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Sticky: Battles of Gladius
13 months ago  ::  May 29, 2012 - 8:40PM #731
Uknits
Date Joined: Aug 24, 2010
Posts: 2,972

Arlo the Annoying (Dgallaty) vs. E (The_Fred)


E’s Tactics Show


Note: E's free activity is Guard, so no stealing for Arlo.


E will begin at the front left-hand corner of his box with antitoxin and Power Stone of Force Screen in hand. Drink antitoxin, drawing Dorje, then buff with Vigour (1pp + 1WS), Force Screen, then Defensive Precognition (from stones). If Arlo sees me before then, move to block LoS (e.g. to the opposite corner). Whilst buffing, we may as well attempt to Hide, too.



After using Def Precog, draw stone of Biofeedback and move out anticlockwise (or towards him if I see/hear him). When travelling between boxes, go via the four outer pillars (e.g. to (20,14), then (14,20)) and enter each box from the side.



When I see him, attempt to Shatter any wand he's holding with my SLA (if he draws a wand, Shatter then). Then, shoot him with my Dorje until he dies, moving to negate his cover and (if I have the movement) try and keep cover myself. If he has his bow out when I first see him (and no wand), use Biofeedback from the stone. If I can't get in range to use Shatter, but I can fire my Dorje, do so, and try to Shatter next round.



Since I'm wearing a Spiked Gauntlet, if he has his bow out I should always move to base if I can (and it's not detrimental to do so). However, if he has a wand out and I can't Shatter it, move out of range if I am able (e.g. if I can shoot then move to beyond range - if I don't know, assume the wand has Ray of Enfeeblement's greater range, and that he has Expeditious Retreat up).



If encumbered due to Enfeeblement, draw and drop my javelins. If I only need to drop one, draw it and throw it if I'm out of range to shoot otherwise.



If he's using Expeditious Retreat to flee and stay out of range, use a stone of Skate (I should draw this any time I have a free move and a free hand).



If I see him cast a spell on himself which could be True Strike, and I can move to prevent him from being able to hit me next turn, do so (so as to waste it) - don't bother if he can just move to shoot me, though.



Always use Cold Energy Rays.



Thanks. If I get posioned, this could be over quickly, but otherwise my superior AC should win out (I hope).


Arlo’s Tactics Show

Arlo starts in the front corner of the starting box (for example 8,35 or 8,28 if it's the west box, flip a coin to determine which corner), with his shortbow in one hand and scroll of Mage Armor in the other hand.



Buff Rounds (in order)
If Arlo is attacked in melee, he Tumbles away and continues buffing.



Round 1: Arlo hides, activates scroll of Mage Armor, and draws scroll of Shield



Round 2: Arlo activates scroll of Shield and draws scroll of Expeditious Retreat



Round 3: Arlo activates scroll of Expeditious Retreat



Combat (in order)
Arlo's combat tactic is to take advantage of E's low HP and try to one-shot him before E can use his Dorje of Enlarged Energy Ray on Arlo. If E is coming towards Arlo, then Arlo will ready an attack with his shortbow when E is within 30 feet, so that Arlo can apply Sneak Attack damage.



Arlo designates his Dodge bonus on E as soon as possible.



If this becomes a stand-off where both Arlo and E are simply waiting for each other, Arlo will instead go after E, finding the nearest cover within 30' to E, and try to Sneak Attack him from there, or at least have cover to E's attacks while Arlo returns fire.


Fight Show


Round 0
E goes first in 2, then Arlo in 1.



Round 1
E uses his antitoxin and draws his dorje.
Arlo cast mage armour and is faintly heard.


Arlo 15/15 HP 15 Touch AC
E 12/12 HP 20 AC


Round 2
E manifest vigour while Arlo casts shield.


Arlo 15/15 HP 15 Touch AC
E 22/12 HP 20 AC


Round 3
E uses his dorje for force screen and draw biofeedback as Arlo cast expedious retreat.


Arlo 15/15 HP 15 Touch AC
E 22/12 HP 20 AC


Round 4
E moves out as Arlo moves into sniping position.



Arlo 15/15 HP 15 Touch AC
E 22/12 HP 20 AC


Round 5
More movement.



Arlo 15/15 HP 15 Touch AC
E 22/12 HP 20 AC



Round 6
More moving. Arlo catches glimpse and moves to a better position as he readies to sneak attack.



Arlo 15/15 HP 15 Touch AC
E 22/12 HP 20 AC



Round 7
E closes, triggering Arlo’s ready. His shot bounces off the invisible force around E, though, and E uses his stone after closing in. Arlo moves away, dodging E’s AoO, and he readies to shoot again.



Arlo 15/15 HP 15 Touch AC
E 22/12 HP 20 AC



Round 8
E closes, spoting Arlo just as he is about to fire and just dodging the arrow to oohs from the crowd. He then blasts Arlo with his dorje for 7. Arlo retreats and readies again.



Arlo 8/15 HP 15 Touch AC
E 22/12 HP 20 AC



Round 9
Arlo again snipes, but the arrow is again deflected and he is blasted by cold for 4 more before retreating.



Arlo 4/15 HP 15 Touch AC
E 22/12 HP 20 AC



Round 10
Arlo fiures one more arrow, only to miss and be knocked out by the ray of cold.




Results Show



Arlo loses and gains 300xp and 300 gp
Time Between Fights: 2 hour
Prebuffs/Ongoing Effects: None
Items Used: Scrolls: Mage Armour, Shield, Expedious Retreat
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Burglar



E Wins and gains 900xp and 900 gp
Time Between Fights: 2 hour
Prebuffs/Ongoing Effects: None
Items Used: Scrolls: Powerstone Force Screen, Biofeedback. 3 Charges Dorje Energy Ray
Spells or Powerpoints Used: 1 PP
Abilities Used: None
Free Activity: Guard


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13 months ago  ::  May 29, 2012 - 9:20PM #732
Uknits
Date Joined: Aug 24, 2010
Posts: 2,972

Grannick Mindbender (Dgallaty) vs. Jaob Hhanier (The_Fred)


Grannik’s Tactics Show


Grannick starts in the corner closest to the center of the map (southeast corner of northwest box, for example).



Buff Rounds (in order)
As soon as Grannick has line-of-sight to Jaob, he activates his Crawling Tattoo of Entangling Ectoplasm and directs it to attack Jaob, rather than whatever standard action he had planned for that round.



If Grannick is attacked by a summoned creature before activating Biofeedback, 5-foot step away from it and continue the buff rounds. If he's attacked by Jaob, skip to the Combat section.



Round 1: Grannick activates Expansion augmented with 2 additional power points to make the duration 10 minutes per level



Round 2: Grannick activates power stone of Force Screen and draws power stone of Skate



Round 3: Grannick activates power stone of Skate and draws dorje of Vigor



Round 4: Grannick uses dorje of Vigor and moves towards Joab, or towards the center of the map if he doesn't know where Joab is.



Combat (in order)
Grannick's goal is to close to melee with Jaob as fast as possible, while using any available cover along the way to avoid ranged attacks, charging once he gets close enough. He moves away from any summoned monsters and ignores them (taking OAs willingly from them if necessary). While closing, if Grannick has 5 or less temporary hit points and can't reach Joab with a move-and-charge, he uses his dorje of Vigor to refresh them.



However, Grannick is going to be smart about this particular map, and try to use the back streets to get as close to Joab as possible before entering the open part in the middle of the map. If he has to step out into the open to figure out where Joab is, he'll go back into the side streets if it's possible to use the cover to get closer.



As soon as Grannick can see Jaob, he activates a crawling tattoo of Entangling Ectoplasm to attack Jaob.



On the first attack Grannick makes, he expends his psionic focus to use his Psionic Weapon feat and add +2d6 damage if he hits.



The first time that an attack is made on Grannick that involves a Will save, he uses Empty Mind as an immediate action to gain a +2 bonus to the save.


Jaob’s Tactics Show

Jaob thinks he may be going mad, since he can't imagine how, but he seems to remember that Grannick beat him last fight. That means that this is the perfect opportunity for VENGEANCE!


At least, that's what the voices say...



Short version: Make him run in terror, then kill him with flames.



Long version:
Begin in the front corner of his box with his Scroll of Shield of Faith in hand. Cast Produce Flames from memory, then begin moving towards the centre. Next round, cast from scroll, then draw my Wand of Subdual Produce Flames whilst continuing on.



In the middle, ready to cast Doom on Grannick, only moving on if I face a delay penalty (move and ready each round). If this was successful and I see he's holding his wand, follow up with Cause Fear, otherwise repeat Doom on my next action. Since fear stacks, if I can panic him, he'll drop his dorje, which I should promptly collect. If Cause Fear works, throw flames at him until it ends, then repeat Doom.



Once he's frightened, pursue and throw flames. I'll probably need to use Burst here, and if he runs, I may have to do the same (but will then be able to throw next round). If he's not Enlarged, I can tap my tattoo of EE here if needed, too. If I really can't catch him, cast SMI for a Fiendish Dire Rat to head him off. Since he'll fight if cornered if he's only frightened, use Cause Fear (if I have it left) so he cowers, or Shatter on his axe. If I can get him to cower, use Spiritual Weapon too to lay it on good and thick, then convert Silence to Inflict and attack, but not if I know his panicked state will end next round. Obviously move back again afterwards, too.



If he's not frightened, I want to try and keep as far as possible from him. He'll probably try and use a crawling tattoo, so if he does, Doom if he's frightened, or Cause Fear if he made his first save (if I haven't used Doom yet, still use that) and move away. If he's frightened by Doom, I just need to wait for EE to wear off (and I can keep persuing him at this stage). If he's only fleeing because of Cause Fear, or he saved, I should cast SMI for the Dire Rat, expending focus to cast through EE, and keep moving away. Take total defence if I can't avoid being attacked.



If I can't make him flee (he saves or recovers), use SMI (Dire Rat still) if he can't reach me to disrupt it, then Spiritual Weapon. Still Shatter his dorje as a priority, or his axe if I already have that.



Otherwise, just keep throwing flames until he's down. Any time he's in range for a Burning Hands (and it won't provoke or hit a summoned rat), use that rather than throwing flames.



If grappled (e.g. I stow his dorje and shatter his axe, but he recovers from fear), expend my focus if I have it to cast Spiritual Weapon or Inflict Moderate (converting Silence) if I don't have it. If I have flames active or a held Inflict spell, grapple for damage (which should trigger either or both), otherwise grapple to escape. Note though that I threaten even without flames (spiked gauntlet) so get an AoO against grapples.



Note: Spiritual Weapon should, I think, have an AB of +9 (+3 BAB, +6 Wis, since though the Madness domain only specifically mentions bonus spells and DCs, I would think this falls under "spellcasting").


Fight Show


Round 0
Jaob is first in 1, then Grannik in 2.



Round 1
Jaob casts produce flames as Grannik uses expansion.



Grannik 35/35 HP 16 AC
Jaob 25/25 HP 19 AC


Round 2
Jaob uses a scroll of shield of faith as Grannick brings up force screen.



Grannik 35/35 HP 20 AC
Jaob 25/25 HP 22 AC


Round 3
Jaob moves out as Grannik uses skate.



Grannik 35/35 HP 20 AC
Jaob 25/25 HP 22 AC


Round 4
Jaob moves out as Grannik uses vigour from his dorje.



Grannik 45/35 HP 20 AC
Jaob 25/25 HP 22 AC


Round 5
Grannik and Jaob both move out.



Grannik 45/35 HP 20 AC
Jaob 25/25 HP 22 AC



Round 6
Jaob readies and Grannick moves out.



Grannik 45/35 HP 20 AC
Jaob 25/25 HP 22 AC



Round 7
Jaob again readies as Grannik comes into sight. Jaob cast doom, but Grannik empties his mind and resists.



Grannik 45/35 HP 20 AC
Jaob 25/25 HP 22 AC



Round 8
Jaob dooms again, but Grannik is clearly still focused from his power and moves closer, tapping his tattoo.



Grannik 45/35 HP 20 AC
Jaob 25/25 HP 22 AC



Round 9
Jaob casts cause fear, but Grannik refuses to fall for it as he charges, ripping Jaob’s torso open for 21 damage.



Grannik 45/35 HP 20 AC
Jaob 4/25 HP 22 AC



Round 10
Jaob creates a spiritual weapon which strike Grannik for 3, but he then becomes entangle. He dodges Grannik’s blow, though.


Grannik 42/35 HP 20 AC
Jaob 4/25 HP 22 AC


Round 11
Jaob blast Grannik with flames, using his focus to cast defensively, but Grannik is clearly on his game and dodges the worst of the flames, taking only 6. He then decapitated Jaob, Jaob’s mouth still muttering incoherent curses and prophecies as it rolls across the streets.




Results Show



Grannik Wins and gains 1200xp and 1200 gp
Time Between Fights: 2 hour
Prebuffs/Ongoing Effects: None
Items Used: Powerstone: Force Screen, Skate, 1 Charge Dorje Vigour
Spells or Powerpoints Used: 4 PP
Abilities Used: None
Free Activity: Guard



Jaob Loses and gains 400xp and 492 gp
Time Between Fights: 2 hour
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Shield of Faith
Spells or Powerpoints Used: Last Fight
Abilities Used: None
Free Activity: Profession


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13 months ago  ::  May 30, 2012 - 5:46AM #733
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,087

Jerod (Uknits) vs Vathilia Xilodon (Yitzi)


Jerod's Tactics Show


I expect a lot of summons I'm gonna have to burn through here.


Start in the front of my area with my wand of resist energy out. Use it for resist electricity and stow it, moving out. Draw a potion of protection from evil and close on Vathillia, going clockwise. Once seen, drink potion, create flame lash, and close.


If I step on somthing that hurts me, turn back and close on grass. If the grass hurts as well, keep my distance and blast with flame bolts. If out of range, find an alternate route to close. If there is none, use a jump to close as much distance as possible without touching the ground.


Once in melee, full attack until dead. Protection fom energy will have to give eventually. If summons are around, use combat expertise while killing Vathillia.


If summons block my way, use firebolts on Vath. If summons can hurt me (either from dispel or unicorns), kill with flame lash and full combat expertise. If the monster resists my fire, switch to killing another. If they are all of a type that my fire can't hurt, just use combat expertise and fight defensivley for max AC and let them vanish by duration.


Refresh my resists electricity as needed.


Basic priorities:
Defend against summons (either with my potion or combat expertise)
Close on Vathillia whilw minimizing spike damage
Blast with firebolts if I cannot close


Vathilia's Tactics Show


This would be a lot easier if I still had my allies and resist energy. Looks like I have to use summons (resist electricity plus natural fire resistance makes everything else pretty useless for direct damage), so I'll have to wait out the potions of PfE:


Begin at 1,61 or equivalent with scroll of Barkskin. Cast Spider Climb, then move up the roofs while casting Protection from Fire, Mage Armor (both from memory), and Barkskin (from the scroll). Then start moving on the roofs (I should have cover from the ground) while looking for Jerod.


Once I find him, my order of priorities is as follows:
-Shoot him with my bow if necessary to avoid the 10 round penalty.
-Get away from him, at least so he can't get within 35' with a single move and can't charge me.
-If injured by 9 or more hit points and Protection from Fire has at least half of its power left, heal.
-Summon, depending on whether he has PfE up (if I can tell, based on which rounds I saw him not drink a potion and the results of previous summons) and how many he's used so far:
-If I know that he had PfE up and don't know whether it ran out, wait for it to run out for certain.
-If I know he has PfE up, or am waiting for the last one to certainly run out, just keep away from him (shooting and healing as described above) until it runs out. Ideally, keep far enough away that he can't use his fire bolt. It's only 10 rounds per potion, so it shouldn't be long, and I've got 50 speed (20 climb) to his 30 (no climb).
-Otherwise, summon according to the following order:
-First, expend Magic Fang to summon a wolf.
-If it turns out that he did have PfE up, or if he drinks the potion of PfE while I summon, then my second summon (after the first PfE wears off) will be another wolf, expending Obscuring Mist. (If one of the wolves is disrupted, expend faerie fire to replace it).
-If he does not get PfE up by the time the second wolf appears and attacks him, then my second summon (wait until the first is gone and PfE is gone) will be a bat swarm; Jerod does have the ability to destroy it, but it should at least do some damage first, and with that damage comes bleeding.
-If he responds to my second wolf with a PfE (meaning that he used both of them), the next summon (after the PfE is gone and the wolf is gone) will be the bat swarm.
-If he has not used both potions of PfE, or after the bat swarm is dead, expend Spike Growth for a dire wolf.
-If he responds to the dire wolf with his second potion of PfE, and I did not yet summon the bat swarm, summon the bat swarm once the PfE wears off and the wolf is gone.
-If he responds to the dire wolf with his first potion of PfE and I did not yet summon the bat swarm, summon the bat swarm once PfE and the wolf are gone. If I did summon the bat swarm, he should be bleeding. If he isn't, then if whatever he did to prevent it is not likely to be repeatable (e.g. he disrupted the spell), use a pearl of power and try again with another bat swarm (once PfE and the wolf are gone). If it is likely to be repeatable, then once PfE are gone expend Spike Stones for 1d3 dire wolves.
-If he already used both PfE when I summon the dire wolf, summon 1d3 more with Spike Stones. Likewise, if he uses his second PfE in response to my swarm, summon 1d3 dire wolves once that's gone. Note that wolves should naturally flank.
-If after all this is done, if he's still alive, then if he's bleeding just play keep-away (shooting and healing as needed) until he bleeds out. If he's not bleeding for nonrepeatable reasons, use my PoP and try another bat swarm (if I haven't already). If he's not bleeding for repeatable reasons, or has managed to repeat a normally nonrepeatable reason, expend Freedom of Movement for another 1d3 dire wolves; if that doesn't finish him, just try shooting with my bow from a towertop (don't bother healing) and hope he's close enough to dead that it finishes him.


Thanks for the run.


Always summon from far/high enough away that he can't single move to within 35' and can't charge; if he's already used his sonic ray, 30' is enough.


The Fight Show


Vathilia goes first in box 3, Jerod in box 2.


Round 1
Vathilia casts Spider Climb [ends 801, Jerod Listen: not possible], and scales the side of the nearest building.
Jerod casts Resist Electricity [ends 201] from wand and stows it whilst moving out.
Vathilia hears him to the north [Listen 12+21-28=5 vs DC 0]


Round 2
Vathilia casts Protection from Fire [96 points, ends 802, Jerod Listen: failure].
Jerod draws a Potion of PfE as he moves towards the centre.


Round 3
Vathilia casts Mage Armour [+4 AC, ends 1 hour, Jerod Listen: failure].
Jerod moves closer.


Map Show




Round 4
Vathilia casts Barkskin from a scroll [+3 AC, ends 604] and begins to clamber along the roofs.
Jerod closes in.


Round 5
Vathilia climbs further along the roof.
Jerod rounds the corner. They see each other, and he drinks his potion [PfE, ends 15].


Round 6
Vathilia sees him drink the potion but can't be sure it's a potion of PfE, so she expends Magic Fang to begin summoning a wolf.


[Note: I realised Vath wants to keep away from Jerod, but the intent seems to be to avoid his melee attacks and charges, which he can't hit her with at the moment anyway]


Jerod forms flames from the air, quickly fashioning his wicked lash, but he can't really reach Vathilia up there on the roof, so he hurls a bolt of fire instead. Unfortunately for him, it misses.


Round 7
Vathilia summons a wolf [ends 15], which tries to attack Jerod but is held back by his protective magic.
Vathilia sees her wolf is ineffective, so follows the roof north to wait out Jerod's potion.
Jerod fires another bolt [11+12 = 23 vs tAC 23: hit, damage: 11]. He misses due to cover.


Round 8
Vathilia moves across the roof, breaking line of sight with Jerod.
Jerod has little choice but to try and reach her from a different angle.
The wolf remains ineffective.


Round 9
Vathilia waits.
Jerod rounds the block.


Round 10
Vathilia simply moves back along the roof.
Jerod follows.


Map Show




Round 11-13
Jerod moves around the north side.


Round 14
Vath moves back. Jerod follows.


Round 15
Vath waits for Jerod to emerge.
Jerod does, flinging a bolt of fire as he goes.
Map Show




He hits, dealing 14 damage which is soaked up by PfFire [78 remaining].


[PfE expires]


Round 16
Vathilia begins summoning again, this time burning Obscuring Mist.
Jerod throws flames, missing.


Round 17
Vathilia summons a second wolf [ends 25]. It attacks Jerod, but misses.
She hasn't seen Jerod use both potions, so she expends Spike Growth to call up a Dire Wolf.
Jerod attacks the wolf with his Flame Lash. Unfortunately, his wild flailing fails to connect [1! and 2 - ouch].


Round 18
Vathilia summons a dire wolf [ends 26]. It attacks, as does last round's wolf (which steps to flank), but neither can get past his Combat Expertise.


[Pitlord note: For all Vathilia's contingencies, her tactics assume the Jerod will have been using both potions of PfE, so don't actually cover what to do next. Clearly she wants to summon the bat swarm, but it seems not whilst he has a potion of PfE left. Her only other course of action was to summon 1d3 dire wolves, so we'll do that]


Vathilia expends Stone Spikes to continue summoning.
Jerod steps to avoid being flanked, and keeps attacking the wolf. He hits twice, dealing 9 damage.


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=City/a=Name,M,55,19,54,18,Jerod/b=Name,M,64,23,Vathilia/c=Name,M,55,18,54,19,Wolf/d=Name,L,56,19,Dire Wolf/x.jpg[/img]


Round 19
The wolf [8/17] steps to set up a potential flank, and attacks, again missing.
The dire wolf steps forwards and attacks but also can't hit.
Vathilia summons 2 dire wolves [end 27]. Unfortunately for them, they can't get to Jerod because the allyway is blocked by their cousin ahead.
Jerod shifts away and swings his lash again, killing the wolf [10 damage]. He continues his full attack against the dire wolf, dealing 8.


Another map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=City/a=Name,M,54,18,53,19,Jerod/b=Name,M,64,23,Vathilia/c=Name,M,54,19,53,18,Wolf/d=Name,L,56,19,55,19,Dire Wolf/e=Name,L,57,19,Dire Wolf/f=Name,L,58,21,Dire Wolf/x.jpg[/img]


Round 20
The dire wolf [49/57] attacks. It would have hit, if Jerod hadn't been fighting so defensively.
Vathilia starts moving around the roof to re-establish line of sight.
Jerod hits it once for 9 damage.


Round 21
The dire wolf [40/57] misses again.
Vathilia moves to the opposite edge of the roof.
Jerod hits the wolf twice more for 14 damage.


Round 22
The dire wolf [26/57] misses once more.


[Pitlord note: As I said, Vathilia doesn't seem to want to cast Summon Swarm whilst Jerod could use PfE. However, she does have a PoP for that, and since I've already had her summon superfluous Dire Wolves and since she doesn't have any other actions planned beyond shooting, I get the impression that she'd rather summon the swarm now]


Vathilia begins to summon the swarm.
Jerod lays into the dire wolf, this time hitting twice for 12 damage.


Round 23
The dire wolf [14/57] attacks and finally hits [20!, damage 19 (due to AS), trip 21 vs 16] and Jerod is sent sprawling to the floor.
Vathilia's swarm of bats appears around Jerod, dealing 2 damage.
Jerod [42/63] is made of tough enough stuff not to be phased by a cloud of bats [Fort: success]. He stands, evading an AoO from the Dire Wolf, steps back out of the swarm and, judging the swarm to be the greater threat, attacks it.


[The swarm does less damage, but does it constantly, whereas the wolf needs a natural 20 to hit, even if the real damage - bleeding - is already done]


Unfortunately, he misses.


[Note: I'm assuming Flame Lash *can* hurt the swarm, since it's a special ability rather than "weapon damage"]


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=City/a=Name,M,53,19,52,18,Jerod/b=Name,M,64,23,59,27,54,27,Vathilia,Wolf/d=Name,L,55,19,54,19,Dire Wolf/e=Name,L,57,19,56,19,Dire Wolf/f=Name,L,58,21,58,19,Dire Wolf/g=Name,L,52,20,Bat Swarm/x.jpg[/img]


Round 24
The dire wolf steps in and attacks Jerod, missing.
The swarm chases him into the corner. It deals 4 damage (and Jerod takes 1 from bleeding), but also harms the dire wolf [4 damage, bleeding].
Jerod [37/63, bleeding] attacks the swarm, dealing 12 damage.
The swarm is on [7/19], the wolf on [10/57, bleeding].


Round 25
The dire wolf attacks Jerod, but can't hit.
The swarm deals 2 damage to Jerod, 1 to the wolf. Both bleed for 1 more.
Jerod [34/63] burns the swarm into oblivion [10 damage] then attacks the wolf [5 damage].


Round 26
The dire wolf rips into Jerod, dealing 17 damage and sending him sprawling back to the floor before vanishing.
The next wolf sees its opportunity and charges in, but even prone Jerod is able to defend himself.


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=City/a=Name,M,52,18,Jerod/b=Name,M,54,27,Vathilia,Wolf,Dire Wolf/e=Name,L,56,19,55,19,53,19,Dire Wolf/f=Name,L,58,19,57,19,Dire Wolf,Bat Swarm/x.jpg[/img]


Since Jerod is bleeding, Vathilia simply draws her bow and shoots, but misses.
Jerod [17/63] stands, evading the wolf's AoO, and attacks it, dealing 5 damage.


Round 27
The wolf attacks once more before vanishing too.
Vathilia shoots at Jerod, but misses.
Jerod goes back to hurling firebolts, but can't hit Vathilia. He's still bleeding, though.


Round 28
Vathilia hits for 5 damage, and Jerod misses.
Jerod is on [10/63].


Round 29
Both miss. Jerod bleeds for 1.


Round 30
Vathilia misses.
Jerod misses due to cover.


Round 31
They both miss again.


Round 32
Vathilia hits for another 5.
Jerod is now on [2/63]. He hits for 7, but it's soaked up by Protection from Fire [71 remaining]. He bleeds down to 1hp.


Round 33
Both miss.


Round 34
Vathilia misses.
Jerod is passing out from the blood loss. As he goes, he hurls one last bolt of fire, but it misses and he collapses on the floor.


Results Show


Vathilia wins and gains 2400xp and 3400gp
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: Spider Climb (<2h), Protection from Fire (71pts, <2h).
Items Used: Powerstone: Scroll of Barkskin, 6 arrows (9 fired, 2 hit, 3 recovered)
Spells or Powerpoints Used: Druid: 13 SL - Spider Climb, Protection from Fire, Magic Fang, Obscuring Mist, Spike Growth, Spike Stones, Summon Swarm, Wiz: 1 SL - Mage Armour
Abilities Used: None.
Free Activity: Profession +248gp


Jerod loses and gains 800xp and 1133gp
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: None.
Items Used: Powerstone: Potion of Protection from Evil, 1 charge Wand of Resist Energy
Spells or Powerpoints Used: None.
Abilities Used: None.
Free Activity: Craft Fireworks +200gp

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13 months ago  ::  May 30, 2012 - 2:01PM #734
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,087
The Hunter (Uknits) vs Two Half-Gold Dragon Hound Archons

The Hunter's Tactics Show

Well, this fight will go either way depending on which of the monsters it is, but my knowledges ensure it isn't one of the easy ones...

Note, I forgot to update my power points, but I have 10 pp left and 7 for this fight.

Start in the front corner of my area.  Use Vigour (2 pp+surge) and close on the enemy while moving 15 feet up.  Once in range, use a 2 PP+surge demoralize.  Then engage by moving down, attacking, and moving back up to 15', using tumble to avoid AoO's.  Also avoid moving down into the reach of both foes at once while attacking.

I one of them has reach, kill him first. 

If they are not able to hurt me wth ranged weapons, refresh vigor with a 1 PP+surge vigour when it runs out as many times as needed.

If they are flying, just engage directly, but try to engage from above for the +1 to hit.  Same goes for them using magic bows. 


Half-Gold Dragon Hound Archon Show


Medium Dragon (Archon, Extraplanar, Good, Lawful)
HP: 45 (6d10+12)
AC: 24, Touch: 11, Flat: 24 (+ 13 Natural, + 1 Deflection)
Abilities: Str 23, Dex 10, Con 15, Int 12, Wis 13, Cha 14
Initiative: +4
Speed: 40ft
BAB: +6, Grapple: +12
Saves: Fort +7 (+11 vs Poison), Ref +5, Will +6
Feats: Improved Initiative, Power Attack, Track
Skills: Conc +10, Diplomacy +2, Hide +5, Jump +19, Listen +10, Move Silently +4, Sense Motive +10, Spot +10, Survival +10


Attacks
+1 Greatsword +13, 2d6+10
Cold Iron Greatsword +12, 2d6+9
Alchemical Silver Greatsword +12, 2d6+8
Bite +12, 1d8+6
Slam +7, 1d4+3
2 Claws +12, 1d4+6


Special
Aura of Menace (Su): Foes within 20ft must make Will saves (DC 17) or take -2 to AB and AC until hitting the archon.
Chance Shape (Su): Small to Large canines only.
Breath Weapon: 1/day 30ft Cone of Fire, 6d8 damage, Reflex DC 15 half.
Darkvision: 60ft
DR 10/evil
Immunity to Electricity, Fire, Paralysis, Petrification and Sleep.
Magic Circle Against Evil: +2 AC and saves vs evil.
SR 16
At will: Aid, Continual Flame, Detect Evil, Message (CL 6)


Equipment (Max 5600gp)
+1 Greatsword (2350gp) (8lbs)
Cold Iron Greatsword (100gp) (8lbs)
Alchemical Silver Greatsword (230gp) (8lbs)
Ring of Protection +1 (2000gp)
Potion of Cat's Grace (300gp)
Potion of Mage Armour (50gp)
Tattoo of Defensive Precognition (100gp)
Tattoo of Synesthete (100gp)



Hound Archon Tactics Show


The Archons begin by drinking their potions (Mage Armour, then Cat's Grace) and moving out. When they spot the enemy, one
will attempt to Charge or otherwise attack, then tap his Tattoo of Defensive Precognition next round, whilst the other taps
his tattoo right away and then moves to attack. They seek always to flank; when they do, they use two points of Power
Attack for +4 damage.


If injured, they will use Aid to maintain temporary hit points.



The Fight Show


The Archons go first and last in box 2, the Hunter in box 1.


Round 1
Archon 1 drinks his Potion of Mage Armour [+4 AC, ends 601] and begins to move out.
The Hunter surges Vigour [2pp+WS, +15hp, ends 31], but is enervated! He loses 2pp, but is immune to Daze. Disgruntled (as much as a Shadow can be, anyway), he flies up to 15ft.
Archon 2 does as his compatriot does.


Round 2
Archon 1 drinks a potion of Cat's Grace [+4 Dex, ends 32] as he goes.
The Hunter flies closer.
Archon 2 mimics his ally.


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Moat/a=Name,M,3,43,10,43,26,43,The Hunter/b=Name,M,43,43,35,42,27,42,Archon/c=Name,M,44,44,36,44,28,44,Archon/x.jpg[/img]


Round 3
Seeing he cannot reach his foe, the first Archon readies to attack.
The Hunter manifests Demoralise [2pp+WS]. The first Archon is unaffected, but the second is shaken [ends 23].
Archon 2 taps his tattoo of Defensive Precognition [+1 Ac and saves, ends 13] - even if he is a bit late.


Round 4
The Hunter flies down to attack Archon 1, who hits him [20!, Hunter is immune to crits, damage 16]. The Hunter's attack misses [25 vs AC 24+4+2], but deals 1 Str damage, and he successfully Tumbles back up out of reach.


Map Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Moat/a=Name,M,26,43,26,42,The Hunter/b=Name,M,27,42,Archon/c=Name,M,28,44,26,44,Archon/x.jpg[/img]


Archon 2 sees that flanking will be futile, and hesitantly moves closer.


Side view Show


[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Moat/a=Name,M,24,42,The Hunter/b=Name,M,24,39,Archon/c=Name,M,23,39,Archon/x.jpg[/img]


Round 5
The Archon 1 taps his tattoo [ends 15] whilst the other waits.
The Hunter [31/32] surges Vigour again [1pp+WS, +10hp, ends 35].
Archon 2 realises he's pretty useless here, but he does his best.


Round 6
Archon 1 waits.
The Hunter flies in. Archon 1's attack passes right through him, but he too misses and he swoops in to drain 4 Str.


[Note: Archon's roll in Rd 4 in roller, Hunter's rolls in Rd 5]


Round 7
[Rolls in Rd 6 in roller. Yeah it's messed up]
The Hunter flies in and Archon 1 lands another terrific blow, dealing 17 13 damage. The Hunter Tumbles to safety.


Round 8
The Hunter [28/32] has used up all his PP thanks to that nasty enervation earlier, so he can only keep attacking. He drains another 2 Str.


Round 9
The Hunter drains 3 more Str. He also provokes an AoO due to a failed Tumble, but it misses.


Round 10
The Hunter flies around but achieves nothing.


Round 11
Archon 1 hits for another nasty 17 8 damage.
The Hunter [now on 20/32] still can't land a decent blow.


Rounds 12 and 13
Nothing of note happens.
The Hunter drains 3 and 6 Str respectively.


Round 14
Archon 1 finished the Hunter with another 17-damage hit. His magic weapon scores a blow for goodness and holiness, and the Hunter's dark form dissipates.
Archon 1 misses due to his growing weakness. The Hunter also misses.

Round 15


The Hunter Str-drains the Hound Archon into oblivion.


Rounds 16-17
The Hunter turns his attention to Archon 2, who finally gets a chance to shine.

Round 18
The Hunter deals 6 Str damage to Hound Archon 2 [now on 17/23 Str].

Round 19-20
Nothing much happens. 


Round 21
The Hunter deals 1 Str damage; Archon is on [16/23 Str]


Round 22
The Hunter deals 6 Str damage; Archon is on [10/23 Str]

Rounds 23-27 
The Hunter spends a long time flying around. Possibly he's taunting the now-weakened Hound Archon. 


Round 28
1 more Str damage takes the Archon to [9/23 Str]


Round 29
2 more str damage; [7/23 Str]


Round 30
4 more Str damage; [3/23 Str]


Round 31
The Hunter drains away the last of the second Hound Archon's Strength, striking a blow for darkness and evil and ensuring that the two agents of goodness never trouble him again.




Results Show

The Hunter loses wins and gains 2400xp and 3400gp.
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: None.
Items Used: None.
Spells or Powerpoints Used: 7pp (2 + 1 Vigour, 2 Demoralise, 2 enervation).
Abilities Used: None.
Free Activity: Intimidate
 

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13 months ago  ::  May 30, 2012 - 9:25PM #735
Eluria
Date Joined: Jan 20, 2007
Posts: 3,161


Pairings: 31 May 2012



Rolls
Time Roll: 6 hours
Lighting: DIM Light (Remember - the lighting conditions only affect ECL5 and up)

Characters on Quests:




Characters doing Full Activities:

  • Qhordryn crafts Winged Boots (16000 Market), Pearl of Power IV (16000 Market) = 32000 Market Price {week 5/5}
  • Jaob crafts TBD



BATTLES OF GLADIUS

LEVEL 3 FIGHTS

  • Erith Silverbow (Uknits) vs. Tokutsukai Anjin (Fred): Yitzi {Arena}
  • Arlo the annoying (dgallaty) vs. Elrin Shadowblade (Uknits): Yitzi {Arena}

LEVEL 4 FIGHTS


LEVEL 5 FIGHTS

  • Ven (Uknits) vs. Grannick Mindbender (dgallaty): Fred {Temple}
  • Bernik (Yitzi) vs. Amalia (Fred):  Uknits {Forest}

LEVEL 6 FIGHTS

LEVEL 7 FIGHTS

  • Al'tiar (Uknits) vs Unknown Monster: Eluria {Sewer}

LEVEL 8 FIGHTS
  • ScorpioECL6 (Eluria) and KyraECL6 (Eluria) vs. Vathilia Xilodon (Yitzi): Uknits {City, Interleague}
  • Hunter (Uknits) vs. Unknown Monster: Fred {Moat, Week2, held over - Eluria's fault}

LEVEL 9 FIGHTS


LEVEL 10+ FIGHTS

  • Ashtin{ECL13} (Uknits) vs. Psibeast{ECL13} (Vathelokai) : TelinArtho Eluria (assumed) {Sewer, week 8}


Pairings done by Eluria.

Credits
Eluria 0 (+1 fight, +1 admin, -1 last week, -1 (3 active))
Fred  +1 (+1 fight, +1 last week, -1 (3 active))
Uknits +2 (+3 fight (interleague +1), +1 admin, -2 (4 active))
Yitzi +2 (+2 fight, (2 active))

Notes: I am not counting the held over characters as active.





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)
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13 months ago  ::  Jun 04, 2012 - 2:40PM #736
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,762
Erith Silverbow

Erith Silverbow's tactics Show

Ambush... This could help.  He'll start in 1,  I'll start in 2.  I'll start in the front left corner with my bow and a scroll of shield in hand.

If I see him in the ambush roud, shoot him, dropping my scroll.  Shoot him untill he either breaks LoS or starts closing.

If I do not see him or he breaks line of sight, stow my bow and cast shield with UMD.  Then start singing.  Ready to shoot him on sight. 

Once he starts closing, sing If I haven't already and shoot until he is within 100 feet.  At that point, ready to grease under him when in range.  Once he is greased, ready to shoot him when he stands.  On the last round of grease or if he gets out of the grease, cast grease on his kusari gama.  Then just shoot him to death.

If tripped, stand and shoot him.

If below 6 HP, cast CLW, shifting if possible, moving and casting if not. 

Shift to avoid AoO in melee if possible.

If he entangles me and is in melee, use my sword, holding my bow in the other.


Tokutsukai Anjin

Tokutsukai Anjin's tactics Show

Ambushed. Yuck. Well, let's start at (2,35) or equiv. with Power Stone of Inertial Armour in hand (shield equipped).

Begin by buffing with Inertial Armour, Skate, Defensive Precognition from stones, and Biofeedback from dorje (man I have too many buffs). Then, drop dorje, draw kusari-gama and manifest Vigour (1pp).


As soon as I see him, I want to tap a crawling tattoo of Entangling Ectoplasm (it should have a +4 AB) and move to cover. I this happens whilst I'm buffing, continue afterwards (trying to block LoS or at least maintain cover) but skip Skate. If I don't see him then (I should, since he knows where I am thanks to Ambush), move out and search for him.


Once I spot him, Charge if I need to cover the distance, otherwise move and attack.
If he's holding his bow, I want to attack to trip. If successful, I should take the AoO for standing to disarm his bow (since it's not a melee weapon, he gets a -4) but only if I'm at 10ft. If I'm adjacent, don't take the AoO because he'll provoke one either for moving, for shooting or for casting - if he moves away, use the AoO for leaving 10ft to disarm, if he steps and shoots, try to disarm, otherwise use the AoO to trip.


Basically, don't I don't want to provoke for disarming, so if I think I will get another AoO later in the round, don't take it and wait for that. Otherwise, use the AoO to trip or for damage if he's on the floor/standing.


If he has/gets his sword out, just trip and attack.


If I lose my kusari-gama (e.g. due to Grease), attempt to grapple for damage (risky, since I provoke, but hey).


If he uses something which prompts a Will save, use Empty Mind (1pp). Note that I get a +4 bonus vs Hideous Laughter.


If I drop to below 10hp, step so I'm not threatened and refresh Vigour.


If caught in Grease, try to get out. If it won't provoke, Crawl out (it's a move action) and, if he has his bow out, ready to stand after he fires (so I get the +4 for being prone - I may as well).


There are too many ways this could go wrong, but so long as I can get to him in melee, I have a decent change of keeping
him on the ground. Thanks!



The Fight Show


Rolls are here.

[Prefight locations, Initiative, and Surprise Round]
Tokutsukai Anjin starts in area 1 with shield and powerstone of inertial armor in hand. Initiative 13.
Erith Silverbow starts in area 2 with bow and scroll of shield in hand. Initiative 8.

Erith Silverbow stows his bow.

Tokutsukai Anjin: (35,61) 19/19 HP, 14 AC
Erith Silverbow: (55,28) 13/13 HP, 19 AC


[Round 1]
Tokutsukai Anjin manifests inertial armor and draws a powerstone of skate.
Erith Silverbow casts Shield from his scroll.

Tokutsukai Anjin: (35,61) 19/19 HP, 14+4 AC
Erith Silverbow: (55,28) 13/13 HP, 19+4 AC, shield ends 11

[Round 2]
Tokutsukai Anjin manifests skate and draws his stone of defensive precognition.
Erith Silverbow begins singing.

Tokutsukai Anjin: (35,61) 19/19 HP, 14+4 AC, skate ends 12
Erith Silverbow: (55,28) 13/13 HP, 19+4 AC, shield ends 11, singing

[Round 3]
Tokutsukai Anjin manifests defensive precognition and draws his dorje of biofeedback.
Erith Silverbow readies to shoot on sight.

Tokutsukai Anjin: (35,61) 19/19 HP, 14+4+1 AC, skate ends 12, defensive precognition ends 13
Erith Silverbow: (55,28) 13/13 HP, 19+4 AC, shield ends 11, singing

[Round 4]
Tokutsukai Anjin uses and drops his dorje and draws his kusari-gama.
Erith Silverbow readies to shoot on sight.

Tokutsukai Anjin: (35,61) 19/19 HP, 14+4+1 AC, skate ends 12, defensive precognition ends 13, biofeedback ends 14
Erith Silverbow: (55,28) 13/13 HP, 19+4 AC, shield ends 11, singing

[Round 5]
Tokutsukai Anjin manifests vigor and moves southwest. At 30,57, Erith sees him and shoots, but the arrow bounces off the psychic warriors manifested armor. Tokutsukai sees Erith, and turns toward him.

Tokutsukai Anjin: (31,55) 24/19 HP, 14+4+1 AC, skate ends 12, defensive precognition ends 13, biofeedback ends 14, vigor ends 15
Erith Silverbow: (55,28) 13/13 HP, 19+4 AC, shield ends 11, singing


[Round 6]
Erith Silverbow shoots again, and the arrow flies into the audience; the protective wards turn it into a ball, which is caught by an audience member.
Tokutsukai Anjin moves to 37,49 and taps a crawling tattoo of entangling ectoplasm, which double moves to 45,41.

Tokutsukai Anjin: (37,49) 24/19 HP, 14+4+1 AC, skate ends 12, defensive precognition ends 13, biofeedback ends 14, vigor ends 15
Erith Silverbow: (55,28) 13/13 HP, 19+4 AC, shield ends 11, singing


[Round 7]
Erith Silverbow shoots again, and hits for 6 damage.
Tokutsukai Anjin double moves to 49,37. The tattoo double moves to 53,33.

Tokutsukai Anjin: (49,37) 18/19 HP, 14+4+1 AC, skate ends 12, defensive precognition ends 13, biofeedback ends 14
Erith Silverbow: (55,28) 13/13 HP, 19+4 AC, shield ends 11, singing


[Round 8]
Erith Silverbow readies to cast grease under Tokutsukai once he’s close enough.
Tokutsukai Anjin lets the tattoo move first, and it moves and attacks Erith, but the elf dodges. Tokutsukai sighs and charges Erith; the bard casts Grease, but the tattoo takes the opportunity to attack again, and hits Erith. The bard is distracted and loses his spell, and Tokutsukai finishes his charge. The psychic warrior successfully trips Erith, but the latter’s shield rises to block the follow-up attack.

Tokutsukai Anjin: (54,30) 18/19 HP, 14+4+1 AC, skate ends 12, defensive precognition ends 13, biofeedback ends 14
Erith Silverbow: (55,28) 13/13 HP, 19+4-2-4 AC (14-2-4 touch), shield ends 11, entangling ectoplasm ends 13

[Round 9]
Erith Silverbow stands up, and Tokutsukai takes the opportunity to yank his bow out of his hands. Erith draws his sword.
Tokutsukai Anjin again trips but has his follow-up attack foiled by Erith’s shield.

Tokutsukai Anjin: (54,30) 18/19 HP, 14+4+1 AC, skate ends 12, defensive precognition ends 13, biofeedback ends 14
Erith Silverbow: (55,28) 13/13 HP, 19+4-2-4 AC (14-2-4 touch), shield ends 11, entangling ectoplasm ends 13

[Round 10]
Erith Silverbow stands up, taking Tokutsukai’s blow on his armor, and moves to 55,29.
Tokutsukai Anjin attempts to trip Erith again, but against all probability finds himself about to be tripped, so he drops the weapon in order to keep his balance and then picks it up; Erith tries to take advantage to attack him, but misses.

Tokutsukai Anjin: (54,30) 18/19 HP, 14+4+1 AC, skate ends 12, defensive precognition ends 13, biofeedback ends 14
Erith Silverbow: (55,29) 13/13 HP, 19+4-2 AC (14-2 touch), shield ends 11, entangling ectoplasm ends 13

[Round 11]
Erith Silverbow attacks again, but Tokutsukai catches the blow with his shield. Erith’s own shield spell wears off.
Tokutsukai Anjin attempts to trip Erith again, but his weapon misses.

Tokutsukai Anjin: (54,30) 18/19 HP, 14+4+1 AC, skate ends 12, defensive precognition ends 13, biofeedback ends 14
Erith Silverbow: (55,29) 13/13 HP, 19-2 AC (14-2 touch), entangling ectoplasm ends 13

[Round 12]
Erith Silverbow attacks again but misses.
Tokutsukai Anjin again trips Erith, but the bard’s magical armor blocks the follow-up attack.

Tokutsukai Anjin: (54,30) 18/19 HP, 14+4+1 AC, defensive precognition ends 13, biofeedback ends 14
Erith Silverbow: (55,29) 13/13 HP, 19-2-4 AC (14-2-4 touch), entangling ectoplasm ends 13

[Round 13]
Erith Silverbow sees the ectoplasm dissipate and stands, taking Tokutsukai's blow on his armor. Erith then attacks, but Tokutsukai dodges.
Tokutsukai Anjin attempts to trip Erith, but the elf dodges the attack.

Tokutsukai Anjin: (54,30) 18/19 HP, 14+4 AC, biofeedback ends 14
Erith Silverbow: (55,29) 13/13 HP, 19 AC (14 touch)

[Round 14]
Erith Silverbow sees that he can cast freely, so he moves away (dodging Tokutsukai’s weapon again) and casts Grease on his foe’s weapon, but Tokutsukai manages to shield his kusari-gama from the magic.
Tokutsukai Anjin moves up and trips Erith again, but on his follow-up attack his weapon flies from his grasp and he barely catches it again. He frowns and wipes off the bit of grease that ended up on it.

Tokutsukai Anjin: (54,30) 18/19 HP, 14+4 AC
Erith Silverbow: (55,29) 13/13 HP, 19 AC (14 touch)

[Round 15]
Erith Silverbow stands up (dodging Tokutsukai’s attack) and attacks, but he just can't seem to hit today.
Tokutsukai Anjin again attempts to trip Erith, but the elf resists.

Tokutsukai Anjin: (54,30) 18/19 HP, 14+4 AC
Erith Silverbow: (55,29) 13/13 HP, 19 AC (14 touch)

[Round 16]
Erith Silverbow attacks again, and hits for 6 damage.
Tokutsukai Anjin again trips Erith, but on the follow-up attack his weapon turns into a rubber chicken. The arena wizards reverse the transfiguration and lead a certain well-known sports gambler off.

Tokutsukai Anjin: (54,30) 12/19 HP, 14+4 AC
Erith Silverbow: (55,29) 13/13 HP, 19 AC (14 touch)

[Round 17]
Erith Silverbow stands up, and Tokutsukai takes advantage of the attack to hit for 9 damage. Erith casts Cure Light Wounds, healing himself for 8 damage.
Tokutsukai Anjin again finds Erith resisting his trip attempt.

Tokutsukai Anjin: (54,30) 12/19 HP, 14+4 AC
Erith Silverbow: (55,29) 12/13 HP, 19 AC (14 touch)

[Round 18]
Erith Silverbow attacks again for 5 damage.
Tokutsukai Anjin trips Erith, and follows up for 9 damage.

Tokutsukai Anjin: (54,30) 7/19 HP, 14+4 AC
Erith Silverbow: (55,29) 3/13 HP, 19 AC (14 touch)



[Round 19]
Erith Silverbow stands, taking Tokutsukai's blow on his armor, and slices his foe in two, killing the half-giant.

Tokutsukai Anjin: (54,30) -14/19 HP, 14+4 AC
Erith Silverbow: (55,29) 3/13 HP, 19 AC (14 touch)



Fight Results and Summary Show

Erith Silverbow wins and gains 1098xp/1098+57.8=1155.8gp.
Time Between Fights: 6 hrs
Prebuffs/Ongoing Effects:
Items Used: 1 scroll shield, 3 arrows (3 shot, 1 hit, 2 missed, 0 recovered)
Spells or Powerpoints Used: 3 level 1 (3 SL)
Abilities Used: 1 use bardic music
Free Activity: Perform for 57.8gp

Tokutsukai Anjin loses and gains 300xp/357gp.
Time Between Fights: 6 hrs
Prebuffs/Ongoing Effects:
Items Used: 1 powerstone inertial armor, 1 powerstone skate, 1 powerstone defensive precognition, 1 charge dorje biofeedback, 1 crawling tattoo entangling ectoplasm
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: Profession for 57gp

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12 months ago  ::  Jun 05, 2012 - 7:28PM #737
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,762
Arlo the Annoying

Arlo the Annoying's tactics Show

Arlo starts in the front corner of the starting box (for example 8,35 or 8,28 if it's the west box, flip a coin to determine which corner), with his shortbow in one hand and scroll of Mage Armor in the other hand.


Buff Rounds (in order)
If Arlo is attacked in melee, he Tumbles away and continues buffing.


Round 1: Arlo hides, activates scroll of Mage Armor, and draws scroll of Shield


Round 2: Arlo activates scroll of Shield and draws scroll of Protection from Good


Round 3: Arlo activates scroll of Protection from Good and draws scroll of Expeditious Retreat


Round 4: Arlo activates scroll of Expeditious Retreat


Combat
Arlo's combat tactic is to stay outside of the range increment of Elrin's mind blade but within the shortbow increment, i.e. more than 30' away but no more than 60', and simply try to shoot Elrin down before he can get too close. He uses cover, Hide, and Move Silently to gain as much protection from Elrin's attacks as possible. If he can get in a Sneak Attack, great, but don't make it a priority, as Elrin is more likely to take Arlo down if he hits.


Arlo uses up his remaining 2 spell levels by casting True Strike on each round before he's likely to be able to shoot, so he can at least guarantee two hits.


Take advantage of the fact that Elrin has to use move actions for his mind blade to get Arlo into the position he desires.


Arlo designates his Dodge bonus on Elrin as soon as possible.




Elrin the Shadow Blade

Elrin the Shadow Blade's tactics Show

Start in the front left corner of my area with my shield and an antitoxin.  Round 1, drink the antitoxing and form my mindblade.  Then moe out to find him.  Always try to move cover to cover, and mover around the outside, going from pillar to starting area throguhg the sides of the areas.  Dodge Arlo

Once found, if further than 60', move to cover to close.  If not, close to at least 30' and throw my mindblade, negating his cover if posible.  As long as can do so from within 30' recreate and throw my mindblade.  If I cannot negate his cover, at least get cover of my own.

If he is breaking line of sight continuously to sneak attack me, refresh psyhic strike.  Then, move to cover near where I saw him vanish and slink around the cover to catch him unawares.  His hide is better, but my spot is better, so I should be better at sneak shooting him, and my psychic strike is eqivilent to his sneak attack.

If he is simply using superior speed to stay away with expedious retreat without stealth, his duration is only a minute.  Move to cover and wait 7 rounds while hiding before continuing to engage (unless he gets close enough to throw from within 60' and I have cover)


The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Arlo the Annoying starts in area 4 with shortbow and scroll of mage armor in hand. Initiative 17.
Elrin the Shadow Blade starts in area 3 with shield and antitoxin in hand. Initiative 12.

Arlo the Annoying: (8,28) 15/15 HP, 14+1 AC (10 FF)
Elrin the Shadow Blade: (28,8) 27/27 HP, 20+1 AC (17 FF)


[Round 1]
Arlo the Annoying casts Mage Armor and draws a scroll of shield.
Elrin the Shadow Blade drinks the antitoxin and forms a mindblade.

Arlo the Annoying: (8,28) 15/15 HP, 14+1+4 AC (10+4 FF)
Elrin the Shadow Blade: (28,8) 27/27 HP, 20+1 AC (17 FF)

[Round 2]
Arlo the Annoying casts shield and draws a scroll of Protection from Good.
Elrin the Shadow Blade double moves to 19,11.

Arlo the Annoying: (8,28) 15/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22
Elrin the Shadow Blade: (19,11) 27/27 HP, 20+1 AC (17 FF)


[Round 3]
Arlo the Annoying casts Protection from Good and draws a scroll of Expeditious Retreat. Elrin hears the casting and knows Arlo to be within 15’ of 9,27.
Elrin the Shadow Blade double moves to 12,19.

Arlo the Annoying: (8,28) 15/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22, PfG ends 13
Elrin the Shadow Blade: (19,11) 27/27 HP, 20+1 AC (17 FF)


[Round 4]
Arlo the Annoying casts Expeditious Retreat. Elrin hears and knows him to be within 15’ of 5,28.
Elrin the Shadow Blade double moves to 6,27, sees Arlo, and heads to 5,27 to try to reach cover.

Arlo the Annoying: (8,28) 15/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22, PfG ends 13, expeditious retreat ends 14
Elrin the Shadow Blade: (5,27) 27/27 HP, 20+1 AC (17 FF)


[Round 5]
Arlo the Annoying moves to 14,36 and casts True Strike.
Elrin the Shadow Blade moves to 8,26.

Arlo the Annoying: (8,28) 15/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22, PfG ends 13, expeditious retreat ends 14
Elrin the Shadow Blade: (5,27) 27/27 HP, 20+1 AC (17 FF)


[Round 6]
Arlo the Annoying realizes he can’t negate cover with a single move, and he can’t really sneak around to the other side without being seen, so he decides to simply move to break line of sight and then over to 17,14.
Elrin the Shadow Blade double moves to 17,21.

Arlo the Annoying: (17,14) 15/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22, PfG ends 13, expeditious retreat ends 14
Elrin the Shadow Blade: (17,21) 27/27 HP, 20+1 AC (17 FF)


[Round 7]
Arlo the Annoying does not know that Elrin has moved, so he moves to 15,15, where he hopes to see Elrin. When he doesn’t, he continues toward where Elrin was last seen; at 10,21, he sees Elrin and realizes this plan isn’t going to work. He still doesn’t want Elrin to be able to attack him at close range, though, so he retreats to 1,28
Elrin the Shadow Blade moves around to 17,19.

Arlo the Annoying: (1,28) 15/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22, PfG ends 13, expeditious retreat ends 14
Elrin the Shadow Blade: (17,19) 27/27 HP, 20+1 AC (17 FF)


[Rounds 8-10]
Arlo the Annoying readies to shoot Elrin when he comes within 60’
Elrin the Shadow Blade waits.

Arlo the Annoying: (1,28) 15/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22, PfG ends 13, expeditious retreat ends 14
Elrin the Shadow Blade: (17,19) 27/27 HP, 20+1 AC (17 FF)

The audience starts grumbling...they want some action. Arena wizards zap both participants to force them to engage.

[Round 11]
Arlo the Annoying moves toward where Elrin probably is; at 9,20, he sees Elrin and, fearing a loss by zapping, shoots. While too far away for high precision, he still hits for 3 damage.
Elrin the Shadow Blade moves up to 11,19 and throws his blade, but Arlo dodges.

Arlo the Annoying: (1,28) 15/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22, PfG ends 13, expeditious retreat ends 14
Elrin the Shadow Blade: (17,19) 24/27 HP, 20+1 AC (17 FF)


[Round 12]
Arlo the Annoying, realizing he’s not going to accomplish anything by repeating the process except squandering his spells, casts True Strike.
Elrin the Shadow Blade reforms his mindblade and throws it again, but it is blocked by Arlo’s shield.

Arlo the Annoying: (1,28) 15/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22, PfG ends 13, expeditious retreat ends 14
Elrin the Shadow Blade: (17,19) 24/27 HP, 20+1 AC (17 FF)

[Round 13]
Arlo the Annoying attacks again, and hits for 6 damage. His protection spell wears off.
Elrin the Shadow Blade reforms his mindblade and throws it again, but it is blocked by Arlo’s shield again.

Arlo the Annoying: (1,28) 15/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22, expeditious retreat ends 14
Elrin the Shadow Blade: (17,19) 18/27 HP, 20+1 AC (17 FF)

[Round 14]
Arlo the Annoying attacks again, and hits for 4 damage. His Expeditious Retreat wears off.
Elrin the Shadow Blade reforms his mindblade and throws it again, hitting for 8 damage.

Arlo the Annoying: (1,28) 7/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22
Elrin the Shadow Blade: (17,19) 14/27 HP, 20+1 AC (17 FF)

[Round 15]
Arlo the Annoying attacks again, but Elrin dodges.
Elrin the Shadow Blade reforms his mindblade and throws it again, but Arlo’s magical armor protects him.

Arlo the Annoying: (1,28) 7/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22
Elrin the Shadow Blade: (17,19) 14/27 HP, 20+1 AC (17 FF)

[Round 16]
Arlo the Annoying attacks again, hitting for 3 damage.
Elrin the Shadow Blade reforms his mindblade and throws it again, but Arlo dodges.

Arlo the Annoying: (1,28) 7/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22
Elrin the Shadow Blade: (17,19) 11/27 HP, 20+1 AC (17 FF)

[Round 17]
Arlo the Annoying attacks again, hitting for 3 damage.
Elrin the Shadow Blade reforms his mindblade and throws it again, hitting for 10 damage and knocking Arlo out.

Arlo the Annoying: (1,28) 7/15 HP, 14+1+4+4 AC (10+4+4 FF), shield ends 22
Elrin the Shadow Blade: (17,19) -2/27 HP, 20+1 AC (17 FF)

Fight Results and Summary Show

Arlo the Annoying loses and gains 300xp/300gp.
Time Between Fights: 6 hrs
Prebuffs/Ongoing Effects:
Items Used: 1 scroll mage armor, 1 scroll shield (CL2), 1 scroll PfG, 6 arrows (6 shot, 5 hit, 1 missed, 0 recovered)
Spells or Powerpoints Used: 2 castings True Strike (2 SL)
Abilities Used: none
Free Activity: Burglary

Elrin the Shadow Blade wins and gains 900xp/900gp.
Time Between Fights: 6 hrs
Prebuffs/Ongoing Effects:
Items Used: none
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: Guard Home

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12 months ago  ::  Jun 05, 2012 - 7:39PM #738
Eluria
Date Joined: Jan 20, 2007
Posts: 3,161
Al'tiar

Al'tiar's tactics Show

Fun stuff.....This will be hard.  Why did I forget to get DR bypassing weapons?

Start in my front corner with scroll of mage armour.  Round 1, cast mage armour, sharing.  Then, mirror image, again sharing.  Now, draw my wand of resist energy and cast resist energy, electricity on myself, sharing if possible.  If not posssible to share a wand cast it on both me and Gan.

Now, move out, readying to cast ray of exhaustion when in range of somthing.  Continuing using ray of exhaustion until I realize they are immune or they are obth exhausted.  Note that, even if they save, 2 ray stack fatigue for exhaustion anyway.

Once this is done, refresh mirror image if needed and cast chill touch for Gan.  Gan will touch them.  Now, draw my rapier and kill them.  If one of them has chains, kill the smaller one without weapons first with my rapier while Gan chill touches the other.  Then electocute the chain devil with my rapier and kill, hoping it works.  If they were immune to exhaustion, chill touch them to keep them panicked, not wasting touch by touching them when they are panicked.  Persue and kill, electrocuting as possible.  If one has a scimitar and the other a greatsword, I'm sunk.  Just close and kill with rapier and touches.  If they are wielding other items, close and kill normally, electrocuting as possible.

Refresh mirror image when chill touch has been completely expended or I am down to 10 hp and mirror image is gone.  Refresh again whenever it runs out.

Shift to cast.  If shifting is not possible, retreat and cast.

Hoping for soulknife/ranger here.


Brahlani and Hound Archon

Monsters Show



Bralani
Medium Outsider (Chaotic, Extraplanar, Good)
Hit Dice: 6d8+18 (45 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 22 (+4 Dex, +7 natural, +1 deflection), touch 15, flat-footed 18
Base Attack/Grapple: +6/+10
Attack: +1 holy scimitar +11 melee (1d6+5/18-20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/x3) or slam +10 melee (1d6+4)
Full Attack: +1 holy scimitar +11/+6 melee (1d6+5/18-20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/x3) or slam +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, whirlwind blast
Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues
Saves: Fort +9, Ref +10, Will +8
Abilities: Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Challenge Rating: 6
Alignment: Always chaotic good

In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
Combat
Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.
A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will- blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day-lightning bolt (DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half ). The save DC is Constitution-based.
Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Tongues (Su): Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Equipment 5600gp, +1 holy scimitar and +1 holy composite longbow (+4 str)

60 arrows 3gp
40 cold iron arrows 4gp
40 silver arrows 82gp
Amulet of Natural Armor +1 2000gp
Ring of Protection +1 2000gp
Cloak of Resistance +1 1000gp

Potion of Mage Armor (CL1) 50gp
Potion of Bull's Strength (CL3) 300gp
Potion of Resist Energy (CL2, Acid) 100gp
Potion of Resist Energy (CL2, Sonic) 100gp

Prebuffs: Blur SLA, Mirror Image SLA

Hound Archon
Hit Dice: 6d8+6 (33 hp)
 Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19–20)
Full Attack: Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee (2d6+3/19–20) and bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues Saves: Fort +6 (+10 against poison), Ref +5, Will +6
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Skills: Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)
Feats: Improved Initiative, Power Attack, Track

Combat
Hound archons prefer to attack with their natural weapons but occasionally use greatswords.

A hound archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: Caster level 6th.

At will - aid, continual flame, detect evil, message.

Aura of Menace (Su): Will DC 16 negates.

Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.

Skills: *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.

Equipment 3300gp, Greatsword

Greatsword to Ma 300gp
Cold Iron Greatsword 100gp, to Ma 300gp
Silver Greatsword 230gp
Ring of Deflection +1 2000gp

(2) Potion of Mage Armor (CL1) 50gp
Potion of Bull’s Strength (CL2) 100gp
Potion of Magic Fang (CL2) 100gp

(70gp left)

Prebuffs:  Aid on self, Continual Flame on armor


Monster's tactics Show


Monster tactics:
Hound Archon buffs with Mage Armor, Bull’s Strength, Magic Fang on bite, then teleports to each starting area clockwise and engages; informs Brahlani where foe is.

Brahlani buffs with Mage Armor, Bull’s Strength,  takes whirlwind form, and flies out counterclockwise; engages with lightning x2 then blasts of wind; rebuff Mirror Image if expires; if either monster is at less than half health will use SLA cure.


The Fight Show


Rolls are HERE

Brahlani acts first (tie to higher mod), in box 1
Al’tiar acts second, in box 4
Hound Archon acts last, in box 1

Round 1:
Brahlani delays to act w/ Hound Archon
Al’tiar casts Mage Armor
Brahlani drinks Mage Armor
Hound drinks Mage Armor

Round 2:
Al’tiar casts Mirror Image
Brahlani drinks Bull’s Strength
Hound drinks Bull’s Strength

Round 3:
Al’tiar draws wand and casts Resist Energy: Electricity (shared)
Brahlani assumes whirlwind form and single moves out
Hound drinks Magic Fang



Round 4:
Al’tiar single moves out, drawing rapier, readies to cast Ray of Exhaustion when in range of something.
Brahlani moves (towards Al’tiar, as all are trying to engage); partway through move, trigger’s Al’tiar’s ready – he fires a Ray at the Brahlani-whirlwind (Pitlord note: forgot it had Blur and Mirror Image for a sec, so roller may be confusing) – hitting an image hits, overcomes SR; Brahlani saves, and is fatigued
Brahlani fires a lightning bolt; Al’tiar fails save, takes 19-10 = 9 damage (Gan fails saves, takes half damage – resistance = none)
Hound Archon teleports to starting area 4 and moves to set up a charge – Al’tiar resists Aura of Menace

The Archon, sad to have to face such a noble foe, says to Al’tiar, “You are a noble warrior of good; we have been sent to show you just how well you can mix martial prowess with arcane might.  Continue to walk the path of the righteous, and one day we may fight together against the forces of evil.”



Round 5:
Al’tiar (Pitlord note: tactics don’t mention what to dodge, but the dodging with sword seems more logical than the lightning shooting whirlwind) dodges the hound archon, and casts Ray of Exhaustion at the Hound, rather than risking the images again (rolls stay same, some mods change, but still hits Hound, overcomes SR, and Hound saves = fatigued)
Brahlani fires lightning; Al’tiar dodges the worst of it and takes half, resist elect protects from rest; Gan fails to dodge it but is saved by his improved evasion and resistance.
Hound, now unable to charge, moves to base Al’tiar, drawing an AoO (misses); Hound bites (+8, +2Bull’sStr-1Fatigue, +1MF, +1Aid), destroying an image

Al’tiar 37/46 AC21 +1d | Mage Armor, Mirror Image (5), Resist Elect
Brahlani 45/45 AC24 | Mage Armor, Bull’s Strength, Mirror Image (3), Blur,
Hound 33+7/33 AC23 (-1 Fatigue) | Mage Armor, Bull’s Strength (+4 Str), Aid (+1 to hit), Magic Fang (+1/+1 to bite), Fatigued (A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity)

Round 6:
Al’tiar 5’ steps back and fires another Ray at the Hound – hits, but fails to overcome SR
Brahlani fires a wind blast at Al’tiar; Al’tiar saves, for 6; Gan fails save, takes 6
Hound full attacks
(+2Bull’sStr-1Fatigue, +1MF, +1Aid = +3 to attack, +2 to damage, for greatsword +11/+6 (2d6+5) and bite +6 melee (1d8+3)), destroying 3 images



Al’tiar 31/46 AC21 +1d | Mage Armor, Mirror Image (2), Resist Elect
Gan -6
Brahlani 45/45 AC24 | Mage Armor, Bull’s Strength, Mirror Image (3), Blur,
Hound 33+7/33 AC23 (-1 Fatigue) | Mage Armor, Bull’s Strength (+4 Str), Aid (+1 to hit), Magic Fang (+1/+1 to bite), Fatigued (A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity)

Round 7:
Al’tiar 5’ steps back and fires another Ray at the Hound – hits, overcomes SR; save irrelevant, Hound is exhausted
Brahlani fires a wind blast at Al’tiar; Al’tiar fails to dodge, takes 12; Gan fails to dodge and takes 6
Hound full attacks (+2Bull’sStr-3Str exhaused, +1MF, +1Aid = +1 to attack, +0 to damage, for greatsword +9/+4 (2d6+3) and bite +4 melee (1d8+1)) – hits once, destroys an image

Al’tiar 19/46 AC21 +1d | Mage Armor, Mirror Image (1), Resist Elect
Gan -12
Brahlani 45/45 AC24 | Mage Armor, Bull’s Strength, Mirror Image (3), Blur,
Hound 33+7/33 AC23 (-3 Fatigue) | Mage Armor, Bull’s Strength (+4 Str), Aid (+1 to hit), Magic Fang (+1/+1 to bite), Exhausted (An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity)

Round 8:
Al’tiar (out of 3rd level slots), 5’ steps, casts chill touch for Gan, who goes to attack the Hound; AoO (tiny size, provokes for entering threatened square) fails –Gan  touches successfully, but fails to overcome SR
Brahlani fires wind blast, Al’tiar saves (takes 9), while Gan fails (takes 9)
Hound attacks, hitting Al’tiar for 11, downing him.

Al’tiar 10/46 AC21 +1d | Mage Armor, Mirror Image (1), Resist Elect
Gan -21
Brahlani 45/45 AC24 | Mage Armor, Bull’s Strength, Mirror Image (3), Blur,
Hound 33+7/33 AC23 (-3 Fatigue) | Mage Armor, Bull’s Strength (+4 Str), Aid (+1 to hit), Magic Fang (+1/+1 to bite), Exhausted (An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity)



Fight Results and Summary Show

Al’Tiar loses and gains 700xp / 866gp
Time Between Fights: 6 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: F3
Abilities Used: none
Free Activity: Guard Home



Pitlord note:
It was Scimitar/Greatsword, which is a tough matchup…
Would update Gan as has more abilities than listed (improved evasion, etc)




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12 months ago  ::  Jun 05, 2012 - 8:46PM #739
Uknits
Date Joined: Aug 24, 2010
Posts: 2,972

Bernik Kalduun (Yitzi) vs. Amalia Tor’virr (The_Fred)


Bernik’s Tactics Show


Fortunately, I have too many hit points for her to deal with easily, and my wand mostly negates her dorje, so it comes down to whether she has enough pp to wear me down, and the answer is probably no. So my primary strategy will simply be wearing out her pp.


Begin in the corner of my box closest to the center with bow and potion of PfE in hand, and move to 11,49, then call for Amalia and drink the potion (do not replace it if it wears out, and note that it only gives +1 to saves because it overlaps with my cloak). From there, my actions are determined by an order of priorities (whichever is listed first below takes precedence):


-If she is concentrating on Matter Agitation (I can tell from the effects), try to trip and grapple her if I can do it this round (including with a charge) and she has no constructs out; otherwise, use my bow to try to disrupt her.
-If in the area of a Grease effect, drop prone and crawl out.
-If I am at 45 or fewer hit points, draw and use my wand until healed up above 45, and then stow it. If I have spare move actions while doing that, try to move away (to break LoS in a way she can't negate with a move action), or if that's not feasible try to get cover (which she can't negate with a move action) or at least concealment (both is better).
-If Amalia has a crossbow or dorje in her hand, disarm her if feasible.
-If none of the above apply, shoot her with my bow; if she has energy retort up, do it from at least 40' away.


Always declare dodge against Amalia. When feasible, use 5' steps to avoid AoOs from constructs.


Thanks for the run.


Amalia’s Tactics Show

I knew this day would come - I just hoped it wouldn't happen in the forest. Bernik is going to want revenge on me for backstabbing him in the three-way, too, so let's hope that doesn't happen.



Start in the front corner of my box holding Power Stones of Force Screen and Skate (both ML2). Buff first with Vigour (3pp), then with Skate and Force Screen, finally drawing my new Dorje of Energy Ray, moving out as I so. Follow the path clockwise around my quarter, then cross the log only if I don't see or hear him. If I do, wait. If not, try to cross, then move around



My Psicrystal should be making active spot and listen checks as we go.



When he's seen, if he's far enough away that he won't reach me first, make an Astral Construct (3pp, Buff) between myself and him. If he's within 30ft, use Demoralise before moving away. Otherwise, move so he'll get just within 30ft next round and ready to use Demoralise then (the aim is to hit him whilst being as safe as possible). Since my speed will be greater, keep using Demoralise and moving until I can't get to safety afterwards - in whist case double-move or Withdraw; I shouldn't let him get to adjacent but if he is and he's Large, expend focus to use Demoralise once more - or he's Frightened.



Once he's Frightened, use Demoralise yet again if he's within range (when Panicked, he will drop his axe, which I should pick up). Then, try to maintain one Astral Construct (3pp, Celerity) but otherwise chase him and shoot with my Dorje, using Electricity rays for the +2 AB. If I can manage to make him cower, use Fire rays (since his touch AC will be 8). If I need to refresh Skate at this point to keep up with him, do.



Summary: Avoid melee, spam Demoralise until he runs away, then kill him.



This assumes he's Large. If he's not, and he's not holding a potion when I see him, tap a Crawling Tattoo of Deceleration at him first to control his movement.



Notes:
- After being Shaken, his save will go down by 2 (from +6 to +4).
- Deceleration is Reflex so the CT won't prompt a save.
- If he's Large, I won't take a -4 for shooting him if an AC is nearby. If he's not, I should be able to ready to shoot when he moves away (if he's fleeing) or somesuch, but if I have to take the -4, do.


Thanks for the run!


Fight Show


Round 0
Bernik goes first in 4, then Amalia in 1.



Round 1
Bernik moves out as Amalia casts Vigour.



Amalia 42/27 HP 18 AC
Bernik 54/54 HP 22 AC


Round 2
Bernik moves and drinks his potion, shouting for Amalia. Amalia uses force screen.



Amalia 42/27 HP 22 AC
Bernik 54/54 HP 22 AC


Round 3
Amlia finishes buffing with skate and drawing her dorje.



Amalia 42/27 HP 22 AC
Bernik 54/54 HP 22 AC


Round 4
Moving.



Amalia 42/27 HP 22 AC
Bernik 54/54 HP 22 AC


Round 5
More movement.



Amalia 42/27 HP 22 AC
Bernik 54/54 HP 22 AC



Round 6
More closing.



Arlo 15/15 HP 15 Touch AC
E 22/12 HP 20 AC



Round 7
Amalia catches glimpse of Bernik who fails to see or hear her.



Amalia 42/27 HP 22 AC
Bernik 54/54 HP 22 AC



Round 8
Amlia uses her tattoo of deceleration, hitting Bernik. She then moves away.



Amalia 42/27 HP 22 AC
Bernik 54/54 HP 22 AC



Round 9
Bernik, unable to catch her in his state, draw his bow and shoots, missing badly. Amlia then uses her powers over the mind to instill a sense of dread in him.



Amalia 42/27 HP 22 AC
Bernik 54/54 HP 22 AC



Round 10
Despite the feeling of dread, Bernik shoots Amalia square in the eye for 26 damage. Amalia curse him, blasting him with a feeling of utter despair from demorilize, sending Bernik into a panic.



Amalia 16/27 HP 22 AC
Bernik 54/54 HP 22 AC



Round 11
Bernik begins to pull away as Amalia starts to create a minion.



Amalia 16/27 HP 22 AC
Bernik 54/54 HP 22 AC


Round 12
Amalia and the Astral construct give chase to a fleeing Bernik.



Amalia 16/27 HP 22 AC
Bernik 54/54 HP 22 AC


Round 13
More chasing.


Amalia 16/27 HP 22 AC
Bernik 54/54 HP 22 AC


Round 14
They begin to corner him.




Amalia 16/27 HP 22 AC
Bernik 54/54 HP 22 AC


Round 15
They start to force Bernik into a corner.



Amalia 16/27 HP 22 AC
Bernik 54/54 HP 22 AC


Round 16
Bernik reatreats further.



Amalia 16/27 HP 22 AC
Bernik 54/54 HP 22 AC


Round 17
Backed into a corner, Bernik begins to fight before a final surge of terror sends him cowering. 3 dorje blasts and 2 constructs later, Bernik falls.



Results Show



Bernik loses and gains 500xp and 533 gp
Time Between Fights: 6 hour
Prebuffs/Ongoing Effects: None
Items Used: Scrolls: Potion of Protection from Evil, 1 Arrow
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Guard



Amalia Wins and gains 1815xp and 2065.9 gp
Time Between Fights: 6 hour
Prebuffs/Ongoing Effects: None
Items Used: Scrolls: Powerstone Force Screen, Skate. 3 Charges Dorje Energy Ray
Spells or Powerpoints Used: 15 PP
Abilities Used: Craft
Free Activity: Guard


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12 months ago  ::  Jun 06, 2012 - 3:52PM #740
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,087
Ven (Uknits) vs Grannick Mindbender (Dgallaty)

Ven's Tactics Show

This is a very bad fight for Grannick.  Easy for you to run, though.

Start in the back corner for max line of sight with a potion of mage armour and a potion of enlarge person.  Drink the mage armour, then the enlarge.  Then move out, readying to grapple him when he comes in range.  Flurry grapple to death.

If he escapes, flurry grapple to get him back.

Hate to end such a good winning streak, but it happens.


Grannick's Tactics Show


Grannick starts in the center of the start box.


Buff Rounds (in order)
Round 1: Grannick activates Animal Affinity with +4 Str


Round 2: Grannick activates power stone of Force Screen and draws power stone of Skate


Round 3: Grannick activates power stone of Skate and draws dorje of Vigor


Round 4: Grannick uses dorje of Vigor and moves towards Ven, or around the outer rim clockwise if he doesn't know where Ven is.


Combat
Grannick's goal is to close to melee with Ven as fast as possible, while using any available cover along the way to avoid ranged attacks, charging once he gets close enough. While closing, if Grannick has 5 or less temporary hit points and can't reach Ven with a move-and-charge, he uses his dorje of Vigor to refresh them.


As soon as Grannick can see Ven, he activates a crawling tattoo of Entangling Ectoplasm to attack Ven, unless Ven is Large from using Potion of Enlarge person.


As Grannick gets closer to Ven, he activates Expansion (no augment). If Expansion expires, even in melee, he activates it again.


On the first attack Grannick makes, he expends his psionic focus to use his Psionic Weapon feat and add +2d6 damage if he hits. On his second attack, he expends his psicrystal's psionic focus to use Psionic Weapon again.

 

The Fight Show


Ven goes first in area 2, Grannick in area 3.


Round 1
Ven drinks a Potion of Mage Armour [+4 AC, ends 1 hour].
Grannick manifests Animal Affinity, taking on the strength of a bull [+4 Str, ends 51]


Round 2
Ven drinks his potion of Enlarge Person [ends 22]. From his new height, he is able to see Grannick in area 3 (and vice versa) and begins to move towards him.
Grannick activates Force Screen from a Power Stone [+4 AC, ends 22] and draws a Stone of Skate.


[Though he can spot Ven, Grannick's only contingency for if this happens during buffing is to tap a tattoo of EE if Ven is not Enlarged - which he is]


Round 3
Ven approaches, ready to grab a charging Grannick.
Grannick manifests Skate from Stone [ends 23] and draws his Dorje.


Round 4
Ven moves to adjacent, and just manages to grab hold of the dwarf. His Enlarged fists deal 15 damage.
Grannick [39/54] uses his Dorje for Vigour [+10 HP, ends 24].


Round 5
Ven flurry-grapples, dealing a rahter large 24 damage.
Grannick [25/54] manifests Expansion [1pp, Concentration 10+11=21 vs DC 20: success, ends 10].


[Well, Ven is pretty close now, so it seems like grounds for using Expansion]
[Actually, technically Grannick should probably refresh Vigour here, but the intent appeared to be to do that if there was distance between the two, and it seems like using Expansion whilst grappled is a better idea anyway]


Round 6
Ven continues grappling, this time hitting only once, for 10 damage.
Grannick [15/54] wouldn't get much from Vigour anyway so tries to escape. However much he struggled, however, he can't break Ven's grip.


Round 7
Ven tries to choke Grannick, but the now-large dwarf manages to resist, regaining the upper hand. However, he still can't escape.


Round 8
[Note: Forgot AA's +2 bonus in roller - doesn't appear to have mattered, though]
Grannick is hit for 12 damage, and still can't escape.


Round 9
Ven finally beats Grannick into submission.


[Note: I realise I made something of a judgement call regarding Grannick's dorje. However, since he would still have needed to escape after using it, and was often taking as much or more damage as the HP it provided, it seemed like it would just be staving off the inevitable and costing Grannick resources]



Results Show

Ven wins and gains 1500xp and 1600gp
Time Between Fights: 6 hours
Prebuffs/Ongoing effects: None
Items Used: Potion of Mage Armour, Potion of Enlarge Person CL2
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Guard

Grannick loses and gains 500xp and 533gp
Time Between Fights: 6 hours
Prebuffs/Ongoing effects: None
Items Used: Power Stone of Force Screen ML2, Power Stone of Skate ML2, 1 charge Dorje of Vigour ML2
Spells or Powerpoints Used: 4pp (3 Animal Affinity, 1 Expansion)
Abilities Used: None
Free Activity: Guard
 

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