Ilthas starts in the front corner of the box (flip a coin to determine the corner) with his longbow in one hand and a power stone of Skate in the other.
Buff Rounds (in order) Round 1: Ilthas activates power stone of Skate and moves towards Reginald, using Move Silently and Hide to gain the best tactical advantage.
Combat Ilthas's goal is to keep Reginald out of range of being able to use spells against Ilthas. Safest bet is to stay as far away as possible while staying within the longbow range increment (100 feet). Reginald can close the gap with Expeditious Retreat, so if Reginald gets close enough to move and be within 30 feet, Illthas will Run for a round to increase the gap again.
As soon as Ilthas can see Reginald, he activates a crawling tattoo of Entangling Ectoplasm to attack him.
On the first attack Ilthas makes, he expends his psionic focus to use Psionic Shot and add +2d6 damage if he hits.
If Reginald starts using his javelin or somehow gets into melee range, Ilthas activates Intertial Armor, then draws a power stone of Force Screen and activates it next round.
Ilthas tumbles out of any melee combat. I didn't mention it explicitly, but in case it wasn't clear, Ilthas attacks with his longbow exclusively.
I think I'm in trouble here, but if I can dodge a couple of energy rays, I might be okay. Might...
Start off at default with a scroll of expeditious retreat (CL2).
Cast Alter self to change into a choker (small size = +1 touch AC), shield, expeditious retreat from the scroll and move out. Once he's found, get into range for color spray and cast it.
Follow up with Burning hands, recall and recast up to 3 additional times. I'll be dead long before then, but it would be nice.
Also - when able, get to base contact. Since tentacles threaten out to 10ft - he won't be able to manifest safely (not that my tentacles are much of a threat, but still - concentration checks can mean failure...)
Ilthas goes first, in box 3, holding bow and powerstone, in the clockwisemostcorner Reginald goes second, in box 2, default area, holding scroll
Round 1: Foes start with LoS to one another. Ilthas goes first, so spots Reginald while Reginald is flatfooted. Ilthas activates powerstone of skate and moves out with goal of getting to about 100’ (Pitlord note: hard to know what’s main priority, using move silently/hide, or getting to 100’, or staying away. Ilthas goal is to engage from about 100’ / one range increment; not clear what being hidden/moving silently gets – if he breaks LoS, Reginald could approach hidden as well, and then would be hard for Ilthas to maintain distance. So he moves to a somewhat strategic location that could allow him to shoot or move as necessary).
Ilthas sees Reginald, so activates crawling tattoo of entangling ectoplasm
Reginald casts alter self: choker, and becomes choker-like.
Round 2: Ilthas activates powerstone of skate and moves to get to ~100’ range for firing, trying to deny Reginald cover (the hide/move silently part of tactics seems irrelevant at this time) Tattoo double moves
Reginald casts shield
Round 3: Ilthas delays for tattoo Tattoo double moves but can’t reach Ilthas moves to deny cover and fires first shot (with psionic shot; 1d20+7 vs AC10+2dex+4MA+4Shield+1size+4NA), missing Reginald casts expeditious retreat and single moves closer
Round 4: Tattoo approaches Reginald (drawing AoO from tentacles – critical hit for 12-5hardness – 7, failing to kill it) and tries to touch him, succeeding – Reginald is bound by entangling ectoplasm Ilthas (Pitlord determination: tactics say if Reginald is within a move+30 to Run, but goal is 100’ distance and Ilthas sees Reginald is entangled; will move to 100’ while entangled) single moves back to get to 100’, deny cover, and fires at Reginald (1d20+7 vs AC23) – missing Reginald (Pitlord note: basically wants color spray/burning hands, and he’s all slimy and tentacly anyway) struggles against his entanglement and churns forward (speed 20 choker + 30 exp retreat / 2 entangled =25, can move 50 per round, whereas Ilthas can single move 55’ per round – for Pitlord convenience, will just say that until entangled ends, they stay 100’ apart on Ilthas’ turn and 50’ apart on Reginald’s turn) 50ft
Ilthas 20/20 AC14 | Skate (22) Reginald 12/12 AC25 | Mage Armor (long), Shield (32), Alter Self: Choker (long), Exp Retreat (23) – speed 50, 10’ reach; entangled (ends 9, before Reginald’s action - moves at half speed, cannot run or charge,–2 attack rolls, –4 penalty to Dexterity)
Round 5-8: Ilthas single moves and shoots; hitting for 2 in round 7 Reginald churns against entanglement
Ilthas 20/20 AC14 | Skate (22) Reginald 10/12 AC25 | Mage Armor (long), Shield (32), Alter Self: Choker (long), Exp Retreat (23) – speed 50, 10’ reach; entangled (ends 9, before Reginald’s action - moves at half speed, cannot run or charge,–2 attack rolls, –4 penalty to Dexterity)
Round 9: Ilthas, recognizing that the tattoo effects will end this round, (pitlord note: speed 55 trying to keep away from speed 60, on a round, obstacle-y map, may be hard to adjudicate – will try to be fair and do best, but run limits to straight line), and realizing that Reginald may be within a move+30’, runs away (pitlord note again: it’s hard to know where to Run to) Entangling ectoplasm ends Reginald the slimy, happy to squish free of his entangling goo (though on some level he does appreciate the ectoplasms own slimy qualities), pursues with double move
Round 10: Ilthas shoots (missing; while roller shows 25, it doesn’t account for -2 distance penalty) and moves Reginald double moves
Round 11: Ilthas runs away Reginald slurps after, leaving a trail of slug-like goop behind
Round 12: Ilthas sees Reginald sliming his way within 100’ (95’ ) and decides not to shoot (though he has LoS, Reginald would have cover anyway) and runs again, as far as his little elven feet will carry him. Spectators grumble. Reginald slurms after, sloooshing over a small arena rat and somehow dissolving it and leaving a suffocated-slime-ridden carcass behind. A boy in the stands whoops with glee.
Round 13: Ilthas once more sees Reginald within 100’, and begins to fear his stratagem of running as far as he can will not succeed vs. this frighteningly fast tiny mass of slimy tentacled doom. He tries once more to sprint away, his lungs heaving for breath. (Pitlord note: the issue is can only run in a straight line, and double move of 60’ is very far in Arena; with greater speed, able to cut corners, and longer duration buff, this chase can go on until a delay penalty)
Reginald, tiny slimy terminator that he is, follows. Never before has the crowd seen a mage so desperate to close with a martial combatant.
Round 14: The dance repeats. A fat dwarf shouts down something about a pointy-eared something something.
Round 15-20: Movement continues. Boos rain down, and mead bottles are flying.
Round 21: The crowd, ready to riot, prompts the epic level wizards watching from the stands to shake things up a little; Ilthas’ powerstone runs out early! Slowed, Ilthas stumbles away, and fires a shot at the inexorable slimy morass. It misses. Reginald trundles ever closer, closing to base Ilthas (no AoO because Ilthas holding bow, doesn’t threaten).
Round 22: Ilthas, based, tries to tumble away (move; roll is in rd 21 by mistake) and then enact inertial armor (pitlord notes: a few clauses applicable here, but that is a clear clause: if Reginald bases, activate inertial armor, then force screen); succeeds Reginald casts Color Spray – Ilthas resists; Reginald bases him (no AoO because no melee/doesn’t threaten)
Ilthas 20/20 AC14+4 1/2pp | Skate (ended), Inertial Armor (1h) Reginald 10/12 AC25 | Mage Armor (long), Shield (32), Alter Self: Choker (long), Exp Retreat (23) – speed 50, 10’ reach; entangled (ends 9, before Reginald’s action - moves at half speed, cannot run or charge,–2 attack rolls, –4 penalty to Dexterity)
Round 23: Ilthas (wants to draw and use powerstone; drawing is a move action and draws AoO – can avoid AoO if tumbles and draws stone, then uses next round – that seems to be the intent) tumbles again, failing – AoO from a tentacle hits for 5 – and then Ilthas draws a powerstone of force screen Reginald moves to base and casts Burning Hands – Ilthas, still tumbling apparently, dodges the worst of it (taking 3)
Ilthas 12/20 AC14+4 1/2pp | Skate (ended), Inertial Armor (1h) Reginald 10/12 AC25 | Mage Armor (long), Shield (32), Alter Self: Choker (long), Exp Retreat (ended) – speed 50, 10’ reach; entangled (ends 9, before Reginald’s action - moves at half speed, cannot run or charge,–2 attack rolls, –4 penalty to Dexterity)
Round 24: Ilthas tumbles to get some distance so he can use his stone of force screen (succeeds), and then manifests force screen from stone (succeeds) Reginald recalls Burning hands and moves to base
Ilthas 12/20 AC14+4+4 1/2pp | Skate (ended), Inertial Armor (1h), Force screen (44) Reginald 10/12 AC25 | Mage Armor (long), Shield (32), Alter Self: Choker (long), Exp Retreat (ended) – speed 50, 10’ reach; entangled (ends 9, before Reginald’s action - moves at half speed, cannot run or charge,–2 attack rolls, –4 penalty to Dexterity)
Round 25: Ilthas, wanting to go back to his run-and-shoot strategy, withdraws (still draws an AoO due to based, tentacles 10’ reach – misses due to new armorful buffs). The crowd groans. Reginald runs after him.
Round 26: Ilthas pauses to contemplate (realizes this won’t work, and has the option of moving and shooting, drawing an AoO for movement, or just shooting in melee, drawing AoO for shooting in melee but gaining PBS) sighs and shoots the inexorable tentacle ball at close range, drawing a thwack from a tentacle which leaves him slightly slimier than previously. Not wounded, mind you – just slimy. His arrow (weighted down by some slime) misses. Reginald casts Burning hands, to similar effect.
Ilthas 9/20 AC14+4+4 1/2pp | Skate (ended), Inertial Armor (1h), Force screen (44) Reginald 10/12 AC25 | Mage Armor (long), Shield (32), Alter Self: Choker (long), Exp Retreat (ended) – speed 50, 10’ reach; entangled (ends 9, before Reginald’s action - moves at half speed, cannot run or charge,–2 attack rolls, –4 penalty to Dexterity)
Reginald wins and gains 900xp and 900gp + 68.67gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Scroll of Exp Retreat Spells or Powerpoints Used: F3 Abilities Used: F3 Free Activity: Crafts octopus-faced-goodies
Ilthas loses and gains 300 * 21% = 363 xp and 363 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Stone of skate, stone of force screen, crawling tattoo of entangling ectoplasm, 10 arrows (14 shot, 2 hit, 4 recovered) Spells or Powerpoints Used: 1pp (inertial armor) Abilities Used: None Free Activity: Guard
Notes: @Dgallaty – the longbow range increment is just a penalty, not a “can’t fire from outside this range,” just to be sure that’s clear – so could shoot at him from 100+ feet – if staying at max range is priority, that’s one thing; if staying within 1 range increment is priority (which is what this read like, to me) that makes sense, for the penalty – but just wanted to be clear could shoot from farther. Also, check prison for a few little things – mostly HP=20.
Move out clockwise in search of foes. Charge when possible, then attempt to full attack nearest creature to Rend, switch to attacking a character if he hits for a large amount of damage (*cough* Scorpio) and there is a clear Charge line to him.
Ok, his darkvision only helps within 60', at which point it is too late. The trick is finding him, but listen should help. Start in the front corner of my area and use a potion of mage armour. Then move out clockwise until he is somehow detected. If shot, move quickly to the nereast starting area and find him.
Once found, kill. He would have a decent chance of escaping, but not if he is tripped and has to stand again. Trip him and use follow-ups to grapple him. If he escapes the grapple, he'll have to stand. Use this AoO to grapple him, which should interupt him standing and keep him down. Note that mobility shouldn't help against this AoO because it isn't moving.
If not for the lighting, this would be close to hopeless. But the lighting strongly favors Bilgly, so I think he can pull this off. The key will be to prevent Ven from seeing him, thereby both avoiding attacks and negating Deflect Arrows.
Preliminary notes: Always declare dodge against Ven, and do whatever is necessary (even shooting an arrow that will definitely be deflected) in order to avoid the 10 round penalty.
Begin prone at 4,8 or equivalent with bow in hand. If we autospot at the beginning, get up, move to where I can drop prone for total cover (probably to 8,4 or equivalent) and drop prone.
After there is no line of sight, manifest chameleon from my own pp, call once, and then move to 13,13 or equivalent. From there, I should see Ven as he comes toward my box. If I know his starting box, move toward it instead.
Once I see Ven, the close to total lack of total cover means I should be able to keep sight of him. Therefore, I want to attack him while avoiding situations where he has a chance of seeing me, even if he uses the tattoo of synesthete. Therefore: -Try to avoid ending up right next to Ven, if that's feasible. (It might not be.) 10' away is safe. -If less than 40' away from Ven, sneak (move at half speed to avoid a -5 to hide and move silently.) -When shooting, always snipe, and try to do it from at least 110' away.
If he somehow spots me despite my precautions, get to the nearest starting box, put a barrier between myself and him, and fall prone. Once line of sight is broken, it'll be next to impossible for him to find me again, so get up and start over from the beginning (get up and then heal while moving away from his last seen location if below half health).
If grappled, use Escape Artist to try to get out.
Note that -although it's not noted on his sheet, Bilgly has 60' darkvision. -The lighting means that Ven has a 20% miss chance (and no autospot after Bilgly's first turn) against Bilgly; Bilgly likewise has 20% miss chance and no autospot against Ven when Ven is more than 60' away. -I think that Bilgly's darkvision means that the first 60' don't have a 4X spot penalty multiplier, although I don't think we have a definitive ruling on that.
Round 1 Bilgly manifests Chameleon [1pp, +10 Hide, ends 201], shouts and stands up. The combatants have LoS to each other, but at a distance of 625ft, Spot checks are impossible for both of them. Ven's Listen is likewise impossible [I would normally say shouting is automatically heard, but even a battle is DC -10 which with a distance penalty of +62 is impossible] Ven drinks a Potion of Mage Armour [+4 AC, ends 1 hour] and heads out clockwise.
Rounds 2-5 Bilgly moves to (83,13) and waits. Ven moves to the north-east corner, finds no Bilgly, and heads south.
Round 7 Ven gets within spotting range of Bilgly [though actually he's not because Bilgly is Hiding - Ven's spot fails].
[Pitlord note: I thought Ven went before Bilgly, so a lot of the rounds are off in the roller]
Round 8 Bilgly can't see Ven because he's beyond 60ft still [and strangely Darkvision doesn't seem to include Low-Light Vision]. Ven moves closer [but it's essentially not possible for him to spot Bilgly because of Bilgly's +10 from Chameleon, let alone darkness]. He enters Bilgly's region of sight.
Round 9 [Fight re-run from this point - I used the same dice session but advanced rounds by 10 to avoid confusion (I hope!) for extra rolls] Bilgly wants to be 110ft away, so retreats. He double-moves at over half speed (but less than full) [Hide, Move Silently: success]. Ven can't see anyone in the box, so keep moving clockwise.
Round 10 Ven has gotten closer to Bilgly, so the goblin sneaks away [Move Silently: success]. Ven keeps moving.
Round 12 Ven is now far away from Bilgly, but he realises that the elf will keep moving, so he may as well try to shoot from here. [Just going to make brand new rolls - attack 23 vs ffAC 15+4: hit, damage: 5, snipe: automatic success] Ven [31/36], having been hit, moves quickly to the next starting box. [Pitlord note: The +2 damage for Favoured Enemy was forgotten in the roller here and later]
Round 13 Ven can move as quickly as Bilgly, so Bilgly decides just to keep shooting from where he is for now - it's not like he's having difficulty hitting anyway [attack 13 vs 19: miss, snipe: auto]. Ven keeps moving, but doesn't see anything.
Ven's tactics call for him to move to the nearest box, so a Listen check is irrelevant here.
Rounds 15-19 Bilgly shoots and misses. Ven runs around randomly.
I've kind of lost track of how far they are away at any point so will just check at each pin, but R15 Listen is impossible, other rolls give -2 vs 3, -14 vs 2 and finally 6 vs 3, which wins. Thus, we'll assume Ven heads towards Bilgly now.
Round 21 Bilgly hits again for 2 damage. Ven runs around looking for the goblin.
Round 22 Will just assume that Ven reaches Bilgly one round sooner. Thus, he's on 21/36 not 18, and everything is happening one round earlier.
Bilgly hits again for 3 damage. Ven is on [18/36]. He seaches in vain for his assailant.
Round 23 Ven is too close for Bilgly to snipe at safely. The goblin moves away [I'm assuming he'd rather err on the side of further]. Ven gets to roughly where he thought Bilgly was, but can't see him. He starts running around randomly again (within this sort of area).
Round 24 Bilgly is closer than he'd like to be (90ft) but he's not got a lot of movement options here so he decides to snipe again, hitting for 4 [attack 33: hit, snipe 35 vs 20: success]. Ven is on [17/36]. He knows Bilgly must be nearby so he moves south-east and gropes around in the dark for him, but to no avail.
Ven hears Bilgly but wins by 3 points and fails to pinpoint (1 in 61) so for sake of my sanity assume he just moves as previous (he's roughly within the range to which he was able to pinpoint, and tbh doesn't make much difference where he goes).
Round 25 Ven is far too close for comfort, so Bilgly sneaks northwards [Move Silently 22 vs Listen 13: success]. Ven searches madly.
Ven decides the smartest thing to do will be to run south-east.
Round 43 Bilgly finally shoots. The glancing blow barely injures Ven [2 damage], but by now he's almost down from blood loss. Ven is on [3/36]. He staggers northwards.
Round 44 Despite Bilgly's tactics, he knows that even if Ven reaches him, he'll probably collapse if he attacks, so decides to put the wretched elf out of his misery. He shoots, and hits, *finally* downing Ven.
Bilgly should probably move to shoot here, but being invisible and nearly silent this would probably just postpone the end by a couple of rounds anyway. Since I should really have been offsetting the damage by one anyway, the total dealt by this point will the same and Ven can't kill Bilgly in one hit so will die from attacking once he's on 0.
Bilgly loses and gains 1800xp and 2000gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: 12 arrows (8 hit, 7 missed, 3 recovered) Spells or Powerpoints Used: 1pp (Chameleon) Abilities Used: None Free Activity: Perform for 78gp
Ven wins and gains 600xp and 666gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Potion of Mage Armour Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
WELCOME BACK! Welcome back! Should be straightforward and easy to ease you back in.
Start front center, mounted, holding lance and buckler Goal – get into melee and attack until dead; ideally charge first, and psionic weapon. Try to hit with a charging lance psionic weapon crit. That’d be nice.
Round 1: Defensive Precog SLA, shout, single move out Round 2+ seek him out and engage
Engage with: --psionic weapon on first attack --lance first --charge if possible --after lance, drop lance and draw longsword, engage with that until dead
If he is sniping, try to close to melee If unable, draw bow and use readied actions to shoot him when found
Hmmm.... his AC looks like it could be lethal this fight. Time to play with fire.
Start in the front center of my area with an alchemists fire in hand. Dodge him. As soon as he is seen, close and ready to throw when he is within 10'. Continue drawing alchemist's fires and readying to throw if he keeps running past me or shift and draw and throw if he is in melee. 2d6+1 damage should take him down in 2 hits, and his touch AC is unimpressive, especially if he is using a charge.
Note; if he has his lance and would threaten within 10', ready throw when he is within 20'. +4 vs. Touch AC 10 on a charge is still pretty good.
If he has his bow out for some uncooth reason and is keeping out of reach, take total defense and laugh at his 20 arrows.
[Prefight Locations and Initiative] Zernian starts in area 4 at (7,32) mounted and holding his lance and buckler. Initiative 11 (-) Elrin starts in area 1 at (31,55) with an alchemist's fire in hand. Initiative 11 (+)
[Round 1] Elrin sees Zernian and dodges him, moves to (27,51) and readies to throw an alchemist's fire when Zernian is within 20ft. Zernian manifests defensive precognition and moves to (13,37)
[Round 2] Elrin moves to (23,47) and readies. Zernian charges at Elrin, triggering the ready action [6 vs AC11+1-2, miss, splash 1] Zernian finishes the charge [10 vs AC20+1, miss]
[Round 4] [Alchemist's fire 1d6=5] Elrin steps back, draws and throws another alchemist's fire [11 vs AC11+1, miss; splash 1] Zernian steps forward and attacks [26! (24- confirmed) vs AC20+1, hit; Dmg 2d8+6=7+9]
Darkness is really not good for me, though it may let me get close to him without being blasted to pieces by Energy Missile (as long as he doesn't use Psionic Darkvision...).
If I don't see him at the start, buff with Resistance, then move out (clockwise). Always make Hide checks, and ready to use Spiritual Weapon each round.
As soon as I do see him, if he's within range of Spiritual Weapon (including any movement I have), use that. Otherwise, immediately tap a Crawling Tattoo of EE, and follow up with Spiritual Weapon afterwards.
Then, trying to keep as close as possible to him, cast SMI for a Fiendish Monstrous Spider which should close as quickly as possible and try to web him, attacking if it succeeds. Expend focus if necessary for this.
After this, use Doom, repeating if he saves.
If I'm ever able to hit him without hitting an ally, use Sound Burst. If we're both still alive and he starts using his Dorje of Energy Ray, Shatter it. (Priority is Spiritual/EE > Sound Burst > Shatter > everything else)
When I have nothing else to do, use Produce Flames from memory and then from wand.
As soon as I'm hit by Energy Missile (which will probably be right away), use Resist Energy against the type he used. This takes priority over my other actions. If I'm below half health after this, draw and use up to two of my scrolls of CLW until I'm back up. Use Resist Energy first, though.
Use Burst and/or expend my focus if I ever need them.
NOTES: - There is a mistake on my sheet - Jaob's racial bonus to saves vs powers is +1, not +2. - According to the actual 1/3 rule, it seems he may also use up to 10 spell levels this fight (6 + 4 carried over). - I have Darkvision out to 60ft.
If see him, single move towards him and ready action to fire energy missile: elec 4pp on any standard or full round action (if elec ever fails to hurt him, change to fire; if fire also fails to hurt him, change to cold) – expend focus for enlarge if necessary for range.
Repeat x1 (another single move, ready, 4pp EM: elec)
After that, single move in and manifest 2pp vigor, then single move in until in range and engage with dorje energy ray (start w/ elec; if it ever hits and fails to damage, switch to fire; if that also hits and fails to damage, change to cold – do this regardless of spellcraft checks). Once in range, drop prone and continue (if he moves out of range, then stand and follow him, and next time don’t drop prone). If can have cover, great.
If don’t see him:
Rd 1: 1pp vigor, move to center
Rd 2*: 1pp precog def, move to center (try to move in and have cover from him for subsequent engagements
Rd 3: seek him out, ready action to EM him on sight (or, if he’s seen, do so)
* note: interrupt buffing and engage w/ EM on sight asap (start w/ 4pp EM elec; if resistance, then change to fire)
Round 1 Mobius immediately moves towards Jaob and readies to blast. Jaob moves as well and casts spiritual weapon, but he takes 7 electrical damage. He holds the spell, though, but the weapon he summons misses.
Jaob Hhanier 18/25 HP 14 Touch AC Mobius 15/15 HP 18 AC
Round 2 Mobius readies again, triggered by Jaob trying to cast resist electricity. 6 damage breaks his concentration. The spiritual weapon hits for 3.
Jaob Hhanier 12/25 HP 14 Touch AC Mobius 12/15 HP 18 AC
Mobius loses and gains 400xp and 513 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Scrolls: 6 Charges Droje Enlarged Energy Ray Spells or Powerpoints Used: 10 PP Abilities Used: None Free Activity: Craft
Jaob Wins and gains 1200xp and 1200 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Scrolls: Resist Energy, CLW x2 Spells or Powerpoints Used: 10 SL (Shatter, Produce Flames, SMI, Doom, Sound Burst, Spiritual Weapon) Abilities Used: None Free Activity: Craft
This guy is a monster and there's not much I can do about it. Let's try to keep this ranged as long as possible. If I throw a mindblade - remanifest as a free action afterwards so I always have it in hand.
Sadly I don't have darkvision or a way to negate the darkness problem - so I'll be shooting against concealment while he gets to attack me with impunity...
In general - target Grannick as much as possible and move away from him/crawling tattoo as well. If tattoo enters my space and I deal any damage to it with an AoO and it is not able to hit me, focus on the tattoo until it is destroyed. Note that psychic strike does not apply to the tattoo.
Refresh psychic strike on each opportunity when I don't need to use an action to move (which will not be often, but probably necessary when he gets to melee range. Provoke with moving if necessary to keep distance.
Otherwise - throw often and accurately and hopefully whittle through those vigor charges until I win... not likely to happen, but here's hoping.
Grannick starts in the center of the start box with his dwarven waraxe in one hand and a power stone of Force Screen in the other.
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 power stone of Dissolving Weapon
Round 4: Grannick activates power stone of Dissolving Weapon and draws dorje of Vigor
Round 5: Grannick uses dorje of Vigor and moves towards Harrod
Combat Grannick's goal is to get within melee range of Harrod while absorbing hits from Harrod's thrown mind blade. Every time Grannick takes ranged damage, he uses his dorje of Vigor to regain temporary hitpoints. Otherwise, he double-moves towards Harrod. If Grannick gets glued to the floor by a tanglefoot bag, wait it out and keep using Vigor after any damage.
As soon as Grannick can see Harrod, he activates a crawling tattoo of Entangling Ectoplasm to attack.
On the first attack Grannick makes, he expends his psionic focus to use his Psionic Weapon feat and add +2d6 damage if he hits (also note that Dissolving Weapon will last until the first successful hit). On his second attack, Grannick expends his psicrystal's psionic focus to use Psionic Weapon again.
Do not use Expansion, unless it can be used to break the tanglefoot bag's effect. Stay out of the water unless it's the only way to reach Harrod in melee.
The Hunter wins and gains 2700xp and 4500 gp Time Between Fights: 5 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: Intimidate
Goal: Charge if possible, as extra 2d6 damage may make the difference in a close fight like this
Front corner, Hold greatsword
Salute honorable foe, say benevolent prayers and meditate with great focus
Rd 1: Expansion 1pp+2WS for duration
Rd 2: Force Screen 1pp
Rd 3: Vigor 4pp+2WS
Free action activate CoPS on my turn as melee engaged or on my turn when he’s within 100ft
Close; would like to engage with charging first (note Rhino Hide armor, +2d6 damage on charge)
Attack with greatsword; expend psionic focus on first attack
Once in melee, attack and use psionic meditation to regain focus each round.
Should be straightforward and simple and brutal. Concealing amorpha may balance out my Vigor, and otherwise they’re basically very similar. So hopefully psionic meditation will tilt the balance… The roller may decide this one.
This is going to be a tough fight. Any small edge I have in attack power is nullified by a powerful opponent...
Start off at the point closest to the center of the plains with both dorjes in hand. Manifest force screen, then use both dorjes and stow them. Then draw sword and find Kyra. I am pretty quick - so I'm sure it will be quick.
Once she is in range, charge, expending focus on the attack. Follow up with more and more attacks.
Refresh force screen if needed, refresh the dorje powers only if not in melee.
Round 0 The Bully goes first in square 2, then Kyra in 1.
Round 1 The Bully calls up a disk of pure force to defend himself as Kyra uses her psionic might to grow to double her size.
Kyra 35/35 HP 16 AC The Bully 47/47 HP 24 AC
Round 2 The Bully uses a dorje to increase his damage as Kyra calls up a disk of force, similar to The Bully’s.
Kyra 35/35 HP 20 AC The Bully 47/47 HP 24 AC
Round 3 The Bully finishes with a dorje for better accuracy as Kyra calls upon psionic might for more HP.
Kyra 65/35 HP 20 AC The Bully 47/47 HP 24 AC
Round 4-5 The closing. Kyra calls up her strength as The Bully closes.
Kyra 71/41 HP 20 AC The Bully 47/47 HP 24 AC
Round 6 The Bully charges, dodging Kyra’s AoO, but his dodge throws his blow far off balance and Kyra dodges easily. Kyra then pulls back and tries to focus, but cannot and simply swings at the Bully, missing.
Kyra 71/41 HP 20 AC The Bully 47/47 HP 24 AC
Round 7 The Bully swings, hitting heavily for 17 damage. Kyra tries to refocus, but is unable and cannot regain her composure to hit the Bully.
Kyra 54/41 HP 20 AC The Bully 47/47 HP 24 AC
Round 8 The Bully and Kyra trade blows, The Bully doing 23 to Kyra’s 25.
Kyra 31/41 HP 20 AC The Bully 22/47 HP 24 AC
Round 9 The Bully swings in, hitting cleanly for 21 more damage and throwing off Kyra’s next blow.
Kyra 10/41 HP 20 AC The Bully 22/47 HP 24 AC
Round 10 The Bully swings in, lopping Kyra’s head off mere seconds before Kyra’s blade finds its way into The Bully’s heart. The judges deliberate before calling the win to The Bully for his split second better reaction time.
The Bully wins and gains 1800xp and 2000 gp Time Between Fights: 5 hour Prebuffs/Ongoing Effects: None Items Used: 1 Charge Dorjes of Offensive Precognition and Prescience Spells or Powerpoints Used: 1 PP Abilities Used: None Free Activity: Intimidate
Kyra loses and gains 600xp and 633 gp Time Between Fights: 5 hour Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: 6 PP Abilities Used: None Free Activity: Intimidate
Accidently rolled a couple extra rounds; Kyra would have won in round 10 if The Bully hadn’t gone first.