Okay - the plan is really simple. Psionic hole makes manifesting on Delilah really ineffective, so hopefully I have the time to get throught this. Also, he doesn't have any form of energy resistance - so I can smack him with call lightning with impunity...
Start at the default and cast shield of faith (+3 deflection) and then call lightning. Then move out and ready to cast Doom on him on sight and in range.
Once the ready triggers, call down lightning and move away. If I get through all 6 bolts and he is still alive, cast divine favor, draw my bow and start shooting.
That should be it. I'm hoping I am not missing something important here...
Grr, Delilah can cast Invisibility. Beezel will have to try to get her to use hers first.
Beezel starts in the in the front corner of the starting box (roll 1d2 to determine which one), with a power stone of Inertial Armor in his hand.
Buff Rounds (in order) Round 1: Beezel activates power stone of Inertial Armor and draws a scroll of Reduce Person
Round 2: Beezel activates scroll of Reduce Person and draws a scroll of Expeditious Retreat
Round 3: Beezel activates scroll of Expeditious Retreat and draws a scroll of Invisibility
Combat PRIORITY: In combat, Beezel avoids melee at all costs, using Tumble to avoid being adjacent to his enemies, and using Escape Artist to get out of all grapples, entanglement, or other restraints.
If Beezel doesn't know where Delilah is yet, he moves to the center of the arena and walks clockwise around the very center wall, shouting loudly to get Delilah's attention and hoping to trigger a response from her that will end her Invisibility.
Once Beezel knows her location, if he's more than 110' away from her, he casts Invisibility from the scroll and moves to the nearest cover. His next goal is to get within 110' of her.
When he's 110' or less away, he will manifest an Enlarged (using Psionic Focus) Energy Ray (Electricity) augmented to 7pp after a +2 surge (1pp + 4pp augment + free 2pp wilder surge). Note that unless Beezel succumbs to Enervation, he gets Surging Euphoria (+1 attack, +1 damage, and +1 saves) for 2 rounds after the surge.
Beezel takes cover within the center of the arena if possible and manifests the same thing again, then draws his dorje of Enlarged Crystal Shard and attacks until Delilah is down, using cover to avoid being targeted by spells and summons if possible.
Beezel ignores all summoned monsters, using Tumble to get away from them if they are adjacent to him.
Init: 21 Beezel Starts in the South box holding a stone of IA 17 Delilah Starts in the North box with her buckler on
Round 1 & 2 Beezel buffs with IA and Reduce Person Delilah buffs with Shield of Faith and Call lightning
Round 3: Beezel Buffs with Expy Retreat and draws a scroll of invis Delilah finishes Call Lighting and moves to the edge of her start box and starts hunting Beezel
Beezel 22/22 hp (Inertial Armor) (Reduce Person 12) (Expy Retreat 13) Delilah 42/42 hp (Shield of Faith +3 61) (Call Lightning 6/6 63)
Round 4: Beezel doesn’t know where Delilah is so makes for the central pillars and yells to indicate his location (LOS blocked) Delilah moves towards the sound and can see Beezel (Hide 12 vs Spot 23) and sends lighting at him (R: 17 fail, Dmg:8)
Beezel 14/22 hp (Inertial Armor) (Reduce Person 12) (Expy Retreat 13) Delilah 42/42 hp (Shield of Faith +3 61) (Call Lightning 5/6 63) (Map Note: I can’t setup 2 LOS checks, but Beezel didn’t have LOS till after Delilah moved)
Round 5: Beezel vanishes and moves to get a better shot (invisibility) Delilah readies to zap on sight of him.
Round 6: Beezel Fires off an Energy Ray (doesn’t need focus as in close range) (Atk: 19 (forgot +3 from elec ray) vs FFTouch Enervate: Nope) Beezel feels the psionic weight of Delilah and syphons off more pp to allow the power to go through (Psionic Hole feat, +5pp I’m assuming hitting and doing damage is a good thing) (Dmg: 26) Delilah’s ready goes off (Rflx: 11 Dmg: 13)
Beezel 1/22 hp (Inertial Armor) (Reduce Person 12) (Expy Retreat 13) Delilah 16/42 hp (Shield of Faith +3 61) (Call Lightning 4/6 63)
Round 7: (Delilah flips to first due to Ready interrupting Beezel’s actions) Delilah zaps and Beezel goes down
Delilah wins and gains 1800xp/2000gp Delilah cast Shield of Faith and Call Lightning
Beezel Loses and gains 600xp/666gp Beezel used: Stone of IA, Scrolls of Reduce Person, Invisibility Beezel used 10 pp (5 Energy Ray, 5 Psi Hole)
Comments: @Telin: I forgot about Doom, sorry @Dgallaty: I think you missed Psi Hole on Telin's sheet and it cost you. That and Telin went zappy instead of Summon Happy
Start in the default area with powerstone of thicken skin in hand. Round 1, use it for +1 AC, then manifest Animal Affinity for Dexterity, then a 4 PP Vigour. Finish with a powerstone of skate. Move out, calling out a just challaenge to my foe and drawing my dorje of entangling ectoplasm. Ready to use it on him each round. Once found, close and use the dorje on him. Once he is hit by it, close and use swarm of crystals (4 PP) on him until he is quite dead.
If out of PP for swarm of crystals, use my Dorje Crystal Shard.
Use Elan Resistance any time a saving throw is required.
Refrsh Vigour if under 10 HP.
If in an area of entanglement, try to get out in whichever way gets me on the same side as him, but go ahead and fire entangling ectoplasm at him while in the area if posssible to do so and I can't get out and fire this round. With Elan reistance, my Reflex save should be +11 with the dex bonus.
Okay - sewer is not so good for a cleric who wants to entangle his opponent...
Start off at the default with loaded crossbow in hand.
Cast shield of faith and move out and stop at corners to attempt to hide, but keep moving until he is spotted.
Once in sight, cast doom (repeat if he saves), and then, if in melee, cast inflict moderate wounds (dropping a hold person) defensively. If not in melee, fire the crossbow and reload.
After the first inflict, continue using spontaneous inflicts until he goes down. Use the 2nd hold person, and spiritual weapon and then cause fear. If he's still standing (and so am I), use 5ft steps and fire the crossbow at him. If a 5t step isn't safe, move a full amount (drawing the AoO), then fire.
[Prefight locations and Initiative] Recht the Hammer starts in area 3 with powerstone of Thicken Skin in hand. Initiative 13. Gilli starts in area 4 with crossbow in hand. Initiative 6.
Recht the Hammer: (31,2) 29/29 HP, 19 AC (13 touch) Gilli: (2,2) 20/20 HP, 22 AC (15 touch)
[Round 1] Recht the Hammer uses his powerstone. Gilli casts Shield of Faith and moves to 7,2.
Recht the Hammer: (31,2) 29/29 HP, 19+1 AC (13 touch), Thicken Skin ends long Gilli: (7,2) 20/20 HP, 22+2 AC (15+2 touch), SoF ends 41
[Round 2] Recht the Hammer manifests Animal Affinity for improved dexterity. Gilli hears him moving around and knows himself to be headed in the right direction. Gilli, secure in his knowledge of Recht’s location, double moves to 18,4. Recht hears him and knows him to be within 20’ of 14,3.
Recht the Hammer: (31,2) 29/29 HP, 19+1+2 AC (13+2 touch), Thicken Skin ends long, Animal Affinity ends 42 Gilli: (18,4) 20/20 HP, 22+2 AC (15+2 touch), SoF ends 41
[Round 3] Recht the Hammer manifests Vigor and draws a powerstone of skate. Gilli sees him. Gilli casts Doom on Recht, and despite the Elan’s focusing psionic energy to resist, he nevertheless succumbs to the feeling of dread.
Recht the Hammer: (31,2) 49/29 HP, 19+1+2 AC (13+2 touch), Thicken Skin ends long, Animal Affinity ends 42, Vigor ends 43, Doom ends 43 Gilli: (18,4) 20/20 HP, 22+2 AC (15+2 touch), SoF ends 41
[Round 4] Recht the Hammer draws his dorje of Enlarged Entangling Ectoplasm while moving to 26,2 (stumbling through the puddle), and fires it at Gilli, hitting the kobold. Gilli fires his crossbow at Recht, but the bolt turns into a chicken and flies away. The arena wizards begin searching for the drunk wizard responsible this time. Meanwhile, Gilli reloads his crossbow.
Recht the Hammer: (26,2) 49/29 HP, 19+1+2 AC (13+2 touch), Thicken Skin ends long, Animal Affinity ends 42, Vigor ends 43, Doom ends 43 Gilli: (18,4) 20/20 HP, 22+2-2 AC (15+2-2 touch), SoF ends 41, EE ends 9
[Round 5] Recht the Hammer moves up to 21,3 and manifests Swarm of Crystals for 8 damage. Gilli fires his crossbow again, but still misses.
Recht the Hammer: (21,3) 49/29 HP, 19+1+2 AC (13+2 touch), Thicken Skin ends long, Animal Affinity ends 42, Vigor ends 43, Doom ends 43 Gilli: (18,4) 12/20 HP, 22+2-2 AC (15+2-2 touch), SoF ends 41, EE ends 9
[Round 6] Recht the Hammer manifests Swarm of Crystals again for 10 damage. Gilli fires his crossbow again, but Recht dodges.
Recht the Hammer: (21,3) 49/29 HP, 19+1+2 AC (13+2 touch), Thicken Skin ends long, Animal Affinity ends 42, Vigor ends 43, Doom ends 43 Gilli: (18,4) 2/20 HP, 22+2-2 AC (15+2-2 touch), SoF ends 41, EE ends 9
[Round 7] Recht the Hammer drops his stone of skate, draws his dorje of Crystal Shard, and fires it, but the shard veers away from Gilli. Gilli fires his crossbow again, but misses again.
Recht the Hammer: (21,3) 49/29 HP, 19+1+2 AC (13+2 touch), Thicken Skin ends long, Animal Affinity ends 42, Vigor ends 43, Doom ends 43 Gilli: (18,4) 2/20 HP, 22+2-2 AC (15+2-2 touch), SoF ends 41, EE ends 9
[Round 8] Recht the Hammer fires again, and hits for 6 damage, knocking Gilli out.
Recht the Hammer: (21,3) 49/29 HP, 19+1+2 AC (13+2 touch), Thicken Skin ends long, Animal Affinity ends 42, Vigor ends 43, Doom ends 43 Gilli: (18,4) 2/20 HP, 22+2-2 AC (15+2-2 touch), SoF ends 41, EE ends 9
Ok, his concentration check is too good to try to ready against, so I'll just have to strangle him.
Start front and center with wand of expedious retreat in hand. Go ahead and stow my tower shield, I won't need it for touch AC and it will only stop me from touching him. Cast blur (no somantic components for spell failure). Then use my wand and move out, readying to use true strike when within either charging or move and attack range of Ephraim. Then grapple him to death with armour spikes. If he escapes from my grapple, re-grapple him.
If expedious retreat ends and I am not in melee or within basing or charging range, refresh from wand.
Well, his familiar shouldn’t be there, but that won’t really affect anything.
Well here is the plan: 1) Scout using the tower. 2) Go Hunting 3) Blast away
I have 9 pp to spend, but lets try not to use all of it, I’d like some for my last fight. Move out in a counter clockwise fashion, run first turn to base the tower I’m going for, Then use a move action and Up the Walls to get to the top and try to locate Dren. Try to remain hidden, but if he spots me, he spots me. Stay up there till I hear or see him, since I’m trying to locate him I’m hoping that I don’t trigger delay.
Once I spot him, use Up the Walls to go … Down the Walls and get back to street level. Try to avoid the middle area as I don’t want to get caught out in the open. If he is making a rush at me, find a hedge or house to use as cover.
If he is Magic Missiling me: Move in with my staff and attempt to Disarm him (Should be +4 for my 2handed vs his -4 for light weapon). If he picks it back up, then disarm him next round and then pick it up with my move action. (Yes I know I’m drawing tons of AoOs) Get away after that as he will probably switch to grappling
If he is going for a grapple: Move away from him, go up onto houses if needed using Up the Walls. Try to pull him to one of the balcony areas and then shoot him down. If i get grappled burn 4pp+2surge Swarm of Crystals (expend Focus for concentration, then just roll the conc check on the 2nd) and pray I roll well on damage)
Damage: Going for some 2pp+2surge Crystal shards and praying I don’t enervate. If I have to switch to melee, then I’ll switch to melee and hope I don’t have to do too much more damage to kill him off.
Notes: - Declare Dodge when I can. - If I see him cast a spell with no visible effect (looking for true strike), break LOS and move as far away as possible, I don’t want to get true strike/charge/grappled
Round 7 Dren decides to check out box 3. Ephraim sees Dren, but the overhang of the roof allows her to stay hidden herself [Hide 7 vs Spot -6]. She runs back down the wall and heads towards her foe.
Round 8 Dren moves closer, readying again. Ephraim doesn't know whether he intends to shoot or grapple, so closes with the intent to blast him.
Round 9 Dren moves in for the kill, spiking Ephraim with his armour spikes [attack: auto, Ephraim AoO 8: pitiful miss, grapple 14 vs 10: success, damage: 8] Ephraim [16/24] has little choice but to expend her focus, delivering a burst of deadly shards right into Dren [damage: 19].
Round 10 Dren [13/32] grapples for damage, impaling Ephraim again [17 vs 16: success, damage: 9]. Ephraim [7/24] struggles to concentrate on a second crystal swarm [19 vs DC 20+2: failure] and the power fizzles.
Round 11 Dren grapples some more [26 vs 25], battering Ephraim to the brink [6 damage]. Ephraim struggles to escape, but to no avail [11 vs 25].
Round 12 Dren finally wrangles a sumbission from the unfortunately Wilder [16 vs 10, min 4 damage].
Dren wins and gains 1200 xp and 1200 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: 1 charge Wand of Expeditious Retreat Spells or Powerpoints Used: 3 SL (2 SL Blur, 1 SL True Strike) Abilities Used: None Free Activity: Craft +84gp
Ephraim loses and gains 400 xp and 400 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: 8 PP (2x4 Swarm of Crystals) Abilities Used: None Free Activity: Frighten Allies
Ok, I'm going to have to use running here. Fortuanatley, my Flat-Footed AC isn't bad, so this may work out.
Start in the back center of my box with shield and wand in hand. Use wand of divine favour and stow it. Then draw and drink a potion of shield of faith. Draw my sword and move out, taking total defense until he is seen.
Once he is seen, if he is using his bow and moving away, run to catch up. If his dogs are attack me and Absalar is keeping his distance, kill the dogs with my sword, then re-engage. Remeber I get +4 against his ranged attacks if I'm in melee. If dogs are attacking me and Absalar is as well, go for Absalar.
Once engaged with Absalar, kill him with my sword (or armour spikes if disarmed). We are almost perfectly evenly matched in a fight, but hopefully I'll come out on top. Thanks for running.
Right, Absalar might actually have something of a chance here. He'll have a hard chance hitting, but Yaron's LA leaves his health a bit lacking, and more importantly, he's slow.
Absalar will start front centre of his box, bow in hand, with his dogs flanking (and following) him. If he doesn't see Yaron, he'll use his Defensive Precognition and then Force Screen PLAs, and then move clockwise around the arena looking for him, staying closer to the centre than the outside.
His aim is to shoot and flee, staying always more than 60ft from Yaron, even if that means double-moving or Withdrawing away. He won't move back to beyond 140ft, but if he's already that far back he'll take the range penalty and keep shooting.
If Yaron Runs to pursue, order in the dogs and move away (to a location which Yaron can't Charge to). I think it's a move action per dog to order them in, so send one flee, then send the second next round. Regardless, keep shooting and fleeing, despite the -4 penatly. If Yaron is tripped, however, ready to shoot when he stands up to avoid the -4 prone penalty.
If he somehow manages to grapple, use Rage and grapple back for damage. If somehow cornered into melee, Rage and attack with flail. Always send in dogs in either of these cases.
Start Absalar starts in the east box. Yaron starts in the south box.
Initiatives Absalar: 5 Yaron: 3
Round 1 Absalar doesn't see his opponent yet, and manifests Defensive Precognition.
Yaron uses his wand of Divine Favor and stows it.
Status
Name
Hit points
Conditions
Used
Absalar
18/18 HP
+1 insight AC and saves (ends Rd 11)
Defensive Precognition
Yaron
17/17 HP
+1 att and weapon damage (ends Rd 11)
1 charge Wand of Divine Favor
Round 2 Absalar manifests Force Screen, then moves towards the center of the arena with his dog.
Yaron draws and drinks a potion of Shield of Faith.
Status
Name
Hit points
Conditions
Used
Absalar
18/18 HP
+1 insight AC and saves (ends Rd 11) +4 shield AC (ends Rd 12)
Defensive Precognition Force Screen
Yaron
17/17 HP
+1 att and weapon damage (ends Rd 11) +2 deflection AC (ends Rd 12)
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 3 Absalar begins moving clockwise around the arena, spotting Yaron just as he comes around the south side.
Yaron sees Absalar coming around the corner with his dog. He draws his sword and moves closer, taking Total Defense to prepare for being attacked.
Status
Name
Hit points
Conditions
Used
Absalar
18/18 HP
+1 insight AC and saves (ends Rd 11) +4 shield AC (ends Rd 12)
Defensive Precognition Force Screen
Yaron
17/17 HP
+1 att and weapon damage (ends Rd 11) +2 deflection AC (ends Rd 12) Total Defense
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 4 Absalar shoots at Yaron and moves away with his dog. Yaron pursues him and nearly catches up by running.
Status
Name
Hit points
Conditions
Used
Absalar
18/18 HP
+1 insight AC and saves (ends Rd 11) +4 shield AC (ends Rd 12)
Defensive Precognition Force Screen 1 arrow (1 miss)
Yaron
17/17 HP
+1 att and weapon damage (ends Rd 11) +2 deflection AC (ends Rd 12) Run (no Dex to AC)
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 5 Absalar commands his dog to attack while he moves away to a safer location. The dog tries to bite Yaron but can't get its teeth through his chain shirt.
Yaron swings his sword at the dog, but the animal is fairly nimble and dodges his swing.
Status
Name
Hit points
Conditions
Used
Absalar
18/18 HP
+1 insight AC and saves (ends Rd 11) +4 shield AC (ends Rd 12)
Defensive Precognition Force Screen 1 arrow (1 miss)
Yaron
17/17 HP
+1 att and weapon damage (ends Rd 11) +2 deflection AC (ends Rd 12)
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 6 Absalar moves around and away from Yaron, then shoots again, missing.
Yaron makes another attempt at Absalar's dog, this time chopping the dog's head clean off its body. He then begins to move towards Absalar.
Status
Name
Hit points
Conditions
Used
Absalar
18/18 HP
+1 insight AC and saves (ends Rd 11) +4 shield AC (ends Rd 12)
Defensive Precognition Force Screen 2 arrows (2 miss)
Yaron
17/17 HP
+1 att and weapon damage (ends Rd 11) +2 deflection AC (ends Rd 12)
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 7 Absalar shoots and moves, missing Yaron again.
Yaron chases after Absalar, moving through the center walls of the arena.
Status
Name
Hit points
Conditions
Used
Absalar
18/18 HP
+1 insight AC and saves (ends Rd 11) +4 shield AC (ends Rd 12)
Defensive Precognition Force Screen 3 arrows (3 miss)
Yaron
17/17 HP
+1 att and weapon damage (ends Rd 11) +2 deflection AC (ends Rd 12)
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 8 Absalar moves further away and readies another arrow.
Yaron continues after Absalar. As he rounds the corner, Absalar shoots, but the arrow goes over Yaron's head.
Status
Name
Hit points
Conditions
Used
Absalar
18/18 HP
+1 insight AC and saves (ends Rd 11) +4 shield AC (ends Rd 12)
Defensive Precognition Force Screen 4 arrows (4 miss)
Yaron
17/17 HP
+1 att and weapon damage (ends Rd 11) +2 deflection AC (ends Rd 12)
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 9 Absalar continues to shoot and move, and also continues to miss.
Yaron runs to close the distance to his opponent.
Status
Name
Hit points
Conditions
Used
Absalar
18/18 HP
+1 insight AC and saves (ends Rd 11) +4 shield AC (ends Rd 12)
Defensive Precognition Force Screen 5 arrows (5 miss)
Yaron
17/17 HP
+1 att and weapon damage (ends Rd 11) +2 deflection AC (ends Rd 12)
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Rounds 10-20 Absalar begins to try to double-move to put distance between himself and Yaron, but Yaron simply runs to close the gap, or double-moves to thread his way between walls. After 10 rounds of chasing, the crowd begins to boo and throw banana peels around Absalar, forcing him to slow down as he moves through the difficult terrain. He gets in one more shot and moves around a wall before Yaron closes with him in melee range, but he misses that shot as well.
Status
Name
Hit points
Conditions
Used
Absalar
18/18 HP
Defensive Precognition Force Screen 6 arrows (6 miss)
Yaron
17/17 HP
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 21 Absalar drops his longbow and flies into a rage, drawing his flail and attacking Yaron with it. His swing is wild and misses Yaron by a lot.
Yaron returns the attack with his longsword, but misses as well.
Status
Name
Hit points
Conditions
Used
Absalar
24/24 HP
+4 Str, +4 Con, -2 AC (ends Rd 28)
Defensive Precognition Force Screen 6 arrows (6 miss) Rage
Yaron
17/17 HP
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 22 Absalar and Yaron trade blows, Absalar missing, but Yaron slicing deep across Absalar's chest for 13 points of damage.
Status
Name
Hit points
Conditions
Used
Absalar
11/24 HP
+4 Str, +4 Con, -2 AC (ends Rd 28)
Defensive Precognition Force Screen 6 arrows (6 miss) Rage
Yaron
17/17 HP
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 23 Absalar strikes back, smashing Yaron for 11 points of damage. Yaron, perhaps from the strong blow, fails to hit in his return attack.
Status
Name
Hit points
Conditions
Used
Absalar
11/24 HP
+4 Str, +4 Con, -2 AC (ends Rd 28)
Defensive Precognition Force Screen 6 arrows (6 miss) Rage
Yaron
6/17 HP
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 24 Both combatants swing at each other and completely miss.
Status
Name
Hit points
Conditions
Used
Absalar
11/24 HP
+4 Str, +4 Con, -2 AC (ends Rd 28)
Defensive Precognition Force Screen 6 arrows (6 miss) Rage
Yaron
6/17 HP
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 25 They both miss again.
Status
Name
Hit points
Conditions
Used
Absalar
11/24 HP
+4 Str, +4 Con, -2 AC (ends Rd 28)
Defensive Precognition Force Screen 6 arrows (6 miss) Rage
Yaron
6/17 HP
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Round 26 Absalar smashes Yaron again for another 11 points of damage. Yaron crumples to the ground, defeated.
Status
Name
Hit points
Conditions
Used
Absalar
11/24 HP
+4 Str, +4 Con, -2 AC (ends Rd 28)
Defensive Precognition Force Screen 6 arrows (6 miss) Rage
Yaron
-5/17 HP
1 charge Wand of Divine Favor 1 potion of Shield of Faith
Absalar wins and gains 825 xp and 825 gp (-8.33% ally) Time Between Fights: 1 hours Prebuffs/Ongoing Effects: None Items Used: 4 arrows (6 missed, 2 recovered) Spells or Powerpoints Used: None Abilities Used: Defensive Precognition PLA, Force Screen PLA, Rage Free Activity: None
Yaron loses and gains 373 xp and 373 gp (+8.33% opponent's ally, +16% Political Career) Time Between Fights: 1 hours Prebuffs/Ongoing Effects: None Items Used: 1 charge Wand of Divine Favor, 1 potion of Shield of Faith Spells or Powerpoints Used: None Abilities Used: None Free Activity: None
Wereboar, Human Form Wereboar, Boar Form Wereboar, Hybrid Form Size/Type: Medium Humanoid (Human, Shapechanger) Medium Humanoid (Human, Shapechanger) Medium Humanoid (Human, Shapechanger) Hit Dice: 1d8+4 plus 3d8+12 (34 hp) 1d8+4 plus 3d8+12 (34 hp) 1d8+4 plus 3d8+12 (34 hp) Initiative: +0 +0 +0 Speed: 20 ft. in scale mail (4 squares); base speed 30 ft. 40 ft. (8 squares) 30 ft. (6 squares) Armor Class: 18 (+2 natural, +4 scale mail, +2 heavy shield), touch 10,flat-footed 18 18 (+8 natural), touch 10, flat-footed 18 18 (+8 natural), touch 10, flat-footed 18 Base Attack/Grapple: +3/+4 +3/+6 +3/+6 Attack: Battleaxe +4 melee (1d8+1/×3) or javelin +3 ranged (1d6+1) Gore +6 melee (1d8+4) Battleaxe +6 melee (1d8+4/×3) or claw +6 melee (1d4+3) Full Attack: Battleaxe +4 melee (1d8+1/×3) or javelin +3 ranged (1d6+1) Gore +6 melee (1d8+4) Battleaxe +6 melee (1d8+4/×3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and gore +1 melee (1d6+1) Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. Special Attacks: — Curse of lycanthropy Curse of lycanthropy Special Qualities: Alternate form, boar empathy, ferocity, low-light vision,scent Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent Saves: Fort +6, Ref +3, Will +3 Fort +9, Ref +3, Will +3 Fort +9, Ref +3, Will +3 Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 Skills: Handle Animal +3, Intimidate +3, Listen +5, Spot +4 Handle Animal +3, Intimidate +3, Listen +5, Spot +4 Handle Animal +3, Intimidate +3, Listen +5, Spot +4 Feats: AlertnessB, Improved Bull Rush, Iron WillB, Power Attack,Toughness (same as human form) (same as human form) Environment: Temperate forests Temperate forests Temperate forests Organization: Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 boars) (same as human form) (same as human form) Challenge Rating: 4 4 4 Treasure: Standard Standard Standard Alignment: Always neutral Always neutral Always neutral Advancement: By character class By character class By character class Level Adjustment: +3 +3 +3 Bob has a potion mage armour, magic fang, shield of faith, oil of magic weapon. He also has a ring of protection and a cloak of resistance.
Close and kill with melee attack, whatever is available.
A Medium Biped could be a lot of things (chances are a classed humanoid, but could be anything from a Phrenic Dryad to a Vampire Bugbear), and Forest will make this interesting to boot.
Well, Anjin can start in the front corner of his box with his Dorje of Vigour in hand. He'll use a 3PP Expansion, then his dorje, and then stow it. Finally he'll draw and use Power Stones of Skate and Defensive Precognition before moving out clockwise along the path, drawing his kusari-gama as he goes.
When he gets to about (13,23) or equivalent, he'll turn off the path and head towards the narrow part of the river, which he'll attempt to clear with a running jump, before continuing to follow the path.
When his foe is seen, he'll move to adjacent and attack to trip with his kusari-gama (if he has to Charge to attack in one round, he will, but will then move to adjacent). If his foe doesn't threaten and is alone, his second attack and subsequent attacks will be to grapple (grappling for damage). Otherwise he'll keep tripping. If he loses his kusari-gama, he'll bash with his shield.
Given I don't know what I'm fighting, many contingencies: -Anjin will drop his kusari-gama to use his dorje if dropped to 15 HP or below. -If the creature turns out to have enlarged itself somehow, Anjin will not trip or grapple but will instead bash with his shield. If his temp HP from Vigour run out, he'll drop his kusari-gama, draw his dorje and use it again (rather than using the dorje only at 15 HP). -Against any Will-save-inducing affect, he'll use Empty Mind. -If the creature performs any action which reveals it to be the dreaded Vampire Bugbear (I'm hoping I will be able to tell if it has DR and fast healing, but failing that any kind of wall-walking, bats summoning or blood drinking should be a giveaway), Anjin will attack to grapple, then drag it to the water and dunk it in (establish a pin) until it is destroyed. Same applies to the Vampire Spawn.
Round 1 Bob the Boar uses his potion of mage armour as Anjin expands to massive size.
Bob 34/34 HP, 23 AC Anjin 26/26 HP, 18 AC
Round 2 Anjin uses vigour as the Monster uses oil on his axe.
Bob 34/34 HP, 23 AC Anjin 36/26 HP, 18 AC
Round 3 The boar uses a potion of magic fang as Anjin uses skate.
Bob 34/34 HP, 23 AC Anjin 36/26 HP, 18 AC
Round 4 The boar uses his final potion for shield of faith before letting out a primal scream. Anjin hears and uses defensive precognition.
Bob 34/34 HP, 25 AC Anjin 36/26 HP, 18 AC
Round 5 They move out.
Bob 34/34 HP, 25 AC Anjin 36/26 HP, 18 AC
Round 6 More closing.
Bob 34/34 HP, 25 AC Anjin 36/26 HP, 18 AC
Round 7 They come into sight.
Bob 34/34 HP, 25 AC Anjin 36/26 HP, 18 AC
Round 8 Anjin goes in and Bob closing, Anjin’s kusari gama getting caught in a tree. Bob then slashes Anjin for 8. Anjin then trips him, grappling him, but his spikes are oddly useless.
Bob 34/34 HP, 25 AC Anjin 28/26 HP, 18 AC
Round 9 The boar flails in furiously with its claws and tusks, but cannot get Anjin. Anjin then fails to hold Bob properly.
Bob 34/34 HP, 25 AC Anjin 28/26 HP, 18 AC
Round 10 The boar misses again as Anjin drags him into the river, smiling at the genius of his plan.
Bob 34/34 HP, 25 AC Anjin 28/26 HP, 18 AC
Round 11 The boar splutter, only getting angry as the running water washes over it. Under the water, though, he cannot claw at Anjin, se he claws at him, missing. Anjin, disheartened that his genius plan didn’t work, impales the boar for no effect.
Bob 34/34 HP, 25 AC Anjin 28/26 HP, 18 AC
Round 12 Anjin is able to get into the boars hide, doing 4 damage.
Bob 30/34 HP, 25 AC Anjin 28/26 HP, 18 AC
Round 13 Anjin is able to do 6 more.
Bob 24/34 HP, 25 AC Anjin 28/26 HP, 18 AC
Round 14 Anjin seems to have found his weak point and gets hi for 5 more.
Bob 19/34 HP, 25 AC Anjin 28/26 HP, 18 AC
Round 15 Anjin again does 5 damage.
Bob 14/34 HP, 25 AC Anjin 28/26 HP, 18 AC
Round 16 The thick hide of the Boar prevents anything happen as the Boar again fails to get his tusk at Anjin.
Bob 14/34 HP, 25 AC Anjin 28/26 HP, 18 AC
Round 17 Again, both fighter are too resilient.
Bob 14/34 HP, 25 AC Anjin 28/26 HP, 18 AC
Round 18 The boar finally grazes Anjin for 4 as Ajin’s spikes fail to anything again.
Bob 14/34 HP, 25 AC Anjin 24/26 HP, 18 AC
Round 19 The boar again does 4 as Anjin gts in 3 damage.
Bob 11/34 HP, 25 AC Anjin 20/26 HP, 18 AC
Round 20 Anjin again does 5 damage.
Bob 6/34 HP, 25 AC Anjin 20/26 HP, 18 AC
Round 21 The boar, angered by the spik,es in him, rips Anjin for 7 damage. Anjin refreshes vigour, abandoning his kusari gama.
Bob 6/34 HP, 25 AC Anjin 23/26 HP, 18 AC
Round 22 The monster fails to hurt Anjin as Anjin does 1 more.
Bob 5/34 HP, 25 AC Anjin 23/26 HP, 18 AC
Round 23 The boar rips in with his tusks, doing 9 damage. Anjin then refreshes vigour again.
Bob 5/34 HP, 25 AC Anjin 23/26 HP, 18 AC
Round 24 Bob fails to do damage as Anjin does 5 more, brining him to the brink of death.
Bob 0/34 HP, 25 AC Anjin 23/26 HP, 18 AC
Round 25 Bob, ferocious and angry, shreds in, unable to reach Anjin. Surprised that he’s still moving, Anjin squeezes in for 4 more.
Bob -4/34 HP, 25 AC Anjin 23/26 HP, 18 AC
Round 26 Bob again cannot get his tusks in as Anjin crushes for 4 more.
Bob -8/34 HP, 25 AC Anjin 23/26 HP, 18 AC
Round 27 Bob again cannot get his head ias Anjin rips the boars head off in anger, leaving him dead.
start in the corner of the square closest to the center. Start holding a potion of shield of faith and falchion in hand.
Round one: Move out clock wise, use tattoo of My light.
Round two: keep moving out and chug potion of shield of faith.
Round three: keep moving out and tap tat of bio feed back.
Round four: Keep moving out and activate tattoo of force screen
Round five: Keep moving out and use tattoo of offensive precog
Round six: Draw universal solvent, call out to oponent and keep walking around the arena.
If oponent is encountered while buffing, try to break line of sight while still buffing. After he finishes buffing, try to force melee combat. Try to charge when possible, and if it seems like he can get off a charge Drop universal solvent and use rage. If below 20HP, rage regardless. If stuck with a tangle foot bag, use universal solvent. Well, hope finaly breaking pattern and just acting like a tank with a BFS will work... using a fortune in buff potions though.
Well I might be foolishly optimistic here, but I think I have a decent shot.
Start off with mindblade in hand, charged with psychic strike and move out. Get to the entrance where it opens up into the large area and watch for Gartak or his wolves. Once in sight, throw mindblade, 5ft step back if it enables me to avoid a charge and recreate the mindblade.
The wolves are pretty inconsequential since they will have a hard time hitting, but if they are in melee with me - use 5ft steps to throw at them until they go down.
When throwing, use the fight defensively option to get a +3 to AC (boosted due to tumble). Also, if unable to 5ft step away, use tumble (auto-succeed against the first person who can use an AoO each round) to get away.
Gart’akWins and gains 1,500xp and 1,600 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Tattoo Force Screen, Biofeedback, Offensive Precognition, My Light, Potion Shield of Faith Spells or Powerpoints Used: None Abilities Used: None Free Activity:Train
Harrod Loses and gains 500xp and 533 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: None
Eclipse is attacking so Milo gets to Outmanoeuvre, but she gets her two prebuff rounds. She'll use Rob Store for a Humanbane Arrow +1.
Prebuff 1: Cast Reduce Person from Scroll Prebuff 2: Tap Tattoo of Chameleon
Eclipse will start Hiding at (28,2) or equivalent with her bow in hand. If she doesn't see Milo, she'll draw and use a Scroll of Expeditious Retreat as well. When she does see Milo, she'll shoot him, then flee and attempt to rehide. If Milo is over 40ft from her, she'll attempt to snipe as a rull-round action instead.
Eclipse will continue to shoot and hide so long as she is able and Milo is beyond 40ft. Otherwise, she'll wait and move away.
If found and fleeing to rehide proves unsuccessful or impossible, just cast Colour Spray or ready to do so if he's not in range, drawing the Wand of Ray of Enfeeblement. If Colour Spray works, kill him with the spiked gauntlet. If not, use RoE from the wand, then my Scroll of Acid Substituted Shocking Grasp (don't use it whilst threatened, so 5ft-step away and hold the charge).
If all else fails, use hit-and-run shooting tactics (refreshing RoE as necessary).
Notes: -Avoid melee, Tumbling away when not Withdrawing. -If Expeditious Retreat or Reduce wear off, refresh them if hidden and it will not reveal my location (i.e. I'm hidden and he doesn't have LoS), or refresh Expeditious so long as he's pursuing me. -Avoid Crawling Tattoos, but don't do anything unusual about them. -If grappled, attack with Acid Grasp if it's active; otherwise, Escape Artist.
Time to change up tactics against this invisible, scouting, shocking-grasp-touching rogue.
Since he's on defense, Milo can use Outmaneuver to start up to 32 squares outside of his starting box, so he starts with his masterwork kama in one hand and a power stone of Inertial Armor in the other, at a square in the middle that corresponds with his starting box:
Milo then activates the power stone of Inertial Armor, then manifests Force Screen on the following round and moves to the next coordinate in the list above, going clockwise. As long as Milo doesn't know Eclipse's location, he continues walking around in a clockwise circle, stopping at each location above and readying an action to grapple if Eclipse comes into melee range.
Once Milo is within 110' of Eclipse, he designates his Dodge bonus for Eclipse, then charges and grapples. If Eclipse shows up in melee, Milo grapples him as soon as possible after assigning his Dodge bonus.
If Milo succeeds at the melee touch attack, he manifests Grip of Iron as a swift action to get a +4 grapple check bonus (lasts 2 rounds) before making the grapple check. Milo also expends his psionic focus to activate Psionic Fist on the first grapple attempt, so that it applies on his first unarmed strike after winning the grapple.
Milo maintains the grapple and continues to do damage (not "attack your opponent", but "damage your opponent", as per the rules) until Cries is down.
If Milo fails his melee touch attack to grab Eclipse, he activates a crawling tattoo of Entangling Ectoplasm to attack Eclipse, then continues to try a grapple until he succeeds. In this scenario, Milo flanks with the tattoo while it's trying to attack Eclipse.
If Eclipse is staying out of melee range due to being faster than Milo, then Milo draws his longbow and shoots at Eclipse instead.
Eclipse Wins and gains 900xp and 900 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Scroll Expedious Retreat x2, Scroll Reduce Person Spells or Powerpoints Used: None Abilities Used: None Free Activity: Rob Store
Milo Loses and gains 300xp and 300 gp Time Between Fights: 1 hour Prebuffs/Ongoing Effects: None Items Used: Powerstone Inertial Armour Spells or Powerpoints Used: 1 PP Abilities Used: None Free Activity: Guard
Vathilia wins and gains 2314 XP and 3857 GP (-14.28% ally) Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: Scroll of Mage Armor, Pearl of Power II Spells or Powerpoints Used: Freedom of Movement, Shield, Magic Fang, Produce Flame, Summon Nature's Ally III (replaced Poison), Dispel Magic, Summon Nature's Ally III (replaced Spike Growth), Summon Nature's Ally III (replaced Protection from Energy), Flame Blade Abilities Used: None Free Activity: None
If you have a Facebook account, support the CoCo by clicking on the Like button below:
Round 1, start front and center with potion of enlarge person. Drink it, close on Gart'ak, and then grapple him. Any round I can flurry, do so. If puppies are here, punch them before grappling, still flurrying.
If he is holding his distance, feel free to shoot him, but I prefer crushinh his spleen.