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Sticky: Battles of Gladius
3 years ago  ::  Sep 03, 2010 - 10:21AM #191
TelinArtho
  • Core Coliseum
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Date Joined: Nov 3, 2004
Posts: 13,722
Ashtin

Ashtin's tactics Show

This is going to be a quick fight.  First off, start with mindblade in hand, psionically focused, and psychic strike readied.  Do not have shield out.  It won't help against the touch attacks, and I need my hide and move silently.

Start in the second from the left-side, front-most square.  First round, move to take cover behind the stone near the center and clockwise of my position.  From there, single move toward the center, using my stardard action to activate total defense for +6 dodge bonus (thank goodness for tumble).  If I can take cover in any given round, do so, as long as I am moving toward the center.  If I detect my quarry, get to or stay at the nearest cover, hiding and mantaining total defence. If she sees me, stay at cover with total defense.  If she doesn't use use her single, big blast in that round, go ahead and move toward her, trying to position for a charge (single move, mantain total defence).  When I can, charge her.  If I cannot get into position to charge, just go ahead and move into melee and attack.  My first attack will discharge my psionic weapon. If she expends her big blast and misses, go ahead and close the distance as quickly as possible.  I can take 2d6 damage.

If she does not see me when I see her, stay where I am to see if she moves into a better position for me to attack her.  If she does not, single move toward where she is going, maintaing total defence and trying to cut her off.  If she does move into a better position for me, then try to see if I can get in a charge.  If not, go ahead and move into melee.  If she is too far to do either, wait for her to get closer.  If she does not, move out of my cover to get into position to charge her.

If I get all the way to the center without detecting her, then circle the center "cross" while mantaining total defence to try and spot her.  If I do, move into position to charge, while, of course, mantaining total defence.  As always, expend psionic weapon on my first attack.

If I miss at any point, or don't kill her in one hit, keep in melee to kill her with psychic strike.

Sorry for the length.  I tried to accomodate for everything for what should be a 1 hit fight.  Message me if you have any question.


Scorpio

Scorpio's tactics Show

Thanks for pitlording!  Scorpio was designed with one purpose only - to fire crystal shards.  He will bravely forgo the cheapy strategy of vigor/sharepain/plucking away and proceed with shards to the face as below.

 

Scorpio outmaneuvers Ashtin - assuming Box1, will start at 31,44, trying to see into box 2 and 4.

Unless otherwise specified, psicrystal is actively spotting; share all beneficial spells; you are forbidden from enervating.

Tactic: Ready action for him to be within crystal shard distance, fire crystal shard for 3PP + 2WS + 2PS and hope to hit and kill.  Finish w/ Dorje.

Round 1:

-If he's spotted, single move towards him, ready action to crystal shard as above.

-If he's not spotted, 1pp vigor +2 WS (nevermind, I decided to just go all offense.  Let the best alpha win)

-If he's not spotted, psicrystal goes one way, I go the other (say, clockwise for me, if he's undetected; else obviously towards him).

-Always single move, ready to crystal shard alpha strike as above when he's within range.  (or, if he's within range, take the shot, obviously).

-If the alpha crystal shard hits, finish him with Dorje CS shots

-If the alpha crystal shard misses, use remaining 2pp (unless you enervated, in which case, shame on  you Telin) + 2WS and strike again, then finish with Dorje CS shots

Notes:

--Move to deny cover if possible prior to striking

--5' step back to avoid AoOs if manifesting

 

thanks, good luck.


The Fight Show

[Prefight Locations and Initiative]
Ashtin starts in area 3 at (29,8) with mindblade in hand, focused and psychic strike active. Initiative 14.
Scorpio starts in area 2, but outmaneuvers to (44,32) with nothing in hand. Initiative 23

[Round 1]
Scorpio sees Ashtin and moves to (41,27) and readies to use his alpha strike on Ashtin coming into range.
Ashtin sees that Scorpio has spotted him, so he takes total defense and moves to (33,12)

[Round 2]
Scorpio moves to (41,21) and readies
Ashtin sees she is just within charge range, so he takes it. Ashtin charges and trigger's Scorpio's ready.
Scorpio manifests Crystal shard, surged fully and expends his focus for psionic shot [16 vs AC14-2, hit; Dmg 3d6+2d6+2d6=17; Enervation 99% vs 11%, success]
Ashtin finishes his charge [27 vs AC18, hit; Dmg 1d6+5+1d8+2d6=19] and Scorpio falls.


Fight Result and Summary Show

Ashtin wins and gains 900xp/900gp
Time Between Fights: 3 hours
Ongoing Effects: none
Items Used: none
Spells/PP Used: none
x/day Abilities Used: none

Scorpio loses and gains 300xp/300gp
Time Between Fights: 3 hours
Ongoing Effects: none
Items Used: none
Spells/PP Used: 3pps (crystal shard (3))
x/day Abilities Used: none
Free Activity: Frighten allies
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3 years ago  ::  Sep 04, 2010 - 3:58AM #192
Eluria
Date Joined: Jan 20, 2007
Posts: 3,170
Qelenian

Qelenian's tactics Show

Hmm...if we go melee, he's got a 10% chance per round to hit for 14 damage on average if he's singing, I've got 2 10% chances or 1 20% chance to hit for 3.5 damage on average if he uses shield.  Even once he stops his song to use a scroll or heal, he's got a 5% chance per round to hit for 13 damage.  Better soften him up with ranged first, or get rid of his shields somehow.

Begin behind the more clockwise box with bow in hand.

Always declare dodge against him.

First round, cast mage armor from memory.

Second round, do nothing

Third round, draw and cast expeditious retreat. (5' if needed, but that's unlikely.)

Following rounds, wait until I see him and then begin shooting.

While buffing, keep moving away from him if I know his approximate location.  Once I'm done buffing, move so I can see him as soon as possible, then once I begin shooting keep moving away from him.

On round 11 and afterward, move away and instead of shooting ready to shoot him on any sort of casting (memory or scroll.)  If he successfully uses his scroll, go back to normal shooting until it wears off.

If

-it's round 13 or later and I've seen him since round 11 and he didn't use a scroll, or

-I've seen him (or heard him singing, or some combination thereof) for the past 11 rounds and he didn't use a scroll, or

-I disrupted his scroll use and didn't use another one, or

-He's used or wasted (through disruption) 3 scrolls (not counting any in the first 10 rounds), or

-It's round 42 or more (minus 10 for each scroll I know he wasted)

then (in any of those cases), permanently switch to just moving and shooting (except that if he then uses a scroll go back to as before).

When my expeditious retreat runs out, draw and replace it rather than shooting, but not rather than readying to shoot.  Exception is if I've permanently switched to just moving and shooting, in which case use shield from memory (replace from scroll if needed) and the turn before he can engage stow my bow and draw my siangham, then FoB him to death.

If I'm not going to be able to evade him with Expeditious retreat, use shield from memory (replace from scroll if needed), then

-if he's wielding his sword and I haven't reached the "permanently switch" point, use true strike (from scroll, 5' if needed) when I'll be able to attack him next turn, then the following turn move to provoke an AoO, and if I survive it (or he doesn't take it), disarm his sword.  Then FoB him to death with my siangham.

-If he is not wielding his sword, or I have reached the "permanently switch" point, use shield and FoB.  If he draws his sword (and I haven't reached the "permanently switch" point), use the true strike disarm.

Sorry about being so complicated, but this does not look to be an easy fight.  Basic idea is to use Exp Retreat to keep him from attacking me long enough for his shield to wear off, use readied attacks to keep him from replacing it (with more running around for it to wear off if that fails), then FoB once his shield is gone, and if needed use True Strike disarm as a desperation tactic.


Ahrin

Ahrin's tactics Show

I apologize in advance for how tedious of a fight this will turn out being.  My big advantage is that I won't be easily hit, but his big advantage is that he isn't going to be easily hit either.  Start in the default square.  No hiding this round. Declare dodge against Quelinian.  Start with greatsword in hand.  I'm already minus one cantrip from deciphering all of those scrolls.

So my first couple rounds are buff rounds.  My first priority is to activate one of my scrolls of shield with UMD.  If I roll a critical fail, then just pull out a different one.  Keep going until I succeed the DC 21 check.  If he gets into melee before I can get the shield up, go for grapple to grapple check damage to circumvent his AC.  Use a move action to pull away 10' and then move back into melee to grapple before so that he using his AoO to stop me retreating rather than stop my grapple.  If I get the shield off successfully before melee, go for inspire courage and maintain singing for the remainder of the fight.

If I get off my buffs and see him, go for melee (charge if possible).  If I don't see him, move to find him and engage as quickly as possible (If I don't hear him, then start moving clockwise, staying in the open so I can charge better).  If I can charge him at any point, do so.  Once in melee, fight defensivley.  I can only hit him on a natural 20 either way, so I'm trying to keep the odds even.  If I do hit him with my greatsword, he'll hopfully die in one hit.  If he is still alive, go for the grapple and grapple check damage.  If I do not hit by the time I have only two rounds of shield left, go ahead and skip straight to grapple.  If knocked below 6 HP in melee, 5' shift away and cast cure light wounds, then resume previous tactics.  If knocked below 6HP in a grapple, pray that I kill him first because I can't afford to try to get off a spell.  Obviously, if I cast cure light wounds, I'll have to stop singing.  Don't bother to resume singing.

Sorry, if this is at all confusing.  Message me for any questions.  This fight is far too dependant on who rolls better.

Clarification request (these are excellent and very clear tactics, btw):  All of these tactics are predicated on melee/getting into melee

--What if you can't get into melee?  Is there a contingency option or something else you would like me to consider?


I suppose if I can't get into melee, I've only got three javelins, but try to use those (if I must I can pick them up again after throwing them).  He's immune to sleep, so if he's out of range, just take cover and use total defense until he runs out of ammo/is incapable of avoiding me.  To be honest, I didn't think of it, but I'm guessing he could use expedious retreat to avoid me for 3 minutes.  If so, run (if possible) to be next to him so I can at least get an AoO with my greatsword if he moves away.  If he is dedicated to staying really far away to an extent where I have no method of catching him, take cover and activate total defense until he runs out of running.  Use cure light wounds if he has injured me to 6 or below, and when his speed runs out, charge to grapple and try to set up a charge if I can't charge.  If he won't let me set up a charge, then just approach as quickly as possible.

I noticed he has deflect arrows, so my javelins are irrelavent.  If I can't reach him, don't bother with javellins, just take cover and total defense.



The Fight Show

ROLLS
Ahrin acts first, starting in box 2, default position, holding greatsword (and scroll of shield); Qelenian acts second, starting in box 3, behind the clockwise box, holding bow

Round 1:
Ahrin attempts to cast Shield from scroll – fails
Qelenian casts mage armor from memory (Ahrin hears him vaguely from somewhere SW)

Round 2:
Ahrin continues to try to use his scroll – fails
Qelenian does nothing

Round 3:
Ahrin activates his scroll!
Qelenian draws and casts expeditious retreat

Ahrin 13/13 AC 18+4 – shield (ends 13)
Qelenian 15/15 AC 18+4 – mage armor (long), expeditious retreat (ends 13)

Round 4:
Ahrin starts singing, moves out clockwise
Qelenian (still not hearing or seeing Ahrin, but done buffing – moves so can see him {tactics say both “wait until I see him and then begin shooting” and “once done buffing, move”}) single moves out (pitlord note: I did not account for the increased move from Exp Ret at this point, but that would not be a significant change), spotting Ahrin mid-move, so continues moving away, and shoots – missing.

Ahrin 13/13 AC 18+4+1 – shield (ends 13), singing - inspire courage (+1/+1), dodge
Qelenian 15/15 AC 18+4+1 – mage armor (long), expeditious retreat (ends 13), dodge

x.jpg

Round 5:
Ahrin (could not close the distance with a run, and even so, doesn’t yet know that Qelenian is using expeditious retreat – is not aware yet that he may not be able to close the distance, so this round chooses to try to close the distance in an effort to get to melee) – double moves closer, gaining cover
Qelenian continues moving and shooting (he is unable to both move away, and move to deny cover, so he will instead shoot first, then move, to avoid increased range penalties which may accrue) – miss
x.jpg

Round 6:
Ahrin sees the great speed of the abjuring monk, and notes his foe’s ready hand prepared to swat aside any javelin, and decides his options are to sprint for it, or to back up and wait for an opportunity to strike. (Run could get to 24,16 – not close enough, and then would not have cover, and would lose dex bonus – both seem contrary to spirit of tactics).  He backs up, sheltering down behind the rock, and takes total defense, and sings to himself to be brave through the oncoming storm of arrows.
Qelenian (could shoot and move back, but if Ahrin is not trying to close, and can’t close in one distance, seems to be illogical to take extra penalties to attack, when the goal is to soften up and get into melee; Q would try to move to deny cover, but can’t {or could, by going all the way around the arena, losing many rounds of shooting, and in which case Ahrin would just shift a little and regain cover) decides to position himself and shoots

Ahrin 13/13 AC 18+4+1+3 – shield (ends 13), singing - inspire courage (+1/+1), dodge +1, total defense (dodge +4 – net +3)
Qelenian 15/15 AC 18+4+1 – mage armor (long), expeditious retreat (ends 13), dodge
x.jpg
 
The combatants will stay like this until Qelenian’s contingency tactics kick in – which would be the first clause, “round 13 or later and seen him since round 11”
In round 13, Qelenian’s “if…then” triggers: permanently switches to just moving and shooting

Round 6-13, Q gets shots at Ahrin’s AC 18+4S+1D+3TD+4Cover with -2 distance penalty – needs 20 to hit – 7 misses

Round 14:
Ahrin continues his total defense
Qelenian (expeditious retreat runs out… would renew, but exception: has pernantly switched) – casts Shield from memory

Ahrin 13/13 AC 18+1+3 –  singing - inspire courage (+1/+1), dodge +1, total defense +3more
Qelenian 15/15 AC 18+4+1+4 – mage armor (long), shield (ends 24), dodge

Round 15:
Ahrin sees Qelenian bouncing around less expeditiously, and decides to try again to close the distance, double moving towards come cover on the way to Qelenian (not straight line, can’t run)
Qelenian (Pitlord logic for decision making: Q knows that Ahrin can’t close the distance yet, so can either take one more shot with bow, then stow it and draw siangham, or can cast True Strike this round, drawing siangham while closing, and try to disarm next round.  Note that in tactics, all suggestions for when to use True Strike are preceeded by “if I haven’t reached the permanently switch point” {and you have, now}, and True Strike is listed as “desperation tactic”, so will opt for one more shot with bow) – shoots and just misses; stows bow

Ahrin 13/13 AC 18+1 –  singing - inspire courage (+1/+1), dodge
Qelenian 15/15 AC 18+4+1+4 – mage armor (long), shield (ends 24), dodge
x.jpg

Round 16:
Ahrin double moves closer (note: holding greatsword, but planning to grapple at this point since clause of shield expiring means going for grapple); seeing the bow put away, decides not to obtain cover this round, and instead set up charge
Qelenian draws siangham, preparing to FoB (again – not using True Strike for the reasons noted above – apologies if this is misreading the intentions) – readies action to attack when Ahrin comes in range (can’t ready to FoB)

x.jpg

Round 17 (aka, the fight really begins):
Ahrin charges (cannot charge into a grapple, so charges w/ melee weapon first, intending to grapple next) – triggers Qelenian’s ready action (not an AoO) – initiative order reset
Qelenian attacks with readied action – misses
Ahrin completes his charge and swings with his greatsword – hits vs AC 27 for 14

Ahrin 13/13 AC 18+1 –  singing - inspire courage (+1/+1), dodge
Qelenian 1/15 AC 18+4+1+4 (t19) – mage armor (long), shield (ends 24), dodge
x.jpg

Round 18:
Qelenian (Pitlord dilemma and explanation: Qelenian says to use True strike as a desperation tactic to disarm.  However, Qelenian provided extremely detailed tactics, and they say: either this is the first clause (expeditious retreat ran out & exception: have permanently switched, so FoB him to death, OR the next set pertains, if not going to be able to evade w/ ER {I don’t feel this was the case, so this whole set of clauses should not trigger} … if he’s wielding his sword and haven’t gotten to permanently switched, that’s when to disarm – but Q has gotten to permanently switch.  Thus, he sticks w/ FoB w/ Siangham, not disarming, counting on his greater AC, planning to rebuff shield when it expired) flurries his siangham – misses
Ahrin attempts to grapple (Another pitlord explanation: the suggestion for using 10’ move to provoke AoO so that there’s no AoO for grapple is interesting; I will let Q make Int Check DC 10 to pick up on the tactic after one successful try; also, not fighting defensively or continuing melee because the goal was one hit then grapple anyway) by first moving back 10’ and then moving forwards 10’ – draws an AoO from Q: miss; Ahrin tries to grab: succeeds; opposed grapple? Qelenian shrugs Ahrin off

Round 19:
Qelenian flurries his siangham – hits once for 4
Ahrin tries to draw out another AoO, but Qelenian smirks at his feint; shrugging, Ahrin approaches and goes for another grapple, drawing an AoO which misses; tries to grab, failing

Ahrin 9/13 AC 18+1 –  singing - inspire courage (+1/+1), dodge
Qelenian 1/15 AC 18+4+1+4 (t19) – mage armor (long), shield (ends 24), dodge

Round 20:
Q flurries, hitting once for 5
Ahrin tries to grab—drawing an AoO that misses—but misses himself 5’ steps back and casts CLW for 7

Ahrin 11/13 AC 18+1 –  singing - inspire courage (+1/+1), dodge
Qelenian 1/15 AC 18+4+1+4 (t19) – mage armor (long), shield (ends 24), dodge


Rd 21:
Q flurries, missing
A draws AoO (miss) and tries to grab – failing

Rd 22:
Q flurries – hits for 4
Ahrin (using rolls from round 20, before I remembed to CLW) draws AoO that misses and misses w/ touch attack

Ahrin 7/13 AC 18+1 –  singing - inspire courage (+1/+1), dodge
Qelenian 1/15 AC 18+4+1+4 (t19) – mage armor (long), shield (ends 24), dodge

Rd 23:
Q flurries – missing
Ahrin draws AoO – hits him for 5, interrupting the grapple attempt

Ahrin 2/13 AC 18+1 –  singing - inspire courage (+1/+1), dodge
Qelenian 1/15 AC 18+4+1+4 (t19) – mage armor (long), shield (ends 24), dodge

Rd 24:
Q flurries, hitting for 5 and downing Ahrin



Fight Result and Summary Show

Qelenian wins and gains 900xp/900gp
Time Between Fights: 3 hours
Ongoing Effects: none
Items Used: Scroll of Exp Ret, 3 arrows (11 shot, 8 recovered)
Spells/PP Used: Mage Armor, Shield
x/day Abilities Used: none

Ahrin loses and gains 354xp/415gp
Time Between Fights: 3 hours
Ongoing Effects: none
Items Used: 1 scroll shield
Spells/PP Used: 1 SL (CLW)
x/day Abilities Used: none
Free Activity: Perform +61gp

Phew, that was close!
@Yitzi – just to point out, you are missing some line-breaks in your equipment section
@Both – ECL3 fight with 2 full pages of tactics (when viewed in a word processor); I am frightened, very very frightened




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3 years ago  ::  Sep 05, 2010 - 5:26PM #193
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,762
The Ant

The Ant's tactics Show

Start off at the center of my starting area with a dorje of enlarged entangling ectoplasm (ML1) in one hand.

Manifest vigor (1pp, surged fully) to start, then move out. Try to keep to cover positions until I know where he is (hopefully a good listen check versus spellcasting).

Once he's discovered, I want to run the distance closer to him.

Once in range, it will depend on the actual range and situation to determine what I want to do.

If I can move closer and manifest crystal shard - do so with full pp and surge. Expend my focus for psionic shot.

If he has mirror images up or if I can move closer, but not enough to use crystal shard, use the dorje of entangling ectoplasm until all of the images are gone.

For the most part, ignore the ally, but if they are both pelting me with magic missiles (or other offensive spells) and he doesn't have mirror images up - kill him quickly with a crystal shard (full pp, surged)

If Vigor runs out, rebuff it once (1pp, surged fully), but not a second time.

If I see him go invisible or figure that he is invisible from other clues, draw and use a powerstone of touchsight.

If I run out of PPs, use the dorje of energy ray (fire to start, switch if it looks like it is being resisted).

Qhordryn Del Khessin

Qhordryn Del Khessin's tactics Show

Both Q and K start front of square, holding wand of MM CL5


Round 1: Qhordryn casts Mirror Image / Khayless readies to cast Blindness on detecting Ant (if Ant's position is known, will move to get into range and cast it.  Once Blindness cast, Khayless will Wand of MM Ant) / Sonar seeks out Ant


Round 2: Qhordryn casts Expeditious retreat (if Ant's position is known, will move to max MM range from Ant) / Khayless continues (Blindness if able to move and cast, else ready to cast Blindness on range; if Blindness already cast, use wand of MM CL5)


Round 3: Try to find Ant - stay at max range, Q using magic missiles, K using Blindness then magic missiles.  Wand and move, stay out of range. 




The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Sonar has Initiative 20.
The Ant starts in area 1 with dorje of EEE in hand. Initiative 20.
Qhordryn Del Khessin starts in area 2 with wand of MM in hand. Initiative 20.
Khayless starts with wand of MM in hand. Initiative 16.

Sonar: (55,32) 12/12 HP, 19 AC (16 touch)
The Ant: (32,58) 25/25 HP, 25 AC
Qhordryn Del Khessin: (55,32) 24/24 HP, 10 AC (10 touch)
Khayless: (55,31) 15/15 HP, 13 AC (13 touch)

%3E%3Cimg%20src=
[Round 2]
Sonar moves out to 35,52, where it sees The Ant. From its exultation, Qhordryn knows The Ant to be in box 1.
The Ant recovers from the strain.
Qhordryn Del Khessin casts expeditious retreat and moves to 45,36.
Khayless double moves to 45,35.

Sonar: (35,52, 5’) 12/12 HP, 19 AC (16 touch)
The Ant: (32,58) 40/25 HP, 25 AC, vigor ends 71
Qhordryn Del Khessin: (45,36) 24/24 HP, 10 AC (10 touch), mirror image (3 images) ends 81
Khayless: (45,35) 15/15 HP, 13 AC (13 touch)

x.jpg
[Round 3]
Sonar stays where he is, and falls to the ground.
The Ant moves to 36,56.
Qhordryn Del Khessin moves to 37,36 to try to spot The Ant in his box (and on the way is seen and then relost by the dromite), doesn’t see him, and continues to 34,50 to search the box.
Khayless follows to 34,38.

Sonar: (35,52, 5’) 12/12 HP, 19 AC (16 touch)
The Ant: (36,56) 40/25 HP, 25 AC, vigor ends 71
Qhordryn Del Khessin: (34,50) 24/24 HP, 10 AC (10 touch), mirror image (3 images) ends 81
Khayless: (34,38) 15/15 HP, 13 AC (13 touch)

x.jpg
[Round 4]
Sonar stays where he is.
The Ant, having seen the enemies move to the west of his hiding place, moves to 37,54. He sees Qhordryn, and fires an entangling ectoplasm at him, knocking out a mirror image.
Qhordryn Del Khessin moves back to 35,38 and fires three missiles at The Ant for 11 damage.
Khayless casts Blindness on The Ant, and blinds the dromite.



Sonar: (35,52, 5’) 12/12 HP, 19 AC (16 touch)
The Ant: (36,56) 29/25 HP, 25 AC, vigor ends 71, blindness
Qhordryn Del Khessin: (33,36) 24/24 HP, 10 AC (10 touch), mirror image (2 images) ends 81
Khayless: (34,38) 15/15 HP, 13 AC (13 touch)

x.jpg
[Round 5]
Sonar stays where he is.
The Ant draws and uses a powerstone of touchsight, then moves to 36,50.
Qhordryn Del Khessin moves back to 44,33 and fires another three missiles at The Ant for 7 damage.
Khayless moves to 36,35 and fires 3 more missiles for 9 damage.



Sonar: (35,52, 5’) 12/12 HP, 19 AC (16 touch)
The Ant: (36,50) 13/25 HP, 25 AC, vigor ends 71, blindness, touchsight ends 55
Qhordryn Del Khessin: (44,33) 24/24 HP, 10 AC (10 touch), mirror image (2 images) ends 81
Khayless: (36,35) 15/15 HP, 13 AC (13 touch)

x.jpg
[Round 6]
Sonar stays where he is.
The Ant manifests vigor again and moves to 36,46.
Qhordryn Del Khessin moves back to 45,21 and fires another three missiles at The Ant for 15 damage.
Khayless takes a step east and fires 3 more missiles for 6 damage.



Sonar: (35,52, 5’) 12/12 HP, 19 AC (16 touch)
The Ant: (36,46) 7/25 HP, 25 AC, vigor ends 76, blindness, touchsight ends 55
Qhordryn Del Khessin: (45,21) 24/24 HP, 10 AC (10 touch), mirror image (2 images) ends 81
Khayless: (35,37) 15/15 HP, 13 AC (13 touch)

x.jpg
[Round 7]
Sonar stays where he is.
The Ant moves up to 36,42 (moving out of Qhordryn’s field of view in the process) and pushes himself to fire the strongest possible shard at Khayless. It hits and kills the necromancer.
Qhordryn Del Khessin moves to 53,29 (respotting his enemy) and fires another three missiles at The Ant for 12 damage, knocking the dromite out.



Sonar: (35,52, 5’) 12/12 HP, 19 AC (16 touch)
The Ant: (36,42) -5/25 HP, 25 AC, vigor ends 76, blindness, touchsight ends 55
Qhordryn Del Khessin: (45,21) 24/24 HP, 10 AC (10 touch), mirror image (2 images) ends 81
Khayless: (35,37) -21/15 HP, 13 AC (13 touch)

x.jpg



Fight Results and Summary Show

The Ant loses and gains 750xp/833.33gp.
Time Between Fights: 4 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 charge dorje of EEE, powerstone of touchsight.
Spells or Powerpoints Used: 12 pp
Abilities Used: none
Free Activity: guard

Qhordryn Del Khessin loses and gains 1800xp/2000+186.3gp.
Time Between Fights: 4 hrs
Prebuffs/Ongoing Effects: Khayless dead.
Items Used: 4 charges Q’s wand of MM CL 5, 2 charges K’s wand of MM CL 5
Spells or Powerpoints Used: mirror image, expeditious retreat (3 SL) for Q, Blindness/Deafness (2 SL) for K.
Abilities Used: none
Free Activity: Craft(Painting) for 186.3 gp

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3 years ago  ::  Sep 08, 2010 - 8:31AM #194
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Thanio Deerfriend

Thanio's tactics Show

Begin in the corner closest to the center, bow and SoF in hand.  First turn, use chameleon and move to 13,59 or equivalent.  Second round, move to 21,54 or equivalent.  Third round, use SoF and wait for Ghost.

Once I see Ghost, if it is round 7 or later or he is heading into my alley, snipe.  Otherwise, let him pass, and then follow while staying in the dark alley.  (Sorry about the added fight length, but I'd really rather engage after his force screen has run out.)  Afterwards, keep sniping.

If seen, rehide if I can do so and he will be unable to autospot me with a single move.  If not, switch to rapid shot and rely on my superior to-hit and damage per round* to win the day.

*If all attacks hit, he'd do an average of 11.5 damage with 1 standard action and an average of 2 move actions by using psionic shot, I'd do 15 damage a round with rapid shot.)

If he uses his psicrystal to "spot" me, keep sniping anyway if possible.  It means half as many attacks, but I get to keep the 50% miss chance, and get a substantially better to-hit.

If at half hit points or less, move to rehide if possible, and then use my wand to heal up above half.  Similarly, if he manages to disengage (presumably to regain focus), use my wand if I'm at 8 or more below maximum.  If I'm at 7 or less below maximum, pursue him instead.

If I can use cover with a 5', do so, but don't spend a move action to do it unless he can't negate it with a move action.

If he's in cover, negate it even if it takes a move action, or if that's not feasible get to cover of my own (even at the cost of a move action.)

Not being sneak attacked is a high priority, so try to avoid being somewhere that he can hide from and then autospot me within 30' without me autospotting him.  Better not to have it be possible in more than 30' either, as I like my DEX bonus.

Whenever attacking, fight defensively, unless I have cover that he can't easily negate.

Thanks.


Ghost

The Ghost's tactics Show

Hi Telin-

Thanks for pitlording!

Well, I guess I'm being sniped.  His spot is +4, and I can get mine to +15 (with a psicrystal also getting rolls, and sighted), whereas his hide is +18/28, and mine is +13/23... that's darned close (not to mention, quite painful for you).  Couple that with his higher to hit and damage (perhaps balanced by psionic shot?) and the balancing effects of Dorje and Wand, and this could be a long one.  His AC probably tips the balance.  Darn it.

 

Share all beneficial effects w/ psicrystal; psicrystal is actively spotting unless otherwise noted (and always uses sighted ability to help pinpoint, etc); try to stay hidden/out of light sources.

Buffing:

Round 1: Powerstone of synesthete, move out

Round 2: Chameleon (1pp from cognizance crystal), move out

Round 3: Dorje Vigor ML2, move out

Round 4: seek him out, and try to engage

Engage: (because of sneak attack damage, I would prefer to engage within 30' if possible; this is also key because of the sighted ability of the psicrystal offering great benefits.  I assume with his higher move and knowledge of all of this, that this will be a challenge)

--If he's ever within 60', and pinpointed, fire bracers of enlarged crystal shard (2d6) + PS (2d6); prefer if possible to have this as a sneak attack

--Otherwise, primary option is to snipe him - snipe with psionic shot each time, then rehide, regain focus, continue.

--Rebuff Vigor if it expires or is used up

--If there's ever an opportunity for a sneak attack, take it; if it can be rapid shotted, do so.

Notes:

--try to gain whatever bonuses are possible - it's so hard to predict; if cover is nearby, make use of it.  If we are stationarily firing at one another, please kneel.  I don't know how to predict how it will go, so I just ask Ghost to be sensible.

--If I have buffed vigor 5 times and not hurt him, surrender.

 

Please feel free to PM with questions; I'm trying to give broad and specific guidelines rather than list every possible scenario, since I think it's just likely that we both hide, snipe, make some progress, re-heal, rebuff vigor, repeat, and this may mean that we simple both exhaust our resources.  Sadly I think that would mean he'd win, too - so I'd be down about 25 charges of Vigor and lose

Thanks for pitlording!


The Fight Show

[Prefight Locations and Initiative]
Thanio starts in area 1 at (4,61) with his bow and a potion of Shield of Faith (CL2). Initiative 25.
Ghost starts in area 4 at (2,2) with a powerstone of synesthete (ML 1). Initiative 23.

[Round 1]
Thanio taps a tattoo of chameleon and moves out to 13,59.
Ghost uses the powerstone of synesthete to feel light and moves to (6,6)

[Round 2]
Thanio moves to (21,54)
Ghost uses his cognizance crystal for Chameleon and moves to (6,12), drawing his dorje of Vigor (ML2)

[Round 3]
Thanio drinks the potion of shield of faith and waits.
Ghost uses the dorje and moves to (9,17)

Map Show


[Round 4]
Thanio waits.
Ghost puts away the dorje and moves out to (10,23), drawing his bow.

[Round 5]
Thanio waits.
Ghost moves to (10,31)

[Round 6]
Thanio waits.
Ghost moves to (20,33) [Hide 21 vs Spot 12; MS 19 vs Listen 17]

Map Show


[Round 7]
Thanio waits [Hide 40 vs Spot -2; MS 27 vs Listen 7]
Ghost moves to (20,40) and is auto-spotted by Thanio, though Ghost doesn't know it.

[Round 8]
Thanio snipes at Ghost [23 vs AC16+4, hit; Dmg 1d8+3=10; Hide 18 vs Spot 20; MS -3 vs Listen 9], he is spotted by Ghost.
Ghost draws his dorje and uses it.

Thanio (21,54) 26/26, Chameleon (ends 101), Shield of Faith (ends 23)
Ghost (20,40) 27/27, Vigor (+10 temp hp, ends 28), Synesthete (ends 101), Chameleon (ends 102)

[Round 9]
Thanio attacks [27 vs AC19+4, hit; Dmg 1d8+3=10] and breaks LOS and moves to (31,55)
Ghost uses the dorje and stows it.

Thanio (31,55) 26/26, Chameleon (ends 101), Shield of Faith (ends 23)
Ghost (20,40) 27/27, Vigor (+10 temp hp, ends 29), Synesthete (ends 101), Chameleon (ends 102)

[Round 10]
Thanio moves to (32,54) and hides.
Ghost moves to (31,40) [Hide (Thanio) 31 vs Spot 8; MS 28 vs Listen 3] [Hide (Ghost) 25 vs Spot 6; MS28 vs Listen 14]

[Round 11]
Thanio waits.
Ghost moves to (32,51), his psicrystal spotting Thanio easily (but after Ghost is already on his second move action) and drops to a knee

[Round 12]
Thanio rapid shoots at Ghost [24,20 vs AC19+2, 1 hit; Dmg 1d8+3=7] and takes a knee himself.
Ghost uses his bracers of enlarged energy crystal and expends his focus on it [12 vs AC15+2+2, miss]

Thanio (32,54) 26/26, Chameleon (ends 101), Shield of Faith (ends 23)
Ghost (32,51) 27/27, unfocused, Vigor (+3 temp hp, ends 29), Synesthete (ends 101), Chameleon (ends 102)

[Round 13]
Thanio rapid shoots at Ghost [28,11 vs AC19+2, 1 hit; Dmg 1d8+3=4]
Ghost uses his dorje and stows it

Thanio (32,54) 26/26, Chameleon (ends 101), Shield of Faith (ends 23)
Ghost (32,51) 26/27, unfocused, Vigor (+10 temp hp, ends 33), Synesthete (ends 101), Chameleon (ends 102)

[Round 14]
Thanio rapid shoots at Ghost [29! (19-not confirmed),28 vs AC19+2, hit; Dmg 1d8+3=8,11]
Ghost draws and uses the dorje.

Thanio (32,54) 26/26, Chameleon (ends 101), Shield of Faith (ends 23)
Ghost (32,51) 17/27, unfocused, Vigor (+10 temp hp, ends 34), Synesthete (ends 101), Chameleon (ends 102)

[Round 15]
Thanio rapid shoots at Ghost [18,29! (13-not confirmed) vs AC19+2, hit; Dmg 1d8+3=10]
Ghost, having used 5 charges of his dorje and not having damaged Thanio in the least, surrenders.


Fight Result and Summary Show

Thanio wins and gains 1500xp/1600gp.
Time Between Fights:4 hours
Prebuffs/Ongoing Effects: none
Items Used:1 potion of Shield of Faith (CL2), Tattoo of Chameleon (ML1), 8 arrows (7 hits, 3 misses, 1 recovered)
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: Guard

Ghost loses and gains 500xp/533gp.
Time Between Fights:4 hours
Prebuffs/Ongoing Effects: none
Items Used: Powerstone of Synesthete (ML1), 5 charges from a dorje of Vigor (ML2, aug)
Spells or Powerpoints Used: none
Abilities Used: Cognizance Crystal (1pp), Bracers of Enlarged Crystal Shard (ML2, aug)
Free Activity: Gather Information (Bracers, trinkets)

@Eluria - you were in much worse shape than you mentioned in your tactics. Although you had superior spot, you spot checks were penalized much worse than Thanio (who has low-light vision and gets to negate the benefits of the dim lighting). This made sneak attacking impossible unless Thanio was coming for you (which he wasn't going to do). All in all, I think going super-defensive here just wasn't going to work - but once the crystal shard missed, you were in very bad shape anyway.
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3 years ago  ::  Sep 09, 2010 - 7:13AM #195
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 9 September 2010


Rolls
Time Roll: 1 hours
Lighting: Pitch Black (Remember - the lighting conditions only affect ECL5 and up)

Characters on Campaigns: {Maximum: 15 Weeks; more with GM Permission}

  • None.

Characters on Quests & Missions:

  • None this week

Characters doing Full Activities:

  • none this week

BATTLES OF GLADIUS

LEVEL 3 FIGHTS

  • Illendil Oratith (TelinArtho) vs. Ahrin (Uknits) : Eluria {Arena}
  • Ashtin (Uknits) vs. Unknown Monster : TelinArtho {Arena}

LEVEL 4 FIGHTS

  • Lady Fayne (Eluria) vs. Grubber the Black (TelinArtho) : Uknits {City}

LEVEL 5 FIGHTS

  • none this week

LEVEL 6 FIGHTS

  • Qhordryn del Khessin (Eluria) vs. Unknown Monster : TelinArtho {Cavern}

LEVEL 7 FIGHTS

  • Dentik Earthmolder (TelinArtho) vs. Malyuk (Eluria) : Yitzi {Temple}

LEVEL 10+ FIGHTS

  • none this week

Pairings done by TelinArtho.

Credits
Eluria +1 admin +1 (1 fight), -1 (3 active)
TelinArtho +2 (2 fights), -3 (5 active)
Uknits +1 (1 fight)
Yitzi +1 (1 fight)
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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3 years ago  ::  Sep 09, 2010 - 10:45AM #196
TelinArtho
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  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Giant Owl Show

OWL, GIANT
     Large Magical Beast
Hit Dice:    4d10+4 (26 hp)
Initiative:    +3
Speed:    10 ft. (2 squares), fly 70 ft. (average)
Armor Class:    15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple:    +4/+12
Attack:    Claw +7 melee (1d6+4)
Full Attack:    2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)
Space/Reach:    10 ft./5 ft.
Special Attacks:    —
Special Qualities:    Superior lowlight vision
Saves:    Fort +5, Ref +7, Will +3
Abilities:    Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills:    Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10
Feats:    Alertness, Wingover
Environment:    Temperate forests
Organization:    Solitary, pair, or company (3–5)
Challenge Rating:    3
Treasure:    None
Alignment:    Usually neutral good
Advancement:    5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment:    +2 (cohort)
Giant owls are nocturnal birds of prey, feared for their ability to hunt and attack in near silence. They are intelligent, and though naturally suspicious, sometimes associate with good creatures.  A typical giant owl stands about 9 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size.
Giant owls speak Common and Sylvan.
COMBAT
A giant owl attacks by gliding silently just a few feet above its prey and plunging to strike when directly overhead.
Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.
Skills: Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.
*When in flight, giant owls gain a +8 bonus on Move Silently checks.

No equipment - treasure is "None"


Tactics Show

Fly to the ceiling and circle arena until target is sighted. Dive charge with a claw attack. On the following round, take a 5ft step to the ground and full attack. Fight in melee thereafter.


Ashtin

Ashtin's tactics Show

Oh dear, winged is it?  This could cause issues.

Start in the default position.  Have the usual (psychic strike, psionically focused, shield and mindblade out) ready.  Start single moving aroung the field (clockwise), making noise and readying an action to attack (with psionic weapon) if the foe comes in range of melee.

If the opponent has some sort of projectile weapon and isn't landing, (or is avoiding me for any other reason) then try to move into range to throw my mindblade at it.  If I can't move into range to throw, just throw with the range penalty.

If the opponent comes into melee but doesn't stay in melee, (mainly by flyby attack) continue to ready actions to hit it when it comes in melee range, recharging my psychic strike whenever it is discharged.  If it won't come back in range at any point, begin throwing mindblade as before.

If he stays in melee, awesome.  Just attack and recharge psychic strike as needed.  Don't worry about regaining psionic focus.  If it goes for grapple, continue to fight in grapple with mindblade.


The Fight Show

[Prefight Locations and Initiative]
Ashtin starts in area 4 at (5,32) with shield and mindblade out, psionically focused and with psychic strike charged. Initiative 15
Giant owl starts in area 1 at (31,59) with nothing in its claws. Initiative 8.

[Round 1]
Ashtin moves to (10,34), makes noise and readies to attack with psionic weapon if a target comes in range to hit.
Giant owl hears the target and flies out to (31,50,9)

[Round 2]
Ashtin sees the owl and continues to ready.
Giant owl dives at Ashtin (11,36,1), triggering his ready [16 vs AC15-2, hit; Dmg 1d6+5+1d8+2d6=21]
Giant owl finishes the dive [25 vs AC21, hit; Dmg 2d6+8=15]

Ashtin (10,34) 9/24, unfocused
Giant owl (11,36,1) 5/26, charged

[Round 3]
Ashtin recharges his mind blade and attacks [20 vs AC15-2, hit; Dmg 1d6+5+1d8=12] and the giant owl falls dead.


Fight Result and Summary Show

Ashtin wins and gains 900xp/900gp.
Time Between Fights: 1 hr
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: none
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3 years ago  ::  Sep 10, 2010 - 11:30AM #197
TelinArtho
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Date Joined: Nov 3, 2004
Posts: 13,722
Bob the Half-Fiend Minotaur Show

Large Outsider (Native)
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Fly 30ft (average)
Armor Class: 18 (-1 size, +2 dex, +7 natural), touch 11, flat-footed - (see text)
Base Attack/Grapple: +6/+16
Attack: Greataxe +12 melee (3d6+9/x3) or gore +11 melee (1d8+6) or Javelin +7 ranged (1d8+6)
Full Attack: Greataxe +12/+7 melee (3d6+9/x3) and gore +6 melee (1d8+3) and Bite +6 melee (1d8+3)
or Gore +11 melee (1d8+6) and 2 Claws +6 melee (1d6+3) and Bite +6 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 4d6+9, Smite Good (+6 dmg vs Good), Spell-like abilities
Special Qualities: Darkvision 60 ft., natural cunning, scent, Immune to Poison, Resistance to Acid 10, Cold 10, Electricity 10, Fire 10, DR 5/magic, SR 16
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 23, Dex 14, Con 17, Int 11, Wis 10, Cha 10
Skills: Intimidate +6, Listen +10, Search +4, Spot +10
Feats: Great Fortitude, Power Attack, Track
Challenge Rating: 4+2
Alignment: Usually chaotic Evil

A minotaur stands more than 7 feet tall and weighs about 700 pounds.
Minotaurs speak Giant.
COMBAT
Minotaurs prefer melee combat, where their great strength serves them well.
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +11 attack bonus that deals 4d6+9 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

Spell-like abilities (CL6, Save DC10+SL): Darkness 3/day, Desecrate, Unholy Blight

Equipment: 5600gp, Large Greataxe
{Ma} +300gp
Large Silver Greataxe 400gp
Large Cold Iron Greataxe 80gp
10 Large Javelins 20gp
Cloak of Resistance +1 1000gp
Amulet of Nat Armor +1 2000gp

Potion of Mage Armor (CL1) 50gp
Potion of Bull's Strength (CL3) 300gp
Potion of Shield of Faith +2 (CL2) 100gp
Tattoo of Skate (ML1) 100gp

Potion of Bear's Endurance (CL3) 300gp


Bob's tactics Show

Well, regular AC is not too important here, so start with a potion of Shield of Faith and a potion of bull's strength in hand.

Round 1-3 - drink bull's strength, bear's endurance, shield of faith

Move out with greataxe in hand.

Once Q is found - move in and kill. Start with powerful charge if possible.

If a swarm presents itself, try killing it with unholy blight. Otherwise, just ignore it.

That should be it.


Qhordryn del Khessin

Qhordryn's tactics Show

Thanks for pitlording.

I love that if I made a half-fiend minotaur, it would be ECL12… and yet poor little Qhordryn, sans cohort at that, gets to be mauled by one in the tiny cavern, no less, and in pitch black, even more-no-less, and it has resistances, scent, darkvision… wow, monster fights = the suck, I see.  And SR.  I’m so dead; I just shouldn’t waste any resources, clearly.

Ah well, let’s give her a go, as it’s Fight 3 and all that:

Share all beneficial spells w/ familiar.

Start at 2,25 or equiv, move down towards position at 2,23 (goal is avoid charge, potentially benefit from cover at least once) as cast SMIII for celestial bison at 9,22 blocking the entrance – it’s to stay there, ready to attack and smite on first attack.

Once done, cast mirror image from scroll, invisibility, alter self: trog, mage armor, shield.  If the creature is clearly under the effects of beneficial spells/buffs, cast dispel magic at it.  Then attack with shocking grasp (aware of its resistance; how else am I going to hurt it??) familiar as toucher and repeat x2, recall w/ PoP 1 (recall while familiar trying to touch) and repeat again.  If by some miracle I’m still alive at this point, wand of MM CL5 (use the one with more charges)

Cast then move if possible (trying to deny it pinpointing w/ scent, which likely will fail), unless need to move first to deny AoOs; 5’ step when possible, else cast defensively.

I’m entirely dead, particularly if you have the thing grapple me, but even so, entirely dead.

Thanks, good luck

Addendum:
if necessary to see cast light (honsetly for the most part it probably won't be necessary, as sonar can target on his own and the buffing doesn't need visibility, and can determine minotaurs location from sonar/hearing for the most part, but if it gets up to the magic missile part will require light)


The Fight Show

[Prefight locations and initiative]
Qhordryn del Khessin starts in area 4 at (6,2) with a scroll of mirror image. Initiative 20. Sonar is on his shoulder.
Bob starts in area 2 at (27,27) with a potion of shield of faith (CL2) and a potion of bull's strength (CL3) in hand. Initiative 5.

[Round 1]
Q takes a 5ft step to (7,2) and begins casting SMIII. [Listen 14 vs DC0]
Bob hears casting in the opposite corner and drinks a potion of bull's strength and draws a potion of bear's endurance.

[Round 2]
Q finishes casting and Bill the bison appears at (8,10). It takes a 5ft step to (9,10) and readies to attack and smite any angry minotaurs.
Q casts light from memory. Need this in order to read from the scroll
Bob drinks the potion of bear's endurance and draws his greataxe.

[Round 3]
Q casts Mirror Image from the scroll [1d4+1=2 images]
Bob drinks the potion of shield of faith and moves out to (23,23)

[Round 4]
Q casts invisibility from memory.
Bob moves to (13,19)

[Round 5]
Q casts Alter self and changes into a troglodyte.
Bob moves to (9,18), preparing to charge.

[Round 6]
Q casts mage armor from memory.
Bob uses a powerful charge on the bison, smiting good with his attack (9,13) [28 vs AC13, hit; Dmg 4d6+9+3+6=29]

Qhordryn (8,2) 24/24, Mirror Image (2 images, ends 33), Light, Invisibility (ends 64), Alter Self (Trog), Mage Armor (ends 6 hours)
-- Bill the Bison (9,10) 8/37 (ends 8)
-- Sonar (8,2) 12/12
Bob (9,13) 45+12/45+12, Bull's Strength, Bear's endurance, Shield of faith

[Round 7]
Bill takes a step forward and gores the minotaur [25 vs AC18+2, hit; Dmg 1d8+9+6=22]
Q casts shield from memory.
Bob smashes Bill with his greataxe [23 vs AC13, hit; Dmg 3d6+9+3=21] and moves to (9,7), picking up Q's scent.

Qhordryn (8,2) 24/24, Mirror Image (2 images, ends 33), Light, Invisibility (ends 64), Alter Self (Trog), Mage Armor (ends 6 hours), Shield (ends 67)
-- Bill the Bison (9,11) -13/37 (ends 8)
-- Sonar (8,2) 12/12
Bob (9,7) 23+12/45+12, Bull's Strength, Bear's endurance, Shield of faith

[Round 8]
Q casts Shocking grasp and designates Sonar as the toucher. Sonar moves out, turning visible, and moves through Bob's threatened area [22 vs AC19, hit; Dmg 3d6+9+3=21], nearly killing the familiar outright.
Q moves to (1,2) [MS 14 vs Listen 12]
Bob moves to (2,3) I forgot that you have light up - so it is easy to tell where Q is by that virtue - still a 50% miss chance though

Qhordryn (1,2) 24/24, Mirror Image (2 images, ends 33), Light, Invisibility (ends 64), Alter Self (Trog), Mage Armor (ends 6 hours), Shield (ends 67)
-- Bill the Bison (9,11) -13/37 (ends 8)
-- Sonar (8,2) -9/12
Bob (2,3) 23+12/45+12, Bull's Strength, Bear's endurance, Shield of faith

[Round 9]
Q casts shocking grasp and tries to touch the minotaur [19 vs AC11+2, hit; Dmg 5d6-10=8], but it fizzles [11 vs SR16, fail]
Bob laughs off the pain and tries to kill Q [2 (image), 16 vs AC10, hit, image destroyed; 2 (Image), 24 vs AC10, hit, image destroyed]
Roaring, he continues to attack with a bite and a head butt [10,20 vs AC10+6+4+4, miss]

Qhordryn (1,2) 24/24, Mirror Image (ended), Light, Invisibility (ended), Alter Self (Trog), Mage Armor (ends 6 hours), Shield (ends 67)
-- Bill the Bison (9,11) -13/37 (ends 8)
-- Sonar (8,2) -9/12
Bob (2,3) 23+12/45+12, Bull's Strength, Bear's endurance, Shield of faith

[Round 10]
Q recalls shocking grasp with a pearl.
Bob attacks Q [23,21,15,9 vs AC10+6+4+4, miss]

[Round 11]
Q casts shocking grasp defensively [25 vs DC15+1, success] and tries to touch the minotaur [1! vs AC11, miss] so he holds the charge.
Bob full attacks Q [29,19,13,23 vs AC10+6+4+4, 1 hit; Dmg 3d6+9+3=23]

Qhordryn (1,2) 1/24, Light, Alter Self (Trog), Mage Armor (ends 6 hours), Shield (ends 67)
-- Bill the Bison (9,11) -13/37 (ends 8)
-- Sonar (8,2) -9/12
Bob (2,3) 23+12/45+12, Bull's Strength, Bear's endurance, Shield of faith

[Round 12]
Q tries to touch the minotaur again [14 vs AC11+2, hit; 21 vs SR 16, success; Dmg 5d6-10=11] and draws his wand of MM (CL5)
Bob full attacks Q [17,12,18,14 vs AC10+6+4+4, miss]

Qhordryn (1,2) 1/24, Light, Alter Self (Trog), Mage Armor (ends 6 hours), Shield (ends 67)
-- Bill the Bison (9,11) -13/37 (ends 8)
-- Sonar (8,2) -9/12
Bob (2,3) 12+12/45+12, Bull's Strength, Bear's endurance, Shield of faith

[Round 13]
Q uses the wand on the minotaur [12 vs SR16, failed]
Bob full attacks Q [30,14 vs AC10+6+4+4; 1 hit; Dmg 3d6+9+3=25] and Q is killed]


Fight Result and Summary Show

Qhordryn del Khessin loses and gains 600xp + 25% = 750xp/833gp
Time Between Fights: 1h
Prebuffs/Ongoing Effects: Mage Armor <6 h
Items Used: Scroll of Mirror Image (CL3), 1 charge MM CL5
Spells or Powerpoints Used: Q - Mage Armor (1), Shield (1), Alter Self (2), Invisibility (2), 2x Shocking Grasp
Abilities Used: Pearl of Power 1st
Free Activity: craft 186.3gp
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3 years ago  ::  Sep 10, 2010 - 4:50PM #198
Uknits
Date Joined: Aug 24, 2010
Posts: 2,974

Grubber the Black (TelinArtho) Vs. Lady Fayne (Eluria)


Lady Fayne's tactics Show


Hi Uknits-


 


Thanks for pitlording!  The mess of dogs you’re going to have to keep track of, I’m sorry!  I wonder if I should try to kill him with Enlarged person + Grapple, or with Sonic Produce Flame…  I see I can’t go invisible and expect my doggies to follow or obey me, huh…


 


 


 


Start surrounded by dogs (gaining cover from them), holding antitoxin and scroll of enlarge person


 


Round 1: Drink antitoxin, handle animals to Heel


 


Round 2: Rust bag of tricks (throw it as far forward as possible, have it Seek)


 


Round 3+: UMD Sonic Produce Flame scroll (until successful), single move out when done


 


Round 4: Inspire courage (+1 to hit and damage for all of us, including baggy-creature and doggies), move out


 


 


 


Continue moving until he’s spotted; ignore his dogs; once he’s spotted note that all animals automatically Defend, so if he attacks they should fight back, but either way, order the animals to attack him, and engage with thrown sonic produce flames at him.  If he’s still up after all produced flames are used, recast it and continue.


 


 


 


Notes:


 


--If blinded, turn invisible and hope the animals kill him (if the bag of tricks animal is gone, throw another one)


 


--If the bag of tricks animal dies, throw another


 


--If with spellcraft detect he has resist energy: sonic up, instead of produce flames draw and cast enlarge person, move to grapple, grapple him to death


 


 


 


 


 


Thanks, good luck!




Grubber's tactics Show


Grubber the Black versus Lady Fayne


Well let's see who has better control over the animals of the situation. Basic plan - kill the dogs, then focus on Fayne.


Start off at the front corner of my starting area, mounted on Grak with Grik adjacent. Hold the wand of Bless (CL1) in hand.


Round 1- order Grik to heel and move out.
Round 2- use the wand and stow it while moving more. Draw crossbow.
Round 3- load crossbow, continue moving.


Once Fayne is found, order Grik to attack, and cast Doom on Fayne.


Grik and Grak will focus on the dogs, anything from the bag of tricks and then Fayne. As long as he is able to fire the crossbow without AoO, Grubber will do so - focusing on the dogs, animals from the bag of tricks and then Fayne.


If unable to attack without drawing an AoO, draw the wand of inflict wounds and start using it on the opponents. Any wounded dog that starts adjacent to Grubber will be attacked with Grubber's death touch.


Use Grak for cover if it helps (not likely, but it could happen). Use ride checks to avoid trip. If grappled, Grubber will try to escape.


If I haven't found Fayne's entourage by round 8, draw and use the wand of bless again and then stow it. Otherwise - do not refresh it unless I have no other available target.


If Grak is taken down and Grik is within 5ft - remount on to the other dog. Otherwise, just stay on the ground.


I think that's it. I'm truly sorry about the 10+ person fight - but sometimes it happens...


Fight Show


Rolls
www.hwx.it/wizards.com/dice.php?sid=4423


Round 0
Grubber goes first in square three with a wand of bless armed and mounted on Grak, Grick to his side.
1d4=3  Staring location
1d20+4=9  Grubber initiative
1d20+2=14  Grak initiative (irrelavent because he changes to Grubber's when he heels.)
Lady Fayne starts in square 4 with her bag of tricks ready and surrounded by an entourage of puppies.
1d4=4  Starting Location
1d20+2=9  Fayne Initiative
1d20+3=11  Dog initiative (Which i irrelevant because they all change their initiative to Fayne's to heel.)


Round 1
Grubber tries to get Grik to heel unsuccesfully twice.
1d20+3=11
1d20+3=9
Lady Fayne drinks her antitoxin and succesfully gets 4 of her puppy minions to heel.
16/20;7/20;3/20;15/20;10/20;5/20  (6 to succeed)


Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo 6/6    hp AC 17 (touch 14)
Spot 6/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik 13/13    hp AC 20 (touch 12)
Grubber  10/10    hp AC 25 (touch 19)



Round 2
Grubber fails again to get the attention of Grik the first time, but gets his attention the second.
1d20+3=11
1d20+3=18
Lady Fayne pulla boar out of her bag and tosses is 20' in front of her. She then has it set out to seek.
73/100   Bag of Tricks
1d20+9=16  Seek check
1d3=2  Boar's direction


[IMG]www.identicalsoftware.com/coco/coco.php/...dog,S,3,3/e=Gdg2,S,3,2/f=Gdg3,S,2,3/g=Gdg4,S,3,1/h=Gdg5,S,1,3/i=Gd6,S,2,1,15,14/x.jpg[/IMG]
Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo 6/6    hp AC 17 (touch 14)
Spot 6/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik 13/13    hp AC 20 (touch 12)
Grubber  10/10    hp AC 25 (touch 19)
Boar 25/25    hp AC 16 (touch 10)



Round 3
Grubber moves out, casting bless on his dogs and himself.  He then swaps it our for his crossbow.
1d2=2  Direction
Fayne gets her remaining 2 dogs to heel and tries to acces her scroll of Produce flames, succeeding in lighting her hands on fire with sound waves.  The Boar continues NE.
7/20;11/20 Heel check
1d20+16=23  UMD check
(note, I realized that heel is a move action, and thus you can do it twice in a round in lieu of your standard action, which he wasn't using until he started moving.  Also, I realized that Fayne can't make both a heel and seek check at the same time.)
[IMG]
www.identicalsoftware.com/coco/coco.php/...dog,S,3,3/e=Gdg2,S,3,2/f=Gdg3,S,2,3/g=Gdg4,S,3,1/h=Gdg5,S,1,3/i=Gd6,S,27,21/x.jpg[/IMG]
Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo 6/6    hp AC 17 (touch 14)
Spot 6/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik 13/13    hp AC 20 (touch 12)
Grubber  10/10    hp AC 25 (touch 19)
Boar 25/25    hp AC 16 (touch 10) (27,21)


Round 4
Grubber cocks his crossbow as he moves further.
Lady fayne begins singing and moves out towards the center.
The boar hears Grubber coming as he finally moves into range of hearing and the boar moves in to position to charge.
1d20-2=16 listen -7 distance
1d20-4=13 Move silently -4 double move

[IMG]
www.identicalsoftware.com/coco/coco.php/...=Gdog,S,9,4/e=Gdg2,S,9,3/f=Gdg3,S,8,4/g=Gdg4,S,9,2/h=Gdg5,S,7,4/i=Gd6,S,32,20/x.jpg[/IMG]
Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo 6/6    hp AC 17 (touch 14)
Spot 6/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik 13/13    hp AC 20 (touch 12)
Grubber  10/10    hp AC 25 (touch 19)
Boar 25/25    hp AC 16 (touch 10)


Round 5
Grubber orders his doggy Grik to attack, shifts, then shoots the boar with his crossbow.  He misses, but the puppy bites the boar for 7 damage, drawing first blood.  The boar shakes off the trip attempt, however.
1d20+3=21  Attack check  +1 for bless, doesn't make a difference
1d20+6=9  Crossbow attack +1 for bless, doesn't make a difference
1d20+3=20  Doggy attack
1d6+3=7 doggy damge
1d20+2=10  trip check
1d20+6=20  trip avoid check
Lady Fayne, hearing the sounds of combat, moves to meet up with her piggy.  Her piggy, meantime, attacks Grik, but to no avail. 
1d20+1=17  DC 3
1d20+4=14  Boar attack
 (Note, roles are located in round 4)
[IMG]
www.identicalsoftware.com/coco/coco.php/...d=Gdog,S,19,8/e=Gdg2,S,19,7/f=Gdg3,S,18,8/g=Gdg4,S,19,6/h=Gdg5,S,17,8/i=Gd6,S,32,20,18,6/x.jpg[/IMG]


Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo 6/6    hp AC 17 (touch 14)
Spot 6/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik 13/13    hp AC 20 (touch 12)
Grubber  10/10    hp AC 25 (touch 19)
Boar 18/25    hp AC 16 (touch 10)


Round 6
Grubber shoots the boar, but the glancing blow does only 1 damage.  Grik, however, bite the boar for 7 damage, and almost pulls it over. (The first trip check was a tie, and they both have equal strength modifiers, so I did a re-roll, but then realized I should go with the the higher modifier)
1d20+2=16  (shooting into melee) +1 for bless, doesn't make a difference
1d20+3=22  Dog attack +1 for bless, doesn't make a difference
1d6=1  Crossbow
1d6+3=6  Bite
1d20+2=18  Trip
1d20+6=18  Trip avoid 
Lady Fayne continues the great dog migration closer to the battle, while the boar misses, even with the retroactivley added music.
1d20+4=11  (+1 another 1 for singing, doesn't matter)

[IMG]
www.identicalsoftware.com/coco/coco.php/.../d=Gdog,S,26,16/e=Gdg2,S,26,15/f=Gdg3,S,25,16/g=Gdg4,S,26,14/h=Gdg5,S,24,16/i=Gd6,S,32,20,25,14/x.jpg[/IMG]


Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo 6/6    hp AC 17 (touch 14)
Spot 6/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik 13/13    hp AC 20 (touch 12)
Grubber  10/10    hp AC 25 (touch 19)
Boar 11/25    hp AC 16 (touch 10)


Round 7
Grubber shoots the beast again, scoring 6 damage, and his dog strikes for 8.  Only the ferocity of the beast keeps it alive.
1d20+2=19 +1 for bless, doesn't make a difference
1d20+3=19 +1 for bless, doesn't make a difference
1d6=6  Damages
1d6+3=8  Damages
1d20+2=8 trip
1d20+6=14 trip avoid
Lady Fayne finally gets her dog swarm in sight of her foe while the boar glances its tusks off the dog's armour.
1d20+5=19

Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo 6/6    hp AC 17 (touch 14)
Spot 6/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik 13/13    hp AC 20 (touch 12)
Grubber  10/10    hp AC 25 (touch 19)
Boar -3/25    hp AC 16 (touch 10)


Round 8
Finnally seeing his quarry, Grubber loads his crossbow and casts doom against Fayne.  Grik attacks, but misses the boar.
1d20+3=13  (+1 bless, no difference)
Fayne orders the dogs to attack, but shaken by doom, she gets only three of their attentions.  She then throws her flame at Grubber, but misses.  The boar fails to hit anything.  Again.  Mo runs after Grubber along with Spot and Rex.  Grik gets and AoO against Mo, but misses, but his attempt draws the ire of the 3 that didn't go for Grubber. They attack Grik (Rational, as pack animals, the others join to defend one of the pack)  One hits for 4 damage.  The other 3 attack Grubber, but none hit.
1d20+5=8 Will save
2/20,5/20;14/20;19/20;8/20;15/20  (Attack order check, 13 needed)
1d20+5=12  Boar attack
1d20+3=16 AoO
20/20;15/20;14/20  Attacks vs Grik (AC20-3 attack bonus, 17 needed)
1d20+3=17 crit confirm
1d4+2=4 damage
13/20;3/20;5/20 Attacks vs Grubber (20's only)


(note, attacks are in round 9)
[IMG]
www.identicalsoftware.com/coco/coco.php/.../d=Gdog,S,34,20/e=Gdg2,S,33,15/f=Gdg3,S,32,15/g=Gdg4,S,33,14/h=Gdg5,S,33,20/i=Gd6,S,32,20,32,19/x.jpg[/IMG]


Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo 5/6    hp AC 17 (touch 14)
Spot 6/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik 9/13    hp AC 20 (touch 12)
Grubber  10/10    hp AC 25 (touch 19)
Boar -3/25    hp AC 16 (touch 10)


Round 9
Grubber uses the wand, but misses, while his dog bites the boar for 5 more damage.  Grak hits Mo, but does minimal damage to Mo.
1d20+6=17 (this was a fail roll, it should only be +1 because it is a melee touch attack, not a ranged one.  A 12 doesn't hit.)
1d20+5=25 Ride check DC10
1d20+3=20 Grik attack.  Again, +1 bless, but irrelevant. 
1d6+3=5  damage
1d20+4=21  Grak attack
1d6+3=4  Damage
1d20+2=22 trip
1d20-3=10trip avoid
Fayne throws fire but misses, but one of the dog hits for 4 damage.  One of the dogs hit Grik for 4. The boar, again, misses.
20/20;11/20;3/20 (20 to hit)
1d20+3=5 crit confirm
1d4+1=3  +1 singing
20/20;15/20;14/20  (17 to hit as before)
1d20+3=17 (crit confirm)
1d4+2=4 Damage


Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo 2/6    hp AC 17 (touch 14)
Spot 6/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik 4/13    hp AC 20 (touch 12)
Grubber  6/10    hp AC 25 (touch 19)
Boar -8/25    hp AC 16 (touch 10)


Round 10
Grubber uses death touch on Mo, instantly killing him. Grik attack the boar, but misses. Grak also misses.
1d20=14 (+1 bless, doens't matter)
1d6=6 Death touch
1d20+4=10  Finally remembered bless for Grik, but missed
13/20 ride check 5 needed
1d20+4=15  Grak attack
Fayne throws her final fire at Grubber, but he barley evades because of being in melee.  Her 2 remaing puppies attack, but miss due to Grubber's quick reflexes.  The entourage around the Grik all miss.
17/20;18/20 (20 to hit Grubber)
3/20;8/20;4/20 (17 to hit Grik)
1d20+5=9 boar attack
1d20+4=19 (-2 attacking into melee, does make a difference)


Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo -10/6    hp AC 17 (touch 14)
Spot 6/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik 4/13    hp AC 20 (touch 12)
Grubber  6/10    hp AC 25 (touch 19)
Boar -8/25    hp AC 16 (touch 10)


Round 11
Grubber uses wand of inflict light wounds again and attacks spot, but only does 2 damage.  Grik tries again to finsh off the boar, finally ripping its leg off.  Grak misses again.
1d20+1=14 wand attack
1d8+1=2 damage
1d20+4=21 Grik attack
1d6+3=7 damage
11/20 ride check 5 needed
1d20+4=8 attack
Fayne pulls out another creature from her bag, this time being a a wolf.  She orders it to attack, but it seems to confused to pay attention.  The dogs attack, and 1 finally hits Grik for 6.
1d100=47 bag of tricks
1d20+7=12 attack order
2/20;5/20 attack v Grubber, 20 to hit
13/20;19/20;5/20 attack v grik, 17 to hit
1d4+2=6 damage



Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo -10/6    hp AC 17 (touch 14)
Spot 4/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik -4/13    hp AC 20 (touch 12)
Grubber  6/10    hp AC 25 (touch 19)
Boar -15/25    hp AC 16 (touch 10)
Wolf 13/13    hp AC 14 (touch 12)


Round 12
Grubber attacks Spot yet again, but almost stabs himself in his clumsy attempt.  Grik lies dying.  Grubber is unable to get Grak to attack.
1d20+1=2 wand attack
4/20 5 needed ride check


Fayne tries again to get the wolf to attack, but it takes a second try to get it to pay attention.  He move into position to attack Grubber next turn.  The dogs all gloriously miss their tragets.
1d20+7=10 Attack order
1d20+7=23 Attack order
11/20;10/20;11/20;1/20;13/20 20 to hit grubber
Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo -10/6    hp AC 17 (touch 14)
Spot 4/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik -5/13    hp AC 20 (touch 12)
Grubber  6/10    hp AC 25 (touch 19)
Boar -15/25    hp AC 16 (touch 10)
Wolf 13/13    hp AC 14 (touch 12)


Round 13
Grubber tries again to get Spot, but fail to hit him.  Grak is again unable to attack.
1d20+1=7 wand attack
3/20 ride check 5 needed

Fayne tries to refresh her Produce flames spell, but fails.  All 5 dogs are around Grubber now, but the wolf has no room to reach.  Even flanked, however, Grubber is too elusive for them.
1d20+14=20  UMD
3/20;2/20;9/20;15/20;16/20 20 to hit



Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo -10/6    hp AC 17 (touch 14)
Spot 4/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik -6/13    hp AC 20 (touch 12)
Grubber  6/10    hp AC 25 (touch 19)
Boar -15/25    hp AC 16 (touch 10)
Wolf 7/13    hp AC 14 (touch 12)


Round 14
Bless runs out (note, I retroactivley added this to all the rolls I forgot to add it to.  It made no difference.)  Grubber again attacks his flanking opponents, downing Spot.  Grak also attacks, but misses Snuffles.
1d20=14 touch attack
1d8+1=9 damage
8/20 ride, need 5
1d20+3=13 attack
Fayne refreshes her flames.  Thw wolf moves in to fill Spot's place, but they all miss.
1d20+14=30  UMD
6/20;10/20;11/20;2/20;10/20 20 needed to hit


Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly 6/6    hp AC 17 (touch 14)
Mo -10/6    hp AC 17 (touch 14)
Spot -3/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik -5/13    hp AC 20 (touch 12)
Grubber  6/10    hp AC 25 (touch 19)
Boar -15/25    hp AC 16 (touch 10)
Wolf 7/13    hp AC 14 (touch 12)


Round 15
Grubber blasts Curly with the wand, knocking him out as well.  Grak is unable to attack.
1d20+5=8 ride DC 10
1d20+0=18 attack with wand
1d8+1=9 wand damage
The dogs all fail to hit the wolf hits for 6, disabling Grubber, but Fayne misses.
7/20;10/20;19/20;8/20 20 needed
20/20 wolf (20 needed)
1d6+2=6 wolf damage
1d20+4=11 Touch attack


Fayne 20/20 hp AC 17 (touch 12)     
Larry  6/6    hp AC 17 (touch 14)
Curly -3/6    hp AC 17 (touch 14)
Mo -10/6    hp AC 17 (touch 14)
Spot -6/6    hp AC 17 (touch 14)
Rex 6/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik -3/13    hp AC 20 (touch 12)
Grubber  0/10    hp AC 25 (touch 19)
Boar -15/25    hp AC 16 (touch 10)
Wolf 7/13    hp AC 14 (touch 12)


Round 16
Grubber, using the wand to great effect (if not Grak, who again cannot attack) disabling Rex., falling unconscious  himself
1d20+5=6 ride check DC 10
1d20=15 wand
1d8+1=6 damage
The dogs all miss Gruber again, but Fayne finally lands a hit for 5 damage.


Fayne 20/20 hp AC 17 (touch 12)     
Larry  -4/6    hp AC 17 (touch 14)
Curly -4/6    hp AC 17 (touch 14)
Mo -10/6    hp AC 17 (touch 14)
Spot -6/6    hp AC 17 (touch 14)
Rex -1/6    hp AC 17 (touch 14)
Snuffles 6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik -4/13    hp AC 20 (touch 12)
Grubber  -1/10    hp AC 25 (touch 19)
Boar -15/25    hp AC 16 (touch 10)
Wolf 7/13    hp AC 14 (touch 12)


Round 17
Grubber barley misses, but skillfully guides Grak to disable and trip Snuffles.
Snuffles tries to stand, but gets bitten back down, where he stays.  The wolf misses, but Fayne incinerate Grubber with sonic energy.


Fayne 20/20 hp AC 17 (touch 12)     
Larry  -4/6    hp AC 17 (touch 14)
Curly -4/6    hp AC 17 (touch 14)
Mo -10/6    hp AC 17 (touch 14)
Spot -6/6    hp AC 17 (touch 14)
Rex -1/6    hp AC 17 (touch 14)
Snuffles -6/6    hp AC 17 (touch 14)
Grak 13/13    hp AC 20 (touch 12)
Grik -4/13    hp AC 20 (touch 12)
Grubber  -13/10    hp AC 25 (touch 19)
Boar -15/25    hp AC 16 (touch 10)
Wolf 7/13    hp AC 14 (touch 12)



Results Show


Grubber loses and gains 400xp/400gp.
Time Between Fights: 1 hour
Prebuffs/Ongoing Effects: None
Items Used: 7 charge sof wand of inflict light wounds, 1 use of wand of bless
Spells or Powerpoints Used: Doom
1/day Abilities Used: 1 use Death Touch
Free Activity: guard


Lady Fayne Wins and gains1,512xp/1604gp
Time Between Fights: 1 hour
Prebuffs/Ongoing Effects: Mo is dead
Items Used: 2 scrolls of Produce sonic flames, antitoxin
Spells or Powerpoints Used: none
x/day Abilities Used: 1 use bard song
Free Activity: Perform

Note, I was going to retroactivley run stablization checks for everyone, but the battle wouldn't have lasted long enough for anyone to die of their wounds.


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3 years ago  ::  Sep 11, 2010 - 7:29PM #199
Eluria
Date Joined: Jan 20, 2007
Posts: 3,170
Illendil

Illendil's tactics Show

Ambush and Assassinate both work, but Assassinate has no target to affect  

I'll start in box 1, he can start in box 2. Rob store for a +1 arrow of Elf-bane (166gp, 5cp)

Start at (35,56) with bow in hand. Take a 5ft step to (36,56), hide and wait until Ahrin is in sight and within 110ft.

Once those conditions are met, snipe at him with the elf-bane arrow. Should be +10 vs AC15 for 1d8+3+2d6 - average damage should be enough here, so hopefully I won't flub the attack roll...

If he survives the attack, continue to snipe as long as I remain hidden and at range.

If he comes to melee, draw my rapier and go for feint and sneak attack tactics. I don't have improved feint, so I'll just have to deal with attacking every other round for now.

If he hasn't come into sight by round 6, move to the next obstacles to see about getting a better angle on him. If I see him moving away from me, move to the other side of the starting area and get as close as possible while staying hidden.

If I am spotted before sniping the elf-bane arrow - break LOS to reestablish the snipe. I don't care about subsequent snipes - but the first attack should always be with a snipe.

Have fun running the fight.


Ahrin

Ahrin's tactics Show

Awesome start.  I'm defender so no traps for Illendil.  Start with greatsword in hand, dodge declared against Illendil.
We both have next to no hp, so this should be pretty quick for a rogue fight.  Step 1, get shield up.  Retry as needed.  Step 2, sing.  Next, double move from cover to cover, going clockwise.  Use the ring of rocks around the center for cover.  If I see him, stay behind cover and cast sleep at him.  If he fails his save (DC 14), coup de grace with a greatsword.  If he succeeds, move into position to charge, with priority being keeping him in sight.  Proceed to charge.  If a charge is impossible, approach normally, keeping him in sight.  Once in melee, beat him with a greatsword, hopefully before my song effects and shield run out.
Sorry, for this, but it just hit me that elves are immune to sleep.  So instead of sleep, do as follows:
When I start moving to find him, cast silent image to create 4 copies of myself that move along with me, also taking any availabel cover.  I'll have to stop singing to concentrate, but go ahead and sing for the one round anyway for the 5 round effect.  Then, when I see him, move all the images and me into range for a charge so he won't know which one is me.  Single move and total defense while getting into charging positions so he doesn't get the double move bonus to lsisten checks to determine which one is me.  Charging will break my concentration and end the spell, but by then I'll be ok. He'll get a DC 14 will save to disbelieve.



The Fight Show

ROLLS

Illendil successfully robs store: arrow of elfbane; Illendil successfully ambushes Ahrin; choses to start in box1 with his foe in box2

Surprise round: Illendil moves from 35,56 to 36,56

Illendil 13/13 AC 19, Bow
Ahrin 13/13 AC 18 (+1 dodge), Greatsword

Round 1:
Ahrin tries to UMD scroll of Shield: 1! (can’t use for 24 hours)
Illendil waits to snipe (not rolling listen check since knows Ahrin is in Box2)

Rd 2:
Ahrin tries to UMD another scroll of Shield: success!
Illendil waits to snipe

Illendil 13/13 AC 19, Bow
Ahrin 13/13 AC 18 +4 (+1 dodge), Greatsword, Shield (ends 12)

Rd 3:
Ahrin starts singing for inspire courage
Illendil waits to snipe

x.jpg

Rd 4:
Ahrin stops singing, casts silent image, maintains concentration (note: concentration is a std action, and total defense is a std action – cannot do both while moving), moves out (clockwise, as specified, heading towards middle rocks for cover)
Illendil waits to snipe

Illendil 13/13 AC 19, Bow
Ahrin 13/13 AC 18 +4 (+1 dodge), Greatsword, Shield (ends 12), Inspire Courage (ends 8), Silent Image (concentration)

x.jpg

Rd 5:
Ahrin (concentrating) single moves towards the center (does not spot Illendil – nearly impossible)
Illendil sees 5 Ahrins, heading clockwise – squints, disbelieves the illusion (21 vs DC 14) (Pitlord note: Illusions are always challenging to run; I have seen people interpret “interacts with” in both ways, active and passive – here, Illendil is looking at the image – is that interaction?  That is the argument put forth for why, when passing an illusion of a stone wall (not touching it) some characters get saves, with some DMs… but as far as I can tell it’s open to interpretation.  If there is disagreement about when Illendil would get to save, I would welcome discourse, debate, and discussion).  Also notes Ahrin is heading away from him, almost certainly to come at him from the counterclockwise direction… but very, very slowly.  Decides to remain hidden until Ahrin passes out of sight, then to shift into new-snipe position on the West

x.jpg

Rd 6-8:
Ahrin moves, Illendil repositions

x.jpg

Round 8-10:
Ahrin moves, Illendil waits (Note: this is when a Pitlord is “free to introduce a delay penalty” – free to, but not required; Illendil does meaningfully want to interact, and it’s sort of both of their faults, as Ahrin is moving exceedingly slowly, and could have just as easily gone counterclockwise – it seems entirely too cruel to punish Illendil at this point, when his skill package allowed the choosing of starting boxes.  This is a debatable pitlord decision.  I debated it for a while.  I decided it may seem unfair if I rule that there’s no penalty, whereas in other fights I’ve ruled there’s a penalty.  Therefore, the following occurs: )

Round 11:
Ahrin single moves, concentrating, and failing to spot his foe once more
Illendil, aware that the spectators are getting antsy, and hearing the jeers and seeing those nearest him rising to their feet, preparing to toss beer bottles at him and reveal his location, decides to snipe from here, even though there is a range penalty…  snipes: +8, +2 bane, -2 range, vs FF AC 15 – misses! And fails to re-hide, spotted by Ahrin!

x.jpg

Round 12:
Ahrin sees that Illendil was not fooled by his illusion, the arrow whizzing too close for comfort, and stops concentrating, double moving to get into charge range and seeking cover (and starts dodging Illendil)
Illendil glances at his rapier, but has at least a round of shots, so fires once more +8 vs AC 23+4 cover, missing, and draws rapier

x.jpg

Round 13:
Ahrin charges, missing
Illendil (considers stabbing the off-balance charging bard, but instead) feints (Bluff +8 vs SM{-1}+BAB{+2}) successfully

Illendil 13/13 AC 19, rapier
Ahrin 13/13 AC 18 (+1 dodge), Greatsword, Shield (ended), Inspire Courage (ended), Silent Image (ended)

x.jpg
Round 14:
Ahrin 5’ steps and attacks, just missing
Illendil flips his rapier inwards, stabbing the unsuspecting bard for 8!

Illendil 13/13 AC 19, rapier
Ahrin 5/13 AC 18 (+1 dodge), Greatsword, Shield (ended), Inspire Courage (ended), Silent Image (ended)
Rd 15:
Ahrin attacks, critically injuring the rogue.
Illendil bleeds, and loses.


Fight Result and Summary Show

Ahrin wins and gains 1062xp/1062+61gp
Time Between Fights: 1 hours
Ongoing Effects: none
Items Used: Scroll of Shield (Note: another Scroll unusable for 24 hours)
Spells/PP Used: 1 SL (silent image)
x/day Abilities Used: none
Free Activity: Perform +61gp

Illendil loses and gains 300xp/300gp
Time Between Fights: 1 hours
Ongoing Effects: none
Items Used: none
Spells/PP Used: none
x/day Abilities Used: none
Free Activity: Rob store (elf bane arrow: used)


Comments Show

-Please let me know your thoughts on the illusion ruling
-Please let me know if there is disagreement about the fairness of the delay penalty and how it was managed here





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3 years ago  ::  Sep 13, 2010 - 7:06PM #200
Yitzi
Date Joined: Jun 14, 2006
Posts: 2,762
Dentik Earthmolder

Dentik Earthmolder's tactics Show

Start off at the default square with Rock and stone next to me. Scroll of Protection from evil (CL2) in hand.

Round 1 - Bless to affect us all.
Round 2 - Cast Protection from evil from the scroll onto Rock. Rock and Stone should retreat into the ground on orders to follow my footsteps and emerge when I stomp (free action).
Round 3 - Cast Shield of Faith on myself, draw wand of Divine Favor.

Move out towards Malyuk if I've detected him or clockwise if I haven't. The goal is to find him and block off his escape with Spike Stones placed behind and around him except for the direction I'll be coming from. If he decides to go through it - fine, he takes damage and is reduced to half speed. If he stays put - he gets into melee as well - and that's what I'm looking for.

Once he's found, stomp to alert the elementals and order them to intercept and bull rush Malyuk into the spike stones (the elementals should stay out of the spike stones). Dentik will approach at the same time. After Malyuk has been through at least one square of the spike stones (to reduce his speed), the elementals will just attack - flanking when possible (while still staying out of the spike stones themselves). If Malyuk is near a wall, an elemental could go into the wall and attack from that position if Malyuk is choosing to stay within the spike stones field. If Malyuk moves further into the spike stones, dismiss them.

Dentik will cast Dispel Magic on Malyuk and then use the wand and move to melee, using his Adamantine Morningstar as his weapon of choice (use it one-handed and keep the wand in the other - this means it will be doing 1 less damage since I am not wielding it two-handed, but that is covered by the divine favor's bonus.

If in a grapple, Dentik will drop the morningstar, draw his sickle and make attacks with the sickle in the grapple. If at least one elemental is alive, Dentik will try to pin instead.

If Malyuk is flying by the time Dentik finds him, cast dispel before the spike stones.

Malyuk

Malyuk's tactics Show

Start in default position, holding bow and potion of fly


Round 1: drink potion, stay hidden


Round 2: mage armor potion


Round 3: raise up and fly towards him, ready action to shoot on him casting a spell


Always fly off the ground, out of range of melee


 


If fly is successful: always keep 1 hand free to deflect arrows (if this succeeds and is not dispelled, I think the only way he can hurt me is with spiritual weapon, or maybe if he divine favors and gets 2 attacks, but I still think I’d come out on top that way)


--Continue readying like that until would fall victim to delay penalty; the round prior to that just start shooting him


--continue until out of arrows or he dies (if he’s still alive after all this, move to engaging as below “if fly is successful but he shatters my bow)


 


If fly is successful but he shatters my bow (or I run out of arrows):


--tap tattoo of force screen then


--fly to melee and attack with as many benefits of flight as possible (ie, charge/dive, attack from higher ground, etc – including gaining -4 to hit and damage for his elementals as an airborne opponent)


--attack w/ flurry/flurry/claw/bite (note poison on first claw)


 


If he dispels fly:


--tap tattoo of force screen


--move to engage, flurry/flurry/claw/bite elementals first, then Dentik




The Fight Show


Rolls are here.

[Prefight locations and Initiative]
Malyuk starts in area D with bow and potion of fly in hand. Initiative 23.
Dentik Earthmolder starts in area A with scroll of PfE in hand. Initiative 19.
Rock-of-the-Fallen-Chasm has initiative 16.
Stone-of-the-Erupting-Volcano has initiative 9.

Malyuk: (4,4) 41/41 HP, 22 AC
Dentik Earthmolder: (4,27) 56/56 HP, 21 AC
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC

x.jpg
[Round 1]
Malyuk drinks his potion and draws a potion of mage armor.
Dentik Earthmolder casts Bless. Malyuk hears well enough to know Dentik’s starting box.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,4) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 56/56 HP, 21 AC, bless ends 71
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 2]
Malyuk drinks his potion.
Dentik Earthmolder casts Protection from Evil on Rock and gives his elementals their orders.
Rock-of-the-Fallen-Chasm sinks into the ground.
Stone-of-the-Erupting-Volcano sinks into the ground.

Malyuk: (4,4) 41/41 HP, 26 AC, fly ends 51, mage armor ends long
Dentik Earthmolder: (4,27) 56/56 HP, 21 AC, bless ends 71
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17+2 AC, bless ends 71, PfE ends 22
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 3]
Malyuk flies to 4,19 at 5’ up, and readies to shoot Dentik on spellcasting. Dentik does not see him.
Dentik Earthmolder begins to cast Shield of Faith on himself. Malyuk, who did see Dentik, shoots an arrow, and hits the cleric for 6 damage, but Dentik manages to complete his spell. Dentik then draws a wand of Divine Favor.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,19) 41/41 HP, 26 AC, fly ends 51, mage armor ends long
Dentik Earthmolder: (4,27) 50/56 HP, 24 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17+2 AC, bless ends 71, PfE ends 22
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

x.jpg
[Round 4]
Malyuk flies to 4,23 at to negate cover, as well as 5’ up to stay out of melee range, and again readies to shoot Dentik on spellcasting.
Dentik Earthmolder begins to cast Dispel Magic on Malyuk. The dretch again shoots, but the arrow bounces off the dwarf’s armor. Dentik completes the spell, and Malyuk’s magical armor disappears. His flight ability remains, however...Dentik sighs and draws a sling.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 50/56 HP, 24 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17+2 AC, bless ends 71, PfE ends 22
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

x.jpg
[Round 5]
Malyuk again readies to shoot Dentik on spellcasting.
Dentik Earthmolder uses his wand of divine favor.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 50/56 HP, 24 AC, bless ends 71, SoF ends 73, divine favor ends 15
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17+2 AC, bless ends 71, PfE ends 22
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 6]
Malyuk again readies to shoot Dentik on spellcasting.
Dentik Earthmolder loads and fires his sling, but it misfires.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 50/56 HP, 24 AC, bless ends 71, SoF ends 73, divine favor ends 15
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17+2 AC, bless ends 71, PfE ends 22
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 7]
Malyuk again readies to shoot Dentik on spellcasting.
Dentik Earthmolder loads and fires his sling, but it misfires again.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 50/56 HP, 24 AC, bless ends 71, SoF ends 73, divine favor ends 15
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17+2 AC, bless ends 71, PfE ends 22
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 8]
Malyuk again readies to shoot Dentik on spellcasting.
Dentik Earthmolder loads and fires his sling, but the dretch deflects the bullet.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 50/56 HP, 24 AC, bless ends 71, SoF ends 73, divine favor ends 15
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17+2 AC, bless ends 71, PfE ends 22
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

x.jpg
[Round 9]
Malyuk again readies to shoot Dentik on spellcasting.
Dentik Earthmolder sighs again, and puts all his attention onto watching the demon’s movements in order to dodge.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 50/56 HP, 24+4 AC, bless ends 71, SoF ends 73, divine favor ends 15
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17+2 AC, bless ends 71, PfE ends 22
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Rounds 10-18]
See round 9.

[Round 19]
Malyuk realizes the audience must be getting annoyed, and decides he has no wish to see how the arena wizards will get him moving. He fires, and sees his arrow swerve to avoid the cleric.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 50/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17+2 AC, bless ends 71, PfE ends 22
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 20]
Malyuk shoots again, and hits Dentik’s armor.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 50/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17+2 AC, bless ends 71, PfE ends 22
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 21]
Malyuk shoots again, and hits for 3 damage.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 47/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17+2 AC, bless ends 71, PfE ends 22
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Rounds 22-26]
Malyuk shoots again, but the dwarf’s armor protects him.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 47/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 27]
Malyuk draws back his bow, only to realize the arrow fell when he was loading it. The audience has a good laugh, and Malyuk sighs and reaches for another arrow.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 47/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 28]
Malyuk hits Dentik’s armor again.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 47/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 29]
Malyuk gets another hit, for 2 damage.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 45/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 30]
Malyuk fumbles his bow, and barely manages to catch it before it falls to the ground.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 45/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 31]
Malyuk hits again for another 2 damage.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 43/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 32]
Malyuk shoots again, but the arrow is once again deflected.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 43/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 33]
Malyuk shoots again, but Dentik neatly sidesteps.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 43/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 31]
Malyuk fumbles his bow, and barely manages to catch it.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 43/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 34]
Malyuk hits again for 7 damage.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 36/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Rounds 35-38]
Malyuk shoots some more, but Dentik dodges one, finds two more deflected by his spell, and catches the last on his armor.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 36/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 39]
Malyuk shoots again, but a drunk spectator throws a broken bottle and it cuts the bowstring. An arena wizard quickly casts a spell to fix the bowstring, but a few seconds have been lost.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 36/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Rounds 40-50]
Malyuk keeps shooting for over a minute, but Dentik dodges three arrows, three more are deflected, and the other five bounce off the dwarf’s armor.
Dentik Earthmolder keeps dodging.
Rock-of-the-Fallen-Chasm does nothing.
Stone-of-the-Erupting-Volcano does nothing.

Malyuk: (4,23) 41/41 HP, 22 AC, fly ends 51
Dentik Earthmolder: (4,27) 36/56 HP, 24+4 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (5,27) 11/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 51]
Malyuk shoots again, but Dentik’s armor protects him again. The flight potion wears off, and Malyuk drops down onto the statue, then slips off it to the north.
Dentik Earthmolder casts spike stones over the whole area to Malyuk’s west and that more than a bit to his east.
Rock-of-the-Fallen-Chasm comes out from the ground and moves to 5,24 (taking a claw swipe for 9 damage in the process) and bull rushes Malyuk onto the spike stones, where he takes 1 damage.
Stone-of-the-Erupting-Volcano comes out from the ground, moves up, and attacks Malyuk, but the demon’s tough hide stops the blow.

Malyuk: (3,24) 40/41 HP, 22 AC
Dentik Earthmolder: (4,27) 36/56 HP, 24 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (4,24) 2/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

x.jpg
[Round 52]
Malyuk uses his tattoo of force screen (catching Rock’s blow on his hide; Stone’s misses completely).
Dentik Earthmolder draws his morningstar and uses his wand.
Rock-of-the-Fallen-Chasm’s attack is blocked by Malyuk’s new sheild.
Stone-of-the-Erupting-Volcano attacks again, but once again Malyuk dodges.

Malyuk: (3,24) 40/41 HP, 26 AC, force screen ends 62
Dentik Earthmolder: (4,27) 36/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 62
Rock-of-the-Fallen-Chasm: (4,24) 2/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) 11/11 HP, 17 AC, bless ends 71

[Round 53]
Malyuk goes all-out, kicking Rock into unconsciousness and then swiping Stone with his claws and a bite. While one claw and the bite fail, the other claw hits for 7 damage.
Dentik Earthmolder moves up and whacks Malyuk for 2 nonlethal damage.
Rock-of-the-Fallen-Chasm’s life ebbs away.
Stone-of-the-Erupting-Volcano unsuccessfully attempts to get past Malyuk’s shield.

Malyuk: (3,24) 40/41 HP, 2 nonlethal, 26 AC, force screen ends 62
Dentik Earthmolder: (4,27) 36/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 62
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

x.jpg
[Round 54]
Malyuk kicks Stone for 8 damage, knocking it out. He then swipes and bites at Dentik, but the dwarf’s armor deflects one claw while he dodges the bite, and the other claw gets snagged on a spike stone.
Dentik Earthmolder whacks Malyuk for another 2 nonlethal damage.
Rock-of-the-Fallen-Chasm stabilizes.
Stone-of-the-Erupting-Volcano’s life ebbs away.

Malyuk: (3,24) 40/41 HP, 4 nonlethal, 26 AC, force screen ends 62
Dentik Earthmolder: (4,27) 36/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 62
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 55]
Malyuk swipes and bites at Dentik, but the dwarf’s armor protects him.
Dentik Earthmolder swings at Malyuk, but it is deflected by the demon’s ring.
Stone-of-the-Erupting-Volcano stabilizes.

Malyuk: (3,24) 40/41 HP, 4 nonlethal, 26 AC, force screen ends 62
Dentik Earthmolder: (4,27) 36/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 62
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 56]
Malyuk swipes and bites at Dentik, but the cleric’s spell is still active, and deflects one claw into the other, while also protecting him from the bite.
Dentik Earthmolder swings at Malyuk, hitting for 5 nonlethal damage.

Malyuk: (3,24) 40/41 HP, 9 nonlethal, 26 AC, force screen ends 62
Dentik Earthmolder: (4,27) 36/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 62
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 57]
Malyuk swipes and bites at Dentik, but the dwarf dodges the demon’s teeth, while his claws fall on Dentik’s armor .
Dentik Earthmolder swings at Malyuk, but the demon’s shield protects him.

Malyuk: (3,24) 40/41 HP, 9 nonlethal, 26 AC, force screen ends 62
Dentik Earthmolder: (4,27) 36/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 62
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 58]
Malyuk swipes and bites at Dentik, hitting with one claw (the other hits the dwarf’s armor) for 6 damage. He lets out a cheer, but at just the wrong moment to harmlessly smash his face into the dwarf instead of biting him.
Dentik Earthmolder swings at Malyuk, but again the shield gets in the way.

Malyuk: (3,24) 40/41 HP, 9 nonlethal, 26 AC, force screen ends 62
Dentik Earthmolder: (4,27) 30/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 62
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 59]
Malyuk swipes and bites at Dentik, but merely catches his claws on the dwarf’s armor. The bite misses completely.
swipes and bites at Dentik, but one claw catches on the dwarf’s weapon, and the other on his armor, while the bite is deflected.
Dentik Earthmolder wallops Malyuk in the chest; while he demon’s hide protects him somewhat, he still takes 12 nonlethal damage.

Malyuk: (3,24) 40/41 HP, 21 nonlethal, 26 AC, force screen ends 62
Dentik Earthmolder: (4,27) 30/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 62
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 60]
Malyuk swipes and bites at Dentik; while one claw and the bite are blocked again by the dwarf’s armor, the other claw hits for 8 damage.
Dentik Earthmolder attacks Malyuk, but the demon’s hide protects him again.

Malyuk: (3,24) 40/41 HP, 21 nonlethal, 26 AC, force screen ends 62
Dentik Earthmolder: (4,27) 22/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 62
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 61]
Malyuk swipes and bites at Dentik; while one claw is blocked again by the dwarf’s armor and he dodges the bite, the other claw hits for 4 damage.
Dentik Earthmolder attacks Malyuk, but the force screen saves the day again.

Malyuk: (3,24) 40/41 HP, 21 nonlethal, 26 AC, force screen ends 62
Dentik Earthmolder: (4,27) 18/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 62
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 62]
Malyuk swipes and bites at Dentik again. One claw is deflected by the armor, but the other claw hits for 4 damage and the bite does 2 damage. His shield wears off.
Dentik Earthmolder again finds his weapon turned aside by his opponent’s hide. The Divine Favor spell wears off.

Malyuk: (3,24) 40/41 HP, 21 nonlethal, 22 AC
Dentik Earthmolder: (4,27) 12/56 HP, 24 AC, bless ends 71, SoF ends 73
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 63]
Malyuk restores his shield, catching Dentik’s blow on his hide.
Dentik Earthmolder restores his Divine Favor spell.

Malyuk: (3,24) 40/41 HP, 21 nonlethal, 26 AC, force screen ends 73
Dentik Earthmolder: (4,27) 12/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 73
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 64]
Malyuk again attacks, biting Dentik’s armor and finding one claw deflected, but hitting with the other for 8 damage.
Dentik Earthmolder swings at Malyuk, clattering against the demon’s shield.

Malyuk: (3,24) 40/41 HP, 21 nonlethal, 26 AC, force screen ends 73
Dentik Earthmolder: (4,27) 4/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 73
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 65]
Malyuk again attacks. One claw hits the dwarf’s armor, while the other looks to be headed for a killing blow until a drunk wizard in the audience turns the whole arm into a chicken. As he is led away by a bouncer, Malyuk bites at an area near Dentik.
Dentik Earthmolder swings at Malyuk, but again is stopped by his opponent’s hide.

Malyuk: (3,24) 40/41 HP, 21 nonlethal, 26 AC, force screen ends 73
Dentik Earthmolder: (4,27) 4/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 73
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 66]
Malyuk tries again, but Dentik’s armor blocks all the blows.
Dentik Earthmolder swings at Malyuk, but his weapon is deflected.

Malyuk: (3,24) 40/41 HP, 21 nonlethal, 26 AC, force screen ends 73
Dentik Earthmolder: (4,27) 4/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 73
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71

[Round 67]
Malyuk swipes at the dwarf again, hitting the armor with one claw, and with the other scratching his target for 7 damage, knocking him out.

Malyuk: (3,24) 40/41 HP, 21 nonlethal, 26 AC, force screen ends 73
Dentik Earthmolder: (4,27) -3/56 HP, 24 AC, bless ends 71, SoF ends 73, Divine Favor ends 73
Rock-of-the-Fallen-Chasm: (4,24) -7/11 HP, 17 AC, bless ends 71
Stone-of-the-Erupting-Volcano: (4,26) -5/11 HP, 17 AC, bless ends 71



Fight Results and Summary Show

Dentik Earthmolder loses and gains 630xp/780gp.
Time Between Fights: 1 hrs
Prebuffs/Ongoing Effects: none
Items Used: scroll of PfE CL 2, 3 charges wand of divine favor, 2 bullets (3 shot, 3 missed, 1 recovered)
Spells or Powerpoints Used: Bless, Shield of Faith, dispel magic, spike stones (9 SL)
Abilities Used: none
Free Activity: guard

Malyuk wins and gains 2310xp/2860gp.
Time Between Fights: 1 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 potion of fly (CL 5), 1 potion of mage armor (CL 1), 18 arrows (35 shot, 5 hit, 30 missed, 17 recovered), 2 tattoos force screen
Spells or Powerpoints Used: none
Abilities Used: none
Free Activity: guard

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