Grappling is never fun, but we have loads of spells left over, so let's go wild. Start in the front corner of my box mounted on Hadrida with a Scroll of Enlarge Person in hand. Cast Mage Armour (may as well), Bull's Strength and Cat's Grace from memory, in that order, moving out as I go. When I reach the centre, cast Enlarge from the scroll, drawing my Spiked Chain; if I still haven't detected Krug yet, cast Produce Flames, too, and if he still doesn't come, drink a Potion of Shield of Faith. Share all buffs with Hadrida and Aedelbert - Bull's should mean she can carry even my Enlarged weight. I don't want to have to squeeze, but if we see him before we get there, move to a wide pathway and cast then.
When we get to the middle, shout for Krug to show himself. He moves fast so he'll probably get there shortly (I'm hoping he'll buff a bit first). If I see or hear him nearby and know I can do so without him reaching me, convert an Entangle to summon a wolf. Do this twice or even three times (converting Produce Flames if I haven't cast it) so long as he is occupied by an existing wolf or can't otherwise get me whilst I'm doing so.
Then attack with the chain until one of us dies.
If grappled, attack with Flames (+2 vs AC11 is far better than +12 grapple vs +18) if they're active, otherwise, grapple to escape. Most importantly, Aedelbert should attack and use his deadly Attach ability! (Shame he's not a Dire Weasel, because Blood Drain might actually be a threat)
If Enlarge Person has or is about to run out, cast it defensively (if threatened) from memory - unless I'm grappled, that is.
Notes: - Always Ride for cover. - Large and with Bull's my grapple should be +12; my sheet incorrectly suggests my Enlarged grapple is +9 when I get the size bonus to Str too. - Make Ride-by attacks whenever possible.
Thanks for the run! On the Plains this would be a lot easier, but such is life. Hopefully between the wolves and the AoO(s) we can hit him enough times that Produce Flames can finish him in the grapple.
Ugh. This is like Krug's worst nightmare: an opponent that is faster than him AND can wield a Large Spiked Chain. If Kaleisa shares an Expeditious Retreat to her mount, Krug will never catch her, and with a spiked chain (especially if she becomes Large) getting into melee is basically an impossibility. I guess Krug's two options are archery and fighting with his Guisarme (if he doesn't want to get AoOed into next week). Although I think the Guisarme would be more damaging, Krug needs to stay alive, and with his Deflect Arrows he's untouchable at range.
Some quick notes on Krug: When Psionically Focused, Krug has 60 speed.
>>TACTICS<<
Round 1: Krug spawns with nothing in his hands. He moves towards the tower, and attempts to climb it at 1/4 speed. Keep on doing this until he's at the top.
Once he's on top: Krug moves towards the edge (making a balance check), drawing his bow. After he has done so, he shouts loudly in Orcish once to draw the opponent's attention.
Continuing: From then on, Krug uses his move action to make a spot check, then if no enemy is seen, Krug readies an action to shoot the opponent on seeing it. Remember, since Krug isn't moving, he doesn't need to make balance checks.
If the opponent is in plain sight, keep on trying to shoot. Aim for the druid, not the mount. Only attack the druid's allies if Krug observes they are trying to climb the tower or can make ranged attacks.
If the option is available, shoot and make a hide check in the same round following Sniping rules.
Fire the Mundane arrows first. If those run out, then use Cold Iron arrows. If those run out, then use Silvered arrows. If those run out, climb down and engage in melee with guisarme. Keep on attacking until one fighter is dead.
If the delay timer is ticking Krug still hasn't been able to see an opponent, when there's 2 rounds left he shouts loudly in orcish again to attract attention. If that doesn't work, and delay timer is running down, Krug stows his bow and descends to the street level via climbing. Once he has descended, if he doesn't see the opponent, he drinks a potion of enlarge person, draws his Guisarme, and moves out, looking for his opponent. When he sees the opponent, if the opponent is Large, Krug attacks with the guisearme from maximum reach range. If the opponent is Medium or smaller, Krug attempts to initiate a grapple and grapple-check for damage.
Summary: rooftop archery. If that fails, go melee, grappling if possible, but if he's also large just prod from afar with the guisarme.
Thanks again for pitlording. I hope Krug manages to pull this off.
Round 3 Krug climbs the rest of the way onto the rooftop of the tower. He carefully moves his way to the northern edge of the tower, drawing his longbow, then shouts a challenge in Orcish to his opponent.
Kaleisa hears a faint shout to the southwest and rides in that direction, casting Cat's Grace and sharing it.
Round 4 Krug looks for Kaleisa, and on seeing nothing, readies a shot as soon as she's in view.
Kaleisa rides into the center of the city, and Krug lets an arrow loose, trying to snipe the shot but unable to hide himself from view. Kaleisa ducks down behind her horse, and the arrow bounces off the magical protection surrounding Hadrida.
Round 8 Krug fires at Kaleisa and nearly hits her, but she ducks down behind her horse again, and the arrow is deflected off Hadrida's enhanced protection. Kaleisa fires back with a final flame that burns Krug for another 6 points of damage, then draws her wand of Magic Missiles.
Round 9 Krug fires at Kaleisa, and as she ducks again, the arrow thunks into Hadrida, piercing the horse for 11 points of damage. Kaleisa attempts to use her wand, but the magic is too powerful for her arcane training.
Round 10 Krug shoots and misses, while Kaleisa returns fire with a successful use of her wand, hitting Krug with Magic Missiles for 6 points of damage.
Kaleisa wins and gains 1344 xp and 1344 gp (+12% Political Career) Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: 4 charges Wand of Magic Missile Spells or Powerpoints Used: Mage Armor, Bull's Strength, Cat's Grace, Produce Flame Abilities Used: None Free Activity: Charcoal-making 84gp ((10+11)*4) + 6% Court Connections = 89gp
Krug loses and gains 400 xp and 400 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: 5 arrows (1 destroyed, 4 recovered) Spells or Powerpoints Used: None Abilities Used: None Free Activity: None
There weren't any tactics specified for what to do if Krug attacked from range, so I improvised. Since it was clear to Kaleisa that Krug was out of melee range, there was no point for her to enlarge and suffer the penalty to AC and Dex.
Krug has Deflect Arrows, but per the rules, "ranged attacks generated by spell effects can't be deflected", so Krug is in fact not quite untouchable at range.
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Okay - I'm not sure how to make this work. I'm almost inclined to grapple this guy too...
Unfortunately, my best chance of success here is with magic missile. I do have a lot of spells on hand, but I can't afford to get blinded...
So - we're going to go with counter measures today.
Start off at the corner closest to the center with a scroll of shield (CL2) in hand.
Buffing: False Life (1d10+4 temp HPs, ASF) Shield of faith Shield from scroll (ASF), draw wand.
Okay - now move out. After getting past the first river crossing, ready to disrupt/counterspell.
Ready is like this - I detect spellcasting (sight/sound), use spellcraft to decipher. If I know the spell, counter with it. If I don't know it - use the wand.
Avoid the rast when reasonable to do so - I'd rather take an AoO than a full attack, but the important part is the ready.
If he goes two rounds without casting, cast chill touch and try to touch the rast until it runs away. Then engage Jaob with magic missiles from the wand.
The rigours of the forest are only outweighed by my ridiculous number of spells! Even this Mystic Theurge doesn't have more than me. Hopefully we can make use of that.
Start in the front corner of my box, flanked by Rasty, with a Scroll of Shield of Faith in hand and move out looking for Ellia, with the Rast going in front of me. On Round 3, cast Resistance. On Round 5, cast SoF from the scroll, drawing my Wand of Produce Flames. If I see her before then, go straight to the scroll. Refresh Resistance and SoF (from the scroll) as needed.
When we see her, cast Dispel Magic if I detect any protection spells. If she casts anything on herself, and she is NOT suffering from a dispellable negative condition, we can use Dispel then too.
Otherwise, open with Doom, using a second if the first doesn't stick. Then, Blindness/Deafness. She doesn't seem to have any Synesthete or anything, so if it sticks, the Rast can just kill her. Failing that, cast in this order of priority: - SMIII for 1d3 Medium Fiendish Monstrous Spiders who should web and then attack her. - Shatter on her wand IF she has it out. - Silence, letting the Rast kill her if it sticks or using hit-and-run Flames with Burst as needed. - Burning Hands if she is close enough for me to move and cast, and if I can avoid hitting spiders (Rasty is OK). - Doom if we have a spare one. - SMI for an itsy bitsy spider. - Convert Resist Fire/Cold then Dispel into negative energy attacks, so long as I will have someone to flank with.
If, by some miracle, she survives all that, kill with flames from my wand.
Notes: - Because I am recalling Doom, I should have two uses available. - Use Madness on the first Will save I have to make. - Use Tattoo of Synesthe if blinded. - Use Scroll of Lesser Restoration if dropped to heavy encumbrance, or if I want to hit-and-run and medium encumbrance is proving an issue.
That should be all. The elf is clearly not sane, so hopefully this will be quite easy. Jaob has lost to crazy people before, though.
Round 0 Ellia is first in area 3 and then Jaob in 4.
Round 1 Jaob moves out immediately as Ellia casts false life for 14 HP.
Jaob 31/31 HP, 19 AC Ellia 37/23 HP, 18 AC
Round 2 Ellia casts shield of faith as Jaob moves out.
Jaob 31/31 HP, 19 AC Ellia 37/23 HP, 20 AC
Round 3 Jaob casts resistance and crosses the log as Ellia casts shield.
Jaob 31/31 HP, 19 AC Ellia 37/23 HP, 23 AC
Round 4 Ellia and Jaob move out, just coming into sight of each other and his rast closes to her.
Jaob 31/31 HP, 19 AC Ellia 37/23 HP, 23 AC
Round 5 Ellia moves away from the rast and readies to prevent Jaob casting spells. Jaob casts shield of daith, but Ellia detects it. Having already cast shield of faith, she is forced to blast Jaob with her wand, doing 7 damage but not preventing the spell. The rast fails to hit.
Jaob 24/31 HP, 21 AC Ellia 37/23 HP, 23 AC
Round 6 Ellia readies again, again dodging the rast who misses on the charge as well. Jaob casts doom, which Ellia fails to recognize, so she resorts to blasting him for 9 which fails to stop the spell, though she resists its effects
Jaob 15/31 HP, 21 AC Ellia 37/23 HP, 23 AC
Round 7 Another ready and dodge leads to Jaob failing to get doom off thanks to 10 damage from Ellia.
Jaob 5/31 HP, 21 AC Ellia 37/23 HP, 23 AC
Round 8 As jaob desperately hopes in blindness, Ellia fails to recognize it and resorts to blasting off Jaob’s arms which does the trick.
Jaob loses and gains 417xp and 569 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: None Items Used: Scroll Shield of Faith Spells or Powerpoints Used: Fight 3 Abilities Used: None Free Activity: Profession
Ellia Wins and gains 2,020xp and 2292.75 gp Time Between Fights: 2 hour Prebuffs/Ongoing Effects: None Items Used: 4 charges wand MM, Scroll Shield Spells or Powerpoints Used: Fight 3 Abilities Used: None Free Activity: Craft
Okay - name of the game here is to get into melee and flank with Bedina and full attack/sneak attack the whole way.
Start off with a potion of shield of faith (CL1), deepcrystal net and a javelin in hand at the default. Drink the potion and close the distance. Bedina should remain behind me as we close in. Tap a tattoo of force screen and get into melee.
After those two, throw a net if we're in range or javelin if we're not. Once the net is thrown, engage in melee and allow Bedina to move around to flank.
In melee, note that Rac'quin has GMF as a prebuff, so there's a +1 to hit and damage on all of his attacks. If Rac'quin has anything left in hand once melee is engaged - drop it before the full attack.
That's pretty much it. Have fun running the fight.
NOTE: Grannick's prebuffs include applying a power stone of Dissolving Weapon on his waraxe before combat begins.
Grannick starts in the center of the start box, with his dwarven waraxe in one hand and a power stone of Force Screen in the other. Buff Rounds (in order) Round 1: Grannick manifests Expansion ML5 (1 pp + 2 pp to increase duration to 10 min/level) and moves away from any enemy closer than 100' Round 2: Grannick manifests Animal Affinity ML5 with +4 Str (3 pp) and moves away from any enemy closer than 100' Round 3: Grannick manifests Biofeedback ML5 (1 pp + 3 pp to increase to DR 3/-) and moves away from any enemy closer than 100' 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 according to the combat tactics below
Buffing Interrupts If any enemy is in sight and within 100', activate a crawling tattoo of Entangling Ectoplasm to attack the nearest one, then move away from that enemy and resume buffing next round. Don't do this twice to the same enemy.
Combat Although he's not likely to be tripped (+4 dwarf bonus vs trip and +4 size bonus), Grannick wants to make sure that Bedina is not going to cause any problems, but he also doesn't want to be netted before taking her out, if possible.
Grannick's first priority is to activate crawling tattoos of Entangling Ectoplasm on both Racquin and Bedina if they haven't been done already, focusing on Bedina first.
Once both are entangled, if Grannick can get to Bedina without being in range of Racquin's net, he engages her in melee, activating both Chain of Personal Superiority (+2 Str, +2 Con for 1 minute) and Chain of Defensive Posture (+2 insight bonus to AC for 1 minute) as free actions. He attacks with his waraxe, but does not use Psionic Weapon, being content with the damage done by Dissolving Weapon.
Once Bedina is down, Grannick seeks Racquin and engages in melee, this time using Psionic Weapon as often as possible. 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.
If at any time Grannick can't attack Bedina without being in range of Racquin's net, then Grannick attacks Racquin directly, using Psionic Weapon as above, and skips attacking Bedina. However, in this situation, Grannick will repeatedly activate crawling tattoos of Entangling Ectoplasm to attack her whenever there isn't one active and she's not entangled. He'll 5-foot step away from Racquin to do this. Grannick will also 5-foot step to avoid being flanked.
Rac'quin Hire Bedina Cassan (ECL3, 250gp) NPC Services: Extended Greater Magic Fang (+1 enh on all natural attacks, CL7, Duration less than 14 hours remaining) Free Activity: profession +161gp
Grannick Concentration: Take 20 to become psionically focused Concentration: Take 20 to make psicrystal psionically focused Lock dwarven waraxe to gauntlet Activate power stone of Dissolving Weapon and use on dwarven waraxe Free Activity: Guard
Round 0 Bedina goes first at 1d20+4=18 but delays her turn until after Racquin's each round to listen to instructions. Racquin goes next at 1d20+4=12. Grannick goes last at 1d20=8.
Racquin and Bedina spawn in area 1d4=1. Bedina spawns holding her Cold Iron Spiked Chain. Racquin spawns holding a Potion of Shield of Faith in one hand, a Javelin in another, a Deepcrystal net in another, and the fourth hand is empty. Grannick spawns in area 1d4=2. He spawns with his Dissolving Weapon-imbued Dwarven Waraxe locked into his gauntlet, and the other hand holding a power stone of Force Screen ML 2.
Round 1
Racquin whispers to Bedina in common: "Remain behind me as we close in, then flank." (Grannick does not hear it 1d20-7=-3) and drinks his potion. He can't see Grannick so he decides to go 1d2=1 clockwise looking for him and isn't heard 1d20-6=8.
Bedina follows Grannick, chain in hand and isn't heard 1d20-6=1.
Grannick manifests Expansion ML5 (1 pp + 2 pp to increase duration to 10 min/level).
Racquin (9,29), 31/31 hp, Shield of Faith CL 1 (ends 11) Bedina (8,29), 23/23 hp Grannick (27,27), 75/75 hp, Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501)
Round 2
Racquin advances. He attempts to spot 1d20+5=12 while Grannick auto-hides 1d20-5=4 and sees Grannick.
Bedina follows Grannick and attempts to spot as well 1d20+1=3, failing to notice Grannick.
Grannick gets a reactive chance to spot 1d20+2=14 his adversaries. He sees Racquin 1d20+1=4 and Bedina 1d20-6=8.
Grannick, seeing Racquin as the closest enemy within 100', activates his crawling tattoo of Entangling Ectoplasm. He backs away.
The crawling tattoo drops to the ground where Grannick was standing and scuttles forwards and double-moves to get into Racquin's square, provoking an AoO from Racquin and an AoO from Bedina. Bedina hits 1d20+8=22 for 2d4=3 damage, reduced to 0 from Hardness. Racquin swings a talon, hitting 1d20+11=18 for 1d4+6=7 damage, reduced to 2 damage from Hardness.
Racquin (21,29), 31/31 hp, Shield of Faith CL 1 (ends 11) Bedina (20,29), 23/23 hp Grannick (27,27), 75/75 hp, Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501) Tattoo (26,29), 8/10 hp
Round 3
Racquin taps his tattoo of Force Screen and attempts to close to melee.
Bedina advances and sees Grannick. She advances and attempts to tumble 1d20+8=19 into a flanking position.
Grannick, seeing Bedina as the closest enemy within 100', activates his crawling tattoo of Entangling Ectoplasm. This provokes an AoO from Bedina. Bedina makes a trip attempt. Touch (spiked chain) 1d20+8=22 succeeds. Her trip 1d20+4=6 is succesfully opposed 1d20+11=18. Grannick attempts to counter-trip 1d20+11=29 and beats Bedina. 1d20+4=16. Bedina drops her chain in order to stay upright. Grannick backs up 20'. Bedina makes an attack with her spiked chain 1d20+8=22 and hits, damaging Grannick for 2d4=2 damage.
Tattoo 1 enters Racquin's square, provoking a talon AoO, which hits 1d20+11=30 for 1d4+6=9 damage, reduced to 4 from hardness. Tattoo 1 makes a melee touch attack against Racquin 1d20+9=23, hitting him with Entangling Ectoplasm.
Tattoo 2 enters Bedina's square and attacks, hitting 1d20+9=18 and effecting her with Entangling Ectoplasm.
Racquin (26,26), 31/31 hp, Shield of Faith CL 1 (ends 11), Entangling Ectoplasm (ends at end of 8), Force Screen (ends 13) Bedina (30,25), 23/23 hp, Entangling Ectoplasm (ends at end of 8), Disarmed (weapon in 30,25) Grannick (29,20), 73/75 hp, Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501)
Round 4
Racquin advances and throws his javelin 1d20+3=11 but misses.
Bedina advances, bursting and unsuccessfully tumbling 1d20+6=7 to get into a flanking position, provoking an AoO and stopping before passing through Grannick's square. Grannick swings his waraxe, 1d20+9=11, missing.
Grannick manifests Animal Affinity ML5 with +4 Str (3 pp), provoking an AoO. Bedina makes an attack with her chain 1d20+4=23 hitting for 2d4=7 damage. Bedina atttempts to trip 1d20+4=14 but Grannick repels her 1d20+11=26. Grannick attemps a counter-trip 1d20+11=31 and Bedina fails to resist it 1d20+4=24, dropping her chain to stay upright. Grannick backs up.
Racquin (29,25), 31/31 hp, Shield of Faith CL 1 (ends 11), Entangling Ectoplasm (ends at end of 8), Force Screen (ends 13) Bedina (30,21), 23/23 hp, Entangling Ectoplasm (ends at end of 8), Disarmed (weapon in 30,25) Grannick (29,16), 67/75 hp, Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), Animal Affinity +4 Str(ends 54)
Round 5
Racquin advances, double-moving forwards in an attempt to get into melee or close enough to throw his net.
Bedina picks up her spiked chain and advances, tumbling unsuccessfully 1d20+6=12 towards a flanking position, forcing her to stop and provoking an AoO. Grannick swings his waraxe, 1d20+9=22 hitting for 1d10+5+4d6=33 damage knocking the Xeph unconscious.
Grannick manifests Biofeedback ML 5 (1 pp + 3 pp to increase to DR 3/-)
Racquin (29,19), 31/31 hp, Shield of Faith CL 1 (ends 11), Entangling Ectoplasm (ends at end of 8), Force Screen (ends 13) Bedina (30,21), -9/23 hp, Entangling Ectoplasm (ends at end of 8), Disarmed (weapon in 30,21) Grannick (29,16), 67/75 hp, Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), AA +4 Str (Ends 54), Biofeedback DR 3/- (ends 55)
Round 6
Racquin steps forward and throws his net, provoking an attack of opportunity. Grannick attempts his AoO 1d20+11=17 but misses. Racquin's net hits 1d20+3=22, entangling Grannick.
Grannick activates power stone of Force Screen ML2 and draws potion of Shield of Faith.
Racquin (29,18), 31/31 hp, (AC 29), Shield of Faith CL 1 (ends 11), Entangling Ectoplasm (ends at end of 8), Force Screen (ends 13) Grannick (29,16), 67/75 hp, (AC 22), Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), AA +4 Str (Ends 54), Biofeedback DR 3/- (ends 55), Force Screen ML 2 (ends 26), Entangled in Net
Grannick steps backard, drinks his potion of Shield of Faith CL 1 and draws his dorje of Vigor.
Racquin (29,17), 31/31 hp, (AC 29), Shield of Faith CL 1 (ends 11), Entangling Ectoplasm (ends at end of 8), Force Screen (ends 13) Grannick (29,16), 61/75 hp, (AC 22), Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), AA +4 Str (Ends 54), Biofeedback DR 3/- (ends 55), Force Screen ML 2 (ends 26), Entangled in Net, Shield of Faith (Ends 17)
Grannick activates Chain of Personal Superiority and Chain of Defensive Posture. He uses his Dorje of Vigor ML 2 to gain 10 hit points. Racquin's Entanglement ends.
Racquin (29,17), 31/31 hp, (AC 31), Shield of Faith CL 1 (ends 11), Force Screen (ends 13) Grannick (29,16), 68+10/85 hp, (AC 22), Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), AA +4 Str (Ends 54), Biofeedback DR 3/- (ends 55), Force Screen ML 2 (ends 26), Entangled in Net, Shield of Faith (Ends 17), Chain of Personal Superiority (Ends 18), Chain of Defensive Posture (Ends 18)
Round 9
Racquin makes a full attack. Talon 1d20+11=28 hits for 1d4+7=8 damage, 5 after DR. Talon 1d20+11=18 misses Talon 1d20+11=29 hits for 1d4+7=9, 6 after DR. Pitlord note: Accidentally rolled the damage rolls as Grannick instead of Racquin. Still using them. Talon 1d20+11=28 hits for 1d4+7=10, 7 after DR. Bite 1d20+8=11 misses
Grannick attacks with his waraxe, expending his focus to use Psionic Weapon and 1d20+10=25 missing Racquin.
Racquin (29,17), 31/31 hp, (AC 31), Shield of Faith CL 1 (ends 11), Force Screen (ends 13) Grannick (29,16), 60/85 hp, (AC 22), Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), AA +4 Str (Ends 54), Biofeedback DR 3/- (ends 55), Force Screen ML 2 (ends 26), Entangled in Net, Shield of Faith (Ends 17), no personal focus, Chain of Personal Superiority (Ends 18), Chain of Defensive Posture (Ends 18)
Grannick attacks, expending his psicrystal's Psionic Focus for Psionic Weapon. He attacks, 1d20+10=27hitting for 2d8+5+2d6=22 damage. missing. He steps back and attempts to focus, succeeding 1d20+15=32.
Racquin (29,16), 31/31 hp, (AC eq), Shield of Faith CL 1 (ends 11), Force Screen (ends 13) Grannick (29,14), 53/82 hp, (AC 22), Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), Biofeedback DR 3/- (ends 54), Force Screen ML 2 (ends 25), Shield of Faith (ends 16), Entangled in Net, No Psionic Focus, Chain of Personal Superiority (Ends 17), Chain of Defensive Posture (Ends 17)
Grannick attacks, expending his Psionic Focus for Psionic Weapon, missing 1d20+8=13. He steps back and attempts to gain psionic focus on his psicrystal, succeeding 1d20+15=26.
Racquin (29,15), 31/31 hp, (AC 29), Force Screen (ends 13) Grannick (29,13), 36/82 hp, (AC 22), Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), Biofeedback DR 3/- (ends 54), Force Screen ML 2 (ends 25), Shield of Faith (ends 16), Entangled in Net, No Psionic Focus on self, Chain of Personal Superiority (Ends 17), Chain of Defensive Posture (Ends 17)
Grannick attacks, expending his Psicrystal's Psionic Focus for Psionic Weapon, 1d20+10=26 missing his opponent. hitting his opponent for 2d8+7+2d6=25 damage. He steps back and attempts to gain psionic focus on himself, failing 1d20+15=17.
Racquin (29,14), 31/31 hp, (AC 29), Force Screen (ends 13) Grannick (29,12), 12/82 hp, (AC 22), Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), Biofeedback DR 3/- (ends 54), Force Screen ML 2 (ends 25), Shield of Faith (ends 16), Entangled in Net, No Psionic Focus on crystal or self, Chain of Personal Superiority (Ends 17), Chain of Defensive Posture (Ends 17)
Grannick steps back and attempts to gain psionic focus for himself 1d20+15=22 (success), and on his psicrystal 1d20+15=17 (failure)
Racquin (29,13), 31/31 hp, (AC 25) Grannick (29,11), 7/82 hp, (AC 22), Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), Biofeedback DR 3/- (ends 54), Force Screen ML 2 (ends 25), Shield of Faith (ends 16), Entangled in Net, No Psionic Focus on crystal, Chain of Personal Superiority (Ends 17), Chain of Defensive Posture (Ends 17)
Grannick is at 0 HP and is disabled! Hoping to roll high, he attacks with his waraxe, expending his Psionic Focus for Psionic Weapon. He attacks, missing 1d20+8=9. The exertion of the attack knocks him unconscious at -1. He steps back and attempts to gain psionic Focus, failing 1d20+15=16.
Grannick has been struck down!
Racquin (29,13), 31/31 hp, (AC 25) Grannick (29,11), -1/82 hp, (AC 22), Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), Biofeedback DR 3/- (ends 54), Force Screen ML 2 (ends 25), Shield of Faith (ends 16), Entangled in Net, Chain of Personal Superiority (Ends 17), Chain of Defensive Posture (Ends 17), No focus on self or crystal.
Grannick steps back and attempts to gain focus on himself 1d20+15=35 success and on his crystal 1d20+15=24 success.
Racquin (29,12), 31/31 hp, (AC 25) Grannick (29,10), 10/82 hp, (AC 22), Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), Biofeedback DR 3/- (ends 54), Force Screen ML 2 (ends 25), Shield of Faith (ends 16), Entangled in Net, Chain of Personal Superiority (Ends 17), Chain of Defensive Posture (Ends 17)
Grannick attacks with his waraxe, expending his psionic focus for Psionic Weapon. He attacks, 1d20+8=19 missing. He steps back and attempts to gain psionic focus on himself, 1d20+15=35 succeeding.
Racquin (29,12), 31/31 hp, (AC 25) Grannick (29,10), 7/82 hp, (AC 20), Dissolving Weapon on Waraxe ML 3, Expansion ML 5 (ends 501), Biofeedback DR 3/- (ends 54), Force Screen ML 2 (ends 25), Entangled in Net, Chain of Personal Superiority (Ends 17), Chain of Defensive Posture (Ends 17)
Racquin Wins! He gains 1785 exp and 2210 gp + 151 gp Profession.Pitlord note: This does not include the cost of hiring Bedina. Grannick loses. He gains 805 exp and 995.9 gp.
Racquin Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: Extended Greater Magic Fang (+1 enh on all natural attacks, CL7, Duration less than 12 hours remaining) Items Used: 1 potion of Shield of Faith, 1 tattoo force screen Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Profession (161 gp)
Grannick Time Between Fight: 2 hrs Prebuffs/Ongoing Effects: none Items Used: 1 Stone Force Screen ML2, 1 Potion Shield of Faith CL1, 1 Charge from Dorje of Vigor ML 2, 2 Crawling Tattoos of Ectoplasm Spells or Powerpoints Used: 10 (3 Expansion, 3 Animal Affinity, 4 Biofeedback) x/day Abilities Used: Chain of Personal Sup, Chain of Defensive Posture Free Activity: Guard
Augh. Forgot to do one of Grannick's Buffs (Animal Affinity), ran the fight all the way to the end, then spotted it and then spent about an hour patching up the fight. Let me know if I messed up the tactics anywhere or forgot any bonuses or anything.
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Time Roll: 2 hours Lighting: Dim Light (Remember - the lighting conditions only affect ECL5 and up)
Characters on Quests:
Krug the Squeezer (ECL4) miniquests for Roleplaying {Week 1/1}: QL dgallaty
Characters doing Full Activities:
Ellia Duskthorn crafts a periapt of wisdom +2 and gloves of dexterity +2; Scribe 3 scrolls of shield (CL2), 1 scroll of invisibility (CL3), 1 scroll of entropic shield (CL1), 1 scroll of divine favor (CL1), 2 scrolls of aid (CL3), scroll of see invisibility (CL3) {Week 1/2}
Vathilia Xilodon crafts 1 scroll resist energy CL 3, 2 scrolls barkskin CL 6, 1 scroll mage armor CL 1, upgrade gloves of DEX +2 to +4. (Week 1/2}
Qwuibbik crafts Pearl of Power III, Pearl of Power IV (Week 1/4}
BATTLES OF GLADIUS
LEVEL 3 FIGHTS
Sendra Death's Hand (Uknits) vs. Kinslayer (Voxthunder) : Eluria {Arena}
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: In combat, 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 Elrin's location.
When Beezel is within 120' of Elrin, he casts True Strike and moves 30'. Once within 90', he moves to within 60' and expends his psionic focus to manifest an Enlarged Fire Energy Ray at ML5 (3pp + free 2pp wilder surge).
After that, Beezel stays 60' away and attacks with his dorje of Enlarged Crystal Shard until Elrin is down. Beezel will move to the nearest concealment if available and hide and shoot (but not snipe). If no concealment is available, Beezel will go for the nearest cover if possible.
If Elrin ever gets 25' or closer, Beezel will cast Cause Fear instead of using his dorje.
Start in the central corner and move out. Keep to areas of concealment to hide. If he is invisible, then this may mean delay penalty, but he is worse off if we get detected. Key objective is to disarm him of his dorje, this trumps all else. Once I disarm him, stow the dorje and kill with mindblade, thrown or melee as he wants to.
Closing by stealth is want I want to do. If I can, base or charge from hiding. If I see him and he doesn;t see me, if he is moving closer, stay where I am until he is within range of closing or he is getting further away.
If I am detected, try to close to disarm. If he is moving super fast or I'm entangled, move to break line of sight and then drop prone and take total defense (note tumble for +6 from total defense) until 5 rounds have past. If I hear casting, break LoS to avoid true strike.
If I still cannot close, hold further than 60' so that he has to move within 60' to shoot me and I'll throw mindblades until he does close. If he hides, move to break LoS and scout from hiding as well.
BASIC PRIORITIES:
If this causes too much in delay, closing to disarm is the ultimate goal, then killing with mindblade, either melee or range. Temperary problems are solved by either hiding or dropping prone and then taking total defense.
[Note: I missed the part of Beezel's tactics which call for him to use the logs, not the stones. Since he made all his Balance checks, though, I just ignored this - yes, Elrin could have caught up with him and the two could have met under different circumstances. I don't fancy re-running ~20 rounds unless there's call for it, though].
Round 1 Elrin begins moving clockwise around the arena. It's not possible for him to keep solely in the undergrowth if search for Beezel, so he resolves to end each turn hidden and run between the patches of cover, like a gureilla stealth warrior. Beezel casts Invisibility from his scroll [Listen impossible] and draws a Power Stone of Inertial Armour.
[Note: He can't move whilst drawing a stone, only a "weapon-like" wand or dorje]
Round 2 Elrin moves to the next patch of cover. Beezel uses his stone for Intertial Armour [+4 AC, ends 1 hour] and draws a stone of Force Screen.
Round 3 Elrin forces his way through the undergrowth.
Round 16-18 More moving. In the last round, Beezel spots Elrin mid-move (since he does not have cover whilst moving). Since he would need to swim across the bog (with a -2 vs DC 10), he resolves to head Elrin off instead.
Rounds 20-21 Elrin keeps moving through the undergrowth as Beezel navigates the fallen log. Beezel fails to spot Elrin, and Elrin fails to hear Beezel.
Round 22 Elrin moves to the next patch of undergrowth, but is unknowingly spotted by Beezel [17+2-4=15 vs 1+10-5=6: success]. Beezel casts True Strike [+20 AB, Elrin Listen 10+6-(4x2)=8: success].
[Note that, technically, Beezel's tactics call for him to move after casting, but this only seems to be to get within 90ft, and he already is]
Round 23 Elrin hears casting at (28,62) (though actually, Beezel is at (30,62)). Fearing True Strike, he moves to break LoS, flattenning himself against a nearby tree [it's debatable how far away he should move or whether he should try to hide vs make it harder to re-establish LoS]. Beezel does his best to follow [Listen impossible]. Unfortunately, the undergrowth makes it impossible for him. [Force Screen, True Strike end]
Round 24 Elrin hears Beezel moving through the shrubbery [Listen 13 vs 0], placing him at (25,59), one square to the east of his actual location. He moves northwards around his tree in an attempt to maintain stealth.
[Note: Beezel should presumably get worse than a -5 for full speed, but not a -20?]
Beezel doesn't see Elrin slipping into the nearby forestry, but does hear him - incorrectly, at (21,61). He moves to establish LoS [assuming he can move through Elrin's space since both are being stealthy] and, failing to spy him, puzzledly looks around for the human [active Spot 22 vs 29].
Elrin hears Beezel's movings [17 vs 17, 20 vs 13, pinpoint: (26,60) - in a tree. Oops]
Round 25 Elrin really has nothing to do, so readies to throw his mindblade on sight waits. Unfortunately for him, Beezel finally spies him in the undergrowth, and blasts him with a ray of fire.
[Note: Beezel's tactics are still calling for an initial ray, without moving to beyond 60ft, but given his wish to avoid combat, he does move as far away as he can with one move. He does not expend his focus because it's unnecessary given the somewhat unexpected situation]
The burning brand scorches its way through the undergrowth, blistering the unsuspecting Elrin [attack 25 vs fftAC 10: hit, damage: 28, WS 54 vs 10%]. Elrin throws his blade, but in his surprise, his attack goes wide [19 vs AC16+4: miss].
Round 26 [Note: I realised that, with Elrin's priority to disarm, he would rather wait and charge than have to re-form his mind blade this round] Elrin [6/34] charges at Beezel, swiping at the kobold's dorje [21+2 vs 13: success]. Beezel stoops to pick up his dorje [AoO 11: miss], steps back, and hits Elrin with Cause Fear [Will 12 vs DC 15: failure]
[Note: Beezel's tactics call for him to "avoid melee" and preferably stay beyond 60ft from Elrin. However, both have the same movement speed, making this essentially impossible]
Round 27 Elrin scrambles back through the undergrowth. Beezel hits misses Elrin with a shard from his dorje [13 vs tAC 14]
Round 28 Elrin flees. Beezel runs after him and finishes him with a second shard of death [attack 20!].
Beezel wins and gains 1200xp and 1200gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: Scroll of Invisibility, Power Stone of Inertial Armour, Power Stone of Force Screen, Scroll of Reduce Person, 2 charges Dorje of Crystal Shard (ML2) Spells or Powerpoints Used: 3pp (Energy Ray), 1 SL (Cause Fear) x/day Abilities Used: None Free Activity: Guard
Elrin loses and gains 400xp and 400gp Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None x/day Abilities Used: None Free Activity: Guard
First off - I hired Trillian. Her tactics are to shoot at Bernik any time she can and to stay out of melee.
Berri will start at the front corner with a divine scroll of bull's strength (CL3) and her wand of shield (CL2)
Round 1 - shield from wand - drop it Round 2 - bless from memory Round 3 - shield of faith from memory Round 4 - bull's strength from scroll (CL check)
If Bernik is seen, either attack immediately with ray of enfeeblement or ready when he is in range. Then draw greatsword and attack in melee, activating the charm domain power and using divine might up to three times on attacking.
This fight should be fairly straightforward. The basic idea is to eliminate Trillian and then Berri, tripping to reduce their AC to something more manageable. Of course, the details are a bit more complicated. Begin in 5,26 or equivalent with potions of Shield of Faith and Enlarge Person. Drink the potion of Shield of Faith, then drink the potion of Enlarge, then go searching for the enemies while drawing my axe. (If interrupted buffing, just finish.) (With 90' darkvision and 40' speed and a good spot score, that is not likely to take long.) Then base*, trip and kill Trillian, then trip and kill Berri. (Don't make an effort to base unless she's wielding a ranged weapon too.) (If Trillian isn't visible, just trip and kill Berri.) If basing Trillian would provoke an AoO from Berri, then 5' and trip without basing if I can; otherwise just trip and kill Berri while 5'-ing to continue against Trillian (if I've hit Berri more than twice as often as I've hit Trillian, just finish against Berri; if it's exactly twice as often continue trying to attack Trillian). Declare dodge against Trillian, but when I base her or successfully trip her switch the dodge to Berri. If I am going to end my turn with Trillian standing and not based, declare dodge against her (until I trip or base her). Essentially, Trillian is more dangerous than Berri when she can rapid shot without provoking an AoO.
If an AoO is provoked, use it to trip if possible, otherwise (i.e. if it's provoked by standing up) use it for damage.
*By which I mean literally having Bernik right next to her, not just in reach.
Thanks for the run.
1. If charging will allow me to attack earlier than I otherwise could, charge and don't worry about basing. 2. If I can only base with a move action, but can get within attack range with a 5', don't worry about basing; it's more important to get the secondary attack. 3. If I see Berri cast a spell (not from a scroll) with no somatic component, then if she's wielding a melee weapon get at least 65' away from her (use a withdraw action to avoid AoO if necessary). If she's wielding a bow then if possible move to have total cover from everywhere she can single move to; if that's not possible (it probably isn't) base her if I can do so in a single move (even if it violates addendum 2 above) and try to trip her (and of course follow up for damage) so she can't attack, and on the following round don't take an AoO when she stands (instead, save the AoO for when she shoots or moves away, and try to trip her again to prevent shooting). I really would like to avoid being hit by a True Strike alpha strike.
Berri and Trillian spawn in area 4 at 5,5 and 4,4. Berri is holding a divine scroll of Bull's Strengh CL 3 and a Wand of Shield CL 2. Trillian is holding her Longbow.
Bernik spawns in area 1d3=3 at 26,5. He is holding a potion of Shield of Faith and a potion of Enlarge Person.
Round 1
Bernik drinks the potion of Shield of Faith.
Trillian delays until after Berri. Berry casts Shield CL 2 from the Wand and drops it. She whispers, "shoot at Bernick any time you can, and stay out of melee." Trillian nods and waits for her employer to move out, staying behind her. Pitlord note: listen DC 15 at 100' away is too high for Bernik to make, even with a 20.
Bernik (26,5), 65/65 hp, Shield of Faith CL 2 (ends 21) Berri (5,5), 35/35 hp, Shield CL 2 (ends 21) Trillian (4,4), 17/17 hp
Round 2
Bernik drinks Enlarge Person CL 2 and moves out 1d2=2 counter-clockwise, drawing his axe. He moves quietly1d20-13=-7 but Berri hears him 1d20-5=-1 at the location 1d37=6 of (21, 13). and Trillian hears him 1d20-7=-4 at the location 1d64=1 of (20, 15), and stands by.
Berri casts Bless from memory. Bernik attempts to listen 1d20+1=13 and hears the spellcasting coming from 1d21=15 the location (5,4).
Bernik advances towards the spellcasting he heard, auto-spotting his advesaries. He doesn't have enough remaining movement to base with Trillian, and doing so would require squeezing through 1-wide gaps, taking AoOs, or taking a long route around, so he uses the rest of his second move action to base with Berri instead, but setting up for steps towards Trillian if possible in future rounds. He declares dodge against Trillian.
Berri casts (ASF: 1d100=72) and attacks with a ray of enfeeblement, provoking an attack of opportunity. Bernik swings his axe 1d20+10=11, missing. Berri attacks with her ray, 1d20+6=21 striking Bernik for 1d6=3 strength damage, lowering Bernik's Str Modifier by 2 for the next 10 rounds.
Trillian steps back and fires two arrows, missing 1d20+7=13 and 1d20+7=11 missing.
Bernik takes a 5-foot-step, hoping to maneuver to base with Trillian. He attacks Berri with trips once 1d20+7=19, touching. Bernik Trip: 1d20+10=18, Berri antitrip: 1d20+3=17, Berri is tripped, and Bernik deals 2d8+2=11 damage to Berri. He uses his second attack to attack Berri, missing 1d20+2=5. He dodges Trillian.
Berri draws his greatsword. He activates his charm domain power and uses divine might. He attacks. Pitlord note: He would normally stand before attacking, but he has only one action left this round. With 3 BAB it makes more sense to attack, then stand and attack next turn, then to stand this turn and attack next turn in terms of offensive output. Being down 4 AC is a disadvantage, but an extra attack, even at -4 attack, could make the difference. and misses 1d20+4=19.
Trillian steps back and fires two arrows, 1d20+7=22 missing and 1d20+7=26 hitting for 1d8+2=6 damage.
Bernik (8,7), 59/65 hp, 25 AC, 13 Touch, Shield of Faith CL 2 (ends 21), Enlarge Person (ends 22), Dodge vs Trillian, Enfeebled -3 (ends 13) Berri (5,5), 24/35 hp, 19 AC (27 vs ranged), Shield CL 2 (ends 21), Bless (ends 22), Prone, Divine Might (ends 5), Charm Domain Power (ends 14) Trillian (3,5), 17/17 hp, 19 AC, Bless (ends 22)
Round 5
Bernik has attacked Berri more than twice as much as he has attacked Trillian, so he will direct all further attacks towards Berri. He attacks Berri: 1d20+8=18 miss, 1d20+2=16 miss.
Berri stands, provoking an attack of opportunity from standing-- Bernik attacks, 1d20+8=24 striking Berri for 2d8+2=14 damage. Berri attacks back, using Divine Might again and attacking with the Greatsword, 1d20+8=16 missing.
Bernik attempts to touch Berri to trip him: 1d20+7=24, succeeding. Berri attempts 1d20+3=12 to resist Bernik's trip 1d20+10=15 but fails. Bernik deals 2d8+2=13 trip damage to Berri.
Bernik Wins! He gains 2025 exp and 2250 gp.. Berri Loses. She gains 525 exp and 582.75 gp. Pitlord note: This does not include the cost of hiring Trillian.
Bernik Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: None Items Used: 1 potion of Shield of Faith, 1 potion of Enlarge Person. Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Guard
Grannick Time Between Fight: 2 hrs Prebuffs/Ongoing Effects: none Items Used: 1 Charge from Shield Wand. Spells or Powerpoints Used: Bless x/day Abilities Used: Charm Domain Power, Divine Might x2 Free Activity: Guard
A bit unsure what to do with Bernik since he couldn't reach Trillian easily. Also, the tactics were worded kind of weirdly and he ended up hitting Berri a lot instead of what I think was intended, which was hitting Berri once or twice if he had the chance but going for Trillian when possible. If this wasn't a correct interpretation let me know, but once you'd hit Berri once there was no way according to your tactics you'd stop hitting her unless you'd already hit Trillian.
For Berri, I think I handled everything properly in terms of tactics. Not sure if you wanted to stand first, or get an extra attack but suffer -4 AC for a round, but it didn't really matter given how Bernik's attack rolls turned out.
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Man, I really need to get some more protection vs Magic Missile here - that's still be far the biggest threat. Eaus being dead and this being the City (Entangle I miss you!) really doesn't help, either.
Well, starting in the front corner of my box, flanked by the dogs, with my Wand of Produce Flames in hand. Use the wand, and move out anticlockwise, with the dogs going in front of me.
As soon as I see Nathas, order the dogs to attack him. If I hear him and he appears to be invisible, or if he's in mist, I should also be able to order them to attack him and they can use scent to find him (they don't have track, but they should presumably be able to use it as part of attacking). They should naturally charge, flank, and rip him to pieces. If I hear casting, run to break LoS if I can to prevent a True Strike attack.
Otherwise, throw flames, or ready to throw flames when not able.
There are things I could do to try and make this safer but I'm not sure they'll make much difference so let's just rely on the dogs.
Main priorities: Flee True Strike > Send in dogs > Throw flames
Note: -Always declare Dodge against Nathas -Don't forget Urdwed's SR 12. Against a CL 1 wand, it should really make a difference -If he uses Obscuring Mist, don't go in, send the dogs in and wait just within range of produce flames, readying to throw on sight. -Not sure if I can only handle one ally at once (neither is my druid companion); if so, handling one and then using standard action to throw is OK, handling the other next round, but always send at least one in.
Looks like it'll be a quick fight, one way or the other. Luckily Nathas has a shiny new wand of Magic Missile he's been looking to try out, and a low-Hp high-AC enemy like this is just the guy to try it on. Bear in mind that both of us have Spell Resistance.
Nathas spawns in the center of his box with his scroll with Mage Armor, True Strike, and Invisibility scribed on it. Richard Nixon is perched on his shoulder and will stay there.
Round 1: Attempt to Cast Invisibility from the scroll. Keep on trying to do this until successful or a mishap occurs, consuming Invisibility. If a mishap happens, continue as normal. Round 2: Cast Mage Armor from the scroll, then put the scroll away. Round 3: Cast Resistance from memory. Draw scroll of Obscuring Mist.
Move out invisibly towards the center of the map. Wait there until the enemy is spotted or delay penalty is imminent. If delay penalty is imminent, wander around looking for enemy.
Upon spotting the enemy, cast Obscuring Mist from the scroll, then move 10' to another location in the mist. Richard Nixon will use his blindsense to pinpoint enemies within the mist. If the enemy enters the mist, cast Sleep on the enemy's location (make sure not to place the AoE on self). If the enemy does not enter the mist, Draw the Wand of Magic Missile, then move to the edge of the mist and fire Magic Missiles at the Gnome until it dies.
If the enemy sends just dogs into the mist, have Richard Nixon fly out to the edge of the mist for a moment before turning back, and relay the enemy position back to Nathas. Cast Sleep aiming for the enemy if possible. If not, aim for the dogs. If all dogs fall asleep, CDG them with the Scythe. If only one is asleep, use a Pearl of Power to regain Sleep, and use it on the remaining dog (check to see if Gnome is in range first using Nixon, though-- would rather use this on Nixon). If dogs live and are in mist and Sleeps are all used up, use Magic Missile Wand to kill dogs, then move to edge of mist and use Magic Missile Wand on Gnome until it dies.
If all else fails, keep on using Wand of Magic Missile on the Gnome. If Obscuring Mist runs out, do not restart it.
Round 0 Urdwed is first in area 4, then Nathas in 2.
Round 1-4 Urdwed uses produce flames from his wand and moves out with his dogs. Nathas casts invisibility, mage armour, and resistance. He then moves out as well.
Nathas 8/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 13/13 HP
Round 5 Movement
Nathas 8/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 13/13 HP
Round 6 Movement
Nathas 8/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 13/13 HP
Round 7 More movement, and Nathas casts obscuring mist.
Nathas 8/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 13/13 HP
Round 8 The dogs come towards Nathas as Urdwed readies to blast anything on sight.
Nathas 8/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 13/13 HP
Round 9 The dogs enter the mists, and Nathas prepares to make them sleep.
Nathas 8/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 13/13 HP
Round 10 The dogs bite at Nathas, one hitting. Nathas growls in frustration as he prepares to sleep them.
Nathas 3/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 13/13 HP
Round 11 The dogs miss as Nathas finishes his sleep spell, but both dogs miraculously resist. He refreshes his spell and begins casting again.
Nathas 3/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 13/13 HP
Round 12 The dogs miss again as Nathas drops one of them with a sleep spell and draws his scythe.
Nathas 3/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 13/13 HP
Round 13 Nathas dodges the one dog as he beheads the other with his scythe.
Nathas 3/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 13/13 HP
Round 14 Nathas drops his scythe for his wand, dodging the dog and blasting it.
Nathas 3/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 10/13 HP
Round 15 Nathas again dodges the dodg and blasts it.
Nathas 3/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 6/13 HP
Round 16 Another blast knocks the dog down, making it miss.
Nathas 3/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth 1/13 HP
Round 17 A final blast drops the dog as Nathas dodges his blow.
Nathas 3/8 HP, 17 AC Urdwed 10/10 HP Razor 13/13 HP Grimtooth -4/13 HP
Round 18 Urdwed, still prepping to fire, sees Nixon emerge from the fog and blasts him, dropping him. Nathas follows, blasting Urdwed with his wand for 2.
Nathas 3/8 HP, 17 AC Urdwed 8/10 HP Razor 13/13 HP Grimtooth -5/13 HP
Round 19 Urdwed refreshes his flames as Nathas glances him yet again.
Nathas 3/8 HP, 17 AC Urdwed 6/10 HP Razor 13/13 HP Grimtooth -6/13 HP
Round 20 Both magical blasts strike true, but both are able to shrugs off the magics.
Nathas 3/8 HP, 17 AC Urdwed 6/10 HP Razor 13/13 HP Grimtooth -7/13 HP
Round 21 Urdwed is forced to refresh his flames as Nathas hits for another 2 damage.
Nathas 3/8 HP, 17 AC Urdwed 4/10 HP Razor 13/13 HP Grimtooth -8/13 HP
Round 22 Urdwed misses as Nathas fails to blast through his resistant.
Nathas 3/8 HP, 17 AC Urdwed 4/10 HP Razor 13/13 HP Grimtooth -9/13 HP
Round 23 Another spectacular display of failure to do damage.
Nathas 3/8 HP, 17 AC Urdwed 4/10 HP Razor 13/13 HP Grimtooth -10/13 HP
Round 24 Urdwed is forced to refresh as Nathas strikes for 3, bringing Urdwed to near death.
Nathas 3/8 HP, 17 AC Urdwed 1/10 HP Razor 13/13 HP Grimtooth -10/13 HP
Round 25 Urdwed misses as Nathas just fails to damage Urdwed.
Nathas 3/8 HP, 17 AC Urdwed 1/10 HP Razor 13/13 HP Grimtooth -10/13 HP
Round 26 Urdwed finally gets a good shot and drops Nathas.
Nathas loses and gains 500xp and 596 gp Time Between Fights: 2 hour Prebuffs/Ongoing Effects: None (Nixon stabilized) Items Used: Scroll Invisibility, Mage Armour, Obscuring Mist, 8 Charges Wand MM Spells or Powerpoints Used: 1 SL (Sleep, Resistant) Abilities Used: PoP Free Activity: Craft
Urdwed Wins and gains 900xp and 900 gp Time Between Fights: 2 hour Prebuffs/Ongoing Effects: Dogs deaqd Items Used: 4 charges wand Produce Flames Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
JANNI Medium Outsider (Native) Hit Dice: 6d8+6 (33 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly speed 20 ft. (perfect) Armor Class: 19 (+2 Dex, +1 natural, +6 chainmail), touch 12, flat-footed 17 Base Attack/Grapple: +6/+9 Attack: Scimitar +9 melee (1d6+4/18–20) or longbow +8 ranged (1d8/x3) Full Attack: Scimitar +9/+4 melee (1d6+4/18–20) or longbow +8/+3 ranged (1d8/x3) Space/Reach: 5 ft./5 ft. Special Attacks: Change size, spell-like abilities Special Qualities: Darkvision 60 ft., elemental endurance, plane shift, resistance to fire 10, telepathy 100 ft. Saves: Fort +7, Ref +8, Will +8 Abilities: Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13 Skills: Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings) Feats: Combat Reflexes, Dodge, Improved InitiativeB, Mobility Environment: Warm deserts Level Adjustment: +5
Equipment: Silver scimitar 20 silver arrows +1 chainmail Cloak of Resistance +1 Potion of Shield of Faith +2 Oil of Magic Weapon 2x Potion of Cure Light Wounds Tattoo of Force Screen Tattoo of Vigor
Change Size (Sp): Twice per day, a janni can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based.
3/day - invisibility (self only), speak with animals.
Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour.
Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.
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 farthest away from the center of the map, with his dwarven waraxe in one hand and a power stone of Energy Adeptation (Specified) 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 2: Grannick manifests Animal Affinity ML5 with +4 Str (3 pp) Round 3: Grannick activates power stone of Energy Adeptation ML3 (specifying acid) and draws power stone of Force Screen 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 out according to the combat tactics below
Buffing Interrupts If Kyra is in sight, not enlarged, and within 80', activate a crawling tattoo of Entangling Ectoplasm to attack her, then move away and resume buffing next round. If Grannick is in melee combat, stop buffing and start combat tactics below.
Combat Grannick hopes to win out in this melee-vs-melee fight due to his higher HP. He wants to avoid being charged, so he moves out and circles clockwise around the center lake, using the pillars to prevent a straight-line charge if possible.
As soon as Kyra is within range for a move-and-attack, Grannick goes after her. If she is attacking from range, he uses the dorje of Vigor to replenish lost temporary HP whenever he's damaged, and continues to pursue her. If it's obvious that he's not going to catch up to her, he manifests Skate from memory (not the powerstone), and charges as soon as he can.
Once in melee range, Grannick does his usual opener: activate both Chain of Personal Superiority (+2 Str, +2 Con for 1 minute) and Chain of Defensive Posture (+2 insight bonus to AC for 1 minute) as free actions, attack with waraxe, and use Psionic Weapon and damage from Dissolving Weapon if it hits. Continue to use Psionic Weapon any time Grannick or his psicrystal has focus. 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.
Melee vs. Melee… and he’s better at it! D’oh… Kyra has a lot of trouble with pure meleers… in fact, not really sure what Kyra’s best foe is… sort of a better character than gladiator…
How does he not yet have a deepcrystal +1 dwarven waraxe, though!
Goal – give him an AoO, and then attack his dwarven waraxe with all I’ve got
Start in back left corner, holding greatsword and powerstone
Essential point: Interrupt buffing anytime after Expansion if he appears – goal is to sunder his axe no matter what. Buffs are less relevant than sundering it.
Until he appears, buff as follows (note: as soon as he’s seen, interrupt buffing): Rd 1: 1pp + 2WS Expansion Rd 2: Concealing Amorpha ML3 from stone (drop stone, draw next w/ move action) Rd 3: Force Screen ML2 from stone (draw potion of SoF) Rd 4: Vigor 3pp +2WS (make sure to save 2pp for DeepCrystal charge; so if innervated after first surge, then spend only enough to have 2pp remaining to deepcrystal) Rd 5: if he’s still not seen, use potion of shield of faith (and draw Wand) Rd 6: if he’s still not seen, use wand of divine favor (drop it) Rd 7: if he’s still not seen, manifest 1pp Off Precog Rd 8: at this point, just seek him out – ready action to Sunder his Waraxe if within range (NOTE: if sundering on a ready action, just use 2pp DeepCrystal and trigger CoPS free action; DO NOT expend psionic focus on this type of sunder)
First opportunity: offer an AoO for movement (note: assumption is generally people will take all AoOs unless specified), ie, move 5’ back and 5’ forward to trigger AoO, then sunder his axe: use 2pp Deepcrystal, and expend focus for PW; activate CoPS prior to this / during this if not already used
Continue to try to sunder his axe until successful.
After sundering, then engage in melee with 5’ step back, regain focus (move action w/ psimed), ready action to attack (and expend psifocus on psiweapon) when able
Notes: --Activate Chain of Personal Superiority (free action) on first attack no matter what --Activate Chain of Defensive Posture as soon as he’s seen (free action) --DC 2pp charge lasts for 1m, even if miss, unlike Psionic Weapon --Any avail move actions should be spent to regain focus if possible --If in melee and Force Screen expires, renew 1pp from memory (no surge) --If expanded, not targetable by tattoo of entang.ectop. --NOTE: while he does list stats for silver short sword, he does not actually own one and can’t use it – thus, if axe sundered, he has no melee weapons (of course, he’ll probably still kill me in a grapple) --Note: spiked gaunts always threaten; count on sword / gaunts to AoO and stop his grappling; if grappled, escape --pleas don’t innervate
I will be away this weekend so unable to clarify – goal is to sunder him, and buff until he’s seen; then melee to death. Pretty straightforward.
Kyra Gain psionic focus All powerstones addressed Attuned to cognizance crystal if relevant Pray for victory Free Activity: Intimidate
Grannick Concentration: Take 20 to become psionically focused Concentration: Take 20 to make psicrystal psionically focused Address all powerstones Lock dwarven waraxe to gauntlet Activate power stone of Dissolving Weapon and use on dwarven waraxe Free Activity: Guard
Round 0
Kyra goes first at 1d20+2=13, spawning in location 1d4=2.
Grannick goes second at 1d20+0=6, spawning in location 1d4=4.
Kyra spawns at 29,25 holding Greatsword and powerstone
Grannick spawns at 2,2 with his waraxe locked into one hand and a power stone of Energy Adaptation (Specificied in the other.
Round 1
Kyra manifests Expansion ML 3 with 1 PP + wild surging for 2 and 1d20+0=19 not enervating.
Grannick manifests Expansion ML 5, spending 3 pp
Kyra (29,25), 42/42 HP, Expansion ML 3 (ends 301) Grannick (2,2), 75/75 HP, Expansion ML 5 (ends 501)
Round 2
Kyra casts concealing Amorpha ML 3 from the powerstone and drops it, drawing a stone of Force Screen
Grannick manifests Animal Affinity ML5 with +4 Str (3 pp)
Kyra (29,25), 42/42 HP, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32) Grannick (2,2), 75/75 HP, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52)
Round 3
Kyra casts Force Screen ML 2 from stone and draws a potion of Shield of Faith CL 2
Grannick activates power stone of Energy Adaptation ML3 (specifying acid) and draws power stone of Force Screen ML 2.
Kyra (29,25), 42/42 HP, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23) Grannick (2,2), 75/75 HP, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33)
Round 4
Kyra manifests Vigor ML 5 (3 pp, 2 ws), and 1d20+0=9 does not enervate.
Grannick activates power stone of Force Screen ML2 and draws potion of Shield of Faith CL 1.
Kyra (29,25), 67/42 HP, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Vigor ML 5 (ends 54) Grannick (2,2), 75/75 HP, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54)
Round 5
Kyra drinks her potion of Shield of Faith CL 2, and draws the Wand of Divine Favor CL 1
Grannick drinks his potion of Shield of Faith CL 1, and draws the dorje of Vigor.
Kyra (29,25), 67/42 HP, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Vigor ML 5 (ends 54), Shield of Faith (ends 25) Grannick (2,2), 75/75 HP, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Shield of Faith (ends 15)
Round 6
Kyra uses her wand of Divine Favor CL 1 and drops it.
Grannick uses his dorje of Vigor ML 2 and moves out towards the lake, triggering spot checks at 165', with -32 penalties in dim light. Grannick can't possibly see Kyra. At 165' Kyra gets a spot 1d20-30=-19 check against moving Grannick 1d20-20=-15 and doesn't see him, as he is a very sly character.
Kyra listens 1d20-11=-3 but Grannick is too stealthy 1d20-15=3 for her keen senses.
Pitlord note: Finally, we move out!
Kyra (29,25), 67/42 HP, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Vigor ML 5 (ends 54), Shield of Faith (ends 25), Divine Favor (ends 16) Grannick (4,5), 85/75 HP, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Shield of Faith (ends 15), Vigor ML 2 (ends 26)
Round 7
Kyra manifests 1 pp Offensive Precognition ML 3.
Grannick continues towards the center lake.
At 145' Kyra gets a spot 1d20-26=-19 check against moving Grannick 1d20-20=-5 but does not see him. Grannick gets a spot check but can't possibly see at -24 vs +1.
Kyra (29,25), 67/42 HP, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Vigor ML 5 (ends 54), Shield of Faith (ends 25), Divine Favor (ends 16), Offensive Precog (ends 37) Grannick (9,11), 85/75 HP, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Shield of Faith (ends 15), Vigor ML 2 (ends 26)
Round 8
Kyra seeks out Grannick, moving towards where she heard him. Grannick must spot for her 1d20-13=12 because she is obscured by a statue 1d20-9=10-- he sees her. Grannick listens 1d20-2=7 for her 1d20-9=7 successfully, hearing her at 1d61=7 (4,25). He trusts his vision, though.
Grannick advances, cannily keeping the statue between him and his adversary.
Grannick is now very close to Kyra, but he still has cover. Kyra gets a spot check 1d20+3=6 against his enormous form 1d20-20=-3, and barely manages to discern the stealthy full-plate wearing Dwarf that is 10' from her.
Kyra (14,22), 67/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Vigor ML 5 (ends 54), Shield of Faith (ends 25), Divine Favor (ends 16), Offensive Precog (ends 37)
Grannick (11,18), 85/75 HP, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Shield of Faith (ends 15), Vigor ML 2 (ends 26)
Round 9
Kyra advances, triggering an AoO for movement. Grannick attacks with his waraxe, expending his psionic focus to use Psionic Weapon 1d20+11=19, missing Kyra. Kyra activates Chain of Personal Superiority, spends 2 PP on Deep Crystal, Psionic Weapon, and attacks to sunder. Opposed attack rolls: Kyra: 1d20+14=31 Grannick: 1d20+11=17 Kyra strikes Grannick's weapon, dealing 5d6+11=27+2d6=12 psionic weapon = 39 damage to his Large Cold Iron Dwarven Waraxe, 29 after Hardness.
Grannick activates CoPS and CoDP as free actions. He attacks with his waraxe, using Psionic Weapon from his personal focus, hitting 1d20+12=28 Kyra for 2d8+2d6+7=25 damage, but instead missing due to concealment 1d5=1. He attacks again, expending his crystal's psionic focus for psionic weapon, 1d20+7=18 missing.
Kyra (13,19), 67/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Divine Favor (ends 16), Offensive Precog (ends 37), CoPS (ends 19) Grannick (11,18), 85/75 HP, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Shield of Faith (ends 15), Vigor ML 2 (ends 26), CoPS and CoDP (ends 19) Grannick's Axe, 31/60 HP, 10 Hardness
Round 10
Kyra attacks to sunder, provoking an AoO from Grannick 1d20+12=20 that misses. Opposed attack rolls Kyra:1d20+14+4(2-h)=24 Grannick: 1d20+12=21 Sunder attempt succeeds, damage: 3d6+11=22, 12 after hardness.
Minimum sunder damage is enough to destroy Grannick's weapon. Kyra steps back and attempts to regain focus, successfully 1d20+11=24.
Grannick draws his Silver Short Sword.
Grannick attempts to gain psionic focus, provoking an AoO that Kyra uses to make a sunder attempt 1d20+18=31 that Grannick fails to deflect 1d20+12=22, dealing 3d6+11=23, 13 damage after hardness. Grannick's attempt to gain psionic focus 1d20+14=26 was successful.
He attacks, expending his psionic focus for psionic weapon, 1d20+11=28 hitting Kyra for 1d8+6+2d6=23 damage, despite her concealment 1d5=4.
Kyra (14,20), 44/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Divine Favor (ends 16), Offensive Precog (ends 37), CoPS (ends 19) Grannick (11,18), 85/75 HP, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Shield of Faith (ends 15), Vigor ML 2 (ends 26), CoPS and CoDP (ends 19) Grannick's Axe, 6/60 HP, 10 Hardness
Round 11
Pitlord note: did this round wrong and had some orphaned rolls. Check out the dice session, round 11 for rolls and descriptions from this round.
Kyra Attacks to sunder Grannick's Axe. Grannick's AoO misses. Kyra successfully strikes his weapon. Kyra deals 3d6+11=18 damage, shattering the weapon, and steps back.
Grannick draws his silver sword. Pitlord note: Although it's not listed on his equipment list, it's in his attacks list and he paid for it in his accounting section. Preliminarily I'm going to say that he carries this item with him, since the only things his character leaves at home are gold coins and armorsmithing tools. However, in the future please make sure to list all owned items in your equipment list. Grannick attempts to gain focus for himself, and succeeds. He steps forwards.
Kyra (15,20), 44/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Divine Favor (ends 16), Offensive Precog (ends 37), CoPS (ends 19) Grannick (12,18), 85/75 HP, 26 AC, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Shield of Faith (ends 15), Vigor ML 2 (ends 26), CoPS and CoDP (ends 19)
Grannick steps forwards, triggering Kyra's ready action. Kyra attacks with her greatsword, expendiong focus for Psionic Weapon 1d20+14=26, hitting Grannick for 5d6+11=36 damage.
Pitlord note: Grannick's tactics are unclear, but he states he wants to win in a melee-vs-melee fight. Since he is wearing full plate, he has gauntlets, so he will use these to make lethal, unarmed melee attacks, and will use his Psionic Weapon on these attacks.
Grannick attacks with his gauntlet, provoking an AoO, which hits 1d20+14=31 for 3d6+11=22 damage. Grannick expends his focus for psionic weapon and 1d20+11=26 strikes Kyra for 1d4+2d6+7=17 damage despite her concealment 1d5=2. He attempts to regain focus, 1d20+14=17 failing.
Kyra (16,20), 27/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Divine Favor (ends 16), Offensive Precog (ends 37), CoPS (ends 19) Grannick (13,19), 63/75 HP, 26 AC, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Shield of Faith (ends 15), Vigor ML 2 (ends 26), CoPS and CoDP (ends 19)
Round 13
Kyra steps back, attempts to regain focus 1d20+11=16 but fails, and readies an action to attack Grannick as he comes into reach.
Grannick attempts to gain focus on himself 1d20+14=19 unsuccessfully and on his psicrystal 1d20+14=16 unsuccessfully.
Kyra (17,19), 27/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Divine Favor (ends 16), Offensive Precog (ends 37), CoPS (ends 19) Grannick (13,19), 63/75 HP, 26 AC, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Shield of Faith (ends 15), Vigor ML 2 (ends 26), CoPS and CoDP (ends 19)
Round 14
Kyra stands back, attempts to regain focus 1d20+11=15 but fails, and readies an action to attack Grannick as he comes into reach.
Grannick attempts to gain focus on himself 1d20+14=17 and his crystal, 1d20+14=25 succeeding only for his crystal.
Kyra (17,19), 27/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Divine Favor (ends 16), Offensive Precog (ends 37), CoPS (ends 19) Grannick (13,19), 63/75 HP, 26 AC, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Shield of Faith (ends 15), Vigor ML 2 (ends 26), CoPS and CoDP (ends 19)
Round 15
Kyra stands still, attempts to regain focus 1d20+11=13 but fails, and readies an action to attack Grannick as he comes into reach.
Grannick steps forwards, and Kyra attacks him,1d20+14=20 missing. Grannick attacks with his gauntlet, expending psionic focus but missing 1d20+11=19, provoking an AoO which also misses. Grannick attempts to gain psionic focus on himself, 1d20+14=16 failing.
Kyra (17,19), 27/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Divine Favor (ends 16), Offensive Precog (ends 37), CoPS (ends 19) Grannick (14,20), 63/75 HP, 26 AC, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Vigor ML 2 (ends 26), CoPS and CoDP (ends 19)
Round 16
Kyra steps back, attempts to regain focus, 1d20+11=27 successfully, and readies an action to attack Grannick as he comes into range.
Grannick attempts to regain focus on himself, failing 1d20+14=16, and on his psicrystal, 1d20+14=26, succeeding.
Kyra (18,18), 27/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Offensive Precog (ends 37), CoPS (ends 19) Grannick (14,20), 63/75 HP, 26 AC, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Vigor ML 2 (ends 26), CoPS and CoDP (ends 19)
Round 17
Pitlord note: accidentally rolled all rolls for this round on Kyra's roller.
Kyra stands back, and readies an action to attack Grannick as he comes into range.
Grannick steps forward, an Kyra attacks him, expending her psionic focus to use psionic weapon, 1d20+13=14 missing. Grannick attacks with his gauntlet, provoking an AoO that 1d20+13=25hits him for 3d6+10=24 damage misses. Grannick's attack 1d20+11=30 hits for 1d4+7+2d6=18 damage despite 1d5=5 her concealment. Grannick attempts to gain Psionic Focus as a move action, 1d20+14=18 failing.
Kyra (18,18), 9/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Offensive Precog (ends 37), CoPS (ends 19) Grannick (15,20), 63/75 HP, 26 AC, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Vigor ML 2 (ends 26), CoPS and CoDP (ends 19)
Round 18
Kyra steps back and attempts to gain psionic focus 1d20+11=19, failing. She readies an action to strike Grannick as he comes into range.
Grannick attempts to gain focus on himself 1d20+14=25 successfully, and on his stone 1d20+14=21 successfully.
Kyra (18,18), 9/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Offensive Precog (ends 37), CoPS (ends 19) Grannick (15,20), 63/75 HP, 26 AC, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Vigor ML 2 (ends 26), CoPS and CoDP (ends 19)
Round 19
Kyra stands back and attempts to gain psionic Focus 1d20+11=22 successfully. She readies an action to strike Grannick as he comes into range.
Grannick steps forwards, and Kyra attacks him, expending psionic focus and hitting him 1d20+12=27 for 5d6+8=28 damage. Grannick swings his gauntlet spending his psionic focus, provoking an AoO that 1d20+12=21 misses. Grannick's attack 1d20+10=13 misses. He attacks again, expending his psicrystal's focus, 1d20+5=21 missing.
Kyra (18,18), 9/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Offensive Precog (ends 37) Grannick (16,20), 35/75 HP, 26 AC, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Vigor ML 2 (ends 26)
Round 20
Kyra steps back and attempts to gain psionic Focus 1d20+11=19 unsuccessfully and readies an action to attack Grannick when he steps within reach.
Grannick attempts to regain focus on himself 1d20+14=22 successfully and on his crystal 1d20+14=31 successfully.
Kyra (18,18), 9/42 HP, 23 AC, Expansion ML 3 (ends 301), Concealing Amorpha ML 3 (ends 32), Force Screen ML 2 (ends 23), Shield of Faith (ends 25), Offensive Precog (ends 37) Grannick (16,20), 35/75 HP, 26 AC, Expansion ML 5 (ends 501), Animal Affinity +4 Str ML 5 (ends 52), Energy Adapt Spec Acid ML 3 (ends 33), Force Screen ML 5 (ends 54), Vigor ML 2 (ends 26)
Round 21
Kyra stands back, and attempts to gain focus 1d20+11=15 unsuccessfully. She readies to strike Grannick when can reach.
Grannick steps forward, Kyra attacks: 1d20+12=27 hitting for 3d6+8=15 damage. Grannick swings his gauntlet, provoking an AoO 1d20+12=24 that hits for 3d6+8=17 damage. Grannick's gauntlet 1d20+10=23 hits Kyra for 1d4+6+2d6=14 damage despite her concealment 1d5=3.
Grannick wins! He gains 2100 exp and 2600 gp. Kyra loses. She gains 700 xp and 866 gp.
Kyra Time Between Fights: 2 hrs Prebuffs/Ongoing Effects: None Items Used: Stones (Concealing Amorpha ML 3, Force Screen ML 2), Potions (Shield of Faith), 1 charge Wand of Divine Favor. Spells or Powerpoints Used: 7 PP (1 expansion, 3 vigor, 1 off precog, 2 deep crystal) x/day Abilities Used: Chain of Personal Superiority Free Activity: Intimidate
Grannick Time Between Fight: 2 hrs Prebuffs/Ongoing Effects: none Items Used: Power Stones (Energy Adapt Spec ML 3, Force Screen ML 2), Potion of Shield of Faith, 1 charge from dorje of vigor. Note: if not indicated on sheet, also used stone of dissolving weapon as a prebuff. Spells or Powerpoints Used: 6 PP (3 Expansion, 3 AA) x/day Abilities Used: Chain of Personal Superiority, Chain of Defensive Posture Free Activity: Guard
I made the ruling on the silver sword based on the fact you'd paid for it, but ideally it should be easy to tell that you're carrying an item without looking through your accounting history. It was unclear what Grannick's tactics would be after his weapons were sundered, but he has the most damage output and least ability to get disrupted when punching with gauntlets, so I went with that. It's possible he could have won a grapple though. Let me know if this was a reasonable interpretation of his tactics.
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Jerod spawns in zone 1d4=2. He is in center with shield and a potion of protection from good. Ialgo spawns in zone 1d4=3 with his elementals. He's in the front corner with merciful bow in hand.
Round 1
Ember delays until after Ialgo.
Jerod drinks his potion of protection from good and creates his flame lash.
Whisp flies out, looking for enemies. Whisp ascends 10', and checks Spawn 1 then Spawn 2, auto-spotting Jerod due to dark-vision. It shouts loudly in Auran, "Found! Over here! Spawn 2!" Whisp uses uses its remaining movement to fly out over the lake, safe from any reach attacks.
Ialgo casts Resist Energy and moves to the outer corner.
Ember stays close to Ialgo.
Jerod (27,27), 70/70 HP, Protection from Good CL 2 (ends 21) Ialgo (2,2), 52/52 HP, Resist Fire Energy CL 9 (ends 901) Whisp (15,15,10), 26/26 HP Ember (3,2), 26/26 HP
Round 2
Jerod uses weapon aflame to increase the damage of his flame lash, and moves out 1d2=1 clockwise. He can't see whisp or his enemy, but he knows the elemental is over the pool from it shouting previously.
Whisp eyes Jerod carefuly and and shouts in auran: "he's approaching the statue in front spawn 2" then retreats.
Ialgo has no tactics to move out, so he waits until he spots Jerod.
Ember stays close to Ialgo.
Jerod (22,21), 70/70 HP, Protection from Good CL 2 (ends 21) Ialgo (2,2), 52/52 HP, Resist Fire Energy CL 9 (ends 901) Whisp (10,11,10), 26/26 HP Ember (3,2), 26/26 HP
Round 3
Jerod proceeds to Area 3, briefly getting a spot check at Ialgo that he auto-fails in the dim light. Seeing nobody in Area 3, he continues towards Area 2.
Whisp flies out and sees Jerod, and shouts in auran: "He's passing the north side of the southern pillar now!" and flies far away from Jerod.
Ialgo has no tactics to move out, and has not yet spotted his opponent, but he readies an action to targetted dispel his opponent on sight.
Ember stands by.
Jerod (16,10), 70/70 HP, Protection from Good CL 2 (ends 21) Ialgo (2,2), 52/52 HP, Resist Fire Energy CL 9 (ends 901) Whisp (18,22,10), 26/26 HP Ember (3,2), 26/26 HP
Round 4
Jerod advances to the entrance of the southwest area. Jerod's flaming weapon gives away his location, and Ialgo's flaming companion lights up the vicinity as well, negating shadows. They both see each other quite clearly. Jerod begins to Approach Ialgo, but mid-move, Ialgo casts Dispel Magic on Jerod. erod has one active effect subject to being dispelled, his Protection from Good effect. It is 1d20+9=14 Dispelled. Jerod closes with Ialgo, using the rest of his movement for the turn.
Whisp cries, "He's next to you now!" and approaches to a moderate distance.
Pitlord note: Ialgo now goes before Jerod as a consequence of using a Ready action, but cannot act further during Round 4.
Ember stands by.
Jerod (3,3), 70/70 HP, Protection from Good CL 2 (ends 21) Ialgo (2,2), 52/52 HP, Resist Fire Energy CL 9 (ends 901) Whisp (7,7,10), 26/26 HP Ember (3,2), 26/26 HP
Round 5
Ialgo defensively 1d20+13=27 casts doom on Jerod who 1d20+5=18 makes his save, negating the effect.
Jerod steps back, and draws and drinks a Potion of Protection from Good CL 2.
Whisp yells, "He stepped back! He's still there, just a step back from you!" and stands at its current position.
Ember stands by.
Jerod (4,4), 70/70 HP, Protection from Good CL 2 (ends 25) Ialgo (2,2), 52/52 HP, Resist Fire Energy CL 9 (ends 901) Whisp (7,7,10), 26/26 HP Ember (3,2), 26/26 HP
Round 6
Ialgo defensively 1d20+13=27 casts Hold Person on Jerod, who resists it due to his potion of Protection from Good.
Jerod steps forwards and attempts to trip. His touch 1d20+14=24 hits. Jerod Trip: 1d20+7=22 Ialgo Antitrip: 1d20+4=12 Ialgo is tripped, and Jerod deals 1d8+3+2d6=13 damage to him, 0 after resistance. Jerod follows up with a regular whip attack, expending his focus for Wounding Attack: 1d20+9=17 that hits for 1d8+3+2d6=9 damage, 0 after resistance.
Whisp shouts, "He's standing next to you now!"
Ember stands by.
Jerod (4,4), 70/70 HP, Protection from Good CL 2 (ends 25) Ialgo (2,2), 43/43 HP, Resist Fire Energy CL 9 (ends 901), Prone Whisp (7,7,10), 26/26 HP Ember (3,2), 26/26 HP
Round 7
Ialgo stands, provoking an AoO 1d20+11=151d8+3+2d6=15 damage, 0 after resistance, then draws his rod of Whithering, moving his bow to his off-hand.
Jerod attacks to trip with 3 combat expertise: 1d20+11=28 Jerod trip: 1d20+7=12 Ialgo Antitrip: 1d20+4=8 Jerod deals 1d8+3+2d6=14 damage, 0 after resistance, to Ialgo. He attacks again, 1d20+6=11 striking Ialgo for 1d8+3+2d6=18 damage, 0 after resistance.
Jerod doesn't realize yet that his whip can't harm his opponent 1d20+2=5.
Whisp yells, "he's standing right next to you! He's right there!"
Ember stands by.
Jerod (4,4), 70/70 HP, Protection from Good CL 2 (ends 25), Combat Expertise 3 Ialgo (2,2), 43/43 HP, Resist Fire Energy CL 9 (ends 901), Prone Whisp (7,7,10), 26/26 HP Ember (3,2), 26/26 HP
Round 8
Ialgo stands, provoking an AoO: Jerod full attacks with 3 points of combat expertise. 1d20+11=17 hit for 1d8+3+2d6=16 damage, 0 after resistance. He shouts in Auran, then in Ignan, "move into flanking positions. I will be attacking with my rod. Flank and engage, keep on attacking until he is dead." He attacks Jerod with his Rod: 1d20+8=11 missing.
Jerod makes a trip-touch: 1d20+11=19. Opposed Rolls: Jerod Trip:1d20+7=12 Ialgo Antitrip: 1d20+4=5 Ialgo is tripped and Jerod damages him for 1d8+3+2d6=14, 0 after resistance. The second attack is a 1d20+6=22 hit for 1d8+3+2d6=20 damage, 0 after resistance.
Jerod figures out 1d20+2=22 that his fire lash isn't capable of damaging Ialgo in a meaningful fashion.
Ember moves into a flanking position with Ialgo, provoking an AoO 1d20+11=17 that misses. Ember makes a slam attack: 1d20+6=11, missing.
Jerod (3,3), 70/70 HP, Protection from Good CL 2 (ends 25), Combat Expertise 3 Ialgo (2,2), 43/43 HP, Resist Fire Energy CL 9 (ends 901), Prone Whisp (2,3), 09/26 HP Ember (4,4), 26/26 HP
Round 9
Ialgo stands, provoking an AoO: 1d20+11=24 for1d8+3+2d6=12 damage. Total damage is 0 after resistance. Ialgo attacks with his Rod 1d20+10=13 missing his adversary.
Jerod draws his Flail and attacks to trip Ialgo, 1d20+9=29, touching him. Pitlord note: rolled this on the wrong character's roller, but keeping it anyways. Jerod trip: 1d20+7=19 Ialgo antitrip: 1d20+4=23 Ialgo counter-trip: 1d20+1=5 Jerod anticounter-trip:1d20+5=20 Nobody is tripped and no weapons are dropped.
Jerod (4,4), 67/70 HP, Protection from Good CL 2 (ends 25), Combat Expertise 3 Ialgo (2,2), 43/43 HP, Resist Fire Energy CL 9 (ends 901) Whisp (2,3), 9/26 HP Ember (4,4), 26/26 HP
Round 10
Ialgo attacks with his Rod, missingonce and hitting once. Jerod's save 1d20+17=18 fails. Jerod takes 1d4=3 strength damage and 1d4=3 constitution damage.
Jerod (4,4), 43/52 HP, Protection from Good CL 2 (ends 25), Combat Expertise 3 Ialgo (2,2), 36/43 HP, Resist Fire Energy CL 9 (ends 901), Prone Whisp (2,3), 9/26 HP Ember (4,4), 26/26 HP
Round 11
Pitlord note: Now that that unorphaned rounds are complete, the rest of this will be done without direct linking to the rolls for each action. However, from Round 11 onwards all the rolls will be properly labeled and in the correct rounds. Basically this is just to make things quicker/easier.
Ialgo stands and provokes an AoO that misses. he attacks and hits. Jerod resists the rod's effects.
Jerod attacks with 3 combat expertise to trip and hits, tripping Ialgo and dealing 8 damage. He attacks again with his flail and misses.
Whisp attacks and misses.
Ember attacks and misses.
Jerod (4,4), 43/52 HP, Protection from Good CL 2 (ends 25), Combat Expertise 3 Ialgo (2,2), 28/43 HP, Resist Fire Energy CL 9 (ends 901), Prone Whisp (2,3), 9/26 HP Ember (4,4), 26/26 HP
Round 12
Ialgo stands and provokes an AoO that misses. He attacks with his rod, hitting. Jerod makes the fortitude save.
Jerod attacks to trip at 3 combat expertise, hitting. he fails to trip, but isn't counter tripped. He attacks to trip again and misses.
Whisp attacks and misses, ember attacks and misses.
Jerod (4,4), 43/52 HP, Protection from Good CL 2 (ends 25), Combat Expertise 3 Ialgo (2,2), 28/43 HP, Resist Fire Energy CL 9 (ends 901) Whisp (2,3), 9/26 HP Ember (4,4), 26/26 HP
Round 13
Ialgo attacks twice with his rod, missing both times.
Jerod attacks to trip at 3 combat expertise, missing. He attacks again, hitting, and tripping Ialgo. He deals 3 damage with his flail.
Whisp and ember both attack and miss.
Jerod (4,4), 43/52 HP, Protection from Good CL 2 (ends 25), Combat Expertise 3 Ialgo (2,2), 25/43 HP, Resist Fire Energy CL 9 (ends 901), Prone Whisp (2,3), 9/26 HP Ember (4,4), 26/26 HP
Round 14
Ialgo stands, provoking an AoO that strikes him for 8 damage misses. Ialgo attacks with his rod, hitting. Jerrod's save sicceeds.
Jerod attacks to trip at 3 combat expertise, missing twice.
Whisp and ember both attack and miss.
Jerod (4,4), 43/52 HP, Protection from Good CL 2 (ends 25), Combat Expertise 3 Ialgo (2,2), 25/43 HP, Resist Fire Energy CL 9 (ends 901) Whisp (2,3), 9/26 HP Ember (4,4), 26/26 HP
Round 15
Ialgo attacks twice with his rod, hitting both times. Jerod fails the first save and takes 1 str damage and 4 con damage. (total str: 12 out of 16. Total con: 7 out of 14) Max Load is now 130 lbs, Jerod is carrying 65 lbs. His max dex is now +3, so his touch AC is now 14, and even with expertise his regular AC is now down to 29.
Jerod attacks to trip at 3 combat expertise, hitting, and tripping Ialgo. This deals 4 trip damage. He attacks again, striking Ialgo for 8 damage.
Whisp and Ember miss.
Jerod (4,4), 25/34 HP, Protection from Good CL 2 (ends 25), Combat Expertise 3 Ialgo (2,2), 13/43 HP, Resist Fire Energy CL 9 (ends 901) Whisp (2,3), 9/26 HP Ember (4,4), 26/26 HP
Round 17
Ialgo stands and attacks with his rod, striking critically. Jerod saves against the effect. Ialgo's AoO misses.
Ialgo attempts to trip and succeeds, dealing 6 damage. He attacks again, striking Ialgo for 6 damage.
ember and whisp miss.
Jerod (4,4), 25/34 HP, Protection from Good CL 2 (ends 25), Combat Expertise 3 Ialgo (2,2), 1/43 HP, Resist Fire Energy CL 9 (ends 901) Whisp (2,3), 9/26 HP Ember (4,4), 26/26 HP
Round 17
Ialgo stands, Jerod misses the AoO, Ialgo misses his attack.
Jerod attacks to trip. He trips Ialgo and deals 7 damage.