Excellent test for new Hoary Steed – let’s see how he does against a melee monstrosity like Gulgar
Qwuib starts in default area, holding bow and nothing, on Yeth, with Hoary in front (always stays btwn Gulgar and Qwuib if Gulgar position known, and if possible)
Rise while buffing to about 30’ (do not go towards max height; do not want to risk Gulgar flying bullrush to the ceiling or something)
Buff with: --Bull’s Strength on Hoary Steed (2SL) --Aid on self (2SL)
(if buffing interrupted – ie, he’s seen, or we’re attacked, skip whatever haven’t done to that point and switch to engagement – even if Gulgar is simply seen… note if he’s flying, dispel magic takes priority)
Hoary steed will move to between Qwuib and Gulgar and will fly to engage at first opportunity – dive if possible, attack from higher ground if possible; Hoary will then stay in melee w/ Gulgar (If Hoary tripped, stand then attack)
Engage with: (note: if Gulgar is flying, dispel magic on him takes priority) --Doom (1SL) --Reach Bestow Curse (50% chance loss of action) (5SL); (if G is out of range of this, ok to do Flame strike or Arrows first) --Flame Strike (5SL) (do not hit Hoary/allies/self) --Divine Power (4SL) --Divine Favor (memory) (1SL) --Arrows (+1 aid, +3 DF, +3 BAB DP)
Notes: --Trumps all other tactics at any point: If Gulgar is Flying, cast Dispel Magic (3SL) --If Yeth injured but not destroyed, convert resist energy to Inflict Moderate (2SL) --If Qwuib is on the ground and Gulgar is on the ground, and Hoary is still up, Qwuib should break LoS, hide, go far away, and Hoary should withdraw to him, Qwuib can mount Hoary; then engage with Qwuib shooting arrows at range --If Qwuib is on the ground and Hoary is not up, Qwuib should drink potion of invis, run to some other rooftop, climb, and engage with arrows from rooftop (if he still has SLs remaining at this point, supplement with spiritual weapon cast, recall, cast again, then arrows)
--Please note Hoary Steed has NPC GMF +1 to all attacks / damage, +2/+2 from Bull’s Str, and Magic Vestment +2 to AC; if attacks from higher ground gets +1
--Note featherfall ring if Yeth dead
--Account for 25 SLs in tactics; if everything happened as noted, would not have SLs avail for “spiritual weapon of desperation”!
Oh, and one last thing -- perhaps most important.Should Qwuibbik be lucky enough to win, he recognizes the rarity of an Ogre, and the might of Gulgar, and instantly springs down to attempt to preserve this worthy foe, embalming a part of Gulgar in honor of the Gray Beyond!
Well this is going to be a tough fight. With dispel at his disposal (at CL10...), I don't want to use my potion of fly.
Start off with my flail in hand at the corner closest to the center of the moat. If he or the hoary steed starts off in range, CHARGE. Priority goes to creature Qwuibbik is riding, Qwuibbik (if not mounted), others.
If not in range, run to base.
If not in sight, stow flail and draw bow then move out and engage with the same priority. The goal is to get Qwuibbik on the ground and then pound him until he sees the other side of the world. Luckily Gulgar still deals decent damage against skeletons with his bow.
If forced into melee with one of the skeletons, draw the flail again and destroy it.
If Qwuibbik is on the ground, get into melee and frenzy. Trip him in melee to keep him down.
Round 3 Qwuibbik sees Gulgar coming around the moat and casts Doom at Gulgar, but the ogre isn't fazed in the slightest. Qwuibbik redirects his crew to head south to meet up with Gulgar, and the hoary steed flies off to attack as Qwuibbik follows behind. The steed charges at Gulgar, but the ogre's tough skin repels the attack.
NOTE: according to this Court Decision post on flying, dive attacks can only be made with claws or other piercing or slashing weapon, so the hoary steed's attacks are just flying charges (no double damage).
Gulgar drops his longbow, 5-foot steps away, then draws his flail and attacks the steed. Thanks to Qwuibbik's spell, the steed's enhanced protection deflects the attack.
Status
Name
Hit points
Conditions
Used
Qwuibbik
58+14/58 HP
Aid (+1 att, +1 fear save, ends Rd 102)
Magic Vestment 1 Pearl of Power II Bull's Strength Aid Doom
Round 4 Qwuibbik directs the yeth hound to fly over to the castle grounds so that he won't fall into the water, then casts Flame Strike at Gulgar, burning the ogre for 31 points of damage.
The hoary steed strikes at Gulgar with its hooves and bites at him, but only one hoof damages Gulgar, though it's for 26 points of damage.
Gulgar strikes at the steed with his flail, hitting it once for 18 points of damage.
Status
Name
Hit points
Conditions
Used
Qwuibbik
58+14/58 HP
Aid (+1 att, +1 fear save, ends Rd 102)
Magic Vestment 1 Pearl of Power II Bull's Strength Aid Doom Flame Strike
Round 5 Qwuibbik flies closer to Gulgar and attempts to Bestow Curse, but Gulgar resists the attempt.
The hoary steed continues to strike at Gulgar, hitting him with another hoof for 13 points of damage. Gulgar staggers with the blood loss and falls over dead.
Qwuibbik quickly flies down to the dead ogre's body, hops off the yeth hound, and embalms his opponent in honor of the warrior's greatness.
Status
Name
Hit points
Conditions
Used
Qwuibbik
58+14/58 HP
Aid (+1 att, +1 fear save, ends Rd 102)
Magic Vestment 1 Pearl of Power II Bull's Strength Aid Doom Flame Strike Bestow Curse
Qwuibbik wins and gains 2344 xp and 4531 gp (21.875% ally penalty) Time Between Fights: 4 hours Prebuffs/Ongoing Effects: Greater Magic Fang (extended) CL7 Items Used: 1 Pearl of Power II Spells or Powerpoints Used: Magic Vestment, Bull's Strength, Aid, Doom, Flame Strike, Bestow Curse Abilities Used: None Free Activity: None
Gulgar loses and gains 1219 xp and 2356 gp (21.875% opponent ally bonus) Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: None
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Sorry if the tactics here are a bit wordy. Nathas has 20 Int and 5 hp so he's gotta play like it.
I've somehow gotten to fight 3 with most of my spell slots intact AND my pearl of power unused, which is sort of amazing. Then again, Nathas lost Fights 1 and 2. AND I still have my trump card, the scroll of Invisibility. It's never a sure thing with Nathas, but he should at least a good shot at this.
A small-sized claw fighter, eh? This guy will be enormously effective against Nathas, since he has only 5 hit points anyways. I guess as usual I'll try to get the drop on the punk and save/die him. One of these dudes has to fail a save eventually. Synesthete won't let him see my invisibility, so I should be able to get close enough to Color Spray him in the face.
Let's get started.
>>Spawn: Nathas spawns in the center of his box with a scroll of Invisibility in one hand and Richard Nixon hovering in his square.
>>Turn 1 Buff: cast Invisibility CL 3 from the scroll. If this fails, go to Buff>>Invisibility Fails. iIf it succeeds, go to Buff>>Invisibility Succeeds
>>Buff>>Invisibility Succeeds: finish the turn by drawing a scroll of Mage Armor. Turn 2: Cast Mage Armor from the scroll, and draw an antitoxin Turn 3: Drink the antitoxin, and draw the scroll of Extended Resistance Turn 4: Cast Extended Resistance from scroll, and draw the Pearl of Power lv1 Turn 5: Activate the Pearl of Power Lv1 to get Color Spray back, and draw the crossbow with Drow Poison on it. Turn 6: Move out using the tactics for Invisible Hunting
If at any point I spot my opponent and he's approaching me, skip to Turn 5 of this buff sequence, and take a 5 foot step in a random direction after any actions that include a verbal component to avoid being pinpointed.
>>Buff>>Invisibility Fails: finish the turn without drawing the scroll of Mage Armor. Turn 2: Draw and cast scroll of Mage Armor Turn 3: Draw and drink antitoxin Turn 4: Draw and cast scroll of Extended Resistance Turn 5: Draw and activate Pearl of Power Lv1 to get color spray back Turn 6: Draw scroll of Obscuring Mist in one hand and the crossbow with Drow Poison on it. Turn 7: Move out using the tactics for Mist hunting
If at any point during this buff sequence I spot the enemy, instead of whatever I was going to do that turn, Draw and use a scroll of Obscuring mist, then take a 5-foot-step to the side (decide randomly), and proceed to Mist Mode.
>>Invisible Hunting: Move out clockwise looking for my opponent with the Poisoned Crossbow in hand. Move at half-speed and stay as quiet as possible. Get close to him and use color spray on him. If he is stunned, CDG him with scythe. If he isn't stunned, go to Panic Mode.
>>Mist Hunting: Move out clockwise looking for my opponent with a Mist scroll. Each round, use a move action to shift position, and ready an action to activate the Obscuring Mist scroll if I see the opponent. After the Obscuring Mist Scroll is activated, go to Mist mode.
>>Mist Mode: Richard Nixon will remain in the center of the mist and relay any information about enemies in the mist. If at any point an enemy enters the mist, Color Spray him (make sure Richard Nixon gets out of the way first of course). Follow up with CDG, or if he isn't stunned, shift position and try to hit him with Sleep from Memory on the following turn.
If the enemy isn't entering the mist, Richard Nixon will each turn fly to the mist edge to see if the enemy is in sight. If the enemy is within sight and range, he'll relay the enemy's coordinates to and range to Nathas, who will either move and cast Color Spray (if possible), or use Sleep. If the enemy is out of range for both, Nathas will cast True Strike and refresh the bolt.
If the delay timer is coming on, Nathas moves out, using hide and readying an action to use Extended Daze from memory as soon as he sees the enemy. Follow up Extended Daze with Sleep, and if that fails, Color Spray or Extended Daze or another try at Sleep, whatever he is in range first, in that order. Use spells from memory when possible, but all of Nathas' scrolls are available.
>>Panic Mode: This mode is for when Nathas can't obscure himself in some way. Use this after breaking Invis, or if Nathas is otherwise visible.
If Nathas is in melee with his opponent, take a 5-foot-step to try to get out of his threatened area. If this isn't possible due to terrain or the enemy having a reach weapon, Cast Defensively, but first send in Richard Nixon to Grapple and maybe waste his AoOs so Nathas doesn't have to Cast Defensively. Cast Color Spray from memory if Nathas has it. If not, cast Extended Daze from Memory. Follow up Extended Daze with Sleep, and if that fails, Color Spray or Extended Daze or another try at Sleep, whatever he is in range first, in that order. Use spells from memory when possible, but all of Nathas' scrolls are available. If Nathas has neither Color Spray nor Extended Daze memorized, he'll attempt to draw and cast from his scroll of 3 Color Sprays.
If Nathas isn't in melee with his opponent, draw and use a scroll of obscuring mist and proceed to Mist Mode.
If Nathas is out methods of concealment, he'll walk around holding a scroll of Extended Daze (or his poisoned Crossbow, if the scroll is memorized). When he sees an enemy, use Extended Daze then follow it up with True Strike -> Fire poisoned bolt. If his crossbow with the poisoned bolt is out, instead use the other crossbow. Draw it, poison it, and fire it. Keep on throwing saves at the enemy until someone is dead. Richard NIxon will attempt to grapple in this circumstance.
>>General Contigency and Plans if nothing fits: Try whenever possible to set up for a disable into CDG with scythe. If this can't be done, use Extended Daze followed up by Sleep. Color Spray him if possible, and True Strike Poison Shot is always an option. Nathas will keep on trying to disable until either he's disabled or Nathas is dead. CDG with scythe.
Finally, I leave you with the right to improvise and use any resources necessary to win. If Nathas runs out of ways to disable, he will be regrettably forced to fight with his crossbows. Don't try to beat him in melee. Throw Richard Nixon in with grapples at will, since it's fight 3.
>>TACTICS OVER<<
I hope that made sense! Feel free to ask me questions, I know these tactics can be a bit wordy. Thanks for all the help, and thanks for pitlording.
Start at the front of the box with Power Stones of Defensive Precognition in hand.
If we autospot, immediately drop the stone, draw my bow (whilst moving with the aim to closing to within 100ft) and shoot him. The only thing he has at this range is Sleep, which hopefully we can interrupt. If he uses Obscuring Mist in this time, move to break LoS (i.e. LoS with the mist) and buff with another stone.
Otherwise, buff wtih Claws of the Beast, Defensive Precognition and Prevenom (may as well), then draw bow. If interrupted, forget Prevenom but move to break LoS and continue with the other two.
Move towards the anticlockwise side of the nearest box clockwise, then move around the boxes via the sides, looking for Nathas. Always make passive Hide and Move Silently checks when appropriate but move at full speed. Once we spy him, aim to stay between 60 and 100 feet from him, ideally negating cover and taking it myself (so I can hide to shoot flat-footed AC). If he's hiding in mist, stay over 60 from the edge (just to be on the safe side) and ready an action to shoot him if he shows himself.
If he starts casting a full-round spell, move to block LoE after shooting (assuming it doesn't get interrupted), because we do not want to get hit by Sleep.
If at any point I can't shoot and still get beyond 60ft from him, Charge with my Prevenomed claw if I can (and if he's not in mist) and just full-attack in melee from there on in (drop the bow next round if he doesn't move away), otherwise double-move or even Run to get away.
Thanks for the run! A single arrow or claw swipe could kill him, but a single spell could kill me.
[Prefight Locations and Initiative] Nathas starts in area 3 at (31,5) with a scroll of invisibility (CL3) in hand. Initiative 10 Cries starts in area 4 at (8,32) with a powerstone of defensive precognition (ML1) in hand. Initiative 13.
[Round 1] Cries manifests claws of the beast. Nathas casts invisibility from the scroll [CL check 13 vs DC3+1, success] [Listen -11 vs DC0] and draws a scroll of mage armor (CL1)
[Round 2] Cries manifests defensive precognition from the powerstone. Nathas casts mage armor from the scroll and draws an antitoxin [Listen -4 vs DC0]
[Round 3] Cries manifests prevenom on his claw and draws his bow while moving to (14,37) Nathas sees Cries moving away and drinks the antitoxin and draws a scroll of extended resistance (CL1)
[Round 4] Cries moves to (25,48) Nathas casts extended resistance from the scroll and draws his crossbow.
[Round 5] Cries moves to (37,57) Nathas activates his pearl of power to recover Color Spray.
[Round 9] Cries moves to (47,10) Nathas moves to (42,12) [MS 13 vs Listen 5]
[Round 10] Cries moves to (32,7) Nathas moves to (36,12) and calls out for Cries, readying to cast color spray when he is in range.
Since Nathas is invisible and Cries moves faster than him, this is the only way he can hope to get in range for color spray.
[Round 11] Cries hears Nathas, but doesn't want to be too close. He moves to (26,12) and readies to fire his bow on sight. Nathas moves to (26,12) [MS 10 vs Listen 6]
[Round 12] [Defensive Precognition ends] Cries doesn't hear anything further but moves to (18,11) and readies. Nathas moves to (20,11) and casts Color spray [Will 17 vs DC16, success]. Cries doesn't take his ready.
[Round 13] Cries takes a 5ft step closer, drops his bow and full attacks Nathas [15,11 vs AC13+4, miss] Nathas takes a step away and casts an extended daze on Cries [Will 21-1 vs DC15, success]
[Round 14] Cries takes a 5ft step closer and full attacks [14,22 vs AC13+4, hit; Dmg 1d3+1=3] Nathas takes a step away and starts casting sleep.
Cries of the Forest wins and gains 900xp / 900gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: Claws of the Beast (under 3h) Items Used: powerstone of defensive precognition (ML1) Spells/PP Used: 2PP (Claws of the Beast, Prevenom) Free Activity: Profession +63gp
Nathas loses and gains 300xp / 300gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: none Items Used: Scroll of Invisibility (CL3), Scroll of Mage Armor (CL1), Antitoxin, Scroll of Extended Resistance (CL1) Spells/PP Used: 2SLs (Color Spray (recalled, recast), Extended Daze (1), Sleep (1)) Abilities Used: Pearl of Power (1st) Free Activity: Craft +63gp
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Large Dragon (Fire) Hit Dice: 16d12+48 (152 hp) Initiative: +5 Speed: 60 ft., burrow 30ft, fly 200ft (poor) Armor Class: 26 (-1 size, +1 dex, +16 natural) touch 10, flat-footed 25 Base Attack/Grapple: +16/+24 Attack: Bite +19 melee, 3d6+4 Full Attack: Bite +19 melee 3d6+4/19-20, x2, 2 Claws +17 melee 2d6+2/19-20, x2, 2 Wings +17 melee 1d6+2, tail slap +17 melee 1d8+6 Space/Reach: 10 ft./5 ft. (10 ft. with bite) Special Attacks: Breath weapon, SLAs, Spells, Frightful presence (150ft radius, DC20) Special Qualities: Blindsense 60ft, Keen Senses, Immunity to Fire, Sleep and Paralysis, Vulnerability to cold, DR 5/magic, SR18 Saves: Fort +15, Ref +13, Will +14 Abilities: Str 19, Dex 12, Con 17, Int 14, Wis 15, Cha 14 Skills: 19 ranks in 8 skills - Spot, Listen, Search, Spellcraft, Concentration, Knowledge (Arcana), Bluff, Gather Information Feats: Multiattack (1st), Improved Initiative (3rd), Improved Natural Attack (Claws) (6th), Improved Natural Attack (Bite) (9th), Improved Critical (Claws) (12th), Improved Critical (Bite) (15th) Challenge Rating: 10 Alignment: Always chaotic good
At birth, a brass dragon’s scales are a dull, mottled brown. As the dragon gets older, the scales become more brassy until they reach a warm, burnished appearance. The grand head-plates of a brass dragon are smooth and metallic, and it sports bladed chin horns that grow sharper with age. Wings and frills are mottled green toward the edges, darkening with age. As the dragon grows older, its pupils fade until the eyes resemble molten metal orbs. Combat Brass dragons would rather talk than fight. If an intelligent creature tries to leave without engaging in conversation, the dragon might force compliance in a fit of pique, using suggestion or a dose of sleep gas. A creature put to sleep may wake to find itself pinned or buried to the neck in the sand until the dragon’s thirst for small talk is slaked. When faced with real danger, younger brass dragons fly out of sight, then hide by burrowing into the sand. Older dragons spurn this ploy but still prefer to have the advantage in combat. Breath Weapon (Su): A brass dragon has two types of breath weapon, a line of fire (80ft, 5d6, DC21) and a cone of sleep (40ft, DC21). Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6+5 rounds Spell-Like Abilities: At will-speak with animals; 3/day-endure elements (juvenile or older; radius 50 ft) Frightful Presence (those with less HD than dragon, make a will save DC20. 4HD or less are panicked for 4d6 rounds; 5HD or more are shaken for 4d6 rounds Spells: Cast spells as a sorcerer 5. Can cast cleric spells and spells from the chaos and knowledge domains as arcane spells Spells per day 6/6 7/5 Spells known [0th - 6, DC12] (unimportant) [1st - 4, DC13] Grease, Mage Armor, Chill Touch, Shocking Grasp [2nd - 2, DC14] Mirror Image, Bull's Strength
Equipment (16000gp) Gloves of Dexterity +2 4000gp Cloak of Resistance +2 4000gp Amulet of Natural Armor +1 2000gp Ring of Protection +1 2000gp
Scroll of Protection from Energy (CL5) 375gp Scroll of Resist Energy (CL3) 150gp Scroll of 4x Scorching Ray (CL3) 600gp Scroll of 3x Magic Missile (CL5) 375gp
[Prefight Actions] Endure Elements SLA Mage Armor (CL5, 5 hours left, +4 armor to AC)
Start at the corner closest to the center with nothing in hand. Don't forget Frightful presence once LOS is established. Cast Mirror image and fly out, seeking to base anything in range with preference for Vathilia/Jerod/rest.
In round 2, if able to catch more than one, breathe sleep on the group. If not full attack anything still in range. If nothing is in range, cast bull's strength and fly to melee.
In round 3, if anything is asleep, CDG; if not, full attack if in melee. If not, cast chill touch and hold the charge with a claw.
Thereafter, breathe if able and can catch more than one target (if they're waking each other up - don't bother) or full attack (if Chill touch is held do 4 touches plus bite, claw, 2 wings, 2 tails slaps.)
Refresh mirror image if nothing is in range to attack or if I am below half hit points.
Vathilia will start as far from the center has possible, with Jerod next to her. Vathilia will move to the corner and buff with freedom of movement (preventing paralysis), then mage armor (scroll), shield (memory), and barkskin (scroll), while Jerod moves diagonally from her (so the dragon can't base her unless you happened to give it Hover) and buffs both of them with Resist Cold from the wand. Then Vathilia will call out and begin summoning: first 1d3 dire wolves (remember Augmented summoning) by expending Spike Stones, then dire wolves one at a time by expending Call Lightning (both of them), then (if the dragon hasn't shown up yet) hippogriffs with the remaining level 2 spells. Meanwhile, Jerod will ready to hit the dragon with a Fire Bolt once it is seen and in range.
Once the dragon comes, if the fire bolt is ineffective and the dragon has not breathed fire, or the summons can't attack, Vathilia will targeted dispel the dragon. If the fire bolt remains ineffective after the dispel or the dragon breathes fire, Vathilia will continue summoning while Jerod uses Resist Fire on Vathilia and switches to javelins. If the dragon comes to melee, Jerod will switch to his flail (instead of javelins) or Fire Lash (instead of Fire Bolt); the Fire Lash being ineffective will be responded to in the same way as Fire Bolt being ineffective.
If the summons continue to be ineffective after the dispel, Vathilia will stop summoning, regain Call Lightning, and use that while waiting 10 rounds so PfE can wear off before testing again with a wolf (expending any level 1 spell other than Produce Flame, or Produce Flame if the dragon has shown itself to be unaffected by flame bolt after the dispel or breathed fire).
If the fire bolt/lash is effective, then Vathilia will switch to Produce Flame after expending the level 3 summons, and will attack with that.
If the dragon moves away, Vathilia will stop summoning until it returns and heal both herself and Jerod with her wand, to get ready for the second time through.
If one of the two falls asleep, the other will wake them.
[Prefight Locations and Initiative] Vathilia and Jerod and crew start in area 1. -- Vathilia starts at (2,29) with a scroll of mage armor (CL1). Initiative 17 -- Grrer starts at (2,28). Initiative 11 -- Arooo starts at (4,28). Initiative 4 -- Jerod starts at (3,29) with a wand of Resist Energy (CL2) in hand. Initiative 13 Fizzir starts at (25,26) with nothing in hand. Initiative 10
[Round 1] [LOS is established. Will 26 (Vathilia), 18 (Grrer), 12 (Arooo), 6 (Jerod) vs DC20; all but Vathilia are shaken; 4d6=14 rounds] Vathilia takes a 5ft step to (1,30) and casts freedom of movement. Vathilia orders Grrer to attack. Arooo is shaken and awaits orders Jerod takes a 5ft step to (2,29) and uses the wand on himself. Fizzir casts Mirror image [1d4+1=5] and flies out to (1,28) (3,26) and lands. Grrer is shaken and attacks the dragon [4 (Image) 22 vs AC10, hit; Image destroyed]
[Round 2] Vathilia takes a 5ft step behind Jerod and casts Mage armor from the scroll and draws a scroll of barkskin (CL6). Arooo awaits orders. Jerod uses the wand on Vathilia. Fizzir breathes sleep on all of them [Will 23 (Vathilia), 10-2 (Grrer), 19-2 (Arooo), 17-2 (Jerod) vs DC21, all but Vathilia fall asleep; 1d6+5=7; Breath recharge 1d4=1] Grrer is asleep.
[Round 3] Vathilia wakes up Jerod. Arooo is asleep. Jerod stands, provoking an AoO [25 vs AC28-4, hit; Dmg 3d6+4=11] and fires a fire bolt at Fizzir [3 (image) 23 vs AC10, hit; Image destroyed] creates a fire lash. Fizzir CDGs Grrer [6d6+8=31; Fort 14 vs DC10+31, fail] and Grrer dies. Fizzir takes a 5ft step to (2,27) Fizzir full attacks Jerod [31,21,33,22,26,29 vs AC28; 3 hits (bite, claw, tail); Dmg 3d6+4=18, 2d6+2=7, 1d8+6=14]
[Round 4] Vathilia casts shield from memory. Jerod attacks with his flame lash [1 (dragon) 16 vs AC10, hit; no damage], drops it and draws his flail. Fizzir takes a 5ft step next to Jerod and full attacks him [31,21,33,22,26,29 vs AC28; 3 hits (bite, claw, tail); Dmg 3d6+4=18, 2d6+2=7, 1d8+6=14] Fizzir full attacks Jerod [20!,35,22,36,22,26 vs AC28, 2 hits; Dmg 2d6+2=8, 1d6+2=6] and Jerod falls.
[Round 5] Vathilia takes a 5ft step behind Jerod and casts barkskin from the scroll defensively [Concentration 9 vs DC15+2, fail] Jerod is dying. Jerod drops the lash, draws his flail and attacks [1 (dragon) 24 vs AC26+4, miss] Fizzir full attacks Jerod [20!,35,22,36,22,26 vs AC28, 2 hits; Dmg 2d6+2=8, 1d6+2=6]
Start in the clockwise exit of my area with an acid flask in hand. Move out, stopping at the corners. Once foe is found, hide at the corner and ready to throw once in 30'. From there, go as follows.
If he has mirror image up and he has moire than 1 image, shift away and throw my mindblade at him.
If he has mirror image and only 1 image left, throw acid flasks at him.
If he has no images, throw alchemist's fire at him.
If he is staying more than 30' from me, hide in around corner and ready to throw acid flasks as before.
If I cannot 5' shift to avoid AoO, use tumble to get to 15' from him. 15' from him is the optimal distance.
Elrin spawns in square 1d4=1 at the clcokwise exit at 3,31 with an acid flask in hand Reginald spawns in square 1d4=2 at the (1d2=2) counterclockwise exit at 30,31 with a scroll of Expeditious Retreat (CL2) in hand.
Round 1
Reginald goes first. He casts Mage Armor from memory. Elrin attempts to listen for the casting and succeeds due to a nearby pipe (1d20-5=+4).
Reginald draws and casts a scoll of Bull's Strength CL 3. Elrin listens 1d20-3=-2 but hears nothing.
Elrin continues his hunt. Reginald listens 1d20-2=13 for his movement 1d20=10 and succeeds, pinpointing him inside a wall 1d61=12. He gets the general idea of Elrin being through the tube though.
Reginald casts Alter Self from memory, turning himself into a Grick. Elrin listens and hears a spell being cast 1d20=7, pinpointing it to 1d27=16 (32 ,33).
Elrin moves forward and readies an action to fling his acid flask.
Elrin takes a tumble (1d20+12=15) back and draws and flings and alch fire at the tentacled horror in front of him, striking it 1d20+6=20 for 1d6+1=7 fire damage.
Elrin's turn. Reginald takes secondary Alch Fire damage, damging him 1d6=3. Elrin takes a step back (1d20+12=27 tumble) and draws and throws an Alchemist's Fire, missing the aberration 1d20+6=11 but dealing 1 fire damage from the splash.
Elrin takes a step back, draws and flings an alchemist's fire, hitting (1d20+7=22) for 1d6+1=6 damage.
Reginald moves forwards (can't 5FS due to the water square) and swings a tentacle 1d20+7=21, missing. pitlord note: Elrin has +1 AC due to dodge. It's not specified so I assume he applies it to his opponent.
He has no backup weapon.... I have improved sunder and a shiny new adamantine sword.... guess what I'll be trying.
Start in the front corner with my new sword and a potion of shield in faith in hand. Move out, using the potion when at the river. When found, charge and sunder a dorje if he has one, using 1 point of power attack to ensure its destruction. If he does not have a dorje in hand, simply charge him. Priority is to destroy dorje. Once dorje is gone, drop prone and take total defense until he stops shooting energy rays at me, then kill him with my sword. If I charge and destroy his dorje, I can drop prone in the same round.
Basic priority: 1. Destroy dorje by any means possible. 2. Defend from energy ray. 3. Kill with sword.
He'll probably get a sneak shot on me, maybe even with true strike, but such is life. As long as I can get his dorje out, I should be able to survive all of his pp. I may even be affected by cause fear, but he is no faster than me.
Beezel starts in the corner closest to the center of the forest, with a scroll of Invisibility in his hand.
Buff Rounds (in order) Round 1: Beezel activates scroll of Invisibility and moves clockwise along the forest path while drawing a power stone of Inertial Armor
Round 2: Beezel activates power stone of Inertial Armor and continues to move while drawing a power stone of Force Screen
Round 3: Beezel activates a power stone of Force Screen ML2 and continues to move while drawing a scroll of Reduce Person
Round 4: Beezel activates scroll of Reduce Person and continues to move while drawing dorje of Enlarged Crystal Shard
Combat PRIORITY: Beezel avoids melee at all costs, using Tumble to get away, and using Escape Artist to get out of all grapples, entanglement, or other restraints.
Beezel walks clockwise around the map, staying on the forest path until he gets to the stream, then moving to the nearest log and crossing the stream, then moving back to the path on the other side and continuing clockwise until he finds Griffon's location.
Since it's not likely that Beezel can manifest enough damage to one-shot Griffon, he'll ensure that Griffon isn't going to be able to get to melee instead. When Beezel is within 150' of Griffon, he casts True Strike. Once within 90', he moves to within 60' and manifests an Enlarged Entangling Ectoplasm ML3 (1pp, +2pp if the Griffon is Large, no surge) to slow his opponent down.
Once Griffon is entangled, Beezel stays 60' away and attacks with his dorje of Enlarged Crystal Shard until Griffon is down. When Entangling Ectoplasm is 1 round from expiring, Beezel casts True Strike again, then (not enlarged) Entangling Ectoplasm ML3 (1pp, +2pp if Griffon is Large, no surge) on the following round.
Griffon spawns in area 1d4=4 and Beezel spawns in starting area 1d4=3.
Griffon is at 6,6 holding his adamantine sword a potion of shield of faith.
Beezel is at 59,6 holding a scroll of Invisibility.
Round 1
Griffon goes first. He moves out to the right (1d2=2) towards his opponent.
Beezel activates his scroll of invisibility (1d20+1=19) and moves clockwise, drawing a power stone of Inertial armor as he does so. pitlord note: I'm assuming that power stones, like wands (or properly stored scrolls or other weaponlike objects) can be drawn using the +1 BAB free draw as part of movement.
Beezel will continue his buffing order but attempts to avoid melee at all costs. He actives a power stone of Force Screen ML 2 and backs away from the noise, drawing a scroll of Reduce Person.
Griffon listens 1d20-6=6 for Beezel's movement 1d20-1=19 unsuccesfully.
Griffon continues towards Spawn Location 3. Beezel auto-spots him.
Beezel begins casting from his scroll of reduce person Pitlord note: Reduce Person has a 1 round cast time-- scrolls take a minimum of a standard action, but 1 round spells are still 1 round spells. Beezel will have to draw his dorje next turn.
Griffon makes a listen check to hear the spellcasting and succeeds 1d20-6=0, hearing the casting at 1d61=28 (51,4).
Here's how it's gonna go down: Krug is faster than this guy and better at grappling, even though they're surprisingly evenly-matched in ranged combat (especially if he uses that wand of shield). Luckily, well, Deflect Arrows.
>>TACTICS<<
Krug starts in the front of his box psionically focused and holding his Bow in hand.
Begin roaming mode with bow in hand. Shout during the first turn.
>>Roaming Mode: 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 Amber until he makes contact. If Krug sees Amber, enter Battle Mode.
>>Battle Mode: When Krug sees Amber, he lets out a Mighty Orc roar and attempts to shoot him. Keep on trying to shoot him and back away, and shoot him and back away. Ideal distance IF POSSIBLE is ~70-80 feet. More is okay, but I want to stay out of charge range. Try to keep this an archery contest for as long as possible-- with Deflect Arrows he should win out easily.
If it comes down to it, feel free to burn a turn running away at full speed. Getting charged or hit with Enfeeblement would suck. If Krug sees Amber is Large-sized, Krug backs up and drinks a potion of Enlarge Person CL 2 as soon as he can.
If Krug can't remain over 60' away every turn, and if he's the same size category or larger than Amber, he will charge (or move if a charge isn't 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. If he successfully grabs and holds Krug shouts "Krug crush puny human!". Remember that Krug has +12 to grapple. He also gets an additional +5 when enlarged due to size and str mod. Use an AoOs to start grapples whenever possible.
>>Battle Mode>>Grappling: If Krug is in a grapple with Zander, make grapple checks to damage Amber. Since they are attack actions, use Flurry of Blows to get 2 per turn. Keep on doing this until Amber is dead or something changes. Remember that Krug has +12 to grapple. He also gets an additional +5 when enlarged due to size and str mod.
>>Battle Mode>>Enfeeblement: If Krug percieves his opponent attempting to use any sort of Ray spell, he transitions into attempting to grapple as much as possible. He will charge (or move if a charge isn't 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. If he successfully grabs and holds Krug shouts "Krug crush puny human!". Remember that Krug has +12 to grapple. He also gets an additional +5 when enlarged due to size and str mod. Use an AoOs to start grapples whenever possible.
If Krug has taken at least 8 points of strength damage OR if his opponent is large, he uses a potion of Enlarge Person.
>>Battle Mode>>Broken Grapple: If at any point Amber 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 grabbing and holding successfully, Krug shouts "No more running, puny human!"
>>General Contingency: If Krug is healthy and Amber can't catch him with a charge or a ray, keep on avoiding and using arrows. If not, grapple Amber-- he's worthless in a grapple. Remember that you can grapple while prone. If Amber is avoiding Krug and Krug can't catch up, use arrows.
Remember, if archery falls apart, 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
Okay - this is going to be a difficult fight, but if I can get his strength down, I might have a chance to survive.
Start off at the back center of my starting area with a scroll of protection from evil (CL2, ASF 10%). Fierry will be within 5ft of me. Share what spells are able to be shared.
Cast from the scroll and draw my greatsword. If it fails, just drop the scroll.
Round 2 and onward, move out and ready to cast Ray of Enfeeblement (ASF 10%) when he is in range. Dodge on sight.
Once the ready triggers, get into melee and attack with full power attack for as long as I am not grappled.
Once grappled, switch to making regular attacks with the armor spikes (-4 for attacking in a grapple) and hope I kill him first. Also - once grappled, have Fierry attack Krug each round.
If he's staying at range, drop prone behind cover and draw and use wand of shield (CL1). Then, stow the wand, draw my bow and stand and start readying to fire when he uses his bow.
[Prefight locations and Initiative] Krug the Squeezer starts in area 3 with bow in hand. Initiative 14. Amber starts in area 2 with scroll of PfE in hand. Initiative 10.
Krug the Squeezer: (31,8) 27/27 HP, 13 AC (13 touch) Amber: (62,32) 18/18 HP, 17 AC (13 touch)
[Round 1] Krug the Squeezer shouts and runs to 50,27, where he sees Amber. Amber casts from the scroll and draws his sword.
Krug the Squeezer: (50,27) 27/27 HP, 13 AC (13 touch) Amber: (62,32) 18/18 HP, 17+2 AC (13+2 touch), PfE ends 21
[Round 2] Krug the Squeezer roars and shoots at Amber, but the paladin’s armor protects him. Amber moves to 58,28 while drawing his wand of shield, drops prone, and uses the wand.
Krug the Squeezer: (50,27) 27/27 HP, 13 AC (13 touch) Amber: (62,32) 18/18 HP, 17+2+4+4+1 AC (13+2+1 touch), PfE ends 21, shield ends 12
[Round 3] Krug the Squeezer moves to 45,34 and shoots again, but the shot lands behind Amber. Amber stows his sword and draws his bow.
Krug the Squeezer: (50,27) 27/27 HP, 13 AC (13 touch) Amber: (62,32) 18/18 HP, 17+2+4+1 AC (13+2+1 touch), PfE ends 21, shield ends 12
[Round 4] Krug the Squeezer shoots again, but the arrow bounces off Amber’s armor again. Amber moves to 55,28 and readies to shoot Krug when Krug shoots. Krug the Squeezer: (45,34) 27/27 HP, 13 AC (13 touch) Amber: (55,28) 18/18 HP, 17+2+4+1 AC (13+2+1 touch), PfE ends 21, shield ends 12
[Round 5] Krug the Squeezer shoots again, but his arrow falls short. As he shoots, he sees Amber shoot as well. Krug sees his foe’s arrow fall short as well, but in an uncharacteristic flash of brilliance, nevertheless realizes that Amber’s intent is to shoot him when he’s too busy to deflect the arrow.
Krug the Squeezer: (50,27) 27/27 HP, 13 AC (13 touch) Amber: (62,32) 18/18 HP, 17+2+4+1 AC (13+2+1 touch), PfE ends 21, shield ends 12
[Round 6] Amber again readies to shoot Krug when he shoots. Krug the Squeezer, upset that his ranged strategy has been negated, falls back on his default approach. With a yell of "Krug CRUSH tricky human!", Krug charges at Amber. The paladin is surprised at this sudden change in tactics, but nevertheless manages to twist out of Krug’s grasp.
Krug the Squeezer: (50,27) 27/27 HP, 13 AC (13 touch) Amber: (62,32) 18/18 HP, 17+2+4+1 AC (13+2+1 touch), PfE ends 21, shield ends 12
[Round 7] Amber steps back and casts Ray of Enfeeblement at Krug, who is weakened by 6 points. Krug the Squeezer steps up and grabs at Amber, but again the paladin twists out of his stronger foe’s grasp.
Krug the Squeezer: (50,27) 27/27 HP, 13 AC (13 touch), RoE ends 17 Amber: (62,32) 18/18 HP, 17+2+4+1 AC (13+2+1 touch), PfE ends 21, shield ends 12
[Round 8] Amber drops his bow, draws his sword, and attacks Krug with a powerful blow, but he can’t control the sword properly and it goes wide. Krug the Squeezer again grabs at Amber, but simply can’t manage to hold on to his enemy.
Krug the Squeezer: (50,27) 27/27 HP, 13 AC (13 touch), RoE ends 17 Amber: (62,32) 18/18 HP, 17+2+4+1 AC (13+2+1 touch), PfE ends 21, shield ends 12
[Round 9] Amber swings again, and drops his sword. He barely manages to pick it up again before Krug’s next attack. Krug the Squeezer again grabs at Amber, and this time he holds and squeezes for 7 damage. He then squeezes some more for another 7 damage.
Krug the Squeezer: (50,27) 27/27 HP, 13 AC (13 touch), RoE ends 17 Amber: (62,32) 4/18 HP, 17+2+4+1 AC (13+2+1 touch), PfE ends 21, shield ends 12
[Round 10] Amber attempts to injure Krug with his spiked armor, to no avail, although Fierry does manage to peck Krug for 2 damage. Krug the Squeezer squeezes some more; at first Amber resists, but then he is unable to and Krug does 5 damage, knocking him out.
Krug the Squeezer: (50,27) 25/27 HP, 13 AC (13 touch), RoE ends 17 Amber: (62,32) -1/18 HP, 17+2+4+1 AC (13+2+1 touch), PfE ends 21, shield ends 12
Well, Nathas is just on the brink of hitting ECL 3. One way or another, this is his last battle at this level. Let's have a blast.
Spawn: Nathas Tactics August 15 (Nathas vs Cries) Nathas spawns in the center of his square with Richard Nixon hovering with him. He spawns holding a scroll of Ventriloquism.
Buffing Turn 1: Cast Ventriloquism. We'll be throwing Nathas' voice 25 feet forwards. Draw the scroll with Mage Armor, Invisibility, and True Strike.
Turn 2: Cast Invisibility-- share to RN. Move to the front of the box at half speed and stop there. RN will remain in-square with Nathas at all time.
Turn 3: Cast Mage Armor from scroll. Put scroll away.
Turn 4: Cast Resistance from Memory. Draw Antitoxin.
Turn 5: Drink Antitoxin. Draw preloaded Hand Crossbow.
Turn 6: Draw Drow Poison. Apply Drow Poison to Hand Crossbow.
Turn 7+: Move out and begin searching for my opponent. Move at normal speed.
If the opponent shows up early, continue buffing as normal, throwing voice forwards. In fact, shout loudly as a free action at the end of every turn. Even if the opponent makes his save against Ventriloquism, all he knows is that the voice is being thrown, not where the original source is. (if I'm wrong about that, don't shout)
Once opponent is spotted: Nathas manifests his Darkness SLA targetting Richard Nixon. It says "object touched" so if it can't target Richard Nixon, have it target a Crossbow Bolt that Richard Nixon can clutch in his claws.
Throwing his voice as far away from the enemy as possible (if Vent is still active), Nathas attempts cast Sleep from memory. If the enemy runs out of line of sight, Nathas tries to center the burst as close as possible to where the enemy might have hidden behind.
Richard Nixon will hang out in next to Nathas' square to provide concealment via darkness. If Sleep doesn't work, Nathas will try it again, hiding in the Darkness. If that doesn't work, Nathas will cast True Strike from the scroll (it shouldn't require a free hand, as a V-only spell) and fire the Poisoned Bolt.
If that doesn't work, Nathas hides in the darkness and fires Magic Missiles from his wand until it's all over.
Forgot to mention this: If Zander is unconscious or put into Sleep, I CDG him with the scythe. If he's somehow still alive after that, fire Magic Missiles at him from the Darkness until one of us is dead.
Well this might be interesting. The goal here is to not get caught by sleep.
Start off my dorje of defensive precognition (ML1) and a thunderstone in the front center of my starting area.
If Nathas is in sight and casting a spell and within ~150ft, throw the thunderstone at a square near him and hope I catch him in the radius. If not - use the dorje, stow it. Then move out, drawing a javelin and ready to throw the thunderstone.
Once the ready is triggered, try to get in range to throw some javelins. If at any point he is casting a spell and I am able to run more than 140ft away from him, do so. If not - try to break LOS. If that is also not possible, charge/double move to base/run to base. If he is not casting and I am within 90ft - throw javelins liberally.
In melee, draw glaive and attack.
That's pretty much it. Hopefully I won't die via sleep.
Start Nathas starts in the north box Zander starts in the east box
Initiatives Nathas: 14 Zander: 3
Round 1 Nathas casts Ventriloquism from a scroll, then draws out another scroll with more spells as his voice projects 25 feet to the south. Nathas shouts loudly, hoping to attract his opponent to the sound of his projected voice.
Zander applies Defensive Precognition from a dorje, then stows it.
Round 2 Nathas attemps to cast Invisibility from his scroll, but the magic is too powerful for him to activate this time. He continues to shout loudly.
NOTE: There wasn't any tactics to cover if Nathas was unable to cast Invisibility due to failing the Caster Level check, so I'm assuming that if he's not invisible, he'd rather stay out of sight instead of moving to the opening of the starting box. I accidentally included being invisible in his Hide check, so it's actually only 14.
Zander hears Nathas' shout and believes that it's Nathas' voice coming from 34,50. Zander doesn't see Nathas there, so he reasons that Nathas must be invisible, and moves carefully out of line of sight from the sound of Nathas' voice, drawing a javelin and readying his thunderstone.
NOTE: Zander's tactics indicate that he should throw a thunderstone when within 150' of Nathas, but a thunderstone has a range increment of 20', and thrown weapons have a max range increment of 5, so he can't throw it that far. Adjusting tactics to trigger within 100' instead.
1 charge Dorje of Defensive Precognition 1 thunderstone
Round 4 Nathas casts Resistance and draws a vial of Antitoxin, continuing to shout.
Zander moves even closer and tosses a javelin at the voice. The javelin sails right into the center of where Nathas should be standing, but continues through and clatters to the floor several feet away.
1 charge Dorje of Defensive Precognition 1 thunderstone 1 javelin
Round 6 Nathas draws a dose of drow poison and applies it to the bolt currently loaded in his crossbow.
Zander continues to move around the center and manages to spot Nathas hiding in the corner of the northern starting box. Zander continues to move to cover.
Status
Name
Hit points
Conditions
Used
Nathas
5/5 HP
Ventriloquism (ends Rd 11) Mage Armor (+4 AC, ends Rd 103) Resistance (+1 saves, ends Rd 14) antitoxin (+5 Fort save vs poison, ends rd 105)
Scroll of Ventriloquism Scroll of Invisibility Scroll of Mage Armor Resistance 1 vial of Antitoxin 1 dose of drow poison
1 charge Dorje of Defensive Precognition 1 thunderstone 1 javelin
Round 8 Nathas pursues Zander, trying to get in range for a Sleep spell.
Zander, not hearing any spellcasting, moves closer, spots Nathas, and tosses a javelin. The throw plunges into the darkness surrouning Nathas and misses him.
Status
Name
Hit points
Conditions
Used
Nathas
5/5 HP
Ventriloquism (ends Rd 11) Mage Armor (+4 AC, ends Rd 103) Resistance (+1 saves, ends Rd 14) antitoxin (+5 Fort save vs poison, ends rd 105) Darkness (ends Rd 107)
Scroll of Ventriloquism Scroll of Invisibility Scroll of Mage Armor Resistance 1 vial of Antitoxin 1 dose of drow poison Darkness SLA
1 charge Dorje of Defensive Precognition 1 thunderstone 1 javelin
Round 9 Nathas casts Sleep at Zander, but Zander remains alert and ready for combat. He moves slightly to the west and hides in the darkness.
Zander loses sight of Nathas and can't seem to find him in the area of darkness, but he does see the area move, so Zander decides to take cover and ready another javelin.
Status
Name
Hit points
Conditions
Used
Nathas
5/5 HP
Ventriloquism (ends Rd 11) Mage Armor (+4 AC, ends Rd 103) Resistance (+1 saves, ends Rd 14) antitoxin (+5 Fort save vs poison, ends rd 105) Darkness (ends Rd 107)
Scroll of Ventriloquism Scroll of Invisibility Scroll of Mage Armor Resistance 1 vial of Antitoxin 1 dose of drow poison Darkness SLA Sleep
1 charge Dorje of Defensive Precognition 1 thunderstone 2 javelins
Round 10 Nathas casts Sleep at the square where he last saw Zander, then moves to see if Zander fell asleep. Zander spots Nathas and tosses a javelin, but it bounces off of Nathas' magical protection.
Zander moves into the center to get out of the radius of another Sleep spell, and readies another javelin.
Status
Name
Hit points
Conditions
Used
Nathas
5/5 HP
Ventriloquism (ends Rd 11) Mage Armor (+4 AC, ends Rd 103) Resistance (+1 saves, ends Rd 14) antitoxin (+5 Fort save vs poison, ends rd 105) Darkness (ends Rd 107)
Scroll of Ventriloquism Scroll of Invisibility Scroll of Mage Armor Resistance 1 vial of Antitoxin 1 dose of drow poison Darkness SLA 2x Sleep
1 charge Dorje of Defensive Precognition 1 thunderstone 2 javelins
Round 11 Nathas moves south to catch sight of Zander again, and Zander spots him, throwing another javelin. A combination of the distance and Nathas' magic armor prevents the attack.
Zander moves away and readies another javelin.
Status
Name
Hit points
Conditions
Used
Nathas
5/5 HP
Mage Armor (+4 AC, ends Rd 103) Resistance (+1 saves, ends Rd 14) antitoxin (+5 Fort save vs poison, ends rd 105) Darkness (ends Rd 107)
Scroll of Ventriloquism Scroll of Invisibility Scroll of Mage Armor Resistance 1 vial of Antitoxin 1 dose of drow poison Darkness SLA 2x Sleep
1 charge Dorje of Defensive Precognition 1 thunderstone 3 javelins
Round 12 Nathas draws a scroll of True Strike as he moves towards the center, and Zander spots him. Zander throws another javelin, and this time it hits, doing 7 points of damage and taking Nathas out before he has a chance to cast from the scroll.
Status
Name
Hit points
Conditions
Used
Nathas
-2/5 HP
Mage Armor (+4 AC, ends Rd 103) Resistance (+1 saves, ends Rd 14) antitoxin (+5 Fort save vs poison, ends rd 105) Darkness (ends Rd 107)
Scroll of Ventriloquism Scroll of Invisibility Scroll of Mage Armor Resistance 1 vial of Antitoxin 1 dose of drow poison Darkness SLA 2x Sleep
Zander wins and gains 900 xp and 900 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge Dorje of Defensive Precognition, 1 thunderstone Spells or Powerpoints Used: None Abilities Used: None Free Activity: Earn 66 gp for Profession (Hitman)
Nathas loses and gains 300 xp and 300 gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: Scroll of Ventriloquism, Scroll of Invisibility, Scroll of Mage Armor, 1 vial of Antitoxin, 1 dose of drow poison Spells or Powerpoints Used: Resistance, 2x Sleep Abilities Used: Darkness SLA Free Activity: None
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Yay improved invisibility. Basic tactics are relatively simple: Fly up to the top of the map and begin shooting her with psionic shot (taking as long as needed to regain focus, but shooting anyway if needed to avoid the 10 round penalty), making sure to stay at least 60' away (don't forget to count the vertical distance as well) so that invisibility purge doesn't cause problems.
One possible danger is that she'll go invisible as well, in order to force a 10 round delay to turn us both visible. Not sure if that'll work, but just in case, if she turns invisible, use my Permanent Image SLA to make an image of myself (without invisibility). When she attacks the image (removing invisibility), have it be unaffected (as would occur due to spell resistance or damage reduction), and have it turn invisible again, then continue attacking. (Note that I have to concentrate on the SLA as a standard action to turn the image visible or invisible.) If she replaces invisibility, turn the image visible again to repeat the process; if she wises up to the fact that it's an image, turn it visible while I also become visible next to it, and hope she targets the wrong one (after which both turn invisible again.)
Well, Rintha has no need to get within 30ft of me - so invisibility purge isn't likely to be useful. However, I do note that she doesn't have any sort of protection from alignment available, unfortunately with DR10/CI, I can't really use summons either...
Round 1 - cast call lightning and draw a scroll of entropic shield (CL2). Round 2 - cast entropic shield from the scroll.
From now on, ready to call lightning down if I spot the origination of an attack on me. I only have to target a square, so hopefully I'll luck out. With a +7 to spot, I have a decent shot at spotting when she attacks, but it certainly isn't a guarantee. If I can get through SR, then I should be good. If one isn't enough - continue using the call lightning until I am out of bolts, then switch to using arrows.
That's all I've got unfortunately. Thanks for the run.
Round 0 Rintha goes first in square 1 and then Delilah in 2.
Round 1 Rintha flies out, immediately seeing and shooting Delilah. Delilah takes the blow, but Rintha haste to fire left only minimal injury. Delilah casts call lightning.
Delilah 32/36 HP 17 FF AC Rintha 9/9
Round 2 Rintha tries to gain focus as Delilah casts entropic shield and moves towards the sound.
Delilah 32/36 HP 17 FF AC Rintha 9/9
Round 3-10 Rintha tries to concentrate, but her frustration over the poor first shot distrupts her concentration. Delilah moves towards where she saw the first arrow fly, but Rintha holds a steady 60’. Delilah readies to blast anything with lightning.
Delilah 32/36 HP 17 FF AC Rintha 9/9
Round 11 Fearing the arena moderator, Rintha lets an arrow fly, grazing Delilah for 2. Delilah fails to get a clear focus on where Rintha is.
Delilah 30/36 HP 17 FF AC Rintha 9/9
Round 12/13 Rintha immediately regains focus and fires again, but her excitement and haste causes her to mis-notch her arrow which flies far off. Delilah frowns as she is unable to hear Rintha
Delilah 30/36 HP 17 FF AC Rintha 9/9
Round 14-16 Rintha again regains focus and makes a more careful shot for 9 damage. Delilah grunts in pain, more angered by her inability to hear the tricky pixie.
Delilah 21/36 HP 17 FF AC Rintha 9/9
Round 17-28 Full of excitement over the last shot, Rintha is unable to concentrate on her psionic power. She is forced to shoot a feeble shot which bounces off of Rintha’s armour. The ding noise, though, masks the twang of the bow.
Delilah 21/36 HP 17 FF AC Rintha 9/9
Round 29/30 Rintha forces herself to caqlm and takes a careful shot, hitting for 13 damage squarely. Delilah growls in pain as the arrow strikes here, unable to pinpoint the sound.
Delilah 8/36 HP 17 FF AC Rintha 9/9
Round 30-38 Rintha takes awhile to regain composure over the recent hit, but she does and fires, striking for 8, leaving the young woman looking much more a pincushion than a divine intervener of Angophor.
Delilah 0/36 HP 17 FF AC Rintha 9/9
Round 39-41 Rintha, holding back her excitement, is able to refocus and fire. Her arrow just misses Delilah though, and Delilah’s prayers are answered by the quiet twang of the bow converting into a loud gong sound. Delilah, pinpointing the sound, uses the last of her strength to call down lightning upon the sound. Rintha, distracted by the falling elf fails to dodge, but by great fortune is barley able to resit the spell. Delilah falls from the strain of the spell to gasps from the crowd. and is struck for 12 damage, hitting the ground for 4 more damage. They bleed for several seconds, but Delilah is able to hold on for just a bit longer, awakening to consciousness to the moderator handing her the prize purse.
A slow enemy with a poor spot check and weak ranged...Bilgly's favorite type of opponent. Pity he has darkvision... (by the way, so does Bilgly, even though I still keep forgetting to mark it on my sheet.)
Begin in the corner of my box closest to the center. Buff with a powerstone of Chameleon and move out in search of Grannick. Note that outside 60' we're both entitled to hide checks even without cover or concealment...but Grannick has a horrible hide modifier (don't forget -5 if he's moving full speed), so there's a good chance I'll see him before that anyway.
Once I find him, move to hide if I've been spotted, and then begin sniping with psionic shot (regaining focus whenever necessary.) Try to avoid being somewhere that he could charge (or move+attack, or base such that I cannot withdraw to avoid AoOs) me if I am seen.
If he's enlarged, remember that the hedges are only 5' high, so I should be able to see him even though he can't see me.
If he grapples me, use Escape Artist to get away, then get away and continue.
If injured to 30 or lower, get away and heal up to 32, then continue.
If he uses a crawling tattoo of entangling ectoplasm, stop using psionic shot until it hits and wears off (still regain focus if I don't have it); even entangled, my speed equals his if I don't have focus, and is 5' greater if I do, so I should have no trouble avoiding him for 5 rounds. Do, however, make sure to attack him (or if he's not in sight, the tattoo) as often as I safely (i.e. without letting him get into melee) can before the tattoo hits so that I don't risk running into the 10 round penalty due to the tattoo.
NOTE: Grannick's prebuffs include applying a power stone of Dissolving Weapon on his waraxe before combat begins.
Grannick starts in the corner of the start box closest to the center of the map, with his dwarven waraxe in one hand and a power stone of Force Screen in the other.
Buff Rounds (in order) Round 1: Grannick manifests Expansion ML5 (1 pp + 2 pp to increase duration to 10 min/level)
Round 4: Grannick activates power stone of Force Screen ML2 and draws potion of Shield of Faith
Round 5: Grannick drinks potion of Shield of Faith CL1 and draws dorje of Vigor
Round 6: Grannick uses dorje of Vigor ML2 and moves towards the center of the map
Buffing Interrupts If Grannick is attacked in melee, go directly to Combat. If attacked at range, seek the nearest cover and continue buffing.
Combat There's no way that Grannick can move faster than a fully-buffed Bilgly, so he won't even try. Instead, he'll use the map to his advantage and try to corner Bilgly. Grannick walks clockwise around the edge of the open center of the map until Bilgly's location is known or until Grannick has made one complete trip. If Bilgly hasn't been found, Grannick starts with the nearest street and searches them all in a clockwise fashion.
Once Bilgly is found, Grannick activates a crawling tattoo of Entangling Ectoplasm to attack Bilgly. Grannick also sends his psicrystal to follow Bilgly in case the goblin runs away down a street, so that Bilgly remains in sight and can't hide. If this happens, Grannick goes down a different but connected street, and communicates with his psicrystal telepathically to determine where Bilgly is and to try to corner the goblin. Grannick charges the goblin as soon as he can.
Every time Grannick takes damage from a ranged attack, he uses the dorje of Vigor to replace the lost temporary HP.
If Grannick needs to make a Will save, he uses Empty Mind.
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 use a move action to regain focus, first his, then his psicrystal's.
Round 1 Bilgly buffs chameleon as Grannick becomes larger.
Round 2 Bilgly moves out to hide as Grannick begin buffing.
Bilgly 40/40 HP 20 AC Grannick 65/65 HP 22 AC
Round 3 Moving and buffing
Bilgly 40/40 HP 20 AC Grannick 65/65 HP 23 AC
Round 4-8 Fearing the arena moderator, Rintha lets an arrow fly, grazing Delilah for 2. Delilah fails to get a clear focus on where Rintha is.
Bilgly 40/40 HP 20 AC Grannick 75/65 HP 26 AC
Round 9-11 Moving
Bilgly 40/40 HP 20 AC Grannick 75/65 HP 26 AC
Round 12-14 Bilgly snipes Grannick, but Grannick quickly regains the hp with the dorje.
Bilgly 40/40 HP 20 AC Grannick 75/65 HP 26 AC
Round 15-17 Moving
Bilgly 40/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 18-20 Moving more
Bilgly 40/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 21 Bilgly snipes Grannick, but Grannick quickly regains health
Bilgly 40/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 22 Bilgly pulls back and refocues, but Grannick moves in, sees him, and his tattoo entangles him.
Bilgly 40/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 23 Bilgly tries to run, but the psicrystal and Grannick begin to corner him.
Bilgly 40/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 24 More pursuit
Bilgly 40/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 25 Grannick charges, Bilgy’s entangles reflexs unable to dodge despite cover. He takes 20 damage.
Bilgly 20/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 26 Running.
Bilgly 20/40 HP 20 AC Grannick 75/65 HP 24 AC Razor 0/13 HP 10 Touch AC
Round 27
Round 28 Grannick squeezes by th houses, slowing him down.
Bilgly 20/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 29/30
Bilgly 20/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 31 Healing and running
Bilgly 23/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 32 Healing and Running
Bilgly 28/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 33 More healing and running
Bilgly 36/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 34
Bilgly 36/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 35 With imminent delay penalty, Bilgly moves into a risky position to get a shot. Grannick corners him.
Bilgly 36/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 36 Bilgly pulls away, taking 14 damage for it.
Bilgly 22/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 37 Running and Healing
Bilgly 31/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 38
Bilgly 31/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 39
Bilgly 31/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 40
Bilgly 31/40 HP 20 AC Grannick 75/65 HP 24 AC
Round 41 Running and healing
Bilgly 34/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 42
Bilgly 34/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 43
Bilgly 34/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 44
Bilgly 34/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 45 Again due to the delay penalty, Bilgly gets into a risky position.
Bilgly 34/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 46 Bilgly takes an AoO to get a shot off, but both the AoO and shot are rushed and miss by far.
Bilgly 34/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 47 Grannick is able to charge and hits for 22. Bilgly runs.
Bilgly 12/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 48 Running and healing
Bilgly 23/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 49 Running and Healing
Bilgly 27/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 50 Running and Healing
Bilgly 35/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 51
Bilgly 35/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 52
Bilgly 35/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 53 Bilgy, having a good position, waits as both regain focus.
Round 54
Bilgly 35/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 55
Bilgly 35/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 56 Grannick, unable to find his foe, has the psicrystal return to him and he has is sit upon his shoulder.
Bilgly 35/40 HP 20 AC Grannick 75/65 HP 19 AC
Round 57 Bilgly takes a risky snipe. It hits for 13, but Grannick is able to run to base him based off of information from his psicrystal.
Bilgly 35/40 HP 20 AC Grannick 62/65 HP 19 AC
Round 58 AoO to get away, Bilgly taking 20 damage.
Bilgly 15/40 HP 20 AC Grannick 62/65 HP 19 AC
Round 59 Receovery and running.
Bilgly 23/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 60 Recovery and run
Bilgly 28/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 61 Recover and run
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 62
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 63
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 64 Grannick able to corner Bilgly, but Bilgly slips away with his mobility.
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 65
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 66
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 67
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 68
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 69 Grannick again recalls his psicrytal in frustration.
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 70
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 71 Bilgly snipes, hitting, but Grnnick vigours it away.
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 72
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 73
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 74
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 75
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 76
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 77
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 78
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 79
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 80 Bilgly snipes again, but Grannick cover protects him.
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 81
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 82
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 83 Bilgly snipes, but again Grannick vigours it off.
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 84
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 85 Bilgly snipes yet again, and this time Grannick chagres, but he misses.
Bilgly 33/40 HP 20 AC Grannick 62/65 HP 19 AC
Round 86 Recovery and running
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 87
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 88
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 89
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 90
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 91
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 92
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 93
Round 94
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 95 Bilgly snipes, but Grannick easily vigours it away.
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 96
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 97
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 98
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 99
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 100
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 101
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 102
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 103
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 104 Bilgly, worried about the delay penalty, desperately move to seek Grannick, shouting for him even.
Round 105 More desperate seeking.
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 106 The final round before delay penalty, and they cannot reach each other.
Bilgly 33/40 HP 20 AC Grannick 72/65 HP 19 AC
Round 107 After almost 11 minutes of boring hit and run, the audience that hasn’t left from boredom cries for blood. The moderator, growing impatient himself, locks the two combatants in the central area of the city to duke it out. Bilgly, with nowhere to run, moves and shoots Grannick, hitting for 11.
Bilgly 33/40 HP 20 AC Grannick 71/65 HP 19 AC
Round 108 Bilgly, hopiong to lock the dwarf in a loop of vigour, fires again, but his bowstring slips and he misses. Grannick runs to close.
Bilgly 33/40 HP 20 AC Grannick 71/65 HP 19 AC
Round 109 Bilgly tries to get away to heal, but he takes 6 damage for his efforts. Grannick then charges for 21 more, even as Bilgly heals 9.
Bilgly 15/40 HP 20 AC Grannick 71/65 HP 19 AC
Round 110 Healing vs. fighting, Bilgly recovers 5 as Grannick refocuses.
Bilgly 20/40 HP 20 AC Grannick 71/65 HP 19 AC
Round 111/112 2 more heals is not enough to prevent Grannick from decapitating the small goblin.