Well - I got lucky i our playtest fight a year ago, but who knows - maybe she won't find me right off the bat this time. Fight 3 - so virtually every spell is available.
Start off at the back of my starting area with Shadowsmoke hovering directly above me. Kraegin will have his rod of Repeat Spell in hand.
SMVI (repeated with the rod); 5ft step away or cast defensively if 5ft step isn't possible. Shadowsmoke will engage by tripping and full attacking. Smoke over Ephraim and Marcus at all opportunities - try to keep it off of Kraegin (but that's not a huge deal if it isn't).
After SMVI, if I am not immediately threatened, continue with more summons - starting with the highest level ones I have.
If I am threatened, go with direct damage: Blade Barrier, Flame Strike, Unholy Blight, Both spiritual weapons. If all of those are used, go back to summoning.
For summons, here's what to get:
SMVI - 1d3 Bearded Devils SMV - Bearded Devil SMIV - Fiendish Dire Wolf SMIII - Fiendish Huge Centipede
Repeat SMVI, SMV, Blade Barrier, Flame Strike as long as there are charges left in the rod.
Marcus - 11pp Tal+Overchannel Astral Construct (Muscle+Imp Grab) - (6pp vigor if Ephraim enervates)
Once I know where they are have marcus D.Door us into close melee with Kraegin. All efforts should be focused on him. Ephraim should delay till after the construct. (Marcus D.Doors and then AC and Ephraim attack) - Note: If I see a start square with a large number of summons and shadow smoke blocking the entrance: have Marcus manifest a 10pp Energy Ball (Fire) as far into that start square as possible to thin the summons out. Send in the AC, and have Ephraim follow while Marcus dishes out some damage.
Ephraim will use full blast Swarm of Crystals (7+2surge) till she is empty of pp then full attack. Marcus will, if Kraegin took and action (not readying) manifest a 12pp overchannel +8pp Psi hole Energy Current (Fire) on Kraegin and arc it to whatever summon/shadowsmoke is threatening him. If he is force to make a conc check DC 20-25 use his other focus to take 15 on the roll.
The Construct should provide enough smash damage.
Should he lose concentration, Energy Ball whatever remaining pp he has in Kraegin’s area till the priest goes down.
Once Marcus is out of pp. He should run so that he doesn’t die. If Marcus does fall unconscious use autohypnosis to stabilize.
This should be a lot like our last fun fight but I’m bringing some extra damage this time.
10 Kraegin 09 Ephraim 09 Marcus 07 Shadow-smoke
Kraegin and Shadow-smoke start in box 2 (east). Kraegin is in the back center holding a rod of repeat spell. Shadow-smoke is hovering above him.
Ephraim and Marcus start in box 1 (north). Ephraim and Marcus are in the back center holding nothing.
Visibility is blocked. Approximately 230 ft (46 squares) between combatants.
Kraegin begins a repeated summon 6. Ephraim hears casting. She manifests force screen without a display and tells Marcus where Kraegin is. Marcus begins manifesting an astral construct. Shadow-smoke delays.
Bearded devils 1 through 3 appear. They delay. Repeat summon monster 6 begins. Kraegin begins another repeated summon monster 6. Ephraim manifests vigor for 45 hp via wild surge 2. She is not enervated. Astral construct appears. It delays. Marcus manifest dimention door, moving himself, Ephraim, and the construct into Kraegin's area. Shadow-smoke moves above Ephraim and Marcus. The nightmare trips Ephraim and knocks her prone. It follows up with a hoof attack for 13 dmg. All three devils frenzy and move to surround Ephraim. They all attack with glaives. Ephraim takes 10, 11, and 19 damage, plus 6 damage from 3 infernal wounds. Construct moves to base Kraegin, prompting an attack of opportunity from Shadow-smoke and Devil 3. Shadow-smoke fails to trip the construct. Devil 3 hits for 12 dmg, then 2 more damage from an infernal wound. The construct moves to Kraegin and slams for 16 damage. Kraegin maintains concentration on his summoning spell. The construct uses improved grab from the slam attack, and successfully grapples Kraegin, causing another 12 dmg. The grapple makes the somatic components impossible, and Kraegin looses his summon spell.
flying 5 ft.
force screen, vigor, prone, 3 infernal wounds
summoned, grappling, 1 infernal wound
Devils 4 through 6 appear. They move into formation next to the other devils, rage, and attack. Two miss. One hits for 19 dmg on Ephraim.
Kraegin has no spells that lack a somatic component. He falls back on his prayer beads to launch an unholy blight. Ephraim and Marcus resist the spell. The construct does not resist. All take 5 damage and are not sickened.
Per tactics, Ephraim delays until after Marcus and the construct. removedShow
Taking a reckless chance, Ephraim manifests swarm of crystals on Kraegin and the construct. She is not enervated.
Devils 1 through 6 take attacks of opportunity. One devil crits. Three other devils hit. Shadow-smoke hits. The crit gets nearly max damage and breaks Ephraims concentration (conc+16 vs dc 46). Ephraim takes a total of 90 damage and dies instantly.
Marcus attempts to one shot kill Kraegin with a fire energy current. He expends one focus to overchannel, and spends 8pp to overcome psionic hole.
Shadow-smoke and one devil take AoO. The devil misses (1!). Shadow smoke hits for 10. Marcus expends his second focus to take 15 (total 30) to keep concentration.
Kraegin takes 60 dmg, and Shadow-smoke takes 30. (both failed saves) Kraegin goes down. The Construct finishes him off.
People over the age of 50 are most likely to experience exploding head syndrome. Women are at a higher rate of experiencing it than men. It has been reported in people as young as 10 years old. Seriously.
pretty straightforward strategy here... buff until we make contact, then blast him. Start back center holding wand of mage armor, and scroll of expid retreat. Do buffs in order until visual contact is established: wand of mage armor, then drop wand. scroll of exped. Draw wand of subdual scorching ray. manifest psilike force screen. manifest defensive precognition. If contact is not established begin searching for opponent (clockwise around arena). ---- Goal is to get to short range and use wand. Every round move closer (end 5 ft range if possible). If at short range use wand, if at longer range cast magic missile from memory. I have 3 spells this fight; use them as magic missles. If I'm out, then use double moves to get in close. If I loose my wand somehow, and I have a spell left, cast shocking grasp (touch as part of casting). Otherwise, get the wand back and keep blasting.
Start front center with bow. If i see him then move in and rapid shot. If not move clockwise around the arena look for him. Once he is seen rapid shoot him and keep moving in untill i reach with in PBS range (or just normal shots untill PBS range). Keep rapid shooting. If rapid shot doesnt seem to be hitting well then stop rapid shooting. If in melee, 5ft step and shoot. Hopefully i can drop him before me. I may be underestimating him, but this doesnt seem bad.
Rolf starts in area 3 at (32,8) with his bow in hand. Initiative 6 Remnant starts in area 2 at (62,32) with a wand of mage armor and a scroll of Expeditious Retreat (CL2). Initiative 15
Remnant activates his wand and drops it. [Listen -2 vs DC0] Rolf moves out to (24,16)
Remnant tries to read the scroll but can't since he can't see. He casts light from memory. Rolf sees the light. Rolf sees the light and moves towards it (33,22)
Remnant reads the scroll and draws a wand of Subdual Scorching Ray (CL3) Rolf takes a 5ft step cloer (34,23) and rapid shoots at Remnant [165ft (-2), 22,18 vs AC11+4, 2 hits; Dmg 1d8+5=6, 9] and Remnant is disabled.
hi i did look at his character sheet and mine while posting this as for charging my tactics stay the same just assume my called shots are regular attacks and no i dont have any exploits that im aware of or failed to choose one or 2 and if i did id forfeit the match.
Subject: RE: fight
Sent: Jan 14, 10:24PM
I think I understand your tactics well enough. Just some comments.
The CoCo and 3.5 rules don't really allow for 'called' shots. So no matter where you attack, you will be attacking your opponent. There are no bonuses for attacks in a particular direction.
I don't know if this changes your tactics or not, but let me know. You can also charge double your movement (60ft). I also suggest you take a close look at your opponent.
Sent: Jan 14, 01:17PM
my characters name is rayne
I start in arena start box 2 dead center facing out, i start out with my longbow and ready an arrow. i run 10 ft forward and face towards daemonar and I draw back my arrow and start to fire several volley's at him. if he gets within 20 ft of me ill draw my two longswords and charge at him. when I get close enough ill use the blade in my off-hand to block any attacks and with my main hand blade attack when there's an opening.
If he is too fast for my blows I'll aim at his legs and feet to slow his movement. If that doesnt work, i'll go all out with both of my swords. if That fails ill resheath my blades then redraw my bow and then i ready 3 shots and draw them back and fire them at him and repeatedly fire 3 shots at a time until i run out of arrows.
Init + Starting 16+ Rayne starts in the south box bow in hand in the front 16- Daemonar starts in the east box default position.
Round 1 Rayne moves out looking for Daemonar she moves 30 north to get a better view of the arena but doesn’t see Daemonar, so she readies an arrow. Daemonar moves out and draws the attack of Rayne but he simply defelcts it away with his hands (Deflect Arrows Feat), he then moves closer to her with a double move.
Rayne 27/27hp 20 AC Daemonar 23/23hp 11 AC
Round 2 Rayne drops her bow and draws her longswords and readies an attack. Daemonar charges and draws a sword slice before he gets his fist to attack … Rayne Atk: 8+1MW = 9 hits dmg: 10 … Daemonar attempts to establish grapple (Atk: 15 Grap: 27 vs 11 dmg: 9)
Rayne 18/27hp 20 AC Daemonar 13/23hp 11 AC
Round 3 Rayne 24 vs 29 Daemonar 18 vs 13 8 dmg
Rayne 10/27hp 20 AC Daemonar 13/23hp 11 AC
Round 4 Rayne 14 vs 16 Daemonar 29 vs 15 7 dmg
Rayne 3/27hp 20 AC Daemonar 13/23hp 11 AC
Round 5 Rayne 22 vs 15 (5 subdual) Daemonar 21 vs 10 8 dmg
Rayne -5/27hp 20 AC Daemonar 13/23hp (5 subdual) 11 AC
Peanut Gallery @Neokiva: I think you missed his deflect arrows feat which negated any of your ranged attacks. You did very well, I don't think you realized how fast Daemonar was. @Quickslip: Well planned an executed. That low AC will be the end of you though.
Hi 'Rith: Thanks for pitlording. Been a very long time since I wrote tactics; I hope I don't forget anything. Share all spells with familiar. If threatened, 5' step to cast; if unable, cast defensively. Obviously if he gets into melee he wins, and with his 50' speed even expeditious retreat is no guarantee of safety, and deflect arrows adds another layer.
Start standing in front of square, middle, scroll of exped. retreat in hand, bat adjacent. Rd1: Invisibility; move 10' forward "silently" Rd2: Expedititious retreat from scroll; move half speed away from his location if known, otherwise just move half speed out trying to find him (clockwise if need a direction) Rd3+: If he is in sight, start casting summon swarm [bats]; if not, start slowly looking for him, moving half speed for as much silence as can muster. As soon as he's sighted (unless he's within 30'... in that case, maneuver as silently as possible to gain distance from him), cast summon swarm.... as close to him as possible, as far from me as possible. Summon swarm as close to him/far from me as possible. None of the swarm options are great (bat:blindsense, rat:scent, spider:tremorsense). I considered trying spiders and climbing pillar/rock, but I think with his movement he'd just outrun them, and if the bats wound him that may end it. Maintain concentration. Use greater speed to try to keep swarm attacking him and not me. Use my bat to lure the swarm away from me if it's coming for me (eg, have familiar draw it off as "nearest living") and draw it towards Daemonar.
That's all for me. This could turn painful to PL; if so, I apologize. I'm hoping the swarm swarms him, wounds him, and he dies without anything being able to find me. Thanks for pitlording 'rith! Good luck to all.
Gah, that is to say, if he's not already within melee range, do the below. Otherwise, attempt to start a grapple. Also, actively looking for him takes less priority from getting away from the swarm if he happens to summon it.
Subject: RE(2): Daemonar vs. Q
Sent: Jan 21, 11:21AM
If I notice things that suggest he's invisible and nearby, make an active listen to try and pinpoint. If that actually works, go ahead and base him; otherwise just ready to grapple on sight.
Yeah, no ranged kinda changes things. >.>
Subject: RE: Daemonar vs. Q
Sent: Jan 21, 09:41AM
Actions vs Q being invisible?
Subject: Daemonar vs. Q
Sent: Jan 21, 08:35AM
So, the poison should hopefully be a non-issue. Summon Swarm isn't fast enough to catch Daemonar. Considering that...I'm guessing I'm up against Invisibility + Shocking Grasp and/or readied Color Sprays, with magic missle to finish up.
So... start with a vial of anti-poison in hand, drink it, and move towards Q with all haste. Next varies on the situation:
If I can see his bat coming towards me, cease running towards him and just double move away. Run if needed to stay out of the range of his Magic Missles, wait for the bat to trigger it's AoO, grapple it, and knock it out.
After, or if I don't see his bat doing the above, just continue running toward him and trigger his color spray. Don't bother sundering any wands, as he dies in 2 hits, anyway.
And that's all Daemonar's got. I forgot about that brooch I was planning to get, so the missles could be a problem, but we'll see.
Round 2 Daemonar makes the rounds Qhordryn casts expy retreat from scroll (Listen 140ft: 25 -14 distance = 13) which Daemonar hears. Qhordryn then moves half speed (MS: 20) which gets him away from his casting spot.
Round 4 Daemonar moves to where he thought he heard Qhordryn but finds nothing, he hones his ears for the next movement the mage makes. (ready Charge on heard location) Qhordryn moves (MS vs Listen 19 vs 22) … Daemonar charges where he heard Qhordryn move but only finds air.
Round 8 Daemonar moves to base the square where he hears spellcasting and attempts to start a grapple (Miss chance: pass; Touch 14 hit; Grapple 13 vs 2; dmg: 11) Qhordryn loses his spell due to somatic components. Qhordryn tries to get out (EA vs Grap: 19 vs 15) and does. He 5ft steps and draws his wand.
Peanut Gallery: @Eluria: He is fast, probably faster than you expected and I didn't even make him run. at 100 ft a round, you are toast. It came down to a 50/50 roll on the invis that didn't go your way. Also .. don't sneak vs someone with ranks in listen ... @Quickslip: I think you won this more by luck ... bat swarm = your death ... Lucky you have some listen ranks.
Umm...hate to do this, but double move/run away with horse and shoot back? I don't think Rayne has any real way to catch her. Start in front of square, mounted and with a scroll of shield [CL 2] in hand. Ride in search of the quarry and ready to cast shield from the scroll on sight. Keep doing so until I get through my ASF chance. Then, engage her with by drawing the bow and keep shooting single shots while backpeddling with Pine. Run or double move as needed to stay out of melee reach. Continue until Rayne falls. If Rayne can somehow keep up, pull out the lance and charge her instead. If she starts dropping prone, ready to fire on her dropping to avoid the penalties. If she drops Pine to below half-health, drop a divine favor to cast CLW on her. If Pine somehow dies/gets knocked out, pull out a scroll of True Strike, read it, and Rapid Shot the quarry. Always ride for cover and use mounted combat whenever helpful.
hiya ill be in box 3 first ill go forward 10 ft then 10ft left. ill have my bow and arrow in hand at the time, and wait in ready to ambush desmen if i see him ill let fly arrows at him if they do no damage or miss to much. ill swith to my masterwork longswords and do hit and run attacks on him trying to keep my distance to avoid any possible attempt to grapple with me.through out the match continue to change weapons as the sitchuation changes long bow if he is to far away for longswords and if hes close stick to longswords. if he tries to stay close try to intimidate him. failing all that keep my distance with my bow and fire till i have no ammo left to avoid unneccasary damage after using all my ammo go all out attack him as much as possible while still avoiding any grapple or attack. these are my defualt tactics ^^
Rayne starts in area 4 (5,32) with a bow in hand. Initiative 13 Desmen starts in area 1 (31,56), mounted and has a scroll of shield (CL2) in hand. Initiative 4.
Rayne moves to (7,34) and readies to fire on sight. Desmen moves out to (25,47) and readies to cast shield on sight of Rayne.
Rayne readies. [Hide 15] Desmen moves to (21,37), but doesn't see Rayne [Spot 11 vs Hide 15], so Rayne fires [21 vs AC14, hit; Dmg 1d8=2]. Desmen sees Rayne clearly now and reads from the scroll [CL check 21 vs DC3, success]
Rayne fires an arrow [23 vs AC17+4+4 [Ride for cover 21 vs DC15, success] Desmen fires an arrow [12 vs AC19, miss]
At this point Rayne's tactics call for running after Desmen. However, since Desmen is mounted, there's no chance for that to succeed. As a result - she'll fire against the horse to try to take it out and move from there Rayne fires an arrow at Pine [18 vs AC13 [Mounted Combat 19], miss] Desmen fires an arrow [19 vs AC19, hit; Dmg 1d8+2+2=10]