Goal: Fly up (always out of range of pets), shoot him with wand of MM, hope my autohit and greater SR wins out
Start back corner, holding wand of MM
Rd 1: Fly up, move to edge of starting area (trying to have cover, because, why not!) Rd 2+ Giggle loudly, calling for him to come out and play; whenever he’s seen, use MM vs. Urdwed
If he has Sonic Produce Flame on hands, and it’s a valid target for pyrotechnics, use pyrotechnics on him to blind him; this supercedes MM’ing, if you deem it legal (produce flame seems legal; sonic substituted requires some interpretation, I feel). For fun. Giggle while doing so.
Notes: --If he is hiding / sniping, or attempting to hit my flatfooted AC, use readied actions to shoot him when he shoots
--note SR 17, DR Cold Iron
--If blind, synesthete
--Always Dodge Urdwed
--If a Dog somehow hits me, use SLA invisibility, move away, and buff with Wand of Shield CL2 and scroll of Mage Armor before continuing offense
--Any summons should last 1 rd – just avoid it or ignore it
--Note Poggle is Wiz1, so to use higher level items needs CL check
--If can’t use wand of MM, use cantrip wands instead
--After the fight, apologize to Urdwed that he faced 2 flying magic missile wielding foes in his first 3FC
This is going to be quite difficult. Start in the front corner of my box, flanked by the dogs. Immediately send them out, one to each side. As soon as one of them detects Poggle Lolly, I don't think it's unreasonably for it to bark and draw the attention of the other (that's kind of what dogs do). Note that they have scent, so they will detect her within 30ft and pinpoint her within 5ft even if she is invisible. Unfortunately, the dogs will not be able to reach her if she flies to 15ft, but any time they can attack, note that if tripped from altitude she will stall and fall (which should deal falling damage as well).
Hmm, I thought they had those. Never mind. They can just go clockwise with me, then. I'll start moving out immediately after using Produce Flames (and keep moving during buffing).
Urdwed meanwhile should prepare flames from his wand, then stow it and tap his tattoo of Vigour. Finally, he should draw a scroll of Obscuring Mist and move out in search of Poggly Lolly. When she's sighted, he should cast Obscuring Mist from scroll and unless the dogs are able to attack her as they are, call them back. To find Urdwed, the dratted pixie will have to descend to 10ft, which will allow the dogs to attack her. Urdwed should Move Silently or just 5ft-step to evade her within the mist, whilst the dogs hunt her (using scent if necessary). When able, he should throw flames (and draw the wand to renew them), but the priority is to avoid being hit with MM, where possible.
I appreciate that there's nothing compelling Poggly Lolly to enter the mist, so if faced with a delay penalty, convert Entangle to SMI for a hawk which should charge her. Failing that, move out, throw flames and just hope to get lucky. If I can quickly and easily close to her to use Obscuring Mist, do so, since then if she leaves it it could be her who provokes the penalty. I'm hoping she won't cover this in her tactics, though.
Thanks for the run. One lucky trip could win this, but otherwise it doesn't look great.
Poggle continues to giggle at Urdwed while readying her wand of Magic Missile.
Urdwed starts moving clockwise, but as soon as he's clear of the nearby pillar, Poggle attempts to zap him with some Magic Missiles. Unfortunately for her, the magic in the wand proves to be too advanced for her to be successful this time. In reaction, Urdwed casts Obscuring Mist from his scroll, and a billowing mist surrounds him and his dogs.
Urdwed, realizing the stalemate that he's in, summons a fiendish hawk and directs it in the direction where he last saw Poggle. The hawk flies out of the mist, spots Poggle and attacks, but its claws don't even scratch Poggle.
Poggle ignores the hawk, giggling at it, and continues to ready her wand for attacking Urdwed. The hawk vanishes as the spell that summoned it expires.
Now out of options, Urdwed exits the the mist towards the sound of the giggling fey. Immediately, Poggle attacks Urdwed with her wand, but misses the tiny druid. He throws the flame from his palm at her, but misses as well. Urdwed's dogs bark furiously, but can't reach the flying grig.
1 charge Wand of Magic Missile 1 charge Ray of Frost
Poggle tries to zap Urdwed with frost while he moves completely out of the mist and draws his wand to hurl more flames at her. The two go back and forth for about 2 minutes, but Urdwed can't seem to break through Poggle's magical defenses before she renders him completely frozen. Urdwed finally falls over, dying from frostbite and hypothermia.
1 charge Wand of Magic Missile 19 charges Ray of Frost
9 charges Wand of Sonic Produce Flame 1 scroll of Obscuring Mist Summon Monster I (converted Entangle)
Poggle wins and gains 1350 xp and 1350 gp (1200 + 12.5% opponent ally) Time Between Fights: 6 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge Wand of Magic Missile, 19 charges Ray of Frost Spells or Powerpoints Used: None Abilities Used: None Free Activity: None
Urdwed loses and gains 350 xp and 350 gp (400 - 12.5% ally) Time Between Fights: 6 hours Prebuffs/Ongoing Effects: None Items Used: 9 charges Wand of Sonic Produce Flame, 1 scroll of Obscuring Mist, 1 Tattoo of Vigor Spells or Powerpoints Used: Summon Monster I (converted Entangle) Abilities Used: None Free Activity: None
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Start in the clockwise exit of my area with spiked chain and a potion of protection from evil in hand. Move out, seeking my foe. Once foe is detectedby any means, drink potion.
Once found, close to 5' on Jaob. Ignore Rast except to use tumble checks to avoid AoO's if it won't prevent me from getting to 5' of Jaob that turn. Once at 5' of Jaob, trip/kill while using 3 points of combat expertise. If he has a wand out, trip him, disarm his wand, and pick it up and stow it.
If there is a summon blocking me from Jaob, attack it with full combat expertise.
If mage armour is dispeled, refresh it from potion.
If my weapon is lost, trip him and get him with my spiked gauntlet. If that too is gone, go to bow, using tumble to get to places where shooting will not provoke an AoO.
That should be it. Shatter is a big worry here, as is doom repeatedly, but we'll see how it goes.
Jaob will start in the centre of hix box with the Rast in front of him (facing the north/south exit) and scroll of Shield of Faith CL2 in hand. Buff with that, then draw Wand of Produce Flames and move out with the Rast in front. The Rast is too stupid to do anything smart, but it should be flying when possible (albeit along the ground to block Dreath's movement) and should aim to full-attack when it can. It shouldn't Charge unless it couldn't otherwise attack.
Dreath's spell resistance could be frustrating, but that Will save is delicious, so I can't help but exploit that. When Jaob sights Dreath, he should cast Doom until it sticks. However, if he is able to use SMI during this time wihtout being attacked (e.g. if Dreath is able to charge, move to close or has a ranged weapon out, etc) he should do this first. If not able to cast SMI safely, he should use his move actions to try and put himself in a position where he can do so next round. SMI should be used to summon a Fiendish Monstrous Spider which should web, then attack if successful (using Smite).
Then, use Spiritual Weapon. Unfortunately, this is a bit all-or-nothing. If it gets past his SR, just stay close enough for it to attack, and use wand to throw some extra flames until he dies.
If Spiritual Weapon doesn't work (or ends), use any spare Dooms. If he gets frightened, the Rast should be able to chase him around in circles making occasional attacks without cornering him, and Jaob can throw flames at him. If that doesn't work, but the Rast is still alive, use Cause Fear. If all else fails, use SMIII for a Fiendish Ape (note DR 5/magic), but don't do this if I know or at least strongly suspect he has PfE active.
If Jaob can't do anything else, just throw subdual flames.
If Jaob is threatened and unable to 5ft-step to prevent an AoO, he should expend his Psionic Focus to cast Cause Fear defensively, and hope it works. Note that if Dreath is Panicked by this, he will drop his held item(s), which Jaob may as well grab and stash. Jaob can also use his focus if necessary to cast SMIII.
Use Burst if it would ever be beneficial.
Long tactics but it basically boils down to Doom/SMI -> Spiritual Weapon -> Doom+Cause Fear -> SMIII -> flames. Thanks for the run. Just roll well vs SR and this will be easy.
Actually, I feel we should begin by tapping a crawling tattoo of him. Otherwise, proceed as normal. Thanks!
[Prefight Locations and Initiative] Dreath starts in area 2 at (31,29) with spiked chain and a potion of protection from evil (CL1) in hand. Initiative 18 Jaob starts in area 3 at (31,2) with a scroll of shield of faith (CL2) in hand. Initiative 19 -- Rast skeleton starts at (31,3). Initiative 25
[Round 1] Rast awaits orders. Jaob casts shield of faith from the scroll and draws a wand of subdual produce flames (CL2). He tells the skeleton to lead the way. [Listen -2 vs DC0] Dreath moves to (27,21)
[Round 2] Rast flies to (28,12) Jaob moves to (29,12) and all opponents see each other. Dreath moves to (22,21) and drinks the potion.
[Round 3] Rast flies to (21,13) Jaob moves to (24,12) and readies to tap the tattoo when Dreath is in sight. Dreath moves to (20,15)
[Round 4] Rast takes a 5ft step and full attacks Dreath [13,15,7,18 vs AC16+4+2, miss] Jaob moves to (22,12) and taps the tattoo. Tattoo has trouble moving through the sewer water, but doesn't need to breathe - so it doesn't bother with swimming. It moves into Dreath's space, provoking an AoO [16 vs AC18, miss] and it attacks [13 vs AC16+2, miss] Dreath moves around the rast, provoking from it [20 vs AC16+4+2, miss] and moves to (20,13) and attacks Jaob to trip with 3 points of combat expertise [26 vs AC13+2, hit; Opposed 10 vs 17, fail; Reverse 13 vs 11, success] and Dreath drops his chain.
[Round 5] Rast full attacks [22,20,19,12 vs AC16+4+2+3, miss] Tattoo moves into Dreath's square, provoking (but Dreath doesn't take the attack so he can save them for Jaob) and it attacks [16 vs AC16+2+3, miss] Jaob takes a step back and casts doom on Dreath [17 vs SR 14, success; Will 8 vs DC19, fail] Dreath picks up the chain, provoking an AoO from the Rast [6 vs AC16+4+2, miss] takes a 5ft step to (21,13) and attacks Jaob to trip [17 vs AC13+2, hit; Opposed 21 vs 9, success] and follows up to attack [13 vs AC19+2-4, miss]
Dreath 24/24, Protection from evil (ends 12), Shaken (ends 55) Jaob 31/31, Shield of faith (ends 21) -- Rast skeleton 34/34
[Round 6] Rast full attacks [5!,22,7,19 vs AC16+4+2+3, miss] Tattoo moves into Dreath's square, provoking (but Dreath doesn't take the attack) and it attacks [25! vs AC16+2, hit; Entangled] Jaob stands, provoking an AoO from Dreath [20 vs AC19+2-4, hit; Dmg 2d4+4=7], steps back and casts spiritual weapon [22 vs SR 14, success; 15 vs AC16+2+3-2, miss] Dreath moves forward, provoking from the rast [19 vs AC16+4-2, hit; Dmg 1d4+2=4], bases Jaob and attacks to trip with full combat expertise [17 vs AC13+2, hit; Opposed 10 vs 12, fail; Reverse 0 vs 22, fail]
Dreath 20/24, Protection from evil (ends 12), Shaken (ends 55), entangled (ends 11) Jaob 24/31, Shield of faith (ends 21), Spiritual weapon (ends 11) -- Rast skeleton 34/34
[Round 7] Rast flies forward and attacks [14 vs AC16+4+2+3-2, miss] [Spiritual Weapon 14 vs AC16+2+3-2, miss] Jaob uses his focus to cast Cause Fear defensively [12 vs SR 14, fail] Dreath attacks to trip [2! vs AC13+2, miss]
[Round 8] Rast full attacks [22,15,10,22 vs AC16+4+2+3-2, miss] [Spiritual weapon 23 vs AC16+2+3-2, hit; Dmg 1d8+1=7] Jaob activates the wand. Dreath attacks to trip [12 vs AC13+2, miss]
Dreath 13/24, Protection from evil (ends 12), Shaken (ends 55), entangled (ends 11) Jaob 24/31, Shield of faith (ends 21), Spiritual weapon (ends 11) -- Rast skeleton 34/34
[Round 9] Rast full attacks [22+2,11+2,10+2,11+2 vs AC16+4+2+3-2, 1 hit; Dmg 1d4+2=3] Hmm - since Jaob threatens now - that's flanking [Spiritual weapon 11! vs AC16+2+3-2, miss] Jaob tries to touch Dreath [23! (21-confirmed) vs AC16+2+3-2; Dmg 2d6+4=6+6] and Dreath falls. [And then the pitlord remembers SR check - 10 vs SR 14, FAIL] Dreath attacks to trip [19 vs AC13+2, hit; Opposed 11 vs 8, success; Follow up 18 vs AC19+2-4, hit; Dmg 2d4+4=9]
Dreath 10/24, Protection from evil (ends 12), Shaken (ends 55), entangled (ends 11) Jaob 15/31, Shield of faith (ends 21), Spiritual weapon (ends 11), produce flame (failed vs SR) -- Rast skeleton 34/34
[Round 10] Rast full attacks [18,10,20,26! (11-not confirmed) vs AC16+4+2+3-2, 1 hit; Dmg 1d4+2=6] [Spiritual weapon 12 vs AC16+2+3-2, miss] Jaob stands, provoking [15 vs AC19+2-4, miss] and uses the wand again. Dreath attacks to trip [9 vs AC13+2, miss]
Dreath 4/24, Protection from evil (ends 12), Shaken (ends 55), entangled (ends 11) Jaob 15/31, Shield of faith (ends 21), Spiritual weapon (ends 11), produce flame (failed vs SR) -- Rast skeleton 34/34
[Round 11] Rast full attacks [15,22,22,16 vs AC16+4+2+3-2, miss] [Spiritual weapon ends; Entangling ectoplasm ends] Jaob tries to touch Dreath [15 vs SR 14, success; 14 vs AC16+2+3, miss] Dreath attacks to trip [11 vs AC13+2, miss]
[Round 12] Rast full attacks [10,12,17,19 vs AC16+4+2+3, miss] Jaob tries to touch Dreath [13 vs AC16+2+3, miss] and produce flames ends [Protection from evil ends] Dreath attacks to trip [13 vs AC13+2, miss]
[Round 13] Rast full attacks [12,24! (14-not confirmed),12,11, 1 hit; Dmg 1d4+2=4] and Dreath is disabled. Without any method of healing - he surrenders.
Goblin vs Kobold? Noooo! We should band together against the humans! Xiv admires Beezel, and thinks highly of his build, and sends his familiar to bring him a little trinket, requesting that –at some point—the two of them join forces. What a cool build!
For now, though, must kill that little kobold. He’s a tough nut to crack. Let’s hope ye olde “hidden, true strike, drow poison” can kill him, as I’m concerned nothing else will.
Unfortunately none of my buffs are very much good against his devastating touch attack arsenal, and he’s quite hard to hit with anything. I should try to grapple him, amazingly enough, but that’d be plum weird.
Start in 29,55 or equivalent Rd 1: Run into center area Rd 2: move to break LoS from him / away from him if position known, else move to hide a little, and apply Drow poison on arrow Rd 3: Tap tattoo chameleon (note below: at this point, at first opportunity, true strike/drow poison) Rd 4: Wand of Shocking grasp on familiar
Familiar flies up, out, and tries to charge/higher ground/touch attack Beezel; once discharged, withdraw, fly back to Xiv, get shocking grasp rebuffed (and Xiv moves position to stay hidden), reengage; repeat until dead (familiar or Beezel)
After rd 3, if at any point Beezel is seen and Xiv is not/is hidden/is not being attacked, cast True Strike, and next round fire drow poison arrow at Beezel; snipe until found
Once drow poison arrow shot, if familiar is still up, continue shocking grasp w/ familiar, and bow (rapid shot) w/ Xiv; if familiar dies, shocking grasp on Xiv and try to touch attack
Beezel starts in the front corner of the box (flip a coin to determine the corner) with his dorje of Enlarged Crystal Shard in one hand and a vial of antitoxin in the other. Buff Rounds (in order) If interrupted by an attack, move and hide, and continue buffing. Round 1: Beezel drinks the antitoxin and draws power stone of Inertial Armor Round 2: Beezel activates power stone of Inertial Armor and draws scroll of Expeditious Retreat Round 3: Beezel activates scroll of Expeditious Retreat and draws power stone of Force Screen Round 4: Beezel activates power stone of Force Screen and draws scroll of Reduce Person Round 5: Beezel activates scroll of Reduce Person and hides Combat PRIORITY: Always cast True Strike before casting Energy Ray. If Beezel's opponent is on a flying mount, target the mount first. Beezel's strategy is to hide and wait for his target to come close enough for Beezel to move and use an enlarged Fire Energy Ray, making active Spot checks. With Beezel's move at 60' and enlarged Fire Energy Ray at 60', Beezel should be able to move and attack within 120' of the target (or stand nearly under the flying mount and hit it). If the enemy isn't obviously coming any closer by Round 7, start moving towards the enemy, hiding in nearby cover when possible. If the enemy's location isn't known, head to the center of the arena. On the round before attacking, Beezel casts True Strike. On the following round, Beezel moves and attacks, expending his psionic focus to enlarge Fire Energy Ray, and his wilder power to cast Fire Energy Ray augmented 3 pp at ML3 (but only spending 2 pp). After that, Beezel stays 60' away and attacks with his dorje of Enlarged Crystal Shard. He uses nearby cover whenever possible. After the first Energy Ray, if the target gets close enough, Beezel will use Entangling Ectoplasm to slow the target down.
[Prefight Locations and Initiative] Xiv starts in area 2 at (55,34) with a dose of poison and an arrow in hand. Initiative 15 Beezel starts in area 1 at (28,55) with a vial of antitoxin and a dorje of enlarged crystal shard (ML2). Initiative 23
[Round 1] The two opponents spot each other Beezel uses the antitoxin and draws a powerstone of inertial armor. Xiv runs to (36,33)
[Round 2] Beezel wasn't attacked, so he activates the powerstone and draws a scroll of expeditious retreat (CL1). Xiv moves to (33,30) and applies the drow poison to the arrow [53% vs 6%, success]
[Round 3] Beezel drops the dorje, and uses the scroll and draws a powerstone of force screen (ML2) Xiv taps a tattoo of chameleon and moves to (30,30), drawing his wand of shocking grasp (CL2)Doesn't do this so he can have his hand free for firing the bow
[Round 4] Beezel uses the powerstone and draws a scroll of reduce person (CL1) Xiv moves to (29,34) and uses the wand and gives the charge to his familiar. and sends his familiar to find Beezel in the northern area. Familiar flies to (29,56) after spotting Beezel.
[Round 5] Beezel picks up the dorje and moves to (20,50) Xiv moves to (27,33) and readies to cast true strike on sight of Beezel. Familiar moves to (20,50), provoking from the kobold on entering his space, but the kobold does not threaten. Familiar attacks [26 vs AC16+4+4, hit; Dmg 1d4-2=2]
[Round 6] Beezel moves to (15,46) [Xiv does not take his ready since he wouldn't be able to attack the following round], drops his dorje and starts casting reduce person. Xiv moves to (27,37) and readies true strike. Familiar double moves flies to (27,37) Familiar moves to (15,46) and attacks Beezel [15 vs AC16+4+4, miss]
[Round 7] Beezel finishes casting and picks up the dorje. Xiv uses the wand with his familiar as the toucher. Xiv takes a 5ft step to (27,38) and readies to cast true strike. Familiar flies out to (15,46) Familiar attacks Beezel [22 vs AC16+4+4+2, miss]
[Round 8] Beezel curses and moves to (23,30) (22,42), triggering Xiv's ready action. Beezel then casts true strike. Xiv casts true strike and stows his wand. Familiar loses his spell and returns to Xiv. Familiar moves to (22,42) and attacks Beezel [9 vs AC16+4+4+2, miss]
[Round 9] Xiv fires an arrow at Beezel [30 vs AC16+4+4+2, hit; Dmg 1d6=6; Fort 10+5 vs DC13, success] Beezel attacks with an energy ray and surges it [29 vs AC14, hit; Dmg 3d6+3=9] Familiar chews up Beezel's eyeballs [2d4-4=4; Fort 19 vs DC14, success] and Beezel bleeds out. Familiar attacks Beezel [10 vs AC16+4+4+2, miss]
Xiv loses and gains 300xp +13% = 339xp / 339gp Time Between Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: Dose of Drow Poison, Tattoo of Chameleon, 5 arrows (1 hit, 8 misses, 4 recovered) Spells or Powerpoints Used: 1SL (True Strike) Abilities Used: none Free Activity: none
Beezel wins and gains 900xp / 900gp Time Between Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: Antitoxin, powerstone of inertial armor (ML1), Scroll of Expeditious Retreat (CL1), Powerstone of Force Screen (ML2), Scroll of Reduce Person (CL1), 4 charges from a dorje of Enlarged Crystal Shard (ML2) Spells or Powerpoints Used: 1 SL (True Strike), 2pps (Energy Ray) Abilities Used: none Free Activity: guard
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Start in the front of the box with bow in hand. Move out clockwise looking for the monster, and when I sight it, shoot and flee. If it gets close enough that it could charge me or double-move to adjacent next round, run or double-move away. If it's the Mantis, its fly speed is only 40 so I can outrun it, even if I have to spend some rounds doing so. Even if I've missed some other Large, winged multiped, it's unlikely to have a speed of 50ft like I do.
If I can't get away, but it's flying exploit its poor manoeuvrability by changing direction if I can get far enough away that way (but obviously don't move right past it so I provoke). If I really can't avoid it, use Force Screen PLA and try to move so that it gets at most one attack before I can Withdraw.
If forced into melee (cornered or out of arrows) or grappled, use Rage. If grappled, attempt to escape and flee (don't provoke by moving unless I can run around a corner to prevent a follow-up attack, though, since then I'll just get hit twice).
On the offchance it Hides, don't move directly towards any sound it makes, and try to avoid moving tight around corners.
Basically just shoot and run. I shouldn't need to get hit at all, and 6-7 shots should down the thing. Thanks!
Let's have some fun. Start at front center with spiked chain in hand. If Zernian is in sight, tap a tattoo of force screen and then ready to use shatter on a weapon in hand when he is charging. If he doesn't charge - don't use it.
In melee, use spiked chain directly on Zernian until he falls.
Elarisa loses and gains 375xp and 375 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: None Items Used: Scrolls: 1 Tattoo Force Screen Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Zernian Wins and gains 675xp and 675 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: None Items Used: Tattoo EE Spells or Powerpoints Used: None Abilities Used: Force Screen, Defensive Precognition Free Activity: Guard
So... many... hit points... But Ildur is happy to whittle them away like a knife on wood.
Start off at a corner leading clockwise with bow in hand.
If Grannick is in sight - the name of the game is fire an arrow and move away. Keep this up until I am either hit by entangling ectoplasm or until I won't be able to keep distance with moving. In this case, rapid shoot.
As long as I am able at this point to fire without drawing an AoO - keep rapid shooting. If unable, put the bow in my off hand and draw my warhammer and attack with that.
Grannick starts in the center of the start box, with his dwarven waraxe in one hand and a power stone of Dissolving Weapon in the other.
Buff Rounds (in order) Round 1: Grannick activates power stone of Dissolving Weapon on his waraxe and draws dorje of Vigor Round 2: Grannick uses dorje of Vigor ML2, drops it, and draws power stone of Force Screen Round 3: Grannick activates power stone of Force Screen ML2 and draws potion of Shield of Faith Round 4: Grannick drinks potion of Shield of Faith CL1 and prepares for enemy (see below) Round 5: Grannick manifests Expansion ML5 (1 pp + 2 pp to increase duration to 10 min/level) and prepares for enemy (see below) Round 6: Grannick manifests Animal Affinity ML5 with +4 Str (3 pp) and prepares for enemy (see below)
Buffing Interrupts If Grannick is attacked in melee, go directly to Combat. If attacked at range, seek the nearest cover and continue buffing.
Preparing for enemy On the rounds that Grannick is still buffing and has a move action, if he doesn't know which direction Ildur is coming from, he makes an active Listen check. If he knows at least a general direction, he moves away from that direction (stay on the outer ring of the temple) and continues buffing.
Once Grannick is done buffing, if he can't see Ildur, he takes Total Defense. If he can see Ildur, go to Combat.
Combat It's going to be hard for Grannick to avoid getting hit, so the goal is to do as much damage as possible as quickly as possible, and try to take Ildur down first.
If Grannick has a chance to see Ildur before engaging in melee, he taps a crawling tattoo of Entangling Ectoplasm (but only if Ildur isn't enlarged), then charges Ildur as soon as possible afterwards.
On Grannick's first melee attack, he uses Chain of Personal Superiority (+2 Str, +2 Con for 1 minute) as a free action.
When in melee, any time Grannick or his psicrystal has psionic focus, he expends it to use his Psionic Weapon feat and add +2d6 damage if he hits (also note that Dissolving Weapon will last until a successful hit). Expend Grannick's focus first, then his psicrystal's focus. After using up both his and his psicrytal's psionic focus, Grannick will 5-foot step and use a move action to regain his focus.
Ildur acts first, in box 3, holding bow Grannick acts second, in box 2, holding axe and stone
Rd 1: Ildur seeks Grannick, heading counterclockwise (randomly, as Grannick not detected, and while starting position in box is specified, direction to search is not) Grannick (reactive listen) hears Ildur coming closer, activates powerstone onto axe and draws dorje as part of move action (Ildur hears Grannick in box 2)
Rd 2: Ildur (pitlord note: goal is to get Grannick in sight to shoot, but also to maintain distance; being at range seems to be emphasized, so will have him move back to try to get LoS from distance) moves Grannick uses dorje vigor, drops it, and draws dorje force screen (pitlord note: wants to move away from Ildur as specified, as is not currently being shot, so not moving to cover but moving away)
Rd 3: Ildur shoots Grannick and moves away (pitlord note: when to rapid shoot is stated as when either hit by ee or won’t be able to maintain distance), hitting for 7 Grannick buffs with force screen, seeks cover (can’t draw potion, move action)
Ildur 45/45 AC 20 Grannick 65+3/65 AC 20+4 | DW on Axe, Vigor, FS (23)
Rd 4: Ildur shoots and moves away (missing) Grannick (has cover, and needs to use move action to draw potion) draws potion, drinks potion
Ildur 45/45 AC 20 Grannick 65+3/65 AC 20+4+2 | DW on Axe, Vigor, FS (23), SoF (14)
Rd 5: Ildur (can’t shoot and move, or won’t be able to see Grannick; moving further will also in some ways basically put him closer to Grannick, at some point, and deny him shots until he goes so far as to be closer to Grannick – requiring he move to 2,8, which would take rounds, and deny shots, and end him up closer) full attacks with rapid shot, missing Grannick manifests expansion (note: could move away as noted in “preparing for enemy”, but “buffing interrupts” suggest cover, and it is so clearly both more optimal to stay in cover, and more in line with the intent of tactics, and will in the end keep Grannick closer to Ildur, that he basically has to stay where he is)
Ildur 45/45 AC 20 Grannick 65+3/65 AC 20+4+2-2 | DW on Axe, Vigor, FS (23), SoF (14), Expansion
Rd 6: Ildur full attacks, missing Grannick manifests Animal Affinity
Ildur 45/45 AC 20 Grannick 65+3/65 AC 20+4+2-2 | DW on Axe, Vigor, FS (23), SoF (14), Expansion, AA +4 Str
Rd 7: Ildur full attacks, missing Grannick moves and taps a crawling tattoo of entangling ectoplasm
Rd 9: Ildur shoots (missing) and moves Grannick double moves (tactics don’t say specifically to run, and running leads to penalties vs ranged attacks; crawling tattoo and double moving is closing the distance, so will continue double moving) Tattoo double moves
Rd 10: Ildur moves and shoots, critically hitting for 21 Grannick double moves Tattoo double moves
Ildur 45/45 AC 20 Grannick 47/65 AC 20+4+2-2 | DW on Axe, Vigor, FS (23), SoF (14), Expansion, AA +4 Str
Rd 12: Ildur shoots and moves, missing Grannick double moves Tattoo charges, hitting (+2 for charge forgotten), entangling Ildur
Ildur 45/45 AC 20 | entangled (ends 17) Grannick 47/65 AC 20+4+2-2 | DW on Axe, Vigor, FS (23), SoF (14), Expansion, AA +4 Str, Focused x2
Rd 13: Ildur full attacks with rapid shot, missing Grannick double moves
Rd 14: Ildur (has no LoS) moves and readies to shoot Grannick Grannick double moves (readied triggers – Ildur misses)
Rd 15: Ildur full attacks with rapid shot, missing badly Grannick charges, using CoPS as a free action, expending his focus for psionic weapon – hits for 37 damage (PW, DW, CoPS, AA, Expansion); SoF ends
Ildur 8/45 AC 20 | entangled (ends 17) Grannick 47+6/65+6 AC 20+4-2 | DW (END), Vigor, FS (23), SoF (END), Expansion, AA +4 Str, Focused x1, CoPs (24)
Rd 16: Ildur 5’ steps back and full attacks with rapid shot, hitting twice (not confirmed) for 19 Grannick 5’ steps in attacks, expending focus, missing; uses move action to regain focus (succeeds)
Ildur 8/45 AC 20 | entangled (ends 17) Grannick 34/65+6 AC 20+4-2 | DW (END), Vigor, FS (23), SoF (END), Expansion, AA +4 Str, Focused x1, CoPs (24)
Rd 17: Ildur 5’ steps back and full attacks with rapid shot, missing Grannick 5’ steps in attacks, expending focus, hitting for 22, and downing Ildur in a spray of blood.
I think Dorinar is going to have a tough start... this looks like it will be a difficult fight.
Start off at the default. If Ilthas is in sight, tap tattoo of entangling ectoplasm and move closer. If not start buffing.
Buffing - tap tattoo and move toward opponent/clockwise.
Offensive Precognition Offensive Prescience Skate
If hit by entangling ectoplasm himself and not in melee already, Dorinar will go prone and take total defense (touch AC 15+4+4 versus ranged attacks) until it ends. If in melee already, continue attacking.
Other that that - just attack in melee and hope to take her down before I run out of HPs.
Round 4: Ilthas activates power stone of Skate and moves out as described below
Combat Ready a crawling tattoo of Entangling Ectoplasm as soon as Dorinar is seen. If Dorinar was already seen, activate the tattoo immediately.
Basic tactic: Move away from Dorinar, hugging the outside edge of the moat, and shoot at him with the dorje of Enlarged Energy Ray (Electricity). If farther away than the range of the Enlarged Energy Ray, ready the attack. Expend Psionic Shot on the first attack. Don't move too far away if Dorinar is entangled, i.e. always make sure that if Dorinar moves and charges, he's in range to be shot at.
Round 1 Dorinar sees Ilthas and immediately taps a tattoo at him before following it. Ilthas sees Dorinar so activates his stone of Skate [+15ft speed, ends 21] and flees south [can't tap tattoo in same round; assuming he intends to flee]
Round 2 Dorinar and the tattoo close in on Ilthas. Ilthas taps his own tattoo and keeps moving away.
Round 3 Dorinar moves past Ilthas' tattoo and closes towards him, followed by his own tattoo. Ilthas' tattoo moves into Dorinar's space, provoking an AoO [20 vs 18: hit, damage: 3-5=0]. Ilthas blasts Dorinar in the head with a ray of electricity, expending his focus for Psionic Shot [20! confirmed, damage: 14+7=21] and Dorinar falls.
Ilthas wins and gains 1968xp and 1968gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: Stone of Skate ML2, 1 charge Dorje of Enlarged Energy Ray ML2 (Tattoo recovered) Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Dorinar loses and gains 400xp / 400gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: None (Tattoo recovered) Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
As a note, I thought his Hawk was an Eagle this whole time (a tiny, tiny eagle, I guess) so I refer to it as Eagle in these tactics. I mean Hawk every time I say Eagle.
Well, this is probably not what I would have hoped for in a first encounter back. His saves aren't too great, but he's got a scroll of Protection from Evil, which is gonna be a huge pain in the rear.
I can see him playing this two ways, both of which would be pretty good. He can't use his familiar to deliver shocking grasps since he's only Wiz 2, but he can still try and whittle me down with arrows from cover, and maybe use the Drow Poison, or as an alternative plan he could go for the mounted air combat deal. He outranges me by quite a bit with his bow-- though that won't matter too much, since I only need one shot to get him with my own Drow Poison, and if I go that route I'll be using True Strike anyways. I suspect it won't work too well, though, since he still has an Antitoxin on him, and may remember to drink it.
One his buffs are up, I won't be able to hit him with regular attacks. I'll have to win by targeting his will save. I've still got Extended Daze, and some scrolls of Sleep, as well as Color Spray if he's foolish enough to get close. Invisibility will help me a lot-- I'll have to rely on it to carry me through this fight.
So, let's get down to business. Sorry about how long this is ;_;
NOTE on My Character Sheet: There's a minor error on my character sheet. It currently states I have 6 doses of Drow Poison, whereas I have only 5-- I used one during Fight 1 of this cycle. I highly, HIGHLY doubt I'll use more than 5 doses of Drow Poison, but I wouldn't want any confusion.
My overall goal here is to save-or-die him and get him with a Coup De Grace. I'm so flimsy that if he ever gets any shots off on me I'm basically dead. It's pretty fun! As an overall note, my DPS is pretty low. If **** goes to hell and none of my plans and tactics make sense, here's what I do: one by one I use my disables, memorized or via scroll, until both he and the Eagle are unconscious, and I CDG him. The purpose of the Hand Crossbow is to be used in conjunction with True Strike and Drow Poison. Use the True Strike in Memory first. If **** doesn't make sense, you have discretion to do what is necessary and spend all resources to try to win. I have Tindertwigs and Smokesticks in case I run out of Obscuring Mist scrolls.
If at any time my opponent is stunned/asleep, I attempt to CDG him with my scythe. This is how I win.
SPAWN: Start me off in front-left corner of my box, up against the pillar. I believe this is (28, 8) or equivalent. Richard Nixon will be hovering in my square. In my hands will be a Scroll of Invisibility and an Antitoxin.
I begin with this buffing sequence, and as long as neither me nor Richard Nixon encounter any enemies, I spend my first 5 turns like this:
Turn 1: Cast Scroll of Invisibility* (share it with Richard Nixon), Draw Scroll of Mage Armor. Take a 5 foot step towards the center of the map.
If Richard beat me on initiative, he'll delay his turn until after my turn to begin movement, since he wants Invisibility for his scouting. Richard will fly out and look for my adversary as I continue my buffing. If he spots the Goblin, he'll return home. If he only spots the Eagle, he'll notify me and continue his search for the Goblin. If he spots the Goblin RIDING the Eagle, he'll notify me of that as well, and follow them as silently as he can. He'll know to look for a Tiny Goblin on a Small Eagle.
*If I should fail to cast my Scroll of Invisibility, continue with buffing as normal but do not step towards the center of the map. I'm pretty sure failure means the scroll is destroyed, so I'll have to do without my ace in the hole. Keep on buffing, and if I see him, I'll use a scroll of Obscuring Mist to buy time.
Turn 2: Cast Scroll of Mage Armor, Draw 1 Dose of Drow Poison. Take a 5 foot step towards the center of the map.
Turn 3: Drink Antitoxin, Draw Loaded Hand Crossbow. Take a 5 foot step towards the center of the map.
Turn 4: Apply Drow Poison to Loaded Hand Crossbow, Draw Scroll of Silent Image: Nathas Barrirret, Holding a Scroll.
Turn 5: Cast Scroll of Silent Image. Draw a Scroll of Grease.
This spell has a duration of Concentration, and at CL 1 gives you Five 10-ft cubes to work with, in which the illusion may work. The SrD states: :Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion" and the Saving Throw for Silent Image is "Will disbelief (if interacted with)". I'm not 100% sure what will grant Xiv a saving throw against the spell, but hopefully just seeing it a distance won't help him.
I should have LoS to the center columns. If I started in Area 3, this is the Area I'd like my 5 10-foot squares to occupy:
Rotate this as appropriate for which box I started in.
The Image will lurk in that area and wander back and forth, hopefully getting noticed. He will feign moving silently so that the fact that he's a silent image doesn't draw too much attention. He wants to LOOK like he's hiding. If he gets shot, and it's possible, I want it to appear like he avoided the shot or the shot damaged him but didn't kill him.
Nathas himself will use his Standard Action each turn to concentrate and maintain the illusion. He will use his Move action to slowly creep towards the blue staging area, Moving Silently the whole way. I can only hope that if I am heard, the opponent thinks he has misheard the sneaking of the Image.
IF I SEE HIM WHILE BUFFING:
So, if I see him, and I'm still invisible, I continue with business as usual. I don't have too much to worry about until he gets close. I'm pretty sure his plan will include trying to wait out my invisibility, but my Silent Image should hopefully draw out some arrows from him, maybe burn his poison or cause him to break stealth. IF he's sniping, it's still a good deal for me. Reshape my Silent Image area so that the Image walks out from behind a pillar or something if I see him before casting it.
IF HE STARTS ATTACKING MY IMAGE FROM THE AIR:
I send Richard Nixon his direction. Richard doesn't need to be as high as him, just close by for when he falls to the ground. Step 1 is to determine his Altitude.
>>Air Tactics>>High Altitude>>If his altitude 40 feet or above, I wait until he's not adjacent to me horizontally, but not more than 50 feet away horizontally, and there are no pillars between us that would stop me from shooting him. I stop concentrating on my illusion (after walking the Image out of sight of him), then I cast True Strike then Fire a Poisoned Bolt AT THE EAGLE. The blasted thing has a 50% chance of failing the Fort save and dropping like a stone, Goblin and All. If this happens, next turn I draw and use my Scroll of Magic Missile, and then Richard Nixon swoops in and attempts to grapple him once he's fallen. I transition to land combat tactics now that the infernal bird is dead.
>>Air Tactics>>Invis Over>> If I pop invis and the bird is still alive, I put up Obscuring Mist, and try to Sleep him/the bird, using Richard Nixon to invisibly spot for me.
>>Air Tactics>> Low Altitude>> If he's flying low, it's not super worth it to go for the bird first, since it won't damage him. Sheath my hand crossbow. He'll have an anti-toxin, so I don't want to shoot him with poison if I can avoid it. I want to sneak close ish to him (try to determine his flight pattern), then ready an action so that as he flies past, cast Grease on his bow so that it falls within 10 feet of me. If this is successful, then I take a 5-foot step and pick up his bow. I'm assuming Grease breaks Invisibility, btw. If I was successful, he's lost his ability to make ranged attacks-- on my following turns, put away the bow, draw a scroll of Color Spray and keep on trying to Color Spray him to death. If I have time, draw and fire my Hand Crossbow at him. If I was unsuccessful, use my move action to draw my Hand Crossbow-- he'll likely fire at me next turn, but I'll want a chance to at least fight back. Priority one is to shoot his bird, then proceed to my Daze-Sleep strat below. >>>If it's ruled that Grease doesn't break Invisibility, I do the same thing on a success, and on a failure, I draw my Scroll of 3 Color Sprays in one hand and my Hand Crossbow in the other. I try to get in position to Color Spray him as he comes by, and if that fails, I go after his bird with the Hand Crossbow and proceed to ground combat.
>>Ground Tactics>>Living Familiar>> So, he might just try to shoot at me from the ground rather than being in the air. If this happens, I use my invisibility to get close and try to Color Spray him. If his Familiar is nearby, I try to catch them both in the cone if possible. If not, I'll settle for going after the Goblin. If the Color Spray fails, he'll probably kill me next turn. But if he doesn't, I proceed to the Daze->Sleep tactic. If his familiar is bothering me, I'll see if I can catch both it and him in a Sleep AoE. Otherwise, I just want to focus on killing him. Have Nixon try to grapple the Eagle-- it might do some good. I WANT to save my poisoned bolt for the Eagle after the Gobin is dead but that might not be possible.
>>Ground Tactics>> He Runs Away>> Okay, so maybe at some point after I've popped invisibility, he'll run away. This would be profoundly bad. If that's the case, use Obscuring Mist, and maybe buff myself with True Strike and Extended Resistance if he's not around. Re-poison my weapons. Have Nixon hang out and blindsense for me during this. If after 5 rounds of buffing and me waiting he doesn't come to me, send Nixon out to see where he is. If Nixon is dead or can't find him, I'll use a scroll of Silent Image with Crossbow to draw him out-- i'll concentrate and move it out of the mist.. If he Snipes, I try to spot for him and shoot him in the following round.
>>Ground Tactics>>Goblin is Grappled?>>If Richard Nixon succeeded in the grappling the goblin and he's still grappled, I draw and cast Sleep from a Scroll. I'm a level 1 Wizard or whatever so Nixon has like 1 HD, it doesn't matter that he's tangled up in that. I keep on trying to use Sleep from my scrolls until I'm out, then I get close and try to Color Spray him. Note that all my Color Sprays are on a single Scroll, in order to make things a bit easier for me in terms of closing with him. If at any point he escapes the Grapple with Nixon, I go to my Daze->Sleep paragraphs below.
>>Ground Tactics>>Goblin isn't Grappled>>Use Daze->Sleep>> If the grapple doesn't work out at all, or he escapes or whatever, and Nixon can't re-grapple him before my turn (that is to say, he's ungrappled, on the ground, and without his familiar), he's probably gonna start filling me with arrows. I cast Extended Daze on him. If this works, I follow up with Sleep. If the Sleep fails, I have one more turn, so I scroll-cast Extended Daze on him. Basically, my modus Operandi is Extended Daze -> Sleep. On any turn where he's dazed, Richard Nixon will attempt to engage him in a Grapple to make my life easier.
>>Ground Tactics>> I'm out of Sleeps>> If I'm out of Sleeps and he's ungrappled, I use Color Spray from a Scroll if he's in range this turn. If he's not, I cast Obscuring Mist and re-poison my bow and cast True Srike. If Nixon's still alive, he pulls back into the mist and uses his blindsense for me. I try to poison him again, and if he gets close enough to color spray, I color spray him. Keep on using the mist to get time to reload my weapon and repoison it and re-apply True Strike from a scroll. If I run out of Obscuring Mist before I run out of Poison and True Strike, use a Tindertwig + Smokestick and hold breath.
If I'm out of poison, cover, and magical methods of disabling him (i'm sure he'll stay far away), try to use cover and shoot at him to kill him. If I run out of bolts... just use whatever resources I have to try to kill him.
ENDNOTES AND CONTIGENCIES
Contingencies and Tactics to keep in mind: >>I'm ever in Melee with him and Nixon is alive, and I see him cast a spell from his wand, that means Shocking Grasp. Assuming he doesn't kill me with it on the spot and still has the charge, Nixon makes a Touch Attack against him next turn to try to get him to discharge it. If Nixon isn't allowed to just make random Touch Attacks, have him try to initiate a Grapple or something.
>> If he's within 15 feet of me and holding a melee weapon, **** has gotten seriously weird. Try to use Color Spray, but also be ready to fight using melee weapons ;_;
>>If he starts attacking me DIRECTLY (not my image) while I'm invisible, continue buffing as normal. He has no way of seeing invisible, and hopefully he'll miss.
>>If at any time my invisibility is broken, Nixon's standing orders are to try to grapple the Goblin, except for when I create concealment around myself to hide via mist or smoke-- then he comes and provides me with blindsense.
>>if at any time my opponent is stunned/asleep, I attempt to CDG him with my scythe. This is how I win.
Just a general backup plan:
>>try to disable him with stun from color spray or with sleep, then CDG him with the scythe. If the battle opened with me killing his familiar and him dropping 40 feet, it might be worth it to make some bow attacks, but otherwise, stick to save/dies. this needs to be as coin-flippy as possible.
Wow, this ended up being super long. Sorry dude! I hope it's understandable. Let me know if you have any questions or comments, or if I've made a weird/bad assumption about the rules.
Thanks again for pitlording!
When sharing a spell, you and your familiar must remain within 5' of each other or move with each other.
Oh man, I had it backwards in my head for whatever reason-- it definitely makes mores sense this way though. Okay, so in that case Invisibility is on myself and not Richard Nixon, and he won't go scouting at all. He'll stay on my shoulder so he shares the invisibility, and once I decide to engage Xiv (however that is triggered), he'll leave my shoulder to do the grappling thing. Sorry about that, I should have checked the shared spells rules rather than trying to remember them after so long lol.
His sleep, poison makes me nervous. I’m feeling a rapid death here. (sigh - I just wrote tactics using hide/familiar deliver touch spells, before remembering I was wrong about that last week!!)
Note: priority #1 is if he is casting a full-round spell, move away (to get out of range of sleep; note that this is legal, as not a ready action/avoiding attack, but responding to full-round casting)
Start in 29,55 or equivalent, holding scroll
Rd 1: Run into center area
Rd 2: move to break LoS from him / away from him if position known, else move to hide a little, and buff as follows, with half speed moves to stay hidden if his location is/was known. Reduce person (memory) on Xiv
Rd 3: buff familiar w/ enlarge person (memory), mount up (note: ride -5 b/c no saddle)
At this point, if Nathas is seen/has LoS/is engaging, fly up to continue buffing; if not seen, continue hunkering down to finish buffs
Rd 4: mage armor (Scroll) shared, draw shield
Rd 5: shield (scroll) shared, draw bow
Rd 6: fly up (~ 10 ’ ), engage w/ bow (near limit/1 range increment would be nice), rapid shooting until dead.
If run out of arrows, shocking grasp wand on Xiv, dive (+1 higher, +2 charging) w/ shocking grasp; then land, flank, and shocking grasp (note +1d6 flanking) while enlarged hawk attacks.
--if Nathas casting full round spell, move away – priority over all else listed, incl buffs
--if Enlarge Person is running out, land and rapid dismount
Round 0 Xiv goes first in area 2, then Nathas in 4.
Round 1 Xiv runs to th center as Nathas casts invisibility from his scroll.
Round 2 Xiv shrinks himself down as Nathas casts mage armour upon himself and Nixon.
Round 3 Xiv makes his hawk large enough to ride astride while Nathas applies his neuropoison to a bolt.
Round 4 Xiv uses mage armour as Nathas uses an antitoxin.
Round 5 Xiv finishes with a scroll of shield as Nathas uses a scroll to create an illusion of himself.
Round 6 Xiv flies out, mistaking the illusion for Nathas himself. He prepares to fire.
Round 7 Xiv fires, realizing his mistake as the bolt goes right through the fake Nathas. He flies north, within range for Nathas to cast grease from his scroll. Unfortunatley, Xiv resists the scroll and keeps his weapon. Nixon jumps on Xiv, but even tiny, Xiv is big enough to knock Nixon aside.
Round 8 Xiv levels his bow, putting an arrow straight through Nathas’ eye with a critical hit.