Buff: Designate Bully as my opponent for Dodge feat. I start as close to the middle of the arena as possible.
Movement move towards the center; try to locate him using Listen or Spot if I don’t see him. Move towards him x4 speed when I see him. Tumble to avoid AoO when I reach him. After that, no tumbling - just stick to attacking.
Combat Melee fighting all the time. When he’s closer, keep to melee fighting. Follow him if he tries to gain distance.
Well - I actually like my chances fairly well here. He has a decent AC, but I have a good attack bonus; he has a relatively low attack bonus and my AC can be boosted up a bit if needed.
Let's try this without the boost for now though.
Start off with my bow in hand at the front center of my starting area. If he is in sight, fire an arrow, drop the bow, draw my sword while moving to stay out of his charge range, but inside mine. If he is not in sight to start, move out and fire (if seen) or ready to fire on sight (if not seen). If able to charge at him - rage before the charge. If not able to charge, rage on the first attack in melee.
I think that's pretty much it for now. Let's see how this goes.
Bully wins initiative and starts in the front of box 1(31, 55), bow in hand. Ani starts in box 4(8, 32), mindblade in hand.
Round 1
The Bully smirks as he sees the spots the still flatfooted hume. He shoots(18 vs. Flatfooted AC 14+4 cover) and sinks an arrow deeply into his opponent's flesh(13 damage). He then drops his bow and moves to withing charging distance(25, 47), drawing his sword. Ani, though injured, is not afraid of the giantish man. He declares dodge, runs forward, and bases him(24, 46).
The Bully: 23/23 HP Ani: 16/29 HP
Round 2
Enraged by the hume's presumption, the Bully swings(20 vs. sorta flat-footed AC 14), knocking him unconscious from the shock(22 damage).
Well, unfortunately it is likely my opponent is some sort of vermin - so Mind Thrust is out.
Start off with the dorje in hand at the default area of my starting block.
Round 1 - manifest a surged 3PP vigor, move out. Round 2 - move out and ready to use the dorje on a target in range. Use Fire for the type. Keep using the dorje until I am dead.
Renew Vigor (1pp+surge) if I am not grappled and my temp hp run out.
The Giant Praying Mantis wins intiative and starts in box 4(31, 59). The Ant starts in box 1(4, 32), dorje in hand.
Round 1 The Mantis flies out, but sights the Ant along the way and lands.(36, 47). The Ant manifests the best vigor he can(ennervation passed) and moves closer(8, 32).
Mantis: 26/26 HP Ant: 11+15/11 HP (Vigor)
Round 2 The Mantis flies closer(16,39). The Ant lets loose with an energy ray. As it strikes the vermin(21 vs. touch 8+4 cover) and burns it(10+2 damage), he steps aside(5,32) to break it's charge line.
Mantis: 14/26 HP Ant: 11+15/11 HP (Vigor)
Round 3 Undaunted, the Mantis flies forward(6,32) and bases the Ant. The Ant uses the Dorje(25! vs. touch 8, crit confirmed, 13+2 damage), wounding the Manits terriblyending the Mantis' life.
Mantis: -1/26 HP Ant: 11+15/11 HP (Vigor)
Still in the fight, the Mantis full attacks(20, 12 vs. AC 22), but all miss. Sad to see yet another vermin fall at his hand, the Ant fires his dorje(13 vs. touch 8) and ends the fight(10 damage).
The Ant wins and gains 900xp/900gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: none Items Used: 3 2 charges of Dorje of Energy Ray Spells or Powerpoints Used: 2 PP Abilities Used: none Free Activity: Guard
Notes: I seems to have a problem remembering cover...made no difference to the hit, though.
Nothing is ever only one person's fault. TemplateShow
For simplicity's sake:
Card Name [mc][/mc] Card Type - Subtype Text Flavor
The familiar goes looking for an enemy in the opposite direction than me. Look out for the enemy (Spot or Listen). Hide & Shoot. Repeat. Melee only in the close quarters. No grappling.
Hmm - I think I might be in trouble here but let's see what we can do about it.
Goal: Buff with vigor, get in range for Mind thrust and then blow his mind!
Start off at the default location with dorje of Enlarged Energy Ray in hand. Manifest a 1 PP vigor and surge it.
Move out - stopping at cover locations when possible - but double moving the entire way. Once he's spotted - run the distance to close in on him. Continue running until I can move and attack with mind thrust. Once I can use mind thrust, use 1pp and surge it each time. If I run out of PP this way, switch to my racial Energy ray if in range or an enlarged one if not.
That's about it. He could seriously wreck me here - but that's bound to happen eventually...
Rd 0: Initiative Saevherne 22 Ant 18 Saevherne starts box 2 (default) holding (pitlord discretion: plans to shoot) bow, Ant starts box 1 (default) holding dorje
Rd 1: Saevherne & familiar plan to look for enemy, in opposite directions; randomized: familiar goes CCW, Saevherne goes CW . Both double move. Familiar spots Ant at end of move – uses empathic link to convey excitement. Then lets out a big “caw” just to be sure. Then looks for worms on the arena floor.
Ant manifests vigor 1pp + 1 WS (1-6): success
Ant 11+10/11 AC 22 3/4 PP holding dorje Vigor +10 ends 21 Saevherne 18/18 AC 19 holding bow Hawk: a hawk.
Rd 2-4: Saevherne, with the goal of hiding and shooting and knowledge of his foe’s location, moves into a position to maintain cover/concealment for hiding and shooting. Readies to shoot on sight
Ant double moves out (stopping at cover but double moving) – for sanity, moves clockwise around arena.
Rd 5-7: Saevherne readies to snipe on sight Ant continues double moving – Listen +4 – 4 Distance vs MS +10 – hears something beyond the wall as Saevherne shuffles around
Rd 8: Saevherne readies to shoot on sight Ant, wanting to be close, and suspecting where Saevherne is, continues his approach and double moves – on last move, enters Saevherne’s sights – triggers ready action – Saevherne fires at Ant (not flat footed as knew Saevherne was there from listening) – 19 vs AC 22: miss
Rd 9: Saevherne’s tactics specify hide and shoot: so he runs for the central pillars. Much to pitlord chagrin. Can't run as drawn, but superior movement gets him out of range and he can just adjust position next round - no significant change Ant, seeing the flight, tries to follow – as foe was spotted, now runs to close distance, still sticking to cover where possible.
Rd 10-11: S: readies to shoot A: moves, trying to get into mind thrust range.
Rd 12: S: readies to shoot A: moves; triggers S’s ready – 22 vs. AC 22, hit – 8 damage. A manifests MT 1pp +1 WS (enervate? Just misses) – Will +1 = 20 vs DC 16 – Saves!
Ant 11+2/11 AC 22 2/4 PP holding dorje Vigor +10 ends 21 Saevherne 18/18 AC 19 holding bow
Rd 13: S: tries to break LoS to hide again. A: seeing how this is going, and aware that his vigor is running low, moves around to try to re-engage.
Rd 14: S: readies to shoot A: peaks out from behind cover, triggering S’s ready – shoot +7 vs. AC 22+4 cover – miss; A manifests MT 1pp +1 WS (enervate? no) – Will +1 = 21! vs DC 16 – Saves!
Ant 11+2/11 AC 22 1/4 PP holding dorje Vigor +10 ends 21 Saevherne 18/18 AC 19 holding bow
Rd 15: S: breaks LoS to hide again A: moves
Rd 16: S: readies to shoot A: peaks out from behind cover, triggering S’s ready – shoot +7 = 25 vs. AC 22+4 cover – near miss; A manifests MT 1pp +1 WS (enervate? no) – Will +1 = 9 vs DC 16 – fails – 6 damage
Ant 11+2/11 AC 22 0/4 PP holding dorje Vigor +10 ends 21 Saevherne 12/18 AC 19 holding bow
Rd 17: (It pains me to do this, because it’d be much easier pitlording to just shoot arrows, and it would probably improve S’s odds to trade rapid shots than the current pathway, but I have no reason as pitlord to deviate from the listed tactics, so this continues as is) S: breaks LoS to hide again. A: moves – spots S, triggers ready – S shoot 24 vs AC 22+4 cover – near miss ; A uses racial energy ray +5 vs tAC 14 = miss
Rd 18: S: breaks LoS to hide again A: moves
Rd 19: S: readies A: moves, spots S, triggers ready – S shoot vs AC 22+4 cover –miss ; A moves to deny cover and uses dorje hits for 15 – kills
Ant wins and gains 900xp/900gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 1 charges Dorje Spells or Powerpoints Used: 4 pp Abilities Used: Racial energy ray Free Activity: Guard
Saevherne loses and gains 300xp/300gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 5 arrows (1 recovered) Spells or Powerpoints Used: none Abilities Used: none Free Activity: Guard
Hmm...nowhere for him to really hide, but he's a long way away.
Start in the front corner of the square that isn't bordered by obstacles, mounted on Pine, scroll of See Invisibility in hand.
First round, cast from the scroll of See Invisibility. Next round, have Pine ride out in the direction I think Q is, and dose an arrow with drow poison. Next rounds depend on what Q's up to.
-If Q has Mirror Image up, start firing at Q(not with the poisoned arrow) with my bow while riding closer. -If Q doesn't have Mirror Image up, cast True Strike from my scroll this turn, then shoot the poisoned arrow next turn(even if he has Mirror Image up that turn).
After, if Q doesn't have Mirror Image up, draw another scroll of True Strike, cast from it, and fire another arrow. Otherwise, Rapid Shot the images, then draw and cast True strike after they're all gone.
If Q still lives, Rapid Shot him to death.
-If Q ever goes and I fail on my check to use the scroll, don't use the above tactic; rather, buff Magic Weapon on my bow, Bless(from scroll), then divine weapon on my bow, and ready to attack on pinpointing him. If he summons a swarm, run to keep away from it, but shoot down his familiar first if I see it, then continue with the readying to attack on pinpointing. (I can keep away from any swarm indefinately, and I should inevitably be able to pinpoint Q eventually with him having no ranks in move silently, right?). -Always use Mounted Combat and ride for cover whenever applicable. -If Pine get's KO'd, Rapid Shot Q to death. -Q is human, my favored enemy.
Thanks. I feel like I'm forgetting something, but ah well.
I'm, umm, not sure how I'll win, actually. That resist energy scroll, and that CLW wand, are brutal. Brutal. And PfE, mobility... I can't believe my best options seem to be trying to outlast 75 arrows or hoping to get lucky with color spray or drow poison... and that I checked if grappling would be feasible...
Here goes:
Start prone +4AC ranged, front of square, holding scroll of Alter Self
Share all spells w/ familiar who is 10' up 5' in front of Q
Rd 1: Mage armor memory +4AC
Rd 2: Alter self, scroll - troglodyte +6AC
Rd 3: Shield, memory +4AC
If he is holding lance/coming for melee (or if he runs out of arrows, later), ready action color spray and hit him and horse when in range, then summon swarm: spiders on them while they're stunned and concentrate until he wakes up, then stop concentrating, shocking grasp from memory and scrolls then wand of MM.
If he is shooting arrows, load poison onto xbow bolt and fire at Desmen fire at horse, repeat x3. (At any point, If he's unconscious from drow poison, walk up to him and cdg w/ heavy xbow). Then Shocking grasp from memory, familiar as toucher, hit horse, repeat from memory, then wand of MM horse until it's down. Then continue firing xbow at Desmen until out of bolts. Then use wand of MM on Desmen until out of charges. If at any point he runs out of arrows, wait for him to start closing, cast levitate from memory, then summon swarm: spiders on him and concentrate. (I think it takes getting to this point for me to win, and I'm not sure that's possible actually)
[Prefight locations and initiative] Desmen starts in area 1 at (7,90) mounted on Pine with a scroll of See Invisibility (CL3) in hand. Initiative 14 Qhordryn starts in area 2 at (89,89), prone with a scroll of Alter Self (CL3, trog) in hand. Initiative 19
[Round 1] Qhordryn casts Mage Armor from memory. Desmen sees Qhordryn and reads the scroll of See Invisibility (CL3) [86% vs 11%, success; CL check 21 vs DC3+1, success]
[Round 2] Qhordryn casts alter self from the scroll Desmen rides towards Qhordryn while dosing an arrow with poison [71% vs 6%, success] (31,90)
[Round 3] Qhordryn casts Shield from memory. Desmen moves closer, drawing a scroll of True Strike and casts from it. (43,90)
[Round 4] Qhordryn readies color spray from Desmen coming into range. Desmen draws his bow while closing and fires the poisoned arrow (55,90) [170ft (-2), 45 vs AC10+4+6+4+4, hit; Dmg 1d8+2+2=12; Fort 9 vs DC13, fail]
Desmen wins and gains 1200xp -12.5% = 1050xp/1050gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: Scroll of See Invisibility (CL3), Scroll of True Strike (CL1), 1 dose of drow poison, 1 arrow (1 hit, 0 recovered) Spells or Powerpoints Used: none Abilities Used: none Free Activity: Profession +76gp
Qhordryn loses and gains 400xp + 12.5% = 450xp/450gp Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: Mage Armor (<4 hours) Items Used: Scroll of Alter Self (CL3, trog) Spells or Powerpoints Used: 2SLs (Mage Armor, Shield) Abilities Used: none Free Activity: Craft +107gp, 5sp
@Eluria - share spells has a range of 5ft - where you wanted you familiar is outside of that range. Didn't matter for this fight of course - but something to note.
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Skeleton Wolf 1 wins initiative and starts in box 3(31,8). Fiendish Wolf starts at (30,8). Ani starts in box 4(5, 31), focused and with mindblade in hand. Skeleton Wolf 2 starts at (32,8).
Round 1
No fleshy humanoid in sight, Skeleton Wolf 1 runs off to the northeast(52,31). The Fiendish Wolf follows (51,31). Ani starts running to the center, but spots the last wolf before she gets up to speed and changes direction. (14,26) Skeleton Wolf 2 runs to base the cursed fleshy(15,25).
Skeleton Wolf 1: 13/13 hp Fiendish Wolf: 13/13 hp Ani: 29/29 p Skeleton Wolf 2: 13/13 hp
Round 2 Not having noticed the prescence of the fleshy, Skeleton Wolf 1 runs off to check the next box(32,50). It notices the target now, however. The Fiendish Wolf having slighly more intelligence, follows the wolf that started off in the other direction (21,22). Ani lets loose his psinic might(attack 16 vs. AC12) and heavily damages the wolf(14-5=9 damage) Though hit heavily, Skeleton Wolf 2 mindlessly bites Ani anyway(18 vs. AC 18), scoring a minor blow(6 damage).
Skeleton Wolf 1: 13/13 hp Fiendish Wolf: 13/13 hp Ani: 23/29 p Skeleton Wolf 2: 4/13 hp
Round 3 Fleshy so close, Skeleton Wolf 1 runs to base(15,27). The Fiendish Wolf moves into flanking position(13,25), and attempts to bite, but misses. Ani attacks the wolf again(attack 23! vs. AC15) leaving the skele on it's last legs(8-5=3 damage) Heedless of it's wounds, Skeleton Wolf 2 none the less scores through Ani's defenses again(19 vs. AC 18), creating another minor wound(3 damage).
Skeleton Wolf 1: 13/13 hp Fiendish Wolf: 13/13 hp Ani: 20/29 p Skeleton Wolf 2: 1/13 hp
Speed lording: The wolves all bite, the fiendish wolf will attempt to trip if it hits, Ani will switch to fists on the skele-wolves if he ever discovers that his weapon isn't doing as much damage as it should(read: he hits and deals no damage)
Round 4 Ani switches to fisticuffs. Skeleton Wolf 2 hits for 5 damage.
Skeleton Wolf 1: 13/13 hp Fiendish Wolf: 13/13 hp Ani: 15/29 p Skeleton Wolf 2: 1/13 hp
Round 5 Fiendish Wolf hits for 5 damage. Ani switches to fisticuffs. Skeleton Wolf 1: 13/13 hp Fiendish Wolf: 13/13 hp Ani: 10/29 p Skeleton Wolf 2: 1/13 hp
Round 6 Ani destroys the second wolf skeleton and turns her sights to the fiendish-wolf. Skeleton Wolf 1: 13/13 hp Fiendish Wolf: 13/13 hp Ani: 10/29 p Skeleton Wolf 2: 0/13 hp (destroyed)
Round 8 Skeleton Wolf 1 nips for 4 damage. Skeleton Wolf 1: 13/13 hp Fiendish Wolf: 13/13 hp Ani: 6/29 p Skeleton Wolf 2: 0/13 hp (destroyed)
Round 9 Skeleton Wolf 1 nips for 5 damage. Ani strike the Fiendish Wolf for 8 damage.
Skeleton Wolf 1: 13/13 hp Fiendish Wolf: 5/13 hp Ani: 1/29 p Skeleton Wolf 2: 0/13 hp (destroyed)
Round 10 Skeleton Wolf 1 nips once more, KOing Ani.
Ani loses and gains 300xp/300gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none Abilities Used: none Free Activity: Guard
Notes: Skeletons don't have a positive listen modifier, so the listen roll's slightly off, but it didn't make a difference.
@Eluria: I thought for a while your sky-high hp would let you survive their assault, but the dice gods had different ideas in mind. Still, if you want to fight in melee, you need a higher modifier to-hit than +3. At minimum, I'd say +6 at ECL3.
Nothing is ever only one person's fault. TemplateShow
For simplicity's sake:
Card Name [mc][/mc] Card Type - Subtype Text Flavor
Okay - here goes. Start off at the front of my starting area with my bow in hand. If Clarissa is in sight - fire an arrow. Move if needed to negate cover - but fire an arrow. If she moves within 100ft, charge the distance and end with a grapple attempt. Grapple her to death. If the grapple attempt fails and she has the wand out, draw my sword and sunder the wand and then attack liberally.
I'm perfectly happy staying outside of her range of magic missile with the wand, but otherwise, close in and tear her limbs off Clarification: Can I ask for a clarification You say "I'm perfectly happy staying outside of her range of magic missile with the wand, but otherwise, close in and tear her limbs off" and so I can't actually tell whether your main intention is to stay beyond 110' (to avoid MM) or to close within 100' (to charge/grapple) - which is Bully's preference should he have to chose?
Response: Basically fire at whatever range I'm at. If she makes the mistake of coming within 100ft of me - punish her for it.
Huh. One hit may very well = death. That's bad. Stupid giant bonus to saves vs. fire...and I assume he'll have a contingency vs. Sleep, too. Start in center of square, a flask of alchemist's fire and scroll of reduce person in hand. Synch starts adjacent holding another bag. First round, hand Synch the alchemist's fire and cast reduce person on us. Next round, draw and cast Mage Armor on us. If neither of us have heard or seen Bully yet, buff from a scroll of shield next; otherwise we both ready to throw tanglefoot bags on sight of him within 30'. If Bully hasn't been seen yet at this point, both of us continue to ready our tanglefoot bags on sight of him within 30'. Continue until he's been sighted. When Bully's seen, if he's staying at range and shooting, fire my memorized Magic Missle, then draw my Magic Missle wand. Next round, if Bully stays at range, drop my tanglefoot bag, then draw and fire back with the wand. Synch should ready to throw a tanglefoot bag on sight of him within 20' while all my Magic Missling happens. 5ft. step around Synch to keep her between me and Bully, but her still in range of my buffs. When/if Bully gets into range of our tanglefoot bag contingencies: --If Bully get's hit with the bag(s), cast sleep on him, if he couldn't move to break LOS on his turn. Step back to avoid AoOs if possible, otherwise cast defensively. If he could break LOS, cast Flaming Sphere on him and move to stay out of his range. Next round, cast another sphere. If he didn't get bag'd, throw my bag at him if I didn't already, moving away if possible, 5ft. if within his reach. Synch should throw her alchemist's fire at Bully, if she's already thrown her bag. -If, at any time, Bully falls asleep and isn't about to take damage from a sphere and wake up, cast shocking grasp, designate Synch the toucher(or me, if Synch has been KO'd) and coup him with the touch. -If I've used all the above tactics, switch to my wand of MMs, and shoot.
Rd 1: Clarissa: hands Synch alchemist fire (Synch now medium encumberance 6lbs), casts Reduce Person Synch: readies to throw tanglefoot bag at Bully on sight within 30’ Bully: walks out for Clarissa (random direction – N towards box 1.
Clarissa 15/15 AC 15+2 All spells available; Reduce Person (31) Synch 7/7 AC 16+2 reduce person (31), tanglefoot bag in hand, shaken, medium encumberance Bully 23/23 AC 16 bow
Rd 2: Clarissa: draws, casts mage armor (shared) Synch: readies to throw tanglefoot bag at Bully on sight within 30’ Bully: single moves to attempt to negate cover, fires arrow (+5 -2range vs AC 21+4 cover) - miss
Clarissa 15/15 AC 15+2+4 All spells available; Reduce Person (31), Mage armor Synch 7/7 AC 16+2+4 reduce person (31), tanglefoot bag in hand, mage armor, shaken, medium encumberance Bully 23/23 AC 16 bow
Rd 3: Clarissa: (Pitlord explanation: per tactics, only casts shield if neither has seen Bully, so doesn’t cast shield. Tactics specify both ready to throw tanglefoot bags – it is not clear to Clarissa if Bully is “staying at range,” as he did close last round, or if he’s closing slowly and shooting as he closes. As it seems like Clarissa’s priority it having tanglefoots to prevent closing to melee, will go with that portion of tactics for now) – draws tanglefoot bag, readies to throw when Bully within 30’ Synch: 5’ steps to be between Bully and Clarissa, readies to throw tanglefoot bag at Bully on sight within 30’ Bully: single moves to attempt to negate cover, fires arrow (+5 vs AC 21) – miss [edit: diminutive synch provides soft cover for tiny Clarissa]
Clarissa 15/15 AC 15+2+4 All spells available; Reduce Person (31), Mage armor Synch 7/7 AC 16+2+4 reduce person (31), tanglefoot bag in hand, mage armor, shaken, medium encumberance Bully 23/23 AC 16 bow
Rd 4: Clarissa: (same explanation as before – Bully is within 110’, and closed distance last 2 rounds – Clarissa and Synch will thus ready to throw tanglefoot bags as specified, as it’s not clear to Clarissa whether Bully is “staying at range”) – readies to throw tanglefoot bag when Bully within 30’ Synch: to throw tanglefoot bag at Bully on sight within 30’ Bully: “happy to stay at range,” 110’ (Pitlord explanation: range of MM wand is 110’ – so tactics are not clear as it sounds like Bully felt like he could be out of range of magic missiles, or within 100’, but it’s vague for if he’s right at 105-110’, as is the case here… tried to clarify without pushing for an answer), also wants to move to negate cover, but Synch could keep providing cover… so, for now, continues arrows - +5 vs AC 21+4 cover from diminutive monkey – miss
Clarissa 15/15 AC 15+2+4 All spells available; Reduce Person (31), Mage armor Synch 7/7 AC 16+2+4 reduce person (31), tanglefoot bag in hand, mage armor, shaken, medium encumberance Bully 23/23 AC 16 bow
Rd 5: Clarissa: Decides Bully is “staying at range,” casts memorized magic missile – 9 damage Synch: to throw tanglefoot bag at Bully on sight within 30’ Bully: (Pitlord again: I really don’t understand how to balance the given tactics with the clear desire to get into melee – technically, and I asked to clarify, the tactics specify happy to stay at range… but imply a desire to get within 100’, and don't at all specify a range to be at… Bully can do either one – with greater movement, can choose to move back, out of range of MM – and says to let Clarissa close. But clarissa would continuously close to exactly 110’, and not closer, thus not allowing charge. So it’s not clear if Bully should back away, trying to stay at ~130’ (and thus having range penalty + cover to hit Clarissa) or try to get to grapple – I am interpreting things as ultimate goal is to get into grapple if possible, since that’s basically guaranteed victory… I apologize in advance if this is not true to tactic interpretation; I felt torn and that’s why I tried to clarify {before running the fight!}, and I understand that this may be controversial - it seemed like the most appropriate and faithful to intent/bulk of tactics that I could see)– single moves closer, fires again +5 vs AC 21+4 cover from diminutive monkey - miss
Clarissa 15/15 AC 15+2+4 All spells available; Reduce Person (31), Mage armor Synch 7/7 AC 16+2+4 reduce person (31), tanglefoot bag in hand, mage armor, shaken, medium encumberance Bully 14/23 AC 16 bow
Rd 6: Clarissa: Now Bully is closing; readies tanglefoot again Synch: Readies tanglefoot again Bully: within 100’, charges for grapple – triggers ready action (synch) -Synch first (b/c in front of Clarissa): BAB +1 +2 Dex +2 Size +2 Reduced -2 Shaken -4 (range) vs Touch AC 12 = 15, hits! Reflex +2 v DC 15 – Fails! Bully stops 35’ away (does not trigger Clarissa’s throw b/c not within 30’), goo’d (duration: 2 rounds)
Clarissa 15/15 AC 15+2+4 All spells available; Reduce Person (31), Mage armor Synch 7/7 AC 16+2+4 reduce person (31), mage armor, shaken, Bully 14/23 AC 16 bow, entangled ends 8 (-2 attack rolls, -4 dex, can’t move)
Rd 7: Clarissa: doesn’t know if Bully will break free, and if Bully did, could break LoS, but just got goo'd, would be slowed, and Clarissa could probably get Bully within AoE of Sleep... so – starts casting sleep Synch: draws alchemist fire, but doesn’t throw it as the fire burning could wake Bully should he fall asleep Bully: draws sword to scrape goo 3d6+6 damage – 12 damage to goo
Clarissa 15/15 AC 15+2+4 All spells available; Reduce Person (31), Mage armor Synch 7/7 AC 16+2+4 reduce person (31), mage armor, shaken, Bully 14/23 AC 16 bow, entangled ends 8 (-2 attack rolls, -4 dex, can’t move)
Rd 8: Clarissa: finishes Sleep: Will +2 vs DC 15 – fails! Synch: excitedly jumps up and down, wanting to shocking grasp the sleeping half-giant Bully: sleeps in goo
Rd 9: Clarissa: casts shocking grasp, designating Synch as toucher Synch: hops over (coup de grace is a full round action, but I think can only be done with a melee or ranged weapon… I don’t know that the rules allow using a spell) and touches Bully – 4d6 damage – 18 damage, Bully falls unconscious
Alternate Ending? Using tactics as intended, without my misinterpretationShow
Rd 5: Stays same, Bully doesn’t move closer
Rd 6: Clarissa: MM from wand - 5 Bully: Shoots +5 vs AC 21+4 cover – miss
Clarissa 15/15 AC 15+2+4 All spells available; Reduce Person (31), Mage armor\ Bully 9/23 AC 16 bow
Clarissa wins and gains 900xp/900gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: last fight Items Used: Tanglefoot bag, Scroll of MA, Scroll of Reduce Person, 4 charges of wand of MM Spells or Powerpoints Used: 4 pp Abilities Used: - Free Activity: Craft +66gp
The Bully loses and gains 300xp/300gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 23 arrows (2 recovered) Spells or Powerpoints Used: none Abilities Used: none Free Activity: Intimidate
@Quick - small post in prison, minor issue @TA - apologies if this is not how you envisioned me interpreting things; I tried to adjudicate fairly
Frankly, I don't see how Grubber can win, but I guess I shouldn't get cocky. We can both hide quite annoyingly on the forest map, but I don't really see the point. The high AC is an annoyance.
Yeah, I'm going to kick myself if I lose, but I don't see it.
Start front center, holding bow.
Rd 1: shout for him, move out... single moves, ready action to shoot when he's spotted.
Shoot (first 2 arrows drow poison) - if it's a ranged battle, kneel, summon Dretch near him, then continue arrows with aim to deny cover/concealment if possible, shoot and single move until in charge range, then charge with greatsword when in range
If in melee range go for grapple and then kill.
Contingencies:
--If Malyuk takes >4 points of damage, tap force screen tattoo (unless in grapple)
--If after that Malyuk takes another 4+ points of damage, 5' step back draw and drink mage armor potion (unless in grapple)
--If he is sniping, use SLA stinking cloud over the area
Please note:
--Greatsword and first 2 arrows have drow poison
Dretch protections: --Damage Reduction 5/cold iron or good --Immunity to electricity and poison --Resistance to acid 10, cold 10, fire 10
Okay - tough fight here but I think its winnable. And then I remember he has Damage Reduction and I'm down to 6 crossbow bolts...
Start off with crossbow loaded and in hand. Blur SLA, move and ready to go prone on sight and pretend to ready to fire (but don't actually fire) for five rounds after engagement. Then surrender
I knew this fight would be easy for my opponent - I just didn't realize it would be an auto-win for him
Malyuk wins initiative and starts in bow 4, front center(6,4) with bow in hand. Grubber starts in bow 3(61,4), crossbow in hand.
Round 1 Malyuk moves(10,5), shouts, and readies. Grubber buffs and moves(57,4). Malyuk: 18/18 hp Grubber: 10/10 hp, Blur(11)
Rounds 2-4 Malyuk moves and readies(ends @21,3). Grubber moves and readies(ends @45,5). Malyuk: 18/18 hp Grubber: 10/10 hp, Blur(11)
Round 5 Malyuk moves and readies(ends @21,3). Grubber moves and drops prone(44,9)(Malyuk still lacks LOS to Grubber) Malyuk: 18/18 hp Grubber: 10/10 hp, Blur(11)
Round 6 Malyuk moves(25,7) sights Grubber, and shoots, but misses(only crit can hit:miss) Grubber pretends to ready to fire his crossbow. Malyuk: 18/18 hp Grubber: 10/10 hp, Blur(11)
Round 7 Since Grubber isn't coming forward, Malyuk assumes a defensive posture, kneels, and attempts to summon others of his kind. They don't appear to be listening, however. Grubber pretends to ready.
Round 8-11 Malyuk gets up and moves on 8. On 9, 10, and 11 he moves and attacks. He misses each time. (He'd never reach Grubber before he surrenders so I didn't chart it.) Grubber pretends to ready, then surrenders.