Community

 
Jump Menu:
Post Reply
Page 70 of 106  •  Prev 1 ... 68 69 70 71 72 ... 106 Next
Switch to Forum Live View
Sticky: Battles of Gladius
1 year ago  ::  Apr 10, 2012 - 2:20PM #691
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,085
Ven (Uknits) vs Zodiac II (Vathelokai)

Ven's Tactics Show

God fight for me; +11 vs. enchantment spells.  Start in the front corner with a potion of protection from evil in hand.  Move out, drinking the potion once I reach the center for +1 to saves and touch AC against him. Then hunt him down clockwise and grapple to death.

Nothing complex here.  My Touch AC is good, and my saves are good, too.


Zodiac's Tactics Show


Summary
Steal Ven's stuff and set a trap in his room.
Buff a little.
Hit Ven with a trap, magic missiles, and shocking grasps.
Hit Ven with ray of enfeeblement if time allows.
Get lucky on damage rolls.


Setup:
Before the fight, Ven defends against a trap. This counts as an ally in my rewards.
I also use burglary to remove Ven's enlarge person potions and prot. evil potions from his inventory.


start closest to center of map, holding scroll of scroll of mage armor.


Send familiar straight up to max height, then toward the center of the map (full run). When familiar finds opponent, she will move to 10 ft above opponent (full run again, descending) and match movement. Familiar will continually screech loudly to indicate position until I have a visual on opponent.


Buff:
read scroll of mage armor, draw scroll of ray of enfeeblement
tap tattoo of vigor and move
tap tattoo of force screen and move
move again. Shout position if opponent location is not known. Ready magic missile on sight.
I want to be in a location where I have as much range as possible at first sight. If familiar indicates opponent is still far away, I could move to the edge of the center square of the map. If familiar indicates opponent is moving down an ally that would bring him visible at single move range, move away and ready magic missile.


Attacks:
if opponent is 60+ ft away and I can move out of charge/double-move-to-base range, cast magic missile from memory and move farther away. Cast both memorized magic missiles if possible.
if opponent is closer, cast ray of enfeeble from scroll (25 ft range) then move back out of chargeable space, or move back out of chargeable space and ready to cast when opponent comes in range. If I cannot avoid a charge, cast shocking grasp from memory and ready to touch when possible. Getting shocking grasp ready for immenent melee/grapple is more important than the ray of enfeeblement.
If I have not cast shocking grasp yet, step back and cast shocking grasp from memory, then move out of charge range.
In grapple, do damage with improved unarmed strike (1d3-1 lethal damage :p).
If there is no grapple, use both scrolls of shocking grasp (2d6 dmg each). Step back, draw scroll, cast.
If it lasts past that, pummel him with my warhammer (I have to roll 20 to hit with any weapon, so why not).


Other notes:
Zodiac has improved unarmed strike and deflect arrows.
Have fun.

Addendum: 
As mentioned in the fight of the week thread, Zodiac cannot quite steal the potions from Ven, since he is using the Guard activity.



The Fight Show


As Ven is heading into the arena, some uncanny intuition stops him. Something is... not right. There! He sees a fine tripwire across the floor. However, with no way to disable it and unable to get around it, he decides the only thing to do is simply to walk through it. After all, pain is just weakness leaving the body.


[Search 20-2=18 vs DC 18; Disable Device untrainded; B+J+C+S=20 vs 28; attack 8+10=18: hit; damage 6]


Ven [19/25] goes first in area 1, Zodiac in area 2.


Round 1
Ven begins moving out, potion in hand.
Zodiac casts Mage Armour from his scroll [+4 AC, ends 1 hour, Ven Listen: failure] and sends out Nadir, his bat familiar.


Round 2
Ven progresses towards the centre.
Zodiac taps his Tattoo of Vigour [ML2: +10 HP, ends 22] and begins moving out.


Round 3
Ven moves towards the next starting box along in an anticlockwise direction, drinking his Potion of Protection from Evil [+1 AC, +1 saves, ends 13] as he goes.
Zodiac taps his Tattoo of Force Screen [ML2: +4 AC, ends 23] as he approaches.
Nadir flies around the tower, getting a good view of Ven. He flies towards him, screeching loudly.


At this point, Zodiac has Nadir to listen to, and Ven can see which direction Nadir came from, so we may assume they know roughly where each other is.


Map Show




Round 4
Ven double-moves to the North-East.
Zodiac moves to (56, 45) where he spies Ven [Ven has concealment but still LoS]. He casts Magic Missile [9 damage].


Round 5
Ven [10/25] double-moves towards Zodiac.
Zodiac casts Ray of Enfeeblement from his scroll, but the ray shoots by Ven, missing him [attack 12 vs AC 18+2]. He moves back to his previous position to avoid a charge.


Round 6
Ven closes to melee range.
Zodiac steps back and casts Shocking Grasp.


Map Show




Round 7
Ven steps forwards and grabs Zodiac [attack 14 vs tAC 13, grapple draw, win]. Zodiac struggles, but Ven's grip is like iron. Zodiac takes 11 damage.
Zodiac [22/23] grapples for damage. Unfortunately, Ven is in the stronger position and manages to hold the wizard's crackling hand away from him.


Round 8
The fighting gets dirty as both try to choke each other. Ven is clearly winning however, dealing another 9 damage to Zodiac.
Zodiac is on [13/23].


Round 9
Again, Zodiac struggles feebly as Ven pummels him. Zodiac falls to [1/23].


Round 10
Zodiac spartles like a pinioned fish as Ven delivers a finishing blow. The crackling energy in Zodiac's hand dissipates as he falls unconscious.



Results Show

Ven wins and gains 1350xp / 1350gp
Time Between Fights: 4 hours
Ongoing Effects: None
Items Used: Potion of Protection from Evil
Spells/PP Used: None
x/day Abilities Used: None 
Free activity: Guard

Zodiac loses and gains 350xp / 350gp
Time Between Fights: 4 hours
Ongoing Effects: None
Items Used: Scroll of Mage Armour, Tattoo of Force Screen, Tattoo of Vigour
Spells/PP Used: 2 SL (Magic Missile, Shocking Grasp)
x/day Abilities Used: None 
Free activity: Burglary
 

Quick Reply
Cancel
1 year ago  ::  Apr 10, 2012 - 7:55PM #692
Uknits
Date Joined: Aug 24, 2010
Posts: 2,970

Krekun Del Umbra (Eluria) vs. Rillirod Venomtooth (Telin Artho)


Rillirod’s Tactics Show


Rilirod's tactics


Start at front center with scythe (prepoisoned) in hand, mounted on Veneno. If he is on the ground and in sight - run to close. If not - pick a direction and run accordingly. If able to attack after that - do so.


Well - unfortunately there's not much I can do here but allow him to use his resources. Use ride for cover and full combat expertise + fighting defensively to give myself the best chance to outlast his arrows.


If he does finally come to attack me, ready to sunder the lance if it comes to attack me and attack for damage if he ever is within reach after that.


That's pretty much it from me - sorry.


Krekun’s Tactics Show

Tactics:



Rilirod/Krekun




Hi Uknits – thanks for pitlording.



4 Javelins, huh? If I get up, deflect arrows should make the difference.




Start in back middle of starting area, holding scroll.




During Alter-selfing, if ever threatened, 5’ step and cast; if can’t, use Darkness SLA to create concealment/cover/deny AoOs and 5’ step and cast; if can’t, cast defensively




Keep hands free for deflect arrows (which works vs javelin) as much as possible




Round 1: Alter self from scroll (repeat from other scrolls if fails), move up (goal is to be above his reach from standing on horse, given past horse-riding shennanegans that have been proposed, so 10ft + 5ft + weapon + jump, so let’s say 40ft or higher)




Round 2: Mage Armor (memory), move as noted, draw antitox




Round 3: Antitoxin, draw wand, move as noted




Round 4: Shield from Wand, stow, move to 40ft + (if he’s somehow hitting w/ melee weapons, move higher)




Round 5+ : Engage




Engage him with bow and arrows until dead. Try to have cover from him if possible, but this is low priority.
If out of arrows, engage cantrip x2. If out of arrows and out of cantrips, engage with diving attacks with small lance, then flying back, set up new dive, and continue.


If Alter self has rounds left, use darkness on self, then get melee weapon in hand, land, let alter self expire, and engage in melee until dead.


If flying, and he’s out of javelins, no need to rebuff shield. If he walks around picking up thrown javelins or somesuch nonsense, just go have and rebuff Shield from wand as needed (but if he throws a poison javelin, it misses, and he goes and gets it and throws it again, while I’m peppering him with arrows, pleas add some in-character mockery by Krekun vs Rilirod with taunts and insults)


Fight Show


Round 0
Krekun is first in square 3, then Rillirod in square 1.



Round 1
Krekun transforms into his air mephit form and immediately flies up. The map doesn’t matter anymore. He buffs some spells and proceed to shoot thhelpless Rillirod to death for the next 5 minutes. His bow is better than his wit, though, and his mocking jibes are met with boos from the audience.




Results Show



Krekun Wins and gains 1125xp and 11850 gp
Time Between Fights: 4 hour
Prebuffs/Ongoing Effects: None
Items Used: Scroll Alter Self, Charge Wand of Shield, 28 Arrows, Antitoxin
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Craft


Rillirod Loses and gains 225xp and 225 gp
Time Between Fights: 4 hour
Prebuffs/Ongoing Effects: Scythe still poisoned
Items Used: None
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Guard


 

Quick Reply
Cancel
1 year ago  ::  Apr 10, 2012 - 8:26PM #693
Eluria
Date Joined: Jan 20, 2007
Posts: 3,156
Amalia

Amalia's Tactics Show

Let's start at the clockwise exit of my box with Power Stones of Biofeedback and Force Screen in hand. Use both (Biof first), drawing Stones of EE and Matter Agitation. Then move out towards (12,20) or equivalent.

When foe is seen, manifest Astral Construct (3PP) between me and him. If I can have it Charge, give it Bull Rush and have it push him away (preferably into the acid). Otherwise, give it Trip. If he attacks the AC or moves away from it, use the stone of EE on him (with -4); otherwise, ready to use it as soon as he is not adjacent.

Draw my Dorje of Entangling Ectoplasm the first time I don't need my move to reposition.

Then, in order of priority:
If I'm injured to below 12HP, use Vigour (2PP).
If at any point there are no ACs or the only one is about to expire, make another (1PP, INA).
If at any point I can potentially slam him 5ft back into a wall, use Energy Push (Fire).
If I'm maintaining Matter Agitation, keep going with that unless he'll reach me next round or all ACs and Entangle and Grease have expired and he starts making ranged attacks against me.
If I'm not but he's showing a preference for melee and there is an AC with more than one round left between myself and him, use Matter Agitation.
If he's Entangled and threatened by an AC, use Psionic Grease (unless I've already use it once).
If he's threatened by an AC (and not Entangled, or I have no PP left) which will not expire next turn, and he's not already standing in Grease, tap a Crawling Tattoo of Grease (it only affects him, but he gets no reflex save). Only use one max, though.

Otherwise, keep using EE from the Dorje until I hit and follow up with my crossbow (drop Dorje).

Obviously, always try to keep ACs between me and him, keep moving back (without provoking), 5ft-step etc. Use Psionic Focus the first time it's necessary (unless it's to maintain Matter Agitation).




Half-Giant Ranger4 and Wolf Show

HG Ranger 4

Animal companion: Wolf

'''Attributes'''

STR 16 (+3) {14 Base, +2 Race}

DEX 14 (+2) {15 Base, -2 Race, +1 Level}

CON 14 (+2) {12 Base, +2 Race}

INT 10 (+0) {10 Base}

WIS 13 (+1) {13 Base}

CHA 8 (-1) {0 pts} {8 Base}


'''Miscellaneous Statistics'''

Hit Points:  30 {4 HD} {8 (Ranger1) + 3x(4.5 (PW1)) + (4 HD x 2 Con)}

AC:  16, Touch 12, Flat 14 {10 Base, +2 Dex, +4 Armor}

Initiative:  +2 {+2 Dex}

Base Attack Bonus:  +4 {+4 (R)}

Grapple:  +11{+4 BAB, +3 Str, +4 Size}

Speed (Land):  30 ft

'''Saves'''

Fortitude: +7 {2 Con, +4R, 1Item}

Reflex: +7 {2 Dex, +4R, 1 Item}

Will: +3 {1 Wis, 1R, 1 Item}
+2 vs Fire spells and effects


'''Melee Attacks'''

Large Greatsword +8, 3d6+4 {+4 BAB, +3 Str, +1 Item}



'''Ranged Attacks'''

Longbow +7, 2d6+3 {+4 BAB, +2 Dex, +1 Item}


''Spell'''

Level 1: Longstrider


'''Psilike Abilities'''

Stomp (ML1, 1/day) 20ft cone shaped spread, Reflex DC10 (10 +1 PL -1 Cha) or deal 1d4 nonlethal damage and targets fall prone


'''Feats'''

Point Blank Shot1

Precise Shot3

Track R 1

RapidShotRanger
<


'''Skills'''

Total Skill Points: {56 (Ranger)}

Spot 7R, Listen 7R, Ride 7R (+2HA, +2Dex), HA 7R, MS 7R, Hide 7R, Know:Nature 7R, Survival 7R

'''Equipment Worn and Carried'''

Large Chainshirt 100 gp

Cloak of resistance +1

Large {Ma} Greatsword 350 gp

Large {Ma} Cold Iron Greatsword 400gp

Large {Ma} (+3 Str) Composite Long Bow {1100 gp}

120 large cold iron arrows 24 gp

20 large silver arrows 22 gp



'''Expendable Items'''

Potion of PfE 50gp

Oil of magic weapon 100gp

Potion of SoF CL1 50gp




Default Tactics

Start holding potion.  Cast longstrider on wolf, it goes to find foes, staying within 1 turn/corridor of master. Buff with Potion of SoF, move out

Engage with:

Buff with potion.  Wolf finds foe, HG stays at range, shooting arrows.  Rapid shot as much as possible.    If melee forced, use sword, flank, delay for after wolf for trip.
Always prioritize main foe and 5’ step to avoid summons.
If summons are hurting, use PfE.  
If miss 5 times, or hit and it doesn’t hurt, use oil magic weapon.





The Fight Show


Rolls are HERE

Amalia acts first, in box 3, holding two stones
HG acts second, in box 2, wolf adjacent, holding potion

Round 1:
Amalia manifests biofeedback from stone
Halfgiant casts longstrider on wolf, which moves out, seeking (south, randomly)

Round 2:
Amalia manifests force screen from stone
Halfgiant drinks SoF potion and follows wolf
Wolf moves and waits for Halfgiant



Round 3:
Amalia double moves, heading towards (21,12)
Halfgiant double moves
Wolf double moves through difficult terrain; at end of move, spots Amalia, howls.



Round 4:
(Pitlord note: Amalia has detailed tactics, which totally make no mention of Animal Companion.  However, in FotW thread, Fred noticed that there would be an animal; the fact that it’s not mentioned in tactics make it seem like it should be ignored.  However, most tactics specify keeping ACs between foe and Amalia.  Regardless, foe is spotted, so it’s time to manifest AC.  I am unfortunately just getting to the fight on Tuesday, and can’t run it Wednesday… so cannot wait for clarification; apologies again.)

Amalia begins manifesting a 3pp AC
Half giant double moves
Wolf charges Amalia - misses

Amalia 21/21 AC 17+4 | Biofeedback 11, Force Screen 12
HG 30/30 AC 16+2 | SoF 11
Wolf 13/13 AC 14 | Longstrider



Round 5:
Amalia finishes manifesting a 3pp AC (Pitlord decision: Amalia does not want to be threatened, wanted ACs between her and “him,” but did not specify re: animal companion; I am interpreting tactics as wanting defense vs melee/basing/closest foe, apologies if wrong) with Trip (can’t charge the wolf) – hits wolf for 5, trips the wolf
Amalia readies to use stone of EE
Half giant rounds the corner and moves to PBS range, triggers Amalia’s ready
Amalia uses stone of entangling ectoplasm, hits – Halfgiant is entangled
Half giant shoots Amalia with bow (+7, +1PBS, -2Entangled, -2Dexpenalty, vs AC21+4softcover) – misses
Wolf stands from prone, drawing AoO from AC, hits for 6.  Wolf bites AC for 3

Amalia 21/21 AC 17+4 PP7/10| Biofeedback 11, Force Screen 12, AC ends before round 8
HG 30/30 AC 16+2 | SoF 11, Entangled (ends before HG acts round 10, -2 attacks, -4 dex, can’t move)
Wolf 2/13 AC 14 | Longstrider



Round 6:
Amalia draws dorje EE, and notes the wall not too far behind the HG, can hit it if he does well, so uses Energy Push: Fire; saves for 9/2 = 4 damage, succeeds at Str check
AC attacks wolf to try to finish it off, hitting for 5, knocking it out. (rolled under Monster by mistake)
HG rapid shots vs Amalia (+5/+5, +1PBS, -2Entangled, -2Dexpenalty, vs AC21+4softcover), missing twice

Amalia 21/21 AC 17+4 PP 4/10| Biofeedback 11, Force Screen 12, AC ends before round 8
HG 26/30 AC 16+2 | SoF 11, Entangled (ends before HG acts round 10, -2 attacks, -4 dex, can’t move)

Round 7:
Amalia begins manifesting another AC
AC charges HG, missing
HG is entangled and can’t 5’ step, so accepts AoO for firing while in melee (hits for 7) and rapid shots Amalia, missing twice

Amalia 21/21 AC 17+4 PP 4/10| Biofeedback 11, Force Screen 12, AC ends before round 8
HG 19/30 AC 16+2 | SoF 11, Entangled (ends before HG acts round 10, -2 attacks, -4 dex, can’t move)

Round 8:
AC1 disappears (Oops, I thought Amalia was PL3; this AC is here another round – will let it attack now too)
AC1 hits for 8
AC2 is created, charges HG, hitting for 5
Amalia manifests Grease on HG – fails save, falls prone.
HG decides to just fire from prone as it’s having a hard enough time hitting – draws 2 AoOs from ACs – AoOs hit, knock HG out.





Results Show


Amalia wins and gains 1200 + 21% = 1452 xp / 1452 gp + 113gp crafting
Time Between Fights: 4 hours
Ongoing Effects: None
Items Used: Powerstone Biofeedback, Stone Force Screen, Stone Entangling Ectoplasm
Spells/PP Used: 3pp AC, 1pp AC, 3pp Energy Push, 1pp Grease = 8pp
x/day Abilities Used: None 
Free activity: Craft 113gp



Monster didn't do much - your tactics are awesomely clear, and you hit with everything.

 




The COre COliseum is a tactics-based arena for both 3.5e and 4e D&D. We run fights each week - so join today!
Quickstart Guide
Character Sheet

The COre COliseum's first annual Prestige Competetion (ENDED) Design an ECL7-10 character incorporating prestige classes (winner is Hayrol, The Hound of Hell)

The COre COliseum's second annual Character Design Competetion CLOSED - Design an ECL4-20 character with no class levels!
(winner is The Hunter)
Quick Reply
Cancel
1 year ago  ::  Apr 10, 2012 - 8:50PM #694
Uknits
Date Joined: Aug 24, 2010
Posts: 2,970

Scorpio Crenshyllar (Eluria) vs. Illendil Oratith (Telin Artho)


Scorpio’s Tactics Show


Hi Uknits – thanks for pitlording.



Dim in the forest vs a rogue, huh? That sucks. Although F3 with 26pp is nice…




He ambushes me and assassinates (hopefully doesn’t kill psicrystal&hellip , and who knows what he’s robbing, but I can outmaneuver (looks to me like it’s by 20 squares – start outside starting area in dark green “light undergrowth” for concealment to deny sneak attacks; would like to engage in the swamp to avoid dealing with trees/cover/undergrowth/line of sight/etc




Start holding antitoxin and powerstone; psicrystal spends every round making active listen checks, if Illendil is detected before buffing is done, move away from him at half speed moving silently and staying within undergrowth to prevent SA. Psicrystal uses sighted ability to try to locate Ilendil’s square as well, both for avoiding and then engaging. Buff through Force Screen no matter what,




Round 1: Share pain (3pp) with psicrystal (if psicrystal is dead, skip); move to undergrowth for cover/concealment to deny sneak attack



Round 2: 6pp+2WS vigor



Round 3: Antitoxin, draw dorje FS



Round 4: Powerstone of Elfsight, draw powerstone EE



Round 5: Force Screen from dorje, stow



Round 6: Draw and use stone of skate, draw dorje CS




(if engaged before done with buffing, skip skate; if he is sniping, use skate at that point)




Move out to find him



Engage, in order, with:



--Entangling Ectoplasm from stone; if fails, draw other stone and repeat; do this up to 3 times, or if succeeds, then move on to shards



--6pp+2WS+2Psionic Shot (psicrystal focus, then Scorpio’s focus) shard on first shard shots (if did not enervate yet, do 6pp+2WS+2PS on second shot; otherwise use enough pp to save 3 more - save 1pp for focus and 2 other pp for renewing vigors+WS twice)



--Dorje Crystal Shard until he’s dead





Notes:



--share all beneficial powers w/ psicrystal



--if expending focus, always spend psicrystals’ focus first if it’s an option



--if doing no other actions, ie, just waiting for Ilendil to shoot, and not focused, regain focus



--If vigor gone, refresh with 1pp+2WS



--Save last 1pp for focus regaining and psionic shot



--don’t forget PBS and Surging Euphoria



--if tries to disarm, have spiked gaunts



--if grappled, use dorje cs in grapple



--if blind, synesthete


--if he’s sniping/being hit by arrows and can’t find him, Psicrystal goes one way and Scorpio goes the other to try to find him, and have Skate active at this point. Psicrystal double moves, Scorpio single


Illendil’s Tactics Show

Ilendil's tactics


Lots of attack and defense packages going off here.


I successfully Ambush and Assassinate, he successfully Outmaneuvers me.


Rob store - 288gp...+1 Construct-bane Adamantine Arrow for 220gp, 5cp
Assassinate - Use the bane arrow against that psicrystal. 3d8+3 without having to deal with hardness - just don't roll low! (for attack or damage...)
Ambush - I'll start in box 4, he can start in box 1. Surprise round can be used to tap a tattoo of chameleon.
Outmaneuver - he outmaneuvers me by 20 - even if he picks the right direction, he wouldn't be able to cross the river with it - so that's fine with me.


Hopefully that will take care of any possibility of share pain/vigor madness. Of course, Scorpio is in good shape anyway - since Ilendil doesn't have a lot of hit points anyway.


Note that dim light doesn't affect me since I have low light vision. It will affect him unless he uses that stone of elfsight he has (which I am sure he will)


Start at (3,6) with bow in hand. Once the fight starts move out to (3,14) and hide. From here on - move to (6,22) to benefit from the free hiding opportunity of the concealing underbrush. Continue seeking Scorpio from here - trying to end with at least cover - but cover and concealment would be better.


As soon as I catch sight of him, if I am able to snipe - do so. Continue to snipe until he spots me. Once spotted - if he is close enough that I wouldn't be able to rehide, just keep firing and moving away until I can rehide. If I can move with a double move to rehide and won't be respotted automatically - do that.


If we're unable to find each other, reveal my position by yelling at the top of my lungs and then moving to hide my position once again. At least that way we'd be heading in the right direction. I want to snipe as much as possible - but it doesn't mean it should be a pain to pitlord.


If I do end up in melee, keep bow in hand and draw rapier and feint/sneak attack. I don't figure this will happen - but its worth mentioning.


Fight Show


Round 0
Illendil Ambushes Scorpio and goes first. He robs an arrow for Stelara, but despite perfect aim, the arrow appears to be a dud. He taps his chameleon tattoo.



Round 1
Illendil sneaks out as Scorpio manifests share pain.



Scorpio 29/29 HP 22 AC
Stelara 8/14 HP


Round 2
Scorpio buffs vigor for 40 HP as Illendil sneaks out.



Scorpio 69/29 HP 22 AC
Stelara 48/14 HP



Round 3
More of the same as Scorpio drink an antitoxin.



Scorpio 69/29 HP 22 AC
Stelara 48/14 HP


Round 4
Again more as Scorpio brings up elfsight.



Scorpio 69/29 HP 22 AC
Stelara 48/14 HP


Round 5
More of the same yet again as Scorpio shields.



Scorpio 69/29 HP 22 AC
Stelara 48/14 HP


Round 6
Illendil moves into the underbrush as Scorpio uses skate.



Scorpio 69/29 HP 22 AC
Stelara 48/14 HP


Round 7
Scorprio and Illendil miss eachother until Scorpio leaves the brush.



Scorpio 69/29 HP 22 AC
Stelara 48/14 HP


Round 8
Illendil positions for a snipe as Scorpio moves over the log.



Scorpio 69/29 HP 22 AC
Stelara 48/14 HP



Round 9
Illendil snipes, being spotted by the psicrystal as he misses. Scorpio almost jumps the river, getting caught in the last bit as he makes his way back.



Scorpio 69/29 HP 22 AC
Stelara 48/14 HP



Round 10
Scorpio closes back to the brush and readies to use entangling ectoplasm as Illendil slips out of sight to hide.



Scorpio 69/29 HP 22 AC
Stelara 48/14 HP



Round 11
Illendil snipes and Scorpio thro ectoplasm, but both miss. Scorpio readies to us entangling ectoplasm again.


Scorpio 69/29 HP 22 AC
Stelara 48/14 HP



Round 12
Illendil moves out of sight again.



Scorpio 69/29 HP 22 AC
Stelara 48/14 HP



Round 13
Illendil’s snipe misses, but he is unseen.


Scorpio 69/29 HP 22 AC
Stelara 48/14 HP


Round 14
Illendil snipes, hitting for 11 damage.


Scorpio 58/29 HP 22 AC
Stelara 37/14 HP


Round 15
Illendil snipes, but the brush interfears. He is seen by Stelara who guides Scorpio’s ectoplasm directly into him.


Scorpio 58/29 HP 22 AC
Stelara 37/14 HP


Round 16
Illendil moves away to reset his snipe.


Scorpio 58/29 HP 22 AC
Stelara 37/14 HP



Round 17
Entangled, Illendils snipe misses. Scorpio smiles and blasts Illednil to oblivion, breaking the time space continuum in the process causing fragments of Illednil to disintegrate at varying rates.


Scorpio 58/29 HP 22 AC
Stelara 37/14 HP
Illendil Dead. Very, VERY, dead.


Results Show



Scorpio Wins and gains 1800xp and 2000 gp
Time Between Fights: 4 hour
Prebuffs/Ongoing Effects: None
Items Used: 1 Charges Dorje Force Screen, Powerstone Skate, Elfsight, EE x2
Spells or Powerpoints Used: Last Fight
Abilities Used: None
Free Activity: Intimidate


Illendil Loses and gains 600xp and 666 gp
Time Between Fights: 4 hour
Prebuffs/Ongoing Effects: None
Items Used: 2 Arrows, Tattoo Chameleon
Spells or Powerpoints Used: None.
Abilities Used: None
Free Activity: Rob Store


Quick Reply
Cancel
1 year ago  ::  Apr 12, 2012 - 7:43AM #695
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 12 April 2012


Rolls
Time Roll: 4 hours
Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up)

Characters on Quests:

  • Kyra, Apostle of the Sublime Blade (Eluria) miniquests for texts on how to be a warmind [QL: Uknits] {Week 1/1}

Characters doing Full Activities:

  • Kraegin crafts a Belt of Giant Strength +4, Amulet of Health +4 {Week 4/4}
  • Vathilia Xilodon trains Arooo with combat riding package {Week 3/3}
  • Grannick Mindbender crafts a suit of Full Plate armor {Week 1/1}
  • Rilirod Venomtooth crafts a {Ma} Cold Iron Heavy Flail and 2 doses of Drow Poison {Week 1/1}
  • La-ura Blackhand crafts a {Ma} Cold Iron Warhammer, {Ma} Silver Trident {Week 1/1}

BATTLES OF GLADIUS

LEVEL 3 FIGHTS

  • Jaob Hhaneir (The_Fred) vs. Kii no Tamashii (Vathelokai) : Eluria {Arena}

LEVEL 4 FIGHTS

  • Bernik Kaldunn (Yitzi) vs. Poggle Lolly (Eluria) : The_Fred {Sewer}

LEVEL 5 FIGHTS

  • Ven (Uknits) vs. Amalia (The_Fred) : Eluria {Cavern}
  • Al'tiar (Uknits) vs. Bilgly (Yitzi) : TelinArtho {Forest}

LEVEL 6 FIGHTS

  • none this week

LEVEL 7 FIGHTS

  • Jerod (Uknits) vs. Eranor Illiscathia (TelinArtho) : Yitzi {Cavern}

LEVEL 8 FIGHTS

  • none this week

LEVEL 9 FIGHTS

  • none this week

LEVEL 10+ FIGHTS

  • Ashtin{ECL13} (Uknits) vs. Psibeast{ECL13} (Vathelokai) : TelinArtho {Sewer}
  • Gulgar the Great{ECL10} (TelinArtho) vs. Qhordryn del Khessin{ECL10} (Eluria) : Uknits {City}


Pairings done by TelinArtho.

Credits
Eluria +2 (2 fights), -1 (3 active)
TelinArtho +1 admin, +3 (2 fights), -3 (5 active)
The_Fred +1 (1 fight)
Uknits +2 (1 fight), +2 (Questlord), -2 (4 active)
Yitzi +1 (1 fight), -1 (3 active)
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
My List of characters for the CoCo and other ventures
NaNoWriMo 2010 WinnerNaNoWriMo 2011 Winner
Quick Reply
Cancel
1 year ago  ::  Apr 14, 2012 - 7:31AM #696
Vathelokai
  • Core Coliseum Oldtimer
Date Joined: Jun 23, 2005
Posts: 809

Jerod (Uknits) vs. Eranor Illiscathia (TelinArtho)


Eranor
Eranor's tactics Show


Okay - this is deceptive, but I think I have a decent shot here. Assuming I can get through the flame lash...


Poison is so unlikely to do anything to him, so I think I'm going to throw that option out. Unfortunately, charging is likely to get me killed, but it has the best damage potential.


So - start off at the front corner of my starting area with my wand of divine favor (CL1) in my shield hand, lance in my other hand.


Round 1 - Protection from good (share with Darkness)
Round 2 - Darkness SLA
Round 3 - Divine favor


Now move out. If at any point (even during buffing), I can charge - do so. On a charge, since I won't be leaving any squares he threatens (because I'll stop at reach), I won't actually provoke, so unless he has a readied action - I should be good. If the charge succeeds to the point of making the attack, use smite good for (+4 to hit, +7 to damage). Assuming that all works, here's the attack and damage lines:


Attack: +5 BAB + 2 str +1 enh +1 divine favor +1 higher ground +2 charge +4 smite = +16 to hit
Damage: (1d8 + 2 str +1 enh +1 divine favor +7 smite)*2 charge = 2d8+22 damage


If the charge doesn't work (either because I am disarmed or tripped or otherwise negated), do not use the smite.


After that - if I am able to 5ft step and attack with a touch attack - 5ft step and touch to use a full powered Deadly touch (20 damage, Will DC16 to take half damage (note the -2 to his saves due to my aura)), then drop lance, draw rapier and continue attacking until one of us is down. Use one or both smites with the follow up rapier attacks, not on the deadly touch.


If we do get to full melee attacks, Darkness should also attack.


Use ride for cover if attacked (autosuccess). If tripped, use my ride skill to oppose.


I think that's it - have fun running the fight.


Jerod 


Jerod's tactics Show


No fire resistance? Most excellant.


Start in the forn corner with shield and flame lash in hand. Round 1, move out clockwise to see into the next area, square (21,22) for example. Once he is found, depends on his weapon.


If he has lance in hand, ready action to disarm once he is in range. Then shift in and full attack with flame lash, using 2 points of combat expertise until he is dead.


If he has bow out, close to 5' and use any AoO to disarm his bow. Then take the AoO to pick it up for damage. Continue to do so until he stops. Use 1 point combat expertise while doing this.


If he is somehow immune to my fire, use my flail to bash in his skull.


rolls

Fight Show


setup:
Eranor and Darkness go on init 24, in box 2. Eranor is mounted on darkness, holding wand of divine favor and a lance.
Jerod goes on init 10 in box 1. Jerod has a flame lash and hand afire prepared. He is holding flame lash and shield.



Round 1
Eranor casts protection from good and shares it with Darkness.
Jerod doesn't hear anything. He moves out but doesn't see anything.


Round 2
Eranor generates a field of darkness on himself.
Jerod sees the cloud of shadow. He moves closer and spots Eranor with a lance.
Jerod readies to disarm the lance.



Round 3
Eranor drops the wand and charges with the lance.
Jerod attempts the disarm. Eranor keeps the lance in hand. (forgot miss chance from darkness in roller, but seems moot)
Eranor finishes charge, dealing 24 damage.


Eranor
Eranor 47/47 [prot. good, darkness]
Jerod 33/57


Round 4
Jerod steps back and goes for another disarm, but cannot see clearly enough through the darkness and misses
Eranor moves forward, provoking AoO (interpreting tactics here to mean 5 ft step is prefered, not required).
Jerod aims true and rips the lance from Eranor's hand.
Eranor reaches out to touch Jerod. Jerod resists and only takes 10 damage.


Eranor 47/47 [prot. good, darkness]
Jerod 25/57


Round 5
Jerod steps back and full attacks with the flame lash. Eranor ducks behind his mount and both attacks miss.
Eranor steps forward, drawing a rapier. He strikes for 6 damage.


Eranor 47/47 [prot. good, darkness]
Jerod 19/57


Round 6
Jerod steps back and full attacks. The first is a disarm, knocking the rapier from Eranor's hand. The second misses due to the darkness.
Eranor has to improvise. He pulls his bow and fires, but the arrow misses.


Eranor 47/47 [prot. good, darkness]
Jerod 19/57



Round 7
Jerod steps forward and full attacks again. The first strike knocks the bow from Eranor's hand, and the second strikes for 6 damage.
Eranor grabs for his rapier.
Jerod takes an AoO, striking for 10 damage.
Eranor picks up the rapier and stabs, but misses. Eranor directs his mount to attack as well, but it also misses.


Eranor 31/47 [prot. good, darkness]
Jerod 19/57 [combat expertise 1]


Round 8


Since the bow is out of comission, Jerod resumes the melee strategy. He steps back and full attacks. The first swing disarms Eranor of his rapier. The second swing misses.
Eranor grabs his rapier.
Jerod takes AoO, but misses.
Eranor moves closer and stabs, hitting for 6 damage.
Eranor's mount attacks, getting a lucky bite for 3 damage.


Eranor 31/47 [prot. good, darkness]
Jerod 10/57


Pitlord note: After an extented break from the fight, I re-read the tactics and realize is says nothing about disarming the rapier. I may have misinterpreted them to mean 'disarm melee weapon'.

Round 9
Jerod continues with full attacks, hitting both times.
Eranor misses.
Eranor's mount misses.


Eranor 18/47 [prot. good, darkness]
Jerod 10/57 [combat expertise 2]


Round 10
Jerod attacks, hitting one time for 9 damage.
Eranor misses.
Eranor's mount misses.


Eranor 9/47 [prot. good, darkness]
Jerod 10/57 [combat expertise 2]


Round 11
Jerod attacks, hitting one time for 11 damage.
Eranor falls.


Eranor -2/47 [prot. good, darkness]
Jerod 10/57 [combat expertise 2]




summary Show


4 hours before fight
Eranor gains 700 xp and 866 gp
Darkness summoned (< 10 hours left)
free: guard
spells: prot. good
abilities: darkness
no xp penalty (class ally)


Jerod gains 2100 xp and 2600+138 gp
free: Craft Fireworks (138 gp)
no xp penalty


Core Coliseum

Weekly arena fights.
3rd and 4th edition.
Why do you resist?



My Character Roster


People over the age of 50 are most likely to experience exploding head syndrome. Women are at a higher rate of experiencing it than men. It has been reported in people as young as 10 years old.
Seriously.
Quick Reply
Cancel
1 year ago  ::  Apr 15, 2012 - 3:58PM #697
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,085
Bernik Kaldunn (Yitzi) vs Poggle Lolly (Eluria)

Bernik's Tactics Show

I think the main goal here will be to disarm her wand of MM (fortunately, ; once that's done, a mix of healing and straightforward durability should give me an easy win.

Begin in 2,4 or equivalent with axe in hand to grant AoOs (no buckler), and move to 3,8 or equivalent, then call out for Poggle Lolly and ready to move toward her once she is seen.  (If I've calculated correctly, it is always possible to base with 40' of movement, unless she opens with Entangle.)  Always declare dodge against her.
..."window.parent.tinyMCE.get('message').onLoad.dispatch();" contenteditable="true" />Once she's seen, move as per the ready, then on my turn move again if necessary and disarm her of her wand.  If she isn't carrying a wand, disarm any scroll she's carrying; if there isn't any scroll either disarm any other weapon she has or else attack with my axe (2-handed) if she's unarmed.  If she is not carrying a melee weapon, move into her square before disarming, in order to prevent her from withdrawing without an AoO if I fail.  (If that would require a separate move action, do it after the disarm attempt.)

Keep disarming, and whenever an AoO is provoked, use it to disarm.  If she's casting from a scroll, that scroll takes precedence, otherwise the order is wand, scroll, weapon.  After disarming any item, stow it.  Once she's completely unarmed, grapple.

If I'm at 20 or lower health and I've deprived her of a wand of MM (or an unidentified wand and she's not using CL3 magic missile (2 missiles) since then), use my wand to heal.  If she runs away, heal, go back to position, and wait for her to return.

If hit by ray of enfeeblement, drop as many arrows as needed to avoid heavy encumbrance, but otherwise continue as usual.

If she manages to avoid being disarmed of everything and begins attacking, then if she's using the wand of MM shoot back with my bow and try to get away and heal (move to just enough to get total cover, so if she chases I can hopefully try to disarm again) when my hit points are under 30.  If she's not using the wand of MM, then heal whenever below 36 HP, and shoot the rest of the time.

Thanks for the run.  Hopefully this'll be short.

Addendum:
Begin with all but 54 arrows in hand as well as my axe, and drop them after that first move.  That way, Ray of Enfeeblement cannot push me above medium encumbrance, so I don't have to worry about it later.


Poggle Lolly's Tactics Show

He has too many HP and wand of CLW, and Poggle does too little damage.  But will try.

Goal: buff, stay flying over the acid to prevent melee (if that fails, use size and bars to shoot and move away, preventing him from getting into melee basically until all sewer grates are sundered), weaken him to give massive bow penalties, and shoot him with cantrip wands hopefully damaging him enough to burn through his entire CLW wand and then kill him before he gets a single crit.


Prediction: Crit arrow kills Poggle


Start in front corner holding scroll of MA


Rd 1: Mage armor from scroll, draw wand of acid splash, fly out towards middle


Rd 2: Invisibility SLA, move towards middle, draw wand of shield


Rd 3: Wand of Shield


Rd 4+ get to center of acid pool, and wait for Bernik; if would get a delay penalty, move out to engage with a grate between us. 


Engage with: Ray of Enfeeblement from memory, and move over acid (note with poor maneuverability, can’t hover – so move in a circle around the acid, staying away from melee range/whichever side Bernik is on – have to spent 5ft move for 45deg turn, and move to turn – but try to stay on opposite side of pool from Bernik at all times; given the terrain, he should not be able to get to AoO range, but I could be wrong-  regardless, goal is to keep out of melee range as much as possible - www.identicalsoftware.com/coco/coco.php/...)


Engage with:


Ray of enfeeblement from memory


Wand of Acid splash (ok to use all charges)


Wand of Ray of Frost (ok to use all charges)


Cantrips from memory x3


Bow until out of arrows


Wand of Magic Missile (if it comes to this, things have gone ridiculously well, I’d imagine, since that means he hasn’t hit me for about 160+ rounds, which seems unlikely)


Notes:
--Dodge Bernik


--Note PBS applies to ray attacks as well


--Poor maneuverability


--Renew Shield from Wand up to 8 times (9 total uses)


--Cold Iron DR and he has only regular arrows


--Poggle is CL1 and some of her items have CL2, requiring caster level check (if try to use wand of shield and fail, don’t bother with scroll – this fight should go on so long that buffs won’t matter, or he’s getting a 20 to end it faster)


--Poggle dances and flits and giggles throughout the fight, offering supportive commentary for both fighters, and tries to compliment at least three features of Bernik’s attire.  But not his beard.  Poggle dislikes the beard.



The Fight Show


Bernik goes first in box 4, Poggle Lolly in box 3.


Round 1
[Pitlord note: I was told you have to start with your shield equipped, so Bernik will loose and drop it first - since there's no benefit to him stowing it]
Bernik looses his shield, drops it, then draw a big handful of arrows whilst moving to (3,8) and drops them, too. He shouts for Poggle Lolly to show herself.
Poggle Lolly casts Mage Armour from her scroll [+4 AC, ends 1h, Bernik Listen 17+8-14=11: success] and draws her Wand of Acid Splash. She hears Bernik calling, but plans to meet him in the middle. She begins flying out.


Round 2
Bernik waits and readies.
Poggle Lolly goes Invisible [ends 92] and keeps flying.


Round 3
Poggly Lolly touches down and draws and uses her Wand of Shield [+4 AC, ends 23].


Round 4
Poggly Lolly flies to the centre of the pool and waits.
[Pitlord note: Due to her poor manoeuverability, she can't just hover above the pool, so she flies 'round and 'round it instead].


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Sewer/a=Name,M,2,4,3,8,Bernik/b=Name,S,29,4,29,11,21,12,15,16,Poggle Lolly/x.jpg[/img]


Rounds 5-10
Each waits for the other, until Poggle Lolly decides she needs to leave the safety of the pool and search for Bernik. [I would have him suffer a delay penalty, but they both know roughly where the other is and I don't feel it would be fair for him to suffer anything more drastic at this point given that Poggle Lolly shouldn't really get to pick the battleground having delayed herself].


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Sewer/a=Name,M,3,8,Bernik/b=Name,S,18,17,17,15,15,16,13,18,Poggle Lolly/x.jpg[/img]


Round 11
Intent on keeping a grate between herself and Bernik, Poggle Lolly flies around to the north. However, she still can't see Bernik. With the audience beginning to take a fairly dim view of his delaying, however, a watching wizard shunts him a short way to the north.


[Pitlord note: Bernik wants to engage where he is whilst Poggle Lolly want to engage where she is. Thus, as I stated, I don't want to punish him too much. However, he's been inactive for 10 rounds now so it's about time there was some action. Further, allowing him to delay any longer would likely punish Poggle Lolly unfairly since her Shield will run out]


Round 12
Bernik is annoyed by the intervention, but can't actually see Poggle Lolly, so waits and readies.
Poggle Lolly moves forwards to hit him with Ray of Enfeeblement, though she still needs to squeeze through the bars to hit him [attack 3+10+1 vs fftAC 10: hit, Str damage: 1, ends 22]
Bernik sees her appearing. He shrugs off the effects of the spell, and moves into her space.


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Sewer/a=Name,M,3,8,5,11,5,16,Bernik/b=Name,T,13,18,6,21,5,16,Poggle Lolly/x.jpg[/img]


Round 13
Wielding his axe two-handed, Bernik smashes Poggle Lolly's wand out of her hand.
[Note: Not sure whether she's allowed Weapon Finesse, but it didn't matter anyway]
He picks it up.
Poggle Lolly is intent on getting out of melee. She can't avoid an AoO whatever she does, so simple moves back through the grate. Since she has nothing left in her hands, Bernik uses his AoO to attempt a grapple [attack 6+7-1=12 vs tAC 20: miss]. She flies back around the corner and draws her Wand of Acid Splash.


Round 14
Bernik stows the Grig's Wand of Shield. He can't hope to bend the bars of the grate to follow her, and his odds of squeezing are not good. It would be nice to smash them so he doesn't have to worry about them, but that would needs at least two attacks [and his tactics don't mention any of these] so he decides to run around instead.
Poggle Lolly moves towards the acid pool.


Round 15
Bernik moves into the centre. Seeing that Poggly Lolly has another wand out, he wades towards her with the intent to disarm it.
Poggle Lolly blasts him with Acid Splash [attack: 20!, threat: 20!, damage: 4+2=6] and keeps flying around the middle.


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Sewer/a=Name,M,5,16,9,12,13,14,14,18,Bernik/b=Name,T,5,16,9,21,16,18,17,15,Poggle Lolly/x.jpg[/img]


Round 16
Bernik [38/44] wades back around to intercept the annoying sprite.
Poggle Lolly fires her wand again [7+10+1=18 vs tAC 13+1: hit, damage: 2+1=3] and banks around the acid. Unfortunately, she can't land, and can't turn rapidly, so provokes an AoO, which Bernik uses to disarm her of her wand [31 vs 12 - note forgot size and TH bonus, also shouldn't have been a touch, but still wins].


Round 17
Bernik [35/44] picks up and stows the Wand of Acid Splash whilst moving to (19, 16).
Poggle Lolly draws her Wand of Ray of Frost. Since she clearly can't avoid melee by flying around the acid pool, she instead flies to the North-East with the intention of using a grate to keep Bernik at bay.


Round 18
Bernik follows.


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Sewer/a=Name,M,14,18,16,14,19,16,21,23,Bernik/b=Name,T,17,15,15,17,17,18,21,23,Poggle Lolly/x.jpg[/img]


Poggle Lolly blasts him with her second cantrip wand for a chilly 3 damage. She then attempts to flee, but provokes another AoO [disarm 31 vs 26: win].


Round 19
Bernik collects her wand and chases after her, once again entering her square.


[Pitlord note: Bernik wants to grapple Poggle Lolly at this point, but with her DR he is unable to damage her. If he hadn't suffered a Str reduction I would have had him go for it anyway since killing her slowly is OK if she can't fight back. However, I don't think he can actually hope to win this way, and his tactics say to attack with axe when initially engaging anyway]


Poggle Lolly intends to use her cantrips from memory, so she flits back through the grates - as she does so, Bernik swings at her with his axe, but misses [AoO 26 vs 22+8: miss] but as she does so, Bernik grabs her, and begins to crush her with his big dwarven hands [AoO 25 vs tAC 20: hit, grapple: 7 vs -2: success, damage: 3-5=0]. Luckily for her, she is unharmed, and quickly wriggles free again [Escape Artist 21 vs grapple 8: success].


Round 20
Bernik grabs at her again but she nimbly dodges aside, pulling faces at him.
Poggle Lolly leaps away from him, but this time he is quicker and grabs her again.

Bernik knows that if he runs around the grate, the Grig will simply be able to slip back through. His tactics imply he wants to go ranged if he can't reach her, so he stows his axe and draws his bow.
Poggle Lolly casts Ray of Frost [touch: hit, damage: 4].


Round 21
Bernik [31/44] moves back (Poggle Lolly's spells have a range of only 25ft, so he may as well, just to be awkward) and shoots [miss].
Poggle Lolly slips back through the grates and casts Ray of Frost again [hit, damage: 3].


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Sewer/a=Name,M,21,23,17,28,22,28,Bernik/b=Name,T,21,23,17,28,15,28,Poggle Lolly/x.jpg[/img]


Round 22
Bernik draws his axe again whilst moving to back to Poggle Lolly's square. He attacks one-handed so that he can keep his bow ready [17+8-1=24 vs AC 22+8: miss].
[Ray of Enfeeblement ends]
Poggle Lolly moves back, provoking another AoO [another miss], and casts Acid Splash from memory [hit, damage 2].


Round 23
Bernik [29/44] is feeling a bit rough after being blasted with acid and cold, however minor, so he moves back around a corner and stows his bow, ready to heal.
[Shield ends]
Poggly Lolly draws her bow, and flies around the corner in the opposite direction to maintain some distance (but stays close enough that she gets PBS).


Round 24
Bernik draws his Wand of Cure Light Wounds and uses it [heals 7].
Poggle Lolly shoots [attack 12+11+1=24 vs AC 21+1: hit, damage: 1].


Round 25
Bernik is on [35/44] so he uses his wand again [heals 8].
[Pitlord note: All the rounds in the roller between here and 28 are messed up because I thought Bernik wanted to be on >30, not >36]
Poggle Lolly shoots again [miss].


Round 26
Bernik is on [43/44] so he stows his wand and moves into Poggle Lolly's square.
Poggle Lolly moves back, provoking an AoO which Bernik uses to strike at he bow. It spins from her fingers, only to be nimbly caught again by the little sprite [disarm 5+8+4=17 vs 15+11-8=18: failure] as she congratulates Bernik on his attempt before flying back towards the centre and shooting at him [miss].


Round 26 27
Bernik moves into her square and attempts to disarm her again, but his attack is even clumsier than his last. However, as Polly Lolly flies away from him, he swings again and sends the weapon tumbling into the water.
Poggle Lolly flies across the sludge pond and draws her Wand of Magic Missile.


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Sewer/a=Name,M,17,28,21,31,21,25,21,19,Bernik/b=Name,T,15,28,21,25,21,19,14,16,Poggle Lolly/x.jpg[/img]


Round 27 28
Bernik wades after her.
Poggle Lolly delivers a pair of Magic Missiles from her wand [damage 6] then flies away. Once again, however, Bernik is able to disarm her of her wand.


Round 28 29
Bernik [29/36] follows, once again closing to melee range.
Poggle Lolly desperately draws her teensy tiny short sword and attacks [miss].


Round 30
Bernik smashes the short sword out of her hands.


At this point, Poggle Lolly's only method of attack is a 1-damage, nonlethal unarmed strike. Though technically she *could* win (if she burned through all of Bernik's HP and CLW), I don't think it's unreasonable for her to throw in the towel here.



Results Show


Bernik wins and gains 1200xp and 1200 gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: Wand of Cure Light Wounds (2 charges) - 1 arrow fired, missed and recovered
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Guard

Poggle Lolly loses and gains 400xp and 400 gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Mage Armour, Wand of Shield (1 charge), Wand of Acid Splash (1 charge), Wand of Ray of Frost (1 charge), Wand of Magic Missile (1 charge), 1 arrow (3 fired, 1 hit, 2 recovered)
Spells or Powerpoints Used: Acid Splash, Ray of Frost x2
Abilities Used: Invisibility SLA
Free Activity: Guard 
Quick Reply
Cancel
1 year ago  ::  Apr 17, 2012 - 8:34PM #698
Eluria
Date Joined: Jan 20, 2007
Posts: 3,156
Jaob Hhaneir

Jaob's Tactics Show

Begin at front of box with Wand of Produce Flames in hand. Start by casting that, then Resistance from memory. If foe is not seen, Jaob will scream for him to show himself and ready to cast Silence of sight. If foe is seen before this point, cast Silence as priority, then Resistance, then Produce Flames. (Note: Move out if the delay penalty will set in; try to keep a wide field of view, and move and ready each turn).

If Silence fails, follow up with Sound Burst (should be able to position it so it hits only him, but better to take an AoO by moving than to hit myself). Regardless, continue by throwing flames, or touching with produce flames if necessary. If I'm caught in Silence or about to be (because he appears to be moving towards me), convert Sound Burst then Entropic Shield to Inflict spells and touch with them, then follow up with plain old flames. If I have to move back out of the Silenced area to cast (I need to speak to use my wand too), do so, even if it would provoke an AoO.

Expend my Psionic Focus the first time it would be helpful to do so, and use the Madness domain power to get a +1 bonus to the first Will save (if any) I have to make. Use Burst whenever it would be useful to do so. I don't think it's an action so go wild.

If he choses to try and shoot me down with Magic Missiles and/or Scorching Ray, cast CLW from scrolls (use both if I'm still below 15HP after the first but prioritise Sound Burst over the second), but only if I've already tried Silence.

This should be easy enough if he doesn't nail me with Scorching Ray or Blindness - the former could be one-hit kill and the second targets my weakest save. The odds aren't too bad all told, though.

Some notes:
- As a Xeph, I have +2 to saves vs spells.
- If Stunned by Sound Burst, Kii will drop whatever he's holding. If I can pick it up safely, I may as well. If it's his Scroll of Scorching Ray, grab it if I can at all, even if it means I miss a go or whatever.
- If I get Blinded, I'm pretty much done for, but I can still try to use Sound Burst (it has a 10ft-radius, after all). Failing that, cast Obscuring Mist from scroll and continue trying to touch with flames as above - if he wants to be able to see me any better than I can see him, he'll have to close to adjacent, which should give me a shot at hitting him, at least.




Kii no Tamashii

Kii's Tactics Show


Welp, this one looks like a lost cause.

start back center holding scroll of retreat
cast it. if opponent not seen, continue buffing.
- scroll mage armor
- scroll shield
if no opponent, run to the center of the arena and loop around the central pillar.

when opponent is seen...

strategy if not silenced
move to 130 ft away and cast blindness from memory. Get lucky with the rolls.
use 2 magic missiles from scroll and scorching ray from scroll. Order doesn't matter; use scorching ray whenever I happen to be close.
then shocking grasp from memory via familiar while I finish the fight with crossbow.
Except for the brief close range for scorching ray, keep approx 80 ft away (max normal crossbow range, I think).
5 ft step after each casting.

strategy if silenced
(note, if it was not targeted on me, move out of the area and proceed with other strategy; I should be able to tell if I made a will save)
move to 5 ft. from him so silece effects us both.
attack with quarterstaff normally.
if he withdraws or bursts out of silence range, charge.
if he gets out a scroll and withdraws, assume he's hurt and needs to heal. Charge and grapple. Keep him in grapple. Have my familiar join in the grapple. Because that's totally going to work.

General notes
spend 1 pp for +4 on first will save (Elan resistance).
expend psi focus for concentration check.
if he's summoning, interupt with scroll of magic missile.
if summon appears, flee for 3 rounds.
cover from produce flame is nice if I can get it.
drop things instead of stowing them if opponent is not blind.
in the unlikely event of a break in the action (like if I succeeded in fleeing from a summon) finishe buff sequence before resuming fight.





The Fight Show


Rolls are HERE:

Kii acts first, holding a scroll, back center of box 2
Jaob acts second, holding a wand, front of box 4

Round 1:
Kii casts Expeditious Retreat from scroll
Jaob casts Produce Flame from wand

Round 2:
Kii casts Mage Armor from scroll
Jaob casts Resistance and screams

Round 3:
Kii casts Shield from scroll
Jaob screams and readies to cast Silence on Kii

Round 4:
Kii runs towards the center
Jaob readies



Round 5:
Kii circles the pillar, coming into sight of Jaob, triggering readied action
Jaob casts Silence on Kii (spends 1pp for +4 to save, Will +6+4 vs DC17, succeeds), resisted by Kii
Kii casts Blindness on Jaob, who also resists the spell (forgot +1 from resistance, but succeeds regardless)



Round 6:
Jaob (initiative order reset due to ready) wants to sound burst, but can’t reach (even with burst); closes (uses Xeph burst as a presumed free-action based on earlier brief discussion in courtroom( with a single move and throws flames at Kii (ranged touch +5 vs tAC 11), missing

Kii draws and casts magic missile from scroll, hitting for 7

Jaob 13/20 AC19 (tAC13) | Produce Flame (1 remains), Burst ends 8
Kii 12/12 AC11+4+4 | MA (long), Shield (33)



Round 7:
Jaob draws and casts cure light wounds from scroll for 5
Kii draws and casts magic missile from memory for 6

Round 8:
Jaob draws and casts CLW from scroll for 4
Kii moves, drawing scroll of scorching ray, and casts and fires, missing

Jaob 16/20
Kii 12/12

Round 9:
Jaob casts Sound Burst at Kii, hitting for 3 damage, and stunning Kii (not holding anything)
Kii is stunned

Jaob 16/20
Kii 9/12

Round 10:
Jaob throws produce flames, hitting for 3 (hits even if not stunned, though roller denotes stunned)
Kii shakes off the cacophony, casts shocking grasp, designating familiar as toucher, and backs away (wanting to engage at about 80ft range) – Miwaku, previously unmentioned flying cat, pops into existence from a “hidden pocket somewhere on Kii” and swoops at Jaob, claws crackling with shocking energies – moves to touch; as tiny, would draw AoO, but Jaob doesn’t threaten – charges in (as wasn’t flying, can’t dive, but can charge +6 +2 charge +3 metal armor vs tAC 13), hits for 8

Jaob 8/20
Kii 9/12



Round 11:
Jaob uses wand of produce flames and throws, hitting for 4
Kii draws and fires crossbow missing

Jaob 8/20
Kii 5/12

Round 12:
Jaob throws flames, hitting for 6, downing Kii



Results Show


Jaob wins and gains 900xp and 900 gp + 66gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: Produce Flame 2 charges, Scroll of CLW x2
Spells or Powerpoints Used: Silence, Sound Burst,
Abilities Used: Burst
Free Activity: Profession 66gp

Kii loses and gains 300xp and 300 gp +57gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Mage Armor, Scroll of Shield, Scroll of Exp Retreat, Scroll of Magic Missile x2, Scroll of Scorching Ray
Spells or Powerpoints Used: Blindness, Shocking Grasp
Abilities Used: None
Free Activity: Craft 57gp


The COre COliseum is a tactics-based arena for both 3.5e and 4e D&D. We run fights each week - so join today!
Quickstart Guide
Character Sheet

The COre COliseum's first annual Prestige Competetion (ENDED) Design an ECL7-10 character incorporating prestige classes (winner is Hayrol, The Hound of Hell)

The COre COliseum's second annual Character Design Competetion CLOSED - Design an ECL4-20 character with no class levels!
(winner is The Hunter)
Quick Reply
Cancel
1 year ago  ::  Apr 17, 2012 - 9:22PM #699
Eluria
Date Joined: Jan 20, 2007
Posts: 3,156
Revised

Ven
Ven's Tactics Show

Ok, Loving my will saves against him, but those AC's are dangerous at his level.

Round 1, satrt in the front corner and immediatley move to see into the next area by double moving to the opening of the clockwise area, (21,22) for example. Once he is seen, if no constructs are about, close to melee and flurry grapple to death.  If there are medium constructs, draw and drink a potion of mage armour and then flurry kill the constructs.  Ignore small constructs.

Move out of greased areas.

Remember, good always wins over evil, so rolling anything to the contrary would be in poor form. ..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />


Amalia

Amalia's Tactics Show

He may have beaten me last time, but I have a few tricks up my sleeves now.

Start at front corner of box with Power Stones of Biofeedback and Force Screen in hand.

Round 1: Manifest Vigour (4PP).
Round 2: Manifest Astral Construct (1PP, Improved Bull Rush) at (10,21) or equivalent. This AC should stay between Amalia and Ven when possible and push him away from me whenever it can. Otherwise it should just attack.
Round 3: Manifest Energy Retort (Cold).
Round 4: Manifest Share Pain (share damage with Psicrystal).
Round 5: Manifest Biofeedback from stone.

I should probably see him by now - if I see him before manifesting AC, place it where it can Charge him if I can (priority is to keep it between us, though). If he's using his bow, use stone for Force Screen before using Biofeedback, and attempt to break LoS or find Cover. If he manages to reach me in round 1, use AC and Energy Retort first, then Vigour. Otherwise the aim of the game is to avoid him (particularly avoid charges) whilst buffing. If I take damage whilst manifesting, only expend focus to maintain Energy Retort or Share Pain, and only if I take 8 or more damage. I should be able to 5-ft step to avoid needing to manifest defensively, otherwise. If he grapples me whilst buffing, I should use my Psionic Focus to get Energy Retort up, Share Pain if I've done that - otherwise, see below.

Then, make another 1PP AC (Imp Bull Rush again), then tap a Crawling Tattoos of Grease, then repeat. If he is avoiding me, use my Power Stone of Matter Agitation.

If grappled, expend Psionic Focus (if I have it) to manifest Energy Push (Cold). I'm not sure how the rules cover this but it should let me throw him away from me. Angle him into a wall if I can, but leave enough space that he can't just grab me again. If I don't have the PP for that, but there are ACs about, use Grease on myself instead, then Escape Artist to get out and flee. Last resort is to use Vigour for as many PP as I have left (unless I still have temp HP left from the first time) and hope Energy Retort kills him whilst trying to escape the grapple.

Hopefully, Vigour will let me last long enough for Energy Retort to kill him, but after last time I don't want to take any chances. The priority is to get those up and avoid getting grappled whilst doing so.

Note: Share Vigour with Psycrystal, obviously. I don't know if he can attack my Psicrystal whilst I'm carrying it, but I should be able to share Energy Retort with it too if he tries to get sneaky.





The Fight Show


Rolls are HERE

Amalia acts first, in box 3, in front corner
Ven acts second, in box 1, in the front corner

Round 1:
Amalia manifests Vigor 4pp
Ven moves out clockwise, spotting Amalia and moving to close



Round 2:
Amalia begins manifesting a 1pp astral construct
Ven closes and bases (no AoO because not threatening)



Round 3:
Amalia finishes summoning an AC, puts it adjacent to Ven, then 5’ steps back and manifests Energy Retort (Cold)
Astral Construct tries to bull rush push Ven back (moves into his space, doesn’t draw AoO due to Imp Bull Rush; Str 15 -4small +4feat = +2 vs Ven +4), failing
Ven 5’ steps into where Amalia started the round and attempts to flurry grapple Amalia – hits with touch, fails grapple check. Flurried attack hits, Ven wins opposed grapple, for 6 subdual – triggers energy retort (Ven saves) for 26/2 = 13; Ven moves into square (26,5). which misses



Amalia 27+14 / 27 AC 17 t13 | Vigor (20hp ends 51), Energy Retort Cold (ends 53)
Astral Construct1 ends after acts in 7
Ven 18 31/31 AC 19

Round 4:
Amalia expends focus to manifest Energy Push: Cold (Conc 15focus+10base = 25, DC20) for 11 damage, save failed; Ven gets pushed back 15 ft – breaks grapple (Pitlord note: Energy Push specifically moves the person; Grapple doesn’t specify what happens, but as Ven has to move, has to leave space, has to end grapple).  This draws does not draw an AoO from Construct for leaving threatened space – hits for 4 (not confirmed)
Astral Construct 5’ steps in and attempts to bull rush (as per tactics) which is resisted.
Ven moves around, ignoring the small construct (who would get another AoO but has already used his AoO gets an AoO for 4 (using prior roll)) – cannot flurry this round, so tries to grapple Amalia without flurry – hits, grapples for 8; energy retort strikes for 15 (saved) /2 = 7, knocking Ven out. misses

Amalia 27+6 / 27 AC 17 t13 pp4 3/16 | Vigor (20hp ends 51), Energy Retort Cold (ends 53)
Astral Construct1 ends after acts in 7
Ven -4 16/31 AC 19

Fight extended due to my energy retort error:
Round 5:
Amalia (Pitlord interpretation: “I should use my Psionic Focus to get Energy Retort up (DONE), Share Pain if I've done that - otherwise, see below.  If grappled, expend Psionic Focus (if I have it) to manifest Energy Push (DONE). If I don't have the PP for that, but there are ACs about, use Grease on myself instead, then Escape Artist to get out and flee.”   Unclear if would want to use share pain as has already used psionic focus for energy push, but doesn’t meet clause of “if I don’t have pp for that but there are ACs about, use Grease.  And there was a clause to use focus for share pain only if taking a certain amount of damage) attempts to manifest share pain with psicrystal while grappled; Con +10 DC20, succeeds
AC steps in and attacks into the grapple vs Ven AC19 (-4, dex denied), hitting for 6
Ven flurry grapples, hits twice for 8, 12 damage (shared; 10 to Amalia, 10 to psicrystal); energy retort hits (not confirmed) for 19/2 = 9

Amalia 23/ 27 AC 17 t13 pp0/16 | Vigor (20hp ends 51), Energy Retort Cold (ends 53), Share Pain (long)
Psicrystal 3/13
Astral Construct1 ends after acts in 7
Ven 1/31 AC 19

Round 6:
Amalia (no pp left and no tactics for this situation) attempts to escape, fails
AC attacks Ven, hitting for 4, knocking him out






Results Show


Amalia wins and gains 1500 xp + 21% = 1815 xp /  and 1936gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: Share Pain <5h
Items Used: -
Spells or Powerpoints Used: 4pp Vigor, 1pp AC, 5pp Energy Retort, 3pp Energy Push, 3pp share pain
Abilities Used: -
Free Activity: BlackMarket Connections for Hat of Skulking +1

Ven loses and gains 500xp / 600gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Wax on, Wax off




The COre COliseum is a tactics-based arena for both 3.5e and 4e D&D. We run fights each week - so join today!
Quickstart Guide
Character Sheet

The COre COliseum's first annual Prestige Competetion (ENDED) Design an ECL7-10 character incorporating prestige classes (winner is Hayrol, The Hound of Hell)

The COre COliseum's second annual Character Design Competetion CLOSED - Design an ECL4-20 character with no class levels!
(winner is The Hunter)
Quick Reply
Cancel
1 year ago  ::  Apr 18, 2012 - 11:56AM #700
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Al'tiar

Al'tiar's tactics Show

Sorry about this fight.  Fortunatley, Gan has a +17 spot check and a 60ft fly speed, so not all is lost.

Start in the front corner with a scroll of mage armour out.  Cast one on myself and then draw another and cast it on Gan; he'll probably be moving more than 5' from me this fight.  Next, draw a scroll of reduce person and cast it for Gan.  Then, cast a mirror image for gan and then cast chill touch for Gan.  Move out to the river, drawing my bow..  If I can swim in it, do so, moving through the river and bog by swimming, otherwise just seek as normal by moiving through the area.

Gan will stay on my shoulder making active spot checks every round Bilgly isn't seen.  If Bilgly is seen, Al'tiar will walk towards him and shoot and Gan will fly in to try to charge touch or base.  Gan will try to touch every round with chill touch.  Al'Tiar will refresh Gan's chill touch whenever it is gone.  Dodge Bilgly.

If Al'Tiar is below 14 HP, he'll retreat to the bog or river and go prone to for total cover underwater while Gan continues to chill touch Bilgly.  If that Gan can no longer face Bilgly, I'll just have to keep readying to fire on sight.

If Al'tiar can ever close to melee, he will do so with his rapier, disarming Bigly's bow.

Al'Tiar will let Gan go first and shoot into the sqwuare he is attack if he cannot see Bilgly and Gan can.

Basic Summary:
Buff and move out.
Gan will be chill touching for most of the work as he has the spot check and movement speed to fly over the brush.
Al'Tiar will engage as possible, prefering melee if possible to base.


Bilgly

Bilgly's tactics Show

Bilgly in the forest...

Begin at 4,4 or equivalent, and always declare dodge vs. Al'tiar.  Buff with Chameleon and Inertial Armor, and then move out searching clockwise.  When I see him, begin sniping.  Don't bother with Psionic Shot, just snipe, and move to rehide whenever he's close enough to autospot with a single move (or has spotted).  Try to negate his cover if feasible, but that's less important than attacking without being seen.  If I have to cross a stream, do so on a log.

If his familiar is out, shoot it first, use psionic shot, and always shoot from at least 65' until the familiar is down or goes into hiding.  If he casts a spell on the familiar and sends the familiar out, stow my bow until the end of the familiar's following turn.  I do not want to get true strike disarmed.

If disarmed despite my best efforts, use my spare bow, and use psionic shot even once I'm shooting at Al'tiar.

If enfeebled, drop as many arrows as necessary to keep at light encumbrance, and use psionic shot.

Whenever without focus, regain focus before shooting again.

If at 20 or less hit points and he's not doing anything involving disarming, use my wand to heal up to 27 or higher.

Thanks for the run, and hopefully it won't be too difficult.


The Fight Show

[Starting location and Initiative]
Al'tiar starts in area 2 at (59,59) with a scroll of mage armor (CL1). Initiative 13
Bilgly starts in area 4 at (4,4) with a powerstone of Chameleon (ML1) and a powerstone of Inertial armor (ML1). Initiative 27

[Round 1]
Bilgly manifests chameleon from the powerstone.
Al'tiar casts mage armor from the scroll and draws another one.

[Round 2]
Bilgly manifests inertial armor from the powerstone and moves to (4,14)
Al'tiar casts mage armor on Gan and draws a scroll of reduce person (CL2).

[Round 3]
Bilgly double moves to (1,26)
Al'tiar starts casting reduce person from the scroll.

[Round 4]
Bilgly double moves, balancing across the log [Balance 16 vs DC10, success] to (2,37)
Al'tiar finishes casting reduce person, targetting Gan. He then casts mirror image on Gan [1d4+1=2]

Map Show


[Round 5]
Bilgly double moves to (5,52)
Al'tiar casts chill touch and designates Gan as the toucher and then moves to (53,60), drawing his bow along the way.

[Round 6]
Bilgly double moves to (19,58)
Al'tiar double moves to (43,58)

[Round 7]
Bilgly moves to (27,47), spotting Al'tiar and hides [Hide 40, MS 23]
Al'tiar moves (and swims) to (32,57)

Map Show


[Round 8]
Bilgly snipes at Al'tiar [18 vs AC13+4, hit; Dmg 1d6-1+2+1=3; Hide 21 vs Spot 12, 29] but is spotted by Gan.
Gan squawks and charges at Bilgly [74% vs 21%, success; 27+1 vs AC18, hit; Dmg 1d6=2; Fort 11 vs DC15, fail, -1 str]
Al'tiar doesn't see Bilgly, but can see where Gan flew to, so he moves up, drawing his rapier, to (28,57) and attacks to disarm [25% vs 51%, fail]

Al'tiar 32/35, Mage Armor (ends 601)
-- Gan 17/17, Mage Armor (ends 602), Reduce Person (ends 24), Mirror Image (2 images, ends 45), Chill touch (3 touches remaining)
Bilgly 33/35, Chameleon (ends 101), Inertial armor (ends 602), -1 str

[Round 9]
Bilgly grumbles, drops a quiver of 20 arrows and moves to (28,61)
Gan flies to (28,61) and attacks [62% vs 21%, success; 16+2 vs AC18, hit; Dmg 1d6=5; Fort 22 vs DC15, success]
Al'tiar moves to (27,61) [no chance for Al'tiar to spot, but Gan's location makes it obvious]

Al'tiar 32/35, Mage Armor (ends 601)
-- Gan 17/17, Mage Armor (ends 602), Reduce Person (ends 24), Mirror Image (1 image, ends 45), Chill touch (2 touches remaining)
Bilgly 28/35, Chameleon (ends 101), Inertial armor (ends 602), -1 str

[Round 10]
Bilgly moves to (31,48) and hides.
Gan flies to (31,48)
Al'tiar moves to (32,54)

Map Show


[Round 11]
Bilgly takes a 5ft step to (30,48) and snaps a psionic shot at Gan [2 (image), 27 vs AC15+3, hit, image destroyed] and then tries to refocus [29 vs DC20, success]
Gan takes a 5ft step and attacks Bilgly [29 vs AC20, hit; Dmg 1d6=1; Fort 12 vs DC15, fail, -1 str]
Al'tiar moves to (30,47)

Al'tiar 32/35, Mage Armor (ends 601)
-- Gan 17/17, Mage Armor (ends 602), Reduce Person (ends 24), Mirror Image (1 image, ends 45), Chill touch (1 touch remaining)
Bilgly 27/35, Chameleon (ends 101), Inertial armor (ends 602), -2 str

[Round 12]
Bilgly starts moving, provoking an AoO from Al'tiar, who tries to disarm him [13 vs -5, success]. Bilgly stops at (29,48) and picks up the bow.
Gan takes a 5ft step and attacks Bilgly [12! vs AC20, miss]
Al'tiar attempts to disarm Bilgly [24 vs -3], drops his own bow and picks up Bilgly's and takes a 5ft step to (29,47).

[Round 13]
Bilgly curses, draws his other bow, takes a 5ft step to (28,48) and fires an arrow at Gan, provoking an AoO from Al'tiar [14 vs 5, success]
Gan takes a 5ft step and attacks Bilgly [31! (20 - confirmed) vs AC20, hit; Dmg 2d6=10; Fort 10 vs DC15, fail, -1 str]
Al'tiar stows the bow, picks up the bow under Bilgly.

Al'tiar 32/35, Mage Armor (ends 601)
-- Gan 17/17, Mage Armor (ends 602), Reduce Person (ends 24), Mirror Image (1 image, ends 45), Chill touch (ended)
Bilgly 17/35, Chameleon (ends 101), Inertial armor (ends 602), -3 str

Realized here that I had the wrong touch AC for Bilgly on Gan's attacks - this meant the attack in round 9 did hit - and with the additional failed fort save - Bilgly is down to 3 str

[Round 14]
Bilgly tries to disarm the bow back [AoO 20 vs AC20+4+1, miss; 9 vs 21, fail]
Al'tiar stows the bow.

At this point, the only way Bilgly can get the bow back is by successfully grappling, pinning and disarming. However, without a +6 BAB, he can't pin and disarm in the same round - so that isn't going to work. As such, he surrenders.



Fight Result and Summary Show

Al'tiar wins and gains 1500xp / 1600gp
Time Between Fights: 4 hours
Ongoing Effects: none
Items Used: 2 scrolls of mage armor (CL1), scroll of reduce person (CL2)
Spells/PP Used: 3 SLs (Mirror Image (2), Chill touch (1))
x/day Abilities Used: none
Free Activity: intimidate (N/A)

Bilgly loses and gains 500xp / 533gp
Time Between Fights: 4 hours
Ongoing Effects: none
Items Used: 2 arrows (2 hits), Powerstone of Chameleon (ML1), Powerstone of Inertial armor (ML1)
Spells/PP Used: none
x/day Abilities Used: none
Free Activity: guard
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
Coalition War GameParanoia ParadiseMagic Puzzles, Fun, & Games!
My List of characters for the CoCo and other ventures
NaNoWriMo 2010 WinnerNaNoWriMo 2011 Winner
Quick Reply
Cancel
Page 70 of 106  •  Prev 1 ... 68 69 70 71 72 ... 106 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing