I ambush, so I'll star in area 1 and she'll start in 2. Suprise round, cast mirror image. Round 1, use a scroll of see invisibilty. Round 2, cast expedious retreat from memory. Round 3, use Use Magic Device for my scroll of Protection from Evil. Round 4, sing, draw my bow, and move towards her area.
Once past the river, close and ready to fire when she uses a standard or full round action. If she has switched to using her bow, just fire normally.
If possible, trying to stay within 30' of her for point blank shot.
If she is using water for cover, do the same.
If protection from evil is dispelled, it is to be recast from my other scroll if possible.
Ignore summons. If they can somhow hurt me through protection from evil, move away from them and fire at Delilah so they cannot full round attack me.
Hold person is compulsion, so protection from evil protects me from it.
If I'm left bowless, kill with my sword.
Should be simple enough; buff and kill and hope dispell and hold person don'te ruin my day.
Okay - he doesn't have a lot of hit points, but his defensive capability shouldn't be underestimated.
Let's start at the front corner with a scroll of dispel magic (CL5) in hand. Cast invisibility and shield of faith while moving out. On sight if he doesn't have mirror images up, cast dispel magic on him from the scroll then cast doom. If he has mirror images up, cast SMIII for a celestial hippogriff and cast it a second time, then ready to do a dispel on him once the images are gone. Then follow up with doom..
Once doom is cast, follow up with spiritual weapon, hold person, SMII (celestial riding dog), SMI (celestial dog), divine favor and draw and attack with my bow.
Basically, overwhelm him with spell power and hopefully he'll fall.
Start Erith ambushes Delilah and forces her to start in the northeast box while he starts in the northwest box. He casts Mirror Image in his surprise round.
Initiatives Erith: 11 Delilah: 6
Round 1 Erith draws and uses a scroll of See Invisibility.
Delilah casts Invisiblity while moving west along the path.
Status
Name
Hit points
Conditions
Used
Erith
20/20 HP
4 mirror images (ends Rd 50) See Invisibility
Mirror Image 1 scroll of See Invisibility
Delilah
36/36 HP
Invisible (ends Rd 51)
Invisibility
Round 2 Erith casts Expeditious Retreat.
Delilah casts Shield of Faith and continues moving west.
Mirror Image 1 scroll of See Invisibility Expeditious Retreat
Delilah
36/36 HP
Invisible (ends Rd 51) +2 deflection AC (ends Rd 52)
Invisibility Shield of Faith
Round 4 Erith tries a second time to activate the Protection from Evil scroll and succeeds.
Delilah moves west then south along the path.
Status
Name
Hit points
Conditions
Used
Erith
20/20 HP
4 mirror images (ends Rd 50) See Invisibility +30 speed (ends Rd 52) Protection from Evil (ends Rd 24)
Mirror Image 1 scroll of See Invisibility Expeditious Retreat 1 scroll of Protection from Evil
Delilah
36/36 HP
Invisible (ends Rd 51) +2 deflection AC (ends Rd 52)
Invisibility Shield of Faith
Round 5 Erith begins singing, then moves to the east along the path while drawing his bow.
Delilah moves south then west, easily swimming across the river and getting out on the other side.
Status
Name
Hit points
Conditions
Used
Erith
20/20 HP
4 mirror images (ends Rd 50) See Invisibility +30 speed (ends Rd 52) Protection from Evil (ends Rd 24) +1 charm and fear, +1 att, +1 dmg
Mirror Image 1 scroll of See Invisibility Expeditious Retreat 1 scroll of Protection from Evil 1 bardic music
Delilah
36/36 HP
Invisible (ends Rd 51) +2 deflection AC (ends Rd 52)
Invisibility Shield of Faith
Round 6 As Erith continues moving along the path, he spots Delilah on his side of the river. She's invisible, but thanks to the See Invisibility scroll he used earlier, he can see her shimmering form. He edges closer to her, moving through the undergrowth, and readies his bow to shoot as soon as she acts.
Delilah hears Erith singing, and begins casting Summon Monster III. As she casts, Erith fires a shot at her, but the tree near her is in the way, and his shot misses.
Status
Name
Hit points
Conditions
Used
Erith
20/20 HP
4 mirror images (ends Rd 50) See Invisibility +30 speed (ends Rd 52) Protection from Evil (ends Rd 24) +1 charm and fear, +1 att, +1 dmg
Mirror Image 1 scroll of See Invisibility Expeditious Retreat 1 scroll of Protection from Evil 1 bardic music 1 arrow (1 miss)
Delilah
36/36 HP
Invisible (ends Rd 51) +2 deflection AC (ends Rd 52)
Invisibility Shield of Faith Summon Monster III
Hippogriff
25/25 HP
Round 7 Erith moves closer to Delilah and readies a shot for Delilah's next spellcasting.
Delilah finishes her summoning from the previous round, and a hippogriff appears next to Erith, blocking his view of Delilah. The hippogriff immediately attacks with its claws and beak, hitting an image with each claw and making it disappear, but missing with the bite.
Delilah begins summoning another hippogriff, and Erith shoots at her. Unfortunately for him, the hippogriffs obscure his view and make the shot more difficult than usual, and he winds up missing.
Status
Name
Hit points
Conditions
Used
Erith
20/20 HP
2 mirror images (ends Rd 50) See Invisibility +30 speed (ends Rd 52) Protection from Evil (ends Rd 24) +1 charm and fear, +1 att, +1 dmg
Mirror Image 1 scroll of See Invisibility Expeditious Retreat 1 scroll of Protection from Evil 1 bardic music 1 arrow (1 miss)
Delilah
36/36 HP
Invisible (ends Rd 51) +2 deflection AC (ends Rd 52)
Invisibility Shield of Faith Summon Monster III
Hippogriff
25/25 HP
Round 8 Erith moves closer to Delilah, taking an opportunity attack from the hippogriff. It manages to strike out at Erith instead of his images, and surprises Erith by scratching at his armor. However, it fails to penetrate his armor and hurt him. Erith shoots at Delilah and hits her for 9 points of damage.
Delilah manages to keep her concentration through the pain and finishes her summoning from the previous round. Another hippogriff appears next to Erith and attacks with its claws and beak. One claw hits an image and destroys it, while the other claw grabs at Erith himself, but misses.
Delilah enters the stream and swims to the other side, getting out and readying a Dispel Magic once Erith's images are gone. Meanwhile, the first hippogriff flies around the nearby try and up from the south to block Erith in and flank him. It attacks Erith with a claw (crit!, confirmed) for 12 points of damage.
Status
Name
Hit points
Conditions
Used
Erith
8/20 HP
1 mirror image (ends Rd 50) See Invisibility +30 speed (ends Rd 52) Protection from Evil (ends Rd 24) +1 charm and fear, +1 att, +1 dmg
Mirror Image 1 scroll of See Invisibility Expeditious Retreat 1 scroll of Protection from Evil 1 bardic music 2 arrows (1 hit, 1 miss)
Delilah
27/36 HP
Invisible (ends Rd 51) +2 deflection AC (ends Rd 52)
Invisibility Shield of Faith 2x Summon Monster III
Hippogriff 1
25/25 HP
Hippogriff 2
25/25 HP
Round 9 Erith, not wanting to be stuck between the hippogriffs and suffering their full attacks, moves away from the creatures to the stream. As he tries to escape, the hippogriffs slash at him with their claws, but Erith nimbly dodges aside and continues into the stream, swimming to the other side. He gets out and shoots at Delilah, hitting her for 5 points of damage.
One hippogriff flies around a tree and lands on Erith's east side, then claws at him, failing to get through his armor. The other hippogriff, unable to fly without landing and unwilling to fall into the water, lands north to try to block Erith in and prevent his escape.
Delilah backs up away from Erith and readies a Dispel Magic again, using the hippogriffs for cover.
Status
Name
Hit points
Conditions
Used
Erith
8/20 HP
1 mirror image (ends Rd 50) See Invisibility +30 speed (ends Rd 52) Protection from Evil (ends Rd 24) +1 charm and fear, +1 att, +1 dmg
Mirror Image 1 scroll of See Invisibility Expeditious Retreat 1 scroll of Protection from Evil 1 bardic music 3 arrows (2 hit, 1 miss)
Delilah
22/36 HP
Invisible (ends Rd 51) +2 deflection AC (ends Rd 52)
Invisibility Shield of Faith 2x Summon Monster III
Hippogriff 1
25/25 HP
Hippogriff 2
25/25 HP
Round 10 Erith, realizing that no matter where he moves, the hippogriffs can fly faster, decides to move such that he can continue to avoid full attacks from the creatures and leave himself an avenue of escape, while focusing on trying to take Delilah down quickly. He moves northeast, dodging a claw from one hippogriff, while the other hits his final mirror image. As soon as the other mirror image disappears, Delilah casts Dispel Magic at Erith, but fails to dispel any of the effects on him. Erith finishes moving and shoots at Delilah, hitting her for 12 points of damage.
Delilah casts Doom on Erith, and despite the song of courage, Erith is overcome with a feeling of dread. She then moves south to get away from Erith.
The hippogriffs surround Erith and attack with a claw each. Between the two of them, they rip Erith to shreds.
Status
Name
Hit points
Conditions
Used
Erith
-7/20 HP
See Invisibility +30 speed (ends Rd 52) Protection from Evil (ends Rd 24) +1 charm and fear, +1 att, +1 dmg Shaken (ends Rd 60)
Mirror Image 1 scroll of See Invisibility Expeditious Retreat 1 scroll of Protection from Evil 1 bardic music 4 arrows (3 hit, 1 miss)
Delilah
10/36 HP
Invisible (ends Rd 51) +2 deflection AC (ends Rd 52)
Invisibility Shield of Faith 2x Summon Monster III Dispel Magic Doom
Delilah wins and gains 1500 xp and 1600 gp Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: 2x Pearl of Power (1st), Pearl of Power (2nd), Scroll of Dispel Magic Spells or Powerpoints Used: Invisibility, Shield of Faith, 2x Summon Monster III, Doom Abilities Used: None Free Activity: None
Erith loses and gains 630 xp and 672 gp (Political Career +26%) Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: 1 scroll of See Invisibility, 1 scroll of Protection from Evil, 4 arrows Spells or Powerpoints Used: Mirror Image, Expeditious Retreat Abilities Used: 1 bardic music Free Activity: Perform (98 gp)
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Time Roll: 1 hours Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up)
Characters on Quests:
Characters doing Full Activities:
DelilahLlyerytas crafts a Circlet of Blasting (Week 1/1}
ElliaDuskthorn 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 2/2}
Vathilia Xilodon crafts 1 scroll resist energy CL 3, 2 scrolls barkskin CL 6, 1 scroll mage armor CL 1 (total price for scrolls: 387.5), upgrade gloves of DEX +2 to +4 (Week 2/2}
Qwuibbik crafts Pearl of Power III, Pearl of Power IV (Week 2/4}
BATTLES OF GLADIUS
LEVEL 3 FIGHTS
Sendra Death's Hand (Uknits) vs. Kinslayer (Voxthunder) : Eluria {Arena, Week 2}
ZegNuk (Eluria) vs. Cries of the Forest (The_Fred) : voxthunder {Arena}
LEVEL 4 FIGHTS
Beezel (dgallaty) vs. Krug the Squeezer (Voxthunder) : Yitzi {Cavern}
Dorinar (TelinArtho) vs. Nathas Barrirret (Voxthunder) : Uknits {Plains}
Well, I suppose this fight was going to happen eventually. Dorinar can take Nathas down in a single round so I'm gonna have to try to get lucky.
-----
Richard Nixon: Nixon will begin hovering at the front of the box. As soon as he's able, Nixon ascends to 30' and begins flying around looking for Dorinar. Feel free to run-fly with him, Dorinar can't attack flying creatures. He'll use his empathic link to let Nathas know what's going on.
Nathas: Nathas starts in the center of the box with a scroll of True Strike/Invisibility in one hand.
Buffing: 1) Cast Invisibility from the held scroll, then drop it. Draw an Antitoxin. (note: if invisibility fails, continue as normal) 2) Drink the Antitoxin and draw the hand crossbow with Drow Poison on it. 3) Draw the Wand of Magic Missile, hold it in the off hand.
Tactics: Move out invisibly at full speed (but not running) and look for the Krenshar. Go towards the center of the map, and if he doesn't become visible, search counter-clockwise for him.
When he's in sight and within 100 feet at the start of Nathas' turn, shout and then change position, moving silently at half speed. The goal is to get him to use his Scare on Nathas and for Nathas to save so that he can't do it to interrupt a True Strike -> Poison combo.
If that doesn't work, try to fake spellcasting noises then change position. If that doesn't work after 2 tries, stow the wand of magic missile and try really casting a spell-- detect magic-- then change position. If Nathas fails a save, once Nathas recovers, try again with the fake spellcasting noises until either Nathas makes a Save, Delay Timer becomes an issue, or Invisibility is starting to run out.
If Nathas has made his save against Scare, get to within 50' of the Krenshar, cast True Strike, then shift position. Next turn, fire the poisoned arrow at him. If he goes down, CDG him with the scythe. If he doesn't, fire Magic Missiles until the gig is up.
If time becomes an issue and he won't use his scare, stow the wand of Magic Missile, then cast Mage Armor from a scroll, then draw the Wand again. Get to within 50' of the Krenshar, cast True Strike, then shift position. Next turn, fire the poisoned arrow at him. If he goes down, CDG him with the scythe. If he doesn't, fire Magic Missiles until the gig is up.
As a final contingency, just try to fire off 1 true-striked Drow Poison bolt, since if I don't use it this battle it goes to waste, then follow it up with Magic Missiles until it's all over. If Magic Missiles are neutralized, switch to attacking with the rapier. If disarmed or unable to use rapier, use short sword. If grappled, attempt to escape grapple.
Round 0 Dorinar goes first in area 3, Then Nathas in 1.
Round 1 Dorinar runs after Nathas as Nathas disappears.
Nathas 8/8 HP, 13 AC Dorinar 19/19 HP, 24 AC
Round 2 Undaunted, Dorinar continues to run as Nathas drinks an antidote and pulls out his crossbow.
Nathas 8/8 HP, 13 AC Dorinar 19/19 HP, 24 AC
Round 3 Dorinar continues to close as Nathas pulls out his wand.
Nathas 8/8 HP, 13 AC Dorinar 19/19 HP, 24 AC
Round 4 Dorinar charges in as Nathas waits for him to come in range.
Nathas 8/8 HP, 13 AC Dorinar 19/19 HP, 24 AC
Round 5 Dorina runs adjacent and Nathas moves away silently.
Nathas 8/8 HP, 13 AC Dorinar 19/19 HP, 24 AC
Round 6 Not detecting Nathas Scent, Dorinar detects his direction and closes again. Nathas tries to fake spellcating and move away.
Nathas 8/8 HP, 13 AC Dorinar 19/19 HP, 24 AC
Round 7 Again, Dorinar trusts his nose over his ears and closes in again.
Nathas 8/8 HP, 13 AC Dorinar 19/19 HP, 24 AC
Round 8 As Nathas desperately tries to cast a spell to throw Dorinar off, Dorinar ignores the noise and closes again.
Nathas 8/8 HP, 13 AC Dorinar 19/19 HP, 24 AC
Round 9 Dorinar close again, and Nathas grits his teeth and casts true strike and moves away.
Nathas 8/8 HP, 13 AC Dorinar 19/19 HP, 24 AC
Round 10 Dorinar closes one final time as Nathas levels his crossbow and shoot him. The bolt spins off course, but the magical guidance makes it ricochet off of a rock and stick into Dorinars hide. As the poison overtakes him, Nathas pulls ou the scythe and steps up, cleanly beheading the fallen beast.
Dorinar loses and gains 400xp and 400 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Nathas Wins and gains 1,200xp and 1,296 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Scroll Invisibility, Poisoned Bolt Spells or Powerpoints Used: 1 SL (True Strike) 1 Cantrip, Detect Magic Abilities Used: None Free Activity: Craft
Beezel starts in the corner farthest from the center of the cavern, with a scroll of Invisibility in his hand.
Buff Rounds (in order) Round 1: Beezel activates scroll of Invisibility and draws a power stone of Inertial Armor
Round 2: Beezel activates power stone of Inertial Armor and draws a power stone of Force Screen
Round 3: Beezel activates a power stone of Force Screen ML2 and draws a scroll of Reduce Person
Round 4: Beezel activates scroll of Reduce Person and draws a scroll of Expeditious Retreat
Round 5: Beezel activates scroll of Expeditious Retreat and draws his dorje of Enlarged Crystal Shard
Combat PRIORITY: In combat, Beezel avoids melee at all costs, using Tumble to avoid being adjacent to his enemies, and using Escape Artist to get out of all grapples, entanglement, or other restraints.
If Beezel doesn't know where Krug is yet, he moves to the middle of the cavern, just at the edge of the water, then travels clockwise around the water until he finds Krug's location.
When Beezel is within 120' of Krug, 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 Krug is down. Beezel will move to the nearest cover if available and hide and shoot (but not snipe).
If Krug ever gets 25' or closer while Beezel is attacking with his dorje, Beezel will cast Cause Fear instead of using his dorje.
It seems Beezel might actually have the damage output to take out Krug before grapple (and with 19 possible touch AC things could get very dicey). We'll have to go with a slightly less standard Krug tactic, and obviously a shootout isn't a realitic possibility.
Krug starts at the front of his square with a Tanglefoot bag in one hand and a potion of Protection from Law in the other. He drinks his potion of Protection from Law and moves out counter-clockwise, checking each spawn area.
If he sees Beezel, throw the Tanglefoot bag (or advance and throw it) as soon as possible. If he can't see Beezel but hears him, move towards him then stop 10' away from Beezel (so there's 1 square between them) and Stomp in Beezel's direction using his boots of stomping. Follow up by Throwing the tanglefoot bag.
After using those initial actions, charge and/or flurry whenever possible and attempt to initiate a grapple with Beezel. Krug uses his Rage at the start of the first turn he will be making a melee attack. Keep on trying to grapple Beezel and crush him until he's dead.
Two contingencies: 1) If Krug is entangled, drink a potion of Enlarge Person. 2) If Krug takes more than 15 damage and has not yet raged, Rage. 3) When Krug begins his Rage, he roars incoherently.
If for whatever reason Krug can't catch his opponent, when his rage runs out, draw the longbow and attack until he perceives he can catch his opponent.
[Prefight locations and Initiative] Beezel starts in area D with scroll of invisibility in hand. Initiative 17. Krug the Squeezer starts in area A with potion of Protection from Law and tanglefoot bag in hand. Initiative 14.
Beezel: (2,2) 15/15 HP, 16 AC Krug the Squeezer: (6,25) 37/37 HP, 13 AC
[Round 1] Beezel casts invisibility and draws a powerstone of inertial armor. Krug hears the casting and knows him to be in the southwest box. Krug the Squeezer drinks his potion and moves to 9,14.
Beezel: (2,2) 15/15 HP, 16 AC, invisibility ends 31 Krug the Squeezer: (9,14) 37/37 HP, 13+2 AC, PfL ends 21
[Round 2] Beezel activates Inertial Armor and draws a powerstone of Force Screen. As he shifts around, Krug hears him faintly and knows him to be near the southern wall, near 5,1. Krug the Squeezer double moves to 5,1.
Beezel: (2,2) 15/15 HP, 16+4 AC (16+3 touch), invisibility ends 31, inertial armor ends long Krug the Squeezer: (5,1) 37/37 HP, 13+2 AC, PfL ends 21
[Round 3] Beezel activates his powerstone and draws a scroll of Reduce Person. Krug hears and knows him to be within 10’ of 4,3. Krug the Squeezer moves to 4,3, but he can’t really tell which square Beezel is in, so he doesn’t want to waste his boots of stomping or tanglefoot bag.
Beezel: (2,2) 15/15 HP, 16+4+4 AC (16+3 touch), invisibility ends 31, inertial armor ends long, force screen ends 23 Krug the Squeezer: (4,3) 37/37 HP, 13+2 AC, PfL ends 21
[Rounds 4-5] Beezel casts Reduce Person from the scroll, draws and casts from a scroll of expeditious retreat, and draws his dorje. Krug the Squeezer unhappily waits, as he can’t follow his plan when he can’t accurately tell which square Beezel is in.
Beezel: (2,2) 15/15 HP, 16+4+4+2 AC (16+3+2 touch), invisibility ends 31, inertial armor ends long, force screen ends 23, reduce person ends 14, expeditious retreat ends 15 Krug the Squeezer: (4,3) 37/37 HP, 13+2 AC, PfL ends 21
[Round 6] Beezel moves to 10,10 and casts True Strike. Krug hears and knows him to be within 15’ of 10,10. Krug the Squeezer moves to 10,10, and Beezel steps out of his way.
Beezel: (10,10) 15/15 HP, 16+4+4+2 AC (16+3+2 touch), invisibility ends 31, inertial armor ends long, force screen ends 23, reduce person ends 14, expeditious retreat ends 15 Krug the Squeezer: (10,10) 37/37 HP, 13+2 AC, PfL ends 21
[Round 7] Beezel moves back to 2,2 and fires an energy ray at Krug. It hits, doing 25 damage. Krug the Squeezer roars incoherently, moves up to Beezel, and throws his tanglefoot bag, but it falls next to the tiny kobold.
Beezel: (2,2) 15/15 HP, 16+4+4+2 AC (16+3+2 touch), inertial armor ends long, force screen ends 23, reduce person ends 14, expeditious retreat ends 15 Krug the Squeezer: (3,3) 20/45 HP, 13+2-2 AC, PfL ends 21, rage ends 15
[Round 8] Beezel tumbles to 6,7 and casts Cause Fear, but Krug shakes off the worst of the effect. With a cry of "Krug CRUSH puny kobold", Krug the Squeezer charges at Beezel. His enraged charge startles the kobold, who is unable to dodge enough, and, true to his word, Krug begins to crush Beezel for 8 damage.
Beezel: (6,7) 7/15 HP, 16+4+4+2 AC (16+3+2 touch), inertial armor ends long, force screen ends 23, reduce person ends 14, expeditious retreat ends 15 Krug the Squeezer: (6,7) 20/45 HP, 13+2-2 AC, PfL ends 21, rage ends 15
[Round 9] Beezel attempts to escape from Krug’s grasp, but the barbarian holds on tight. Krug squeezes more for 11 damage, and Beezel falls unconscious.
Beezel: (6,7) -4/15 HP, 16+4+4+2 AC (16+3+2 touch), inertial armor ends long, force screen ends 23, reduce person ends 14, expeditious retreat ends 15 Krug the Squeezer: (6,7) 20/45 HP, 13+2-2 AC, PfL ends 21, rage ends 15
Beezel loses and gains 400xp/400gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 1 scroll invisibility, 1 powerstone inertial armor, 1 powerstone force screen, 1 scroll reduce person, 1 scroll expeditious retreat Spells or Powerpoints Used: 2 level 1 spells, 3 pp Abilities Used: none Free Activity: Guard Home
Krug the Squeezer wins and gains 1200xp/1200gp. Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 1 potion PfL, 1 tanglefoot bag. Spells or Powerpoints Used: none Abilities Used: rage Free Activity: Guard Home
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Size/Type: Medium Magical Beast Hit Dice: 4d10+7d8+55+10 (118.5 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 19 (+4 Armor, +3 Dex, +2 natural), touch 13, flat-footed 12 Base Attack/Grapple: +9/+15 Attack: Bite +15 melee (1d6+6) Full Attack: Bite +15 melee (1d6+6) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +12, Ref +10, Will +7 Abilities: Str 22, Dex 16, Con 20, Int 6, Wis 17, Cha 08 Skills Ranks (6 Magical Beast, 7 Psywar): 1 Listen, 1 Spot, 9 Concentration Armor Check Penalty: -0 Skill totals: Hide +5, Listen +7, Move Silently +5, Spot +7, Concentration +14 (+18 to Focus), Jump +13, Balance +3, Climb +6, Swim +6 Feats: Alertness (Lv1), Track (Lv3), Psionic Body (PW1), Psionic Fist (PW2), Greater Psionic Fist (Lv6), Psionic Meditation (PW5), Narrow Mind (Lv9)
ML 7 Psywar 15 pp from class + 10 from Wisdom = 25 pp Level 1 Powers: Dissipating Touch, Biofeedback, Expansion, Vigor Level 2 Powers: Animal Affinity, Hustle Level 3 Power: Exhalation of the Black Dragon
Equipment (12,000 gp, divided between 9600 for weapons, armor, ring of prot, amulet of nat armor, ability score boosting and 2400 for other)
Core 6: Weapons: none, cannot use Armor: Mithral Shirt Ring of Protection +1 Amulet of Natural Armor +1 Cloak of Resistance +1 Gauntlets of Ogre Strength +2
Expendables: 1 Tattoo of Force Screen (ML3) {150gp} 1 Tattoo of Skate (ML3) {150gp} 1 Tattoo of Densive Precognition (ML1) {50gp} 1 Tattoo of Offensive Precognition (ML1) {50gp} 1 Tattoo of Energy Adaptation, Specified (ML3) {300gp} 1 Tattoo of Offensive Prescience (ML2) {100gp} 1 Tattoo of Synesthete (ML 2) {100 gp} 1 Tattoo of Thicken Skin (ML 1) {50 gp}
Well, looks like a worg with psychic power... That's alot of feats. Start in the front corner of my area with my shield and flame lash with weapon aflame on it. Immediatley move out, trying to find my foe. Once found, close to 10'.
Once engaged, full attack, expending focus on my first attack for wounding attack. Use full combat expertise for +9/4 touch attack and a 33 AC (21 touch AC).
If he proves completely immune to my fire on multiple hits (Basically he has more than 10 fire resistance), switch to flail and drop combat expertise for regular attacks.
If prone, get up.
If below 20 HP,use rage and outburst and full attack. My rage lasts 5 round and gives me +2 damage (+3 with outburst) as well as 18 more HP, but lowers my AC to 26 and prevents my combat expertise.
I'm hoping to catch him before he gets too many buffs off and do my damage early, then have my AC high enough to avoid being hit.
Basic Priorities: 1. Do damage while keeping my AC up. 2. If near death and needing to last another couple rounds, use rage and outburst.
Quick overview of flame lash: Threatens all 15' Doesn't provoke Uses dex to hit and STR to damage.
Tactics: Spawn in center of square, buff, then move out.
Buff: Vigor (7 pp, 35 hp) Tattoo of Specified Energy Adaptation (Fire Resistance 10) Animal Affinity (3 pp, +4 Con [+22 hp]) Biofeedback (7 pp, DR 4/-) Tattoo of Offensive Prescience (+2 damage) Tattoo of Offensive Precognition (+1 to hit) Tattoo of Force Screen (+4 AC)
If enemy is spotted at any point, continue buffing sequence (defensively when possible) until attacked. Then defensively manifest the 10 min/round Expansion for 3 pp and start hitting.
Each attack, use Greater Psionic Fist and bite, then get out of enemy's reach with 5-foot-step if possible and use a move action to get the psionic focus back. If at the start of turn, don't have focus, try to get focus before attacking. If that fails, use Hustle and try again. If that fails, just try again without attacking.
If grappled, use Dissipating Touch to fight, then natural weapons. If down to 30 hp, defensively manifest vigor for max pp. do this as long as there are pp to do this with. Never spend the last pp-- need it to focus.
Jerod spawns at the front of Area 4 holding his Shield and Flame Lash.
Fargh spawns in the center of Area 3.
Round 1
Fargh manifests Vigor ML 7 for 7 PP (35 hp).
Jerod moves out, searching for Fargh 1d2=2 counterclockwise. Both combatants see each other clearly.
Fargh (27, 4), 153/118 hp, Vigor ML 7 (ends 71) Jerod (21, 9), 70/70 hp
Round 2
Fargh taps his Tattoo of Specified Energy Adaptation for Fire.
Jerod closes to 10', and uses his combat expertise for -5 attack, +5 AC. He attacks with his flame lash: 1d20+9=25 striking Fargh for 1d8+3=8 damage + 2d6=4 weapon aflame damage, 2 after resistance.
Fargh (27, 4), 151/118 hp, Vigor ML 7 (ends 71), Energy Adaptation (Fire) ML 3 (ends 302) Jerod (25, 6), 70/70 hp, 33 AC, Combat Expertise 5
Round 3
Farg Defensively 1d20+14=27 manifests Expansion for 3pp, dropping his Touch AC to 11.
Fargh (27, 4), 132/118 hp, 11 Touch AC, Vigor ML 7 (ends 71), Energy Adaptation (Fire) ML 3 (ends 302), Expansion ML 7 (ends 303) Jerod (25, 6), 70/70 hp, 33 AC, Combat Expertise 5
Round 4
Fargh attacks with his bite, spending his Psionic Focus for Greater Psionic Fist: 1d20+15=22 missing. He takes a step back and attempts to regain psionic focus: 1d20+18=26 succeeding. However, he still provokes an AoO 1d20+9=10 that misses.
Jerod steps forwards and attacks: 1d20+9=13 hit for 1d8+3=4 + 2d6=9 = 13 1d20+4=6 miss for an overall 3 damage this turn after resistance.
Fargh (28, 3), 129/118 hp, 11 Touch AC, Vigor ML 7 (ends 71), Energy Adaptation (Fire) ML 3 (ends 302), Expansion ML 7 (ends 303) Jerod (26, 5), 70/70 hp, 33 AC, Combat Expertise 5
Round 5
Fargh attacks with his bite, expending his psionic focus for Greater Psionic Fist: 1d20+16=32 missing Jerod. He steps back and attempts to regain focus 1d20+18=24 successfully, provoking an AoO 1d20+9=17 that hits for 1d8+3=10.
Jerod attacks 1d20+9=26 hit for 1d8+3=4 1d20+4=13 hit for 1d8+3=8 damage. From three hits he deals 6d6=20 damage via weapon aflame. after resistance total damage this turn is 32.
Fargh (29, 2), 97/118 hp, 11 Touch AC, Vigor ML 7 (ends 71), Energy Adaptation (Fire) ML 3 (ends 302), Expansion ML 7 (ends 303) Jerod (27, 4), 70/70 hp, 33 AC, Combat Expertise 5
Jerod attack: 1d20+9=24 hit for 1d8+3=9 damage. 1d20+4=16 hit for 1d8+3=7 damage. From three hits he deals 6d6=26 weapon aflame damage, so total damage this turn is 37 after resistance.
Fargh (29, 2), 60/118 hp, 11 Touch AC, Vigor ML 7 (ends 71), Energy Adaptation (Fire) ML 3 (ends 302), Expansion ML 7 (ends 303) Jerod (27, 4), 70/70 hp, 33 AC, Combat Expertise 5
Jerod has 17 hp. He uses Rage and Outburt. His AC drops to 26, he gains more 18 hp, and can no longer use combat expertise, and gains 3 attack bonus and damage.
Standard-Action Attack: 1d20+17=27 hit for 1d8+6=13 damage 1d20+4=20 his for 1d8+3=9 damage, From 2 hits he deals 4d6=16 weapon aflame damage, so total damage this turn is 23 after resistance.
Fargh (29, 2), 37/118 hp, 11 Touch AC, Vigor ML 7 (ends 71), Energy Adaptation (Fire) ML 3 (ends 302), Expansion ML 7 (ends 303) Jerod (27, 4), 35/88 hp, 26 AC, Rage (ends 12), Outburst (ends 11)
Round 8 Fargh Regain Focus: 1d20+18=22 success Jerod AoO: 1d20+9=29 (crit? 1d20+9=29 yes. pitlord note: what a waste of a natural 20, though ;_;) hits for 2d8+12=18 + 2d6=5 = 23 damage, 13 after resistance.
Ok, so when I first ran through the fight, I forgot about the Worg's tripping ability when it hits with its bite. I went up through Round 12 with both characters just wittling at each other before I remembered the free trip. I went back and did this, and the Worg won the trip-- so there was an AoO when Jerod stood up, which hit, and lowered Jerod's HP enough he used his rage and outburst. This meant that the Worg's attack the next turn hit instead of missed due to the lower AC. Which meant all these rounds got orphaned.
All the rolls are linked, but if you want I can go in and clean up the dice-session.
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Once he’s found, SMII (doesn’t break invis) for 1d3 fiendish small monstrous spiders; they should surround him to try to keep him in place, and their priority is to web him until he’s webbed, then attack – smite on first attack, ideally w/ flanking. But if he’s ever unwebbed, they should re-web him.
As soon as that’s cast, move to negate cover and shoot poison arrow. If he fails, CdG. If he succeeds, withdraw/run/break LoS and hide, waiting for secondary save. If fails that, CdG. If succeeds, or if can’t withdraw/hide (we have similar movement, so may happen, but hopefully the spiders slow him down enough).
Begin in front centre of box with Dorje of Force Screen and Stone of Offensive Prescience in hand. Manifest Claws (1PP), then Prevenom (1PP), then use the Dorje (stow) and the stone, before moving directly towards the centre. Once there, hide and move around clockwise (at 1/2 speed), peering out in search of Zeg-Nuk. If I make a circuit and don't find him, spiral outwards (keeping to cover when able).
When I see Zeg-Nuk, approach stealthily if able. Once detected, immediately Charge or even Run towards him (if we autospot, manifest claws first, then move to break LoS and approach stealthily if able). Then, full attack in melee with the claws.
If Force Screen expires and I don't see him, refresh it.
If I hear casting and suspect he's invisible, flee for a round (away from the sound) in case it's a summoning spell. If I do see summoned creatures, Withdraw or otherwise avoid them until they expire; if Entangled, take Total Defence until they or the Entangle is gone. If Entangled and there aren't any summoned creatures, still attack Zeg-Nuk if able, otherwise drop prone if he's attacking from ranged and take Total Defence until it expires.
If a ranged battle is forced, use my bow and attack from cover etc. like usual, but move to melee as soon as able.
Note: If poisoned or hit by Doom, use Autohynosis (+10) to man through.
Cries activates his Stone of Offensive Prescience ML 1, and heads towards the center.
ZegNuk (31, 54), 17/17 hp, Invisibility CL 3 (ends 32) Cries (16, 32), 20/20 hp, Claws of the Beast 1d3 CL 3 (ends 1801), Prevenom ML 3 1pp (ends 32), Force Screen ML 1 (ends 13), Offensive Prescience ML 1 (ends 14)
Round 5
ZegNuk continues to approach stealthily 1d20+4=7 and is not heard 1d20-8=-6.
Cries makes his way into the center area and takes shelter behind a large pillar. His movement 1d20+3=16 is unheard 1d20-4=0, though ZegNuk knows where he disappeared behind the pillar.
ZegNuk (27, 50), 17/17 hp, Invisibility CL 3 (ends 32) Cries (29, 34), 20/20 hp, Claws of the Beast 1d3 CL 3 (ends 1801), Prevenom ML 3 1pp (ends 32), Force Screen ML 1 (ends 13), Offensive Prescience ML 1 (ends 14)
Round 6
ZegNuk continues stealthily 1d20+4=17 towards where he last saw Cries who does not 1d20-3=-1 hear him.
Cries peers out, looking for ZegNuk, and moves clcok-wise at half speed, staying near the pillars. ZegNuk is invisible, so is not spotted, but sees Cries' movement between the pillars. Cries hides behind a pillar: 1d20+8=10 and ZegNuk 1d20-4=-2 does not see him, so only knows where he was last seen. Cries moves silently 1d20+8=24 and is not 1d20-4=5 heard.
ZegNuk (24, 45), 17/17 hp, Invisibility CL 3 (ends 32) Cries (34, 34), 20/20 hp, Claws of the Beast 1d3 CL 3 (ends 1801), Prevenom ML 3 1pp (ends 32), Force Screen ML 1 (ends 13), Offensive Prescience ML 1 (ends 14)
Round 7
ZegNuk is still too far to effectively cast his spell, so he advances stealthily towards where he last saw Cries. He tries to move quietly 1d20+4=9 but Cries hears him 1d20-1=15 at location 1d37=23 (25, 40).
Cries advances towards the noise, but once he has clear vision it is clear that ZegNuk is there, so he returns to the center to be stealthy and hides behind a pillar. After taking cover, he 1d20+8=22 is unheard 1d20-1=15. He 1d20+8=10 is spotted 1d20-1=18.
ZegNuk (28, 41), 17/17 hp, Invisibility CL 3 (ends 32) Cries (34, 34), 20/20 hp, Claws of the Beast 1d3 CL 3 (ends 1801), Prevenom ML 3 1pp (ends 32), Force Screen ML 1 (ends 13), Offensive Prescience ML 1 (ends 14)
Round 8
ZegNuk can see Cries and is close. He begins casting SMII for 1d3 fiendish small monstrous spiders. Cries hears ZegNuk's casting 1d20-1=19 at 1d9=5 28,41.
Cries flees from the casting that's coming from an invisible source.
ZegNuk (28, 41), 17/17 hp, Invisibility CL 3 (ends 32) Cries (45, 23), 20/20 hp, Claws of the Beast 1d3 CL 3 (ends 1801), Prevenom ML 3 1pp (ends 32), Force Screen ML 1 (ends 13), Offensive Prescience ML 1 (ends 14)
Round 9
ZegNuk's spell completes and summons 1d3=2 spiders 30 feet in front of him. He says, "Surround him and try to keep him in place. your priority is to web him until he's webbed, then attack. Smite on first attack, ideally with flanking. if he's ever unwebbed, try to re-web him."
There is direct LoS between one spider and Cries. They skitter towards him. One runs, and the other is forced to hustle due to the pillar in the way.
ZegNuk advances and fires his poisoned arrow, breaking invisibility. 1d20+8=12 it misses.
Cries Withdraws to avoid AoOs and escape the spiders. Cries position behind a pillar 1d20-2=2 is unobserved by ZegNuk 1d20-12=-10. His movement 1d20-2=12 is unheard as well 1d20-12=-2
ZegNuk (31, 37), 17/17 hp Cries (59, 27), 20/20 hp, Claws of the Beast 1d3 CL 3 (ends 1801), Prevenom ML 3 1pp (ends 32), Force Screen ML 1 (ends 13), Offensive Prescience ML 1 (ends 14)
Round 10
One spider advances and spits a web at Cries 1d20+0=14 but misses. The other hustles towards where it sees its ally shooting.
ZegNuk follows his spiders' lead as he does not know Cries position.
Cries continue to retreat from the spiders.
ZegNuk (41, 32), 17/17 hp Cries (59, 43), 20/20 hp, Claws of the Beast 1d3 CL 3 (ends 1801), Prevenom ML 3 1pp (ends 32), Force Screen ML 1 (ends 13), Offensive Prescience ML 1 (ends 14)
Round 11
The two spiders advance but neither of them can get close enough with a single move action to fire a web this turn.
ZegNuk sees Cries clearly. He shifts position slightly to get inside his first range increment and fires an arrow 1d20+8=15 that misses.
Cries continues to retreat from the spiders.
ZegNuk (44, 30), 17/17 hp Cries (48, 53), 20/20 hp, Claws of the Beast 1d3 CL 3 (ends 1801), Prevenom ML 3 1pp (ends 32), Force Screen ML 1 (ends 13), Offensive Prescience ML 1 (ends 14)
Round 12
The spiders are unsummoned.
ZegNuk moves forwards towards where Cries was last spotted but remains near his maximum longbow distance. Cries has cover 1d20-2=18 and is not spotted 1d20-2=18. Cries sees ZegNuk duck behind a pillar. He does not see 1d20-6=2 ZegNuk's specific hiding 1d20+4=16 behind the pillar.
Cries advances towards where he saw ZegNuk, moving slowly and keeping cover between him and the pillar he saw ZegNuk duck behind. He hides 1d20+8=22 and is not seen 1d20-3=16.
ZegNuk (54, 34), 17/17 hp Cries (50, 46), 20/20 hp, Claws of the Beast 1d3 CL 3 (ends 1801), Prevenom ML 3 1pp (ends 32), Force Screen ML 1 (ends 13), Offensive Prescience ML 1 (ends 14)
Round 13
ZegNuk continues to search for the enemy, leaving cover to do so. Cries auto-spots ZegNuk
Cries will not Force Screen as the enemy is visisble. He can't charge from his location but he can close to melee. He does so, and makes an attack with his claw. Claw: 1d20+7=22 hits for 1d3+3=4 damage. ZegNuk has to save Fort DC 14: 1d20+3=7 failure. ZegNuk takes 2 points of Con damage.
ZegNuk (58, 44), 10/14 hp Cries (57, 45), 20/20 hp, Claws of the Beast 1d3 CL 3 (ends 1801), Offensive Prescience ML 1 (ends 14)
Round 14
ZegNuk steps back and fires an arrow. 1d20+8=27 hits for 1d6=4 damage.
Cries wins! He gains 900 exp and 900 gp + 63 gp from profession. ZegNuk loses. He gains 300 xp and 300 gp + 69 gp from profession.
Cries Time Between Fights: 1 hrs Prebuffs/Ongoing Effects: Claws of the Beast 1d3, CLW 3 (2 hours, 58 minutes remaining). Items Used: 1x charge of Dorje Force Screen ML 1, 1 Stone of Offensive Prescience ML 1. Spells or PP Used: 2PP (Prevenom, Claws) x/day Abilities Used: none Free Activity: Profession (Hunter) +63gp {(10+11)x3}
ZegNuk Time Between Fight: 1 hrs Prebuffs/Ongoing Effects: none Items Used: 5 arrows shot: 4 arrows lost, 1 recovered. 1 dose of drow poison. Spells or Powerpoints Used: SMII, Invisibility x/day Abilities Used: none Free Activity: Profession: Miner 69gp
Much close than I thought it would be. Good work avoiding the spiders by Cries, but also lucky the arrow missed. Could have gone either way, even after the frontal confrontation began.
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Moat may give me a nice, straight shot at him. Start in the front corner with shield and a potion of protection from evil. Immediatley drink the potion and move out.
If Jaob is seen, close to 30' as quickly as possible. Once within 30', throw my mindblade at him. If he has some sort of concealment against missle weapons (such as entropic shield), close to melee if possible. If not possible, just continue throwing.
Do not stay next to the rast; use tumble to move away from it so as to avoid giving it full attacks against me. Staying within 30' is priority, though, so if not tumbling would let me get to 30' and tumbling would not, don't tumble. I do have mobility.
Autohypnosis gives me a free chance to make a check against any fear effects, so I get a skill check against doom or cause fear, though I'll need about a 20 to make it, it could happen.
If I am unable to make an offensive movement against Jaob or am unabel to close (probably due to command), take total defense for the round.
Basic priority: 1. Stay within 30' of Jaob and attack. 2. Close to that 30'. 3. Take total defense if tempararily unable to close. 4. Just through from any distance I can achieve if there is a longterm problem with me closing.
Start in the centre of my box, with Rasty in the front corner and a Scroll of Entropic Shield (CL1) in hand.
Assuming we autospot, immediately send in the Rast whilst buffing with Entropic and then Produce Flames (from memory), moving closer in the process and drawing my wand when first able.
One within range, use Doom, then Blindness/Deafness (for Blindness - the Rast should delay until after me here so he gets to attack flat-footed, Blind AC), then tap a Crawling Tattoo at him.
Avoid melee; if Elrin closes, Burst-Withdraw away from him, then tap a Crawling Tattoo at him (whilst still moving backwards). If not, use the Tattoo after B/D.
Then, throw flames. Avoid the -4 penalty be having the Rast 5-ft-fly forwards and back and readying to throw in-between. If I run out of flames, cast Spiritual Weapon, then renew flames from wand and throw.
Avoid melee at all times: if he closes and I haven't used my tattoo, Burst-Withdraw away and do so next round. If he still manages to close, step back (or expend focus, if unable) and cast Cause Fear.
IF WE DON'T AUTOSPOT, drop scroll, draw scroll of Shield of Faith (CL1) and cast from it, then next round, pick the scroll back up and cast from it. Then, draw the wand and head out clockwise, with the Rast going about 40ft ahead of me and closer to the centre. From there, continue as normal.
If injured whilst casting, expend focus to maintain concentration.
Start Elrin starts in the southwest box. Jaob starts in the northwest box.
Initiatives Jaob: 21 Elrin: 17
Round 1 Jaob and Elrin immediately spot each other. Jaob sends the rast skeleton after Elrin, then casts Entropic Shield from a scroll and follows behind it.
Elrin drinks a potion of Protection from Evil and begins to head directly towards Jaob.
Status
Name
Hit points
Conditions
Used
Jaob
31/31 HP
Entropic Shield (ends Rd 11)
1 scroll of Entropic Shield
Rast Skeleton
34/34 HP
Elrin
42/42 HP
Psionic Focus Protection from Evil (ends Rd 21)
1 potion of Protection from Evil
Round 2 The rast skeleton flies in and attacks Elrin with a bite, but completely misses the mindblade. Jaob casts Produce Flame and gets closer as he draws his wand.
Elrin tumbles past the skeleton and continues to close with Jaob.
Status
Name
Hit points
Conditions
Used
Jaob
31/31 HP
Entropic Shield (ends Rd 11) Produce Flame (ends Rd 52)
1 scroll of Entropic Shield Produce Flame
Rast Skeleton
34/34 HP
Elrin
42/42 HP
Psionic Focus Protection from Evil (ends Rd 21)
1 potion of Protection from Evil
Round 3 The rast skeleton pursues Elrin and tries to bite him again, but it has trouble aiming its attacks and fails. Jaob casts Doom at Elrin, and despite Elrin's wards against evil, he is shaken by the spell. Jaob then moves away to prevent Elrin from closing to melee.
Elrin tries to shrug off the effects of Doom, but his training in Autohypnosis just isn't sufficient enough. He moves at full speed since Jaob is now moving away from him, earning an attack from the skeleton. It just can't seem to hit him.
Status
Name
Hit points
Conditions
Used
Jaob
31/31 HP
Entropic Shield (ends Rd 11) Produce Flame (ends Rd 52)
Round 4 Jaob commands the skeleton to wait while he casts Blindness on Elrin, and Elrin is too shaken to resist. Jaob then backs up a bit more as he commands the skeleton to attack. It flies in and bites at Elrin, but even blinded, Elrin still manages to avoid being hit.
Though Elrin is blinded, he listens carefully to Jaob's movements and, thanks to decent hearing and the loud clanking of Jaob's armor as he moved, Elrin is able to pinpoint Jaob's location. He tumbles forward and throws his mindblade, but his shaken state causes him to tremble a little and throw the mindblade wide of the target. Elrin manifests another mindblade.
Status
Name
Hit points
Conditions
Used
Jaob
31/31 HP
Entropic Shield (ends Rd 11) Produce Flame (ends Rd 52)
1 scroll of Entropic Shield Produce Flame Doom Blindness
Round 5 Jaob taps a crawling tattoo of Entangling Ectoplasm and continues to move away as the tattoo moves towards Elrin. The skeleton flies in and bites again, finally landing a hit against Elrin for 5 points of damage.
Elrin tries to listen for Jaob, but doesn't have any luck finding him this time. He tumbles towards the last known position for Jaob and then throws his blade at where he last pinpointed Jaob, but nobody is there. He manifests another mindblade.
Status
Name
Hit points
Conditions
Used
Jaob
31/31 HP
Entropic Shield (ends Rd 11) Produce Flame (ends Rd 52)
1 scroll of Entropic Shield Produce Flame Doom Blindness
Round 6 Jaob throws the flame in his hand at Elrin, but tosses it well over Elrin's head. The crawling tattoo enters Elrin's space and attacks, entangling Elrin, while the skeleton flies in and bites at Elrin for 6 points of damage.
Elrin tries to listen for where Jaob has moved to, but is still unable to determine where he went. He takes Total Defense and moves away from the skeleton, dodging the skeleton's bite as he moves.
Status
Name
Hit points
Conditions
Used
Jaob
31/31 HP
Entropic Shield (ends Rd 11) Produce Flame (ends Rd 42)
1 scroll of Entropic Shield Produce Flame Doom Blindness
Round 7 Jaob throws another flame at Elrin, hitting him for 11 points of damage, then moves away. The skeleton flies up and bites Elrin for 10 points of damage.
Elrin desperately tries to locate Jaob by sound alone, then moves in that direction and throws his mindblade. It turns out that Elrin finds the correct square (though he doesn't know it), but Elrin's throw is off the mark due to the combination of being shaken and entangled.
Status
Name
Hit points
Conditions
Used
Jaob
31/31 HP
Entropic Shield (ends Rd 11) Produce Flame (ends Rd 32)
1 scroll of Entropic Shield Produce Flame Doom Blindness
Jaob wins and gains 1250 xp and 1333 gp (-16.67% ally) Time Between Fights: 1 hours Prebuffs/Ongoing Effects: None Items Used: 1 scroll of Entropic Shield Spells or Powerpoints Used: Produce Flame, Doom, Blindness Abilities Used: None Free Activity: Profession +125gp
Elrin loses and gains 583 xp and 622 gp (+16.67% opponent's ally) Time Between Fights: 1 hours Prebuffs/Ongoing Effects: None Items Used: 1 potion of Protection from Evil Spells or Powerpoints Used: None Abilities Used: None Free Activity: None
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Size/Type: Tiny Outsider Hit Dice: 2d12+6 (19 hp) Initiative: +3 Speed: 15 ft. (3 squares), fly 60 ft. (good) Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 14, flat-footed 16 Base Attack/Grapple: +2/-6 Attack: Sting +7 melee (1d3 plus poison) Full Attack: Sting +7 melee (1d3 plus poison) and bite +2 melee (1) Space/Reach: 2½ ft./0 ft. (5 ft. with tail) Special Attacks: Poison Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft, Darkvision 60 ft, Immunity Disease, Resist Acid, Cold, and electricity 10, DR 5/Magic, +4 saves vs. Poison Saves: Fort +4, Ref +5, Will +4 Abilities: Str 10, Dex 17, Con 17, Int 14, Wis 14, Cha 14 Skills: Diplomacy +4, Hide +21*, Listen +10, Search +8, Sense Motive +8, Spot +10, Survival +2 (+4 following tracks) Feats: Alertness, Weapon FinesseB
Poison (Ex) Injury, Fortitude DC 16, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsense (Ex) A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.
Telepathy (Su) Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Tactics: Use bless, daylight, and protection from evil, then poison and Coup de Grace.
Thanks for Pitlording, Uknits! And for pairings as well.
Well, this is going to be humorously difficult. Krug is really not built to fight guys who have DR/Magic and can poison him in grapples. Still, with his high strength mod he has a chance to take these guys down.
Spawn in the center of square, holding the Guisarme in one hand and a potion of Mage Armor in the other.
Turn 1: Drink Mage Armor, draw Antitoxin Turn 2: Drink Antitoxin, hold Guisearme in both hands. Turn 3: Hold Guisarme in one hand, Tap tattoo of Force Screen, draw Enlarge Person. Turn 4: Drink Enlarge Person
If Krug's buffing is interrupted early: Drink the antitoxin and Tap the tattoo of Force Screen as normal. If they still haven't attacked Krug at this point, but are just nearby, drink the potion of Enlarge Person as well. 5-foot-step as is possible to avoid AoOs.
After this, move out and strike the psuedodragons with the guisarme. 5-foot step as neccessary to do so, or even use move actions if it will not provoke an AoO. If unable to attack with guisarme, attack with flurry of blows. Keep on striking the same pseudodragon unless doing so would provoke an AoO from the other or would require spending a turn not attacking instead of attacking the other one.
If Krug falls asleep, a CDG should wake him up and hopefully not kill him. He's got a good fort save. Revert to normal tactics, but if he dropped his guisarme while asleep, just punch.
When there is only one psuedrodragon left, attempt to grapple it-- use flurry and charge whenever possible.
If it turns out I'm actually wrong and these aren't psuedodragons, when Krug sees whatever they are, attack with guisarme until there is only one left, then grapple it. If they are keeping their distance and Krug can't catch them, stow the guisarme and attack with arrows.
Round 0 One of the pseudodragons goes first in area 4, then Krug in 2, then the other dragon.
Round 1 The first dragon uses daylight, then Krug drinks a ption of mage armour as the other dragon uses bless.
Krug 37/37 HP, 17 AC Jack 19/19 HP, 20 AC Jill 19/19 HP, 20 AC
Round 2 The dragons use protection from evil as Krug uses an antitoxin.
Krug 37/37 HP, 17 AC Jack 19/19 HP, 22 AC Jill 19/19 HP, 22 AC
Round 3 The dragons move out as Krug uses his tattoo of force screen.
Krug 37/37 HP, 21 AC Jack 19/19 HP, 22 AC Jill 19/19 HP, 22 AC
Round 4 The dragons come into sight. As they do, Krug is able to take the opportunity to impale the first for 8 damage before drinking his potion of enlargement.
Krug 37/37 HP, 19 AC Jack 11/19 HP, 22 AC Jill 19/19 HP, 22 AC
Round 5 The first dragon comes in, missing with his stinger. Krug then flails a pair of ravaging blows, though the second is thrown by Krug’s blindness. As Krug’s fist hits, the dragon absorbs only part of it ad takes 8 damage. The other dragon stings in, but is deflected by Krug’s magics.
Krug 37/37 HP, 19 AC Jack 3/19 HP, 22 AC Jill 19/19 HP, 22 AC
Round 6 The first dragon stings in, but his stinger is deflected. As the dragon is off balance, Krug grabs a hols of him and snaps his neck cleany, and it drops dead before it can hit the ground. The other comes in with a vengeance, but again Krug’s magical defenses are too much for it.
Krug 37/37 HP, 19 AC Jack -15/19 HP, 22 AC Jill 19/19 HP, 22 AC
Round 7 Krug catches the second dragon and crushes its ribs, doing 10 damage over the whole round. The dragon struggles to sting Krug, but Krug has too good a hold of her to allow that.
Krug 37/37 HP, 19 AC Jack -15/19 HP, 22 AC Jill 9/19 HP, 22 AC
Round 8 Krug twists, and the dragon’s neck snaps with a sickening yet satisfying crunch. Krug stands, holding a dragon by the tail in each hand and lets out a primal shout of victory.
Krug Wins and gains 1,200xp and 1,200 gp Time Between Fights: 2 hour Prebuffs/Ongoing Effects: None Items Used: Potion Mage Armour, Enlarge Person, Tatto Force Screen, Antitoxin Spells or Powerpoints Used: None Abilities Used: None Free Activity: Crush Puny Thieves!
Good thing I bought those alchemist's fires. His to hit is mediocre, so that should be my advantage in surviving.
Start front and center with my bow in hand and a potion of shield of faith. Drink potion and seek. Once found, shoot while moving away. Once he is within 80', draw a pair of alchemist fires, dropping my bow. When he is at 10' (or 15 if enlarged), double throw. From then on, draw and throw alchemist's fires. Shift to avoid AoO's whenever possible.
If grappled, escape.
That should be it. A +5 to hit against a 20 AC vs. me hitting his mediocre touch AC gives me quite an edge, but low HP may still lead to a loss.
inslayer starts in the center of his square with a potion of Guidance in one hand and an Antitoxin in the other.
Turn 1: Drink Anititoxin, draw Darkwood Shield. Turn 2: Drink Potion of Guidance, draw Potion of Resistance Turn 3: Drink Potion of Resistance, draw Morningstar
Move out clockwise, and expend the Guidance on the first Fortitude Save that Kinslayer needs to make. Apply Dodge Feat to enemy at all times possible. Note that Kinslayer will be using his Darkwood Shield this fight, so his AC will be 23.
Kinslayer moves towards the enemy on sight, but does not run. If the enemy is in charge range, charge. If Kinslayer percieves that he can't catch his opponent in melee, attempt to throw javelins. After javelins are used, use Run to try to catch opponent.
Attack in melee with Morningstar and use Bite as a secondary attack. Keep on attacking until someone is dead. If Darkness happens after engagement, make listen checks and try to pinpoint enemy, and attack using morningstar. If Kinslayer is not in the Darkness, enter it.
[Prefight locations and Initiative] Sendra Death’s Hand starts in area 4 with bow and potion of shield of faith in hand. Initiative 13. Kinslayer starts in area 3 with potion of guidance and antitoxin in hand. Initiative 9.
Sendra Death’s Hand: (8,32) 11/11 HP, 18 AC Kinslayer: (31,5) 20/20 HP, 21+1 AC (12+1 touch)
[Round 1] Sendra Death’s Hand drinks her potion and moves to 12,36. Kinslayer drinks his antitoxin and draws a shield.
Sendra Death’s Hand: (12,36) 11/11 HP, 18+2 AC, SoF ends 11 Kinslayer: (31,5) 20/20 HP, 21+1 AC (12+1 touch)
[Round 2] Sendra moves to 20,44, and is seen on the way by Kinslayer. Kinslayer drinks his potion of guidance and draws a potion of resistance.
[Round 6] Sendra shoots at Kinslayer, but misses. She then backs up to 45,48 (breaking line of sight). Kinslayer moves toward where he last saw Sendra, to 39,36. Sendra sees him.