Start off prone next to the clockwise hedge with dose of poison and rapier in hand. Dose up the rapier with poison, stow the rapier Draw a sling bullet and poison, dose up a sling bullet, repeat twice more. Draw potion of shield of faith and sling Drink potion, draw oil of magic weapon Use the oil on the sling, load the sling, stand up. Dodge on sight of Ashtin. Once within 200ft, fire sling bullets without poison. Once within 100ft, fire sling bullets with poison.
In melee, switch to rapier and move to flank to gain +2 to hit and sneak attack. If unable to flank, use bluff to feint.
Alright.... two small bipeds? That's have to be 2 halfling rogues, since lantern archons aren't exactley bipeds. If it is lantern archons, these tactics will still work, since lanter archons are pushovers anyway. The plains make this a fortunate battle for me since they can't hide, but I'll be shot at for all eternity trying to cross again. Step one, all standard prefight actions (darkwood shield, psionic focus, psychic strike, formed mindblade.)
Round one, drink antitoxin. Never know what a rogue will throw at me, and I don't care to find out on the field. Next, move out. If I can't see them (which will probably be the case), move towards the center of the plains. If I do see them at any point, move to close in as quickly as possible, dodging the closest (or whoever has a missle weapon), and drink potion of shield of faith when within 200 feet. Charge the closest one when I can, using psionic weapon to finish him before they can flank. Once he is dead, charge the other (or if he is already in melee, charge psychic strike and attack). Switch dodge at this point as well. When in melee, charge psychic strike whenever used up.
If I don't see them by the time I've reached the center, start moving towards a random corner, but don't get within 30' of the hedges. At 40 feet from the hegdes, make an active spot check to try to see anyone. If I see nobody, move into the hedged area. If I do see them, dodge them and drink potion of shield of faith and charge as before. If they aren't there, move on to another corner.
Sorry for the game of hide and seek that may come of this.
[Prefight locations and initiative] Ashtin starts in area 1 at (5,92) with antitoxin in one hand and his shield in the other. Initiative 15. Halfling Rogues start in area 4, prone at (5,8) and (4,8) with a dose of poison and rapier in hand. Initiative 14, 14
[Round 1] Ashtin drinks the antitoxin and draws a potion of shield of faith (CL1). Rogues poison their rapiers [85%, 72% vs 6%, success] and stow them.
[Round 2] Ashtin moves to (13,84) Rogues draw a dose of poison and a sling bullet and poison them [72%, 100% vs 6%, success] and put away the bullet.
[Round 3] Ashtin moves to (21,76) Rogues draw a dose of poison and a sling bullet and poison them [19%, 8% vs 6%, success] and put away the bullet.
[Round 4] Ashtin moves to (29,68) Rogues draw a dose of poison and a sling bullet and poison them [31%, 19% vs 6%, success] and put away the bullet.
[Round 5] Ashtin moves to (37,60) Rogues draw a potion of shield of faith (CL2) and their slings
[Round 6] Ashtin moves to (45,52) Rogues drink the potion and draw oils of magic weapon (CL2)
[Round 7] Ashtin moves to (53,44) Rogues apply the oil to the sling and load them with non-poisoned bullets..
[Round 8] Ashtin moves to (61,36) Rogues stand, declare dodge on Ashtin and wave.
[Round 9] Ashtin runs to (45,20) Rogues sling bullets at Ashtin [230ft (-8), 11,1 vs AC17, miss] and load another non-poisoned bullet
[Round 10] Ashtin double moves to (37,12), declaring dodge on halfling 1. Rogues sling bullets at Ashtin [170ft (-6), 15,9 vs AC21(+1), miss] and load another non-poisoned bullet
[Round 11] Ashtin drinks the potion in hand and moves to (31,11). Rogues sling bullets at Ashtin [135ft (-4), 6,4 vs AC21+2(+1), miss] and load a poisoned bullet.
[Round 12] Ashtin double moves to (20,8) Rogues sling poisoned bullets at Ashtin [75ft (-2), 10,16 vs AC21+2(+1), miss] and load a poisoned bullet and take a 5ft step back (4,7) and (3,8)
[Round 13] Ashtin double moves to (8,8) Rogues sling poisoned bullets at Ashtin [20ft, 13,10 vs AC21+2(+1), miss] and draw their rapiers. Rogue 1 takes a 5ft step to (3,6)
[Round 14] Ashtin charges Rogue 2 (4,8) [25 vs AC19+2+1, hit; Dmg 1d6+7+1d8+2d6=20] and kills the rogue instantly. Rogue 1 takes a 5ft step and bluffs [Bluff 23 vs Sense Motive 11, success]
[Round 15] Ashtin recharges psychic strike and attacks Rogue 1 [29 vs AC19+2+1, hit; Dmg 1d6+7+1d8=11, disabling the rogue. Rogue 1 takes his last chance [15 vs AC17+2+1, miss] and expires.
Ashtin wins and gains 1200xp/1200gp. Time Before Fights: 1 hours Prebuffs/Ongoing Effects: none Items Used: Potion of Shield of Faith (CL1), Antitoxin Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Guard
@Uknits - looking at Ashtin's sheet, I noticed you have antitoxin and sunrods under expendables and included in your expendable cap. The only items that are under that cap are scrolls, powerstones, potions and tattoos. Any charged items (wands, staves, dorjes and psicrowns) as well as one-use items (antitoxin, elixirs, etc) are not under that limit (though some might have further restrictions on use based on CL)
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Entangle,55,34,8/x.jpg[/img] Harrod 10/24 hp AC 23 (15 Touch) Kol 20/20 hp AC 20 (15 Touch) Wombat 26/26 hp AC 20
Round 10 Harrod throws his mindblade, but misses barley. Kol remounts from cover and uses recasts produce flames.
Harrod 10/24 hp AC 23 (15 Touch) Kol 20/20 hp AC 20 (15 Touch) Wombat 26/26 hp AC 20
Round 11 Harrod hits as Kol fumbles for cover (note, should be plus 9 as reduce doesn't wear off yet), but he only does 4 damage. Kol barley misses Harrod (I though he hit, hence the damage roll, but reduce wears off next round)
Harrod 10/24 hp AC 23 (15 Touch) Kol 16/20 hp AC 20 (15 Touch) Wombat 26/26 hp AC 20
Round 12 Harrod recreates his blade and imbues it with psychic strike. Kol hits Harrod for 7.
Harrod 3/24 hp AC 23 (15 Touch) Kol 16/20 hp AC 20 (15 Touch) Wombat 26/26 hp AC 20
Round 13 Harrod move a little closer and throws, barley missing again. Kol again hits for 7, downing Harrod. [img]
Harrod loses and gains 300xp/300gp. Time Between Fights: 6 hours Prebuffs/Ongoing Effects: None Items Used: Potion of Reduce Person Spells or Powerpoints Used: None 1/day Abilities Used: none Free Activity: Guard
Kol Wins and gains 900xp/900gp Time Between Fights: 6 hours Prebuffs/Ongoing Effects: None Items Used: 1 Pearl of Power Spells or Powerpoints Used: 2 SL (entangle, produce flame) x/day Abilities Used: none Free Activity: Guard
/x.jpg[/img] Harrod 15/24 hp AC 23 (15 Touch) Qelenian 15/15 hp AC 19 (18 FF)
Round 8 Harrod continues his tactic, creating a new blade Qelinian draws his wand and fires for 2. Seeing his free hand, Harrod doesn't bother firing. Harrod 13/24 hp AC 23 (15 Touch) Qelenian 15/15 hp AC 19 (18 FF)
Round 9 Harrod sees the wand and move to break LoS. Qelinian moves to cover. [img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Arena/a=Q,M,43,49,Qelenian/b=H,S,25,36,Harrod/x.jpg
[/img] Harrod 13/24 hp AC 23 (15 Touch) Qelenian 15/15 hp AC 19 (18 FF)
Round 10 Harrod goes to snipe , missing. He recreates his blade. Qelinian, seeing what pattern will start happening, moves closer to get in a blast of MM for 5. Harrod 8/24 hp AC 23 (15 Touch) Qelenian 15/15 hp AC 19 (18 FF)
Round 11 Harrod moves back to break LoS Qelinian stays where he is(moving away would serve no purpose, he is already casuing range penalty and cover from his
current location). Harrod 8/24 hp AC 23 (15 Touch) Qelenian 15/15 hp AC 19 (18 FF)
Round 12 Herros 5' shifts and hides successfuly and snipes again, hitting for 13 damage. He recreates his mindblade. Qelenian blasts him for 2.
Harrod 6/24 hp AC 23 (15 Touch) Qelenian 2/15 hp AC 19 (18 FF)
Round 13 Same as before, Herrod moves back to break LoS and imbues his strike, Qelenian waits.
Harrod 6/24 hp AC 23 (15 Touch) Qelenian 2/15 hp AC 19 (18 FF)
Round 14 Qelenian fails to spot Herrod again. Herrod snipes , hitting for 10 damage, finishing off Qelenian. Harrod -4/24 hp AC 23 (15 Touch) Qelenian 2/15 hp AC 19 (18 FF)
Large Magical Beast Hit Dice: 9d10+27 (76 hp) Initiative: +6 Speed: 40 ft. (8 squares), fly 30 ft. (poor) Armor Class: 19 (-1 size, +2 Dex, +7 natural, +1 armor), touch 11, flat-footed 17 Base Attack/Grapple: +9/+18 Attack: Bite +13 melee (2d6+5) Full Attack: Bite +13 melee (2d6+5) and 2 claws +8 melee (2d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, roar Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +10, Ref +9, Will +5 Abilities: Str 21, Dex 15, Con 17, Int 6, Wis 12, Cha 12 Skills: Listen +11, Spot +11 Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Track Challenge Rating: 7 Alignment: Usually neutral A dragonne possesses huge claws and fangs, and large eyes, usually the color of its scales. A dragonne is about 12 feet long and weighs about 700 pounds. Dragonnes speak Draconic. COMBAT A dragonne’s wings are useful only for short flights, carrying the creature for 10 to 30 minutes at a time. Nevertheless, it uses its wings effectively in battle. If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position. Pounce (Ex): If a dragonne charges, it can make a full attack in the same round. Roar (Su): A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based. Skills: Dragonnes have a +4 racial bonus on Listen and Spot checks. Carrying Capacity: A light load for a dragonne is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds.
Equipment: Gauntlets of Ogre Power +2 (4k) Cloak of Resistance +1 (1k) Bracers of Armor +1 (1k)
Tattoo of Skate (ML1) (100gp) Tattoo of Expansion (ML3, aug) (600gp)
Hi Telin – thanks for pitlording. Double treasure and your darned die luck with monster fights, huh? Double treasure doesn't mean it gets double treasure - though it does get the normal amount. We used to have it that they did, but that was a while ago.
Qhordryn will start prone, with Khayless standing in front of him, with Khayless familiar standing in front of him (in a diagonal row, with the familiar at the forward/middlemost corner).
All spells are from memory unless specified; share all beneficial spells; always take 5’ step if threatened, o/w cast defensively if unable; all expendables are available for use
Round 1: Q – Mirror Image, K – Shield
Round 2: Q – Shield, K – either cast Sonic Fireball at it if within range, or ready action to do so
Round 3: Q – Mage armor (scroll CL1), K – repeat (until casts both sonic fireballs)
Round 4: Q – Dispel Magic it when it’s within range, K – Mage armor (scroll CL1)
Round 5: Q – Summon Monster III Celestial Hippogriff (keeping between us and it for cover/prevent pounce), K – engage w/ MM CL5 if out of range, or Scorching ray if within range (from memory first, then from wand)
Round 6+ Q engages w/ Wand of MM CL5, K engages w/ Scorching rays if possible
--if it’s invisible, K will take scroll of See Invis, cast, and then cast Glitterdust
--If it’s obviously resisting fire damage K switch to Wand of MM CL5 as well
--If MM aren’t affecting it and have already cast Dispel Magic, have Q switch to using Scorching Ray scrolls x2 and K continue as above
--If neither MM or Scorching rays are working for some reason, K will use Ray of Exhaustion, Blindness, Glitterdust as well, in that order, and then try to kill with Longbow while Q takes total defense
[Prefight locations and Initiative] Qhordryn starts in area 1 at (6,91), prone with nothing in hand. Initiative 18 -- Khayless starts at (7,90) with nothing in hand. Initiative 23 -- Bitey starts at (8,89). Initiative 6
Dragonne starts in area 4 at (7,8). Initiative 24
[Round 1] Dragonne taps the tattoo of expansion and moves to (7,16) Khayless casts shield from memory. Qhordryn casts mirror image [1d4+2=5 images] Bitey quivers.
[Round 2] Dragonne taps the tattoo of skate and moves to (7,27) Khayless casts a sonic fireball [Reflex 22 vs DC17, success; Dmg 5d6=20/2=10] Qhordryn casts shield from memory. Bitey begs Khayless to let him move.
[Round 3] Dragonne runs to (7,71) Khayless casts a sonic fireball [Reflex 9! vs DC17, fail; Dmg 5d6=24; 1d3=3 (Bracers); Dmg 24/2=12-10=2 damage] Qhordryn casts mage armor from a scroll he draws. Bitey screams in terror.
[Round 4] Dragonne pounces on Khayless [17,20,12 vs AC13+4, 2 hits; Dmg 3d6+6=14; 2d6+3=13] and Khayless falls. Khayless bleeds [54% vs 91%, fail] Qhordryn dispel magic [25 vs DC11+1 (Skate), 19 vs DC11+3 (Expansion)] and stands up Bitey passes out from fear.
[Round 5] Dragonne takes a 5ft step and full attacks Q [4 (Image), 14! (automiss); 1 (Q) 11 vs AC10+4+4, miss; 4 (image), 28!, image destroyed] Khayless bleeds out [51% vs 91%, fail] Qhordryn steps away and starts casting SMIII. Bitey barely has a pulse.
[Round 6] Dragonne takes a 5ft step and full attacks Q [5 (image), 33!, image destroyed; 1 (Q) 28! (10-not confirmed) vs AC10+4+4, hit; Dmg 2d4+2=6; 2 (image), 13, image destroyed; Concentration 25 vs DC13+9, success] Qhordryn finishes casting his spell and a hippogriff appears at (7,92) Hippogriff attacks [12,16,6 vs AC19, miss] Qhordryn steps back to (6,93) and draws and uses a wand of MM (CL5) [3d4+3=12]
[Round 7] Dragonne steps to (5,92) and full attacks Q [2 (image), 16, image destroyed; 1 (Q) 13 vs AC10+4+4, miss; 2 (image) 14, image destroyed] Hippogriff full attacks [11,23,20 vs AC19, 2 hits; Dmg 1d4+4=6; 1d8+2=8] Qhordryn steps back to (7,94) and uses the wand [3d4+3=15]
Ghost v Ashtin. I’ll hope for some stealth to benefit me, and resist the urge to buff to the hilt (force screen, wall walker, skate/exp ret, etc)
Always share beneficial effects w/ psicrystal; psicrystal always actively listens on its round (and uses “sighted” ability to pinpoint)
Ambush: I’ll start in A, at 6,25, and he can start in B; hold arrow and poison
Surprise round: poison arrow
Round 1: move to 10,23 drawing bow, chameleon from cognizance crystal
Round 2: ready an action to fire when he’s visible w/o cover (shot + poison + psionic shot)
After first shot, use trinket of Obscuring Mist – stay in mist, using stealth to avoid being pinpointed and psicrystal “sighted” ability to pinpoint him (thus I only have a 50% miss chance to hit him, and he has a hard time targeting me)
Then: dorje vigor x1
Engage w/ arrow+psionic shot (std), regain focus (move), remaining in mist until expires
1 round before mist would expire, try to move to break LoS, and use powerstone of FS
Once mist expires, snipe until unsuccessful; then engage w/ bracers of enlarged crystal shard + psionic shot x1, then just 5’ steps and rapid shots (if it gets to this, I think I lost)
The cavern... I'll get a good chance to get in melee at least.
Start in the front corner of my box with psionic focus and psychic strike ready as usual. Use darkwood heavy shield and longsword mindblade combo. Start by drinking potion of shield of faith and move out to the corner of the nearest statue. Second round drink anti-toxin and move around to the inside corner of my statue. Third round start moving around the field clockwise, taking cover behind the statues while keeping the nearest starting area visible. If I circle the whole area and do not find him, circle again, moving into the starting areas as I pass them.
Engage in melee as soon as possible, but drink the two potions first. Dodge him obviously. If I can charge, do so, expending psionic weapon. If I cannot charge, expend psionic weapon on my first blow. If I cannot reach him for any reason, throw mindblade with as little range penalty as possible.
If I see him before he shoots me the first time, break line of sight for two rounds. Hopfully he'll waste his true strike. After those two rounds, engage as quickly as possible.
When in melee, recharge psychic strike whenever expended.
If I see him activate his choker (a spot check?), immediatley try to break line of sight (ideally far enough away so he cannot single move to get back in line of sight). If I cannot break line of sight, move to cover and take total defense. If I cannot do that, attack as before. After the round it expires, return to standard combat.
That should be it. If I can get him in melee, this should be easy, but he only needs a couple good shots.
Due to his tactics, I'm actually starting Ashtin with shield and a potion of Shield of Faith in hand. His mindblade is already shaped as a longsword and charged, but not manifested.
[Prefight Locations and Initiative] Ghost ambushes Ashtin successfully and chooses starting area 1 and puts Ashtin in starting area 2. Ghost starts at (6,25) with an arrow and a dose of poison. Initiative 20 Ashtin starts at (25,25) with a potion of Shield of Faith (CL1) and his shield. Initiative 24.
[Surprise Round] Ghost doses up the arrow [52% vs 6%, success]
[Round 1] Ashtin drinks the potion and moves to (21,21). Ghost moves to (10,23), spotting Ashtin easily, but Ashtin does not spot him. [Hide 16 vs Spot 3] Ghost manifests Chameleon with his cognizance crystal.
[Round 2] Ashtin draws and drinks the antitoxin. Ghost snipes at Ashtin with the poisoned arrow and expends his focus for psionic shot [27! (15-not confirmed) vs AC17+2, hit; Dmg 1d8+2d6=10; Fort 24 vs DC13, success] [Hide 6 vs Spot 22]
[Round 3] Ashtin manifests his mindblade as a free action and charges at Ghost (11,22), expending his focus for psionic weapon [33! (28-confirmed) vs AC19+4, hit; Dmg 2d8+14+2d6+1d8=15+8+6] and Ghost falls. Ghost draws his string of tokens, and uses one of the obscuring mist tokens. He then steps to (9,24) and hides [Hide 31]
Ghost (9,24) 4/27, no psionic focus, Chameleon (ends 101), Obscuring Mist (centered at 10,23, ends 13) Ashtin (11,22) 27/37, no psionic focus, Shield of Faith (ends 11), Antitoxin (ends 102), Poison check (12)
[Round 4] Ashtin can't see where Ghost went (spot impossible even adjacent, but knows in what direction he took a 5ft step. He moves to (9,23) and attacks him [43% vs 51%, miss] Ghost takes a 5ft step to (8,25), draws and uses his dorje of Vigor. [Hide
Ghost (8,25) 4/27, no psionic focus, Chameleon (ends 101), Obscuring Mist (centered at 10,23, ends 13), Vigor (+10 temp hp, ends 24) Ashtin (9,23) 27/37, no psionic focus, Shield of Faith (ends 11), Antitoxin (ends 102), Poison check (12)
Well, this looks promising. His horse is dead, my attack with rapid shot is equal to his attack with divine favor, and my damage (with favored enemy) is superior to his (even with divine favor) by more than the difference in HP. I just have to keep away, and that shouldn't be too hard with 20 more speed. The only possible concern is his poison, but that's what antitoxin is for. Begin in the corner closest to the center holding antitoxin and my bow. Don't bother with expendables; just drink the antitoxin and move toward the swamp. If I see him on the way, begin rapid shotting, keeping to cover if feasible (keeping to cover that he can't negate with a single move is more important than negating his cover or than rapid shotting, but don't keep to cover at the expense of both.) At all costs, avoid him being able to charge or getting within 10' with a single move (or getting within 10' exactly 10 rounds after he hit me with one of his first 4 arrows.) If at 10 or less hit points, get away (taking advantage of hide if it'll help) and use my wand to heal until I'm at 24 or more. If, on the other hand, I reach the swamp without seeing him, head (in the swamp, for cover) to 39,36 or equivalent, ready to shoot him on sight, and begin calling for him. Once I see him, just keep rapid shotting, until either he's dead or else he'll be able to reach within 10' of me in a single move, in which case head toward the edge of the swamp (shooting whenever a double move isn't needed to stay far enough away) and then continue as in the previous paragraph until he's dead.
Well, he's got speed on me on a huge map with plenty of places to hide, the ability to heal and a better ranged attack than me. Basically my only hope here is to get off a good poison hit and hope for the best (despite his high fortitude save...).
Cast Protection from good at the start and draw my bow while moving out. From then on, move on out until I get to the swamp. In there, use the improved cover to hide and boost my AC while I move. Get to (23,41) or equivalent and hide. If he's detected before then and doesn't have cover, take a shot with the poisoned arrow and keep firing/breaking LOS or getting cover.
If I get to the hiding spot and face the delay penalty, keep moving out in the swamp area. It'll be slow going - but that's just the pain of this map unfortunately.
If he doesn't pass out from the poison (because I missed or otherwise, just keep shooting.
If he loses his senses and comes to melee, attack with the rapier and use smite good on the first attack.
Round 3: Eranor double moves (silently – forgot +2 for elf favored enemy, no matter) Thanio moves out, failing to spot the elf (Eranor hears movement to the SE)
Round 4: Eranor double moves (keeping tree for cover); spot Thanio? Impossible Thanio fails to spot Eranor, so keeps moving (single move), readies to shoot on sight, calls for Eranor
Round 5: Eranor fails to see Thanio through the murky swamp, though he hears vaguely where he is, so advances, hoping for a better view, and readies to shoot Thanio on sight (Pitlord discretion – could just keep wading into swamp, but won’t lose anything by moving towards the shout and readying to shoot) Thanio fails to see or hear Eranor’s wading, so readies to shoot on sight, and shouts again (Eranor DC -5 to hear – between talking and battle – beats by 22, pinpoints location)
Round 6: Eranor, having pinpointed Thanio’s shout, fires his poisoned arrow @ Thanio who has failed to detect him and is flat footed (Note: tactics say to get here and hide, and to shoot the arrow earlier if he has cover; the rest of the tactics are implying that at some point you want to shoot the poison arrow, obviously – it’s not going to get any better than this, and the way it’s worded it’s not like him having cover excludes shooting the arrow) – miss Thanio hears Eranor, and spots Eranor – so rapid shoots – hits twice for 22
Eranor 16/38 AC 21+2 Protection from Good (ends 41) Thanio 32/32 AC 23 Antitoxin
From here on: Eranor is going to single shot +9 vs AC 23+4 cover for 1d8+1, and Thanio is going to rapid shot +10/+10 vs AC 23+4 cover for 1d8+6
Hopefully this will go nice and smoothly. Start off at the default in eagle form (prebuffed).
Round 1 - manifest Inertial Armor.
After that, fly out and look for my opponent. Unfortunately the ceiling isn't high enough to do dive attacks, but not much I can do about that. Once able to - charge into melee, expending my focus on the charge for Psionic Fist. On the round following the charge, take a 5ft step to the ground to land and do a full attack. Full attack for the rest of the fight.
Start in the default position and use shield as soon as possible. Dodge him, obviously. Next use enlarge person to better my melee damage. Third, sing and move out. When I see him, try to engage as quickly as possible. 10 foot reach plus ten feet tall with a 20' cieling means he cannot fly out of reach, but he's darned quick. If he is evading me, try to corner him. Charge if possible. If he approaches before I can get off enlarge, skip to singing. Try to get shield up, however. If shield wears off, try to 5' shift and get it back. If dropped below half hp, cast CLW on self (5' shift). Don't bother reactivating singing if interupted by spells. That should be most of it.
[Round 3] Scrataw charges Ahrin. The elf swings at the eagle, but her skin takes the blow and she is able to finish the charge, hitting with a powerful blow that is nevertheless absorbed by Ahrin’s armor. Ahrin begins performing.
[Round 5] Scrataw attacks Ahrin again, but the elf’s armor takes the blows that he doesn’t dodge. Ahrin swings again, and splits the eagle in two. Before his eyes, however, a few tendons knit back together; cursing his lack of a silver weapon, Ahrin continues the fight.
[Round 15] Scrataw attacks again, hitting with one claw for 3 damage. Ahrin, knowing this is it, swings with all his might at Scrataw. As blackness engulfs him, he sees the eagle step aside and evade his clumsy blow.
I'll start in box 1, he can start in box 2. Rob store for a +1 arrow of Orc-bane (166gp, 5cp)
Start at (35,56) with bow in hand. Take a 5ft step to (36,56), hide and wait until Tarn is in sight. Once sighted, snipe with arrows. If he is within 110ft, snipe with the orc-bane arrow. If he spots me at any time, break los and rehide and go back to sniping.
If he gets to melee with me and I haven't fired the arrow yet, ready to fire when he attacks. If the arrow has been fired, draw my rapier. If I've hit him with the bane arrow, just attack until he's dead with full combat expertise. If I didn't hit him with the bane arrow, feint and then attack (every other round).
Alright, this should be a predictable fight on my end. Start in the front right corner so he doesn't shoot me flatfooted and immediatley move out. Try to get to cover from rocks or corners while moving around the outside of the central area. When seen, Maintain line of sight as well as possible, closing in as quickly as possible. Use heavy flail to disarm him witht a standard action and use my move action to pick up his weapon and then stow it. Once he's unarmed, kill him with flail
Tarn is ambushed! Ilendil starts in box1, holding a bow and arrow; Tarn starts in box 2, holding his flail.
Surprise round: Ilendil shifts to the side and crouches, waiting to spot Tarn
Round 1: Tarn moves out (pitlord interpretation – Tarn chose to be in front right, and wants to stay to cover, so heads out counterclockwise as direction not specified, and it won’t really change anything as at this point both combatants want to engage) – unheard Ilendil waits (does not ready, as wants to snipe, and snipe is full round action* - at least, that has always been my impression, though I can’t locate that in the rules)
Ilendil 13/13 AC 19, bow, orc bane arrow Tarn 24/24 AC 17, flail
Round 2: Tarn moves again, failing to spot Ilendil Ilendil snipes using orc bane arrow, missing due to cover; successfully rehides (tie, higher skill modifier)
Round 3: Tarn, not knowing where the arrow came from, proceeds in his circuit; after a single move, spots Ilendil (no cover), and moves to base Ilendil drops bow (free), draws rapier (mve, no AoO), feints successfully
Round 4: Tarn disarms Ilendil (std – rolled in round3 by mistake), and picks up the dropped weapon (move, no AoO due to Ilendil unarmed) Ilendil draws an arrow (free) and attacks w/ improvised weapon vs bluffed ffAC – hits for 5
Round 5: Tarn (technically could keep disarming arrows, but sees the full quiver and decides against it) attacks with flail, hitting for 19 and dropping Ilendil.