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Sticky: Battles of Gladius
11 months ago  ::  Jul 31, 2012 - 7:34PM #811
TelinArtho
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Date Joined: Nov 3, 2004
Posts: 13,722

Jaob Hhaneir


Jaob's tactics Show


Start with Jaob in the front corner of the box with a Scroll of Entropic Shield in hand and the Rast directly behind him.



Erith is annoying, but his HP and saves are both terrible, so let's take advantage of that. Cast Entropic Shield then Shield of Faith from scroll then draw a second Scroll of Entropic Shield and move, with Burst, towards the lovely oasis in the centre of the map (move along the clockwise road and enter from the near side of the large tree at e.g. (24,30), the aim being to waste as little movement as is necessary to get to the middle).



The Rast should go ahead of me and use any spare actions for active Listen checks (since Erith will likely be singing). Once either of us gets attacked, he can use active Spot checks instead, if Erith is Hiding (also use Spot if Erith is Silenced).



Once we reach the swamp, shout for Erith and ready an action to cast Doom on him on sight (we hardly need the save reduction, but the AB debuff is worth it).



Since Erith has such a good Outmanoever, he may find us before we reach the swamp - in this case, move into the light undergrowth (ideally staying at the edge so we can 5ft-step out if needed) and ignore any swamp-specific tactics.



Once battle begins, open with Doom even if we hadn't readied it, then use Sound Burst (placed to hit Erith but not the Rast, if possible) whenever the Rast is able to make a full attack. Four claws vs flat-footed AC plus a probable AoO next turn should kill him. Don't use Sound Burst if Erith gets Silenced.



If not able to use Sound Burst (e.g. Erith is too far away), use Silence, but only if he's singing (this will prevent his Music bonuses and his spellcasting). Also use Silence if he saves vs Sound Burst, but in this case use Shatter first if he's using his sword.



If he is attacking in melee and not Silenced, use Shatter on his sword (so long as I can get within range in a move). Avoid being based if possible, since I can't 5ft-step in difficult terrain.



Failing all of that, cast Produce Flames from memory and throw them. His touch AC is only 15 and it's not like I need to hit him often.



Refresh Entropic Shield from the scroll when it's about to expire. If I get dropped to below half health and can't use Shatter, Sound Burst or Silence, cast CLW from a scroll (drop Entropic if I'm holding it, and pick it up later if possible). Whilst in the swamp, always crouch when able for Improved Cover. If Jaob doesn't already have cover, he and the Rast should try to position themselves so that he gets soft cover, when able; if not necessary, the Rast should fly up to 5ft for the higher ground bonus.



Thanks for the run!


Realised Concealment does not stack - use a second scroll of Shield of Faith instead of a second Entropic Shield.


If Blinded by Glitterdust (unlikely), drop prone and take Total Defence if in in the swamp (I guess I need to hold my breath?) or the undergrowth (20% concealment + 4 AC prone + 4-8 Cover + 4 Total Defence = a lot of defence) until it wears off. If unable to do that (e.g. not in the swamp, can't move to get in it), use my Tattoo of Synesthete instead.


Expend my Psionic Focus whenever it would be useful.


Erith Silverbow


Erith's tactics Show


So, pretty much any of his spells are devastating here. That rast is pretty annoying, too, but one thing at a time.


Start near the log to the clockwise side of me (32,60 for area 1, 60,33 for 2, etc.) with a scroll of protection from evil in hand. Round 1, cast expedious retreat from memory. Then ud the scroll with UMD, draw my bow, sing, and move out, jumping the river. Ready to shoot Jaob on his standard or full round action each round. My only hope is to distrupt spellcasting.


Stay within 50' of Jaob if possible. Also, never end my turn within 10' of the rast. An AoO is better than him getting full attacks.

If he starts thrwoing flames, move to cover and return fire, still avoiding being near the rast.


If I am retreating from fear, withdrawing and my superior speed should make it work pretty well. I should be able to refresh expedious retreat while under fear effects as well.


If I have lost my bow, I'll have to engage with my sword. Don't bother readying at that point, just attack. continue to move so that the Rast cannot full attack me if possible, but staying in melee and soing damage takes priority at this point.


If injured below 10, use CLW on myself after moving well out of line of sight from them.


Refresh singing or expedious retreat in the same manner.


Alright, here's hoping for some good distruption rolls. If blinded, use the obvious tattoo.


Since I have point blank shot, try to keep within 30' instead of 50'. Readying still take priority, though, so ready to fire each round regardless of range.


Oh yeah, and cast resistance before singing, just for giggles.


The Fight Show


[Prefight Location and Initiative]
Jaob starts in area 1 at (6,59) with a scroll of Entropic Shield (CL1). Initiative 20
-- Rast starts (5,60). Initiative 24.
Erith starts in area 4 and outmaneuvers to (4,31) with a scroll of protection from evil (CL2) in hand. Initiative 13


[Round 1]
Rast waits
Jaob casts Entropic shield and draws a scroll of Shield of faith (CL2).
Erith casts expeditious retreat from memory.


[Round 2]
Rast waits
Jaob casts shield of faith from the scroll and draws another scroll of shield of faith (CL1). He tells the rast to move out along the road.
Erith casts protection from evil from the scroll [UMD 17 vs DC20+2, fail; Wis check 7 vs DC5, success]


[Round 3]
Rast moves to (23,52)
Jaob activates burst and moves to (22,55) and directs the rast to move into the swamp after the next corner.
Erith tries to use the scroll again [UMD 15 vs DC20+2, fail; Wis check 1 vs DC5, MISHAP 1d7=1 (Surge); Dmg 1d6=5]. Singed, he draws his bow.


Jaob 31/31, Entropic Shield (ends 11), Shield of faith (ends 22)
-- Rast 34/34
Erith 20/20, Expeditious retreat (ends 51)


[Round 4]
Rast moves to (28,38) and spots Erith.
Jaob moves to (28,41) and also spots Erith.
Erith casts resistance and jumps the river to (8,41)
Erith tries to use the scroll again [UMD 21 vs DC20+2, fail], drops it and draws his bow while moving to (8,41)


[Round 5]
Rast moves to (9,41)
Jaob casts Doom on Erith [Will 21 vs DC19, success]
Erith moves to (19,42), provoking an AoO from the rast [12 vs AC22, miss] and readies to fire on Jaob if he casts a spell.
choice is between starting to sing or preparing to attack. Given that "his only hope" is to disrupt - that seems like a solid plan


Map Show


[Round 6]
Rast charges to (18,42) [23 vs AC22+4, miss]
[Burst ends]
Jaob casts sound burst, triggering Erith's ready action, which in turn provokes from the rast [AoO 16 vs AC22, miss] [50% vs 21%, success; 22 vs AC19+2+4, miss] [Sound burst Fort 13 vs DC19, fail; Dmg 1d8=5]


Jaob 31/31, Entropic Shield (ends 11), Shield of faith (ends 22)
-- Rast 34/34
Erith 15/20, stunned, Expeditious retreat (ends 51)


[Round 7]
Rast full attacks [20,17,17,22 vs AC22+4-5-2, 2 hits; Dmg 1d4+2=5, 4]
Erith is stunned
[Stunned ends]
Jaob casts produce flames.
Tactics aren't clear at this point. Silence is only if he is already singing. Shatter is only if he has his sword out. Produce flames seems next on the list.


Jaob 31/31, Entropic Shield (ends 11), Shield of faith (ends 22), Produce Flames (ends 57)
-- Rast 34/34
Erith 6/20, Expeditious retreat (ends 51)


[Round 8]
Rast full attacks [7,12,10,15 vs AC22+4, miss]
Erith picks up his bow, drawing an AoO [23 vs AC22+4, miss] and fires at Jaob [80% vs 21%, success; 18 vs AC19+2+4, miss]
Erith picks up the bow and casts CLW [1d8+5=7+4] Tactics say to break LOS, but that would just cost a round and he doesn't necessarily need more healing
Jaob throws a flame [8-4 vs AC15+4, miss]


Jaob 31/31, Entropic Shield (ends 11), Shield of faith (ends 22), Produce Flames (ends 57-10)
-- Rast 34/34
Erith 17/20, Expeditious retreat (ends 51)


[Round 9]
Rast full attacks [12,22,20,9 vs AC22+4, miss]
Erith moves, provoking an AoO [12 vs AC22+4, miss] to (25,42) and fires an arrow [92% vs 21%, success; 23 vs AC19+2+4, miss]
Erith fires at Jaob [80% vs 21%, success; 18 vs AC19+2+4, miss] and moves to (23,41)
Jaob throws a flame [13 vs AC15+4, miss]


[Round 10]
Rast charges [16+2 vs AC22+4, miss]
Rast charges [23+2 vs AC22+4, miss]
Erith moves to (25,40), provoking an AoO [24! (16-not confirmed) vs AC22+4, hit; Dmg 1d4+2=6] and Erith falls. and fires an arrow [92% vs 21%, success; 23 vs AC19+2+4, miss]
Jaob throws a flame [23 vs AC15+4, hit; Dmg 1d6+5=10]


Jaob 31/31, Entropic Shield (ends 11), Shield of faith (ends 22), Produce Flames (ends 57-30)
-- Rast 34/34
Erith 7/20, Expeditious retreat (ends 51)


[Round 11]
Rast charges [12 vs AC22+4, miss]
Erith moves to (25,39) casts cure light wounds [1d8+5=8]
[Entropic shield ends]
Jaob throws a flame [21 vs AC15+4, hit; Dmg 1d6+5=8]


Jaob 31/31, Entropic Shield (ended), Shield of faith (ends 22), Produce Flames (ends 57-40)
-- Rast 34/34
Erith 7/20, Expeditious retreat (ends 51)


Map Show


[Round 12]
Rast charges [24+2! (16+2-not confirmed) vs AC22+4, hit; Dmg 1d4+2=6]
Erith moves to (27,39) and casts cure light wounds [1d8+5=8]
Jaob throws a flame [9 vs AC15+4, miss] and Produce flames ends


Jaob 31/31, Shield of faith (ends 22), Produce Flames (ended)
-- Rast 34/34
Erith 9/20, Expeditious retreat (ends 51)


[Round 13]
Rast charges [7! vs AC22+4, miss]
Erith moves to (23,40) and fires an arrow [17 vs AC19+2+4, miss]
Jaob draws his wand and uses it.


[Round 14]
Rast charges [17 vs AC22+4, miss]
Erith moves and fires an arrow [18 vs AC19+2+4, miss]
Jaob throws a subdual flame [22 vs AC15+4, hit; Dmg 1d6+2=6 subdual]


Jaob 31/31, Shield of faith (ends 22), Produce Subdual Flames (ends 33-10)
-- Rast 34/34
Erith 9/20 (6 subdual), Expeditious retreat (ends 51)


[Round 15]
Rast charges [17 vs AC22+4, miss]
Erith moves and fires an arrow [19 vs AC19+2+4, miss]
Jaob throws a subdual flame [7! vs AC15+4, miss] and it ends


[Round 16]
Rast charges [20 vs AC22+4, miss]
Erith moves and fires an arrow [15 vs AC19+2+4, miss]
Jaob uses the wand.


[Round 17]
Rast charges [17 vs AC22+4, miss]
Erith moves and fires an arrow [18 vs AC19+2+4, miss]
Jaob throws a subdual flame [7! vs AC15+4, miss]


[Round 18]
Rast charges [11 vs AC22+4, miss]
Erith moves and fires an arrow [14 vs AC19+2+4, miss]
Jaob throws a subdual flame [11 vs AC15+4, miss] and it ends


[Round 19]
Rast charges [17 vs AC22+4, miss]
Erith moves and fires an arrow [17 vs AC19+2+4, miss]
Jaob uses the wand and stows it.


[Round 20]
Rast charges [10 vs AC22+4, miss]
Erith moves and fires an arrow [28 vs AC19+2+4, hit; Dmg 1d8+3+1=9]
Jaob throws a subdual flame [15 vs AC15+4, miss]


Jaob 22/31, Shield of faith (ends 22), Produce Subdual Flames (ends 39-10)
-- Rast 34/34
Erith 9/20 (6 subdual), Expeditious retreat (ends 51)


[Round 21]
Rast charges [18 vs AC22+4, miss]
Erith moves and fires an arrow [17 vs AC19+2+4, miss]
Jaob throws a subdual flame [20 vs AC15+4, hit; Dmg 1d6+2=6 subdual] and Erith falls unconscious and drowns.



Fight Result and Summary Show


Jaob wins and gains 1500xp -16.67% = 1250xp / 1333gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Entropic Shield (CL1), Scroll of Shield of Faith (CL2), 3 charges from a wand of subdual produce flames (CL2)
Spells or Powerpoints Used: 5SLs (Doom, Sound Burst, Produce Flames)
Abilities Used: Burst
Free Activity: Profession +125gp


Erith loses and gains 500xp + 42.67% (26% (politics) + 16.67%) = 713xp / 760gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: 6 arrows (1 hit, 10 misses, 5 recovered)
Spells or Powerpoints Used: 4SL (Expeditious Retreat, CLW (x3))
Abilities Used: None
Free Activity: Perform +98gp


@Uknits - one thing you should probably note is that your (non-bard) scrolls are arcane and therefore subject to ASF. Since your WIS is so low - they couldn't be Divine scrolls.

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11 months ago  ::  Aug 01, 2012 - 7:01AM #812
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,092
The Bully (TelinArtho) vs Al'tiar

The Bully's Tactics Show

Okay - exhaustion and enfeeblement could be a problem here, so let's minimize that.

Start at the front corner of my starting area with greatsword and a powerstone of concealing amorpha (ML3).

Manifest concealing amorpha and draw a dorje of offensive prescience
Manifest defensive precognition
Manifest force screen
Use the dorje, drop it; draw dorje of offensive precognition
Use the dorje, drop it, move out.

Activate chain of personal superiority when making my first attack.

If possible charge into melee, expending focus for deep impact and full power attack. If he has mirror images up, don't expend focus yet.

If images are in play, try to start a grapple instead of attacking. In a grapple, grapple for damage with armor spikes.

That's pretty much it. Going to be a tough fight - but hopefully I will win out.


Al'tiar's Tactics Show

Alright, caverns is small and he is fast, so minimal buffing.  Dodge him.

Round 1, start int he back corner and cast mirror image, sharing.  Next round, if he is seen, ready to use ray of enfeeblement on him when he gets in range, otherwise draw and use a scroll of mage armour, sharing.

Once ready for ray of enfeeblement triggers, use scroll for mage armour if I have not yet, then draw rapier and engage.  5' shift away, cast shocking grasp, and then touch him the next round. Cast up to 2 shocking grasps.  Once I have cast 2, stab him with my rapier, releasing its shocking grasp on the first hit.

Refresh mirror image up to twice if it is gone and I don't have a charge held.

Always 5' away to cast.  Try to avoid corners.  If shifting is not possible, move away to cast, taking the AoO. 

Gan will attack him as well.  If Gan is being targeted, he will withdraw.

If he isn't seen by the time I cast mage armour, move out, continuing to ready ray of enfeeblement.  If ray of enfeeblement misses, repeat it.


The Fight Show


Al'tiar goes first in area 1, the Bully in area 2.


Round 1
Al'tiar casts Mirror Image [6 images, ends 61].
The Bully manifests Concealing Amorpha from a Power Stone [20% concealment, ends 31], drawing a dorje.


Round 2
Al'tiar draws and uses a Scroll of Mage Armour [+4 AC, ends 1 hour].
The Bully manifests Defensive Precognition [1PP, +1 AC and saves, ends 12].


Round 3
Al'tiar moves to the front of his box, readying a Ray of Enfeeblement.
The Bully manifests Force Screen [1PP, +4 AC, ends 23].


Round 4
Al'tiar proceeds forwards cautiously.
The Bully manifests Offensive Prescience [+2 damage, ends 14] from his dorje, drops it, and draws a dorje of Offensive Precognition.


Round 5
Al'tiar heads south, but sees the Bully across the cavern in the north-east corner. Unable to hit him with Ray of Enfeeblement from this range, he readies in case the Bully closes.


Map Show




The Bully ignores him, uses Offensive Precognition [+1 AB, ends 15], drops the dorje, and then begins to close - prompting Al'tiar to fire his Ray of Enfeeblement at him [22 vs tAC 13+1, 13% vs 20%: miss].


Round 6
[Pitlord note: I forgot Al'tiar intended to repeat Ray of Enfeeblement, so that's what he does now]

Al'tiar repeats Ray of Enfeeblement, and it hits [29 vs 20%, attack 20! Str damage 4 - using roll from R4].


Seeing Mirror Images, the Bully activates Chain of Personal Superiority [+2 to Str and Con, ends 16], Charges and attempt to grapple. He grabs hold of one of the Al'tiars [touch 3+10+2+1+1-2=15 vs AC 15: hit], and it vanishes with a small "poof!"

[Note: The Bully's speed is reduced by RoE, but he should still be able to Charge Al'tiar from this distance]


Map Show



Old map. Actually, the Bully moves all the way towards Al'tiar.


Round 7
Al'tiar draws his rapier, steps away and casts Shocking Grasp, holding the charge.
Gan attacks, missing [19 vs AC 25].
The Bully [32+6/55+6] grabs at another image [15 vs AC 15: hit].


Round 8
Al'tiar [4 images] attempts to deliver Shocking Grasp [84% vs 20%, 20+3 vs AC 14: hit, damage: 23].
Gan attack, missing again [22 vs AC 25].
The Bully steps up and snatches at him, this time picking the real Al'tiar [touch 24-2 vs 16+1: hit, AoO 11+3 vs tAC 14, 71%: hit]. Thanks to the Half-Giant's metal armour, Al'tiar manages to foil his attempt with a powerful shock [damage: 18].
Al'tiar actually has no charge held, so has to make the AoO with his rapier, which thus misses. As such, the Bully has the chance to grab him now - however, if he does, it just skips many of the rounds below, and does not affect the outcome. It does mean that Al'tiar saves himself a Mirror Image, and 
The Bully grabs Al'tiar, but the pest wriggles free! [Grapple roll in R8 - wow, that's actually right!] 


Round 9
Al'tiar steps back and casts Shocking Grasp again.
The Bully [14+6/55+6] splats a third image.


Round 10
Al'tiar and Gan attack, both missing [natural 1, rolled in R9].
The Bully snap's Al'tiar's neck... only it's a fake Al'tiar!


Round 11
Al'tiar [1 image] attacks with his familiar. Al'tiar delivers Shocking Grasp here, not that it makes any difference.
The Bully grabs hold of Al'tiar [Al'tiar AoO 5+11=16: miss], but the pest wriggles free! [Grapple roll in R8] and establishes a grapple.


Round 12
Al'tiar strikes at the Bully's vital points, but misses due to the swirling aura around him.
[Defensive Precognition ends]
The Bully squeezes the last image into oblivion.


Round 13
Al'tiar steps back to cast another Mirror Image [3 images].
Gan attacks and misses.
The Bully almost manages to grab Al'tiar before the images obfuscate the matter - but doesn't.
[Rolled 1d3 in roller, should have been 1d4; correction has The Bully grabbing the third image]


Round 14
Al'tiar and Gan both miss.
The Bully splats an image.


Round 15
Al'tiar [2 images] can't get past The Bully's Force Screen, but Gan does [28 vs AC 20+4: hit, damage: 1]. Sadly, his pitiful attack barely leaves a scratch.
[Offensive Precognition ends]
The Bully [13+6/55+6] manages to grab at the real Al'tiar this time, and begins to squeeze...
[Al'tiar AoO 12+11=23 vs AC 20+4: miss]
[I forgot that The Bully deals damage when initiating a grapple, too, which amounts to 11 points]
[Using the rolls already made]


Round 16
Al'tiar [35/46] struggles to escape in vain. Gan tries to aid him, but merely scratches at the Bully's armour.
[Chain of Personal Superiority ends]
The Bully [13/55] drives his armour spikes into Al'tar [Grapple 21 vs 10, damage: 7, since no CoPS and RoE]


Round 17
Al'tiar [28/46, 2 images] wriggles and squiggles, but just can't get free.
Gan can't even his the Bully's flat-footed AC [18 vs 17+4: miss].
The Bully gleefully exacts his revenge [damage: 8]


Round 18
Gan deals 1 damage to the Bully, as the Bully deals 5 to Al'tiar.
Al'tiar is on [15/46, 2 images], the Bully [12/55].


Round 19
Gan deals 2 damage, the Bully 7.
Al'tiar is on [9/46], the Bull [10/55].
The crowd are getting more and more exciting as they see how close this is going to be.


Round 20
Gan scratches as feebly at the Bully as Al'tiar wriggles in an attempt to escape.
The Bully drives a spiked knee into Al'tiar's gut, driving him to the brink of consciousness [9 damage]


Round 21
Al'tiar passes out.



Results Show


The Bully wins and gains 2100xp and 2600gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: Power Stone of Concealing Amorpha, 1 charge Dorje of Offensive Prescience, 1 charge Dorje of Offensive Precognition
Spells or Powerpoints Used: 2PP (Defensive Precognition, Force Screen)
Abilities Used: Chain of Personal Superiority
Free Activity: Intimidate

Al'tiar loses and gains 700xp and 866gp

Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Mage Armour
Spells or Powerpoints Used: 8 6 SLs (Mirror Image x2, Ray of Enfeeblement x2, Shocking Grasp x2)
Abilities Used: Shocking Grasp discharged from rapier
Free Activity: Intimidate

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10 months ago  ::  Aug 01, 2012 - 7:10PM #813
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 1 August 2012


Time Roll: 5 hours
Lighting: Dim Light (Remember - the lighting conditions only affect ECL5 and up)


Characters on Quests:


  • None this week



Characters doing Full Activities:



  • Ialgo crafts a Rod of Withering, Enchant Silver Rapier to +1 (Week 4/4)



BATTLES OF GLADIUS


LEVEL 3 FIGHTS



  • Nathas Barrirret (Voxthunder) vs. Griffon (Uknits) : The Fred {Arena}

  • Beezel (Dgallaty) vs. Absalar (The Fred) : Voxthunder {Arena}

  • Xiv (Eluria) vs. Krug the Squeezer (Voxthunder) : Uknits {Arena}


LEVEL 4 FIGHTS



  • Elrin Shadow Blade (Uknits) vs. Rilirod Venomtooth (TelinArtho) : The Fred {Plains}


LEVEL 5 FIGHTS



  • Poggle Lolly (Eluria) vs. Bernik Kaldunn (Yitzi) : dgallaty {Cavern}


LEVEL 6 FIGHTS



  • Amalia (The Fred) vs. Grannick (Dgallaty) : TelinArtho {Temple}


LEVEL 8 FIGHTS



  • Unknown Monster vs. Vathilia Xilodon (Yitzi) : Eluria {Arena}


LEVEL 9 FIGHTS



  • Qwuibbik (Eluria) vs. Unknown Monster : TelinArtho {Sewer}

  • The Hunter (Uknits) vs. Unknown Monster : Yitzi {Sewer}


LEVEL 10+ FIGHTS



  • Unknown Monster vs. Ashtin (Uknits) : Eluria {Forest, Week 2}

  • Unknown Monster vs. Kraegin (TelinArtho) : Uknits {City}



Pairings done by TelinArtho.


Credits
Voxthunder +1 (+1 fights, +0 (2 active))
The Fred +2 (+2 fights, +0 (2 active))
Dgallaty +1 (+1 fights, +0 (2 active))
TelinArtho +2 (+2 fights, -1 (3 active), +1 admin)
Yitzi +1 (+1 fights, +0 (2 active))
Uknits +2 (+1 fights, +2 ECL10+ fights, -1 (3 active))
Eluria +0 (+1 fights, -1 (3 active))

The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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10 months ago  ::  Aug 02, 2012 - 12:07PM #814
Uknits
Date Joined: Aug 24, 2010
Posts: 2,974

Kruug the Squeezer (VoxThunder) vs. Xiv Nug-Zuk (Eluria)


Kruug’s Tactics Show


Thanks for Pitlording, Uknits!


Well, looks like Krug gets to give it a go! Xiv is a capable ranged combatant, and if he an get up in the air it's going to turn into a very mean archery battle. He has a scroll of Reduce so he can get up in the air for at least 20 rounds.


Even with all his fancy flight and AC buffs, Krug only needs to peg him twice on average to take him down, whereas as a Tiny creature with S8 and rolling D4s on his damage, he'll be dealing like 2 damage, so maybe it's like 14 hits to take down Krug. I really owe The_Fred a thank-you for suggesting taking a Longbow. Doing this with a Sling would have been quite a chore. As a side note, the range listed on Krugs Composite Longbow is its Maximum Range, just in case there's any confusion. The first range increment is only 110 feet, but I'm sure you know that.


The NPC service of Extended CL 3 Mage Armor should still be in effect, since the Time Roll was only 5 hours, and so Krug will be sitting at a modestly comfortable 17 AC. If this isn't the case and I misunderstood the NPC Service spellcasting rules, that's fine, tactics remain the same.


>>The Tactics.


>>Krug spawns with his Composite Longbow in hand, and of course Psionically Focused, in the front center of his square, at (31,55) or equivalent.


>>Krug begins in Alpha Strike mode. The overall gist of this is "get into a grapple with Xiv". Keep on using Run and trying to set up to Charge OR just walk/hustle into a grapple with Xiv, whatever will let Krug do it more quickly. Keep on trying to do this until Krug percieves that Xiv has taken flight, OR that Xiv is somehow faster that Krug. Should Krug percieve that Xiv has developed either of these two movement advantages, Krug proceeds to Archery Mode.


>>Alpha Strike>>As soon as Krug spawns, if he sees Xiv, he Runs as fast as he can to get to Xiv as soon as possible. If he can set up for a charge or any way of getting into melee with Xiv, he does so. Basically, Xiv has to spend 2 rounds buffing before he can even get into the air. Krug is gonna try to grapple Xiv before that happens. Should Krug percieve that Xiv has taken Flight or is quicker than him, Krug proceeds to Archery Mode.


>>Alpha Strike>>Assuming Krug can't see Xiv, and hasn't percieved that Xiv is either in Flight or quicker than him, Krug will Run towards the center of the map, ideally in a way that gives a better view of what's going on, sort of like this:


Krug will keep on moving, liberally using hustle and Run to try to get vision to possible starting locations for Xiv until he makes contact. In any case, the whole point is Krug starts off by running around trying to catch Xiv on the ground. Should Krug percieve that Xiv has taken flight or is quicker than him, Krug proceeds to Archery Mode.


>>If Krug percieves that Xiv has gotten into the air, or has used Expeditious Retreat to become quicker than him, Krug switches to Archery Mode.


>>Archery Mode>>Xiv is on the ground: if Xiv is on the ground and is quicker than Krug, each turn fire an Arrow and Xiv and then use a move action to try to get closer to Xiv. Try to herd him into a corner, or up against a wall, or something. If this mode continues for 20 rounds, then Xiv no longer has expeditious retreat, and Krug will be able to close the gap. If at any point Krug is able to make a charge against Xiv, he does so and attempts to begin grappling. Ignore the familiar until Xiv is dead.


>>Archery Mode>> Xiv is in the air: if Xiv is mounted and in the air, then things get interesting. I can't tell from his character sheet if he has a saddle or not on his familiar. If he does have a saddle, his familiar's effective AC is very high-- probably like 22. In that case, Krug shoots all his arrows at Xiv. If Xiv does NOT have a saddle, his familiar's effective AC is very low-- probably like 16. In this case, Krug shoots all his arrows at the familiar. Each turn, make a move action to get a clear shot, and fire an arrow. If Krug already has a clear shot, then fire he will fire the arrow first, then use his move action to get into cover. If Xiv's familiar dies, Krug will proceed to ground tactics-- try to grapple Xiv, but if Xiv is faster, shoot until Xiv isn't faster any more, then go back to grappling.


>>Krug is struck by poison: If krug is poisoned, and the initial effects do not render him unconscious, he drinks an antitoxin as soon as he can in the next 10 rounds in order to stave off the secondary effects. However, he does NOT pass up a chance to grapple to do this. He's willing to give up an archery round, not a grapple attempt, to drink an antitoxin.


>>Xiv is hiding, or general contigency: Keep on firing arrows and moving towards Xiv. If Xiv is hiding, just keep on wandering around with the move action and readying to shoot him on sight. If you get the opportunity, Krug wants to grapple him, but shooting is ok. I think Krug might be able to actually outshoot the guy.


>>Krug successfully grabs and holds: Shout "Krug CRUSH puny Goblin!" as a free action. Do so at the beginning of every turn in which Krug is still grappling Xiv. Use Flurry of Blows and and attack using the "Damage Your Opponent" option in the grapple menu. Deal lethal damage.


Remember, Krug's overall goal is to grapple, but he is willing to go for a shoot-out if grappling will be difficult.


Thanks again for Pitlording!


Xiv’s Tactics Show

Hi Uknits



Thanks for pitlording!




If he grapples, I lose! Deflect arrows = bad; rapid shot = yay!




Priority: get airborne, rapid shot to win



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); ride high; stay above jump/grap/grapple (say, 30&rsquo



Rd 4: mage armor (Scroll) shared, draw shield



Rd 5: shield (scroll) shared, draw bow, fly out and seek



Rd 6: engage w/ bow, rapid shooting (can only deflect 1 arrow) until dead / out of arrows (only have 35, unfortunately)




If run out of arrows, then acid splash, ray of frost




If out of that, fly far away, Xiv dismount, hide, and let familiar engage (dive, then land and attack in melee) until dead; if familiar dies, use shocking grasp on wand, try to charge, then engage in melee (if grappled, grapple for damage and hope to get lucky as hopefully at this point he’s dead)



Note:



--If Reduce has 2 rds left, recast it (priority), followed by re-Enlarging (can do this once) with scrolls as needed; after this first recast, if has 2rds left, fly away and dismount (fly away to break LoS and hide, to let familiar engage as above)



--ride for cover






Fight Show


Round 0
Kruug is first in area 1, then Xiv in 3.



Round 1
Kruug sprints through the central area, seeing Xiv. Xiv, in a panic about having been spotted, pulls away and begins shrinking himself.



Round 2
Kruug, seeing where Xiv disseapeared, moves down to that area, finding him again. Xiv, almost having a heart attack with the massive brutes proximity, enlarges his eagle and flies away, leaving Kruug with nothing but a fist full of tail feathers.



Round 3
Kruug grunts something in Orcish. The subtitles on the magical area viewing ball go oddly blank for these words as the Orc pulls out his bow, shooting clumsily at the bird. Xiv, breathing a sigh of relief, begins circling his spot in the sky casting mage armour for himself and his bird.

Round 4
Kruug pulls out his bow, shouting some words in Orcish that cause thew subtitles on the Arena Viewing  Ball to blot out for a minute.  He fires, missing the tiny bird in the sky as Xiv pulls out a scroll and enchants his birds armour.


Round 5
Kruug fires again, missing the newly enhanced bird. Xiv frantically casts shield as the arrows whizzes by, deflected only by his last magics.


Round 6
Kruug again fires, his arrow shot with such force it sticks into the stone ceiling. Xiv fires 2 arrows, one missing and one being deflected by Kruug’s raw muscle mass.


Round 7
They again fire, and again they both miss each other.


Round 8
They fire again, this time Kruug’s arrow only barley being deflected. Xiv hits, but the heavy muscle mass of the orc means it barley even stocks in his arm. Kruug laughes at the puny arrow, flexing his arm which causes the small arrow to shatter.


Round 9
Again, both miss as Xiv starts to sweat.


Round 10
Kruug frowns and lets another arrow go, this time striking the bird. The thick arrow, in typical orcish manner, pierces the bird’s side and comes out the other, he and Xiv dropping painfully to the ground. Almost out cold, Xiv pulls out his wand and taps his hand, it crackling with electricity.


Round 5
With Xiv making a pitiful stand, Kruug shouts "Krug CRUSH puny Goblin!" as he charges in, catching hold of the goblin in an elaborate leg around the neck grab and he snaps the tiny goblin’s neck in a showy leg drop. Kruug frowns as the body vanishes from the arena after so little mutilation, but such is life in the nimbus.



Results Show



Xiv loses and gains 339xp and 339 gp
Time Between Fights: 5 hour
Prebuffs/Ongoing Effects: A ringing headache
Items Used: Scrolls: Shield, Mage Armour, 1 Chagre Wand Shocking Grasp, 7 arrows
Spells or Powerpoints Used: 2 SL (Reduce and Enlarge)
Abilities Used: None
Free Activity: Craft



Kruug Wins and gains 900xp and 900 gp
Time Between Fights: 5 hour
Prebuffs/Ongoing Effects: None
Items Used: 3 Arrows
Spells or Powerpoints Used: Kruug crush puny spellcasters
Abilities Used: None
Free Activity: Guard



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10 months ago  ::  Aug 02, 2012 - 8:39PM #815
Eluria
Date Joined: Jan 20, 2007
Posts: 3,170
Ashtin defeats 2 Fiendish Fire Giants

Separate thread fight

Fire Giants Show


Fiendish FIRE GIANT


Large Giant (Fire)


Hit Dice: 15d8+75 (142 hp) + 30 Bear’s, +Aid (10, 7)


Initiative: –1


Speed: 30 ft. in half-plate armor (6 squares); base speed 40 ft.


Armor Class: 31 (–1 size, –1 Dex, +8 natural, +7 half-plate armor +2 armor, +2 NA, +2 deflection, +2 CG) touch 12, flat-footed 29


Base Attack/Grapple: +11/+25


Attack: +1 to all from Aid - Greatsword +21 melee (3d6+16+2d6 (1d6 to self)) or slam +21 melee (1d4+11) or rock +10 ranged (2d6+11 plus 2d6 fire) +2dex


Full Attack: Greatsword +21/+16/+11 melee (3d6+16+2d6 (1d6 to self)) or 2 slams +21 melee (1d4+11) or rock +10 ranged (2d6+11 plus 2d6 fire)


Space/Reach: 10 ft./10 ft.


Special Attacks: Rock throwing


Special Qualities: Immunity to fire, low-light vision, rock catching, vulnerability to cold


Saves: Fort +14, Ref +4, Will +9 +2 to all


Abilities: Str 33, Dex 9, Con 21, Int 10, Wis 14, Cha 11


Skills: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14


Feats: Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack


 


Combat


Fire giants heat their rocks in a nearby fire, geyser, or lava pools, so that they deal extra fire damage. They favor magic flaming swords in melee (when they can get them). They are also fond of grabbing smaller opponents and tossing them somewhere very hot.


 


Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks.


 


Fiendish:


Smite Good (use on first attack) +15dmg vs good


Darkvision 60, Res Cold/Fire 10, DR 10/magic, SR 20


 


Equipment: 45,000gp


Greatsword improved to adamantium (includes MW) 3000


Improved to +1 2000


Improved to Vicious 6000


Large Cold Iron Greatsword 200


Large Silver Greatsword 280


Armor improved to MW 150


Improved to +2 4000


Cloak of Resistance +2 4500


Ring of Protection +2 8000


Amulet of NA +2 8000


Gaunts of Ogre Power 4000


Ring of Jumping 2500 (nothing else to spend on, they have jump ranks, whatevs)


 


Potion:


Bear’s Endurance 300gp


Cat’s Grace 300gp


PfE CL2 100gp


Potion of Fly 750gp


Potion of Aid 300gp


Rewards Show



Ashtin wins, gaining 4200 xp / 17000 gp +238gp
Time: 4h
Ongoing: -
Spells/PP: -
Abilities: 1 use boots flying, 1 use heartening shield
Items: potion of reduce person, tattoo chameleon
Free: craft 238gp


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10 months ago  ::  Aug 06, 2012 - 3:10AM #816
voxthunder
Date Joined: Apr 20, 2008
Posts: 318

Beezel (Dgallaty) vs. Absalar (The Fred) – Arena


Absalar:Spoiler: Show



Beezel: Spoiler: Show

Beezel


Pitlord Note: Beezel's Familiar is listed as a Tiny Animal, when it is in fact a Tiny Magical Beast. This is non-trivial given that Absalar has both Intimidate and Handle Animal, and is not the only ECL 3 character with these skills.


Absalar's Tactics Show

Start at the front of my box, flanked by the two dogs, with Longbow and Potion of Shield of Faith in hand. The chances of being one-shotted by this guy are not insignificant, so Run with the dogs to each starting area, clockwise, and let's try to catch him whilst he's still buffing. I believe they need to be ordered to attack, but once they have, note that the dogs have Scent (they aren't trained to Track, but they should at least know he's there when trying to find him if he hides).






If four rounds elapse and we haven't found him, we risk him being ready for us, so instead, each round move and ready an action to send in the dogs. Keep moving clockwise, but this time try to stay nearer the middle so we have some distance between us.





As soon as Beezel is seen, order the dogs to attack and tap a Crawling Tattoo of Entangling Ectoplasm at him. Then, the aim is to stay over 120ft from him. If I can make that in one move, shoot and then move. Otherwise, double-move or even Run, if necessary. If I am ever close enough to Charge or move and attack him in melee, instead attack with a grapple (try to get a flanking bonus if possible). Then, if the dogs are still alive, grapple to pin, otherwise, grapple for damage. Use any AoOs for grappling, too.





Unless I can get to a grapple, on the first round after sighting Beezel use my Defensive Precognition PLA, then on the second round, my Potion of Shield of Faith.





So, basically, grapple > flee > buff > shoot. His AC is high, particularly his touch AC, but this could go either way. Thanks for the run, anyway!




Beezel's Tactics Show

Thanks for pitlording! If you have any questions about my tactics, please ask me.
Beezel starts in the front corner of the box (flip a coin to determine the corner) with a scroll of Expeditious Retreat in his hand.





Buff Rounds (in order)
If Absalar is within 120' of Beezel at any time, skip the remaining buffing rounds and go to Combat.


Round 1: Beezel activates scroll of Expeditious Retreat and draws power stone of Inertial Armor as he Hides
Round 2: Beezel activates power stone of Inertial Armor and draws power stone of Force Screen
Round 3: Beezel activates power stone of Force Screen and draws scroll of Reduce Person
Round 4: Beezel activates scroll of Reduce Person and draws power stone of Control Light



Combat
PRIORITY: Always cast True Strike before casting Energy Ray.


If Beezel doesn't already have a power stone of Control Light in his hands, drop whatever he does have and draw Control Light.


As soon as Beezel knows where Absalar is, and Absalar is within 120', Beezel activates the power stone of Control Light, and decreases the light by 100% (total darkness) in 12x10' squares area as shown below. Absalar should be unable to see in the darkness (even with Synesthete), but Beezel has darkvision.


1 character = 5', B=Beezel


XXXXXXXX
XXXXXXXX
XXXXXXXX
XXXBXXXX
XXXXXXXX
XXXXXXXX

Beezel's strategy is to hide and wait for his target to come within 120' for Beezel to move and use an enlarged Fire Energy Ray. 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.


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 after Control Light, Beezel casts True Strike. With his concentration ended on Control Light, it should last 1 more round. On the following round, Beezel moves and attacks, expending his psionic focus to enlarge Fire Energy Ray to 60', 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.





Pitlord Note: Hi dgallaty,


I'm getting ready to run the fight between Bezeel and Absalar, and I have a question regarding your usage of Control Light. According to the spell description, it has a duration of Concentration. It does not list anywehere in the spell description or duration area that it persists after concentration ends.


Other spells like Major Image explicitly state the extra time the effect lasts after the spell ends, and nothing I was able to find in the rules for spell durations indicates to me that the lighting effect of Control Light persists for a round after concentration ceases. Could you point me towards a house-ruling or passage in the SRD to this effect? I currently believe that concentration-length spells end as soon as concentration ends unless otherwise stated in the duration.


Sorry for the trouble.


-Blazinghand





Upon re-reading it, I see you're absolutely right. I had read "Concentration, up to 1 min/level, or 1 round" as "Concentration, up to  1 min/level + 1 round". So that was my mis-reading.

So, skip the whole Control Light buisness. Instead, Beezel will hide after casting Reduce Person from the scroll, and when Absalar is within 120', Beezel will cast True Strike, then attack with Enlarged Energy Ray on the next turn, as described in the tactics.

Thanks for catching that! 



Fight Show


Prefight actions:


>Beezel:


-Concentration: Take 20 to become psionically focused
-Address all powerstones
-Decipher all scrolls


>Absalar:


-Frighten Allies (Intimidate +7, HA +7) Pitlord note: He did not specify an ally, so I decided he would target the Familiar. It also occurs to me that Psicrystals, as constructs, are immune to Morale effects, so there's that, too.


Round 0: Bezeel is in Area 1. Absalar is in Area 3 1d4=3


Absalar's Frighten Allies is 7 vs Kel's Courage Value of 0 (0 base [Sorc 1 – 2] + 1 Wis). Kel is Frightened for the first 4 rounds, then is Shaken for the rest of the fight.


Absalar wins Initiative: 1d20+2=8


Beezel goes after Absalar and both his dogs: Dogs: 1d20+4=17 1d20=10


Beezel: 1d20=15




Round 1:
Absalar spawns with a longbow and a potion of shield of faith in his hands. Absalar Runs clockwise at speed 50. His dogs follow, at speed 40. They see Beezel in Area 1.


Beezel sees Absalar is 170' away from him (34 squares)-- so he continues buffing. He activates a scroll of Expeditious Retreat CL 1, increasing his speed from 30' to 60', and draws his power stone of Inertial Armor. He hides using cover from the pillar in front of him. 1d20+11=19


Kel sees Absalar, flees in fright!






Absalar (9,32), 18/18 hp, Running
Absadog 1 (11, 31) 6/6 hp, Running
Absadog 2 (9, 31), 6/6 hp, Running
Beezel (35, 55) 12/12 hp, Hiding at 19, Expeditious Retreat (ends 11)
Kel (36, 57) 6/6 hp, Frightened (ends 5), Shaken




Round 2:


Pitlord Note: I screwed up here and rolled Absalar's handle animal check before his passive spot check, which of course at 170 feet away he failed. Therefore, this turn has an orphaned Handle Animal check, which will be saved until Absalar has to make a Handle Animal check.


Absalar fails on his passive spot against Beezel's hide 1d20+3=11 -17 distance vs 19 hide.


Pitlord Note: Man, improvisation in my first fight! ;_;


Absalar can't see Beezel, and therefore can't use his dogs or tattoo, but knows where he is. No tactics were given for this situation. However, he has general tactic to quickly Run into new areas for the first 4 rounds until he's seen Beezel so he uses his Run to go towards where he last saw his adversary. Although he also has tactics to maintain distance, send in the dogs, and send in a crawling tattoo, this can only be done with LoS to Beezel, which he doesn't have, so these tactics cannot be used. The_Fred mentioned trying to catch Beezel while he's still buffing, so Absalar will try to continue to do that until 4 rounds have passed or he's found Beezel.


Absalar goes sprinting towards where he last saw Beezel. His dogs follow him. He runs, and sees Beezel.


Beezel sees Absalar close in, and so skips his remaining buff rounds and begins his combat tactics. He casts True Strike.


Kel continues to flee in mortal terror.



Absalar (32,55), 18/18 hp, Running
Absadog 1 (31, 53) 6/6 hp, Running
Absadog 2 (30, 53), 6/6 hp, Running
Beezel (35, 55) 12/12 hp, Expeditious Retreat (ends 11), True Strike
Kel (39, 58) 6/6 hp, Frightened (ends 5), Shaken






Round 3:


Absalar is close enough to begin to attempt to grapple, so this supercedes all his tactics. He charges Beezel and makes a Grab attempt 1d20+6=14 against AC 16, missing. His dogs stand by his side, as they will not attack an enemy unless ordered to do so.


Beezel attacks, not expending his psionic focus to enlarge Fire Energy Ray to 60' due to the close range, and uses his wilder power to cast Fire Energy Ray augmented 3 pp at ML3 (but only spending 2 pp). He avoids psychic enervation 1d20=12 and fires his Energy Ray. He hits 1d20+26=42, and crits, 1d20+26=42, NO WAIT I GOTTA DO AN AoO


Absalar makes an Attack of Opportunity against this spellcasting, attempting to Grab. He succeeds 1d20+4=17. He attempts to Hold with a grapple check 1d20+4=10 but is unable to do so against Beezel's grapple check 1d20-5=15.


Ok back to business. Beezel hits and crits with his energy ray, dealing 6d6+6=30 damage and slaying his opponent.


Pitlord Note: I initially thought Beezel's tactics called for the use of his control light spell and made some rolls for that, but those weren't used.





Fight Summary


Spoiler: Show


Beezel wins! Beezel gains 1050 xp and 1050 gp
Absalar loses. Absalar gains 250 xp and 250 gp



Absalar
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: Frighten Allies

Beezel
Time Between Fight: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 Potion of Expeditious Retreat
Spells or Powerpoints Used: 2 pp
x/day Abilities Used: none
Free activity: Guard



Pitlord Note: I hope I interpreted Absalar's tactics correctly. I believe the move that held in the spirit with his attempt to get at Beezel pre-buff was to run right into that starting area. He had 2 chances to grab, and happened to be unable to get off a grapple, but this could have easily gone the other way. The only thing would be that I'm not sure if dogs get AoOs, since they haven't received an attack order, but from what I gathered they just watch, slack-jawed.


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10 months ago  ::  Aug 06, 2012 - 11:38AM #817
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,762
The Hunter

The Hunter’s tactics Show

Alright, hopfully getting flesh golems, but none of them look devastating, especially with giant's abismal will saves.

Start default with shield only.  Manifest a surged, 1 PP vigour and move out, ending each round in a wall.  Once foe is found, close, ending in a wall within 30' of them.  Next, if I detect nobody adjeacent to the wall, move 5' away from where they were seen, come out of the wall, close to be 35' away from the furthest, and manifest a 1 PP surged demoralize.  Use any remaining movement to go back into the wall.  Reapeat this until both are frightened.  Then chase them down, charging if possible, draining their strength until they die. 

The movement sounds confusing, but basically I want to avoid being in range of readies.  If not possible, just move to be 35' away from the furthest and use demorilize, ending in the wall to avoid full attacks.

If I have spent all 6 pp and they are not frightened or have recovered and still living, jump in and out of the walls, trying to keep in range of only 1 at a time, tumbling to avoid AoO's and striking with flyby attack.  Priority again is to avoid full attacks.

Dodge whoever is most likley to hit me.

If they seem to be immune to mind spells, go to touch.  If immune t that, beat with morningstar straight out.


2 Ogre level 4 Barbarians

Ogre barbarians’ equipment: Silversheen, cold iron greataxe, +1 greatclub, 20 javelins, +1 hide armor, ring of protection +1, amulet of natural armor +1, cloak of resistance +2, potion of Protection From Good CL2, potion of Bull’s Strength CL3, potion of Blur CL3 Ogre Barbarians's tactics Show

Drink potions Blur and Bull's Strength, move out readying to attack with greatclub when he's seen and in range (this is in addition to any AoOs). If reduced to 19 or less STR (counting the potion), rage.


The Fight Show


Rolls are here.

[Prefight locations and Initiative]
The Hunter starts in area 4 with shield in hand. Initiative 20.
Ogre 2 starts in area 2 with potions of Blur and Bull’s Strength in hand. Initiative 19.
Ogre 1 starts in area 3 with potions of Blur and Bull’s Strength in hand. Initiative 7.

The Hunter: (2,2) 35/35 HP, 29 AC
Ogre 2: (30,31) 79/79 HP (26 STR), 20 AC (10 touch)
Ogre 1: (30,3) 79/79 HP (26 STR), 20 AC (10 touch)


[Round 1]
The Hunter manifests Vigor and flies out.
Ogre 2 drinks a potion of blur.
Ogre 1 drinks a potion of blur.

The Hunter: (4,9) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (30,31) 79/79 HP (26 STR), 20 AC (10 touch), blur ends 31
Ogre 1: (30,3) 79/79 HP (26 STR), 20 AC (10 touch), blur ends 31


[Round 2]
The Hunter flies to 4,24.
Ogre 2 drinks a potion of Bull’s Strength and moves out.
Ogre 1 drinks a potion of Bull’s Strength and moves out.

The Hunter: (4,24) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (30,27) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32
Ogre 1: (26,3) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32


[Round 3]
The Hunter flies to 14,30.
Ogre 2 readies and moves to 30,23. At the beginning of his move, he is heard by The Hunter, who knows him to be within 20’ of 29,27.
Ogre 1 readies and moves to 23,3.

The Hunter: (14,30) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (30,23) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32
Ogre 1: (23,3) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32


[Round 4]
The Hunter flies to 28,29.
Ogre 2 readies and moves to 27,22. The Hunter again hears and knows him to be within 5’ of 26,22.
Ogre 1 readies and moves to 21,5.

The Hunter: (28,29) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (27,22) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32
Ogre 1: (21,5) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32

[Round 5]
The Hunter flies to 30,23, sees Ogre, 2, and, without enough movement to get in range and attack, chooses to enter the nearest wall.
Ogre 2 readies and moves to 23,22.
Ogre 1 moves to 21,9. The Hunter hears and knows him to be within 20’ of 21,8.

The Hunter: (29,23) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (23,22) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32
Ogre 1: (21,9) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32


[Round 6]
The Hunter flies up to Ogre 2, smiling as both the readied attack and the opportunistic one pass through him with no effect and hit the wall with a resounding thud. He is not so pleased, however, when he misses as well. Cursing the ogre’s blurred form, he enters the wall.
Ogre 2 readies again.
Ogre 1, having heard the club of his fellow, double moves to 19,15.

The Hunter: (25,23) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (23,22) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32
Ogre 1: (19,15) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32


[Round 7]
The Hunter flies back out of the wall, taking the blow on his armor. Again he is unable to hit the blurred ogre, and disappears back into the wall.
Ogre 2 readies again.
Ogre 1 moves to 21,21. The Hunter hears and knows him to be within 10’ of Ogre 2.

The Hunter: (25,23) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (23,22) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32
Ogre 1: (21,21) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32


[Round 8]
The Hunter smiles and moves, mostly in the wall, to 29,22, then unleashes a wave of fear at the two ogres before moving back into the wall. Both ogres are shaken.
Ogre 2 moves to 27,22 and readies.
Ogre 1 moves to 24,22 and readies. The Hunter hears him and knows him to be within 10’ of 24,23.

The Hunter: (28,23) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (27,22) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 58
Ogre 1: (24,22) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 58


[Round 9]
The Hunter moves to 30,22 and again sends a wave of fear. The first ogre is frightened, but the second resists the effect. The Hunter moves back into the wall.
Ogre 2 moves to 29,22 and readies.
Ogre 1 flees to 18,20.

The Hunter: (28,23) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (27,22) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 58
Ogre 1: (18,20) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 10]
The Hunter moves to 30,25 and sends a wave of fear at the second ogre, but again the ogre resists. The Hunter moves back into the wall.
Ogre 2, being fairly bright (for an ogre), realizes that maybe if he doesn’t stand next to where The Hunter disappeared into the wall, he’ll have a better chance of ambushing him, so he moves to 30,23 and readies.
Ogre 1 flees to 13,17.

The Hunter: (29,25) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (30,23) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 58
Ogre 1: (13,17) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 11]
The Hunter moves out of the wall, catches one blow on his armor and another on his shield, and moves back before sending a fourth wave of fear. This time he is successful, and the ogre is frightened, so he moves up to the ogre.
Ogre 2 flees to 23,22; The Hunter takes the opportunity to hit him for 4 strength damage.
Ogre 1 flees to 10,12.

The Hunter: (30,24) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (30,23) 79/79 HP (26 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 61, frightened ends 58.
Ogre 1: (10,12) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 12]
The Hunter moves up and hits Ogre 2 again for 3 strength damage.
Ogre 2 flees to 17,20, taking another 4 strength damage.
Ogre 1 flees to 2,12.

The Hunter: (25,22) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (17,20) 79/79 HP (19 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 61, frightened ends 58.
Ogre 1: (2,12) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 13]
The Hunter charges at Ogre 2 (going into the wall), but is too eager and his hand goes wide.
Ogre 2 flees to 13,16, and The Hunter isn’t able to react quickly enough from inside the wall to do anything in response.
Ogre 1 flees to 2,4.

The Hunter: (25,22) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (13,16) 79/79 HP (19 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 61, frightened ends 58.
Ogre 1: (2,4) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 14]
The Hunter moves to 15,17 and attacks again, doing another 4 strength damage.
Ogre 2 flees to 9,12, taking another 3 strength damage.
Ogre 1 flees to 1,2, the furthest point possible from the Hunter’s last known location.

The Hunter: (25,22) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (9,12) 79/79 HP (12 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 61, frightened ends 58.
Ogre 1: (1,2) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 15]
The Hunter again charges at Ogre 2, hitting for 2 strength damage.
Ogre 2 flees to 2,11, taking another 1 strength damage.
Ogre 1 doesn’t know which way to go to get away from The Hunter.

The Hunter: (11,13) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (2,11) 79/79 HP (9 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 61, frightened ends 58.
Ogre 1: (1,2) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 16]
The Hunter again charges at Ogre 2, hitting for 3 strength damage.
Ogre 2 flees to 3,4.
Ogre 1 still doesn’t know which way to go to get away from The Hunter.

The Hunter: (11,13) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (3,4) 79/79 HP (6 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 61, frightened ends 58.
Ogre 1: (1,2) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


{pitlord note: Due to Ogre 2’s ready action, he actually should go before The Hunter, but I goofed; this wasn’t relevant until now, but now that it is, I’ll correct for it, so Ogre 2 has no action for this round.} [Round 17]
The Hunter moves to 3,5 and again attacks Ogre 2, hitting for 4 damage.
Ogre 1 flees to 9,3.

The Hunter: (11,13) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (3,4) 79/79 HP (6 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 61, frightened ends 58.
Ogre 1: (9,3) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 18]
Ogre 2, now really feeling the weight of his equipment, flees to 7,3 as The Hunter swipes at empty air.
The Hunter moves to 6,3 and again attacks Ogre 2, but again is unable to hit the blurred ogre.
Ogre 1 flees to 11,9.

The Hunter: (6,3) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (7,3) 79/79 HP (6 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 61, frightened ends 58.
Ogre 1: (11,9) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 19]
Ogre 2 attempts to flee, but a swipe from The Hunter weakens him to the point that he can’t even move with his armor. Forced to fight, he works himself into a frenzy...and then finds himself able to move, so he flees to 11,5.
The Hunter moves to 11,3 and again attacks Ogre 2, doing 5 strength damage.
Ogre 1 flees to 13,15.

The Hunter: (11,3) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (11,5) 79/79 HP (-3+4 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 61, frightened ends 58.
Ogre 1: (13,15) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 20]
Ogre 2 now cannot flee, and is forced to fight. He attempts two feeble swings, but they do no damage.
The Hunter swipes at Ogre 2, but cannot hit.
Ogre 1 flees to 16,20.

The Hunter: (11,3) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (11,5) 79/79 HP (-3+4 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 61, frightened ends 58.
Ogre 1: (16,20) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 21]
Ogre 2 still can’t hit.
The Hunter brings down Ogre 2, and heads to 11,11 to try to catch Ogre 1.
Ogre 1 flees to 21,23.

The Hunter: (11,11) 50/35 HP, 29 AC, Vigor ends 51
Ogre 2: (11,5) -10/79 HP
Ogre 1: (21,23) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 22]
The Hunter double moves to 21,21.
Ogre 1 flees to 21,31, relieved as The Hunter executes an accidental tumble and misses.

The Hunter: (21,21) 50/35 HP, 29 AC, Vigor ends 51
Ogre 1: (21,31) 79/79 HP (30 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 23]
The Hunter charges at Ogre 1, and hits for 6 strength damage.
Ogre 1 flees to 29,31 as The Hunter swipes at empty air.

The Hunter: (21,21) 50/35 HP, 29 AC, Vigor ends 51
Ogre 1: (21,31) 79/79 HP (24 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 24]
The Hunter charges at Ogre 1, and hits for 5 strength damage.
Ogre 1 flees to 30,24.

The Hunter: (21,21) 50/35 HP, 29 AC, Vigor ends 51
Ogre 1: (21,31) 79/79 HP (19 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 25]
The Hunter moves to 30,25 and attacks again, hitting for 1 strength damage.
Ogre 1 flees to 24,22 as The Hunter once again trips over his own form. The arena wizards begin searching for troublemakers.

The Hunter: (21,21) 50/35 HP, 29 AC, Vigor ends 51
Ogre 1: (21,31) 79/79 HP (18 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 26]
The Hunter moves to 26,22 and attacks again, hitting for 2 strength damage.
Ogre 1 flees to 18,20, taking 3 strength damage.

The Hunter: (26,22) 50/35 HP, 29 AC, Vigor ends 51
Ogre 1: (18,20) 79/79 HP (16 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 27]
The Hunter charges again and hits for 3 strength damage.
Ogre 1 flees to 13,17.

The Hunter: (21,21) 50/35 HP, 29 AC, Vigor ends 51
Ogre 1: (13,17) 79/79 HP (13 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 28]
The Hunter moves to 15,18 and attacks again. The arena wizards see someone in the audience casting something, and quickly counterspell it before leading him off. Free of intereference, The Hunter passes his hand through the ogre’s heart for 3 strength damage.
Ogre 1 flees to 11,11, taking another 3 strength damage.

The Hunter: (21,21) 50/35 HP, 29 AC, Vigor ends 51
Ogre 1: (11,11) 79/79 HP (7 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 29]
The Hunter charges again, but the ogre’s blurred form still confounds his efforts.
Ogre 1 flees to 11,3.

The Hunter: (13,12) 50/35 HP, 29 AC, Vigor ends 51
Ogre 1: (11,11) 79/79 HP (7 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 30]
The Hunter moves up but again merely swipes at empty air.
Ogre 1 begins to flee, but takes 4 strength damage from The Hunter’s opportunistic swipe. As his brother before him, the ogre rages to fight, and then finds himself able to flee after all, ending up at 3,3.

The Hunter: (13,12) 50/35 HP, 29 AC, Vigor ends 51
Ogre 1: (3,3) 79/79 HP (3+4 STR), 20 AC (10 touch), blur ends 31, Bull’s Strength ends 32, shaken ends 59, frightened ends 58


[Round 31]
The Hunter charges again, hitting for 2 strength damage.
Ogre 1 flees to 2,8.

The Hunter: (13,12) 50/35 HP, 29 AC, Vigor ends 51
Ogre 1: (2,8) 79/79 HP (1+4 STR), 20 AC (10 touch), Bull’s Strength ends 32, shaken ends 59, frightened ends 58

[Round 32]
The Hunter moves up and attacks, hitting for 2 strength damage.
Ogre 1 begins to flee, and a swipe from The Hunter takes him out.

The Hunter: (13,12) 50/35 HP, 29 AC, Vigor ends 51
Ogre 1: (2,8) -10/79 HP


Fight Results and Summary Show

The Hunter wins and gains 2700xp/4500gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: 4pp
Abilities Used: none
Free Activity: Intimidate


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10 months ago  ::  Aug 06, 2012 - 1:49PM #818
dgallaty
Date Joined: Jul 22, 2010
Posts: 1,488

Poggle Lolly


Poggle's tactics Show

Poggle cries at being back in the cavern.


Hi dgallaty-


Thanks for pitlording


Why’d it have to be the cavern?! Note that Bernik is 5’, and has 5’ reach, and ceiling is 5’, and Poggle is Tiny; unless he’s able to jump (not out of the question, but difficult), or is enlarged, he shouldn’t be able to reach Poggle --- and Poggle’s goal will be to keep out of range if possible (though not likely).


And why do all of Yitzi’s characters have a wand of CLW! My plan to stay aloft and fire MMs is thwarted by that… and it’s just impossible to churn through his HPs. Gah. Scorching ray + shocking grasp + MMs? Still not enough… It’s a sure sign of crazy that I’m thinking of trying to disarm his wand of CLW…


I think he’s winning this one…


Start in back middle, hold scroll of mage armor


Rd 1: Start in back corner; cast mage armor (scroll)


Rd 2: cast shield (scroll) and fly to top, drawing bow (move out from corner as well) – stay in middle-ish of starting zone, to use statues to maneuver away from him if he’s enlarged


*if he’s ever seen while buffing, immediately stop whatever doing and fly up to the ceiling, unless he’s enlarge


Rd 3: Engage with MM from memory, then bow and arrows


If out of arrows, engage with wand of acid splash and ray of frost (alternate, for fun); if out of those, cast ray of enfeeblement, and then engage with dive attacks with shortsword (2d3-2)


Always dodge Bernik


w/ poggle, if it comes down to melee, use sla invis, and dive attack first w/ shocking grasp...


Bernik Kaldunn


Bernik's tactics Show

Neither of us has changed that much in relevant ways since we last fought, and the map favors me more this time, so I think I'll just go with what worked last time (slightly modified due to the map and minor changes):


Begin in 6,6 or equivalent with axe in hand to grant AoOs (no buckler) and with potion of enlarge in hand. Drink the potion and move to 8,8, then the next round call out for Poggle Lolly and ready to move toward her once she is seen. The cavern is bare rock, so there are no plants available for Entangle. Always declare dodge against her.
Once she's seen, move as per the ready, then on my turn move again if necessary and disarm her of her wand. (If I can't reach her with a single move and can't charge, run if possible in order to base her, or be right under her if she's near the ceiling.) If she isn't carrying a wand, disarm any scroll she's carrying; if there isn't any scroll either disarm any other weapon she has or else attack with my axe (2-handed) if she's unarmed. Always disarm from as close as I can without provoking an AoO (if she's not carrying a melee weapon, then of course I won't provoke an AoO) and without spending an extra action to get closer.


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


If I'm at 20 or lower health and I've deprived her of a wand of MM (or an unidentified wand and she's not using CL3 magic missile (2 missiles) since then), use my wand to heal. If she runs away, give chase unless the conditions for me healing are fulfilled, running if it will help; I have the speed to match her, every time I base and she moves away she provokes an AoO, and the cavern isn't as unfriendly to larger creatures as the sewer is.


If hit by ray of enfeeblement, just continue as usual. Between the enlargement and my existing strength, I should still not be at heavy encumbrance. (If I do end up at heavy encumbrance somehow, draw and drop enough arrows to go back down to medium.)


If Enlarge Person runs out and she's staying at the cieling (where I can't reach), use a second potion of Enlarge; if that runs out as well, use my bow to try to finish her off (heal only if she's not using her wand of MM and I'm below 20 HP).


Thanks for the run.


Fight Show


All rolls are here


Start
Poggle starts in the the northwest box.
Urdwed starts in the southwest box.


Initiatives
Poggle: 25
Bernik: 10


Round 1 Show


Poggle begins to enhance her defenses by casting from a scroll of Mage Armor, and draws a scroll of Shield.


Bernik drinks a potion of Enlarge Person and grows into a large dwarf, then begins to head out of his starting area.


Status

NameHit pointsConditionsUsed
Poggle13/13 HPDodge Bernik
Mage Armor (+4 armor AC, ends 1 hr)
1 scroll of Mage Armor
Bernik54/54 HPDodge Poggle
Enlarged (ends Rd 21)
1 potion of Enlarge Person




Round 2 Show


Poggle completes her defenses with the scroll of Shield and flies upwards, drawing her bow.


Bernik calls out to Poggle, taunting her, but otherwise stays where he's at.


Status

NameHit pointsConditionsUsed
Poggle13/13 HPDodge Bernik
Mage Armor (+4 armor AC, ends 1 hr)
Shield (+4 shield AC, ends Rd 12)
1 scroll of Mage Armor
1 scroll of Shield
Bernik54/54 HPDodge Poggle
Enlarged (ends Rd 21)
1 potion of Enlarge Person




Round 3 Show


Poggle readies Magic Missile, but stays where she's at, preferring to flit about the statues rather than be out in the open. She giggles loudly at Bernik's challenge.


Bernik hears the fey laughing at him, and realizes that she has no intention of coming out. He moves in the direction of her voice, but stops halfway there so he can move and hopefully reach her at the same time.


Status

NameHit pointsConditionsUsed
Poggle13/13 HPDodge Bernik
Mage Armor (+4 armor AC, ends 1 hr)
Shield (+4 shield AC, ends Rd 12)
1 scroll of Mage Armor
1 scroll of Shield
Bernik54/54 HPDodge Poggle
Enlarged (ends Rd 21)
1 potion of Enlarge Person




Round 4 Show


Poggle continues to ready her Magic Missile attack.


Bernik comes around the corner, and Poggle immediately hits him with a Magic Missile for 4 points of damage. Undaunted, Bernik charges the grig, raises his enlarged hands above his head and grabs her longbow, yanking it out of her hands.


The roller shows a much higher disarm total for Bernik because I initially put in a disarm with his weapon, then later realized he wanted an unarmed disarm.


Status

NameHit pointsConditionsUsed
Poggle13/13 HPDodge Bernik
Mage Armor (+4 armor AC, ends 1 hr)
Shield (+4 shield AC, ends Rd 12)
1 scroll of Mage Armor
1 scroll of Shield
Magic Missile
Bernik50/54 HPDodge Poggle
Enlarged (ends Rd 21)
1 potion of Enlarge Person


NOTE: Although Bernik appears to be adjacent to Poggle, he's actually right under her




Round 5 Show


Poggle curses at Bernik, calling him a meanie, a jerk, and any other bad names she can think of. She flies away, dodging Bernik's axe as he swats at her with it, and pulls out her wand of Acid Splash as she hides behind one of the statues.


Bernik stows Poggle's longbow, then follows her and stands under her again, ready to grab at her.


Status

NameHit pointsConditionsUsed
Poggle13/13 HPDodge Bernik
Mage Armor (+4 armor AC, ends 1 hr)
Shield (+4 shield AC, ends Rd 12)
1 scroll of Mage Armor
1 scroll of Shield
Magic Missile
Bernik50/54 HPDodge Poggle
Enlarged (ends Rd 21)
1 potion of Enlarge Person




Round 6 Show


Poggle tries to use her wand against Bernik, but he grabs it out of her hands before she has a chance, despite her flailing at his large knuckles with her little fist. Realizing that she's not going to have the luxury of attacking at range, she turns invisible and flies away.


Bernik, losing sight of the little fey, prepares to swat at her the moment he sees her again.


Status

NameHit pointsConditionsUsed
Poggle13/13 HPDodge Bernik
Mage Armor (+4 armor AC, ends 1 hr)
Shield (+4 shield AC, ends Rd 12)
Invisible
1 scroll of Mage Armor
1 scroll of Shield
Magic Missile
Invisibility
Bernik50/54 HPDodge Poggle
Enlarged (ends Rd 21)
1 potion of Enlarge Person




Round 7 Show


Poggle dives at Bernik, attempting to shock him with Shocking Grasp, and he swings with his axe and misses. She's unable to connect with his skin.


Bernik chops at Poggle, but misses again.


Status

NameHit pointsConditionsUsed
Poggle13/13 HPDodge Bernik
Mage Armor (+4 armor AC, ends 1 hr)
Shield (+4 shield AC, ends Rd 12
1 scroll of Mage Armor
1 scroll of Shield
Magic Missile
Invisibility
Shocking Grasp
Bernik50/54 HPDodge Poggle
Enlarged (ends Rd 21)
1 potion of Enlarge Person


Round 8 Show


Poggle flies away from Bernik as he swings at her, and draws her short sword. Bernik chases after her.


Status

NameHit pointsConditionsUsed
Poggle13/13 HPDodge Bernik
Mage Armor (+4 armor AC, ends 1 hr)
Shield (+4 shield AC, ends Rd 12)
1 scroll of Mage Armor
1 scroll of Shield
Magic Missile
Invisibility
Shocking Grasp
Bernik50/54 HPDodge Poggle
Enlarged (ends Rd 21)
1 potion of Enlarge Person


Round 9 Show


Poggle dives at Bernik again but completely misses him. He swings at her and misses just as badly.


Status

NameHit pointsConditionsUsed
Poggle13/13 HPDodge Bernik
Mage Armor (+4 armor AC, ends 1 hr)
Shield (+4 shield AC, ends Rd 12)
1 scroll of Mage Armor
1 scroll of Shield
Magic Missile
Invisibility
Shocking Grasp
Bernik50/54 HPDodge Poggle
Enlarged (ends Rd 21)
1 potion of Enlarge Person


Rounds 10-19 Show


Poggle and Bernik continue the dance, Poggle alternating flying up and diving back down, and Bernik chopping at her at every opportunity. Poggle manages to poke her opponent multiple times, but eventually Bernik cuts into her back while she's flying away, and Poggle is sliced to pieces.



Results Show


Bernik wins and gains 1500 xp and 1600 gp
Time Between Fights: 5 hours
Prebuffs/Ongoing Effects: None
Items Used: 1 potion of Enlarge Person
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: None


Poggle loses and gains 500 xp and 533 gp
Time Between Fights: 5 hours
Prebuffs/Ongoing Effects: None
Items Used: 1 scroll of Mage Armor, 1 scroll of Shield
Spells or Powerpoints Used: Magic Missile, Shocking Grasp
Abilities Used: 1 Invisibility
Free Activity: Craft 4 Scrolls Mage Armor CL1, 4 scrolls of true strike CL1, 2 scrolls of exp retreat CL2

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10 months ago  ::  Aug 06, 2012 - 8:52PM #819
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Grannick's tactics Show


NOTE: Don't forget Grannick's dwarven +2 save against spells and spell-like effects (which I think by the Psionics-Magic Transparency rule should apply to psionics as well). And sorry for the wall of text.



Considering that all attacks are likely to be psionic powers, I won't even bother with the AC enhancements for this fight. 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, make note of interrupt conditions below)
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 Skate



Round 3: Grannick manifests Defensive Precognition ML5 (1 pp + 3 pp augmented for a +2 bonus to AC and saves)



Round 4: Grannick manifests Animal Affinity ML5 with +4 Str (3 pp)



Round 5: Grannick activates power stone of Skate and draws power stone of Energy Adaptation (specified)



Buffing Interrupts
If Grannick can see either Amelia or her ally, he activates a crawling tattoo of Entangling Ectoplasm instead of buffing, and has the tattoo attack. Pick Amelia first if both her and her ally can be seen. He activates a second one to go after the other person. Resume buffing next round.



If Grannick is attacked in melee, he 5-foot steps. If attacked at range, he moves to the nearest spot that breaks line-of-sight. Continue buffing either way.



Combat
The first time Grannick needs to make a Will save, he uses Empty Mind (1 pp).



As soon as he can, Grannick will try a Psicraft check to determine the energy type of Energy Retort that Amelia may have manifested, but I'm assuming that he'll fail, in which case after he gets hit once by Energy Retort, he should know the energy type. As soon as he knows the energy type, he activates the power stone of Energy Adaptation in his hand, specifying the same type of energy. This overrides any other tactics.


If Grannick has not yet used his crawling tattoos of Entangling Ectoplasm on an enemy, use them as soon as he sees the enemy.



Grannick double-moves towards Amelia, using any cover along the way to break line-of-sight if possible. He charges Amelia as soon as he can. He also ignores the ally, taking AoOs from the ally if necessary to keep moving at full speed.



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 focus, first his, then his psicrystal's.


Oh, and avoid the lava and other harmful or slowing terrain.


Amalia's tactics Show


Man, this is going to be interesting - and in the Temple, too.



Amalia will start in the back corner of the square with Power Stone of Feat Leech in hand and will buff like so:
1 - Share Pain (3PP, direct damage to Psicrystal)
2 - Vigour (4PP)
3 - Feat Leech (steal Psionic Endowment and Greater Psionic Endowment from Grimble, who will voluntarily fail his save), drawing Stone of ML2 Skate
4 - Force Screen (from Dorje), drop it and draw Dorje of Energy Ray



Grimble with start directly anticlockwise to her with Dorje of Force Screen in hand and will buff as follows:
1 - Force Screen (from Dorje), passing it to Amalia (not sure what kind of action this is but it can't be more than a move)
2 - Vigour (1PP + 2WS)
3 - Destiny Dissonance (1PP+2WS), holding the Charge.



If we see Grannick before we're done buffing, move away from him. If he's coming towards us, or taps a Tattoo of EE, double-move or even Run until we're at the opposite corner to him.



Once we've finished buffing, Amalia will engage with Dispel Psionics (5PP), followed by Grease (1PP, expending focus for GPE if it's available). If Grannick is following us and gets in range, she'll use Dispel Psionics even before Force Screen, and immediately if he appears to be under the effects of Skate. If Grannick is out of range of Grease, she'll ready an action to use it on him when he gets in range. After that, she'll use Demoralise (only 1PP left by now I think, expending focus for GPE if it's available) and follow up with Cold Energy Rays from her Dorje (Electric if he has cold resistance up). If Grannick is not either Entangled or Frightened at this point, Amalia will use her Stone of Skate first.



After Dispel Psionics has been used, Grimble will touch to deliver DD, then step back and manifest a 1PP+2WS Demoralise (expending his focus to manifest defensively if needed). He'll then use Entangling Ectoplasm (Surging it if Grannick is Large) until it sticks, following up with more Surged Demoralise (+2) until Grannick is at least Frightened and finally Surged (+2) Cold Energy Rays (Fire if he has cold resistance up). When out of PP he'll attack with his Spiked Gauntlet so long as he doesn't need to provoke an AoO to do so. If this is the case, or if attacked, he'll just take Total Defence. Grimble will Tumble away whenever he can't 5ft-step to get out of a threatened area.



Throughout the fight, both will avoid melee and crawling tattoos and will expend their focus to manifest defensively if necessary. Amalia will allow a tattoo to touch her only if Grannick can't reach her within 5 rounds (because he's Entangled or Frightened), taking into account her own movement speed. However, she will still use Grease or - if Grannick is Shaken - Demoralise (defensively) rather than avoid a tattoo or rather than stand up if tripped. Grimble will also interpose himself between Amalia and Grannick (or a tattoo) to prevent Charges. Oh, and both may as well Hide when they have the opportunity, too (it is Dim light, after all).



Thanks - I think that covers everything. Grannick's saves make this potentially very easy, but there are too many things to worry about - especially with tattoos running around everywhere.


The Fight Show


[Prefight Locations and Initiative]
Grannick starts in area 3 at (27,4) with a waraxe and a powerstone of dissolving weapon (ML3) in hand. Initiative 12
Amalia starts in area 4 at (2,2) with a powerstone of feat leech (ML3) in hand and a dorje of force screen (ML2). Initiative 6
-- Grimble starts at (3,2) with nothing in hand. Initiative 14


[Round 1]
Grimble grabs the dorje out of Amalia's hand and uses it.
Grannick uses the powerstone and draws a dorje of vigor (ML2, aug)
Amalia manifests share pain and indicates the psicrystal as the target and takes the dorje back.


[Round 2]
Grimble manifests a surged vigor [77% vs 11%, success]
Grannick uses the dorje, drops it and draws a powerstone of skate (ML2).
Amalia manifests a 4pp vigor and shares it with the psicrystal.


[Round 3]
Grimble manifests a surged destiny dissonance [70% vs 11%, success] and holds the charge.
Grannick manifests a 4pp Defensive Precognition.
Amalia manifests feat leech and steals psionic and greater psionic endowment from Grimble. Grimble grumbles.


[Round 4]
Grimble waits.
Grannick manifests animal affinity for strength.
Amalia uses the dorje, drops it and draws a dorje of enlarged energy ray (ML2)


[Round 5]
Grimble waits.
Grannick uses the powerstone of skate and draws a powerstone of specified energy adaptation (ML3)
Amalia moves to (14,1) [MS 15 vs Listen 13]


[Round 6]
Grimble moves to (11,2) [MS 7 vs Listen 11]
Grannick moves to (21,2) and taps a tattoo to attack Amalia.
Tattoo charges Amalia [31! vs AC15, hit; entangled]
Amalia grumbles and manifests dispel psionics on Grannick [Concentration 19 vs DC15+3, success; Dispel checks 23 vs DC11+2 (Vigor), success; 19 vs DC11+5 (Defensive Precognition), success; 14 vs DC11+5 (Animal Affinity), fail; 7 vs DC11+2 (Skate), fail]


[Round 7]
Grimble moves to (19,2)
Grannick moves to (15,1), provoking an AOO from Grimble [23 vs AC10, hit; Sickened] and taps his tattoo to attack Grimble. It charges [24 vs AC17, hit; Entangled]
Amalia manifests a 1pp Grease defensively [18 vs DC15+1, success; Concentration (entangle) 22 vs DC15+1, success; Reflex 11 vs DC17, fail]


[Round 8]
Grimble manifests a surged demoralize [16 vs DC15+1, success; Enervation 52% vs 11%, success; Will 24 vs DC14+1, success]
Grannick stands and tries to move [8 vs DC10, fail] but doesn't fall.
[Grease 12 vs DC17, fail]
Amalia manifests a 1pp Demoralize defensively (using focus for GPE) [15 vs DC15+1, fail] but is too distracted to make it work.


[Round 9]
Grimble manifests an entangling ectoplasm [29 vs DC15+1, success; 8-4 vs AC10, miss]
Grannick stands and tries to move [-1 vs DC10, fail] and falls to the ground
Amalia uses the dorje in hand [14 vs AC10+4, hit; Dmg 2d6+2=7]


Grannick 58/65, Animal Affinity (Str, ends 54), Skate (ends 25), sickened (ends 10), prone
Amalia 32/32, Share Pain (ends 5 hours), vigor (+20hp, ends 52), feat leach (PE, GPE, ends 53), Force screen (ends 24), entangled (ends 11)
-- Grimble 23/23, Force screen (ends 21), vigor (+15hp, ends 32), entangled (ends 12)


[Round 10]
Grimble manifests an entangling ectoplasm [20 vs DC15+1, success; 13-4 vs AC10+4, miss]
[Destiny Dissonance ends]
Grannick stands and tries to move [9 vs DC10, fail] but doesn't fall.
[Grease 25 vs DC17, success]
Amalia uses the dorje in hand [5 vs AC10, miss]


[Round 11]
Grimble manifests an entangling ectoplasm [28 vs DC15+1, success; 10 vs AC10, hit; entangled; Balance 10 vs DC10, success]
[Entangling ectoplasm on Amalia ends]
Grannick tries to move [10 vs DC10, success] and moves to (14,2)
Amalia uses the dorje on Grannick [18 vs AC10-2, hit; Dmg 2d6+2=10]


Grannick 48/65, Animal Affinity (Str, ends 54), Skate (ends 25), entangled (ends 16)
Amalia 32/32, Share Pain (ends 5 hours), vigor (+20hp, ends 52), feat leach (PE, GPE, ends 53), Force screen (ends 24), entangled (ended), Grease (ends 12)
-- Grimble 23/23, Force screen (ends 21), vigor (+15hp, ends 32), entangled (ends 12)


[Round 12]
Grimble waits for the ectoplasm to go away as well as the grease.
[Entangling Ectoplasm ends]
Grannick uses CoPS and attacks Amalia, expending his focus for psionic weapon [15+1 vs AC20+4, miss] and tries to refocus [15+1 vs DC20, fail]
[Grease ends]
Amalia uses the dorje on Grannick [19 vs AC10-2, hit; Dmg 2d6+2=10]


Grannick 38+6/65+6, Animal Affinity (Str, ends 54), Skate (ends 25), entangled (ends 16), CoPS (ends 22)
Amalia 32/32, Share Pain (ends 5 hours), vigor (+20hp, ends 52), feat leach (PE, GPE, ends 53), Force screen (ends 24), Grease (ended)
-- Grimble 23/23, Force screen (ends 21), vigor (+15hp, ends 32), entangled (ended)


[Round 13]
Grimble charges at Grannick [27 vs AC20-2, hit; Dmg 1d3-2=1]
Grannick attacks Amalia, expending his other focus [15+1 vs AC20+4, miss] and tries to refocus [AoO 16 vs AC20-2, miss] [18+1 vs DC20, fail]
Amalia uses the dorje on Grannick [4 vs AC10-2, miss]


Grannick 37+6/65+6, Animal Affinity (Str, ends 54), Skate (ends 25), entangled (ends 16), CoPS (ends 22)
Amalia 32/32, Share Pain (ends 5 hours), vigor (+20hp, ends 52), feat leach (PE, GPE, ends 53), Force screen (ends 24)
-- Grimble 23/23, Force screen (ends 21), vigor (+15hp, ends 32)


[Round 14]
Grimble attacks [15 vs AC20-2, miss]
Grannick refocuses [AoO 25 vs AC20-2, hit; Dmg 1d3-2=1] [Concentration 16+1, 25+1 vs DC20, 1 success]
Amalia uses the dorje on Grannick [5 vs AC10-2, miss]


Grannick 36+6/65+6, Animal Affinity (Str, ends 54), Skate (ends 25), entangled (ends 16), CoPS (ends 22)
Amalia 32/32, Share Pain (ends 5 hours), vigor (+20hp, ends 52), feat leach (PE, GPE, ends 53), Force screen (ends 24)
-- Grimble 23/23, Force screen (ends 21), vigor (+15hp, ends 32)


[Round 15]
Grimble attacks [13 vs AC20-2, miss]
Grannick attacks, using his focus [22+1 vs AC20+4, miss] and tries to refocus [AoO 22 vs AC20-2, hit; Dmg 1d3-2=1] [Concentration 30+1 vs DC20, success]
Amalia uses the dorje on Grannick [14 vs AC10-2, hit; Dmg 2d6+2=8]


Grannick 27+6/65+6, Animal Affinity (Str, ends 54), Skate (ends 25), entangled (ends 16), CoPS (ends 22)
Amalia 32/32, Share Pain (ends 5 hours), vigor (+20hp, ends 52), feat leach (PE, GPE, ends 53), Force screen (ends 24)
-- Grimble 23/23, Force screen (ends 21), vigor (+15hp, ends 32)


[Round 16]
[Entangling ectoplasm ends]
Grimble attacks [19 vs AC20, miss]
Grannick attacks, using his focus [25+1 vs AC20+4, hit; Dmg 1d10+3+2+1+2d6+4d6=26+1] and tries to refocus [AoO 19 vs AC20, miss] [15+1 vs DC20, fail]
Amalia uses the dorje on Grannick [7 vs AC10, miss]


Grannick 27+6/65+6, Animal Affinity (Str, ends 54), Skate (ends 25), entangled (ended), CoPS (ends 22)
Amalia 32/32, Share Pain (ends 5 hours), vigor (+6hp, ends 52), feat leach (PE, GPE, ends 53), Force screen (ends 24)
-- Psicrystal 16/16, share pain (target), vigor (+7hp)
-- Grimble 23/23, Force screen (ends 21), vigor (+15hp, ends 32)


[Round 17]
Grimble attacks [24 vs AC20, hit; Dmg 1d3-2=1]
Grannick tries to refocus, drawing an AoO [AoO 12 vs AC20, miss] [29+1 vs DC20, success] and attacks [20+1 vs AC20+4, miss]
Amalia uses the dorje on Grannick [22! (3!-not confirmed) vs AC10, hit; Dmg 2d6+2=7]


Grannick 19+6/65+6, Animal Affinity (Str, ends 54), Skate (ends 25), CoPS (ends 22)
Amalia 32/32, Share Pain (ends 5 hours), vigor (+6hp, ends 52), feat leach (PE, GPE, ends 53), Force screen (ends 24)
-- Psicrystal 16/16, share pain (target), vigor (+7hp)
-- Grimble 23/23, Force screen (ends 21), vigor (+15hp, ends 32)


[Round 18]
Grimble attacks [22 vs AC20, hit; Dmg 1d3-2=1]
Grannick tries to refocus, drawing an AoO [24 vs AC20, hit; Dmg 1d3-2=1] [23+1 vs DC20, success] and attacks [20+1 vs AC20+4, miss]
Amalia uses the dorje on Grannick [3! vs AC10, miss]


Grannick 17+6/65+6, Animal Affinity (Str, ends 54), Skate (ends 25), CoPS (ends 22)
Amalia 32/32, Share Pain (ends 5 hours), vigor (+6hp, ends 52), feat leach (PE, GPE, ends 53), Force screen (ends 24)
-- Psicrystal 16/16, share pain (target), vigor (+7hp)
-- Grimble 23/23, Force screen (ends 21), vigor (+15hp, ends 32)


[Round 19]
Grimble attacks [25 vs AC20, hit; Dmg 1d3-2=1]
Grannick tries to refocus [AoO 8 vs AC20, miss] [24+1 vs DC20, success] and attacks [30+1! (11+1! - not confirmed) vs AC20+4, hit; Dmg 1d10+3+2+1+2d6=25+1]
Amalia uses the dorje on Grannick [9 vs AC10, miss]


Grannick 16+6/65+6, Animal Affinity (Str, ends 54), Skate (ends 25), CoPS (ends 22)
Amalia 25/32, Share Pain (ends 5 hours), vigor (ended), feat leach (PE, GPE, ends 53), Force screen (ends 24)
-- Psicrystal 11/16, share pain (target), vigor (ended)
-- Grimble 23/23, Force screen (ends 21), vigor (+15hp, ends 32)


[Round 20]
Grimble attacks [8 vs AC20, miss]
Grannick tries to refocus [AoO 19 vs AC20, miss] [17+1,26+1 vs DC20, 1 success]
Amalia uses the dorje on Grannick [14 vs AC10, hit; Dmg 2d6+2=7]


Grannick 9+6/65+6, Animal Affinity (Str, ends 54), Skate (ends 25), CoPS (ends 22)
Amalia 26/32, Share Pain (ends 5 hours), feat leach (PE, GPE, ends 53), Force screen (ends 24)
-- Psicrystal 11/16, share pain (target)
-- Grimble 23/23, Force screen (ends 21), vigor (+15hp, ends 32)


[Round 21]
Grimble attacks [7! vs AC20, miss]
Grannick attacks [14+1 vs AC20+4, miss] and tries to refocus [AoO 13 vs AC20, miss] [13+1 vs DC20, fail]
Amalia uses the dorje on Grannick [22! (22!-confirmed) vs AC10, hit; Dmg 4d6+4=8+7] and Grannick falls.


Fight Result and Summary Show


Amalia wins and gains 1800xp -3% (+22% politics, -25% allies) = 1746xp / 1940gp
Time Between Fights: 5 hours
Prebuffs/Ongoing Effects: Share pain (ends <5 hours)
Items Used: Powerstone of Feat Leech (ML3), 2 charges from a dorje of Force Screen (ML2), 13 charges from a dorje of enlarged energy ray (ML2, aug)
Spells or Powerpoints Used: Amalia 14pps (Share pain (3), Vigor (4), Dispel Psionics (5), Grease (1), Demoralize (1)), Grimble 6pps (Vigor (1), Destiny Dissonance (1), Demoralize (1), Entangling Ectoplasm (1,1,1))
Abilities Used: None
Free Activity: Craft 184.6gp


Grannick loses and gains 600xp +25% = 750xp / 833gp
Time Between Fights: 5 hours
Prebuffs/Ongoing Effects: None
Items Used: Powerstone of dissolving weapon (ML3), 1 charge from a dorje of vigor (ML2, aug), powerstone of skate (ML2)
Spells or Powerpoints Used: (Defensive Precognition (4), Animal Affinity (3), Empty Mind (1)
Abilities Used: CoPS
Free Activity: guard


[Realized after the fight that I forgot CoPS for Grannick. I did edit it in. He is at 0hp at the end of round 21. Unfortunately, it ends before his action in round 22 - so he falls down then.]

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10 months ago  ::  Aug 07, 2012 - 7:52AM #820
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,092
Elrin Shadow Blade (Uknits) vs Rilirod Venomtooth (TelinArtho)

Elrin's Tactics Show

Alright, I hate allies, and killing his horse is good strategy anyway.

Start defautl with antitoxin in hand.  Drink that, then drink a potion of protection from evil.  Dodge Rilirod.  Then draw my mindblade, readying to throw at his horse whenever in range and done moving for the round (150' with a -10 penatly is max range).   After that, if within range but not charging range, throw and use the move action each round to recreate blade.  Once within 85', recharge strike if used and ready to throw within 30', targeting his horse again.  

Once melee is engaged, kill his horse.  If prone, take total defense (note tumble gives me +6 for total defense) and create mindblade, net round take total defense and charge psychic strike, then stand and swing in melee to kill horse.  Once horse is down, proceed.

If prone, take total defense and stand.  Once I start a round not prone, withdraw to 65'.  Then, next round, draw a tanglefoot bag and throw it at him if he is within 20'.  If he is not, ready to throw when he is within 20'.  If he fails his save and cannot move, draw and throw alchemists fires at him until he can (if he is restant to fire, switch to acid flasks).  If he makes his save, reatreat to 40' each round , drawing a flask each round, throwing it at him when he closes before moving away to 40' and drawing again.  Basic idea is to keep 40' at the end of the round, but throwing the flasks when he is closest.  When the bag wears off, continue by retreating to 50' from him each round, drawing and throwing mindblades as able, again throwing before moving if he is within 30' at the beginning of a turn I have a mindblade in hand.    If this works, he should be absolutely unable to fight me other than javelins, and he is a horrid javelin user.  Plus, he'll lose rounds picking them back up to throw at me.

If I cannot keep distance for some reason or he has some way of hurting me reliably (aside from javelins), just swing in melee, standing as needed and using free actions to refresh psychic strike.  If in melee and he uses a wand, disarm it and get and stow it.

Basic recap
1.  Kill horse
2.  Keep distance, using a tanglefoot bag to help
3.  Throw flasks if he is entangled or mindblades if he is not while keeping that distance. 
4.  If all else fails, fight in melee.


Rilirod's Tactics Show

Looks like the plains are a fairly bad map for Elrin. Of course, they are pretty good for Rilirod 

Start off at the front corner, mounted on Veneno with a dose of poison and my scythe in hand.

Round 1: Apply the dose and stow the scythe. Veneno should start approaching Elrin (1 move action per round)
Round 2: Draw and cast from a scroll of bull's strength (CL check required). Continue approaching
Round 3: Force screen from tattoo, continue approaching
Round 4: Draw and use wand of divine favor (CL1). Continue approaching
Round 5: stow wand, draw scythe. Continue approaching (double move)
Round 6: Corrupt weapon on scythe, get into melee.


I'm fine with skipping any steps along the way if I can get into melee sooner because he ran or otherwise.

In melee, attack to trip and then attack for damage. Use smite good on the first attack to damage (not for tripping).

If I fail to trip, resist the reverse with a successful ride check. If I am knocked from the horse, or the horse is otherwise killed, and I have hit him at least once, use my deadly touch for the full 12hp (after tripping him, as normal). Then continue attacking as normal.

If I don't have force screen up, use full expertise on my attacks.

If he is trying to stay at range and is hurting my horse, draw and use wand of CLW for as long as I am not able to get into melee. Stow it - don't drop it.

Ride for cover as needed.


The Fight Show

Rilirod goes first, mounted on Veneno in area 1, Elrin in area 3.

Round 1
Rilirod poisons his scythe and stows it, guiding Veneno closer.
Elrin drinks an antitoxin and draws a potion.


Round 2
Rilirod draws and casts from a Scroll of Bull's Strength [CL check success, +4 Str, ends 32]
Elrin drinks the Potion of Protection from Evil [PfE, ends 22] and forms his Mindblade.


Round 3
Rilirod taps a tattoo of Force Screen [+4 AC, ends 13].
Elrin charges his blade with Psychic Strike and readies to throw it.


Round 4
Rilirod draws and uses his Wand of Divine Favour [+1 AB and damage, ends 14] as he approaches.
Elrin waits.


Round 5
Rilrod stows his wand and draws his poisoned scythe.


Round 6
Rilirod casts Corrupt Weapon on his scythe [ends 26], moving to (39,58).


Rounds 7 and 8
Done with his buffing, Rilirod picks up the pace.


Round 9
Rilirod moves to 150ft from Elrin.
Elrin throws his blade. At this range, though, it's difficult to hit, and the blade goes wide [18+8-10=16 vs AC 17: miss]. Annoyed, Elrin reforms the blade.


Unexciting Map Show




Round 10
Rilirod rides towards Elrin. Since Rilirod is now 65ft away, Elrin readies to throw his blade when the dark Paladin reaches 30ft.
[Note: Rolled attack here, but will move it to R11]


Round 11
Rilirod Charges Elrin.
[Note: Tactics seem to mean that first attack should be a Smite for damage, with no trip]
Elrin throws his blade as Rilirod gets within 30ft, inflicting a greivous injury to his horse [25 vs 17: hit, damage: 15]
Rilirod slams his scythe into Elrin [attack 34 vs 21+1+2: hit, damage: 14, +3 Bull's], Smiting the good-natured fool with evil power.


Veneno is on [4/19].
Elrin is on [17/34].


The venom on Rilirod's blade quickly enters Elrin's bloodstream, and he passes out [Fort 1!, unconscious]



Results Show

Rilirod wins and gains 1200xp/gp - 12.5% = 1050xp and 1050gp
Time Between Fights: 5 hours
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Bull's Strength, Tattoo of Force Screen, 1 charge Wand of Divine Favour, dose of Drow Poison
Spells or Powerpoints Used: 1 SL (Corrupt Weapon)
Abilities Used: Smite Good
Free Activity: Guard

Elrin loses and gains 400xp/gp + 12.5% = 450xp and 450gp
Time Between Fights: 5 hours
Prebuffs/Ongoing Effects: None
Items Used: Antitoxin, Potion of Protection from Evil (CL2)
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Guard

 

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