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Sticky: Battles of Gladius
6 months ago  ::  Nov 21, 2012 - 7:35PM #911
Uknits
Date Joined: Aug 24, 2010
Posts: 2,971

Pairings: 21 November 2012


Time Roll: 5 hours
Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up)


Characters on Quests:



      Jaob quests for howler corpses




Characters doing Full Activities:





BATTLES OF GLADIUS


LEVEL 3 FIGHTS



    • Risen Anjin (The_Fred) vs. Siel Fury (Protasis) : Uknits {Arena}



LEVEL 4 FIGHTS



    • Zander (TelinArtho) vs. Geth Ryn (Uknits) : Yitzi {Moat}


    • Kinslayer (Voxthunder) vs. Dorinar (TelinArtho) : Uknits {Plains}


    • Gart'ak McGrath (Bobthe6th) vs. Unkown Monster : voxthunder {Arena}



LEVEL 5 FIGHTS



    • Unknown Monster vs. Krug the Squeezer (Voxthunder) : The_Fred {Forest}


    • Dreath (Uknits) vs. Urdwed (The_Fred) : voxthunder {Sewer}



LEVEL 8 FIGHTS



    • Vathilia Xilodon (Yitzi) vs. Al'Tiar (Uknits) : The_Fred {Sewer, Week 2}



LEVEL 10+ FIGHTS





Pairings done by Uknits.


Credits
Voxthunder +2 (+2 fights, +0 (2 active))
TelinArtho +0 (+0 fights, +0 (2 active))
Protasis +0 (+0 fights, +0 (1 active))
Yitzi +1 (+1 fights, +0 (0 active))
Bobthe6th +0 (+0 fights, +0 (1 active))
Uknits +3 (+2 fights, +0 (2 active), +1 Admin)
The_Fred +1 (+1 fights, +0 (2 active))

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6 months ago  ::  Nov 25, 2012 - 5:28PM #912
voxthunder
Date Joined: Apr 20, 2008
Posts: 318
Gart'ak McGrath (Bobthe6th) vs. Unkown Monster

Gart'ak McGrath

Tactics for Gartak Show

Well...  probably going to be doomed, but might as well make a try.

Always full power attack 4 and reckless offensive.

Starting at the front of the box, carrying the falchion in one hand and a tangle foot bag in the other.
Round 1: tap tattoo of synesthete, close eyes. 1=If opponent is in sight and carrying a great sword move to break line of sight(away from opponent). 2=If opponent is in sight and not armed with a great sword, rage, and move to close. 3=If opponent is not is sight stand still.

Round 2: If 1, then keep trying to break line of both sight and charge, and tap tattoo of force screen. If 2, then tap tattoo of offensive pricog, and keep closing.  If 3, then skip back to the numbered orders of round 1, and tapping the tattoos for the following round specified above.  If still 3, tap tattoo of biofeedback.

Round 3: If 1, then keep trying to break line of both sight and charge, and tap tattoo of biofeedback. If 2, then try to charge if in range(droping bag), try to just reach throwing distance(if so throw bag), if none of the above are possible run to close.  If 3, then skip back to the numbered orders of round 1, and tapping the tattoos for the round specified above.  If still 3, tap tattoo of offensive precognition and move out looking for the opponent.

Round 4: If 1, then keep trying to break line of both sight and charge, and tap tattoo of offensive precog. If 2, if you threw the bag last round, then try to charge.  If you didn't throw to tangle foot bag last round, try to just reach throwing distance(if so throw bag), if none of the above are possible run to close.  If 3, then skip back to the numbered orders of round 1.  If still 3, move out looking for the opponent.

Round 5+: If 1, try to get to range to throw the bag. After that, close, rage, and just chop with the great sword.  If 2, and you threw the bag last round, try to charge/close and attack.  If you haven't thrown the bag yet, try to close to range to do so, and throw the bag. If neither is possible, just run to close.  If 3, then skip back to the numbered orders of round 1.  If still 3, move out looking for the opponent.

There...  I would like to make a flow chart, but I think it would be more work then it would help.  


Dwarf Cleric 4 Show

Dwarf Cleric 4

Size/Type: Medium Humanoid
HD: 4d8+16 (37 hp)
Initiative: +1
Speed: 20 ft (4 squares)
Armor Class: 19 (7 armor, 2 shield)
BAB/Grapple: +2/+4
Attack: MW Dwarven Waraxe +6 Melee (1d10+2) or Silver Dwarven Waraxe +5 Melee (1d10+1) or Light Crossbow +3 Ranged (1d8)
Special Attacks: Dwarf Traits, Turn Undead
Special Qualities: Dark Vision 60 ft, Dwarf Traits
Saves: Fort +10, Ref +3, Will +6
Abilities: Str 14, Dex 12, Con 18 [15+2rac+2adv], Int 08, Wis 13, Cha 08 [10-2rac]
Skill Ranks: (7 cleric): 7 concentration
Armor Check Penalty: -8
Skills: Climb -6, Balance -7, Jump -6, Swim -14, Listen +1, Spot +1, Move Silently -7, Hide -7, Concenration +11
Feats: Martial Weapon Profeciency: Dwarven Waraxe [b], Weapon Focus: Dwarven Waraxe[b], Psionic Hole[1], Stand Still[3]
Alignment: Lawful Good

Domain abilities:
War: Dwarven Waraxe Profeciency, Weapon Focus: Dwarven Waraxe
Strength: Feat of Strength 1/day (+4 Str for 1 round)

CL 4 Cleric (War, Strength), Channels Positive Energy
SL 0, 5 spells: Guidance, Detect Magic, Detect Poison, Virtue
SL 1, 4+1 spells: Bless, Divine Favor, Entropic Shield, Shield of Faith, Enlarge Person (Domain)
SL 2, 2+1 spells: Bull's Strength (domain), Resist Energy, Summon Monster II

Wealth: CR 4, 3,300 gp.
Weapon (melee, ranged, backup silver): MW Dwarven Waraxe, MW Silver Dwarven Waraxe, MW Light Crossbow + 20 bolts: 1086 gp
Armour/Shield- MW Half-Plate (Locked Gauntlet), heavy steel shield: 778 gp
Ring of Prot: None
Cloak of Resist: Cloak of Resist +1 1000 gp
Amulet of Nat armour: None
Ability booster: None
Expendables: Scroll of Cure Moderate Wounds CL 3, Scroll of Bear's Endurance CL 3: 300 gp

Tactics: Spawn with scroll of Bear's Endurance in hand. Buff, then move out and find the enemy. If the enemy is seen, begin fighting and ignore remaining buffing.

Buffing:
Read Bear's Endurance
Cast Bull's Srength
Cast Shield of Faith
Cast Enlarge Person
Draw axe and move out.

Fighting: cast Summon Monster II for a Celestial Giant Bee. Flank with it and draw shield. Hit him in the face with axe.

If dropped below 20 hp, step back, stow shield, and cast Cure Moderate Wounds. Next turn, draw shield and re-engage. Repeat with all spare CL 2 slots, then scroll, then CL 1 slots. If Bull's Strength expires, use Feat of Strength for another round of +4 strength.



Fight Show


Prefight Actions

Gart'ak
Free Action: cover trail

Round 0

Dwarf in area: 1d4=2

Gartak in area:
1d4=3

Dwarf goes first at
1d20+1=15

then Gartak at 1d20+2=3



Round 1

Dwarf reads Bear's Endurance.

Gartak taps tattoo of synesthete and closes his eyes.

Dwarf (58, 32), 45/45 hp, 17 AC, Bear's Endurance CL 3 (ends 31)
Gartak (32, 8), 39/39 HP, 17 AC, Synesthete (ends long)



Round 2

Dwarf casts Bull's Strength.

Gartak taps a tattoo of Biofeedback ML 1.

Dwarf (58, 32), 45/45 hp, 17 AC, Bear's Endurance CL 3 (ends 31), Bull's Strength CL 4 (ends 42)
Gartak (32, 8), 39/39 HP, 17 AC, Synesthete (ends long), Biofeedback ML 1 (ends 12)



Round 3

Dwarf casts Shield of Faith.

Gartak taps a tattoo of Force Screen ML 1.

Dwarf (58, 32), 45/45 hp, 19 AC, Bear's Endurance CL 3 (ends 31), Bull's Strength CL 4 (ends 42), Shield of Faith CL 4 (ends 43)
Gartak (32, 8), 39/39 HP, 21 AC, Synesthete (ends long), Biofeedback ML 1 (ends 12), Force Screen ML 1 (ends 13)



Round 4

Dwarf casts Enlarge Person.

Gartak taps a tattoo of Offensive Precog CL 1.

Dwarf (58, 32), 45/45 hp, 17 AC, Bear's Endurance CL 3 (ends 31), Bull's Strength CL 4 (ends 42), Shield of Faith CL 4 (ends 43), Enlarge Person CL 4 (ends 44)
Gartak (32, 8), 39/39 HP, 21 AC, Synesthete (ends long), Biofeedback ML 1 (ends 12), Force Screen ML 1 (ends 13), Offensive Precog CL 1 (ends 14)

Round 5

Dwarf moves out, and he and Gartak auto-spot each other.

Gartak moves towards the Dwarf.

Dwarf (54, 32), 45/45 hp, 17 AC, Bear's Endurance CL 3 (ends 31), Bull's Strength CL 4 (ends 42), Shield of Faith CL 4 (ends 43), Enlarge Person CL 4 (ends 44)
Gartak (41, 20), 39/39 HP, 21 AC, Synesthete (ends long), Biofeedback ML 1 (ends 12), Force Screen ML 1 (ends 13), Offensive Precog CL 1 (ends 14)



Round 6

Dwarf moves towards Gartak.

Gartak approaches Dwarf and throws his tanglefoot bag, 1d20+5=8 missing.

Dwarf (49, 26), 45/45 hp, 17 AC, Bear's Endurance CL 3 (ends 31), Bull's Strength CL 4 (ends 42), Shield of Faith CL 4 (ends 43), Enlarge Person CL 4 (ends 44)
Gartak (46, 25), 39/39 HP, 21 AC, Synesthete (ends long), Biofeedback ML 1 (ends 12), Force Screen ML 1 (ends 13), Offensive Precog CL 1 (ends 14)



Round 7

Dwarf begins casting Summon Monster II.

Gartak charges into melee, provoking an AoO. Dwarf attacks with his axe: 1d20+8=17 missing. Gartak attacks with his falchion: 1d20+10=12 missing.

Dwarf (49, 26), 45/45 hp, 17 AC, Bear's Endurance CL 3 (ends 31), Bull's Strength CL 4 (ends 42), Shield of Faith CL 4 (ends 43), Enlarge Person CL 4 (ends 44)
Gartak (48, 25), 39/39 HP, 15 AC, Synesthete (ends long), Biofeedback ML 1 (ends 12), Force Screen ML 1 (ends 13), Offensive Precog CL 1 (ends 14), Reckless Offense, Power Attack 4, Charge.



Round 8

Dwarf summons a Celestial Giant Bee. It appears behind Gartak. Dwarf draws his shield and attacks with his axe: 1d20+10=15 hitting for 2d8+5=13 damage, 11 after DR.

Celestial Giant Bee attacks: 1d20+4=5 missing.

Gartak attacks with his falchion: 1d20+8=25 hit for 2d4+15=20 damage.

Dwarf (49, 26), 25/45 hp, 19 AC, Bear's Endurance CL 3 (ends 31), Bull's Strength CL 4 (ends 42), Shield of Faith CL 4 (ends 43), Enlarge Person CL 4 (ends 44)
Gartak (48, 25), 27/39 HP, 17 AC, Synesthete (ends long), Biofeedback ML 1 (ends 12), Force Screen ML 1 (ends 13), Offensive Precog CL 1 (ends 14), Reckless Offense, Power Attack 4.



Round 9

Dwarf attacks with his axe: 1d20+10=21 hit for 2d8+5=9 damage, 7 after DR.

Celestial Giant Bee attacks: 1d20+4=5 missing.

Gartak attacks with his falchion: 1d20+8=18 missing.

Dwarf (49, 26), 25/45 HP, 19 AC, Bear's Endurance CL 3 (ends 31), Bull's Strength CL 4 (ends 42), Shield of Faith CL 4 (ends 43), Enlarge Person CL 4 (ends 44)
Gartak (48, 25), 20/39 HP, 17 AC, Synesthete (ends long), Biofeedback ML 1 (ends 12), Force Screen ML 1 (ends 13), Offensive Precog CL 1 (ends 14), Reckless Offense, Power Attack 4.



Round 10

Dwarf attacks with his axe: 1d20+10=11 missing.

Celestial Giant Bee attacks: 1d20+4=9 missing

Gartak attacks with his falchion: 1d20+8=11 missing

Dwarf (49, 26), 25/45 HP, 19 AC, Bear's Endurance CL 3 (ends 31), Bull's Strength CL 4 (ends 42), Shield of Faith CL 4 (ends 43), Enlarge Person CL 4 (ends 44)
Gartak (48, 25), 20/39 HP, 17 AC, Synesthete (ends long), Biofeedback ML 1 (ends 12), Force Screen ML 1 (ends 13), Offensive Precog CL 1 (ends 14), Reckless Offense, Power Attack 4.



Round 11
 
Dwarf attacks with his axe: 1d20+10=19 hitting for 2d8+5=18 damage.
 
Celestial Giant Bee attacks: 1d20+4=6 missing.
 
Gartak attacks: 1d20+8=28 (crit? 1d20+8=21 yes), critically striking the Dwarf for 4d4+22=35 damage, slaying him where he stands.

The Dwarf has been struck down!
 
Dwarf (49, 26), -10/45 HP, 19 AC, Bear's Endurance CL 3 (ends 31), Bull's Strength CL 4 (ends 42), Shield of Faith CL 4 (ends 43), Enlarge Person CL 4 (ends 44)
Gartak (48, 25), 02/39 HP, 17 AC, Synesthete (ends long), Biofeedback ML 1 (ends 12), Force Screen ML 1 (ends 13), Offensive Precog CL 1 (ends 14), Reckless Offense, Power Attack 4.






Fight Summary Show

Gartak wins! He gains 1200 exp and 1200 gp.

Gartak
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: None
Items Used: Tattoos: Synesthete, Biofeedback, Force Screen, Offensive Precognition
x/day Abilities Used: None
Free Activity: Hide Trail


Pitlord Notes Show
That's about as close as a fight gets! Dwarf Cleric is a strong monster with powerful buffs, but Gartak hits like a truck. I didn't know who was going to win until the final rolls.

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6 months ago  ::  Nov 25, 2012 - 7:25PM #913
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,761
Zander

Zander’s tactics Show

Buff with force screen, dissolving weapon on deepcrystal glaive and biofeedback from a powerstone. Then move out and ready to use stomp once he gets to 10ft away.

Once the ready triggers, just attack for damage until one of us is dead - using psionic weapon on my first attack.


Geth Ryn

Geth Ryn's tactics Show

Moat is good for Geth Ryn, so this should work out as long as I can moslty avoid his stomps. Start in the front corner with glaive in hand. 

If he is seen, run to 5' of him.  If he isn't seen, run, using fleet of foot to turn around th moat and get to his starting area quicker, then charge glaive him.  Once in melee, do as follows.

If I start the round at 10', swing glaive and 5' towards him.  If at 5' from him, grapple him as long as he doesn't threaten me, using grip of iron.  If he does threaten at 5', just glaive him.  If at >10', charge if able, otherwise just move and attack with glaive. 

Stand if prone, rage-kill if below 15 HP.


The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Geth Ryn starts in area B with glaive in hand. Initiative 18.
Zander starts in area C with glaive in hand. Initiative 14.

Geth Ryn: (43,43) 35/35 HP, 20 AC
Zander: (44,2) 35/35 HP, 15 AC (11 touch)


[Round 1]
Geth Ryn runs to 43,3.
Zander takes a step to the side and swings his glaive at Geth Ryn, hitting for a psionically enhanced 10 damage.

Geth Ryn: (43,43) 25/35 HP, 20 AC
Zander: (44,2) 35/35 HP, 15 AC (11 touch)


[Round 2]
Geth Ryn swings his glaive, hitting for 9 damage, then steps toward Zander.
Zander, unable to attack without provoking an attack of opportunity, moves around to 4,23 (taking another 9 damage) and swings again for 13 damage.

Geth Ryn: (43,43) 12/35 HP, 20 AC
Zander: (44,2) 17/35 HP, 15 AC (11 touch)


[Round 3]
Geth Ryn swings his glaive, hitting for 9 damage, then steps toward Zander.
Zander steps back and swings again, but Geth Ryn dodges.

Geth Ryn: (43,43) 12/35 HP, 20 AC
Zander: (44,2) 8/35 HP, 15 AC (11 touch)


[Round 4]
Geth Ryn swings his glaive, hitting for 13 damage and knocking Zander out.

Geth Ryn: (43,43) 12/35 HP, 20 AC
Zander: (44,2) -5/35 HP, 15 AC (11 touch)

Fight Results and Summary Show

Zander loses and gains 400xp/400+92gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: Profession for 92gp

Geth Ryn wins and gains 1200xp/1200+60gp.
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: Craft for 60gp

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6 months ago  ::  Nov 27, 2012 - 8:13PM #914
Uknits
Date Joined: Aug 24, 2010
Posts: 2,971

Siel Fury (Protasis) vs. Tokutsukai Anjin (The_Fred)


Siel’s Tactics Show


So...he's gonna buff. That gives Siel some time I suppose...but that trippy melee thing is kind of annoying. Siel will just try to take advantage of her range for as long as possible.


Start front center square with potion of mage armor and quarterstaff in hand.


1st round, drink the potion and draw a CL2 oil. Next round, apply the oil, stow the staff, and move out. Next round, draw the bow, continue moving, and ready to fire at Anjin on sight(or just fire, if he's already been seen). She will continue to do so until he's seen.


After he is seen, continue moving attempting to keep distance and peppering with arrows until he bases her(don't let him charge). When he bases her, drop the bow, draw the staff, and attack with it. Flurry when able. If she has previously hit Anjin with anything, use Reckless Attack, if not, don't.


If Anjin trpis Siel from her horse, stand and grapple. After she's standing, use the next available move action to command Rider to attack(DC 10 Handle Animal), and continue to do so until it suceeds while using the standards to continue grappling for damage. After, just flurry for more grapple checks. Use the grapple for damage option, since I'd guess Anjin will be buffing his AC. On all attacks that involve grappling, Siel will not use Reckless Attack.


And that's all. Seems like a pretty even fight. Thanks for running.


Anjin’s Tactics Show

This might be a bit of a tougher one. Begin on the left side of my box, second row from the front, with a Power Stone of Vigour in hand. Shout for Siel to show herself (if we don't autospot) and move to the left, using the stone.



After that, buff with Potion of Shield of Faith and Stone of Biofeedback, before drawing kusari-gama and moving around clockwise. If she attacks me (or moves towards me), move to break LoS whilst buffing unless she actually engages in melee, in which case just draw kusari-gama and attack.



As soon as I see her, move and attack if I can, charging if necessary. Thereafter, attack to trip with the kusari-gama. This will be tough to start since I'll be opposing her Ride (+10) but if I can get her out of the saddle, the fight gets a lot more winnable.



If, when I see her (after buffing) she has her bow out, move to break LoS or at least gain cover, stowing the kusari-gama. Then, draw and use a Stone of Skate. Once we're sped up, try again to engage in melee. If I can't reach her with a charge or double-move, run to adjacent. If I can't run, double-move closer, preferably via cover. Unfortunately, if she turns this into a ranged battle, there's not much I can do other than chase her and hope to dismount her with an AoO.



Short version: Buff, then attack to trip with kusari-gama.


Fight Show


Round 0
Siel starts in 3, then Anjin in 4.



Round 1
Siel drinks a potion of mage armour as Anjin drinks a potion of shield of faith.



Anjin 19/19 HP, 20 AC
Siel 26/26 HP, 17 AC


Round 2
Siel applies oil to the staff before stowing it. Anjin uses a powerstone for biofeedback.


Anjin 19/19 HP, 20 AC
Siel 26/26 HP, 17 AC


Round 3
Siel takes a pot shot at Anjin, but misses by a wide margin. Anjin uses a powerstone of skate to even the odds.


Anjin 19/19 HP, 20 AC
Siel 26/26 HP, 17 AC



Round 4
Siel fires another shot that goes wide as Anjin closes.



Anjin 19/19 HP, 20 AC
Siel 26/26 HP, 17 AC


Round 5
Siel is about to retreat and fires a shot over her shoulder. It catches Anjin squarely in the throat, killing him instantly. Siel turns back to fire another shot, only to see her fow vanishing to the nimbus.


Results Show



Siel Fury Wins and gains 675xp and 735 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: Potion Mage Armour, Oil Shillelagh
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Craft


Anjin Loses and gains 375xp and 432 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: Powerstone Biofeedback, Skate, Potion Shield of Faith
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Profession



Congrats to Siel for finishing your first fight cycle with a 3/3 record.


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6 months ago  ::  Nov 27, 2012 - 8:29PM #915
Uknits
Date Joined: Aug 24, 2010
Posts: 2,971

Kinslayer (Voxthunder) vs. Dorinar (TelinArtho)


Kinslayer’s Tactics Show


Thanks for pitlording! This should be a pretty straightforwards fight. Kinslayer starts at the front of his square with morningstar and shield in hand. He's going to move out and look for Dorinar.


Engage in melee as soon as possible, but do not charge unless you have to. Attack with Morningstar+Bite. Keep one meleeing until one of us is dead. Use Dodge and Fight Defensively. With Dodge Kinslayer should be able to get up to AC 26. Fight Defensively (-4 to hit, +2 AC) to get AC up to 28 since Kinslayer can only really hit on 20s anyways.


If hit with a crawling tattoo of entangling ectoplasm, drop the morningstar, draw and drink a potion of Enlarge Person, and attack with caw+bite. If tripped, stand up and fight. If disarmed, use claw/bite. If grappled, do not attempt to escape, fight within the grapple.


Have fun running the fight!


Dorinar’s Tactics Show

Dorinar's tactics


Okay - really simple. Close in to under 100 ft, use scare then get into melee and full attack until one of us is dead. Easy peasy.



Fight Show


Round 0
Kinslayer starts in 4, then Dorinar in 3.



Round 1
They close.


Dorinar 19/19 HP, 24 AC
Kinslayer 31/31 HP, 28 AC


Round 2
They close and Dorinar readies to scare him.


Dorinar 19/19 HP, 24 AC
Kinslayer 31/31 HP, 28 AC


Round 3
Dorinar does his best scare, but Kinslayer resists and dodges his bite as well.


Dorinar 19/19 HP, 24 AC
Kinslayer 31/31 HP, 28 AC



Round 4
Dorinar hits and dodges Kinslayer, dealing 4 damage.


Dorinar 19/19 HP, 24 AC
Kinslayer 27/31 HP, 28 AC


Round 5
The two find themselves unable to hit each other.


Dorinar 19/19 HP, 24 AC
Kinslayer 27/31 HP, 28 AC


Round 6
Again, the two are far too well defended, but Kinslayer nicks Dorinar for 5.


Dorinar 14/19 HP, 24 AC
Kinslayer 27/31 HP, 28 AC


Round 7
A luckt blow gets through to Dorinar, doing 9 more damage.


Dorinar 5/19 HP, 24 AC
Kinslayer 27/31 HP, 28 AC


Round 8
The two swing aimlessly.



Dorinar 5/19 HP, 24 AC
Kinslayer 27/31 HP, 28 AC


Round 9
The two swing again, but their blows are deflected.



Dorinar 5/19 HP, 24 AC
Kinslayer 27/31 HP, 28 AC


Round 10
Kinslayer lands another lucky blow, dropping Dorinar.


Results Show



Kinslayer Wins and gains 1200xp and 1200 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Guard


Dorinar Loses and gains 400xp and 400 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Guard




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6 months ago  ::  Nov 28, 2012 - 6:01AM #916
voxthunder
Date Joined: Apr 20, 2008
Posts: 318
Dreath (Uknits) vs. Urdwed (The_Fred)

Dreath

Urdwed

Tactics for Dreath Show

Dreath isn't the best character, but this is his fight.  Decent Touch AC and SR help this fight, and sewers are nice because they mean no entangling.  Also, My intimidate score is sufficient to make both dogs shaken.

Startat default with a potion of mage armour in hand and spiked chain in the other.  Round 1, use potion and draw a potion of shield of faith.  Then seek, readying to use potion of shield of faith when foe is seen.

Once foe is seen, ready to spiked chain a dog once it comes in range. If the dogs don't come to me immediatley, go to the dogs, but I would prefer to ready as then I get the ready and an AoO against a dog.  Kill the dogs first.

Once dogs aren't around, go for Urdwed.  With a potential 30 Touch AC, tripping isn't even worth it.  Always try to be at 5' of Urdwed and disarm his wand with both attacks and AoO's.  Whenever posible, pick up his wand, then stow it.  If he is without weapon or wand, just attack for damage.

If Urdwed has a weapon or a wand ready to use, use full combat expertise for +3 Touch AC.

If he is using those blasted grates, go ahead and try to pursue him through the grates.  If I fail to get through, use combat expertise and fight defensivley for +5 AC for the round, plus the cover from the grates.  Then I ca try to get through again the round after.

If blinded, use tattoo Synethete.

If netted, sunder it with unarmed strike.

That should be it.  Thanks for the run.  


Tactics for Urdwed Show
His reach makes this really awkward, and both my allies are Shaken. Never mind; we'll do what we can.

Begin in centremost corner of box with Scroll of Longstrider in hand, flanked by dogs.
Round 1: Use scroll, then draw a potion of Mage Armour.
Round 2: Drink potion, draw a scroll of Cat's Grace.
Round 3: Use that, and tell the dogs to move out about a move ahead of me.
Round 4: Follow them towards the centre, clockwise, drawing my net as I go.
Round 5: Draw my Wand of Produce Flames whilst moving.

I should stop at the nearest piece of non-sludge to the middle and shout and wait for Dreath if he hasn't shown up yet.

As soon as I see Dreath, order the dogs to attack him. The priority is to avoid him moving to adjacent to me so flee towards the nearest grate if he gets too close (if I'm in the centre, go to the next grate clockwise from my corner). Since I'm Small, I can slip through the grate to avoid melee with him, so do that.

Second priority is to use my Blindness SLA. It's unlikely to stick but if it does, let the dogs kill him and throw flames if he manages to kill them both anyway.

After that, throw flames at him, or my net if he gets within 10ft. If he gets any two of prone, soft cover from dogs or the -4 from being in melee with them, ready to throw when he moves to a more favourable position instead of throwing (unless he's just attacking the dogs and I don't think he'll move next round).

If he's adjacent to me, and I can flee through a grate, do so and take the AoO. Otherwise just throw flames. If tripped, stand. He doesn't have Combat Reflexes, so if he trips me with an AoO, he can't take another against me for standing.

Note: Always declare Dodge against Dreath.

His AC and SR are going to make it hard for me to hurt him, but luckily he's going to have a hell of a time hitting my AC, too.

Summary: Send in dogs > Avoid melee (use grates) > Blindness > Net > Flames




Fight Show


Prefight Actions

Urdwed
Bring Eaus (Riding Dog Animal Companion)
Bring Razor (Riding Dog Ally), -8.33% ally penalty
Free Activity: Profession (Guide): 110gp ((10+12)x5)
Active Skill Packages: None

Dreath
NPC Service: Extended Mage Armour CL 5 - 10 Hours - 100 GP
Free Activity: Intimidate +6 (Handle Animal +7)

Round 0

Dreath in the center of Area 3 with a potion of mage armour in one hand at a spiked chain in the other.

Urdwed in Area 4 at the centermost corner with a scroll of longstrider in hand, flanked by dogs.

Dreath first, then Urdwed.

Round 1

Dreath drinks Mage Armour CL 1 and draws Shield of Faith.

Urdwed reads Longstrider CL 1 and draws a potion of Mage Armour


Dreath (31,2), 24/22 AC, Mage Armour CL 5 (ends long)
Urdwed (3,3), 16/16 hp, Longstrider CL 1 (ends long)
Companion Dog (3,2), 13/13 hp
Ally Dog (2,3), 13/13 hp


Round 2

Dreath moves out 1d2=2 counter-clockwise and readies an action drink Shield of Faith if he sees Urdwed.

Urdwed drinks the potion of Mage Armour and draws a scroll of Cat's Grace.

Dreath (31,7), 24/22 AC, Mage Armour CL 5 (ends long)
Urdwed (3,3), 16/16 hp, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long)
Companion Dog (3,2), 13/13 hp, Shaken
Ally Dog (2,3), 13/13 hp, Shaken



Round 3

Dreath moves and readies his action.

Urdwed reads Cat's Grace. then orders the dogs to move out ahead of him, clockwise.

Dreath (29,12), 24/24 hp, Mage Armour CL 5 (ends long)
Urdwed (3,3), 16/16 hp, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), Cat's Grace (ends 33)
Companion Dog (2,12), 13/13 hp, Shaken
Ally Dog (8,12), 13/13 hp, Shaken



Round 4

Dreath moves and readies his action.

Urdwed draws his net while following his dogs. Dreath sees a dog and drinks his potion.

Dreath (24,12), 24/24 hp, Mage Armour CL 5 (ends long), Shield of Faith (ends 14)
Urdwed (7,12), 16/16 hp, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), Cat's Grace (ends 33)
Companion Dog (13,16), 13/13 hp, Shaken
Ally Dog (13,17), 13/13 hp, Shaken



Round 5

Dreath readies an action to spiked-chain a dog that comes into range.

Urdwed advances, drawing his wand, and orders his dogs to attack. Dogs advance.

Dreath (24,12), 24/24 hp, Mage Armour CL 5 (ends long), Shield of Faith (ends 14)
Urdwed (13,14), 16/16 hp, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), Cat's Grace (ends 33)
Companion Dog (19,13), 13/13 hp, Shaken
Ally Dog (18,13), 13/13 hp, Shaken




Round 6

Dreath readies an action to attack a dog that comes into range.

Urdwed uses his blindness SLA but fails 1d20+2=8 to penetrate Dreath's SR. Urdwed's dogs advance. Dreath attacks the companion as it comes into range:
1d20+10=27 hit for 2d4+5=7 damage. The dog steps forwards, provoking an AoO: 1d20+10=14 that misses. It attacks: 1d20+1=13 missing. The other dog moves close to Dreath as well.

Dreath (24,12), 24/24 hp, Mage Armour CL 5 (ends long), Shield of Faith (ends 14)
Urdwed (13,14), 16/16 hp, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), Cat's Grace (ends 33)
Companion Dog (23,12), 6/13 hp, Shaken
Ally Dog (24,11), 13/13 hp, Shaken



Round 7

Dreath attacks the animal companion dog, hitting for 2d4+5=7 damage. Companion dog is at -1 and falls unconscious!

Companion dog stabilized at -1: 1d10=10 successfully! Ally dog attacks Dreath: 1d20+1=15 miss.

Urdwed uses his wand of Produce Flames CL 2.

Dreath (24,12), 24/24 hp, Mage Armour CL 5 (ends long), Shield of Faith (ends 14)
Urdwed (13,14), 16/16 hp, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), Cat's Grace (ends 33)
Ally Dog (24,11), 13/13 hp, Shaken



Round 8

Dreath attacks ally dog. Hit for 13 damage. Dog is disabled.

Dog attacks Dreath, missing. It falls to -1 hp.

Urdwed throws his Produce Flames but misses due to cover and Shield of Faith

Dreath (24,12), 24/24 hp, Mage Armour CL 5 (ends long), Shield of Faith (ends 14)
Urdwed (13,14), 16/16 hp, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), , Cat's Grace (ends 33)
Ally Dog, -1/13 hp.



Round 9

Dreath advances towards Urdwed.

Urdwed throws his other flame, missing, and backs up. Dog does not stabilize, now at -2.

Dreath (17,13), 24/24 hp, Mage Armour CL 5 (ends long), Shield of Faith (ends 14)
Urdwed (7,12), 16/16 hp, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), Cat's Grace (ends 33)
Ally Dog, -1/13 hp.



Round 10

Dreath advances towards Urdwed.

Urdwed activates his wand and backs through the grate. Dog drops to -3.

Dreath (11,12), 24/24 hp, Mage Armour CL 5 (ends long), Shield of Faith (ends 14)
Urdwed (5,17), 16/16 hp, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), Cat's Grace (ends 33)



Round 11
 
Dreath advances, closing to melee with Urdwed.

Urdwed throws a net, missing, and provokes an AoO that Dreath uses to disarm. Dreath's disarm attack provokes an AoO from Urdwed, who is armed with a flame. Urdwed's AoO misses. Dreath's Disarm AoO proceeds. Dreath disarms Urdwed.

Urdwed uses his second move action to grab his wand off the ground. He takes a 5-foot step away. Dog drops to -4

Pitlord Note: Urdwed's tactics don't explicitly say to do this, but if he doesn't he can't continue with his tactics. This seems to fall in line with his "if tripped, stand up" contigency.

Dreath (5,16), 24/24 hp, Mage Armour CL 5 (ends long), Shield of Faith (ends 14)
Urdwed (5,17), 16/16 hp, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), Cat's Grace (ends 33)



Round 12

Dreath tries to squeeze through the grate, and succeeds, closing to melee with Urdwed. Dreath attacks to disarm with 3 combat expertise and is successful.

Urdwed picks up his wand, provoking an AoO before the wand-picking-up is completed, so Dreath must use it to attack. He hits Urdwed for 8 damage.

Urdwed can't reach the next grate this turn, so he attacks with his flame, missing. dog drops to -5
 
Dreath (5,16), 24/24 hp, Mage Armour CL 5 (ends long), Shield of Faith (ends 14)
Urdwed (5,18), 8/16 hp, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), Cat's Grace (ends 33)



Round 13

Dreath tries to disarm Urdwed and succeeds. He picks up the wand.

Urdwed has no tactics for not having his wand so he will attack in melee. He draws and attacks with his Sickle, missing. dog drops to -6

Dreath (5,17), 24/24 hp, 22 AC, Mage Armour CL 5 (ends long), Shield of Faith (ends 14)
Urdwed (5,18), 8/16 hp, 32 AC, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), Cat's Grace (ends 33)

Round 14

Dreath misses. Urdwed misses. dog stabilizes!

Dreath (5,17), 24/24 hp, 22 AC, Mage Armour CL 5 (ends long)
Urdwed (5,18), 8/16 hp, 32 AC, Longstrider CL 1 (ends long), Mage Armour CL 1 (ends long), Cat's Grace (ends 33)

15: Both miss
16: both miss
17: both miss
18: Both miss
19: Urdwed hits for 1 damage
20-27: both miss
28: Urdwed hits for 2 damage
29-34: both miss (Urdwed loses Cat's Grace but still can only be hit on a 20)
35: Dreath hits for 9 damage

Urdwed has been struck down!




Fight Summary Show

Dreath wins! He gains 1995 exp and 2128 gp - 100 gp for NPC spellcasting.
Urdwed loses. He gains 335 exp and 357 hp + 110 gp from crafting.

Dreath
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: Extended Mage Armour CL 5 - just under 5 hours remain.
Items Used: Tattoos: potions: mage armour, shield of faith
Spells/pp used: None
x/day Abilities Used: None
Free Activity: intimidate

Urdwed
Time Between Fights: 5 hrs
Prebuffs/Ongoing Effects: none, dogs live
Items Used: Tattoos: potions: mage armour, shield of faith, Wand: 2 charges
Spells/pp used: None
x/day Abilities Used: Blindness
Free Activity: Profession (110 gp)




Pitlord Notes Show
Once Urdwed was disarmed it was over.

Check out the Core Coliseum, home of D&D arena battle, quests, and more!

CoCo Character Roster

Nathas Barrirret, Dark Elf Wizard
Krug the Squeezer
Kinslayer
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6 months ago  ::  Nov 28, 2012 - 6:59PM #917
Uknits
Date Joined: Aug 24, 2010
Posts: 2,971

Pairings: 28 November 2012


Time Roll: 2 hours
Lighting: Dim Light (Remember - the lighting conditions only affect ECL5 and up)


Characters on Quests:



      Jaob quests for Howlers




Characters doing Full Activities:





BATTLES OF GLADIUS


LEVEL 3 FIGHTS



    • Risen Anjin (The_Fred) vs. Sendra Death's Hand (Uknits) : voxthunder {Arena}



LEVEL 4 FIGHTS



    • Griffon (Uknits) vs. Kinslayer (Voxthunder) : The_Fred {Forest}


    • Rilirod Venomtooth (TelinArtho) vs. Gart'ak McGrath (Bobthe6th) : dgallaty {City}


    • Geth Ryn (Uknits) vs. Nathas Barrirret (Voxthunder) : Yitzi {Moat}



LEVEL 5 FIGHTS



    • Rintha (Yitzi) vs. Unknown Monster : Uknits {Arena}


    • Unknown Monster vs. Krug the Squeezer (Voxthunder) : The_Fred {Forest, Week 2}



LEVEL 7 FIGHTS



    • Bernik Kaldunn (Yitzi) vs. Amalia (The_Fred) : Uknits {Moat}


LEVEL 8 FIGHTS



  • Vathilia Xilodon (Yitzi) vs. Al'Tiar (Uknits) : The_Fred{Sewers, Week 3}




LEVEL 10+ FIGHTS





Pairings done by Uknits.


Credits
voxthunder +1 (+1 fights, +0 (2 active))
dgallaty +1 (+1 fights, +0 (0 active))
TelinArtho +0 (+0 fights, +0 (1 active))
Yitzi +1 (+1 fights, +0 (2 active))
Bobthe6th +0 (+0 fights, +0 (1 active))
Uknits +2 (+2 fights, -1 (3 active), +1 Admin)
The_Fred +1 (+1 fights, +0 (2 active))

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6 months ago  ::  Nov 29, 2012 - 8:13AM #918
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,086

Krug the Squeezer (Voxthunder) vs Thissilix'physs, Very Young Silver Dragon


Krug's Tactics Show

Thanks for pitlording! Well, against a flying opponent Krug could have some difficulty, but in the Forest they'll probably be just below the canopy if they're in the air. Whatever happens, this will be an interesting fight.


Krug spawns in the center of his square holding his Guisarme in one hand and a potion of Enlarge Person in the other.
Round 1) Drink Enlarge Person CL 2, draw Protection from Law CL 2.
Round 2) Drink Protection from Law CL 2, move out clockwise, shouting loudly.
Round 3) Tap Tattoo of Force Screen ML 1 and continue moving out and shouting.


Once the enemy shows itself, attack. Charge if possible and flurry if the enemy is close enough to hit with unarmed strikes. Enlarged and with a Guisarme Krug should have some good vertical reach, and has +19 Jump when Psionically focused-- jump if neccessary to strike the opponent.


If the enemy is in a square where it can be grappled (it's on the ground or just barely off the ground) try to grapple instead of unarmed-strike. Otherwise, just keep on hitting until the enemy is dead.


If the enemy can't be reached by Krug due to altitude, stow the guisarme and use the bow to make arrow attacks. If the enemy is hiding, continue searching for him and attempt to strike him with the glaive. If the enemy is keeping Krug at range and attacking him with a breath weapon and Krug can't catch the enemy, switch to the bow but keep on approaching and trying to get into a range where he can charge+melee somehow.


Cross rivers by jumping across the 3-wide parts.


Thissilix'physs Show

Very Young Silver Dragon
AC: 20, Touch: 11, Flat: 19
Skills: Concentration +15, Escape Artist +13, Jump +19, Knowledge (Nature) +15, Listen +15, Sense Motive +15, Spot
+15, Use Magic Device +15


Gear (4300gp)
Ring of Protection +1 (2000gp)
Cloak of Resistance +1 (1000gp)
Potion of Blur (300gp)
Potion of Mage Armour (50gp)


Thissilix'physs' Tactics Show

Thissilix'physs begins in the front of his box and drinks his potions (Mage Armour, then Blur) before turning into a Deinonychus with his Alternate Form ability and moving out clockwise in search of Krug.


When he sees him, he seeks to Pounce and full-attack for damage. If grappled, he reverts to dragon form and uses his Paralysis breath, then attacks with his best natural weapon.


If in dragon form, he always uses Paralysis breath when able.


Thissilix'physs never changes form if it would kill or stagger him. If dropped to below 20hp, he assumes and maintains Dire Badger form.


The Fight Show

The dragon goes first in area 2, Krug in area 4.


Round 1
Thissilix'physs drinks his Potion of Mage Armour [+4 AC, ends 601]
Krug neck a Potion of Enlarge Person [CL2, ends 21]


Round 2
Thissilix'physs drinks his Potion of Blur [20% concealment, ends 32]
Krug downs a Potion of Protection from Law [PfL, CL2, ends 22] and begins to move out, shouting [Listen at -76 is impossible, even for the dragon].


Round 3
Thissilix'physs transforms into a Deinoychus and begins to move off.
Krug taps his Tattoo of Force Screen [+4 AC, ends 13], still moving and shouting [Listen still impossible].


Round 4
Thissilix'physs jogs to the stream, jumping over some undergrowth [automatic success].
Map Show


Krug also leaps some bracken, spots - a dinosaur! - and turns around to leap, in turn, some swamp on his way to engage [both auto].


Pitlord note: Assuming Krug doesn't want to enter the swamp.


Round 5
Thissilix'physs just manages to navigate the slippery stones [15 vs DC 15; roll in R4].
Krug leaps the stream to close on the dino.


Map Show


Round 6
Thissilix'physs rips into Krug with tooth and claw [31, 14, 18, 26 vs AC 14-2+2+4+4=22]. Krug takes 16 damage [not 19].
Krug [28/44] grabs hold of the "dinosaur", but it shrugs him off.


Round 7
Thissilix'physs attacks again [21, 13, 29!, 29! - two hits, both threats denied], dealing 10 damage [note 19].
Krug [18/44] grapples again, this time managing to get a hold, returning the favour for 14 damage.


Round 8
Thissilix'physs [71/85] returns to Dragon form, shocking the wrestling Half-Orc [Conc 24: success].
Krug deals 25 damage to the young dragon.


Round 9
Thissilix'physs [46/85] blasts Krug with a snort of Paralysis gas [recharges 13], but the Half-Orc is made of sterner stuff.
There's no martial arts terminology for wrestling a dragon, but whatever Krug does, it inflicts another 13 damage.


Round 10 [rolls in R9]
Thissilix'physs [33/85] bites, but misses.
Krug deals another 14 damage.


Round 11
Thissilix'physs is on [19/85]. Transforming in Krug's grasp, he grows the long and striped snout of a terrifying DIRE BADGER!
Krug maintains his assault, dealing an incredible 26 damage - but the badger keeps on going!


Man, the crowd are going wild!


Round 12
Thissilix'physs [-7+20/85+20], now a badger, goes mad as Krug squeezes him [Rage - +4 Str/Con, -2 AC]. Foaming at the mouth, he claws viciously at Krug [15 vs AC 18: miss].
Krug struggles with the frenzied now-badger. It's madness giving it strength, he's unable to crush it like the puny animal he wants it to be.


Round 13
Force Screen ends [Krug's AC is now 18]
Thissilix'physs [-7+40/85+40] misses again with his inaccurate attacks [14: miss].
Krug is more successful, dealing 18 damage.


Round 14
Thissilix'physs [-25+40/85+40] finally slices Krug open with a claw [19 vs AC 18: hit], dealing 7 damage.
Krug [11/18] chokes the dragon/badger for 14 more damage.


Round 15
Thissilix'physs [-39+40/85+40] scratches back for a feeble 5 damage.
Krug [6/18] maintains his furious assualt, dealing a whopping 24 damage. Even with his badger-based tenacity, it's too much for Thissilix'physs, who promptly collapses.


Results Show

Krug wins and gains 1600gp and 1600xp
Time Between Fights: 5 hours
Prebuffs/Ongoing Effects: Extended Mage Armour - Under 3 hours left.
Items Used: Tattoos: Potion of Enlarge Person CL2, Potion of Protection of Law CL2, Tattoo of Force Screen
Spells/pp used: None
x/day Abilities Used: None
Free Activity: Guard

Pitlord Notes Show
With hindsight, the dragon perhaps didn't have the best tactics; given Blur, he could perhaps have used Escape Artist whilst in dino form to break out and make a much more devastating full-attack next round. However, whilst going to dragon and using his breath weapon was a waste of time, really, dire badger form did give him a lot more staying power - it was just at the cost of damage output.
 

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6 months ago  ::  Dec 02, 2012 - 2:47PM #919
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,761
Geth Ryn

Geth Ryn’s tactics Show

Speed is my ally, and the moat is my friend.

Round one, start in the front corner with glaive in hand.  Run to be adjacent to Nathas. If he isn't seen round 1, run and turn to close on the other square, charging if quicker to close.  Once at 5' from him, grapple him to death with armour spikes.  Use grip of iron once.

If he turns invisible before I can get him, then that's annoying.  No antitoxins, either, and my will save is poor.  Colour spray looks bad, so each round, move my full movment away from any sound I hear to force him to engage from distance as long as he is invisible (I'll assume he is invisible if I have seen all starting areas and I have yet to see him).  If I hear casting and it continuies into my turn, run around the corner of the fortress to get away from sleep.  Do the same if I hear casting from an invisible source and see no effect.  He will have trouble true striking, at least.

MM shouldn't be an issue, but if below half HP, sunder the wand.


Nathas Barrirret

Nathas Barrirret's tactics Show

One way or another, this will be over pretty simply. The tactics are a bit long but should hopefully work out simply. Nathas spawns in the front corner of his square with a scroll of invisibility/mage armour / true strike in one hand and a hand crossbow in the other.

If when Nathas spawns, Geth is in sight, and hasn't left his spawn box yet: Drop Hand Crossbow, read Invisibility. Move 15 feet towards the spawn box in sight that isnt' Geth's. After that, approach Geth invisibly, readying an action to use Color Spray on him if he comes in range that turn. If he's close enough that moving at full speed and Color Spraying him will happen in the same turn, do that. Whether it works or not, follow up Color Spray with Sleep from memory, then Sleep again, then use a Pearl of Power, then Sleep again. If any of the sleeps work, CDG with scythe. Take 5 foot steps or cast defensively if a 5-foot-step won't cut it to avoid AoOs.

If when Nathas spawns, Geth's in sight but he goes first and runs towards Nathas: if he's within range, drop the scroll and crossbow, move up to him, and color spray him. If he is threatening Nathas with an AoO, take a 5 foot step away and color spray him, or if that is not possible, cast defensively.  Follow up Color Spray with Sleeps and CDG if possible. Take 5 foot steps or cast defensively if a 5-foot-step won't cut it to avoid AoOs.  If he's not close enough to color spray in one turn, drop the crossbow and use invisibility, then do the color spray sleep sequence.

If when Nathas spawns, Geth is not in sight, do this:
Round 1) drop hand crossbow, read Invisibility
Round 2) read Mage Armor, drop scroll draw scroll of Shield CL 2
Round 3) Read Shield CL 2 and move out.
Look for and approach Geth invisibly. Once Geth comes into sight, move towards him as quickly as possible and try to get into range to Color Spray him. If he's close enough that moving at full speed and Color Spraying him will happen in the same turn, do that. Whether it works or not, follow up Color Spray with Sleep from memory, then Sleep again, then use a Pearl of Power, then Sleep again. If any of the sleeps work, CDG with scythe. Take 5 foot steps or cast defensively if a 5-foot-step won't cut it to avoid AoOs.

If Geth interrupts Nathas while buffing, do the color spray/sleep sequence on him. If the sequence doesn't work or is interrupted by a grapple, attempt to escape and colorspray / sleep him. If Nathas runes out of spells, draw and attack with melee weapons. In a grapple, attempt to escape.

Basically, Nathas' goal here is to Sleep Geth by breaking Invisibility using a Color Spray, then following up with attempts to Sleep. If all else fails, just burn spells at Geth trying to get him to fall asleep. If Geth does something cute like run away whenever Nathas starts casting Sleep it could be a problem-- if Geth's reaction to the first Sleep spell is to run away (assuming Color Spray failed), use the PoP to regain Color Spray, try to spray him again, then use Sleep after he's been stunned by spray.


The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Nathas Barrirret starts in area 4 with scroll and hand crossbow in hand. Initiative 17.
Geth Ryn starts in area 2 with glaive in hand. Initiative 13.

Nathas Barrirret: (43,3) 8/8 HP, 13 AC
Geth Ryn: (3,43) 35/35 HP, 20 AC


[Round 1]
Nathas Barrirret reads invisibility from his scroll and draws a scroll of shield.
Geth Ryn sees nobody, so he runs to 41,43; he still sees nobody, so he concludes that Nathas has already turned invisible and continues to 41,26 so that Nathas will attack from a distance.

Nathas Barrirret: (43,3) 8/8 HP, 13 AC, invisibility ends 31
Geth Ryn: (41,26) 35/35 HP, 20 AC


[Round 2]
Nathas Barrirret reads Mage Armor and drops the scroll, and draws a vial of drow poison.
Geth Ryn double moves to 31,39.

Nathas Barrirret: (43,3) 8/8 HP, 13+4 AC, invisibility ends 31
Geth Ryn: (31,39) 35/35 HP, 20 AC


[Round 3]
Nathas Barrirret reads Shield and drops the scroll, and draws a bolt.
Geth Ryn is too far away to hear Nathas, so he stays put.

Nathas Barrirret: (43,3) 8/8 HP, 13+4 AC, invisibility ends 31
Geth Ryn: (31,39) 35/35 HP, 20 AC

[Round 4]
Nathas Barrirret poisons his bolt and loads his crossbow with it.
Geth Ryn still hasn’t heard Nathas, so he stays put.

Nathas Barrirret: (43,3) 8/8 HP, 13+4 AC, invisibility ends 31
Geth Ryn: (9,39) 35/35 HP, 20 AC

[Round 5]
Nathas Barrirret double moves to 41,14. Geth hears and knows him to be within 20’ of 40,15.
Geth Ryn double moves to 9,39.

Nathas Barrirret: (41,14) 8/8 HP, 13+4 AC, invisibility ends 31
Geth Ryn: (9,39) 35/35 HP, 20 AC


[Round 6]
Nathas Barrirret double moves to 41,26.
Geth Ryn doesn’t hear Nathas, so he stays put.

Nathas Barrirret: (41,26) 8/8 HP, 13+4 AC, invisibility ends 31
Geth Ryn: (9,39) 35/35 HP, 20 AC


[Round 7]
Nathas Barrirret double moves to 40,38.
Geth Ryn still can’t hear his foe, so he stays put.

Nathas Barrirret: (40,38) 8/8 HP, 13+4 AC, invisibility ends 31
Geth Ryn: (9,39) 35/35 HP, 20 AC


[Round 8]
Nathas Barrirret double moves to 11,39.
Geth Ryn doesn’t hear Nathas, so he stays put.

Nathas Barrirret: (11,39) 8/8 HP, 13+4 AC, invisibility ends 31
Geth Ryn: (9,39) 35/35 HP, 20 AC


[Round 9]
Nathas Barrirret double moves to 28,39.
Geth Ryn doesn’t hear Nathas, so he stays put.

Nathas Barrirret: (28,39) 8/8 HP, 13+4 AC, invisibility ends 31
Geth Ryn: (9,39) 35/35 HP, 20 AC


[Round 10]
Nathas Barrirret double moves to 16,39.
Geth Ryn doesn’t hear Nathas, so he stays put.

Nathas Barrirret: (16,39) 8/8 HP, 13+4 AC, invisibility ends 31
Geth Ryn: (9,39) 35/35 HP, 20 AC



The arena wizards, hearing grumbling about the game of hide-and-go-seek that replaced the fight the audience paid for, but realizing that it’s probably going to be over soon, make a token response by dispelling Nathas’ invisibility and removing Geth’s psionic focus.

[Round 11]
Nathas Barrirret moves to 12,39 and casts Color Spray, and Geth falls down, stunned and blinded.
Geth Ryn is stunned.

Nathas Barrirret: (12,39) 8/8 HP, 13+4 AC
Geth Ryn: (9,39) 35/35 HP, 20 AC, blind ends 14, stun ends 15



[Round 12]
Nathas Barrirret casts True Strike.
Geth Ryn is stunned.

Nathas Barrirret: (2,25) 8/8 HP, 13+4 AC
Geth Ryn: (1,23) 35/35 HP, 20 AC, blind ends 14, stun ends 15

[Round 13]
Nathas Barrirret fires his bow at Geth, who is unable to dodge due to being stunned. He hits for 2 damage, but Geth resists the poison. Nathas sighs and draws another bolt and vial of drow poison.
Geth Ryn is stunned.

Nathas Barrirret: (2,25) 8/8 HP, 13+4 AC
Geth Ryn: (1,23) 33/35 HP, 20 AC, blind ends 14, stun ends 15, new save round 23

[Round 14]
Nathas Barrirret poisons and loads his bolt.
Geth Ryn is stunned.

Nathas Barrirret: (2,25) 8/8 HP, 13+4 AC
Geth Ryn: (1,23) 33/35 HP, 20 AC, stun ends 15, new save round 23

[Round 15]
Nathas Barrirret draws his pearl of power, and uses it to regain True Strike.
Geth Ryn’s stun wears off, so he gets up and grabs at Nathas, but the drow manages to escape.

Nathas Barrirret: (2,25) 8/8 HP, 13+4 AC
Geth Ryn: (1,23) 33/35 HP, 20 AC, new save round 23

[Round 16]
Nathas Barrirret steps back and casts another True Strike.
Geth Ryn steps up and grabs for his enemy again, doing 5 damage in the process.

Nathas Barrirret: (2,25) 3/8 HP, 13+4 AC
Geth Ryn: (1,23) 33/35 HP, 20 AC, new save round 23

[Round 17]
Nathas Barrirret manages to escape Geth Ryn’s grasp.
Geth Ryn steps up and grabs for his enemy again, doing 6 damage and knocking Nathas out. He leaves the arena triumphantly, only to fall over from the poison a moment later.

Nathas Barrirret: (2,25) -3/8 HP, 13+4 AC
Geth Ryn: (1,23) 33/35 HP, 20 AC

Fight Results and Summary Show

Geth Ryn wins and gains 1200xp/1200+45gp.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: 1pp
Abilities Used: none
Free Activity: Craft

Nathas Barrirret loses and gains 400xp/400+96gp.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: 1 bolt poisoned
Items Used: 1 scroll invisibility and mage armor (from scroll of invisibility/mage/armor/true strike), 1 scroll shield CL2, 2 vials drow poison, 1 pearl of power
Spells or Powerpoints Used: Color Spray and True Strike (2 SL)
Abilities Used: none
Free Activity: Craft

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6 months ago  ::  Dec 04, 2012 - 1:15PM #920
dgallaty
Date Joined: Jul 22, 2010
Posts: 1,484

Rilirod Venomtooth


Rilirod's tactics Show

Start off mounted on my horse with a scroll of eagle's splendor (CL3) in hand. Start off by reading the scroll (CL check) and draw my wand of divine favor.


Move out, drawing my scythe on my first move out, and after 3 rounds or if he is detected in any way, use the wand and stow it.


Continue moving out and tap a tattoo of force screen on sight.


Then get into melee and use all of my deadly touch (boosted to 20hp damage and Will DC17) with the scroll's effect. Note that since he'll be in the aura of despair, he'll take a -2 to the will save.


After that, attack to trip and follow up for damage.


Gart'ak McGrath


Gartak's tactics Show

Gah... read through that monsters past. Now for the hope that Gar can do some sniping.


Start with nothing in hand! need those hands for climbing.


Round 1:Run at 5x speed to the side of a dark brown building, angeling to reach it at a point that is closest to the central plaza.


Round 2+:Climb the wall of the building. use both actions. keep trying until either Gar scales the wall or foe is in charge range.


If he succeeds at climbing, stay on that spot on the roof. Draw bow, and fire or ready action to fire at oponents horse. If he drops the horse, move on to the oponent. If at any point he goes through 30 arrows, drop bow, draw tangle foot bag. Then try to hit oponent(or if alive oponents horse), if it misses draw and throw another bag.


If hits or misses twice, draw falchion and tap tattoo of precents. then tap tattoo of bio feed back, rage, and drop using jump to the ground. Then try to engage oponent with no power attack but reckless offensive, targets mount taking priority.


thanks for the run!


Fight Show


All rolls are here


Start
Rilirod starts in the southeast box.
Gart'ak starts in the northeast box.


Initiatives
Gart'ak: 21
Rilirod: 9


Round 1
Gart'ak runs at full speed to one of the buildings.


Rilirod, mounted on his horse Veneno, activates a scroll of Eagle's Splendor and draws a wand of Divine Favor.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP
Rilirod26/26 HP+4 Cha (ends Rd 31)1 scroll of Eagle's Splendor
Veneno19/19 HP



Round 2
Gart'ak climbs the building and makes it to the roof.


Rilirod rides out, drawing his scythe.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP
Rilirod26/26 HP+4 Cha (ends Rd 31)1 scroll of Eagle's Splendor
Veneno19/19 HP



Round 3
Gart'ak draws his bow and readies a shot for Rilirod's horse.


Rilirod sees Gart'ak on the rooftop as he continues riding. Gart'ak fires at arrow at Veneno, barely grazing the horse. Rilirod uses his wand and stows it, turning Veneno around and riding back the way he came to avoid being shot at as much as possible.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP1 arrow (1 miss)
Rilirod26/26 HP+4 Cha (ends Rd 31)
+1 att, +1 dmg (ends Rd 13)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
Veneno19/19 HP



Round 4
Gart'ak readies another shot for the horse.


Rilirod continues riding around buildings, stowing his scythe as well.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP1 arrow (1 miss)
Rilirod26/26 HP+4 Cha (ends Rd 31)
+1 att, +1 dmg (ends Rd 13)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
Veneno19/19 HP



Round 5
Gart'ak continues readying while Rilirod rides closer but still covered by buildings.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP1 arrow (1 miss)
Rilirod26/26 HP+4 Cha (ends Rd 31)
+1 att, +1 dmg (ends Rd 13)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
Veneno19/19 HP



Round 6
Rilirod rides around the corner of a building, giving Gart'ak another opportunity to shoot. Gart'ak shoots way over Veneno.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP2 arrows (2 miss)
Rilirod26/26 HP+4 Cha (ends Rd 31)
+1 att, +1 dmg (ends Rd 13)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
Veneno19/19 HP



Round 7
Gart'ak shoots again at Veneno, hitting the horse for 6 points of damage, while Rilirod rides close to the building. Rilirod activates his tattoo of Force Screen, then dismounts.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP3 arrows (2 miss, 1 hit)
Rilirod26/26 HP+4 Cha (ends Rd 31)
+1 att, +1 dmg (ends Rd 13)
+4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP



Round 8
Rilirod moves to the side of the building and begins the attempt to climb it while Gart'ak shoots at him, missing as Rilirod makes it up 5 feet.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP4 arrows (3 miss, 1 hit)
Rilirod26/26 HP+4 Cha (ends Rd 31)
+1 att, +1 dmg (ends Rd 13)
+4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP



Round 9
Gart'ak shoots again and lands a solid hit on Rilirod for 8 points of damage. Rilirod loses his grip and lands back on the ground.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP5 arrows (3 miss, 2 hit)
Rilirod18/26 HP+4 Cha (ends Rd 31)
+1 att, +1 dmg (ends Rd 13)
+4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP


Round 10
Gart'ak shoots and misses, while Rilirod tries to climb the wall, but fails due to his heavy armor.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP6 arrows (4 miss, 2 hit)
Rilirod18/26 HP+4 Cha (ends Rd 31)
+1 att, +1 dmg (ends Rd 13)
+4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP


Round 11
Gart'ak shoots and misses, while Rilirod tries to climb the wall, but fails due to his heavy armor.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP7 arrows (5 miss, 2 hit)
Rilirod18/26 HP+4 Cha (ends Rd 31)
+1 att, +1 dmg (ends Rd 13)
+4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP


Round 12
Gart'ak misses again, and Rilirod fails to get anywhere.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP8 arrows (6 miss, 2 hit)
Rilirod18/26 HP+4 Cha (ends Rd 31)
+1 att, +1 dmg (ends Rd 13)
+4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP


Round 13
Gart'ak hits Rilirod with an arrow for 12 points of damage. Rilirod still can't even get off the ground.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP9 arrows (6 miss, 3 hit)
Rilirod6/26 HP+4 Cha (ends Rd 31)
+4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP


Round 14
Gart'ak misses, while Rilirod makes it up 5 feet.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP10 arrows (7 miss, 3 hit)
Rilirod6/26 HP+4 Cha (ends Rd 31)
+4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP


Round 15
Gart'ak misses again. Rilirod falls off, but manages to climb back up to 5 feet.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP11 arrows (8 miss, 3 hit)
Rilirod6/26 HP+4 Cha (ends Rd 31)
+4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP


Round 16
Gart'ak misses yet again. Rilirod doesn't fall, but doesn't get any higher either.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP12 arrows (9 miss, 3 hit)
Rilirod6/26 HP+4 Cha (ends Rd 31)
+4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP


Round 17
Gart'ak misses. Rilirod makes it up 10 feet, then falls and takes 1 point of damage.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP13 arrows (10 miss, 3 hit)
Rilirod5/26 HP+4 Cha (ends Rd 31)
+4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP


Round 18
Gart'ak misses, and Rilirod fails to get anywhere.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP14 arrows (11 miss, 3 hit)
Rilirod5/26 HP+4 Cha (ends Rd 31)1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP


Round 19
Gart'ak finally hits again, and takes Rilirod down with an arrow for 8 points of damage.


Status

NameHit pointsConditionsUsed
Gart'ak39/39 HP15 arrows (11 miss, 4 hit)
Rilirod-3/26 HP+4 Cha (ends Rd 31)1 scroll of Eagle's Splendor
1 charge wand of Divine Favor
tattoo of Force Screen
Veneno13/19 HP



Results Show


Gart'ak wins and gains 1350 xp and 1350 gp (+12.5% opponent ally)
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: None
Items Used: 10 arrows (15 used, 4 hit, 5 out of 11 misses recovered)
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: None


Rilirod loses and gains 350 xp and 350 gp (-12.5% ally)
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: None
Items Used: 1 scroll of Eagle's Splendor, 1 charge wand of Divine Favor, tattoo of Force Screen
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: None


Pitlord notes Show

There were no ranged tactics specified for Rilirod, just "get into melee". I did the best I could with Rilirod not knowing how long Gart'ak would be shooting arrows at him. Even if I had Rilirod use his javelins, and even if he hit with all 4 for max damage, it would not have been enough to take Gart'ak down. The only way to do sufficient damage to take out Gart'ak was to attempt to engage in melee.


Also, even though the tactics specified Gart'ak to shoot the horse first, it seemed logical that once Rilirod started trying to climb the building, Gart'ak would shoot Rilirod instead in order to stop him.

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