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Sticky: Battles of Gladius
4 months ago  ::  Feb 13, 2013 - 8:27AM #981
Uknits
Date Joined: Aug 24, 2010
Posts: 2,981

Xiv Nug-Zuk (Eluria) vs. Azuk gro-Olor (Manofthesea)


Azuk’s Tactics Show


You no tell Azuk how live. He proud ork, no listen to human who say he wrong.


Azuk not scared of little goblin with poison bow. He hold up tree (tower shield), get close to Xiv. Then he stand on goblin, chop goblin in half.


Azuk start near front, hold Tree and big-axe (greataxe). He move fast to find little goblin, but use tree to not be poked with goblin-dart. Azuk not use power attack, but Azuk charge as much as he can.


(Approach with full cover from tower shield. Loose shield while moving to base, chop-chop with two-hand axe. Then, persue, chop-chop.)


Xiv’s Tactics Show

Hi Uknits!
Thanks for pitlording! It's been a while...


Priority: get airborne, ranged attacks to win


Start in 29,55 or equivalent, holding scroll


Rd 1: Run into center area


Rd 2: move to break LoS from him / away from him if position known, else move to hide a little, and buff as follows, with half speed moves to stay hidden if his location is/was known.


First: Reduce person (memory) on Xiv


Then: buff familiar w/ enlarge person (memory), mount up (note: ride -5 b/c no saddle); ride high; stay above jump/grap/grapple (greater than 30' high)


Thereafter: draw bow, fly out and seek; engage w/ bow, rapid shooting (until dead / out of arrows (only have 40, unfortunately)



If run out of arrows, then acid splash, ray of frost



If out of that, fly far away, Xiv dismount, hide, and let familiar engage via shocking grasp from wand with familiar designated as toucher; familiar attacks with dives, then land, attack in melee until dead.


If familiar dies, buff with shield and mage armor from scrolls while hiding, and then charge him with shocking grap and use shocking grasp on wand, try to charge, then engage in melee, keep using shocking grasp wand.


Note:



--If Reduce has 2 rds left, recast it (priority), followed by re-Enlarging (can do this once) with scrolls as needed; after this first recast, if has 2rds left, fly away and dismount (fly away to break LoS and hide, to let familiar engage as above)



--ride for cover



Thanks for the run!


Fight Show


Round 0
Azuk goes first in area 4, then Xiv.



Round 1
Azuk and Xiv see each other right off and Azuk closes, taking total cover, as Xiv runs to the centre for cover.



Azuk 30/30 HP, 15 AC
Xiv 17/17 HP, 14 AC


Round 2
Azuk keeps closing as Xiv begins casting Reduce Person.



Azuk 30/30 HP, 15 AC
Xiv 17/17 HP, 14 AC


Round 3
Azuk bases and looses and drops his shield as Xiv finishes casting reduce person and shifts away to enlarge his eagle, praying he can survive next round to get airborn.



Azuk 30/30 HP, 15 AC
Xiv 17/17 HP, 16 AC



Round 4
Azuk Smash! Azuk hits for 18 damage, ending the fight right before Xiv can get away.




Results Show



Azuk Wins and gains 900xp and 900 gp
Time Between Fights: 2 hour
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Guard


Xiv Loses and gains 339xp and 339 gp
Time Between Fights: 2 hour
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: 2 SL (Enlarge, Reduce)
Abilities Used: None
Free Activity: Guard



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4 months ago  ::  Feb 13, 2013 - 9:00PM #982
Uknits
Date Joined: Aug 24, 2010
Posts: 2,981

Pairings: 13 February 2013


Time Roll: 6 hours
Lighting: Dim Light (Remember - the lighting conditions only affect ECL5 and up)


Characters on Quests:




Characters doing Full Activities:




BATTLES OF GLADIUS


LEVEL 3 FIGHTS



LEVEL 4 FIGHTS



  • Dren (Uknits) vs. Krekun (Eluria) : Erithmu {Sewer}


LEVEL 5 FIGHTS



LEVEL 6 FIGHTS



LEVEL 10+ FIGHTS




Pairings done by Uknits.


Credits
Erithmu +0 (+1 fights, +0 (2 active))
Manofthesea +1 (+1 fights, +0 (1 active))
Dgallaty +1 (+1 fights, +0 (1 active))
TelinArtho +0 (+0 fights, +0 (1 active))
Uknits +2 (+1 fights, +0 (2 active), +1 admin)
Bobthe6th +0 (+0 fights, +0 (2 active))
Eluria +0 (+0 fights, +0 (1 active))
The_Fred +0 (+0 fights, +0 (0 active))
Manfothesea +0 (+0 fights, +0 (1 active))

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3 months ago  ::  Feb 15, 2013 - 12:35PM #983
ManoftheSea
Date Joined: Feb 9, 2008
Posts: 303

Jack of Thorns (Bobthe6th) vs. Loddick Saffarion (Erithmu) in Arena


Edits Show


At Bobthe6th's request, the fight has been edited.  I diverged too far from his desired tactics.  Original text is now strikethrough.



I am Jack's desperate tactics Show


So, Jack starts in behind the clock wise rock in the back of his space prone, holding a scroll of protection from good and a wand of shield.

round 1: he activates the wand, and stows it in his belt.
round 2: Jack casts PfG from the scroll, drops the empty scroll, and stands.
round 3+: If he has LoS, Jack tries to advance on his foe, trying to keep cover at the end of his move. Try to force base contact with running. Every round were he can't get base contact with a run, He single moves and attacks the ground while fighting defensibly for 2.

If he doesn't have LoS, start moving out clockwise. Single moves and attack the ground while fighting defensively for 2. Try to keep to cover.


Loddick's Tactics Show

Start front and Center with bow locked in the gauntlet.

Round 1: If I see him, rapid shot him

Other rounds:
Activate Dodge as soon as I can. Basic actions. If I see him, shoot and move away but keep LoS. Try to keep cover, but if it is cover or shooting, shoot. If he goes for cover, try to break it but always move away from him or circle wide. Try to keep 70-80 or so feet between us.

If he gets under 30 ft use 1pp entangling ectoplasim. If he does it again, shoot him with Psi Shot and move away

If I get in the whirlwind Chain area, Use total defense, Burst speed ability and get out of the area.

Hopefully I'll whittle him down. My disarm should be at +17 (7atk +10 gauntlet -4 inappropriate weapon +4 two handed) ... my trip on the other hand ... well lets hope I don't get there.

Note:
--- Jack is human and thus subject to my Favored Enemy Bonus (+2 on some skills and +2 on damage rolls)


The Fight Show

Round 0:
Jack rolls a 20 for initiative, and begins holding a wand of Shield and a scroll of Protection from Good. Because he is tired, he begins lying down.
Loddick rolls 12 for initiative, and begins holding his bow locked in his gauntlet.
- Jack, AC 17, 26/26 HP
- Loddick, AC 18, 21/21 HP
- Cannot see each other

Round 1:
Jack:
S: Cast Shield from wand (+4 AC, 10 rounds)
M: Stow wand
Loddick:
M: Loddick moves to get visibility on the Western arena
S: Ready to shoot

Round 2:
Jack:
S: Cast PfG from scroll (Loddick listen: +8 vs DC 16 (160 ft): fail). Free: Drop parchment, which flutters to Jack's chest.
M: Stands. 5-ft step to west. Parchment falls to ground.
Loddick: Having not seen or heard Jack, wants to check the other side of the arena
Double move: east

Round 3:
Jack: Begins moving out clockwise, slowly (single-move speed). Draws Spiked Chain as part of movement
M: 30 ft north. As Jack is not trying to announce his presense, he will make Move Silent checks. (Loddick listen +8 vs. Jack MS +3 +18(distance)): Fail
S: Total Defense (Note, in any round you don't attack Loddick, this is equal to CE for two and Fighting Defensively. And it's easier on the arena.)
Loddick: Scans arena
Double Move: West. Still impossible to see Jack

Round 4:
Jack: Continues to move out clockwise at his ponderous pace
M: North by north-east, 30 ft. (listen +8 vs. MS +3 +9(distance): Fail)
S: Total Defense
Loddick: Begins to be concerned, his hard-charging opponent should have been here by now.
Double Move: to watch the other side

Round 5:
Jack: step-by-step, inch by inch
Move: 3 steps north, spots and is spotted by Loddick, and completes his move east to cover while preparing to run next round
Standard: Total Defense

Loddick: Declares dodge. Any move that breaks Jack's cover would also prompt a run-to-base from Jack.
M: to other side of cover around the back, hiding from Jack (Loddick +9+2(fave)-5(speed) vs. Jack +3: Success)
S: Ready to fire on Jack leaving cover
- Jack, AC 21, 26/26 HP, Shield (11), Total Defense
- Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.), Ready (Std. Attack)

Round 6:
Jack: Jack will be entirely unable to close making only single moves. He must close on Loddick, who disappeared toward the northeastern corner of the Arena
FR: Run directly east.
LODDICK READY ACTION: Fires on Jack: (range 105, +7 vs. AC 10+4(armor)+4(Shield): miss). Loddick Initiative changes to 20+, Jack on 20-
- Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.)
- Jack, AC 21, 26/26 HP, Shield (11), Protection from Good (12) Run

Round 7:
Loddick: Jack is TOO CLOSE!
S: Entangling Ectoplasm: (range: 20, +6 vs. AC 12: Success) Assume run loss of Dex lasts to next action
M: Away
Jack: Entangled!
M: Towards Loddick and cover
M: Cover from rock
- Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.)
- Jack, AC 21, 26/26 HP, Shield (11), Entangled (12 on Loddick's action)

Round 8:
Loddick: Moves to the wide-open center of the map
Double Move: Around the outside of Jack's threat range
Jack: Attempts to keep covered while slowed
M: Around back of rock
S: Total Def

Round 9: Loddick can't break Jack's cover and attack without being so close as to be based by Jack.
Loddick:
FR: 5-ft step away.  Rapid shot and look for crit. (+5/+5 vs. AC 10+4(armor)+4(Shield)+4(cover)+4(T.Def)+1(Entangled Dex)): Two misses
Jack: Total Defense behind rock

Round 10: pew pew
Loddick - FR: 5-ft step, Rapid shot: (Range: 65 ft.  2 arrows bouncing off a rock)
Jack: Waits. (Total Defense, not the Delay action)
Round 11: pew pew, arrows are cheap
Loddick - 2 shots, 1 very not alive rock. 5-ft step
Jack: Waits.  Shield Expires
Round 12: Hey, a better chance to hit! 
Loddick
S: Shot against AC 25: miss
M: Get back further.  Entangle Expires
Jack: Well crap.
M: South
M: To Cover.  Protection from Good expires
- Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.)
- Jack, AC 17, 26/26 HP

Round 13:
Loddick
M: To Cover
S: Ready to shoot when Jack leaves cover, using Psi-Arrow (It's as good a time as any)
Jack: Must leave cover to catch up.  Must use more than a single action.  Thus, takes an arrow to the face
FR: Runs, gets shot for 17 damage
- Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.)
- Jack, AC 17, 9/26 HP

Round 14:
Loddick: Won't move closer or to west, so takes cover to the center
S: Shoot Jack: Miss
M: To center
Jack: Double move south

Round 15: Loddick threatened!
Loddick: Withdraw - Double move around center pillar
Jack: Persue: North or south (1d2: North)

Round 16:
Loddick: Withdraw - Double move around center area
Jack: Persue: West or South (1d2: South), Southwest or Southeast (1d2, Southwest).  (At marker b3, Jack can see that Loddick is not to SW, and he moves to b4)

Round 17: According to Reach cover rules, Jack still threatens Loddick
Loddick: Withdraw - Double move due south
Jack: Persue

Round 18: Loddick is free!
Loddick: Run east
Jack: Pursue

Round 19: Cue "Yakkity Sax"
Loddick: Run north to covering terrain
Jack: Not knowing how far Loddick ran, also runs north.  He stops as close as he can to Loddick.

Round 20: Loddick will not escape without doing something different.
Loddick:
S: Burst (+10 speed)
M: 30 ft northeast
Jack:
M: Toward
M: Toward
- Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.), Burst (23)
- Jack, AC 17, 9/26 HP

Round 21:
Loddick: Running!  Line of travel successfully avoids Jack, rocks, and pillars.  Lucky!
Jack: Chasing, but falling behind.

Round 22:
Loddick: Running!
Jack: Returns to slow approach tactics that didn't work the first time.

Round 23:
Loddick:
M: To cover, hides.
S: Ready to shoot when Jack leaves cover.  Burst Expires
Jack: Stops and reconsiders his position.  The chase hasn't worked.  He's gonna need to do something different.  I am Jacks stunning realization.
5-ft step behind wall
M: Stow Chain
S: Convert INVALID SPELL to cast Cure Light Wounds.  Heal 9 HP
- Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.)
- Jack, AC 17, 18 9/26 HP

Round 24:
Loddick: Uh, what?  Where did Jack go?
S: Ready to shoot when Jack leaves cover
Jack:
S: Convert INVALID SPELL to cast Cure Light Wounds.  Heal 4 HP
M: Draw C. Longbow Chain
- Loddick, AC 19, 21/21 HP, Dodge vs. Jack (inc.)
- Jack, AC 17, 22 9/26 HP
Round 25:
Loddick: Did he sneak past while I wasn't looking?  Impossibru!
S: Ready to shoot when Jack leaves cover
Jack: 5-ft step to edge of wall, peek out. (Loddick spies Jack, but Jack sees nothing)
FA: Take improved cover
Round 26:
Loddick: Aha!  Ready to shoot when Jack leaves cover
Jack: Leaves cover intending to reach center pillars.  Gets shot for 10.  Dying
M: North
M: Northwest
- Loddick, AC 19, 21 HP
- Jack, AC 17, 12 -1 HP

Round 27:
Loddick: Wait, was that a bow?
2xM: Southwest to cover
Jack: Digs the arrow out
2xM: Around center pillar

Round 28:
Loddick: An archery duel, eh?  I have the advantage
FA: 5-ft step south.  Concentrate - Regained focus
Jack:
2xM: to SW center corner

Round 29:
Loddick:
M: 2 south, 1 east, hiding (Success)
S: Ready to shoot
Jack:
M: out of cover, gets shot: 18 damage, dying.  And Bob's your uncle.
- Jack: HP: -6



Results Show

Loddick Saffron wins and gains 900 xp and 900 gp
Time Between Fights: 6 hours
Prebuffs/Ongoing Effects: None
Items Used: 5 arrows, (9 shot, 3 hit, 4 recovered)
Spells or Powerpoints Used: 1 PP (E. Ectoplasm)
Abilities Used: Burst 1/day
Free Activity: Contemplate navel

Jack of Thorns loses and gains 300 xp and 300 gp
Time Between Fights: 6 hours
Prebuffs/Ongoing Effects: None
Items Used: 1 charge Shield, 1 scroll Protection from Good
Spells or Powerpoints Used: 2 Cure Light Wounds, converted from INVALID SPELL none
Abilities Used: none
Free Activity: Craft delicate chains: Extra 60 gp





Pitlord notes Show


Jack played aggressively and it cost him.  He couldn't catch the equal speed Xeph.  I made a mistake in round 14, when Loddick attacked with Jack within 60'. 
I also made significant modification to tactics as the fight went on.  Bob's more than Erithmu's.  Let me know how they are received.

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3 months ago  ::  Feb 16, 2013 - 10:51AM #984
Erithmu
  • Core Coliseum Elder
Date Joined: Sep 7, 2004
Posts: 2,667
Dren vs Krekun: Sewer

Dren's Tactics Show
Pretty simple here: grapple kill.  Round 1, start in the clockwise exit of my area with wand of expedious retreat in hand.  Use wand, cast chill touch, then move out, seeking foe.  Once foe is found, grapple to death.  Shield and fire resitance make my magics mostly useless.

When out of chill touches to grapple with, use my armour spikes.

Refresh Expedious retreat as needed.

If he is using a wand in grapple, snatch it from him.

If he is using the grates to keep distance, that is annoying.  Any time I cannot close on him, take total cover with my tower shield to force his approach.
Krekun's tactics Show
Hi 'Rith - welcome back!
Thanks for pitlording!

Basic plan:
Avoid being in melee range with flight, mobility, obstancles/terrain (acid pit > grates)
Alter self into an air mephit
Buff with shield to prevent MM
Be flying over the acid to prevent melee
Enfeeble him to get some encumberance penalties/move penalties
Kill him slowly with arrows (bow +7 vs AC 24+1, hopefully w/ dex/encumberance penalty)
If melee is unavoidable, make sure buffed but try to avoid grapple
Never surrender
Use all expendibles, arrows, weapons, spells available without worry about cost

Actual tactics:
Start front corner, scroll
Rd 1: Mage Armor (memory), move out towards center
Rd 2: Alter self (scroll) - air mephit, fly up and out at max height, max move, draw wand of shield
--from here on, use flying, superior move speed to get to middle without engaging, and fight him while flying over the acid if possible (this is priority - want to engage him from where it's impossible for him to melee)

Rd 3: double move to center
Rd 4+: single move to center as above, and ready to use wand of shield on detection of him (if hear him, see him, etc; if he's already detected, just use shield)

Once use wand of shield, stow it and draw small bow
Next round: ray of enfeeblement him (note his encumberance, any penalties to dex/move/attack rolls, incl if he can't use Dodge feat anymore)

After that, engage with small bow and arrows, keeping to the acid (to prevent melee), or using flight/small size to move with great mobility to keep a grate between us and fire through grate - priority is avoiding melee range #1

If unable to use arrows (Str loss, bow broken or something unexpected), switch to cantrips of damage, then wand of mm

If unable to use wand of MM, switch to diving attacks with small lance


Note:
--air mephit has claws, thus threatens, thus if he grapples that provokes an AoO
--if can't stay above acid in center (delay penalty, he moves away, etc), 
--if Alter is running out, rebuff from scroll, then from memory; if running out again ( rounds="" left="" recall="" w="" pop="" and="" rebuff="" br="">--if Alter self is running out after that, or if melee is unavoidable, use SLA darkness and engage in melee, depending on Darkness miss chance to even the odds slightly, and use guisarme
--Spell levels alotted: MA (1), RoE (1), backup AS memory (2) = 4 ( and PoPII as needed)
--if shield has 1 round left or fewer, renew from wand
--if run out of arrows, use wand of MM
--Note that while altered self from Tiefling, do not have resist energy (racial)
--If facing delay penalty (ie, I'm waiting in middle, and he's not), go ahead and buff shield if it's not up (should have MA, AS, Shield), and move out with MM wand in hand, with single moves and ready actions to MM him on "any melee including grapple attempt" (or if that's too broad, just "on grapple attempt") - to disrupt grapple attempts, unless there's a grate between us, in which case can just shoot him.  But if his position isn't known, or is known and there's no obstacle, always ready instead.

Thanks for pitlording!
Pitlord response Show
A couple of small notes:

- Readying MM on Grapple will not stop him grappling you, it is only from the AoO that someone would (normally) get without having improved Grapple (which Dren does have so he won't be provoking AoOs)
- Dodge is based off Dex, so that feat will be running unless you manage to damage his dex score
- He is also currently under Heavy Load simply from his Armor being Heavy. Granted you could immoblize him if you dropped his str down that far.
- If this fight goes long enough for you to run out of alterself I will cry (300 rounds)
- His familiar is a Toad ... but you have to hunt for it  
Player response Show

Yeah, I saw the toad eventually in his HP - after trying to figure out if he was flying-->chill touch


The rest of your points are really good ones.  I forgot how awesome / attentive to detail you are!


Forget about claw/AoO, missed his improved grapple.


Keep RoE as-is, b/c there is still a chance he'll miss w/ his grapple attempts if he gets to make them, so even w/o encumberance/issues like that, I'll keep it.  And feels weird to take it out after you pointed this stuff out 


Remove the whole "readying to MM" part and just make it "if engaging in cooridors, use MM" (vs. where I'd like to engage, flying over the acid pit)

The Fight Show
Rolls: Here

Init + Starting
21 Dren starts in the NW box with wand of Exp. Retreat in hand
13 Krekun starts in the SW box with scroll of alter self in hand



Round 1:
Dren buffs Expy Retreat
Krekun buffs Mage Armor and moves out



Round 2:
Dren casts Chill Touch from memory and moves out
Krekun buffs Alter Self (Air Mephit) from scroll and moves rising to the ceiling drawing wand of Shield



Round 3
Dren moves out looking for Krekun gets to the center (Listen 21 vs 24 … double 20!?) and picks a random direction heading either East or South (not the diagonal yet, random roller = east) gaining an opportunity to see Krekun (Spot 16 vs 17) but doesn’t see anything as he wades through the water.
Krekun uses wand of shield moves over the bog. He will swap out weapons next round.



Round 4
Dren doesn’t have a contingency for this. But … he’s chaotic … so … he goes for a wade in the acid, and goes for a Grapple on Krekun (Touch: 6 miss)
Krekun is confused but rolls with it. He stows his wand, shifts and casts Ray of Enfeeblement at Dren (Touch 11 miss due to cover granted by sludge)



Round 5
Dren takes Acid damage (6)
Dren moves out of the sludge drawing an AoO from Krekun (17 miss), Dren tries to establish grapple again (Touch 8 miss)
Krekun shifts draws bow and shoots at Dren (1!)

Dren 26/32hp AC 24 (Exp Ret 11) (chill touch 3/3)
Krekun 18/18hp AC 14 (Air Mephit) (Mage Armor) (Shield 23)



Round 6
Dren didn’t like the acid, but goes for it again (Touch: 15 hit; Grapple: 25 vs 4; Dmg (chill touch) 4; Krekun Fort vs Chill (21); Dren cannot move into Krekun’s square so the grapple is released)
Krekun flutters away (withdraw)

Dren 26/32hp AC 24 (Exp Ret 11) (chill touch 2/3)
Krekun 14/18hp AC 14 (Air Mephit) (Mage Armor) (Shield 23)



Round 7
Dren takes Acid Damage (8)
Dren follows after the Tiefling/Mephit
Krekun shoots and moves (atk:13 miss)

Dren 18/32hp AC 24 (Exp Ret 11) (chill touch 2/3)
Krekun 14/18hp AC 14 (Air Mephit) (Mage Armor) (Shield 23)



Round 8
Dren sighs and moves around towards the middle hoping to catch the mephit off guard and sets up his towershield
Krekun moves back towards the acid sees the Towershield  setup and moves away. As he sorts through his tactics he realizes that his Magic Missile wand is the only thing that might work here.

Pitlord Note/Ruling: Towershield doesn’t allow for attack rolls but targeted spells still work, Thus Magic Missile should be able to target Dren because it doesn’t have an attack roll

Dren 18/32hp AC 24 (Exp Ret 11) (chill touch 2/3)
Krekun 14/18hp AC 14 (Air Mephit) (Mage Armor) (Shield 23)



Round 9
Dren follows Krekun and just catches up to him. (Touch 7 miss)
Krekun withdraws through the grate and wraps around to be over the acid



Round 10
Dren returns to the middle and sets up his towershield
Krekun draws his wand on the move (know that Dren is not afraid of coming into acid) and fires from the furthest point he can (4 pts)

Dren 14/32hp AC 24 (Exp Ret 11) (chill touch 2/3)
Krekun 14/18hp AC 14 (Air Mephit) (Mage Armor) (Shield 23)

At this point with limited mobility tactics from Dren, I’m just going to roll MM damage till Dren falls to account for charges. I’m willing to run this out, but with Krekuns 60ft fly speed vs Dren 50 ground speed (often through difficult terrain) I don’t see a way for Dren to reach Krekun.

Takes 5 more charges to drop Dren.
Rewards/Comments Show
Krekun wins gaining 1200xp/1200gp
Used: Scroll of Alterself (Air Mephit), 1 charge of Wand of Shield (2), 6 charges of MM(1) wand, 1 arrow (2 shot, 1 dissolved in acid, 1 recovered)
Spells: Mage Armor (< 3 hrs remaining) 
Free:Craft (88gp)

Dren loses gaining 400xp/400gp
Used: 1 charge of Wand of Expy Retreat (1), 
Spells: Chill Touch
Free: (88gp)

Peanut Gallery:
@Both: You underestimated each others maneuverability, It cost Uknits more than Eluria. Also does Chill touch technically carry over since it doesn't have a duration?
@Uknits: Honestly I think you caught this fight on a bad week, it sounds like the allergy thing + what sounds like a naturally busy life against a shapechanging caster is enough to drive anyone nuts. I hope you pick up another ranged option for damage and I think you can start to make some good wins. I hope you are ok w/ the Sludge variation.
@Eluria: You could have been over the sludge in round 2 (Alterself first) and I'm not sure you needed Mage Armor, with mostly touch attacks coming your way, you could have saved Mage Armor as a backup if he was bringing a weapon. Otherwise ... you got a bit lucky I know I was a bit sloppy on the keep away.


The COre COliseum - Home of a few of my Gladiators
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3 months ago  ::  Feb 17, 2013 - 9:45AM #985
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,098

Thela Swiftfoot (dgallaty) vs Kelva Isilung the Dispassionate (ManoftheSea)


Thela's Tactics Show

Bah on Kelva's wand of magic missile "trump card"!


Thela starts mounted on her riding dog and animal companion Fenton, at one of the front corners of the starting box behind the walls at the corner (roll 1d2 to determine which corner). She has a scroll of Longstrider in her hand.


In the buffing below, I think that druids can share the effects of potions with their animal companions, according to both the CoCo Court Decisions and the phrase in the SRD: "The drinker of a potion is both the effective target and the caster of the effect". If this is not the case, she gives Fenton the potions to drink rather than herself.


Buff Rounds (in order)
Round 1: Thela casts Produce Flame


Round 2: Thela casts Longstrider from the scroll (sharing the spell with Fenton), and draws a potion of Mage Armor


Round 3: Thela drinks the potion of Mage Armor (sharing the spell with Fenton), and draws her Wand of Cure Light Wounds


Combat
PRIORITY #1:If Fenton is hit in combat vs his AC, Thela uses her Mounted Combat feat to make a Ride check to negate the attack.


PRIORITY #2:Whenever Thela or Fenton takes damage, Thela uses her Wand of Cure Light Wounds on herself and shares the effect with Fenton so that both are healed. This superscedes any attacks that Thela might make, though Fenton should still be able to make attacks independently if applicable.


If Thela doesn't know where her opponent is, she directs Fenton to move at double-speed to the center of the Arena, while she uses active Listen and Spot to find her opponent's location. She continues to ride clockwise around the central pillar until she finds her opponent, making sure to end her turn where the walls will give her maximum cover.


Thela rides to within 120' of Kelva, making a Ride check for cover until she's within range. Once in range, she comes out of cover and throws flames at him from Produce Flame until all the flames are gone, riding to the nearest walls for cover after attacking.


After all the flames are gone, Thela rides up to melee range, making a Ride check for cover. She stays in cover while directing Fenton to attack Kelva (note the Trip clause in Fenton's stat block) until Kelva is down.


If Fenton is killed, Thela moves to the nearest wall to cut off line-of-sight with Kelva, casts Produce Flame, then starts throwing flames again. If she runs out and Kelva is still not dead, she surrenders rather than using up a third Produce Flame.


Kelva ignores any summons and directs Fenton to ignore them as well. She and Fenton will willingly take attacks of opportunity from the summons. She will also move out of being flanked whenever possible.


Kelva's Tactics Show

Ok, the order of the day is "wait until her buffs expire". I know there's a rule against unnecessarily dragging it out, so I will take some shots.


Start in the corner of the start area, pressed up against the wall to the middle of the arena, with scroll of obscuring mist and wand of magic missile in hand. Make hide checks, though I have -7 on Thela. When noticed, take total defense and cover until Thela rides toward me. Cast obscuring mist and draw the smokestick. Try to get to the center of the arena in the next few actions, hopefully leaving Thela to mess with the smoke cloud.


Take shots at Thela with magic missle to avoid the delay penalty, or any time she doesn't have firehands.


In the center of the arena, try to use the smokestick to buy time for Summon Monster 1 and Summon Monster 2, for the scorpions (many attacks). Try to use judgement that they can be summoned next to Thela (if she's not approaching, keep cover and total defense) Trying to time-out shots of produce flame.


Once both monster exist, convert hold person and Locate Object to Inflict spells, and use them in combat. If for some reason I can, end with magic weapon on the bow and fire arrows until someone dies.


The Fight Show

Thela goes first in area 4. She starts on the left side of her box, mounted on Fenton.
Kelva starts on the left side of area 3.


Round 1
Thela casts Produce Flame [ends 31].
Kelva waits.


Round 2
Thela casts Longstrider from a scroll [+10ft speed, ends 1 hour].


Round 3
Thela drinks a potion of Mage Armour [+4 AC, ends 1 hour].
[Pitlord note: Seems weird to me, but it seems as though you can share potion-based buffs]


Round 4
Thela rides to the central pillar.


Round 5
Thela fails to spot Kelva hiding in her starting area so keeps riding.
Map Show


Round 6
Making another loop, Thela spots the elf and begins towards her.
Kelva stows her wand [ready to cast from scroll] and takes Total Defence.
[Pitlord note: Assuming Kelva wants to wait until Thela is in melee range to use the mist, since it would be silly to create it then run out of it]


Round 7
Thela throws some flames, but they miss [9+7=16 vs tAC 14+4+4].
Kelva keeps herself hidden.


Round 8
Flames once again fly past Kelva [19 vs 22].


Round 9
An abysmal showing from Thela still leaves Kelva unharmed. Thela rides closer.
Given Obscuring Mist's mere 20ft radius, Kelva waits still.
Kelva shifts 5ft south, casts Obscuring Mist, and draws her smokestick.


Round 10
Thela rides into melee range, and Fenton attacks [15 vs AC 20+4: miss] [I'll use Concealment roll from R12].
Kelva 5ft-shifts away, but can't get out of melee range (the wall is in the way) so she maintains Total Defence.
[Pitlord improvisation: A Concentration of +5 makes casting risky, and TD seems to be working for her]
Kelva Withdraws quietly away from Thela, hoping to lose her in the mist. Thela hears Kelva at (25,4), three squares south of her actual location [Listen 17 vs MS 11: success, but not a pinpoint]


Old Map Show


New Map Show
 


Round 11
Thela rides towards the sound and can't see Kelva. However, she actively listens [31 vs 7: pinpoint!] before carring on up towards her. Fenton strikes, dealing a terrible 10 damage [Old R11 attack, but with R12 "AoO" concealment roll].
Kelva [7/17] Withdraws again, this time at full speed, seeking to get to the centre.
Total Defence proved to be a bad Pitlord call, as Fenton strikes for a terrible 10 damage [24 vs AC 20+4: hit, trip 11 vs 16: opposed].
Kelva [7/17] backs away and casts Obscuring Mist, drawing her Smokestick.


Old Map Show


Round 12
Unfortunately, the concealment doesn't save Kelva as Fenton steps up to bite her again, for 7 damage.
Thela manages to keep her feet, but only just, being on the brink of consciousness [0/17].

As much as the pitlord would love to see an epic struggle as she staggers away from the vicious Fenton to miraculously win the day, Kelva can't use her Summon spells whilst disabled, so has no choice but to resign.

Thela heads towards the sound of Kelva's fleeing feet, and emerges from the mist to see her. She pursues.
Kelva realises she can't escape the nippy little dog, so she steps back and uses her smokestick.

New Map Show

[img]New Map Show
 [/IMG]


Round 13
Thela rides in and urges Fenton to attack again. Unfortunately for Kelva, the smoke doesn't seem to be helping her any more than the mist and, he savages her down to 0 hp [Old attack, concealment 43 vs 20%], at which point she has no choice but to resign.


Results Show

Thela wins and gains 900 xp and 900 gp
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Longstrider, Potion of Mage Armour
Spells or Powerpoints Used: Produce Flame
Abilities Used: None
Free Activity: Guard


Kelva loses and gains 300 xp and 300 gp
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Obscuring Mist, Smokestick
Spells or Powerpoints Used: None
Abilities Used:
Free Activity: Craft


Pitlord Comments Show

It's not usually necessary to take cover whilst Riding, since "Ride for cover" doesn't take an action. Thus, you can use it so long as you're not actively doing anything else.


Also note that Fenton's Trip is +3 due to higher Strength.


Kelva's mist was handy, but Thela's Listen made it far less effective than it could have been.

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3 months ago  ::  Feb 18, 2013 - 8:46AM #986
Uknits
Date Joined: Aug 24, 2010
Posts: 2,981

Azuk gro-Olar (Manofthesea) vs. Hannah Devonshire (Erithmu)


Azuk’s Tactics Show


Glorious Battle! Azuk thank Uknit for be fair and impar... imp... fair judge.


Azuk come up with trick to fight Hannah. Azuk start as normal, hold tree and long-axe. But me use brain to fight, make ground smooth and push Azuk along (manifest skate).


Azuk think Hannah be scared, use bow. Azuk wait behind Tree. When Azuk see Hannah use glass sword, Azuk drop Tree and be ready. Azuk wait for Hannah to grow in size, and then Azuk play race. Because Azuk faster than Hannah (Azuk faster than everyone RAGH), Hannah waste ability. (Run away for 3 rounds). Azuk taunt Hannah now.


Now, Hannah weak human. Azuk ready with long axe, wait for Hannah catch up. Azuk RAGE when Hannah in range to charge. Azuk make attacks against glass sword! (+11 vs. Hannah's +7, but using power attack for 2 gives Glaive +9, 2d4 + 12(str) + 4(pwr) against hardness 10, 10 hp sword).


Break the sword. Then, if Hannah pull bow, Azuk break bow. Chop chop hannah. Roar!


Hannah’s Tactics Show

This should be pretty straight forward:


Start w/ sword and and stone of Dissolving Weapon in hand
Rnd1: Use stone
Rnd2: Manifest Force Screen, taunt him ... loudly


Basically set up a charge and try to alpha strike him down.
Charge in and expend focus for Psi Weapon, and run 2 pp through the Deep Crystal should be 6d6 +4d6(acid) +4 on a hit, or 4d6+4d6+4 if I miss on the first one. Should put him low enough that I can absorb a couple of beatings.


Fight Show


Round 0
Hannah goes first in area 3, then Azuk sees something shiny in area 1, distracting him when the gates raise and the fight starts.



Round 1
Hannah uses a powerstone of dissolving weapon on his greatsword as Azuk manifests skate and moves out, his massive shield in front.



Azuk 30/30 HP, 14 AC
Hannah 32/32 HP, 16 AC


Round 2
Hannah manifests force screen and move out, calling out to the large, brutish orc about his oversized weapons and underdeveloped brain. Azuk, hearing the taunts, comes into range.



Azuk 30/30 HP, 14 AC
Hannah 32/32 HP, 20 AC


Round 3
Hannah, seeing Azuk but not having a charge line, sets up for a charge, calling out a particularly good insult about Azuk’s mother, a pony, and a birch tree. Azuk, in an uncharacteristic bit of intelligence, understands the insult, raging as he throws his giant wall of wood aside.



Azuk 30/30 HP, 14 AC
Hannah 32/32 HP, 20 AC



Round 4
Hannah smiles, charging in with her greatsword. Azuk takes the oppurtuinty to sunder the greatsword, but his attack is thrown off by his blind rage, and the sword is only nicked, barley surviving (1 HP left), and Hannah finishes her charge, instantly beheading Azuk for 38 damage. and then Azuk's ready action finishes it off.  Hannah draws her bow which Azuk sundrs, and then they engage in melee, fist vs. Glaive.  Hannah deals 27 damage with bow and fisdt before Azuk drops her.




Results Show



Hannah Loses and gains 300xp and 360 gp
Time Between Fights: 6 hour
Prebuffs/Ongoing Effects: None
Items Used: Powerstone Dissolving Weapon
Spells or Powerpoints Used: 3 PP
Abilities Used: None
Free Activity: Profession


Azuk Loses and gains 900xp and 900 gp
Time Between Fights: 6 hour
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: 1 PP
Abilities Used: Rage
Free Activity: Guard


Well thought out for Azuk, as if you had rolled one damage higher, the fight would have basically been over.


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3 months ago  ::  Feb 20, 2013 - 11:54AM #987
dgallaty
Date Joined: Jul 22, 2010
Posts: 1,493

Griffon


Griffon's tactics Show

Let me clarify Griffon's tactics. Round 1, Start with longbow in hand and immediatley move towards the bog. Enter the bog and do not leave unless absoutley necessary. If nessesary to leave, go for the underbrush. Move around in the bog, looking for Laura.


Once La-Ura is seen, drink a potion of shield of faith, then shoot her until she closes to melee. If she has yet to see me, snipe instead. If she has her bow out, instead ready to shoot her while she is doing anything so that she cannot ready to shoot me while I'm shooting to negate deflect arrows.


Once in melee, draw sword and hold bow in bucklered hand and then sunder all of her weapons until she is bare handed and will provoke AoO's for attacking. If she returns to using bow and I cannot sunder it immediatley, simply sheath my sword to have a free hand to deflect arrows and shoot her again.


Once all of her weapons are gone, simply kill her with my longsword (Or longbow is she is evading). Kill her horse first, then her.


Note my Favoured Enemy is human so I'll get some bonuses against her to hopefully counter smite evil and mind thrust.


Laura Blackhand


Laura's tactics Show

None sent, and no default tactics specified


Fight Show

Laura enters the fight unprepared for battle and is forced to surrender.


Results Show


Griffon wins and gains 1500 xp and 1600 gp
Time Between Fights: 6 hours
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: None


Laura Blackhand loses and gains 500 xp and 533 gp
Time Between Fights: 6 hours
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Craft (Expensive Fur Cloaks for the Rich and Opulent) - 108 gp


Pitlord notes Show

Apologies to Telin for having to make Laura surrender, but I never received tactics, and there are no default tactics on her sheet.

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3 months ago  ::  Feb 20, 2013 - 7:33PM #988
Uknits
Date Joined: Aug 24, 2010
Posts: 2,981

Pairings: 20 February 2013


Time Roll: 3 hours
Lighting: Dark (Remember - the lighting conditions only affect ECL5 and up)


Characters on Quests:



    Jaob Hannier Quests for xorpses (Maofthesea Questlording)



Characters doing Full Activities:




BATTLES OF GLADIUS


LEVEL 3 FIGHTS



LEVEL 4 FIGHTS



  • Absalar (The_Fred) vs. Xiv (Eluria) : Uknits {Sewer}


LEVEL 5 FIGHTS



LEVEL 10+ FIGHTS




Pairings done by Uknits.


Credits
Erithmu +0 (+1 fights, -1 (3 active))
Manofthesea +1 (+1 fights, +0 (1 active))
TelinArtho +0 (+0 fights, +0 (1 active))
Uknits +4 (+3 fights, +0 (1 active), +1 admin)
Bobthe6th +0 (+0 fights, +0 (1 active))
Eluria +0 (+0 fights, +0 (2 active))
The_Fred +0 (+0 fights, +0 (2 active))

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3 months ago  ::  Feb 23, 2013 - 8:39PM #989
ManoftheSea
Date Joined: Feb 9, 2008
Posts: 303
Xiv Nug-Zuk (Eluria) vs. Absalar (The_Fred) in Sewers

Xiv's tactics Show

Hope to poison him
Share all spells with familiar

Rd 1: Invisibility (shared) from memory
Rd 2: Enlarge familiar
Rd 3: Reduce self, mount
Rd 4: Poison arrow (chance to poison self)
Rd 5: Poison arrow, fly out (as high as can be in sewers, to avoid dogs)
Rd 6+ when he's seen, cast true strike
Rd 7: rapid shot 2 poison arrows (if at all possible, make sure within range for sneak attack; priority is firing after have true strike though so it doesn't run out), both with benefit of firing from invis

Rd 8: if he's not down, withdraw far (have far superior movement on birdy, though grates may make flying around harder) enough to buff with Mage Armor, Shield from scroll (shared) then shocking grasp (wand) on Familiar, then go engage - charge/dive with familiar shocking grasp, then rapid dismount to be flanking with familiar, and engage Absalar in melee with familiar on one side attacking, Xiv on other side (flanking, sneak attack); ignore dogs.

Absalar's tactics Show

Start on left/right side of box with one dog in front and the other behind, and flail and Potion of Shield of Faith in hand. Wild Surge (+1) Vigour and begin moving out in that direction. Then, use Def Precog. PLA and finally drink the potion.

If we casting from somewhere we can't see him, move to break LoS to try and prevent a True Strike Invisible poison arrow of death. Otherwise, seek Xiv and immediately send in the dogs. Then, attack to disarm any bow or wand he's holding. Use AoOs from standing to attack for damage, and AoOs from picking things up to attack to trip. If he threatens, just attack for damage. As always, aim to flank with the dogs.

If he tries to use the grates, pincer-splat with the dogs.

If we drop to 10 (real) HP or below, use another Surged (+1) Vigour.

The Fight Show

Round 0: Xiv rolled a 6 on initiative, and will start in Box 2 with a vial of poison in his tiny goblin hand.  Absalar rolled a 4, his dogs will act after him, and begins in Box 3 holding a flail and a potion of SoF.
Round 1: Xiv casts Invisibility from memory and shares with his familiar.  Absalar manifests Vigour at CL2, gaining 10 thp for 2 minutes.  He and dogs tromp west at speed of dog, through the waters to the path.
Xiv: 21/21 HP, AC 14, Invisibility (31 or attack), Small
Zkek: 10/10 HP, AC 19, Tiny
Absalar: 23+10/23 HP, AC 18, Vigor (21), Medium
Dog A: 6 HP, AC 17, Small, Tactic: Defend
Dog B: 6 HP, AC 17, Small, Tactic: Defend


Round 2: Xiv begins casting Enlarge Person on his hawk.  The hawk looks at him expectantly.  Absalar manifests Defensive Precognition and continues moving west.  The dogs follow with double moves.  Xiv completes Enlarge Person, and the hawk grows to small.
Xiv: 21 HP, AC 14, Inviso (31), Small
Zkek: 10 HP, AC 17, Enlarged {+2 Str, -2 Dex, -1 Atk, -1 AC} (32), Small
Absalar: 23+10 HP, AC 19, Vigor (21), Def. Precog {+1 AC and Saves} (22), Medium
Dog A/B: 6 HP, AC 17, Small, Tactic: Defend


Round 3: Xiv begins casting Reduce Person on himself.  The hawk doesn't look at Xiv, expectantly.  Absalar drinks his potion of Shield of Faith while using the bars as cover.  Xiv completes Reduce Person, and shrinks down to tiny.
Xiv: 21 HP, AC 16, Inviso (31), Reduce Person (33), Tiny
Zkek: 10 HP, AC 17, Enlarged, Small
Absalar: 23+10 HP, AC 21, Vigor, Def. Precog, Shield of Faith(13), Medium
Dog A/B: 6 HP, AC 17, Small, Tactic: Defend

Round 4: Xiv uses a standard action to poison an arrow with Drow Poison and avoids poisoning himself.  He mounts up, and they move out toward the center.  Absalar fails his first attempt to squeeze through the bars, and his second.  He decides that a 5% chance to get through the bars isn't going to work for him.


Round 5: Xiv draws the second Drow poison and attempts to apply to a second arrow while the hawk continues to fly toward the center (and lands).  Absalar hears the wingbeat coming from the right.  While he would love to send a dog to "seek" through the bars, the dogs don't know that trick.  Absalar moves back to come around toward the center, easily hopping the water.  The dogs double move to keep pace. Xiv hears the dogs coming.


Round 6: Xiv casts True Strike and draws his bow. Absalar hears the spellcasting, and moves toward the source.  Absalar moves to the corner to peek out, then around through the water.  The dogs pick up Xiv's scent when within 30', but do not yet know the direction.


Round 7: Zkek takes a double move while Xiv takes a rapid shot at Absalar.  Shot 1 does 7 damage, and Absalar resists the poison.  Xiv, now visible, completes the second shot, which fires wide.  Zkek is still invisible, so the dogs trigger on Xiv as he rides an invisible hawk around the corner.
Absalar quickly checks his wound, then goes tromping off through the shallow water toward the south-east corner, hoping to catch Xiv in a pincer with the dogs.
The dogs both chase where Xiv disappeared around the corner, having triggered on an attack against their defend charge.
Xiv: 21 HP, AC 16, Inviso (31), Reduce Person (33), Tiny
Zkek: 10 HP, AC 17, Enlarged, Small
Absalar: 23+3 HP, AC 21, Vigor, Def. Precog, Shield of Faith, Drow Poison (17), Medium
Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv)


Round 8:
Zkek takes a single move and lands, allowing Xiv to cast Mage Armor from scroll, sharing with Zkek.  Absalar reaches the corner, doesn't see Xiv, and returns to the center to chase back the other way.  The dogs attempt to pursue to the end of the hall.
Xiv: 21 HP, AC 20, Inviso (31), Reduce Person (33), Mage Armor (long), Tiny
Zkek: 10 HP, AC 21, Enlarged, Mage Armor (long), Small
Absalar: 23+3 HP, AC 21, Vigor, Def. Precog, Shield of Faith, Drow Poison (17), Medium
Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv)


Round 9: Xiv draws a scroll of shield and casts it, sharing with his familiar.  Zkek begins flying north.  Absalar takes a double move, jumping water in short hops, to base with the flying hawk (still invisible) and rider.  The dogs attempt to follow the scent trail of the hawk, but find nothing (as Zkek has moved on).


Round 10: Zkek withdraws through the grate, as Xiv draws a wand of shocking grasp and shares with his familiar.  The pitlord would like to point out that the 'Chidori', "One Thousand Birds", is a lightning attack.  Absalar recalls his dogs, who run to join him.
Xiv: 21 HP, AC 24, Inviso (31), Reduce Person (33), Mage Armor (long), Shield (29), Shocking Grasp, Tiny
Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield (29), Shocking Grasp, Small
Absalar: 23+3 HP, AC 21, Vigor, Def. Precog, Shield of Faith, Drow Poison (17), Medium
Dog A/B: 6 HP, AC 17, Small, Tactic: Defend


Round 11: Xiv flies to the center of the arena, setting up for a dive.  Absalar and dogs circle around the grate, coming to the center of the arena.
Xiv: 21 HP, AC 24, Inviso (31), Reduce Person (33), Mage Armor (long), Shield, Shocking Grasp, Tiny
Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Shocking Grasp, Small
Absalar: 23+3 HP, AC 21, Vigor, Def. Precog, Shield of Faith, Drow Poison (17), Medium
Dog A/B: 6 HP, AC 17, Small, Tactic: Defend



Round 12: Zkek charges Absalar (not enough room to dive).  Crit not confirmed, dealing the minimum 1 point of talon damage and 8 points of electricity damage.  Xiv hops off the bird into the water, and spends a standard to dismiss Reduce Person so that he has a threatened area and can flank.  (Note, roller doesn't reflect that bird was invisible, but it doesn't change the lack of confirmation)
Absalar tries to whack Zkek, as the goblin is not holding anything but the charged charge.  Emphasis on the "tries".  The dogs move in.
Xiv: 21 HP, AC 22, Mage Armor (long), Shield, Shocking Grasp, Small
Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Small
Absalar: 17 HP, AC 21, Def. Precog, Shield of Faith, Drow Poison (17), Medium
Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Zkek)


Round 13: Xiv attempts to tumble to the flank, but fails.  Absalar will attack for damage and miss.  Xiv draws his rapier on the move.  Xiv, flanking with the hawk, tries to touch Absalar.  He continues to hold the charge.  The hawk withdraws rather than land in the sludge, and sets up for a dive.
Absalar moves to flank, drawing an AoO: Bzzzap!  7 electrical damage.  Absalar will thus Wild Surge Vigor for another 10 tHP.  The dogs, seeing the attack, now attempt to defend Absalar from Xiv, and make attacks.  Dog B acts the hero, and critically bites Xiv for maximum damage (10).  Shield of Faith expires.
Xiv: 11 HP, AC 22, Mage Armor (long), Shield, Shocking Grasp, Small
Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Small
Absalar: 10+10 HP, AC 19, Def. Precog, Drow Poison (17), Medium
Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv)


Round 14: Zkek flies to the flank, drawing an AoO.  Absalar takes it, but misses.  Xiv attacks with his small rapier, and the hawk attacks on the other side.  Xiv only almost hits, but the enlarged bird's talons rake Absalar for 2 points.
Absalar strikes back against the goblin, and both dogs make an attack.  No one hits.
Xiv: 11 HP, AC 22, Mage Armor (long), Shield, Shocking Grasp, Small
Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Small
Absalar: 10+8 HP, AC 19, Def. Precog, Drow Poison (17), Medium
Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv)


Round 15: Zkek lands, ensuring a permanent flank.  Somehow, the small bird also attacks with talons from there.  Xiv stabs from his side, ignoring the dogs.  Xiv's proding with the rapier pushes Absalar back into the waiting bird talons.  Xiv deals 4 damage, while the Critical talons deal 8 more points, consuming the rest of Absalar's tHP.
Absalar, worried, makes his attack routine desperately, and the dogs strike as well.  No smiles from the Lady here.
Xiv: 11 HP, AC 22, Mage Armor (long), Shield, Shocking Grasp, Small
Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Small
Absalar: 6 HP, AC 19, Def. Precog, Drow Poison (17), Medium
Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv)

Round 16: Xiv stabs, Zkek rakes.  Rapier for 3.  Absalar and dogs attack: Cannot get a break.
Xiv: 11 HP, AC 22, Mage Armor (long), Shield, Shocking Grasp, Small
Zkek: 10 HP, AC 25, Enlarged, Mage Armor (long), Shield, Small
Absalar: 3 HP, AC 19, Def. Precog, Drow Poison (17), Medium
Dog A/B: 6 HP, AC 17, Small, Tactic: Attack (Xiv)

Round 17: Absalar saves against the drow poison, barely.  Xiv stabs, Zkek rakes.  The sneak attack deals massive damage, and Absalar falls. (Rapier for 7, Talons for 3).  

PETA intervenes to save the dogs from a Goblin-stomping.  Xiv allows Absalar to drown in 1' of filthy sewer-water.  Oh, the Phrenic Humanity.

Results Show

1200+12.5%+13%=1200+306
Xiv Wins and gains 1506 xp and 1506 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Mage Armor, Scroll of Shield, 2 vials Drow Poison, 2 arrows, 1 charge Shocking Grasp
Spells or Powerpoints Used: A couple, but it's fight 3
Abilities Used: None
Free Activity: Guard

400-12.5%=400-50
Absalar Loses and gains 350 xp and 350 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Shield of Faith
Spells or Powerpoints Used: 2 SL (Vigor, Vigor)
Abilities Used: Def. Precog
Free Activity: Guard


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3 months ago  ::  Feb 24, 2013 - 9:03AM #990
Erithmu
  • Core Coliseum Elder
Date Joined: Sep 7, 2004
Posts: 2,667
Harrod Hairyfoot vs Urdwed: Cavern

The arena officals waited for Harrod for an extra hour, he didn't show up and they announced Urdwed the winner

Rewards/Comments Show
Urdwed wins gaining 1375xp/1577gp (110gp profession included)

Harrod forfits and gains 542xp/577gp

I got 3 fights this week, I gotta get em done somehow.
The COre COliseum - Home of a few of my Gladiators
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