Sewers is not a great place to ambush, but I'll want to buff anyway. Start in the clockwise exit of my area with an antitoxin in hand. I'll start 1, she'll start area 2
Suprise Round, use the antitoxin. Round 1, cast mirror image, my only defense against shocking grasps. Then, draw and use a scroll of protection from evil, sing, and move out, drawing my bow. I know he is in area 2, so move towards that area.
Once foe is found, ready to shoot on her standard or full round action. If I lose my bow, disarm it back (or her bow if mine was stowed) if possible, then close to melee and use my longsword to attack normally if I cannot get a bow. At least with singing, my longword combat isn't awful.
If she is pulling back to cover from my readies and I can't prevent it, just move to negate cover and fire. If possible, have cover from her at all times.
Try to stay within 30' if convinient, but this is not a priority if it gets in the way of positioning for cover/negating cover.
Use tattoo of Synthete if needed.
Hopefully I'll distrupt her spells while picking away her poor HP, but we'll see.
Not sure how this will go. Luckily Ellia is a good debuffer and Erith has bad saves and low HP...
I suppose I could luck out and him either keep failing at shield or something like that, but I don't think that's good to count on.
Start at an exit to my area with Azariel around my ankle and an arcane scroll of shield (CL2) in hand.
Cast protection from good (Cleric 1), Shield from the scroll (ASF), and draw and cast entropic shield from a divine scroll (CL1).
Draw wand of magic missile (CL5) and move out.
Once he's found:
1. If he has mirror images up - destroy them with magic missile (preferably from cover and taking a knee.
2. Once images are gone, hit him with doom (Cleric 2 - no more cleric spells) and Ray of Enfeeblement (ASF, Wizard 1)
3. Cast chill touch from memory (ASF, Wizard 2) and designate Azariel the toucher.
4. Azariel will move out to touch Erith, hopefully using the water to provide cover.
5. Meanwhile, draw bow and start shooting at Erith.
If magic missile seemed to be working from the beginning, keep using that instead of chill touch and send Azariel to just bite. Try again around round 12-13 if I don't see him rebuff shield.
If Azariel survives all of the touches, he should try to bite from then on.
Erith goes first in area 1, Ellia in area 2 (I forgot Erith Ambused, but rolled exactly what he planned to do anyway).
Surprise Round Erith drinks his antitoxin [+4 vs Poison, ends 1 hour]
Round 1 Erith casts Mirror Image [5 images, ends 51]. Ellia casts Protection from Good [PfG, ends 21].
Round 2 Erith casts Protection from Evil from a scroll [PfE, ends 22]. Ellia casts Shield from a scroll [53 vs 10% ASF, +3 AC net, ends 22].
Round 3 Erith begins singing and heads out, drawing his bow as he goes. Ellia draws and uses a scroll of Entropic Shield [20% concealment vs ranged, ends 13].
Round 4 Erith approaches the centre. Ellia moves out whilst drawing a wand of Magic Missiles.
Round 5 Erith wades into the central sludge, sees Ellia, and readies to shoot her (after moving a little closer).
As Ellia drops to a knee and activates her wand, Erith lets fly and arrow. It seems to brush the wall as it goes past, but it appears to strike true - until it is deflected at the last minute by some unseen force [25 vs AC 18+2+3+4: <****, damage:="" 7="" s=""> miss]. Ellia blasts Erith with Magic Missiles, destroying three of his images [2 remaining].
Round 6 Erith wades closer and prepares to fire again. Again, the two exchange shots. This time, Erith manages to hit [25 vs 20%, 20!, threat denied], dealing 7 damage. In reply, Erith hits him with Magic Missiles, eradicating one of his images and dealing 9 damage to Erith himself.
Erith is on 7/16, 1 image. Ellia is on 16/23.
Round 7 Erith sloshes into Point Blank Shot range, and rounds the corner to get a better shot.
Ellia wins and gains 1770xp and 1888gp. Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: Scroll of Shield, Scroll of Entropic Shield, 4 charges wand of MM CL 5 Spells or Powerpoints Used: 1 SL (Protection from Good) Abilities Used: None Free Activity: Craft +138.75gp
Erith loses and gains 630xp and 672gp. Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: Antitoxin, Scroll of Protection from Evil Spells or Powerpoints Used: 2 SL (Mirror Image) Abilities Used: Bardic Music x1 Free Activity: Perform 98gp
Last time I faced this opponent on this map, I tried ranged, and it didn't work too well. This time I have a secondary attack, so let's try going for melee.
Begin in the corner of my box furthest from the center, with shield and potion of Shield of Faith. Call for Grannick, wait two rounds while readying to drink the potion if I see him or hear him in my quadrant of the map (note that if he's moving full speed he takes -5 to move silently checks), then drink the potion if the ready didn't activate after 2 rounds. Once I drink the potion of SoF (from the ready or after two rounds) draw and drink a potion of Enlarge Person, and then draw my axe and move out (still calling) while reading to hit Grannick while fighting defensively if he comes in range. Once we begin fighting, just keep at it, using the rules below, until one of us (hopefully him) falls: -If he's not enlarged, trip him on each attack where he's not already prone. If he is enlarged, trip him only on AoOs provoked by movement (as then he's not standing firmly on the ground and is not entitled to a stability bonus. If I am mistaken and that still counts as "standing firmly on the ground", then that means I should likewise get a stability bonus if he attempts to countertrip; in such case, trip all the time.) If he is enlarged and I can base him (not just get in range) with a single move, do so. If he is not enlarged and is not using range, let him come to me while readying (don't fight defensively once he's attacked once.) If he is not enlarged and trying to use ranged attacks against me, try to use the map to force him to be close enough for me to move+attack; meanwhile, use my wand to heal what little damage he does. Replace each potion up to once if it runs out.
Round 4: Grannick activates power stone of Force Screen ML2 and draws power stone of Skate
Round 5: Grannick activates power stone of Skate ML2 and draws potion of Shield of Faith
Round 6: Grannick drinks potion of Shield of Faith CL1 and draws dorje of Vigor
Round 7: Grannick uses dorje of Vigor ML2 and moves towards his opponent
Buffing Interrupts If Grannick is damaged by a melee attack, go directly to Combat. If damaged by a ranged attack, drop any power stone or potion he has in hand and draw the dorje of Vigor instead, then use it and proceed to Combat below.
Combat Pretty much the same strategy as the last time this fight happened. Grannick's goal is to get within melee range of Bernik and corner him, while absorbing hits from Bernik's longbow. Every time Grannick takes ranged damage, he moves and uses his dorje of Vigor to regain temporary hitpoints. Otherwise, he double-moves towards Bernik.
As soon as Grannick can see Bernik, he activates a crawling tattoo of Entangling Ectoplasm to attack, unless Bernik is Enlarged.
Once Grannick has Bernik cornered, or it's clear that Bernik is closing to melee, he manifests Expansion (augmented +2 PP to increase duration).
On Grannick's first melee attack, he uses Chain of Personal Superiority (+2 Str, +2 Con for 1 minute) as a free action.
When in melee, any time Grannick or his psicrystal has psionic focus, he expends it to use his Psionic Weapon feat and add +2d6 damage if he hits (also note that Dissolving Weapon will last until a successful hit). Expend Grannick's focus first, then his psicrystal's focus. After using up both his and his psicrytal's psionic focus, Grannick will 5-foot step and use a move action to regain his focus.
[Prefight Location and Initiative] Bernik starts in area 4 at (1,1) with his shield and a potion of shield of faith (CL2) in hand. Initiative 6 (+) Grannick starts in area 3 at (31,2) with his waraxe and a powerstone of dissolving weapon (ML3) in hand. Initiative 6 (-)
[Round 1] Bernik calls for Grannick and readies to drink the potion. Grannick activates the powerstone and draws a powerstone of force screen (ML2)
[Round 2] Bernik calls again and readies. Grannick manifests defensive precognition for 1pp.
[Round 3] Bernik drinks the potion and draws a potion of enlarge person (CL2) Grannick manifests animal affinity for strength for 3pp.
[Round 4] Bernik drinks the potion and draws his axe. Grannick activates the powerstone and draws a powerstone of skate (ML2)
[Round 5] Bernik moves to (5,3) and readies to attack defensively if Grannick comes in range. Grannick activates the powerstone and draws a potion of shield of faith (CL1).
[Round 6] Bernik moves to (9,3) and readies. Grannick drinks the potion and draws a dorje of Vigor (ML2, aug).
[Round 7] Bernik moves to (11,5) and readies. Grannick uses the dorje and moves to (25,2)
[Round 8] Bernik moves to (11,9) and readies. Grannick moves to (21,12)
[Round 9] Bernik moves to (11,13) and readies Grannick sees Bernik, but he is large, so he doesn't want to use his crawling tattoo. He moves to (18,14) and manifests a 3pp expansion.
[Round 10] Bernik moves to (13,14) and readies. He also declares dodge on Grannick. Grannick moves to (16,14), where he triggers Bernik's ready action [21 vs AC10+1-2, hit; Opposed 27 vs 21+2, success; Follow up 21 vs AC20+1+4+2-2-4, hit; Dmg 2d8+4=18] Grannick stands back up.
[Round 11] Bernik tries to trip Grannick while fighting defensively [16 vs AC10+1-2, hit; Opposed 14 vs 17, fail; Reverse 9 vs 21, fail] [Second attack 3 vs AC10+1-2, miss] Grannick activates CoPS and attacks, expending his focus for psionic weapon [18 vs AC25+2+1+2-2, miss]
[Round 12] Bernik tries to trip Grannick while fighting defensively [15 vs AC10+1-2, hit; Opposed 17 vs 32, fail; Reverse 31 vs 32, fail] [Second attack 5 vs AC10+1-2, miss] Grannick attacks, expending his other focus for psionic weapon [31! (13-not confirmed) vs AC25+2+1+2-2, hit; Dmg 2d8+4+2+1+4d6+2d6=29]
[Refocusing will require drawing an AoO either from the concentration check while being threatened or from moving away. Given the apparent desire to avoid AoOs, he'll stay put.]
[Round 13] Bernik tries to trip Grannick, but stops fighting defensively [21 vs AC10+1-2, hit; Opposed 26 vs 21, success; Follow up 22 vs AC20+1+4+2-2-4, hit; Dmg 2d8+4=16; Second attack 24 vs AC20+1+4+2-2-4, hit; Dmg 2d8+4=14] Grannick stands, provoking an AoO [18 vs AC20+1+4+2-2-4, miss] and refocuses since Bernik can't make another AoO [Concentration 26 vs DC20, success]
[Round 14] Bernik tries to trip Grannick [10! vs AC10+1-2, miss; Second attack 24! vs AC10+1-2, hit; Opposed 15 vs 18, fail; Reverse 23 vs 16, success] Grannick attacks the prone Grannick, expending his focus on the attack [18 vs AC25+2+1-2-4, miss]
[Round 15] Bernik stands, provoking an AoO from Grannick [13 vs AC25+2+1-2-4] and tries to trip Grannick [26 vs AC10+1-2, hit; Opposed 25 vs 29, fail; Reverse 19 vs 26, fail] Grannick attacks Grannick [21 vs AC25+2+1-2-4, miss]
[Round 16] Bernik attacks to trip [18 vs AC10+1-2, hit; Opposed 17 vs 22, fail; Reverse 16 vs 21, fail] [Second attack 22 vs AC10+1-2, hit; Opposed 24 vs 22, success; Follow up 8 vs AC20+1+4+2-2-4, miss] [Shield of faith ends] Grannick stands, provoking an AoO [27 vs AC20+1+4-2-4, hit; Dmg 2d8+4=8] and refocuses [29 vs DC20, success]
[Round 17] Bernik attacks to trip [27 vs AC10+1-2, hit; Opposed 13 vs 18, fail; Reverse 17 vs 24, fail] [Second attack 7 vs AC10+1-2, miss] Grannick attacks, using his focus for psionic weapon [28 vs AC25+2+1-2, hit; Dmg 2d8+4+2+1+2d6=23]
[Round 18] Bernik attacks to trip [27 vs AC10+1-2, hit; Opposed 24 vs 18, success; Follow up 21 vs 20+1+4-2-4, hit; Dmg 2d8+4=11] [Second attack 25! (14-not confirmed) vs AC20+1+4-2-4, hit; Dmg 2d8+4=15] Grannick stands defiantly, taking an AoO [14 vs AC20+1+4-2-4, miss] and refocuses [31 vs DC20, success]
[Round 19] Bernik attacks to trip [29! vs AC10+1-2, hit; Opposed 29 vs 32, fail; Reverse 21 vs 31, fail] [Second attack 5! vs AC10+1-2, miss] Grannick attacks, expending his focus for psionic weapon [24 vs AC25+2+1-2, miss]
[Round 20] Bernik attacks to trip [16 vs AC10+1-2, hit; Opposed 26 vs 17, success; Followup 28 vs AC20+1+4-2-4, hit; Dmg 2d8+4=15] and Grannick falls.
Bernik wins and gains 1800xp / 2000gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: Potion of Shield of faith (CL2), Potion of Enlarge Person (CL2) Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Grannick loses and gains 600xp / 666gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: Powerstone of dissolving weapon (ML3), Powerstone of Force Screen (ML2), Powerstone of Skate (ML2) Spells or Powerpoints Used: 7pps (Defensive Precognition (1), Animal Affinity (3), Expansion (3)) Abilities Used: 1 use of CoPS Free Activity: Guard
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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Hmm, a caster with no Magic Missile. Hooray! True Strike Crystal Shard will be a threat, however.
Start with both the dogs in front of me in the left/right exit of my box, with Wand of Produce Flames and Potion of Reduce Person in hand. Use the Wand, stow it, then draw Scroll of Obscuring Mist and start to move out (out of that exit). On the third round, drink the potion.
When we get to the middle, stop at (13,14) or equiv, with the dogs just in front of me, and ready an action to send them in each round until I see Beezel. If faced with the delay penalty, move out, readying each round in the same manner.
The priority is to send in the dogs (I don't want a repeat of Absalar's fight); after that, use my Blindness/Deafness SLA. The DC is poor, but if it works I should use up my active flames and let the dogs kill him. If that doesn't work, follow up with Flare, then throw the flames I have, moving away each round (if he has to chase me, he should provoke AoOs from the dogs). Once out of flames, be evasive until I've used Obscuring Mist or the delay penalty threatens, then draw my wand and refresh them (though hopefully he'll be dead by then). Don't go through a grate if I can help it, since he can follow me, but the dogs can't.
If I see him cast a spell on himself which could be True Strike (note my measly +2 Spellcraft) or hear casting nearby, where he could be stood Invisibly with LoS to me (if in doubt, I should assume he's sneaking up for a True Strike), cast Obscuring Mist from the scroll (drow wand if necessary) and if I can, 5ft-step in a random direction (with Move Silently). True Strike will negate Concealment, but even if he moves up adjacent to me I should be able to Hide so he can't target me.
If I can ever Hide around a corner, I may as well do so to stop him shooting me or to be able to hit his flat-footed AC, but don't make any special effort to do this. Note that when Tiny, my Hide will be +15 since we're underground. If he tries to use the grates to get away from the dogs, have one stay and try to get him with a pincer movement. Don't throw flames at him if he's in melee with the dogs or prone - instead move away and ready to throw when I don't have a penalty.
Priorities: - Avoid True Strike - Order the dogs to attack - Use Blindness/Deafness and Flare - Don't get hit - Throw flames
Thanks for the run! It looks like we both have high AC but low HP, so this could go either way.
NOTE: Urdwed's dogs are not trained in Track, so he won't be able to send them off to track an invisible Beezel.
Beezel starts in the center of the box with a scroll of Invisibility in his hand.
Buff Rounds (in order) If attacked during buffing, Bezeel tumbles away and continues buffing.
Round 1: Beezel activates scroll of Invisibility and draws power stone of Inertial Armor as he Hides
Round 2: Beezel activates power stone of Inertial Armor and draws scroll of Reduce Person
Round 3: Beezel activates scroll of Reduce Person and draws scroll of Expeditious Retreat
Round 4: Beezel activates scroll of Expeditious Retreat and draws dorje of Enlarged Crystal Shard
Combat PRIORITY: Always cast True Strike before casting Energy Ray. Beezel avoids the water at all costs. He also avoids melee at all costs, tumbling away if necessary.
Beezel's strategy is to hide and wait for Urdwed to come within 120' for Beezel to move and attack. If Urdwed and his dogs aren't obviously coming any closer at Round 4, Beezel starts moving towards Urdwed. If at any time Beezel can attack Urdwed without getting attacked by the dogs first, Beezel ignores the dogs.
If any of Urdwed's dogs are within 30' or are coming at Bezeel, he manifests Entangling Ectoplasm at the closest dog and moves away from it and towards Urdwed, or backtracks if necessary to avoid the other dog. Once both dogs are entangled, Beezel attacks the closest dog with Enlarged Crystal Shard until it's dead, then attacks the other dog. He reapplies Entangling Ectoplasm on a dog if the power is about to expire.
Once both dogs are dead, or Beezel can attack Urdwed without being attacked by the dogs first, Beezel moves to within 120' of Urdwed and casts True Strike. On the following round, Beezel moves and attacks, expending his psionic focus to manifest Enlarged Fire Energy Ray ML 3 (Beezel spends 1 pp and augments 2 more pp for free with wilder surge +2).
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.
Round 0 Urdwed goes first in square 4, but wqaiting for his dogs puts him after Beezel in square 2.
Round 1 Beezel uses a scroll for invisibility as Urdwed creates subdual flames.
Beezel 15/15 HP 16 Touch AC Urdwed 10/10 HP 25 Touch AC Eaus 13/13 HP 12 Touch AC Razor 13/13 HP 12 Touch AC
Round 2 Urdwed uses his potion as Beezel buffs inertial armour. Urdwed uses his spare move action to get his dogs to follow.
Beezel 15/15 HP 19 Touch AC Urdwed 10/10 HP 27 Touch AC Eaus 13/13 HP 12 Touch AC Razor 13/13 HP 12 Touch AC
Round 3 Beezel buffs reduce person as Urdwed starts moving out.
Beezel 15/15 HP 21 Touch AC Urdwed 10/10 HP 27 Touch AC Eaus 13/13 HP 12 Touch AC Razor 13/13 HP 12 Touch AC
Round 4 Beezel finishes with expedious retreat and draws his dorje.
Beezel 15/15 HP 21 Touch AC Urdwed 10/10 HP 27 Touch AC Eaus 13/13 HP 12 Touch AC Razor 13/13 HP 12 Touch AC
Round 5 They close on each other.
Beezel 15/15 HP 21 Touch AC Urdwed 10/10 HP 27 Touch AC Eaus 13/13 HP 12 Touch AC Razor 13/13 HP 12 Touch AC
Round 6 They close into sight of each other, though Beezel’s invisibility keeps him from being seen.
Beezel 15/15 HP 21 Touch AC Urdwed 10/10 HP 27 Touch AC Eaus 13/13 HP 12 Touch AC Razor 13/13 HP 12 Touch AC
Round 7 Beezel appears from nowhere, entangling the closer of the 2 dogs. Urdwed pushes his companion to fight, and his other dog responds to being attacked, both closing. Beezel vanishes around the corner and Urdwed follows.
Beezel 15/15 HP 21 Touch AC Urdwed 10/10 HP 27 Touch AC Eaus 13/13 HP 12 Touch AC Razor 13/13 HP 10 Touch AC
Round 8 Beezel entangles the other dog and pulls back as Urdwed’s team gives pursuit.
Beezel 15/15 HP 21 Touch AC Urdwed 10/10 HP 27 Touch AC Eaus 13/13 HP 10 Touch AC Razor 13/13 HP 10 Touch AC
Round 9 Beezel blasts the closer dog with his dorje before again pulling away.
Beezel 15/15 HP 21 Touch AC Urdwed 10/10 HP 27 Touch AC Eaus 6/13 HP 10 Touch AC Razor 13/13 HP 10 Touch AC
Round 10 Another blast drops the dog as the other starts to close.
Beezel 15/15 HP 21 Touch AC Urdwed 10/10 HP 27 Touch AC Eaus -2/13 HP 10 Touch AC Razor 13/13 HP 10 Touch AC
Round 11 Beezel catches the other dog with his dorje, but Urdwed catches him with blindness.
Beezel 15/15 HP 21 Touch AC Urdwed 10/10 HP 27 Touch AC Eaus -3/13 HP 10 Touch AC Razor 7/13 HP 10 Touch AC
Round 12 Beezel blasts at where he had last seen the dodge, diabling it, but he cannot see Urdwed as Urwed pulls behind the corner to use his wand of produce flames.
Beezel 15/15 HP 16 Touch AC Urdwed 10/10 HP 25 Touch AC Eaus -3/13 HP 10 Touch AC Razor 0/13 HP 10 Touch AC
Round 13 Urdwed throws flames, doing 7 damage to Beezel. Beezel correctly hears him, but Urwed is to nimble to hit.
Beezel 8/15 HP 16 Touch AC Urdwed 10/10 HP 25 Touch AC Eaus -3/13 HP 10 Touch AC Razor 0/13 HP 10 Touch AC
Round 14 Urwed throws his other flame, disabling the blinded kobold.
Beezel 0/15 HP 16 Touch AC Urdwed 10/10 HP 25 Touch AC Eaus -3/13 HP 10 Touch AC Razor 0/13 HP 10 Touch AC
Beezel loses and gains 450xp and 450 gp Time Between Fights: 5 hour Prebuffs/Ongoing Effects: None Items Used: Scrolls: Reduce Person, Invisibility, Expedious Retreat, Inertial Armour, 5 charges Dorje Crystal Shard Spells or Powerpoints Used: 2 PP Abilities Used: None Free Activity: Guard
Urdwed Wins and gains 1050xp and 1050 gp Time Between Fights: 5 hour Prebuffs/Ongoing Effects: None Items Used: Potion Reduce Person, 2 charges wand Produce Flames Spells or Powerpoints Used: None Abilities Used: 1 use Racial Blindness Free Activity: Guard
Krug's back and ready for more awesome action. I think he should be able to take down Zander with relative ease due to Zander's poor Grapple check and Touch AC, even with those fancy psionic buffs and spells.
Zander's got some serious ranged combat issues, making a shootout tempting, but Krug isn't accurate enough to hit the ~20 AC Zander can get up to, especially if Krug wants to Enlarge. We're gonna have to do this the old-fashioned way.
>>The Tactics
>>Krug spawns with his Guisarme in one hand and a potion of Magic Fang in the other. On his first turn, he drinks the potion of Magic Fang and draws a potion of Enlarge Person 2. On his second turn, he drinks his potion of Enlarge Person CL 2 and grips his Guisarme in both hands, moving out. As Krug moves out, shout loudly to get Zander's attention. Do so at the end of the following turn as well if he still hasn't seen Zander.
If he sees Zander, and he's done with buffing, he moves towards him. Otherwise, he begins searching counterclockwise, going to each box.
>>The Search: Krug has speed 50 since he is psionically focused and has Speed of Thought. 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. If Krug sees Zander, enter Battle Mode.
>>Battle Mode: When Krug sees Zander, he lets out a mighty Orc roar and attempts to get close enough to grapple him. He uses a charge if possible, and tries to grapple from the maximum range he's able to. If he can, he uses Flurry of Blows to get multiple Grab attempts. Basicall, Krug should either be charging or using Flurry whenever possible. If he successfully grabs and holds Zander, Krug shouts "Krug crush puny human!". Remember that Krug has +12 to grapple. He also gets an addition +5 when enlarged due to size and str mod.
>>Battle Mode>>Grappling: If Krug is in a grapple with Zander, make grapple checks to damage Zander. Since they are attack actions, use Flurry of Blows to get 2 per turn. Keep on doing this until Zander is dead or something changes. Remember that Krug has +12 to grapple. He also gets an addition +5 when enlarged due to size and str mod.
>>Battle Mode>>Prone and Close: If Krug is ever prone, and Zander is within reach, just grapple at him while prone and eat the -4 to hit. Zander's touch AC is trash anyways. If Krug is prone AND his enlarge is over, drink a 2nd potion of enlarge (but save the last one).
>>Battle Mode>>Prone and Far: If Krug is ever prone, and Zander is not withing reach, stand up and try to grapple Zander, whatever that takes. If Krug is prone AND his enlarge is over, drink a 2nd potion of enlarge (but save the last one).
>>Battle Mode>>Broken Grapple: If at any point Zander escapes a grapple with Krug, Krug curses angrily. At the earliest opportunity, re-initiate the grapple. Try to do so from maximum reach. Flurry if available, charge if available. After hrabbing and holding successfully, Krug shouts "No more running, puny human!"
>>General Contingency: Grapple Zander-- he's worthless in a grapple. Remember that you can grapple while prone. If Zander is avoiding Krug and Krug can't catch up, use arrows.
Remember, Krug's overall goal is to grapple, as that is where he will be safest and most able to do damage. If for whatever reason he can't reach a grapple, he's willing to consider other options, but hitting the touch AC is so much nicer
This is going to be a rough fight - once I am grappled it gets dicey... Unfortunately, preventing the grapple is unlikely.
Start off at the default with a dorje of defensive precognition and a powerstone of biofeedback.
Manifest biofeedback from the stone and draw my glaive. Then use the dorje and drop it.
From now on, until engaged ready to manifest a 3pp stomp when Krug is within 15ft. If he is not enlarged on sight, tap a crawling tattoo of entangling ectoplasm, then go back to readying. Note that if he is enlarged, then his reflex save drops by a point.
Once the ready triggers, take a 5ft step to threaten, and then attack with psionic weapon. Once I use my focus for that - draw my silver short sword. If already in a grapple and I don't have my sword out, make grapple checks to draw it. If I do have my sword out, make attacks with it, suffering the -4 penalty to attacking in a grapple.
If he is making this a ranged fight, I can't really do anything to stop it, so drop prone behind cover, manifest force screen and take total defense until he starts approaching.
That's really all I've got - have fun running the fight.
Round 1 Zander uses his powerstone for biofeedback as Kruug drinks his potion of magic fang and throws it to the ground, shattering it.
Kruug 27/27 HP 13 AC Zander 30/30 HP 15 AC
Round 2 Zander uses his dorje and drops it as Kruug drinks another potion, growing to massive size.
Kruug 27/27 HP 11 AC Zander 30/30 HP 16 AC
Round 3 Zander moves out carefully as Kruug moves out, shouting for tiny human to come at him.
Kruug 27/27 HP 11 AC Zander 30/30 HP 16 AC
Round 4 Zander moves into sight and readies. Kruug lets out a primal orcish roar and charges at him, just triggering Zander’s ready. Zander’s stomp thros several large rocks up at him, striking him perfectly for 12 and knocking Kruug flat on his back.
Kruug 15/27 HP 7 AC Zander 30/30 HP 16 AC
Round 5 Zander shifts in and hefts his glaive, striking Kruug squarely in the chest with psionic force and knocking him out cold for 22.
Beezel starts in the center of the box with a scroll of Invisibility in his hand.
Buff Rounds (in order) If attacked during buffing, Bezeel tumbles away and continues buffing.
Round 1: Beezel activates scroll of Invisibility and moves 10 feet south as he draws power stone of Inertial Armor and hides
Round 2: Beezel activates power stone of Inertial Armor and draws scroll of Reduce Person
Round 3: Beezel activates scroll of Reduce Person and draws scroll of Expeditious Retreat
Round 4: Beezel activates scroll of Expeditious Retreat and draws dorje of Enlarged Crystal Shard
Combat PRIORITY: Always cast True Strike before manifesting Energy Ray. Beezel avoids melee at all costs, tumbling away if necessary.
Beezel moves at half-speed (30' per move action is half-speed with Expeditious Retreat active) towards Ialia to avoid a Hide penalty. Once Beezel is within 150', he casts True Strike and moves another 30' closer. On the following turn, Beezel moves full speed to close to 60', then attacks, expending his psionic focus to manifest Enlarged Energy Ray (Fire) ML 5 (Beezel spends 3 pp and augments 2 more pp for free with wilder surge +2).
After that, Beezel stays 60' away and attacks with his dorje of Enlarged Crystal Shard. If the target gets within 30', Beezel will manifest Entangling Ectoplasm (1 pp, no surge) until it hits to slow the target down first.
This should be interesting. It's been a while since Ialia has been out, and I think Elude Touch and the plains will be annoying for both of them. Luckily, I have Feint.
Start at the front corner of my box with a Power Stone of Defensive Precognition in hand. Lose the shield, draw a Potion of Shield of Faith and manifest Vigour (2PP+1WS). Then, head directly towards Beezel.
If I see Beezel vanish (i.e. with Invisibility), use the Stone, then draw a javelin and ready to attack him on sight. Otherwise, when I am within 220ft of him, use the stone and draw my rapier. Next round, drink my potion (if he's using Expeditious Retreat and has gotten within 100ft, move back away from him).
After that, strike to disarm his dorje and pick it up. Once successful (or if I drop my rapier), engage with Feint and Hammer. If Feint doesn't work, still attack with Hammer if it's active. Otherwise, repeat Feint (don't manifest Hammer when Feint failed). Charge when able - note that Hammer is swift so I can Hammer then Charge.
If Entangled, continue to Feint and Hammer if able (i.e. if still in melee), otherwise, drop prone and take Total Defense until it wears off. Also use prone+TD if he's using Expeditious Retreat to avoid melee until it wears off or until 9 rounds since I last saw him cast a spell which could have been it.
Always Wild Surge Hammer. When out of Hammer, use Rapier. If I can't force melee, use his dorje if I managed to get it, or javelins otherwise.
If I haven't disarmed him, refresh Defensive Precognition from Stone when it's about to run out.
Beezel: Concentration: Take 20 to become psionically focused Address all powerstones Decipher all scrolls Free activity: Guard
Ialia: Gain Psionic Focus Free Activity: Use Blackmarket Connections 160gp (+8, x20) for Ring of Concentration +1 (100gp) Skill Packages: Craft: 76gp ((10+9)*4)
Round 0 Beezel Spawns in Area 3, moves at init 18 Ialia Spawns in Area 4, moves at init 8
Round 1 Beezel goes first, and Ialia gets her reactive spot on his round: 1d20-42=-40 is not good enough to see his 1d20+11=17. Beezel activates scroll of Invisibility 1d20+1=8 and moves 5 feet south as he draws power stone of Inertial Armor and hides more.
Ialia spawns with a Power Stone of Defensive Procognition in hand. She drops her shield onto the ground, then draws a Potion of Shield of Faith and manifests Vigour (2 PP + 1 WS) without enervating (1d20=8). Beezel's reactive spot 1d20-40=-26 isn't good enough to see Ialia 1d20+3=23.Pitlord note: Ialia does not benefit from the Low Obstacle near Beezel, as such obstacles only provide cover to people within 30'. Beezel spots her.
Round 2 Beezel activates his power stone of Inertial Armor and draws scroll of Reduce Person. He moves 5' south, completing the 10' of movement specified in tactics.
Pitlord note: Ialia's tactics don't account for not being able to see Beezel to begin with. Given that Beezel isn't in sight, Ialia will use the "Beezel has vanished" tactics, and nominate a random starting box to head towards. Ialia activates her stone of Defensive Precognition, moving towards1d3=3 the box on her right, Beezel's Box.
Round 3 Beezel begins to activate his scroll of Reduce Person. Pitlord Note: this spell has a 1 round cast time, so he can't draw his scroll of Expeditious Retreat this turn.
Ialia moves towards Beezel's Box, drawing a javelin mid-move, and readies an action to throw it if she sees him.
Beezel draws his dorje of Enlarged Crystal Shard and moves out at half speed. He auto-spots Ialia. Pitlord note: Ialia's +0 listen and spot vs Beezel's Hide of 36 (11 +4 size, +1 dex from reduce, +20 invisibility) and Move Silently of +5 mean that she won't spot him at all, and won't be able to hear him regardless of rolls until within 140', when the penalty drops to 14 for listen-- so no sensing rolls will be made until then.
Ialia moves towards Beezel's Box, and readies an action to throw her javelin if she sees him.
Beezel moves forwards, then is within 150' so casts True Strike. Due to the loud nature of this spell, Ialia may make a listen check against DC 0, and succeeds 1d20-15=2, hearing him off-center 1d61=17 at 72,10 instead of 69,9.
Ialia moves towards where she heard Beezel, and readies an action to jav him when she sees him.
Beezel moves at full speed to close to 60' then attacks, expending his psionic focus to manifest Enlarged Energy Ray (Fire) ML 5. He spends 3 PP and Wildsurges for 2, but enervates 1d20=1! He rolls to attack with his ray (+7 + 2 reducing, + 20 true strike) 1d20+29=40, hitting for 5d6+5=25 damage. Due to enervation, he burns off 3 pp and is dazed until the end of his next turn. Just after he fires, his invisibility drops, and Ialia hurls a Jav at him, which is barely within the 2nd range increment, but misses 1d20+4=10.
Pitlord Note: Ialia's new initiative is just before Beezel due to Ready Action triggering, meaning instead of going after him during Round 8, she goes before him during Round 9. She's not losing a turn or anything, but her next actions take place during the next round.
Ialia charges Beezel, and strikes to disarm his dorje and pick it up. Beezel is unarmed and gets no AoO. Opposed Rolls: Ialia makes an unarmed attack roll at +5, with -4 for light weapon and +8 for size category differences, for 1d20+9=27. Beezel makes an attack roll with his wand pitlord note: assuming wands count as light weapons for disarm purposes... for +2 BAB, -3 str, +2 size to-hit, -4 light weapon, for 1d20-3=1. Ialia is now holding Beezel's wand.
Beezel is no longer Dazed! Pitlord note: Beezel has used 5 PP due to his enervation, has used one of his 2 spell levels for this fight, and no longer has his dorje. His only remaining option is to use his own PP for energy rays. He'll use 3 pp to fire an energy ray like the last one, which hopefully remains in his style, and then, being out of pp, will punch Ialia until one of them is dead.
Ialia steps forwards and feints,1d20+10=15, fooling Beezel 1d20+2=5. She attacks with Hammer, making a Melee Touch 1d20+5=21, striking Beezel for 1d8+1d6=4 bludgeoning and precision damage.
Ialia steps forward and feints, 1d20+10=19, fooling Beezel 1d20+2=13. She attacks with Hammer, making a Melee Touch, but misses! 1d20+5=7.
Beezel steps forwards into Ialia's square to attack with an unarmed strike, provoking an AoO 1d20+5=17 that hammers him for 1d8=5 damage. Beezel makes an unarmed strike 1d20+=15 but it misses.
Ialia steps backward and feints, 1d20+10=16, fooling Beezel 1d20+2=5. She uses [del]Hammer[/del] her rapier and attacks, 1d20+6=20striking for 1d8+1d6=10 bludgeoning and precision damage. missing!
Beezel steps forward into Ialia's square to attack with an unarmed strike, provoking an AoO that misses 1d20+6=12. Beezel makes an unarmed strike 1d20+1=9 that misses.
Ialia steps backward and feints, 1d20+10=15 failing to fool Beezel 1d20+2=21. She attacks with her rapier, missing 1d20+6=16.
Beezel steps forward into Ialia's square to attack with an unarmed strike, provoking an AoO that misses 1d20+6=15. Beezel, now small-sized, makes an unarmed strike that misses. 1d20+1=7
Ialia wins! Ialia gains 1200 xp and 1200 gp Beezel loses. Beezel gains 400 xp and 400 gp
Ialia Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: None Items Used: 1 Power Stone of Defensive Precognition, 1 Potion of Shield of Faith Spells or Powerpoints Used: 4 pp (2 vigor, 2 hammer) x/day Abilities Used: none Free Activity: Use Blackmarket Connections 160gp (+8, x20) for Ring of Concentration +1 (100gp) Skill Packages: Craft: 76gp ((10+9)*4)
Beezel Time Between Fight: 4 hrs Prebuffs/Ongoing Effects: none Items Used: scroll of invisibility, power stone of inertial armor, scroll of reduce person, scroll of expeditious retreat Spells or Powerpoints Used: 8 pp x/day Abilities Used: none Free Activity: guard
Beezel had some pretty bad luck with the enervation roll and the natural 1 on his true strike ray that would have taken down Ialia anyways. That being said, Ialia made the win possible with the brilliant disarm attack. This fight could have very easily gone the other way-- but enervation is a cost of doing business with Wilders
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General plan: DD to close and attack if doing so could get him flat footed/sneak attack, otherwise blink and attack to guarantee sneak attack. Ignore elementals entirely. Try to keep the pressure on, and focus on Ialgo, ignore elementals.
I successfully Ambush him.
I will start in box 1 (front corner), he can start in box 3 (diagonally across) Ambush round will DD and (by blinkdog rules, act immediately after DD) bitetrip while he's flatfooted.
Ambush round:
--If I see him, DD to be next to him (note by BlinkDog rules can act immediately after DD) and trip attack and f/u bite (note: even though not blinking yet – intentionally – he’s still flatfooted as it’s ambush round)
--If I don't see him, DD to one side of his starting area (say, 25,2) -- if he's within range, trip attack and f/u bite
***At end of round regardless of what happened blink as free action (and if blinking is ever ending, restart blinking as a free action)
Next round:
--If he’s tripped, keep attacking and stay based; if he wasn’t tripped, tap tattoo force screen and move to base
After that:
--keep attacking, trip if possible, always blinking.
Notes:
--If enemies surround me, DD behind Ialgo and resume assault on him (using the blinkdog rules of able to act after DD)
--If engaged in combat, at the end of my turn always renew blink as a free action for defense.
--If blind, synesthete.
--If grappled, blink out of it; if that fails for some reason I don't understand, DD out of it to be behind Ialgo and resume assault
Okay - so let's get this straight: I'm on a small map with a vicious teleporting dog who successfully ambushes me and will probably kill me before I move...
I'm so screwed...
Start at a random corner of the starting area with rod of withering in hand and both elementals adjacent to me.
Elementals should attack on sight - using 5ft steps to flank. They should both dodge the dog - not that it will matter.
If I survive to act, cast Shield of faith and then attack with the rod. Hopefully I get REALLY lucky and not die
[Prefight locations, Initiative, and Surprise Round] Whisp-of-Light-Wind has initiative 19. Hayrol starts in area 1. Initiative 18. Burning-Ember has initiative 10. Ialgo starts in area 3 with rod of withering in hand. Initiative 7.
Hayrol travels to 25,2 and seeing that Ialgo is not in range he begins blinking. Hayrol: (25,2) 43/43 HP, 27 AC (18 touch) Ialgo: (29,2) 52/52 HP, 23 AC (19 flat-footed) Whisp-of-Light-Wind: (29,3) 26/26 HP, 24 AC Burning-Ember: (28,2) 26/26 HP, 22 AC
[Round 1] Whisp-of-Light-Wind moves to 24,3 and attacks Hayrol, but the dog disappears right as he attacks. Hayrol taps his tattoo of force screen, catching the air elemental’s attack on his armor, and then moves to 30,1. Burning-Ember steps up and attacks, but Hayrol dodges. Ialgo steps away and casts Shield of Faith.
Hayrol: (30,1) 43/43 HP, 27+4 AC (18 touch) Ialgo: (28,3) 52/52 HP, 23+2 AC (19+2 flat-footed, 10+2 FF touch) Whisp-of-Light-Wind: (24,3) 26/26 HP, 24 AC Burning-Ember: (28,2) 26/26 HP, 22 AC
[Round 2] Whisp-of-Light-Wind moves to 30,2 and attacks Hayrol, but can’t keep track of the dog’s location as he blinks. Hayrol steps toward Ialgo, trips him, and follows up with an attack for 17 damage. Burning-Ember attacks, but Hayrol dodges. Ialgo stands (provoking another bite for 20 damage) and manages to touch Hayrol with his rod of withering, but the dog shakes off the effect.
Hayrol: (29,2) 43/43 HP, 27+4 AC (18 touch) Ialgo: (28,3) 15/52 HP, 23+2 AC (19+2 flat-footed, 10+2 FF touch) Whisp-of-Light-Wind: (30,2) 26/26 HP, 24 AC Burning-Ember: (29,1) 26/26 HP, 22 AC
[Round 3] Whisp-of-Light-Wind steps to 29,3 and attacks Hayrol, but misses again. Hayrol travels to 27,4, trips Ialgo, and bites him for 19 damage, knocking him out.
Hayrol: (27,4) 43/43 HP, 27+4 AC (18 touch) Ialgo: (28,3) -4/52 HP, 23+2-4 AC (19+2-4 flat-footed, 10+2 FF non-prone touch) Whisp-of-Light-Wind: (39,2) 26/26 HP, 24 AC Burning-Ember: (29,1) 26/26 HP, 22 AC
Hayrol the Hound of Hell wins and gains 3279xp/5464.29gp. Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: none Items Used: 1 tattoo force scren Spells or Powerpoints Used: none Abilities Used: none Free Activity: Guard Home
Ialgo loses and gains 707xp/1178.57gp. Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: Shield of Faith (1 SL) Abilities Used: none Free Activity: None
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Erith loses and gains 630 xp and 671 gp (Political Career (Automatic) +26% XP/Gold) Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: 1 dose antitoxin Spells or Powerpoints Used: None Abilities Used: 1 bardic song Free Activity: Perform 98 gp (Court Connections +9%)
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Ok, first off, my intimidate and handle animal means his horse is frightened for the first rounds and shaken throughout the fight. This will help a bit.
Start in the front center of my area with bow in hand. If I see my foe, shoot him round 1. From there, proceed based on whether or not he is mounted.
If mounted: His horse will be hard to control, so I have a minute. Shoot him for the first 2 rounds, then drink a potion of enlarge person followed by a potion of shield of faith and then move towards him, giving him a charge line, and ready to sunder his weapon once in range. Use 2 hands and full power attack on sunders for +16 for 2d6+12 damage which should be enough to oneshot any weapon other than his mace. Once his lance is down, shift to 10' and grapple him to death.
If he isn't mounted: He'll be slow, so shoot him while moving away from him. When he finally reaches 40', drink a potion of shield of faith and then fight in melee with sword.
If he wants a ranged battle, have at it. I have deflect arrows. If he is shooting me while I am enlarged and he is not coming to melee, get to melee with him, running if needed to get to 5'. Even with withdraw, he would provoke from moving, and use that AoO on his bow for a sunder (using 2 hands and full power attack).
If he is mounted and enlarge ends, sunder all of his weapons (useing 2 hands and full power attack) and then ready to attack him when he attacks so he cannot ride for cover. Refresh shield of faith in this instance only.
If enlarge ends but I have dealt damage in a grapple, continue grapple if I am in it; if not, just ready to attack him when he attacks. Only sunder all of his stuff if enlarge ends before I can grapple him and he is mounted. Sorry about confusion.
Start front center, mounted, holding lance and buckler Goal – get into melee and attack until dead; ideally charge first, and psionic weapon. Try to hit with a charging lance psionic weapon crit. That’d be nice.
Round 1: Defensive Precog SLA, shout, single move out Round 2+ : seek him out and engage, trying to set up for a charge if possible.
Engage with: --psionic weapon on first attack in melee no matter what --lance first --charge if possible --after lance, drop lance and draw longsword, engage with that until dead (+1 higher ground)
If he’s not coming to melee, ok to run/double move to get to him; in that case, try to throw tanglefoot bag, repeat once if miss
Notes: --always ride for cover if can
--if sunders sword, use CI sword, then mace, then lance; if sunders that, drink enlarge potion and grapple him to death
Round 0 Zernian spawns front-center in box 1d4=1 and goes at initiative 1d20+1=18 atop his Frightened horse which also goes before Griffon. Griffon spawns front-center in box 1d4=4 and goes at initiative 1d20+2=5.
Horse has Courage 2 vs Intimidate 8 (HA 4). Frightened for 4 rounds, then Shaken for the rest of fight.
Round 1 Both gladiators autospot each other due to lack of intervening cover.
Zernian starts with lance and buckler. He and his mount move simultaneously. Unfortunately, his mount is Frightened, and also sees the terryfing form of Griffon. Horse tries to get as fast as it can away, carrying Zernian with it. Zernian attempts to urge his mount in the right direction to no avail 1d20+7=15. Pitlord note: no tactics for frightened mount. Will make Ride Checks to control and follow written tactics.
Griffon no longer has LoS to Zernian, but can try to spot the horse's rear, but fails 1d20-21=-16 to spot the hidden horse 1d20-10=7.
He moves forward, bow in hand, looking to shoot at his enemy.
Zernian (43,61), 13/13 hp Griffon (16,39), 27/27 hp Horse (43,61 and 42,61), 19/19 hp
Round 2 Zernian tries to control his mount but fails 1d20+7=10! Horse continues to move away from last confirmed Griffon sighting. This passes briefly into LoS with Griffon, then behind total cover.
Griffon tries to angle for a shot with his bow, but doesn't get sight of Horse until the end of his second move action.
Zernian (58,50) 13/13 hp Griffon (25,46) 27/27 hp Horse (58,50 and 58,51) 19/19 hp
Round 3 Zernian tries to control his mount but fails 1d20+7=13! Horse continues to move away from the currently-in-LoS Griffon.
Griffon autospots the horse, but interestingly enough, he does not auto-spot Zernian on the horse, since Zernian gains cover from the rocks in front of them as a medium creature. It's unclear how this works, but he gets a... hide check?This interpretation of the rules is ridiculous, so I scrapped it. Will bring up in courtroom post-game, but for now I rule Riders to count as Large for the purpose of benefiting from cover when riding a Large creature.
Griffon also auto-spots Zernian. He drinks draws a potion of enlarge person, stepping forwards 5 feet.
Zernian (62,28) 13/13 hp Griffon (26,47) 27/27 hp, Enlarge Person (ends 23) Horse (62,28 and 62,29) 19/19 hp
Round 4 Zernian tries to control his mount but fails 1d20+7=16! Horse continues fleeing the scary Fighter.
Griffon draws and quaffs a potion of Shield of Faith, stepping 5 feet towards where he last saw Zernian.
Zernian (53,7) 13/13 hp Griffon (27,47) 27/27 hp, Enlarge Person (ends 23), Shield of Faith +2 (ends 14) Horse (53,7 and 53,8) 19/19 hp
Round 5 Zernian's mount is no longer Frigthened! He manifests Defensive Precog SLA, concentrating to cast while riding 1d20+5=17, shouts, and moves towards where he last saw Griffon, spotting the opponent. He angles between the rocks, setting up for a charge on his next turn.
Griffon moves forwards directly into a charge line, readying an action to sunder his adversary's weapon once in range.
Zernian (51,31) 13/13 hp, Defensive Precog +1 (ends 15) Griffon (31,44) 27/27 hp, Enlarge Person (ends 23), Shield of Faith +2 (ends 14) Horse (51,31 and 52,30) 19/19 hp
Round 6
Zernian charges his opponent, and as they reach 10' their weapons clash furiously together! Zernian's Lance 1d20+6=21 is struck by Griffon's Greatsword 1d20+16=28 for 2d6+12=20 damage! The Lance shatters into dozens of medium-to-large sized spars and splinters.
Zernian draws his longsword and will use it to attack at the end of the horse's charge.
Horse takes the final step forwards in the charge, closing to melee, provoking an attack of opportunity. Griffon attempts to grapple the Rider, and successfully Grabs 1d20+6=26 (confirm crit: 1d20+6=23). He attempts to hold 1d20+11=15 but fails 1d20+4=24.
Horse attacks with its hoof, missing 1d20=9. Zernian uses Psionic Weapon and swings his Longsword, missing badly 1d20+7=8.
Pitlord note: Griffon no longer goes after Zernian, but rather before, due to the nature of ready actions. He'll go furst during Round 7 instead of second during this round.
Zernian (33,44) 13/13 hp, Defensive Precog +1 (ends 15) Griffon (31,44) 27/27 hp, Enlarge Person (ends 23), Shield of Faith +2 (ends 14) Horse (33,44 and 34,42) 19/19 hp
Round 7
Griffon backs up 10', provoking AoOs. Longsword hits 1d20+7=22 for 1d8+3=7 damage. Hoof AoO misses 1d20=4.
Griffon grabs 1d20+6=21 and attempts to hold 1d20+11=26, successfully 1d20+4=12, dealing1d4+4=8 grapple damage. He enters Zernian's square without provoking an AoO from Horse, who lacks Combat Reflexes.
A smashing fight. I don't think the frightened horse hurt Zernian TOO badly, but it did add 4 turns of lollygagging at the start and let Griffon buff in peace.
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