocusPsionic Shot, then MaxRemainingPP+2WS shot, then Dorje CS until dead
Notes:
--remember PBS and Surging Euphoria
--rebuff FS from Dorje whenever expires
--if he hits with lightning, draw and use powerstone energy adaptation: elec
--if vigor expires/is used up, rebuff vigor 1pp+2WS
--don’t enervate ever; that’s a rule – you owe me good rolls after destroying Kyra’s entire 3FC last time J
--if PfE runs out and there are still summons, ignore them and try to get to Delilah CS range if Delilah is visible. If Delilah is invisible, and PfE has run out, and there are summons out, take total defense (always making sure FS is up, including renewing it the round before it would expire in this circumstance). (If can’t reach Delilah range to attack while there are summons out, take total defense until they are gone, while moving to better position – ie, deny LoS to Delilah, get cover, 5ft step to avoid flanking, etc)
--If out of Dorje / sundered / disarmed, engage w/ Alchemist Fires of Doom, then CI spiked gaunt
I have no clue how I'm going to get through this one. He's got decent offensive touch power - so I guess try to make that bad for him - and of course - psionic hole is bad for him if he wants to try his crystal shards on me.
Start at the default with a dose of drow poison and an arrow.
Round 1 - dose the arrow, draw my bow, move to a statue, hide Round 2 - shield of faith Round 3 - if Scorpio's in sight and in range, cast doom; otherwise cast divine favor and then ready to cast doom on sight
If doom works, cast spiritual weapon and start firing, using poisoned arrow first. If doom doesn't work - use 2nd doom (and recall and use it a third time if needed)
Try to keep cover from Scorpio as much as possible - dancing around statues if possible.
Round 0 Scorpio is first in square 1, then Delilah in square 2.
Round 1 Scorpio surges for vigor as Delilah poisons an arrow.
Scorpio 40/25 HP 22 FFAC Delilah 36/36 HP 18 AC
Round 2 Scorpio uses his dorje for force screen. Delilah casts shield of faith, and she is heard.
Scorpio 40/25 HP 25 FFAC Delilah 36/36 HP 20 AC
Round 3 Scorpio drinks his potion and shouts as he moves out. Delilah moves up and dooms Scorpio, but he resists.
Scorpio 40/25 HP 25 FFAC Delilah 36/36 HP 20 AC
Round 4 Scorpio closes, getting doomed by Delilah.
Scorpio 40/25 HP 25 FFAC Delilah 36/36 HP 20 AC
Round 5 Scorpio blasts a spray of crystals at Delilah, but he feels his energy drawn out of him as he does so. He uses all 10 of his remaining points and hi crystals go far off target. Delilah casts spiritual weapon, which misses Scorpio.
Scorpio 40/25 HP 25 FFAC Delilah 36/36 HP 20 AC
Round 6 Realizes his dorje won’t have the energy to overcome whatever black hole is sucking the power from him, he throws an alchemist’s fire, missing. Badly. Delilah nocks her poisoned arrow, but misses just barely, s does her spiritual weapon.
Scorpio 40/25 HP 25 FFAC Delilah 36/36 HP 20 AC
Round 7 Scorio strikes with the fire for 2 damage as Delilah misses.
Scorpio 40/25 HP 25 FFAC Delilah 34/36 HP 20 AC
Round 8 Delilah burns out as Scorpio reignites her, taking 5 from each. Delilah misses.
Scorpio 40/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 9 Scorpio’s last fire bruns out, doing 6 damage. Scorpio desperately closes in and punches Delilah. Delilah shoots again, but misses.
Scorpio 40/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 10 Scorpio again misses, but Delilah’s spiritual weapon strikes true before vanishing, doing 9 damage.
Scorpio 31/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 11 Misses all round. (note, the roler doesn't account for doom and sometimes misses some key things. Until round 55, all of Scorpio's rolls are -2)
Scorpio 31/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 12 Misses all round.
Scorpio 31/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 13 Misses all round.
Scorpio 31/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 14 Misses all round.
Scorpio 31/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 15 Misses all round.
Scorpio 31/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 16 Delilah hits, but only for 2
Scorpio 29/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 17 Deliah again strikes a graze for 2.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 18 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 19 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 20 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 21 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 22 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 23 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 24 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 25 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 26 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 27 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 28 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 24/36 HP 20 AC
Round 29 Scorpio finally lands a blow for 4 damage.
Scorpio 27/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 30 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 31 Misses all round.
Scorpio 27/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 32 Scorpio hits for 3 as his vigour actually runs out. It runs out before he takes damage for it to go away normally. Delilah takes his fallen vigour as a good reason to shoot him for 6 damage.
Scorpio 19/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 33 Misses all round
Scorpio 19/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 34 Delilah hits for another 7 damage.
Scorpio 12/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 35 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 36 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 37 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 38 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 39 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 40 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 41 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 42 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 20/36 HP 20 AC
Round 43 Scorpio punches Delilah again for 2 damage.
Scorpio 12/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 44 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 45 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 46 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 47 Delilah reaches for her quiver only to see she has no more arrows. She tosses her bow aside and pulls out her rapier. Realizing she needs a perfect blow to hit, she fights defensively.
Round 48 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 49 Misses all round
Scorpio 12/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 50 Delialah attacks, her rapier drawing blood. Poorly. Scorpio has a nasty paper-cut.
Scorpio 11/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 51 Misses all round
Scorpio 11/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 52 Misses all round
Scorpio 11/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 53 Misses all round
Scorpio 11/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 54 Misses all round
Scorpio 11/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 55 Misses all round
Scorpio 11/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 56 Misses all round
Scorpio 11/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 57 Misses all round
Scorpio 11/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 58 Misses all round
Scorpio 11/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 59 Delilah stabs in again, hitting Scorpio for 4 damage.
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 60 Misses all round
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 61 Misses all round
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 62 Misses all round
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 63 Misses all round
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 64 Misses all round
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 65 Misses all round
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 66 Misses all round
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 67 Misses all round
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 68 Misses all round
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 69 Misses all round
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 70 Misses all round
Scorpio 7/25 HP 25 FFAC Delilah 18/36 HP 20 AC
Round 71 Scorpio and Delilah both hit, but Delilah definetly gets in the stronger blow for 4 damage against Scorpio’s 1.
Scorpio 3/25 HP 25 FFAC Delilah 17/36 HP 20 AC
Round 72 Scorpio strikes again, this time for 3.
Scorpio 3/25 HP 25 FFAC Delilah 14/36 HP 20 AC
Round 73 Scorpio agains stirkes, hitting for 4.
Scorpio 3/25 HP 25 FFAC Delilah 10/36 HP 20 AC
Round 74 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 10/36 HP 20 AC
Round 75 Scorpio finishes his lucky streak with 3 more damage.
Scorpio 3/25 HP 25 FFAC Delilah 7/36 HP 20 AC
Round 76 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 7/36 HP 20 AC
Round 77 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 7/36 HP 20 AC
Round 78 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 7/36 HP 20 AC
Round 79 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 7/36 HP 20 AC
Round 80 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 7/36 HP 20 AC
Round 81 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 7/36 HP 20 AC
Round 82 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 7/36 HP 20 AC
Round 83 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 7/36 HP 20 AC
Round 84 Scorpio lands a lucky blow for 1.
Scorpio 3/25 HP 25 FFAC Delilah 6/36 HP 20 AC
Round 85 Scorpio lands a lucky blow for 2.
Scorpio 3/25 HP 25 FFAC Delilah 4/36 HP 20 AC
Round 86 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 4/36 HP 20 AC
Round 87 Scorpio lands yet another blow for 3.
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 88 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 89 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 90 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 91 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 92 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 93 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 94 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 95 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 96 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 97 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 98 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 99 Misses all round
Scorpio 3/25 HP 25 FFAC Delilah 1/36 HP 20 AC
Round 100 Scorpio lands a final blow, doing exactly 1 damage. Delilah stabs a final stab before fallin from the effort.
Alright, I need to speed up buffing because I'm sure I'll be being shot at.
Start at the default and with shield and powerstone of skate in hand. Manifest biofeedback, vigor 6, and offensive precogntition no matter what. Next, if my foe is closing, drop stone and draw hammer, otherwise use powerstone skate and move out and draw hammer.
Close on my foe as quickly as possible after buffing. Once close, kill Trillian first, using psionic weapon on him. One he is down or is absolutley blocked by Berri, kill Berri with hammer.
Use shield of heartening when vigor is gone.
If it would not provoke and I have a free move action, refresh psionic weapon. If Trillian is down and Berri is engaging in melee, 5' shift away, refresh focus, and ready to attack when he is in range again.
Okay, so i have 1 sorcerer spell left and 2 turn undead attempts. He's got a huge amount of HP to work with and is not going to slow down any time soon. I did hire Trillian - so hopefully her arrows will help a little.
Trillian should just attack all fight long with arrows until melee is joined. Then she should draw her sword and move to flank.
Berri will start with a scroll of bull's strength and a wand of shield (CL2) in hand. Buff with the wand, stow it, then bull's strength from scroll and finally shield of faith from scroll.
Then if Bray isn't on us yet, draw greatsword while moving and ready to cast ray of enfeeblement when Bray is in range.
After Ray of Enfeeblement, get into melee and attack with sword. Use divine might on the 2nd and 3rd melee attack (hoping that he doesn't go all defensive on me essentially).
Use luck reroll on any failed ASF or CL checks or if those all pass, on the first miss in a melee attack with divine might or on the first miss in a melee attack after all divine mights have been used.
If he's staying at range, go with ranged attacks with standard benefits (cover, kneeling, etc)
[Prefight locations and Initiative] Berri the Friendly starts in area C with scroll of Bull’s Strength and wand of shield in hand. Initiative 20. Bray starts in area B with shield and powerstone of skate in hand. Initiative 17. Trillian Tallbow starts with bow in hand. Initiative 13.
Berri the Friendly: (44,2) 35/35 HP, 19 AC Bray: (44,44) 54/54 HP, 22 AC Trillian Tallbow: (43,2) 17/17 HP, 19 AC
[Round 1] Berri the Friendly uses and stows the wand. Bray manifests Biofeedback. Trillian Tallbow shoots at Bray, but the arrow bounces off his armor.
Berri the Friendly: (44,2) 35/35 HP, 19+4 AC, shield ends 21 Bray: (44,44) 54/54 HP, 22 AC (DR 2), biofeedback ends 61 Trillian Tallbow: (43,2) 17/17 HP, 19 AC
[Round 2] Berri the Friendly casts Bull’s Strength from the scroll, and draws a scroll of Shield of Faith. Bray manifests Vigor. Trillian Tallbow shoots at Bray, but he raises his shield to block it.
Berri the Friendly: (44,2) 35/35 HP, 19+4 AC, shield ends 21, Bull’s Strength ends 32 Bray: (44,44) 84/54 HP, 22 AC (DR 2), biofeedback, vigor end 61+ Trillian Tallbow: (43,2) 17/17 HP, 19 AC
[Round 3] Berri the Friendly casts Shield of Faith and moves to 44,8 while drawing her sword. Bray manifests Offensive Precognition, drops his stone, and draws his hammer while moving to 43,36. . Trillian Tallbow moves up and shoots at Bray, hitting for 3 damage.
Berri the Friendly: (44,8) 35/35 HP, 19+4+2 AC, shield ends 21, Shield of Faith ends 23, Bull’s Strength ends 32 Bray: (43,36) 81/54 HP, 22 AC (DR 2), biofeedback, vigor, offensive precog end 61+ Trillian Tallbow: (43,8) 17/17 HP, 19 AC
[Round 4] Berri the Friendly moves to 44,14 and readies Ray of Enfeeblement. Bray runs to 42,9, and Berri shoots the ray at him as he passes by; he is weakened by 1 strength (no effect). Trillian Tallbow drops her bow, draws her sword, takes a step to the left, and swings at Bray, hitting for 4 damage.
Berri the Friendly: (44,8) 35/35 HP, 19+4+2 AC, shield ends 21, Shield of Faith ends 23, Bull’s Strength ends 32 Bray: (42,9) 77/54 HP, 22-2 AC (DR 2), biofeedback, vigor, offensive precog end 61+ Trillian Tallbow: (42,8) 17/17 HP, 19 AC
[Round 5] Berri the Friendly moves up to flank and swings at him; he hasn’t quite recovered from his run, and is unable to dodge the blow, which does 13 damage. Bray swings at Trillian, dealing a mighty blow for 16 damage. Trillian Tallbow attacks, but is unable to penetrate Bray’s armor.
Berri the Friendly: (44,8) 35/35 HP, 19+4+2 AC, shield ends 21, Shield of Faith ends 23, Bull’s Strength ends 32 Bray: (42,9) 64/54 HP, 22 AC (DR 2), biofeedback, vigor, offensive precog end 61+ Trillian Tallbow: (42,8) 1/17 HP, 19 AC
[Round 6] Berri the Friendly whispers a prayer to Yaristis and swings at Bray, hitting for 14 damage. Bray calls on his shield for strength, and swings at Trillian, hitting for 6 damage and knocking her out. (She eventually bleeds out). He then takes a step away and attempts (unsuccessfully) to regain psionic focus.
Berri the Friendly: (44,8) 35/35 HP, 19+4+2 AC, shield ends 21, Shield of Faith ends 23, Bull’s Strength ends 32 Bray: (42,9) 55/54 HP, 22 AC (DR 2), biofeedback, offensive precog end 61+ Trillian Tallbow: (42,8) -5/17 HP, 19 AC
[Round 7] Berri the Friendly steps up and swings at Bray, hitting for 21 damage. Bray swings at Berri, but merely dents her armor. He then steps away and regains psionic focus.
Berri the Friendly: (44,8) 35/35 HP, 19+4+2 AC, shield ends 21, Shield of Faith ends 23, Bull’s Strength ends 32 Bray: (42,9) 34/54 HP, 22 AC (DR 2), biofeedback, offensive precog end 61+ Trillian Tallbow: (42,8) -5/17 HP, 19 AC
[Round 8] Berri the Friendly steps up and swings at Bray, but the psychic warrior dodges the blow. Bray swings at Berri, but her shield protects her. He steps back to regain focus, but is unable to do so.
Berri the Friendly: (44,8) 35/35 HP, 19+4+2 AC, shield ends 21, Shield of Faith ends 23, Bull’s Strength ends 32 Bray: (42,9) 34/54 HP, 22 AC (DR 2), biofeedback, offensive precog end 61+ Trillian Tallbow: (42,8) -5/17 HP, 19 AC
[Round 9] Berri the Friendly steps up and swings at Bray yet again, but merely hits his armor. Bray swings at Berri, but again her armor protects her. He again fails to regain focus.
Berri the Friendly: (44,8) 35/35 HP, 19+4+2 AC, shield ends 21, Shield of Faith ends 23, Bull’s Strength ends 32 Bray: (42,9) 34/54 HP, 22 AC (DR 2), biofeedback, offensive precog end 61+ Trillian Tallbow: (42,8) -5/17 HP, 19 AC
{Switching to short form} Round 10: Berri hits for 15 damage (down to 19), Bray misses. Round 11: Berri hits for 11 damage (down to 4), Bray misses. Round 12: Berri hits for 16 damage, killing Bray. Fight Results and SummaryShow
Bray loses and gains 675xp/750gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: shield of heartening Spells or Powerpoints Used: 8pp Abilities Used: none Free Activity: none
Berri the Friendly wins and gains 1575xp/1750-200=1550gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: 1 charge wand of shield, scroll Bull’s Strength, 1 scroll Shield of Faith Spells or Powerpoints Used: 1 level 1 sorcerer Abilities Used: 2 turn undead, luck domain power Free Activity: Guard Home
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OK, well I have a few options here, but he's only going to need one or two solid hits to kill me and I only have 5PP this fight. The plan is to use Skate so he's never actually able to hit me.
Start in centre of box with Power Stones of Skate and Vigour in hand. Use Skate, then Vigour, then Force Screen from stones. Then, draw and load crossbow and draw another Stone of Skate. If foe is sighted in this time, take evasive action (flee, attempting to prevent charges) until we've buffed - Skate should let me stay away from him, but don't load crossbow if it will let him close to melee range. If he gets there and I will provoke from moving, Withdraw instead (my speed will be higher, so he won't be able to catch me).
If he's not seen yet, move out and seek him. If he has his bow out, take cover (ideally within AC charge range of him) and manifest a 1PP AC (Celerity if it needs it to reach in one round, INA otherwise), a 3PP Mind Thrust and a 1PP Mind Thrust, then shoot with bow.
I'm guessing though that he'll try to go melee. If this happens, get more than a double move away from him (and try to block straight-line attacks) and make a 1PP AC (INA) which should Charge him, then move away and ready to manifest Grease when he comes within range (or just manifest it if he's within range). After that, use Mind Thrust (3PP).
If all else fails, shoot and flee with the crossbow.
- Refresh Skate if needed. - Always try and stay out of charging range (unless he goes ranged). If we need to Withdraw or take extra moves, do, but obviously it will only be worth it with Skate active. - If he gets his bow out, always take cover if I can. - Expand focus if it will allow me to keep casting after taking damage, or to manifest defensively if it's necessary (the aim is to stay away from melee, of course). - If my second Skate runs out, just 5-step and shoot.
Luckily he looks vulnerable to ACs, Grease and Mind Thrust, but his HP is just too high to be sure of anything. Thanks!
here are the overly complex tactics.... note he has an 80ft double move, so he should be able to make these moves...
start as (31,8) If the foe is not in LOS, move first to (31, 23), then (40,30), then (39,45).with bow drawn. If oponent is in view attack with bow untill a third of the arrows are spent(ie. 12-13), moving to keep foe in LOS. If she summons ACs, ignore untill they are either blocking shots or they close to 60ft. If they get in the way but arn't within 60ft, move to a position with a clear shot. If they are in the way and It is imposible to get a clear shot, back off for either five rounds, or untill the constructs disolve, which ever is less time. When the bow is spent or she runs out of asteral constructs, store bow and draw falchion. close with her, and charge if posible. If at any time HP goes below 5, use rage and charge using over run to clear a path.
[Prefight Locations and Initiative] Amalia starts in area 1 at (31,58) with a powerstone of Skate (ML1) and a powerstone of vigor (ML1) in hand. Initiative 9 Garta'k starts in area 2 at (55,31) with bow in hand. Initiative 21
[Round 1] Garta'k moves out, quickly spotting Amalia and moves to (48,34) and fires an arrow [155ft (-2), 5 vs AC17+4, miss] Amalia manifests skate from the stone and draws a powerstone of force screen and takes a 5ft step to (30,59)
[Round 2] Garta'k moves to (42,38) and fires an arrow [135ft (-2), 14 vs AC17+4, miss] Amalia manifests vigor from the powerstone and moves to (21,59), drawing a crossbow along the way.
[Round 3] Garta'k moves to (36,43) and fires an arrow [115ft (-2), 14 vs AC17, miss] Amalia manifests force screen from the powerstone and loads the crossbow.
[Round 4] Garta'k moves to (32,44) and fires an arrow [100ft (0), 22 vs AC17+4, hit; Dmg 1d8+4=7] Amalia moves to (21,55) and starts manifesting astral construct.
[Round 5] Garta'k moves to (26,40) and fires an arrow [12 vs AC17+4+4, miss] Amalia picks improved natural attack for the construct and places it at (22,49). It charges at Garta'k [14 vs AC16, miss] Amalia moves to (20,49)
[Round 6] Garta'k shifts to (27,41) and fires an arrow [20 vs AC17+4+4, miss] Astral Construct shifts to (26,40) and attacks [10 vs AC16, miss] Amalia moves to (25,46) and manifests a 3pp Mind Thrust [Will 21 vs DC15+1, success]
[Round 7] Garta'k shifts to (28,42) and fires an arrow [13 vs AC17+4+4, miss] Astral Construct shifts to (27,42) and attacks [4! vs AC16, miss] Amalia manifests a 1pp Mind Thrust [Will 12 vs DC15, fail; Dmg 1d10=2] and moves to (20,49)
[Round 8] Garta'k shifts to (29,43) and fires an arrow [11 vs AC17+4+4, miss] [Astral construct ends] Amalia moves to (19,46) and fires her crossbow [5! vs AC16, miss]
[Round 9] Garta'k moves to (21,43) and fires an arrow [10 vs AC17+4+4, miss] Amalia moves to (17,52) and reloads
[Round 10] Garta'k moves to (21,51) and fires an arrow [9 vs AC17+4, miss] Amalia fires [24! (11-not confirmed) vs AC16, hit; Dmg 1d8=3] and moves to (11,47)
[Round 11] Garta'k moves to (13,50) and fires an arrow [13 vs AC17+4+4, miss] [Skate ends] Amalia draws a powerstone of skate (ML1) and moves to (10,41)
[Round 12] Garta'k shifts to (12,49) and fires an arrow [9 vs AC17+4, miss] and stows his bow. Amalia manifests skate from the powerstone and moves to (9,32)
Amalia loses and gains 300xp +18% = 354xp / 354gp Time Between Fights: 6 hours Ongoing Effects: none Items Used: 2 Powerstones of Skate (ML1), Powerstone of Vigor (ML1), Powerstone of Force Screen (ML1), 7 bolts (4 hits, 6 misses, 3 recovered) Spells/PP Used: 5pps (Astral Construct (1), Mind Thrust (3, 1)) x/day Abilities Used: none Free Activity: Gather Information (Ring of Concentration +1)
@The_Fred - While 45ft vs 40ft speed will eventually win out - it takes a long time. With only 10 rounds at a time of skate - it wasn't going to work out unless you had a decent amount of damage dealt already (which unfortunately for you - you didn't).
@both - Rereading this - I think Garta'k probably should have used overrun at some point as well, but since he won, I won't worry about it. I just forgot while I was running that he had that option.
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Let’s hope Dennerell can give Bilgly another loss here.
Too bad he has a backup bow, or I may try to just destroy/disarm bow… which is still not a terrible idea, because with 29 hp, even a 5d10 mindthrust is not a great bet to take him down in one hit, and with that hiding and CLW wand he may be able to heal up from that.
Sorry for the complexity of tactics - the main idea is ACs walk in front and around, try to find Bilgly, engage with MindThrust and hope he dies.
General plan: flush him out with ACs, use direct damage to kill.
Mind Thrust Bilgly whenever he is able to be mind thrusted – this is priority
Note: Dennerell while seeking should basically always have an AC preceeding him into whatever area he’s searching. Note that starting in Round 3, I will be actively seeking out Bilgly and trying to engage constantly, and thus do not feel I should be subject to a delay penalty. While this searching method is slow, it is important to have multiple ACs out given Bilgly’s greater speed, to have a chance at finding him, flushing him out, and having Dennerell get to mind thrust.
Whenever any AC finds Bilgly, they are to shout maniacally as loudly as possible and call for all others to come.
Start in back center, holding dorje AC and stone of EM
Rd 1: Vigor 2pp
Rd 2: FS
Rd 3: move out and seek.
Seeking (start w/ center, then other starting boxes)
Central area first:
Move to front center of starting area. Use Dorje AC for AC w/ celerity. Send it in front of me to the central zone. It is always moving first, so about 20-40ft in front of Dennerell.
When it gets to the central zone, Dennerell will manifest another AC w/ celerity – this one should go clockwise around the very centermost area. Then he will manifest a third AC w/ celerity – this one will go counterclockwise through the centermost area. Dennerell will follow this third AC into the central zone (I’m aware the first one will have expired by now and there will only be 2 active –that’s fine)
After that third AC is manifested, Dennerell should single move around the outside of the central zone and ready to Mind Thrust Bilgly on sight.
Should take 3 uses dorje AC to search central area in this fashion.
From this central area, go around and search the starting areas for Bilgly.
Other starting boxes:
Walk out single move from center zone, manifest AC – try to position them just beyond the front of the starting area, so they can see both “front left and right corner” and then have them move back through the starting area so they can see behind the little squares). As AC moves through from front to back of starting area, Dennerell will move diagonally towards the back corner of that area (ie, AC starts in front left of starting area, and moves to back left; Dennerell instead cuts a diagonal towards backright). After a single move, Dennerell will manifest another AC as well, as far back / surrounding that starting box as possible. Thus it should always take 2 ACs to search each potential starting area.
After second AC is manifested per starting area, Dennerell will single move and ready to Mind Thrust Bilgly on sight.
If Bilgly hasn't been found in center or all starting areas, I'd imagine there was a delay penalty already. I don't know how else to try to force engagement.
Engage:
Whenever Bilgly is seen:
--If within range for Mind thrust, do so (Mind Thrust for 5pp (expend focus for overchannel, talented)
--If not within range for Mind thrust, but Wand of CLW is seen/targetable, target that with sonic energy missile
--If Bilgly was found by an AC but I don’t know exactly where he is (like, say, one is searching the central area and I don’t have LoS to it) move towards that place and manifest ACs to assist
--If none of those are possible, drop prone and manifest ACs from Dorje – always with Celerity, positioned so on either side of Bilgly, with goal of closing, flanking, engaging.
**If at any point Bilgly is seen – Dennerell must engage; if Bilgly within range for Mind Thrust, that takes priority, and he should Mind Thrust for 5pp (expend focus for overchannel, talented)**
Notes:
--if unfocused and has no other actions to do, may as well regain focus. But this is low priority.
--if Bilgly is seen holding wand, or if wand is otherwise targetable in any situation (the only thing that takes priority is if Bilgly is in mind thrust range, that should always come first), use powerstone of energy missile for sonic energy missile at the wand to sunder it
--Bilgly is a tough nut to crack – I am ok using every single Dorje Charge to try to flush him out, get lucky, wound/injury/hurt him, break his hiding, and whether I win or lose will be happy. Do not hold back on Dorje charges.
-- after first mind thrust, with 2pp vigor 1pp FS, 5pp first mind thrust, I should have only 3pp left – next opportunity to hit Bilgly, hit him with a 3pp mind thrust.
--if I have gotten to use both 5pp mind thrust AND 3pp mind thrust, continue to hunt and engage with ACs as noted. If I use 10 more charges of Dorje after using up my pps, and Bilgly is still alive, forfeit.
Bilgly has lost exactly one fight so far, and it looks like it's time for a rematch. Let's try something different this time.
Begin in a front corner of my box, with stones of inertial armor and skate in hand. Declare dodge against Denerell unless otherwise noted. First use the stone of inertial armor and move toward the back (keep to cover as much as possible), then use the stone of skate and move while drawing my bow. Begin moving in search of Denerell (keeping to cover as much as feasible); note that I get +2 spot against elves.
Once he's sighted, if he's within 65' feet or a construct is within attack range, move away. Otherwise, shoot with psionic shot; shooting from hiding is preferable but not mandatory. Then move away, regain psionic focus, and repeat. In general, shoot from further away if feasible, and at all costs avoid coming within mind thrust/entangling ectoplasm range (or ending my turn within move+MT/EE range).
It may happen that I cannot move to avoid all attacks by constructs and stay out of range of his close-range abilities and avoid a 10-round penalty. If there's been no interaction for 7 rounds, regain psionic focus even if it means being attacked by a construct, and then take a shot at him to avoid the penalty; if it's round 9 or later, take the shot even without Psionic Shot and even if I have to target a construct. If the 10-round penalty is not an issue but I'm cornered by constructs, simply move to get attacked by as few 2nd-level constructs as possible (and as few 1st-level constructs as possible within that restriction), and declare dodge against the strongest construct around.
I likely will take damage from constructs and possibly Concussion Blast. Use my wand to heal it while moving away. If I'm keeping sufficiently far from Denerell the constructs should use a turn or two of their existence just reaching me, and that should help not be attacked too often while I pick away at his hit points with psionic shot.
Round 1 Dennerell uses vigor as Bilgly uses inertial armour.
Dennerell 21/11 HP 17AC Bilgly 29/29 HP 23 AC
Round 2 Dennerell buffs force screen as Bilgly uses skate and moves out.
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 3 Bilgly moves, a giant bird flying from the audience, blocking his view of Dennerell until too late! He tries to retrea,t but Dennerell gets in and blasts his mind. Unfrtunatley, it is a weak blast for only 18 damage.
Dennerell 21/11 HP 21AC Bilgly 11/29 HP 23 AC
Round 4 Bilgy flees, healing. Dennerell makes constructs.
Dennerell 21/11 HP 21AC Bilgly 15/29 HP 23 AC
Round 5 More of the same.
Dennerell 21/11 HP 21AC Bilgly 22/29 HP 23 AC
Round 6 More.
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 7 More
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 8 More
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 9 Again.
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 10 And again.
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 11 Dennerel drops prone at cover to keep making constructs.
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 12 More.
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 13 Bilgly desperately fires an arrow, but it misses. He flees more.
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 14 Dennerell gets up, creating more constructs. More running away.
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 15 More running.
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 16 More fleeing, but now Dennerel has taken to hiking up his robes and running to catch him with his constructs to force confrontation.
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 17 Again.
Dennerell 21/11 HP 21AC Bilgly 29/29 HP 23 AC
Round 18 A construct gets a lucky blow in for 4.
Dennerell 21/11 HP 21AC Bilgly 25/29 HP 23 AC
Round 19 More running as the last construct vanishes.
Dennerell 21/11 HP 21AC Bilgly 25/29 HP 23 AC
Round 20 More moving. Bilgly is trying to regain focus to avoid delay.
Dennerell 21/11 HP 21AC Bilgly 25/29 HP 23 AC
Round 21 Bilgy finally gets focus back at the last minute.
Dennerell 21/11 HP 21AC Bilgly 25/29 HP 23 AC
Round 22 Bilgy turns about and fires off a desperate arrow. It strikes in, but Dennerell is able to catch Bilgly. He blasts his mind one more time, but as he sees him still standing with no more offensive power, he tosses his dorje down and just leaves.
Ok, it seems that grappling never loses.... We'll try that.
Start in the front center with a potion of mage armour in hand. Drink it and move out, taking total defense each round. Once he is seen, position myself so he cannot charge. Once he comes into 80' range, close and grapple. Avoiding his charge is 1st priority. When I attack, grapple and flurry grapple to kill. 1d8+4 twice a round should be quick.
If he is enlarged, my grapple check is still better.
Priority is to avoid his charge. Since I am as fast as his horse, he should have trouble setting up for a charge where I cannot just charge him to avoid.
Once closes, grappling for damage is all that matters.
Start at the front center of my starting area, mounted on Night with wand of divine favor and lance in hand.
Round 1- Defensive Precognition PLA, move out Round 2- Divine favor from wand, move out
From here on - if I can charge - do so. If I can move and attack - do so. If I am already in melee - attack. If I can't attack and he's using his bow, close the distance and get to cover if possible.
On the first melee attack, use my focus for psionic weapon. After that - just keep attacking.
Ven goes first in area 1 with Potion of Mage Armour in hand, La-ura in area 2 mounted on Night and armed with her lance and Wand of Divine Favour. [Initiative 6+4 vs 1+1]
Round 1 They see each other immediately. Ven drink his potion [+4 AC, ends 601] and moves out. La-ura manifests Defensive Precognition [+1 AC and saves, ends 21] and moves to meet him.
Round 2 Ven takes total defence and moves to (36,45) where he can take cover behind a rock, preventing La-ura's Charge. La-ura uses her wand [+1 AB and damage, ends 12] and moves closer.
Round 3 Ven runs at La-ura, but her lance catches him with all her physical and mental strength behind it. [AoO: 16+6+1=23 vs AC 18+4; hit. La-ura expends focus. Damage: 12. Ven is on 13/25]. Ven is winded, but he whirls around and grabs hold of La-ura [attack: 16+7=23 vs tAC 11+1], but she shrugs him off [5+11=16 vs 13+5; grapple opposed]. Ven is inside La-ura's lance, so she steps Night back and thrusts at him, but misses [attack: 11+6+1=18 vs AC18+4; miss].
[Pitlord note: Forgot to ride for cover, but Ven didn't establish so it doesn't matter]
Round 4 Ven steps around La-ura's lance and reaches for her again. He grabs her, but once again she breaks his grip [attack: 20!+7 vs tAC 11+1; hit. Grapple: 10+11=21 vs 20+5=25; opposed]. Night dances back and La-ura attacks again [miss].
[Pitlord note: Also forgot +1 AB from higher ground, but it wouldn't have made the difference]
Round 5 Ven grabs again, and this time establishes a lock [damage 3+4=7; La-ura is on 12/19]. La-ura tries to shake him off, but to no avail.
Round 6 [Pitlord note: I don't actually see it saying anywhere that you can flurry grapple, only flurry attack with an unarmed strike which would suffer a -4 penalty. However I've seen this happen in other fights so I presume it's accepted]
Ven flurry-grapples [12+11-2=21 vs 1+5=6; success, damage 5+4=8, 16+11-2=25 vs 18+5=23; success, damage 3+4=7]. La-ura writhes, Ven twists, and the audience hear a sickening crack as La-ura passes out.
Ven wins and gains 1350xp and 1350gp Time Between Fights: 5 hour Prebuffs/Ongoing Effects: None Items Used: 1 Potion of Mage Armour Spells or Powerpoints Used:None Abilities Used: None Free Activity: Guard
La-ura loses and gains 426xp and 426gp Time Between Fights: 5 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge Wand of Divine Favour Spells or Powerpoints Used:None Abilities Used: Defensive Precognition PLA Free Activity: Guard
Well, I learned last week how tough it is to burn through a Barbarian's HP, but we'll see if Anjin can't pull something out of the bag.
Start in the centre of my box with Power Stone of Inertial Armour in hand. Use it, then draw and use my Dorje of Biofeedback. Then, draw kusari-gama, manifest a 2PP Vigour, and move out.
When the foe is sighted, engage if he has his bow out (use cover en route if I can). Otherwise, ready an action to trip when he gets adjacent and let him come to me (with my 10ft reach I should be able to take an AoO as he moves from 10ft to 5ft, then use my ready when he gets to 5ft). He's strong, but my odds are still good. After that, keep tripping each turn until he's down. If at any time he doesn't have a ranged weapon out and is 10ft away, attack then 5ft-step back so he has to provoke next turn (I don't imagine this will happen, though, unless he can't quite reach me in one move). If I get to below 10hp and we are engaged in melee, start bashing with the shield since I'll probably need to down him quickly to win.
If it becomes apparant that he's using his greater speed to hit-and-run with his bow, take cover, drop kusari-gama, draw and use Power Stone of Skate, then pick up kusari-gama and continue.
I think that's everything. Even with Biofeedback he's likely to do more damage than me but I should be able to trip him more times than not, which might tip things in my favour.
Gar'tek: start in any box, near cover with bow drawn. call out and begin to circle the outer edge of the arena, stoping if target is found. try to keep ditance with foe, shooting arrows as posible, and keeping to cover if posible. If either melee combat is forced, or he runs out of arows, drop bow, draw sword, and rage. then charge and attack. then try to break off and charge again. if nocked prone, stand.
[Prefight Locations and Initiative] Anjin starts in area 1 at (31,58) with a powerstone of inertial armor (ML1) in hand. Initiative 13 Garta'k starts in area 4 at (8,28) with bow in hand. Initiative 22
[Round 1] Garta'k calls out "Come here you yellow-bellied son of an ogress!" and moves to (8,21), spotting Anjin. Despite the distance and cover, he shoots an arrow [235ft (-4), 15 vs AC12+4, miss] Anjin uses the stone and draws his dorje of biofeedback while moving to (28,55)
[Round 2] Garta'k readies to fire on sight. Anjin uses the dorje and draws his kusari-gama
[Round 3] Garta'k readies Anjin manifests a 2pp Vigor and moves to (28,50), triggering Garta'k's ready [215ft (-2), 4! vs AC13+4+4, miss]
[Round 4] Garta'k fires another arrow [195ft (-2), 16 vs AC13+4+4, miss] Anjin double moves to (27,38)
[Round 7] Garta'k fires an arrow [12 vs AC13+4, miss] and moves to (3,29) Anjin moves to (4,29)
[Round 8] Garta'k drops his bow, draws his sword, rages and attacks [23 vs AC13+4, hit; Dmg 2d4+7+3=16-2] Anjin tries to trip Garta'k [11 vs AC12-2, hit; Opposed 29 vs 15, success; Follow up 22 vs AC16-2-4, hit; Dmg 1d8+4=10]
[Round 9] Garta'k stands, drawing an AoO [25 vs AC16-2-4, hit; Dmg 1d8+4=10] and attacks [11! vs AC13+4, miss] Anjin tries to trip Garta'k [10 vs AC12-2, hit; Opposed 15 (+) vs 15 (-), success; Follow up 12 vs AC16-2-4, hit; Dmg 1d8+4=7]
[Round 10] Garta'k stands, drawing an AoO [14 vs AC16-2-4, hit; Dmg 1d8+4=6] and attacks [28! (17-confirmed) vs AC13+4, hit; Dmg 4d4+14+6=17+14-2] and Anjin dies instantly.
I have no clue how to handle this insolent fool...
Start off at default with Turon and Smee and Blog adjacent with a scroll of fly in hand. All skeletons will have their bows out. Note that Vallgar has Mage armor as a prebuff
Round 1- cast fly from the scroll on Turon; Turon and Smee and Blog ascend above the roof lines to be able to see around. They will shoot arrows at anyone in sight. Round 2- cast alter self from memory to turn into a troglodyte. Draw a scroll of dispel magic Round 3- cast shield from memory. Round 4- activate lesser winged boots, ascend next to allies. Round 5- cast spectral hand from memory Round 6- move out as a group - ready to cast ghoul touch to touch Qwuibbik through the hand once he is in range.
Target priorities for the skeletons are a) yeth hound b) an injured skeleton c) an uninjured skeleton or d) Qwuibbik. The one override to this is if Qwuibbik succumbs to Ghoul touch - in which case, he becomes a priority immediately.
If Vallgar is interrupted, the skeletons should move to break the possibility of Qwuibbikes/dives. Once Vallgar gets to round 5, if Qwuibbik is not in sight, but a skeleton is in range of the spectral hand, use shocking grasp to touch an injured skeleton/uninjured skeleton. Use a second one if needed and magic missile after that.
Once one ghoul touch has been used, if it is successful - everyone should make a break for Qwuibbik to CDG. He won't be able to order the yeth hound to fly away - so that will help.
If Ghoul touch doesn't work the first time, use it a second time. If that doesn't work, use the dispel magic scroll and then use any shocking grasps/chill touch/magic missile/vampiric touch I have, recalling as needed.
Once skeletons get to melee, they can drop bows, draw swords and attack. From there - they will always attack in melee.
Goals: Buff, hope to not be dispelled too badly and then hope hold person+OMs wins it, otherwise chip away and hope for the best. In the unlikely event of a long drawn out fight means CLW wand will let Qwuib outlast.
His beautiful undead, glorious corpses fueled by the powers of the Beyond, almost makes one wish he were a more compelling and charismatic little goblin priest and could turn with some more oomph.
Start in default area, Ogre Mages diagonally on either side closer to center, mounted on Yeth, holding wand of divine favor.
Rd 1: Freedom of movement, single move up (all)
Rd 2: Shield of Faith, (try to get OMs to ~35ft height, Yeth to ~20ft height)
Rd 3: Entropic Shield
Rd 4: Resist Energy: Elec
Rd 5: Divine Favor from wand, stow
Rd 6: Produce Flame: Cold, stow
Buffing note: if enemy detected, interrupt buffing after Entropic Shield (but do get that up); move away using flight / buildings for cover to get through at least those first 3 buffs.
After buffing (or if interrupted), engage as follows:
--Ogre Mages delay until just after Qwuibbik
--Qwuibbik casts Hold Person at Vallgar; if held, Ogre Mages dive/Qwuibbike for damage and CdG next round. From this point on, OgreMages engage Vallgar nonstop as much as possible, ideally flanking. (Ogre Mage attack Vallgar whenever possible, even if doing so draws AoOs, etc; if can’t get to him/can’t find him, priorities are teaming up on Djinn, then Turon)
--Next, engage with Doom vs Vallgar, then ranged attacks (bow if Vallgar is a human, produce flames if Vallgar is a Trog/not human form; note BAB grants 2 attacks)
--If Vallgar is in melee, drop Dismissal for Inflict and hit him x1
[Prefight locations and Initiative] Blog starts with bow in hand. Initiative 27. Smee starts with bow in hand. Initiative 25. Turon starts with bow in hand. Initiative 15. Ogre 2 starts with masterwork greatsword in hand. Initiative 14. Ogre 1 starts with greatsword +1 in hand. Initiative 11. Vallgar the Unhinged starts in area 2 with scroll of fly in hand. Initiative 10. Qwuibbik starts in area 3 with wand of divine favor in hand. Initiative 9.
Vallgar the Unhinged: (62,63) 37/37 HP, 13+4 AC Qwuibbik: (63,2) 47/47 HP, 26 AC Blog: (63,62) 45/45 HP, 19 AC Smee: (63,64) 45/45 HP, 19 AC Turon: (62,62) 52/52 HP, 25 AC Ogre 2: (63,4) 42/42 HP, 17 AC Ogre 1: (61,2) 42/42 HP, 17 AC Yeth Hound: 22/22 HP, 18 AC
[Round 1] Blog ascends to 20’ but doesn’t see anyone. Smee ascends to 20’ but doesn’t see anyone. Turon waits for his master. Ogre 2 flies up 20’. Ogre 1 flies up 20’. Vallgar the Unhinged casts Fly on Turon. Turon flies up to 20’, but due to the tower still doesn’t see anyone. Qwuibbik casts Freedom of Movement and has his mount fly up 20’.
Vallgar the Unhinged: (62,63) 37/37 HP, 13+4 AC Qwuibbik: (63,2, 20&rsquo 47/47 HP, 26 AC, Freedom of Movement ends long Blog: (63,62, 20) 45/45 HP, 19 AC Smee: (63,64, 20&rsquo 45/45 HP, 19 AC Turon: (62,62,20&rsquo 52/52 HP, 25 AC, fly ends 51 Ogre 2: (63,4, 20&rsquo 42/42 HP, 17 AC Ogre 1: (61,2, 20&rsquo 42/42 HP, 17 AC Yeth Hound: 22/22 HP, 18 AC
[Round 2] Blog awaits action. Smee awaits action. Ogre 2 flies up 10’; any more and it would be hitting the "ceiling". It is seen by Blog and Smee, but the tower blocks it from Turon’s sight Ogre 1 flies up 10’, and is seen by Blog and Smee. Vallgar the Unhinged casts Alter Self and draws a scroll of Dispel Magic. Turon awaits action. Qwuibbik casts Shield of Faith.
Vallgar the Unhinged: (62,63) 37/37 HP, 13+4+6 AC Qwuibbik: (63,2, 20&rsquo 47/47 HP, 26+2 AC, Freedom of Movement ends long, Shield of Faith ends 82 Blog: (63,62, 20&rsquo 45/45 HP, 19 AC Smee: (63,64, 20&rsquo 45/45 HP, 19 AC Turon: (62,62, 20&rsquo 52/52 HP, 25 AC, fly ends 51 Ogre 2: (63,4, 30&rsquo 42/42 HP, 17 AC Ogre 1: (61,2, 30&rsquo 42/42 HP, 17 AC Yeth Hound: 22/22 HP, 18 AC
[Round 3] Blog fires at Ogre 2, but the arrow bounces off its armor. Smee fires at Ogre 2, and hits for 5 damage. Ogre 2 waits. Ogre 1 waits. Vallgar the Unhinged casts Shield and orders Turon up. Turon flies up 15’, sees the ogres, and fires at Ogre 2, but merely dents its armor. Qwuibbik casts Entropic Shield.
Vallgar the Unhinged: (62,63) 37/37 HP, 13+4+6+4 AC, shield ends 83 Qwuibbik: (63,2, 20&rsquo 47/47 HP, 26+2 AC, Freedom of Movement ends long, Shield of Faith ends 82, Entropic Shield ends 83 Blog: (63,62, 20&rsquo 45/45 HP, 19 AC Smee: (63,64, 20&rsquo 45/45 HP, 19 AC Turon: (62,62, 35&rsquo 52/52 HP, 25 AC, fly ends 51 Ogre 2: (63,4, 30&rsquo 37/42 HP, 17 AC Ogre 1: (61,2, 30&rsquo 42/42 HP, 17 AC Yeth Hound: 22/22 HP, 18 AC
[Round 4] Blog fires at Ogre 2, hitting for 5 damage. Smee fires at Ogre 2, but only dents its armor. Ogre 2 waits for its master. Ogre 1 waits for its master. Vallgar the Unhinged activates his winged boots and ascends to 30’. Turon shoots at Ogre 2, but again the skeleton’s armor protects it. Qwuibbik moves to 58,24, where he sees Vallgar and is seen by the skeletons, so he orders the skeletons to make all haste toward Vallgar so they will be able to take action on his spell. Ogre 2 runs to 56,32. Ogre 1 runs to 55,30.
Vallgar the Unhinged: (62,63, 30&rsquo 37/37 HP, 13+4+6+4 AC, shield ends 83, fly ends 54 Qwuibbik: (58,24, 20&rsquo 47/47 HP, 26+2 AC, Freedom of Movement ends long, Shield of Faith ends 82, Entropic Shield ends 83 Blog: (63,62, 20&rsquo 45/45 HP, 19 AC Smee: (63,64, 20&rsquo 45/45 HP, 19 AC Turon: (62,62, 35&rsquo 52/52 HP, 25 AC, fly ends 51 Ogre 2: (56,32, 30&rsquo 32/42 HP, 17 AC Ogre 1: (55,30, 30&rsquo 42/42 HP, 17 AC Yeth Hound: 22/22 HP, 18 AC
[Round 5] Blog fires at the Yeth Hound, but misses. Smee fires at the Yeth Hound, but its target dodges. Vallgar the Unhinged casts Spectral Hand. Turon shoots at the Yeth Hound, but the arrow bounces off a bone. Qwuibbik moves to 58,30 and casts Hold Person on Vallgar. Vallgar is held. Ogre 2 runs to 61,61. Ogre 1 runs to 59,60.
Vallgar the Unhinged: (62,63, 30&rsquo 35/37 HP, 13+4+6+4 AC, shield ends 83, fly ends 54, Spectral Hand ends 85 Qwuibbik: (58,24, 20&rsquo 47/47 HP, 26+2 AC, Freedom of Movement ends long, Shield of Faith ends 82, Entropic Shield ends 83 Blog: (63,62, 20&rsquo 45/45 HP, 19 AC Smee: (63,64, 20&rsquo 45/45 HP, 19 AC Turon: (62,62, 35&rsquo 52/52 HP, 25 AC, fly ends 51 Ogre 2: (61,61, 30&rsquo 32/42 HP, 17 AC Ogre 1: (59,60, 30&rsquo 42/42 HP, 17 AC Yeth Hound: 22/22 HP, 18 AC
[Round 6] Blog fires at the Yeth Hound (taking an attack of opportunity from ogre 2 for 9 damage), but the arrow lodges in the hound’s armor. Smee fires at the Yeth Hound, hitting for 7 damage. Vallgar the Unhinged attempts to free himself from the power of the Beyond, but fails. Turon shoots at the Yeth Hound, hitting for 6 damage. Qwuibbik casts Doom on Vallgar, who is shaken. Ogre 2 chops Vallgar’s head off with a single blow from his sword. Qwuibbik immediately heads over to embalm Vallgar’s corpse.
Vallgar the Unhinged: (62,63, 30&rsquo -10/37 HP, 13+4+6+4 AC, shield ends 83, fly ends 54, Spectral Hand ends 85 Qwuibbik: (58,24, 20&rsquo 47/47 HP, 26+2 AC, Freedom of Movement ends long, Shield of Faith ends 82, Entropic Shield ends 83 Blog: (63,62, 20&rsquo 36/45 HP, 19 AC Smee: (63,64, 20&rsquo 45/45 HP, 19 AC Turon: (62,62, 35&rsquo 52/52 HP, 25 AC, fly ends 51 Ogre 2: (61,61, 30&rsquo 32/42 HP, 17 AC Ogre 1: (59,60, 30&rsquo 42/42 HP, 17 AC Yeth Hound: 9/22 HP, 18 AC
Vallgar the Unhinged wins/loses and gains ?xp/?gp. Time Between Fights: 5 hrs Prebuffs/Ongoing Effects: Mage Armor CL 7, <9 hours="" left="" alter="" self="" trog="" 1="" hour="" plus="" 196="" rounds="" br=""> Items Used: 1 scroll Fly, 1 use winged boots, 7 arrows (12 shot, 4 hit, 8 missed, 5 recovered) Spells or Powerpoints Used: Alter Self, Shield, Spectral Hand (5 SL) Abilities Used: none Free Activity: Craft for 271gp
Qwuibbik wins/loses and gains ?xp/?gp. Time Between Fights: 5 hrs Prebuffs/Ongoing Effects: Freedom of Movement, 1 hour plus 195 rounds left (but last fight) Items Used: 1 PoP lvl1, 1 PoP lvl2 Spells or Powerpoints Used: Freedom of Movement, Entropic Shield, Hold Person (7 SL), Shield of Faith recalled and used, Resist Energy recalled Abilities Used: none Free Activity: Embalm for 208gp
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Start at the front of my starting area, mounted on Veneno with a dose of drow poison and scythe in hand.
Round 1 - dose up the scythe, draw my wand of divine favor, move out Round 2 - use the wand and stow it while moving.
Find Grick. If able to charge - do so. Otherwise, get into melee. Once able to attack - do so.
Ride for cover if able. If unable to close the distance, throw javelins at the mount.
That's about it. That wand of magic missile and his greater speed once mounted is probably going to spell my end unfortunately - but I don't have a great ranged option with this character, so I've got what I've got...
Ok, so let's see how viable Blues are. This will be interesting....
Start in the back of my area with a scroll of mage armour in hand. Round 1, use scroll and draw shield. Use that next round. If my foes is not detected within 100 feet, draw scroll of mount at the end of that round and use round 3. Round 4 mount the pony and ready to use demorilize once my foe is in range, expending focus for psionic endowment. If he was within 100' by round 2, skip to readying that in round 3 instead of summoning mount.
Once that triggers, use colour spray. If it works or fails, draw and use my dorje of crystal shard on him until dead. My AC should be good enough if I was able to get mounted.
Ride for cover. That is the main use of mount aside from avoidiung trips. Use mounted combat to avoid attacks against my mount.
If he interupts my buffing by closing to melee before I get shield and mage armour up, skip to colour spray and hope it works.
If unable to 5' shift to cast, take the AoO to cast.
Note that my mount is untrained in combat. That means that any round that he is in melee, I will have to make a DC 20 ride check to control my mount or make no action. However, being mounted means that he must make a trip check against my ride check to trip me as tripping counts as dismounting. Hopefully it won't matter and he'll just get colour sprayed and be stunned to shoot, but I've got to be prepared.
Grick goes first [Initiative 17+3 vs 15+1] in area 2, Rilirod in area 1, mounted on Veneno.
Round 1 Grick casts Mage Armour from his scroll [+4 AC, ends 601], and draws a scroll of Shield. Rilirod applies Drow poison to his scythe [78 vs 5% chance; success] and draws his Wand of Divine Favour.
Round 2 Grick casts Shield [+4 AC, ends 12] and, since he doesn't see Rilirod, draws his scroll of Mount. Rilirod casts Divine Favour from his wand [+1 AB and damage, ends 12] and stows it whilst moving to (36,50).
Round 3 Grick casts Mount from his scroll to summon a Pony [ends 1203]. Rilirod continues searching for Grick.
Round 4 Grick mounts his Mount and readies to use Demoralise once Rilirod is in range. Rilirod moves close to Grick's starting box, where they see each other. Rilirod moves closer. Grick was prepared to mainfest Demoralise, but his mount shies and he has to spend the rest of his turn calming it.
Round 5 Grick is busy controlling his pony. Rilirod attacks [Ride failure, 20!+7+1=28 vs AC 14+4+4=22: hit, threat 15+7+1=23: success, damage: 20]. His deadly scythe takes Grick's head clean from his shoulders, and Rilirod rides calmly away.
Pitlord note: I forgot that Grick needed to use Ride to control his mount, so though I rolled for things like Demoralise and AoOs etc, they were never actually needed.