Ok, let's be straightforward. Start at the clockwise exit with a potion of mage armour and a potion of resist energy in hand. Drink both and move out while drawing my bow. The, seek him out, readying to fire on any standard or full round action while closing.
Once close enough, draw my spiked chain while closing and ready to attack as before.
Do not take AoO against constructs unless it is provoked by grappling, tripping, or disarming.
Plenty of PP left over and a low-HP foe. Great! Basic plan: avoid Dreath whilst spamming ACs, but throw in some Telepath powers to make life extra tough for him.
Start at inner exit of box (i.e. facing left or right) with Power Stones of Force Screen and Skate in hand.
Round 1: Use Skate and start moving out. Round 2: Use Force Screen and keep moving out. Round 3: Step to (13,20) or equiv. and begin manifesting Astral Construct (1PP) in front of me.
The AC should always aim to stay between me and Dreath - likewise I should step around it. If for example he comes through the grates, we should swap sides. If Dreath is seen before this point, I should just go ahead and manifest an AC (expend focus if necessary). If he's not seen yet, ready to use Aversion when he is.
Keep moving away from Dreath and use Aversion against his spiked chain (if he has his bow out, only do this if/when he draws his chain). That should make him drop it.
If it works, make another 3PP ACs until we can't afford them, then whilst there are less than 2 ACs, make 1PP ACs, otherwise spam 1PP Mind Thrusts. Then attack with crossbow. If it doesn't and I am in danger of being hit by that chain, make another 1PP AC to block his way up the corridor, then move back, make a 3PP AC and use Brain Lock. Maintain concentration so long as there are ACs left, then move away and make some more. Again, 3PP then 1PP.
If he uses his bow, try to use a corner for cover and draw and use a Power Stone of Biofeedback, then manifest Vigour (2PP), then continue as above (spamming ACs, use Aversion vs his chain if he gets it out).
Notes: - Give all ACs Trip. - If I can't 5ft-step away from the chain, Withdraw if there are ACs left, expend focus otherwise if I have it, and if I have no other options, manifest defensively without focus. - Use any spare actions to draw crossbow and Power Stone of Biofeedback in advance, but don't give up movement if it would be beneficial not to.
[Prefight Locations and Initiative] Dreath starts in area 4 at (2,4) with a potion of mage armor (CL1) and a potion of resist energy (CL2, Elec 10) in hand. Initiative 11 Amalia starts in area 2 at (29,31) with a powerstone of force screen (ML1) and a powerstone of skate (ML1) in hand. Initiative 13
[Round 1] Amalia manifests skate from the powerstone and moves to (21,29) Dreath drinks the potion of mage armor and moves to (2,10), drawing his bow.
[Round 2] Amalia manifests force screen from the powerstone and moves to (21,21) Dreath drinks the potion of resist energy and moves to (6,12)
[Round 3] Amalia takes a 5ft step to (21,20) and starts manifesting an astral construct. Dreath moves to (11,12) and sees Amalia manifesting. He shoots at her [21 vs AC17+4, hit; Dmg 1d8+3=8; Concentration 10 vs DC10+8+1, fail] and Amalia expends her focus to maintain concentration
[Round 4] Amalia summons an astral construct with trip and places it at (14,19) Astral construct moves to (13,14) Amalia steps back to (21,21) and draws and uses a powerstone of biofeedback (ML1) Dreath moves to (14,14), provoking from the astral construct [10 vs AC16+4, miss] and readies to fire on Amalia if she attempts to manifest.
[Round 5] Astral construct can't move to block Dreath, so it attacks [21 vs AC16+4, hit; Dmg 1d4+3=6; Trip 3 vs 15, fail] and moves to (14,15) (provoking - but Dreath's tactics indicate only taking AoO on certain cases) Amalia draws and uses a powerstone of vigor (2pp), triggering the ready action from Dreath, which then provokes from the astral construct [AoO 16 vs AC16+4, miss] [Readied 17 vs AC17+4+4, miss]
[Round 6] Astral construct attacks Dreath [16 vs AC16+4, miss] Dreath moves to (17,14), provoking from the Astral construct [19 vs AC16+4, miss] and readies to shoot on Amalia manifesting. Amalia starts manifesting another astral construct (this time a 3pp one), triggering the ready from Dreath [23 vs AC17+4+4, miss]
[Round 7] Astral construct moves to (16,14) and attacks Dreath [20 vs AC16+4, hit; Dmg 1d4+3=7; Trip 18 vs 9, success] Dreath stands, provoking an AoO [21 vs AC16+4-4, hit; Dmg 1d4+3=6] and Dreath falls.
ok, so caster... fair foe. start in the front of a and box with bow drawn. run in a clock wise direction until foe is spoted. keep as much range as possible while reckless ofendsive ing arrows at foe untill he gets 2 hits. then stow bow while taping offensive precog tattoo. rage and charge(drawing falchion as part of the movment), attack with reckless offensive.
OK, his low Will makes this very doable, but it's going to be tough not to get pincushioned with arrows first.
Start at (28,2) or equiv. with scroll of Entropic Shield in hand.
Cast Entropic Shield and draw scroll of Shield of Faith. Then cast Shield of Faith and move to (22,8) or equiv. Draw Wand of Produce Flame, use it, and ready to cast Cause Fear when he gets in range. If I see him and he can Charge me, 5ft-step around the rock to prevent it.
If he has his bow out and is staying beyond Cause Fear's range, throw and refresh Produce Flames until he draws a melee weapon (in which case ready) or gets within range. Use the rock for cover as much as I am able - if necessary, move to another location to get cover.
If he closes within 90ft (but I'm not casting Cause Fear), cast SMI from memory for a Monstrous Scorpion which should Charge him, then full attack.
If he goes to melee (not unlikely), 5ft step back and draw and use a Scroll of Obscuring Mist (if I have to drop my wand, do that after stepping then pick it back up next round). Then, Withdraw or otherwise flee out of the mist and find another point of cover to attack from (he won't know exactly which way I went so it should gain me some space) and resume. Use Burst of Speed if needed. If/when he closes again, just 5ft-step to avoid AoOs and keep throwing flames.
- I'm guessing he'll come to me, but if I face a delay penalty at the start, move out and ready to cast Cause Fear each round. - It should be over one way or another before long so just use as many charges of the wand as needed. - If injured below half health and not in melee, draw and use a scroll of CLW (use one max).
Thanks! Addendum: Hey, if it's not to late to amend my tactics, can I ask that if Gart'ak has his bow out, Jaob use Doom before Cause Fear (ready to use Doom when he's in range instead of readying anything else, after using Doom follow up with Cause Fear as before).
Just realised he has 3 spells per fights (and I think I only called for 2) and a Pearl of Power so he may as well lay it on thick. If I can move to cast, do so. If he's using his bow he could feasibly attack me from >135' and attempt to keep that distance, but I guess if I break LoS I can force him to come closer? If that's not going to work, I guess try to get within range (but ofc hop from cover to cover if I can). If he really wants to avoid me, I don't suppose there's much I can do (greater movement speed) short of heading to an enclosed area and waiting for the delay penalty to kick in.
Round 0 Gartak is first in square 2, then Jaob in 3.
Round 1 Gartak gets a shot off before Jaob can react, but misses thanks to cover. Jaob casts entropic shield.
Gartak 31/31 HP 17AC Jaob 20/20 HP 18 AC
Round 2 Gartak misses again as Jaob casts shield of faith.
Gartak 31/31 HP 17AC Jaob 20/20 HP 20 AC
Round 3 Another miss as Jaob gets produce flames from wand.
Gartak 31/31 HP 17AC Jaob 20/20 HP 20 AC
Round 4 Gartak continues to shoot as Jaob realizes he needs to close.
Gartak 31/31 HP 17AC Jaob 20/20 HP 20 AC
Round 5 Jaob is unable to close due to speed.
Gartak 31/31 HP 17AC Jaob 20/20 HP 20 AC
Round 6 Jaob is again unable to close, so he goes to break LOS.
Gartak 31/31 HP 17AC Jaob 20/20 HP 20 AC
Round 7-17 Pitlord note: Gartak is trying to keep range to avoid Jaob’s spells, and Jaob is trying to keep line of sight broken. They are at a perfect impass. I feel as though Gartak is trying to engageand not get into Jaob’s range while Jaob is trying to avoid due to poor long range options, so I declare in favour of Gartak.
The wall and pillars of the arena magically lower to low walls, allowing for cover, but not total cover. Jaob is forced to take total defense behind cover as Gatrak fires at him.
Gartak 31/31 HP 17AC Jaob 20/20 HP 20 AC
Round 17-42 Gartak unloads his arrows, hiting once for 10. He then tapos his tattoo, draw his weapon, adnd moves into charging range, triggering Jaob’s doom. He shakes it off, though, too focused on gutting his foe to give in to fear.
Gartak 31/31 HP 17AC Jaob 10/20 HP 20 AC
Round 43 Gartak charges, triggering Jaob’s ready to cause fear. As fear overcomes him, he halts his charge and is hit by flames for 7 damage.
Gartak 24/31 HP 17AC Jaob 10/20 HP 20 AC
Round 44-48 Gartak uses his superior speed to run away for the 4 rounds of fear before getting back into position to charge. During this last round, Jaob creates a monstrous scorpion which charges him.
Gartak 22/31 HP 17AC Jaob 10/20 HP 20 AC
Round 49 Gartak closes, unable to charge thanks to a scorpion. The scorpion charges his back as Jaob creates a mist.
Gartak 22/31 HP 17AC Jaob 10/20 HP 20 AC
Round 50 Gartak kills the scorpion as Jaob grabs his wand and moves away.
Gartak 22/31 HP 17AC Jaob 10/20 HP 20 AC
Round 51 Gartak moves out of the mist, sees Jaob, and closes to melee. Jaob 5’ shifts and throws flames. Gartak takes 3 damage.
Oh Bilgly... how I hate thee. Let me count the ways....
Goal is to disarm his bows. Even with trip, I cannot hope to keep him in melee. Disarm +15 in the bright light, though...
Start in default with spiked chain and potion of shield of faith. Drink the potion and let the blindness go away. Then move out, running to catch him when it would help, and get to 5' of him. Any time I can get to 5', do so.
I have no chance with bow since he'll just heal.I'm hoping he'll do something risky to avoid delay penalty.
All AoO and attacks should be to disarm his bow. Pick up and stow his bow at any possible chance. If I cannot disarm, trip and kill.
Not a very hide-friendly map; forunately, Bilgly has some other tricks too.
Begin in 3,3 or equivalent with powerstone of inertial armor and bow in hand. Use Inertial armor and draw the stone of skate, then use the stone of skate and 5' to 2,2 or equivalent. Then ready to shoot him when I see him.
If he has his spiked chain in hand or is trying to close, use my superior speed to stay away (avoid charge/run-to-base lanes if possible, and withdraw if it will avoid an AoO) while shooting. Don't use psionic shot; favored enemy means I do 1d6+1, and the speed is more important. Shoot from hiding if feasible, but if it's not it's no big deal.
If he has his bow in hand and is shooting, simply trade shots, using psionic shot (and move actions to regain focus). 5' to get cover or negate it (getting cover is more important) if feasible.
If he's moving to close while shooting, fight a running battle, moving and shooting. Try to hide and regain LOS while hidden if feasible, but if not it's no big deal. Don't use psionic shot.
In any case, if at half or less health then heal until up to 27 or higher, but not if that requires letting him close.
If I don't see him, try to avoid there being any point that has cover from me that I don't have cover from; last time he tried an ambush and he might be desperate enough to try again.
[Prefight Location and Initiative] Dreath starts in area 1 at (4,27) with a spiked chain and a potion of shield of faith (CL1) in hand. Initiative 20 Bilgly starts in area 4 at (3,3) with a powerstone of inertial armor (ML1) and his bow in hand. Initiative 14 Dreath is blinded by the bright light in round 1.
[Round 1] Dreath drinks the potion and waits for his eyes to adjust. Bilgly manifests inertial armor and draws a powerstone of skate (ML2).
[Round 2] [Blindness ends, Dreath is dazzled] Dreath moves to (15,29), but doesn't see Bilgly. Bilgly manifests skate from powerstone and takes a 5ft step to (2,2)
[Round 3] Dreath begins moving to (18,29) and spots Bilgly, so he turns back to (9,29) Bilgly moves to (9,2) and fires an arrow [135ft (-2), 27 vs AC16+4+2, hit; Dmg 1d6-1+2=4]
start closest to center of map, holding wand of mage armor and wand of subdual scorching ray. use wand mage armor and drop it, then move use psi-like def. precog and move
full run to Ilendil and use psi-like mind thrust. After that, if farther than 60 ft, follow up with 3 magic missiles. Otherwise, finish the fight with as many uses of wand of subdual scorching ray as needed.
Remnant steps into the arena. The gates are closed, but he notices an odd hole bored into his. He steps up to it to inspect it when an arrow flies through, killing him instantly. The gates rise up and the audience is about to cheer only to see the vanishing body of Remnant with an arrow through his skull and Illendil holding a bow.
Well, this is annoying because he has the speed to force close or long range, and has strong stuff for both of them. He'll probably go ranged, though, so I'll plan primarily for that.
Begin in the front of my box, toward the counterclockwise side, with bow in hand (so no shield). Begin moving out in search of him. Once I see him, ready to shoot on a standard action while moving toward him, and keep readying and following until one of us is dead or another condition is met:
-If I see him cast from a scroll, and it does not produce a scorching ray, move to total cover (such that he cannot negate it with a single move) for the following round (and then return to the fight, unless I heard him casting another spell, in which case try to stay out until he stops casting.) -If he is within 40', switch my bow to one hand, draw my axe while moving, and trip and followup with my axe. Keep following and tripping (if he gets away, stow the axe and go back to bow). If he's trying to stay in melee, ready my shield and use a potion of Enlarge in order to trip more effectively. -If he is single moving toward me (if I can't tell, anything 60' or less (50' or less in choker or skum form) counts) and can single move to within 15' next round, ready to close my eyes when he comes within 15' (open them my next turn.) If he is single moving and I will move to within 15' of him, close my eyes for that portion of the move. Color spray can be nasty, but doesn't affect sightless creatures.
I'm in trouble, but let's hope and pray to get through this...
Note that I have mage armor left over from fight 1. Start off at (2,35) or equivalent with a scroll of expeditious retreat (CL2) in hand.
Round 1 - shield from memory Round 2 - expeditious retreat from the scroll, draw a scroll of bull's strength (CL3) Round 3 - bull's strength from the scroll, draw scroll of scorching ray (CL3) Round 3 - alter self from memory (Grick), move out.
Find Bernik and get into range for scorching ray. If he is playing keep away, double move towards him. If he is coming to melee, ready to cast on him coming to range. If I am not sure - default to readying.
After casting it from memory, follow up with burning hands from memory (CL4), and then the scroll and then attack in melee for damage.
Note that in Grick form, Reginald is more difficult to trip due to having more limbs.
Reginald goes first in box 2, Bernik in box 1 [Initiative 12+2 vs 8+3].
Round 1 Reginald casts Shield [+4 AC, ends 31]. Bernik [Listen fail] moves out whilst loosing his shield. He reaches (29,14), where he sees Reginald skulking behind a rock in the distance. He drops his shield and readies to shoot when Reginald does something.
Round 2 Reginald begins to cast Expeditious Retreat, but Bernik is ready for him and looses an arrow [16+7-2=21 vs AC 12+4+4=20: hit, damage: 2+3=5]. Reginald [7/12] expends his Psionic Focus to maintain the spell [+30ft speed, ends 22], and draws a scroll of Bull's Strength.
Pitlord note: Reginald's Psionic abilties aren't really mentioned anywhere either on his sheet (beyond Racial abilities) or in his tactics, but he's allowed a free Concentration check so he may as well have it. Also note: Reginald's sheet has that the scroll is CL2, not CL3.
Seeing Reginald cast from a scroll, Bernik double-moves to behind a tall pillar in the centre of the map.
Round 3 Reginald casts Bull Strength [+4 Str, ends 33] from the scroll, and draws a scroll of Scorching Ray. Hearing Reginald cast again, Bernik stays hidden.
Round 4 Reginald casts Alter Self [Grick form, ends 304] from memory, and begins moving after Bernik. Bernik can't discern the sounds of his casting over the chatter from the arena stands, so he cautiously moves out again.
Round 5 Reginald moves closer and begins casting Scorching Ray, triggering Bernik's ready action [attack 18+7=25 vs AC 12+4+4: hit, damage: 2+3=5]. Reginald [2/12] grits his teeth (or beak, or tentacle suckers, or whatever Gricks have) and finishes the spell [Conc 17+4=21 vs DC 10+5=15: success, attack 19+3=22 vs tAC 13: hit, damage: 11]. Bernik [24/35] flips his bow to his off-hand, closes his eyes and stumbles towards Reginald, drawing his axe as he does. After he's sure Reginald would have used Colour Spray, he opens them again, and attempts to wrestle the snake-like spellcaster to the ground.
Pitlord note: Actually Reginald has used his standard action so it's silly for Bernik to close his eyes, but it makes no difference whether he does or not.
Unfortunately for Bernik, Reginald's serpentine body simply rolls around, leaving him unharmed [attack 8+6=14 vs tAC 12: hit, trip: 13+7=20 vs 20+3=23: failure].
Pitlord note: Contrary to Telin's tactics, you need four legs to get the +4 stability bonus. I would be inclined to say that as a serpentine creature with no legs at all, a Grick is "otherwise more stable than a normal humanoid" but I don't feel that's my call.
Round 6 Reginald steps (slithers?) back and casts Burning Hands (Burning Tentacles?) [Bernik Reflex: 15+6+3=25: success, damage: 9/2 = 4] Bernik [20/35] attacks to trip but is thwarted once again [20!: hit, check 11+7 vs 17+3: failure].
Round 7 Reginald retreats and, unrolling his scroll with his weird mouth tentacles, casts another Scorching Ray. Unfortunately, his fine motor tentacle skills aren't up to scratch, and the searing ray goes wide [3+3=6: miss]. Shaken by the close call, Bernik desperately grabs at Reginald again. This time he throws him, and follows up with a mighty axe blow which spells the end for the slimy horror.
Pitlord note: Apologies - I forgot to factor the Bull's Strength into the trips - however, the only one Reginald lost was lost by 11 points, so it never mattered.
Pitlord note: Pending ruling, Gricks can't actually be tripped, so Bernik just attacked. I think I forgot his bonus for Reginald being prone anyway.
Grannick starts in the front corner of the starting box (for example 8,35 or 8,28 if it's the west box), with his dwarven waraxe in one hand and power stone of Force Screen in the other hand.
Buff Rounds (in order) As soon as Grannick has line-of-sight to Kaleisa's mount, he activates his Crawling Tattoo of Entangling Ectoplasm and directs it to attack the mount, rather than whatever standard action he had planned for that round.
If Kaleisa and/or her mount is 50 feet away or less, or has already attacked, skip to the Combat section of the tactics.
Round 1: Grannick activates power stone of Force Screen and draws dorje of Vigor
Round 2: Grannick uses dorje of Vigor
Round 3: Grannick activates Biofeedback
Round 4: Grannick activates Expansion
Combat (in order) If the Crawling Tattoo of Entangling Ectoplasm hasn't been activated, Grannick activates it as described in the Buff Rounds above.
If Biofeedback hasn't been activated, Grannick activates Expansion augmented with 2 extra power points to make it last 30 minutes. Otherwise, Grannick activates Expansion whenever it isn't currently active.
On the first attack Grannick makes, he expends his psionic focus to use his Psionic Weapon feat and gain 2d6 damage if he hits.
While the mount is not entangled by the tattoo, Grannick moves out of the corner and ready a charge against Kaleisa each time she and her mount come within 40 feet. Whenever the mount is entangled, he attacks Kaleisa in melee, charging only if necessary.
If Kaleisa retreats, or otherwise doesn't come after him, Grannick pursues her, taking cover when possible along the way, and activating his dorje of Vigor each round he has less than 5 temporary hit points and is not in charging range.
Note that Entangling Ectoplasm only affects a medium or smaller target unless it is augmented (which your crawling tattoo is not)
Good point. If it's not too late, skip activating the tattoo unless Kaleisa is on foot and not enlarged.
Damn wish I has Produce Flames left - this guy looks ripe for Entangling. Never mind, being awesome with a chain will have to do.
Begin in front of box, mounted on Hadrida, with scroll of Mage Armour in hand. Cast that and Shield (also from scroll), draw Spiked Chain, and move out in search of foe.
When foe is sighted, cast Entangle from memory (if sighted whilst buffing, cast this then continue) so about 2/3 of it is between me and him. Then, cast Flare (repeat if he saves) and Acid Splash, maintaining as much range as possible. Wait until he gets within two moves of the edge of the Entangled area, killing any Crawling Tattoos in the meantime, then cast Enlarge Person from memory (share) and move to the edge of the area. Then, ready to attack when he comes within range. The aim is to attack him without getting within the Entangled area, so always do that if I can.
From there, try to disarm him. If I succeed and am able, pick up his axe, then stow it and finish him with the chain. Otherwise, just keep taking AoOs he provokes for picking it up. If it will force him to provoke for moving, 5ft-step back and make use of my greater reach.
If I can avoid an AoO, refresh Shield from memory if it's about to or has expired. If Enlarge Person runs out, use my greater speed to flee (but avoid AoOs if I can) and recast it from a scroll. If that runs out, and both of us are still alive, just attack outright with the chain. Always ride for cover, and share all buffs with Hadrida. Thanks for the run.
Note: There appears to be an error on my sheet - my Spiked Chain is Masterwork, so I believe I should have a +10 to disarm with it.
[Prefight Locations and Initiative] Grannick starts in area 3 at (28,8) with dwarven waraxe and a powerstone of force screen (ML2) in hand. Initiative 9 Kaleisa starts in area 4 at (7,32), mounted on Hadrida with a scroll of mage armor (CL1) in hand. Initiative 4
[Round 1] Grannick manifests force screen from the powerstone and draws a dorje of Vigor (ML2, aug). Kaleisa casts mage armor from the scroll and draws a scroll of shield (CL1) [Listen -3 vs DC0]
[Round 2] Grannick uses the dorje. Kaleisa casts shield from the scroll and moves out, drawing spiked chain as she does so, to (15,36) [Listen -4 vs DC0]
[Round 3] Grannick manifests biofeedback. Kaleisa moves to (32,42)
[Round 4] Grannick manifests expansion and moves to (29,11) Kaleisa moves to (40,38) and spots Grannick. She casts Entangle and centers the effect at (31,14) [Reflex 14 vs DC14, success]
[Round 9] Grannick steps closer and attacks [9 vs AC12+4+4, miss] Kaleisa finishes casting (enlarging away from Grannick), steps back and attacks to disarm Grannick's waraxe [23 vs 13, success]
[Round 10] [Expansion ends] Grannick picks up the waraxe, provoking an AoO [20+1 vs AC16+4, hit; Dmg 2d6+4=16-2] and charges [13+2 vs AC12+4+4-2, miss] Kaleisa steps back and attacks to disarm the waraxe [21 vs 20, success]
[Round 11] Grannick picks up the waraxe, provoking an AoO [15 vs AC16+4, miss], steps in and attacks [16 vs AC12+4+4-2, miss] Kaleisa steps back and attacks to disarm the waraxe [29 vs 8, success]
[Round 12] Grannick picks up the waraxe, provoking an AoO [20 vs AC16+4, hit; Dmg 2d6+4=11-2] and attacks Kaleisa [18 vs AC12+4+4-2+4 [Ride for cover 18-1 vs DC15, success], miss] [Shield ends] Kaleisa steps back and casts Shield from memory.
[Round 13] Grannick steps up and attacks [16 vs AC12+4+4-2, miss] Kaleisa steps back and tries to disarm the waraxe [21 vs 12, success]
[Round 14] Grannick picks up the waraxe, provoking an AoO [20 vs AC16+4, hit; Dmg 2d6+4=13-2] and attacks Kaleisa [13 vs AC12+4+4-2, miss] Kaleisa steps back and tries to disarm the waraxe [33 vs 18, success]
Grannick wins and gains 900xp / 900gp. Time Between Fights: 1 hour Prebuffs/Ongoing Effects: none Items Used: Powerstone of Force Screen (ML2), 1 charge from a dorje of Vigor (ML2, aug) Spells/PP Used: 3pps (Biofeedback, Expansion (1,1) x/day Abilities Used: none Free Activity: guard
Kaleisa loses and gains 300xp + 12% = 336xp / 336gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: none Items Used: Scroll of Mage Armor (CL1), Scroll of Shield (CL1) Spells/PP Used: 1 Druid SL (Entangle (1), 2x Flare (0, 0)), 2 Wizard SLs (2x Shield (1), Enlarge Person (1)) x/day Abilities Used: none Free Activity: Profession (Coalmaker) +63gp, 6sp
@dgallaty - you only mentioned rebuffing Vigor with respect to an extended ranged engagement - was that your intent? If not - I would definitely make sure to highlight this in your next fight.
@The_Fred - not sure what you hoped to gain by disarming the waraxe. You needed to back up in order to not provoke for it (which if you didn't do that - you would be giving Grannick more attacks per round), but backing up means that you don't really have the option to grab it afterwards. Maybe I'm missing something though.
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Blast, I should have grabbed cold resitance potions. My fort save leaves something to be desired....
Go ahaead and start in the front corner of my area with bow in hand. Ready to shoot Mobius when he manifests or moves and hold my ground until he is within 320'. Then, run to close and grapple to death.
Nothing complex. 2 Energy missles may kill me or they may not; it's pretty 50/50. I'm praying I roll well on my fort save for this one.
I just realized that it isn't in Ven's best interest to bother with the bow. Just run to 320' of him and then run in and grapple to death. Maybe he won't fire that first blast if he is still buffing.....
Wide open area, and Mobius likes long range. Let's hope he can kill Ven before he closes
Plan: EM x2, entangling ectoplasm, energy ray dorje.
Start next to hedge, kneeling, holding dorje energy ray. Psicrystal is on shoulder.
Round 1: 1pp Force Screen Round 2: Ready to energy missile when in range, expend focus for enlarge power (280ft range) for 4pp EM Cold (if he's within range at this point, don't ready, just do it)
After first energy missile, follow up with another 4pp EM Cold with psicrystal focus for enlarge
After that, ready 1pp (cognizance crystal) entangling ectoplasm when within range; after that regardless of if it works, finish with dorje of energy ray.
If grappled, use dorje within grapple. Else grapple for damage. If disarmed of dorje, use longsword, then unarmed strike
If he is not closing and is shooting arrows (say, he's shot arrows without closing more than once, or it's round 4 and he's not moving towards), go prone behind hedge to stop LoS, then use powerstone vigor (shared), powerstone skate, then stand and close, with plan to EM x2 then EE then ERay as noted above. In this scenario, double move to close, but as soon as can EM, do so.
[Prefight Locations and Initiative] Ven starts in area 4 at (8,8) with nothing in hand. Initiative 5 Mobius starts in area 2 at (89,94) with a dorje of enlarged energy ray (ML2, aug), kneeling. Initiative 9
[Round 1] Mobius manifests a 1pp force screen Ven curses that Mobius is so far away and takes off at a run to (29,30)
[Round 2] Mobius readies to manifest an enlarge energy missile when Ven is in range. Ven runs to (51,51)
[Round 3] Mobius readies Ven runs to (72,73), triggering Mobius's ready long before that [Fort 26! vs DC17, success; Dmg 4d6+4=16/2=8]
Ven 17/25 Mobius 15/15, Force Screen (ends 41)
[Round 4] Mobius manifests another 4pp energy missile and expends his psicrystal's focus for enlarge this time [8 vs DC17, fail; Dmg 4d6+4=18] and Ven falls.