Start off at the point closest to the center of the forest with my dorje in hand. Buff with a 1pp Vigor surged fully.
Move out. If I catch sight of the bat at any point, use a mind thrust if in range (1pp, surged fully) or the dorje if not. Default for fire with the dorje. Kill the bat if it encountered alone. Do not use my focus for psionic shot against the bat.
Now, keep moving until Q is in range for some mind thrusting goodness. If he is in range for the dorje, but not mind thrust - use the dorje and use my focus for psionic shot. There after - I want to be using mind thrust with full power (3pps + 2 surge) until I am out of PPs. I have 10pps for the fight - so with the 1pp I use for vigor - I might have enough for 3 of them.
After I am out of PPs, go for the kill with energy rays.
If I am grappled, and I still have my focus, use my focus for concentration in the grapple.
That's pretty much it - have fun running the fight.
Qhodryn vs. Ant I should probably just use movement advantage and range of MM to stay away from him, although I suppose with psionic shot and the xbow and my low health that’s hardly foolproof or anything… Ugh, I should just try to summon swarm at him; that never seems to go as I plan… Ok, here goes
Start prone holding scroll of invisibility Buffs (from memory unless specified): Mage armor Alter self: troglodyte Shield Mirror Image Expeditious Retreat Invisibility (from scroll), draw PfE scroll, stand Protection from Evil (from scroll), stand, draw wand of MM
Single move out half speed for “silence” (I use the term loosely), until he’s seen. Then close and color spray him (note DC 19). Recall w/ PoP if he saves and recast. --Once he’s color-sprayed, cast summon swarm from scroll – summon the strength poisoning ones (I’m at work, they block the SRD…) and keep distance, concentration – use superior mobility + PfE to make sure the swarm stays on him. Don’t forget secondary saves for poison (as his strength of 6 is pretty low…) If that tactics fails (he lived through swarm, swarm concentration broken, color spraying failed, other) then: Use wand of MM and greater speed to stay away from him: keep out of range of enlarged dorje. --If this tactic is working, and if exp retreat runs out, Use PoP I to recall / recast it. If PoP used, use scroll of exp retreat to renew instead --If he is within range of dorje, and color spray is still available for whatever reason, then move towards him and color spray if it’s still available --If color spray succeeds, shocking grasp from memory x2 and then from scrolls until out of scrolls, then wand MM
If he is holding xbow: --Try to have cover or concealment due to superior mobility --If he is not closing the distance (eg, he’s ok doing xbow vs. wand of mm, which he probably would be), drop prone for +4 AC {ideally with concealment})
The Ant wins initiative and starts in box 3, dorje in hand. Q starts prone in box 4, scroll of invisibility in hand.
Round 1 (There's no way the Ant will reach Q before his buffing is done and both want to reach the other anyway, so he'll just go in Q's direction from the start. All of the Ant's tactics require him to pinpoint vs. Invisibility to be effective, so listen is irrelevant until he's close enough to beat the check by 20 considering the tactics involved.) The Ant buffs maximum surged-vigor(ennervation passed) and moves. Q buffs Mage Armor. The Ant: 16+15/16 Hp, Vigor(51) Q: 15 hp, Mage Armor(long)
Round 2 The Ant moves. Q buffs Alter Self and feels his skin toughen. The Ant: 16+15/16 Hp, Vigor(51) Q: 15 hp, Mage Armor(long), Alter Self(long)
Round 3 The Ant moves. Q buffs Shield. The Ant: 16+15/16 Hp, Vigor(51) Q: 15 hp, Mage Armor(long), Alter Self(long), Shield(43)
Round 4 The Ant moves. Q buffs Mirror Image, creating 3 clones. The Ant: 16+15/16 Hp, Vigor(51) Q: 15 hp, Mage Armor(long), Alter Self(long), Shield(43), Mirror Image(3, 44)
Round 5 The Ant moves, balancing on the log with ease(19+3-5 movement vs. DC10). Q buffs Expeditious Retreat. The Ant: 16+15/16 Hp, Vigor(51) Q: 15 hp, Mage Armor(long), Alter Self(long), Shield(43), Mirror Image(3, 44), Expeditious Retreat(45)
Round 6 The Ant moves. Q buffs Invisibility and draws pro-evil scroll. The Ant: 16+15/16 Hp, Vigor(51) Q: 15 hp, Mage Armor(long), Alter Self(long), Shield(43), Mirror Image(3, 44), Expeditious Retreat(45), Invisibility(36)
Round 7 The Ant moves. Q buffs Pro-Evil and stands. The Ant: 16+15/16 Hp, Vigor(51) Q: 15 hp, Mage Armor(long), Alter Self(long), Shield(43), Mirror Image(3, 44), Expeditious Retreat(45), Invisibility(36), Pro-Evil(27)
Round 8 The Ant moves to where Q is, finding nothing. Q closes and Color Sprays. The Ant resists and Q becomes visible. The Ant: 16+15/16 Hp, Vigor(51) Q: 15 hp, Mage Armor(long), Alter Self(long), Shield(43), Mirror Image(3, 44), Expeditious Retreat(45), Invisibility(ended), Pro-Evil(27)
Round 9 Picking among the images, the Ant Mind Thusts the real Q who fails his save(5 vs. DC18, 28 damage) and falls.
The Ant wins and gains 1200xp/1200gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: 4pp Abilities Used: none Free Activity: Guard
Q loses but gains 400xp/400gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: Mage Armor(<4 hours) Items Used: 1 scroll of invisibility, 1 scroll of pro-evil Spells or Powerpoints Used: Mage Armor, Alter Self, Shield, Mirror Image, Expeditious Retreat Abilities Used: none Free Activity: Paint for 107.5 gp
Nothing is ever only one person's fault. TemplateShow
For simplicity's sake:
Card Name [mc][/mc] Card Type - Subtype Text Flavor
Hmm - what to do. Oh I know - rush in and kill! Start off with bow in hand at the front center of my starting area. Round 1 - tap tattoo of force screen and move out. Continue moving and readying to shoot on sight. Once ready triggers, draw sword, and execute charge of certain death. As in - charge in and kill him. If the charge doesn't kill him, continue fighting in melee until he is dead. Dead dead dead. Got it? That's it.
Buff: Designate Bully as my opponent for Dodge feat. I start as close to the edge of the arena as possible. Force screen and precognition defensive on myself.
Movement 1/2 move diagonally; try to actively locate him using Listen or Spot if I don’t see him.
Combat Shoot as soon as I see him. Repeat as long as he is too far for me to conveniently attack (farther than x2 move). When he’s closer, keep to melee fighting. Follow him if he tries to gain distance. 1st attack in melee - psionic weapon. No grappling. Tumble in melee 'cause he has a greater reach than me.
Contingency None
Notes I guess I'll keep my fingers crossed for a 20... Otherwise it looks like I'll lose...
Round 1: Bully: Taps tattoo of force screen; sees Ani, moves out towards Ani: Manifests force screen
Bully: 23/23 AC 16 + 4 FS (11) Ani: 27/27 AC 17 + 1 + 4 (FS 11)
Rd 2: Bully: Continues moving, shoots (execution of charge requested after readied action of shooting takes place, and starts 110’ away so outside of charge range) – shoot +5 vs AC 22 – miss Ani: Manifests precog def
Bully: 23/23 AC 16 + 4 FS (11) Ani: 27/27 AC 17 + 1 + 4 +1 (FS 11, PD 12)
Rd 3: Bully: Draws sword, charges +8 vs AC 23 – miss Ani: Attacks, expending focus for Psi Weap +5 vs AC 20 – 2 – hits for 13 (crit not confirmed)
Bully: 10/23 AC 16 + 4 FS (11) Ani: 27/27 AC 17 + 1 + 4 +1 (FS 11, PD 12) (no more map, just duking it out)
Rd 4: Bully: Attacks – 21 vs AC 23, miss Ani: Attacks – 22 vs AC 20, hits for 7
Bully: 3/23 AC 16 + 4 FS (11) Ani: 27/27 AC 17 + 1 + 4 +1 (FS 11, PD 12)
Rd 5: Both miss
Rd 6: Bully – Critical hits for 33, killing Ani in a single mighty blow
Bully wins and gains 900xp/900gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: Items Used: Tat of FS, 1 arrow Spells or Powerpoints Used: Abilities Used: Free Activity:
Ani loses and gains 300xp/300gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: Spells or Powerpoints Used: 2 pp (FS, PD) Abilities Used: none Free Activity:
@All - Well that was pretty neat; things looked rough for Bully before his might cleaving.
1/2 move diagonally SE. Try to actively locate him using Listen or Spot if I don’t see him.
Combat
As soon as I notice him, use Enlarge Power & Psionic Endowment with brain lock on him.
Regardless of the result, use psionic suggestion & Psionic Endowment to make him drop weapons and stand motionless.
Use disable. That should give me some time to act.
Then mind thrust him to death.
Contingency
If he gets close, move away.
If I run out of pps, use my crossbow.
If I can't get away and he's still close, use my shortspear.
Notes
I don't want to get in the range of his crossbow, if that's possible somehow.
Small issue - Enlarge Power and Psionic Endowment both require you to expend your focus. Since you only have one focus - you can't use both feats at the same time.
Okay, stick with Enlarge Power. I want it to blast him before he can discharge psionic shot...
Most of his powers have a relatively close range, except brain lock, which is not that frightening of a power due to duration. Except that one enlarge power (please note he can't expend focus for both enlarge and psiendow)
Start front and center, bow in hand.
If he's seen:
Rd 1: If he has not acted, single move towards him and fire @ flat footed AC, else, single move towards him and ready an action to fire on him upon him doing anything (if you need a more precise trigger, on manifesting a power; if I can't tell when he manifests, then on movement)
Continue single move towards him and readying to fire on his turn tactic until 110' away - goal is to stay within 1 range increment of bow but outside Mind Thrust (and charm, suggestion) 40' (or 65') + 30' movement range... so, no matter what stay >95' away, but ideally within the 110' (95' is more important than 110'). This supercedes other things - distance is essential. Ok to double move, or run, when necessary, to "reset" to this distance.
If he's not seen:
Apply drow poison to arrow. Circle around the exterior of the arena, say, CW, psicrystal goes CCW, until he's located, then continue the above tactics - emphasis is on maintaining distance. If he's located, but doesn't know where I am, try to maneuver so can use trinket of true strike and fire drow poison arrow at him the following round (with goal of maintaining distance)
If at any point he is simply firing his crossbow, try to move to obtain cover and/or kneel for AC bonus while firing. But always maintain the 95-110' buffer.
Can break LoS and hide to re-engage from more ideal distance.
If the distance tactic isn't working (I'm exhausted and didn't sleep last night, and we have the same move, so I'm not sure why I'm so psyched for this...) try to hide in the center, apply drow poison to arrow and attempt to sneak attack shoot him, then move/re-hide, repeat poison use if possible, try to sneak attack; repeate until dead.
Do not use PP for Empty Mind, it's for psionic focus
[Prefight Locations and Initiative] Zaranda starts in area 1 at (31,62) with nothing in hand. Initiative 2. Ghost starts in area 4 at (8,32) with bow in hand. Initiative 16.
[Round 1] Ghost does not see Zaranda, so he draws and applies a dose of drow poison to an arrow [44% vs 6%, success] Zaranda manifests force screen and moves to (33,60)
[Round 2] Ghost moves to (12,30) after spotting Zaranda partway through the move. He takes a shot with a regular arrow [6 vs AC14+4+4, miss] Zaranda moves to (30,55) and manifests Brain Lock, using her focus to expand it [Will 9 vs DC16, fail]
[Round 3] Ghost is dazed Zaranda maintains concentration and moves to (26,50)
[Round 4] Ghost is dazed Zaranda maintains concentration and moves to (22,46)
[Round 5] Ghost is dazed Zaranda maintains concentration and moves to (18,42)
[Round 6] Ghost is dazed Zaranda maintains concentration and moves to (14,38)
At this point I noticed that Zaranda only has 6pps per fight. So without enough for the Suggestion part of the tactics, moving on to Mind Thrusts
[Round 7] Ghost is dazed Zaranda maintains concentration and moves to (14,35)
[Round 8] Ghost is dazed Zaranda manifests a 2PP mind thrust [Will 22! vs DC16, success] and then moves to (19,38), drawing her crossbow.
[Round 9] Ghost is dazed. [Brain lock ends] Zaranda loads and fires the crossbow [6 vs AC18, miss]
[Round 10] Ghost activates the true strike trinket and moves to (12,36) Zaranda reloads and fires the crossbow [13 vs AC18, miss]
[Round 11] Ghost fires a poisoned arrow at Zaranda [37 vs AC14+4+4, hit; Dmg 1d8=4; Psionic Shot 2d6=6; Fort 7 vs DC13, fail] and Zaranda falls unconscious. Zaranda is unconscious.
Ghost wins and gains 900xp/900gp. Time Before Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: 3 arrows (2 hits, 1 miss, 0 recovered), 1 dose of drow poison, 1 trinket of True Strike (CL1) Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Gather Information (improved hat of gathering information +1-->+2)
Zaranda loses and gains 300xp/300gp. Time Between Fight: 6 hours Prebuffs/Ongoing Effects: none Items Used: 1 crossbow bolt (2 missed, 1 recovered) Spells or Powerpoints Used: 6pps (force screen (1), brain lock (3), mind thrust (2)) x/day Abilities Used: none Free Activity: Craft some conspicuous (+72gp, 6sp)
@Z - One of the tough things as a low level manifester/spell caster is watching your PP use carefully. Spending 3 on brain lock is good only if you have enough to take him out with mind thrusts after you get in close.
Also, I very much recommend a replacement for your crossbow. My wilder has a dorje of energy ray for when he runs out of PPs just so I don't need to worry about relying on a weapon like that (and he's got a much better attack bonus that Zaranda does.
Just something to think about.
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Hmm - I think I'm in big trouble here. With true strike and a low HP range - I don't have a chance to avoid the damage and I think he's pretty likely to take me down in one shot with the favored enemy...
Oh well.
Start off with my scimitar in hand and Screech next to me. Move out and order Screech to come. Order Screech to attack once Saevherne is seen and then get to melee as soon as possible. Make him roll 1s if he decides to go with true strike.
Default tactics: Resistance on myself, true strike on myself. IMPORTANT!The familiar goes looking for an enemy in the opposite direction than me. Look out for the enemy (Spot or Listen). Rapid Shoot. Repeat. Melee only in the close quarters. No grappling.
Eh, I'd have prefered a bigger arena, but you get what you get. Grappling or pot shots, which will be the strategy...
Note that she doesn't get scout due to Clarissa's size and the cavern floor having a high DC.
Start holding a tanglefoot bag and a scroll of Mage Armor. Synch starts adjacent, closer to the center than Clarissa to offer cover at times, holding another tanglefoot bag.
Start by handing Synch the second bag(reducing Clarissa's encumbrance to light and increasing Synch's to medium), then cast Mage Armor on both of us. Next round, draw a shield scroll and cast Reduce Person from memory on both of us, then next round cast shield on both of us from the scroll. Through all this, Synch should ready to throw a bag at Xuan on sight of her within 20'. If Xuan is sighted, Synch should move so as to provide cover, if possible.
After buffing, draw the Magic Missle Wand and ready to cast Acid Arrow at Xuan on sight of her(or just cast it if she's already been spotted). After Acid Arrow, cast the Magic Missles from memory(CL5), then stick to the Magic Missle wand.
-If Xuan starts closing within 30', stop MMing for a round to cast Shocking Grasp, and designate Synch as the toucher(provided Synch is still alive). Don't cast anymore spells from memory while holding the charge if I do this, just use the wand. If Xuan ever successfully grapples with me, Synch should touch Xuan with the Shocking Grasp. I should continue MMing Xuan with the wand as opposed to attempting to escape. If Xuan still lives after the shocking grasp is transfered, Synch should throw her flask of alchemist's fire at Xuan. -Synch has 2 more hp than noted on my sheet. -Xuan has 2 less hp than noted on her sheet.
#1: I'm bad at math, Xuan Sunai has 20 (20.5) hp, not 22.
#2: Opponent is small =/ So no Attack Package for me.
#3: Domain wizard with entirely insane ac. Balls. I remember reading domain wizards and wondering why anyone would every play anything else if they we legal. I didn't imagine Clarissa's kind of build though. For an arena setting, its pretty ingenious, though I've seen Reduced Druids riding animal companions before, which was almost as nasty.
Synopsis: Start aggressively placed, hope to get an early LOS for a quick win. Failing that, turn it into an endurance test.
Starting Position & Gear: Corner closest to center of map with Rifle and Potion of Shield of Faith in hands.
R1: If I've heard sounds, move out of box towards that direction, trying to obtain LOS towards the box they were coming out of; single move first. If I get LOS, shoot. If I don't have LOS, drink the potion. If I didn't hear any sounds, move counter clockwise, with 40' I should be able to get up against one of the statues.
Early LOS:
Ready to fire on her casting. If she flees, move to regain LOS. If she advances, seek to stay at maximum 1 increment range (150') without missing out on attack options. If she succesfully buffs (its round 4+ and she's not dead), break LOS and follow buffing sequence before re-engaging.
No Early LOS:
Stay where I am, manifest Offensice Prescience, then Skate (from memory, not tattoo), then tap the Tattoo of Vigor. Then go to Hunting.
Hunting:
Single move from 'out' corner of pillar to 'out corner' of another pillar, counterclockwise or in the direction sounds indicate. Ready to fire on LOS.
Contact/How to Kill:
If I see the monkey more than 5' away from her, focusing on killing that first.
Otherwise single move to obtain cover relative to her and ready to shoot (action) on her casting a spell or activating a magical item (triggers). If thats too vague, ready to shoot on casting, unless she has been plinking me with the wand (or doing something else which hasn't triggered my readied action for more than a round), in which case just shoot.
Variant on just shoot: If she's using the monkey for cover and its feasible, move to negate its soft cover then shoot her.
Contingencies:
Healing: Heal aggressively. If I'm under 14 hp, switch rifle to one hand (free), draw wand (move), activate wand (standard) and five-foot step if appropriate (if it would break LOS, fulfil one of my other tactics). If I already have wand out, activate and move to break LOS.
If she isn't inclined to move towards me and I'm a decent distance away (100'+) go prone in my square. (Exception: If she's used her 'lingering damage' spell more than once, just stay mobile).
Keep distance away from the monkey. Don't end my turn within 80' of it.
If it is after round 22 and she is in her normal size, rage and do a charging (or single move to close, etc) grapple attempt. Otherwise, no particular reason to get into melee.
If prescience or skate run out, remanifest. No need to hold back on the PP.
Avoid AoOs, use hide and move silently without reducing speed todo so...
If a moving ball of flame appears, stay 65' or more feet away from it until it disappears.
If I get glued, rage and try to use STR to break free. Then try to charge-grapple. (If the monkey is in the way, close with superior speed until I can just move to close and grapple anyways) If rage ends without a succesful grapple, return to other tactics.
I'm not sure what else I can do, this looks to be a tough match. If I get lucky on my attacks and she gets unlucky on her damage, the initial vigor might be enough. If not, will have to see if my cure light wounds rolls can outdo her damage potential. If she switches to using the wand fairly quickly, I think it can. If she uses True Strike acid arrows, probably not.
[Prefight Locations and Initiative] Xuan starts in area 2 at (25,25) with Rifle and a potion of shield of faith (CL1) in hand. Initiative 21. Clarissa starts in area 4 at (4,4) with a tanglefoot bag and a scroll of Mage Armor (CL1) in hand. Initiative 17 -- Synch starts at (5,5) with a tanglefoot bag. Initiative 6
[Round 1] Xuan moves to (19,21) and drinks the potion of shield of faith. Clarissa hands off the tanglefoot bag and casts mage armor from the scroll. [Listen -1 vs DC0, fail] Synch readies to throw a tanglefoot bag on Xuan in sight within 20ft.
[Round 2] Xuan, having not heard the spell, continues moving to (17,21), where she spots Clarissa. She finishes moving to (13,17) and readies to fire to disrupt spellcasting. Clarissa begins casting Reduce Person, triggering Xuan's ready. Xuan fires at Clarissa [23 vs AC15+4+4, hit; Dmg 1d12+1=4; Concentration 27 vs DC11+4, success] Synch continues to ready.
Xuan reloads, moves to (9,11) and attacks again since Clarissa is still casting [25 vs AC15+4+4, hit; Dmg 1d12+1=11; Concentration 19 vs DC11+11, fail] and Clarissa loses the spell. Clarissa draws and reads from a scroll of shield (CL2). Synch readies.
[Round 4] Xuan reloads and starts to move to negate the cover of the monkey, but as soon as she moves to (6,9), she triggers the monkey's ready [20ft (-4), 4 vs AC15+2, miss] Xuan finishes moving to (5,9) and fires [22 vs AC15+4+4, miss] Clarissa casts Shocking grasp from memory and designates Synch as the toucher.
[Round 5] Synch moves to (5,9) and attacks to touch [9 vs AC15+2] Xuan steps back from the monkey (6,9), reloads and fires at it [16 vs AC16, hit; Dmg 1d12+1=9] and Synch is disabled. Clarissa delays for Synch to land an attack.
[Round 6] Synch tries to touch Xuan [19 vs AC15+2, hit; Dmg 4d6=15] but falls unconscious from the effort. Clarissa moves to deny Xuan cover to (6,4) and casts Acid arrow [25 vs AC15+2, hit; Dmg 2d4=7] and Xuan goes down. Xuan is disabled. She cannot draw and use the wand, so her only option left is to use the tatoo. She taps the tattoo.
Hmm - skeletal minion is bad juju - cannot be affected by my mind thrusts...
Start off next to one of the entrances to the next area, dorje of enlarged energy ray (ML2) in hand. No vigor this time - at least not to start.
Move out and squeeze through the sewer grate rather than head to the center.
If I find the skeletal minion and Tzi is not in range or in sight for mind thrust, attack the minion with an energy ray from the dorje and expend psionic shot with it. I would prefer to get the PBS bonus with it - but that's not essential - and use fire for the damage type. Follow up until the minion is destroyed or until sight is gained on Tzi.
If Tzi is in sight and able to be in range for mind thrust - move (if needed) to range, manifest a fully surged, fully powered Mind thrust (3pp + 2 surge, 5d10, DC17+2 augmentation). Repeat until Tzi is dead. If I run out of PPs, kill off the minion if it isn't already dead (with more energy rays from the dorje) and then move on to Tzi.
Try to avoid drawing AoO - but if necessary, draw one with movement and not with manifesting.
I think that's about it - have fun running the fight.
Ant: Pretty scary looking caster; huge AC, huge DPS via touch attacks, or by the typical weakness of a low ECL monster; will saves. But even a bug can be blinded, if they are without a tattoo of Synesthete.
Synopsis: Xanosect leads the way and attempts Melee. Tzim trails behind and Blinds, then spams Color Spray.
Starting position: Xanosect will start in the corner that faces into the middle of the sewers (He'll have his Longbow and Buckler out). Tzim will start one square over and up from him (the middle of the platform) (She'll have the scroll of Spectral Hand out)
Buffing: None.
Hunting: Xanosect will move out clockwise (or towards sounds, if either of them heard any) with Tzim holding back but moving in the same direction. Generally, I want to end with X just around the corner from Tzim, but other than that, have them about 15' apart, with X on a direct line in front of Tzim to provide soft cover from the direction we are going. Each will make a single move on any given turn, then ready for an action on LOS. X's will be to shoot. Tzim's will be to Blindness.
Contact: X will attempt to grapple; charge if possible, double-move/run to base if not, making sure to interpose between Tzim and Ant.
If Ant has not done anything since being spotted other than 20' or less of movement, assume he is readying to manifest on casting Tzim will move a spot that has soft cover from X, go prone and then cast Blindness on Ant.
If he manifested/moved 25' or more, move closer. If possible, hit him with Color Spray, but if he isn't in range for that, use Blindness.
Contingencies:
If X gets an AoO he will attempt to initiate a grapple with it.
If Ant makes his save on blindness, attempt to Color Spray. If he's keeping his distance, break LOS, recover Blindness with Pearl of Power II, use it again. If it still doesn't work, use Cause Fear and try to overcome with double-move/run actions in Tandem with X.
If Ant is paralyzed, X will coup de grace him. (He has claws, he can just drop his weapon, if he cant use the longbow)
If Ant is blinded, X will continue attempting to grapple him, Tzim will take out her crossbow and plink into the ensuing grapple while five foot stepping in a random direction (so long as it doesn't take her next to the two combatants) after each shot.
If Ant is color-sprayed, follow up with a Ghoul's touch. If that doesn't work, Tzim will shoot with crossbow and ready a color-spray to hit him again when he appears to be shaking off the effects of the spell. (begin Readying on the 3rd round of the color spray as that is the soonest he can come out) X will attempt to beat on Ant with his warhammer in a two-handed grip (will deal 1d8+3)
Note: X is immune to colorspray. Yay undead.
Expenditure notes: All in all, Tzim shouldn't use more than one Ghoul's touch this fight. Spamming it vs that Touch Ac... yikes.
The Ant wins initiative and starts in box 3, dorje in hand. Tzi starts in box 4, scroll of spectral hand in hand. Xan starts in nearby, closest-to-center corner.
Round 1 The Ant moves out. Tzi delays for Xan. Xan moves and readies. Tzi moves and readies. The Ant: 16 Hp Xan: 26 Hp Tzi: 23 Hp
Round 2 The Ant moves and prepares to squeeze. Xan moves and attacks(13 vs. AC23), but misses. Tzi moves, since he can't cast in the same round if he moves again. The Ant: 16 Hp Xan: 26 Hp Tzi: 23 Hp
Round 3 Ant fires off a ray(9 vs. tAC12), but misses. (Tactics for Tzi call for attempting to grapple. With Ant where he is, he has no chance of doing so and next to no chance of breaking the bars. Call - Xan shoots at Ant till Tzi casts her spells. If she goes to Cause Fear, they'll follow, otherwise Tzi will stick as well as she can to the 'if Ant fails save vs Blindness...meaning she'll pew pew with crossbow)) Xan fires another arrow at Ant(19 vs. AC23) but misses. He stays to provide cover to Tzi. Tzi moves behind Xan and casts Blindness. Ant fails his saves and becomes blind. The Ant: 16 Hp, blind Xan: 26 Hp Tzi: 23 Hp
Round 4 The Ant fires a ray at where Xan should be, but misses(10 vs. tAC 12) Xan fires once more at Ant(25 vs. ffAC 20, 6 damage) and hits. Tzi pulls out her crossbow and attacks(17 vs. ffAC 20) but misses.
The Ant: 10/16 Hp, blind Xan: 26 Hp Tzi: 23 Hp
Round 5 The Ant fires a ray at where Xan should be, and hits(19 vs. tAC 12, concealment passed, 12 damage) Xan fires once more at Ant(17 vs. ffAC 20) and hits. Tzi pulls out her crossbow and attacks(14 vs. ffAC 20) but misses.
The Ant: 10/16 Hp, blind Xan: 14/26 Hp Tzi: 23 Hp
Round 6 The Ant fires a ray at where Xan should be, but misses(8 vs. tAC 12) Xan fires once more at Ant(21 vs. ffAC 20, 9 damage) and hits. Tzi pulls out her crossbow and attacks(23 vs. ffAC 20, MDK) and knocks out the Ant.
The Ant loses but gains 400xp/400gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: 4 charges of dorje Spells or Powerpoints Used: none Abilities Used: none Free Activity: Guard
Tzimosica wins and gains 1200xp/1200gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: 2 bolts, 1 arrow Spells or Powerpoints Used: Blindness/Deafness Abilities Used: none Free Activity: Fleshcraft for 107.5 gp
Comments: @Eamane: Strange to say, the not going for grapple probably helped you, considering if you had gone into melee you'd have had to deal with Blind-Fight. @Telin: Superpower Blindness hurts.
Nothing is ever only one person's fault. TemplateShow
For simplicity's sake:
Card Name [mc][/mc] Card Type - Subtype Text Flavor
Centaur Large Monstrous Humanoid Hit Dice: 4d8+8 (26 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+12 Attack: {Ma} Lance +8 melee (2d6+6/x3) or {Ma} Longsword +8 melee (2d6+6/19–20) or {Ma} composite longbow (+4 Str bonus) +6 ranged (2d6+4/x3) Full Attack: {Ma} Lance +8 melee (2d6+6/x3) or {Ma} Longsword +8 melee (2d6+6/19–20) and 2 hooves +3 melee (1d6+2); or {Ma} composite longbow (+4 Str bonus) +6 ranged (2d6+4/x3) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft. Saves: Fort +4, Ref +7, Will +6 Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11 Skills: Listen +3, Move Silently +4, Spot +3, Survival +2 Feats: Dodge, Weapon Focus (hoof ) Challenge Rating: 3 Alignment: Usually neutral good A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds. Centaurs speak Sylvan and Elven. COMBAT A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.
Equipment: Longsword, Mighty (+4 Str) Composite Longbow, 2500gp Upgrade sword to {Ma} 300gp Upgrade bow to {Ma} 300gp {Ma} Lance 320gp Cloak of Resistance +1 1000gp
2 Potions of CLW (CL1) Potion of Mage Armor (CL1) Potion of Shield of Faith (CL1) Oil of Magic Weapon (CL1)
Start with lance and potion of mage armor in hand at front center of square.
Round 1 - drink potion and move out. Round 2 - if Saevherne is not seen yet, draw and drink potion of shield of faith. Round 3 - if Saevherne is not seen yet, move to set up a charge.
Once able - charge in. If it misses, drop the lance, 5ft step into melee and draw the sword to attack with. Thereafter - full attack in melee.
Resistance on myself, true strike on myself. IMPORTANT!The familiar goes looking for an enemy in the opposite direction than me. Look out for the enemy (Spot or Listen). Rapid Shoot. Repeat. Melee only in the close quarters. No grappling.
[Prefight Locations and Initiative] Saevherne starts in area 1 at (31,58) with bow in hand. Initiative 22. Centaur starts in area 4 at (7,32) with a potion of mage armor and a lance in hand. Initiative 14.
[Round 1] Saevherne casts resistance on himself. [Listen 0 vs DC0] Centaur drinks the potion and moves to (16,34), gaining LOS.
[Round 2] Saevherne casts True Strike on himself. Centaur double moves to (30,44)
[Round 3] Saevherne rapid shoots at Centaur [28,21 vs AC14+4+1, 2 hits; Dmg 1d8+4=9, 10] Centaur charges at Saevherne [12 vs AC19+1, miss]
Start in the front corner of the box with wand of Shield in hand.
Cast shield from the wand and move out to the left direction, until i reach the edge of the center area of the city. Cast ShockingGrasp (energy subbed cold) and hold the charge. If i do not see her continue around to the left towards the starting box. Once she is seen have Aero deliver the touch. afterwards move closer (if needed) and cast a scorching ray (use aero if possible). After scorching ray finish with shocking grasp (cold, if it didnt seem to be resisted) until one of us is down.
So, two full casters face off...note his familair unfortunately has 2 more hp than is listed and 1 more base attack.
Start holding a scroll of shield and a flask of alchemist's fire. Synch is holding a tanglefoot bag and riding on Clarissa's shoulder(which knocks her back into medium encumbrance, but I don't see another way for Synch to keep shared buffs considering the round by round structure, so...)
1st round, cast shield on both synch and I and hand Synch the flask. 2nd round, cast reduce person on us. 3rd round, draw and cast resist energy(fire) from the scroll on us. Synch should ready to throw her tanglefoot bag on sight of an enemy within 20' during buffing.
After buffing, draw a flask of alchemist's fire and move out. If an enemy is already in sight somehow, Acid Arrow it if it's Genis, and ready to throw the flask at in on it moving within 20' if it's the eagle.
While searching, only single move and ready to Scorching Ray any enemy that comes into range of it on sight. Synch should still ready to throw her tanglefoot bag on sight of an enemy.
After Genis is found, Acid Arrow him(or scorching ray him if he's that close and I still have the spell. If such is the case, Acid Arrow him next turn, then continue with this tactic). After the arrow, cast flaming sphere at him and hope it finishes the fight. If it doesn't, cast true strike on Synch and have her throw 2 alchemist's fire at him. If he still lives, try a magic missle from memory to see if his shield is still up. If it's not, magic missle to death. If it is, drop prone and use the crossbow and pew pew to death.
-If the eagle is found coming within 20' of us, make sure to KO it before moving on. -If shield runs out, rebuff it from another scroll. -If one or another of us happens to fall asleep, have the other wake her up.
[Prefight Locations and Initiative] Genis starts in area 2 at (61,61) with a wand of Shield (CL1) in hand and Aero on his shoulder. Initiative 4 Clarissa starts in area 3 at (62,3) with a scroll of shield (CL2) and a flask of alchemist's fire. Initiative 7 -- Synch starts at (62,3) with a tanglefoot bag. Tiny creatures can share the space of small or larger creatures - so you don't need him to "ride" you. The CoCo also deals with shared spells that as long as you intend on staying together and are able to do so at the end of each round, then the fact that you are separate during your actions doesn't matter.
[Round 1] Clarissa hands a flask of alchemist's fire to Synch and casts Shield from the scroll, sharing it. Synch readies to throw a t-bag on a target within 20ft. Genis uses the wand and heads out to (60,55)
[Round 2] Clarissa begins casting reduce person. Synch readies to throw a t-bag on a target within 20ft. Genis continues moving to (55,45)
[Round 3] Clarissa finishes casting and shares it and draws and casts Resist energy from a scroll for fire resistance and shares that as well. [Listen -7 (Genis), 0 (Aero) vs DC0] Aero sqwaks to Genis and points to the south with its beak. Synch readies to throw a t-bag on a target within 20ft. Genis moves to (55,33)
[Round 4] Clarissa draws a flask of alchemist's fire and moves to (62,7) Synch moves to (62,7) and readies. Genis moves to (44,31)
[Round 5] Clarissa moves to (62,11) and readies scorching ray against any opponent in range and in sight. Synch moves to (62,11) and readies. Genis casts shocking grasp, substituted for cold and designates Aero as the toucher. [Listen -8 (Clarissa), 9 (Synch) vs DC0]
[Round 6] Clarissa sees that Synch is pointing off towards the center of the city. She chides him that is the direction they are heading anyway. He does the evil monkey impression (from Family Guy). Clarissa moves to (61,15) and readies. Synch moves to (62,11) and readies. Genis moves to (51,25) [MS 0 vs Listen 10,2]
[Round 7] Clarissa has a good idea of where Genis is and moves to (60,19) and readies [MS 12 vs Listen 10,13] Synch moves to (60,19) and readies Genis moves to (53,20) and spots Clarissa [Hide 19 vs Spot 9,1; MS 16 vs Listen 22,17] but is not seen himself. He instructs Aero to fly in and attack.
[Round 8] Clarissa knows Genis is close, but still doesn't see him. She moves to (56,19) and readies. Synch moves to (56,19) and readies. Genis delays for Aero. Aero flies out, immediately spotted and triggering the attacks of the wizard and monkey. Clarissa casts scorching ray [20+2 vs Touch AC 15, hit; 6 vs SR 8, fail] but it is ineffective agains the hawk. Synch tosses the tanglefoot bag [9 vs Touch AC15, miss] Aero moves into Clarissa's space and tries to touch her [21 vs Touch AC15+2, hit; Dmg 4d6=16] Genis readies to cast Scorching Ray when Aero is not in melee [Hide 7 vs Spot 13,9]
Genis (53,20) 19/19, Shield (ends 11) -- Aero (56,19) 9/9 Clarissa (56,19) 3/19, Shield (ends 21), Reduce Person (ends 43), Resist Energy (Fire 10, ends 303) -- Synch (56,19) 9/9, Shield (shared), Reduce Person (shared), Resist Energy (Fire 10, shared)
[Round 9] Clarissa can see Genis now and moves to (53,18), triggering Genis's action [23 vs Touch AC15+4, hit; Dmg 4d6=17-10=7] and Clarissa collapses.
Genis Sage wins and gains 1200xp/1200gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: None. Items Used: 1 charge from a wand of Shield (CL1) Spells or Powerpoints Used: 3 SLs (Shocking Grasp (1), Scorching Ray (2)) x/day Abilities Used: N/A Free Activity: Craft (Kendamas) for 80 gp.
Clarissa loses and gains 400xp/400gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: None. Items Used: Scroll of Shield (CL2), Scroll of Resist Energy (CL3), Tanglefoot Bag Spells or Powerpoints Used: 3 SLs (Reduce Person (1), Scorching Ray (1)) x/day Abilities Used: N/A Free Activity: Craft (Gems) for 107 gp, 5sp
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