Hmm...high touch AC plus DR makes this one tricky. Still, Scrataw's inability to heal should make it doable, albeit possibly expensive in terms of damage spells. Begin in the front right corner of my box. Cast mage armor from memory, then cat's grace from a scroll. Instruct Grrer to attack Scrataw; he'll naturally only do so when possible (i.e. when she comes in to attack or lands to regain focus.) Then cast produce flame, take a 5' step toward the center, and wait for Scrataw. When I see her and she's in range, throw flames at her whenever she has no cover and there's no firing into melee penalty. When the flames run out, cast again. If they run out a second time, then if I've hit with them at least 3 times (or twice and Grrer has hit twice, or once and Grrer has hit 4 or more times, or if Grrer has hit at least 6 times) try to grapple Scrataw so that Grrer can finish her off, otherwise use the pearl to regain produce flames and use the third set of flames before grappling. Thanks for the run.
This is going to be a difficult fight, but hopefully I'll figure out something.
Goal: Dive charge with psionic weapon and kill.
Secondary goals: Disarm that infernal wand and fly it off to the other side of the arena, avoid all summons and don't get eaten by the dog...
Start off at the default location. Manifest inertial armor and fly up and out. Get to at least a 20ft elevation. Go clockwise if I don't have any further indication on direction.
Once found, dive charge Vathilia for +11 to hit (+8 regularly, +1 for higher ground, +2 for charge) and 2d4+2+2d6 damage with psionic weapon.
The following round, if Vathilia has a wand in hand, use an attack action to disarm (+0 bab, +7 dex, -4 size, -4 light) and if successful, then move away (provoking) - ascending and preparing for another charge. If unsuccessful, take a 5ft step to the ground and attack twice more to disarm/damage. If I disarmed the wand and still have it on the following round, withdraw.
If I have the wand, fly away from Vathilia until I am able to fly to a place she can't see me from and drop the wand from the ceiling. Then land, regain my focus. If the wand wasn't destroyed by the fall, pick it up again, fly to the ceiling again and drop it again.
I expect I'll have to deal with some summons, but just avoid them as best as I can.
If grappled, use escape artist to escape. If tripped, stand up and continue with the rest of my tactics.
Round 0 Scrataw goes first in square 3, and the other start in square 1
Round 1 Scrataw manifests inertial armour and moves up and out. Vathillia casts mage armour.
Vathillia 23/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw 17/17 hp 27 AC
Round 2 Scrataw moves out, and Vathillia cast cat's grace. The cheers of the crowd drown out her spell, though, so Scrataw again fails to hear. She then instructs Grrer to attack Scrataw when possible.
Vathillia 23/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw 17/17 hp 27 AC
Round 3 Scrataw flies to the next square and sees them. He then flies up to position for a dive. Vathillia casts produce flames and Grrer readies to attack.
Vathillia 23/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw 17/17 hp 27 AC
Round 4 Scrataw dives to kill, striking for 12 damage. Vathillia shifts away, throwing flames but barely missing. Grrer also misses.
Vathillia 11/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw 17/17 hp 27 AC
Round 5 Scrataw withdraws up and away. The other follow and ready.
Vathillia 11/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw 17/17 hp 27 AC
Round 6 Scrataw fails to gain focus as the others approach and ready.
Vathillia 11/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw 17/17 hp 27 AC
Round 7 Scrataw fails again to focus and is found by Vathillia and Grrer.
Vathillia 11/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw 17/17 hp 27 AC
Round 8 Scrataw withdraws again as the others follow and ready.
Vathillia 11/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw 17/17 hp 27 AC
Round 9 Scrataw if followed again.
Vathillia 11/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw 17/17 hp 27 AC
Round 10 Finally gaining focus, Scrataw is found and shot at for 5 damage.
Vathillia 11/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw 12/17 hp 27 AC
Round 11 Scrataw withdraws up to ready for a dive. Vathillia fires again, getting a clear shot for 9 damage. Grrer readies.
Vathillia 11/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw 3/17 hp 27 AC
Round 12 Scrataw dives, but Grrer misses. Vathillia casts another produce flames. However, Grrer catches Scrataw's head before Scrataw can quite recover from the charge and crushes his skull, leaving him unconscious for 4 damage.
Vathillia 11/23 hp 24 AC Grrer 26/26 hp 23 AC Scrataw -1/17 hp 27 AC
Looks like it's time for a rematch; I think I've learned more new tricks than he has, and the lighting favors me this time.
Begin in the front clockwise square of my box with bow in hand. If we autospot at the beginning, move to break LoS. Cast mage armor, and then head looking for him. When I see him, shoot and then move to break LoS (if I cannot break LoS after shooting, reposition instead so next round I can, unless I need to shoot to avoid the 10 round penalty. Similarly, don't shoot while spotted unless needed to avoid the 10 round penalty.) Thanks to the lighting, I'll then stay hidden even if he breaks my cover.
If hurt at 13 or less hit points left, get away to heal until I'm at 18 or above.
If I'll have to go to melee, cast shield (from memory) and cat's grace and use my siangham. Try my best to avoid melee if he's enlarged or has mirror images, at least until they wear off (or are worn away in the case of the images). Similarly, if he casts from a scroll and I cannot identify it as something other than true strike (if he grows in size after casting it, that means it's not true strike), withdraw to avoid being attacked (if he's got his glaive don't bother withdrawing).
If he casts hideous laughter, hope I make my save (85% chance). If he uses mirror image, just wear it away with arrows as described above. If he uses invisibility, shoot if I pinpoint him, but otherwise just wait until the 10 round penalty applies for both of us.
If grappled, rage, and then escape if he's enlarged and grapple for damage if he's not; in either case, FoB the grapple.
Note that I have +2 to damage, spot, and listen against him.
Note that he only has 4 scrolls of shield; 43 is a typo.
He's probably going to run from my true strike... Oh well. Start in the back. Round 1, use scroll of shield and draw scroll of expedious retreat. Next, use a scroll of expedious retreat and draw true strike. Cast dancing lights next, using them to sweep in front of me to see him. Finally, draw glave, sing, and move out. When found, get close. Once within 65' at the beginning of my turn, use true strike and close in to 5'. Next round, use glave to hit. Repeat as needed.
If grappled, grapple for damage. He may rage, but it won't last long, and grappling a fatigued target would be easy.
[Prefight Locations and Initiative] Qelenian starts in area 4 at (8,35) with his bow in hand. Initiative 24 Ahrin starts in area 2 at (62,32) with a scroll of Shield (CL2). Initiative 5
[Round 1] Qelenian casts Mage Armor. He moves to (14,37) Ahrin casts shield from the scroll [UMD 25 vs DC22, success; ASF 14% vs 16%, fail] but his armor restricts him too much and he loses focus. He draws a second scroll of Shield (CL2)
[Round 2] Qelenian moves to (25,48) Ahrin casts shield from the scroll [UMD 22 vs DC22, success; ASF 78% vs 16%, success] and draws a scroll of expeditious retreat (CL1). [Listen -11+2 vs DC0]
[Round 3] Qelenian moves to (38,46) after not seeing Ahrin. Ahrin casts expeditious retreat from the scroll [UMD 27 vs DC21, success; ASF 78% vs 16%, success] and draws a scroll of True Strike. [Listen 1+2 vs DC0] [Hide 10]
[Round 4] Qelenian has a rough idea on where to find Ahrin so he moves to (39,34) [Spot 15], spotting Ahrin and hides [Hide 26] Ahrin has no idea that Qelenian is in view, but he proceeds with his dancing lights spell. He summons them around (53,32) and sends them straight out and finds Qelenian after about 50ft of movement. He surrounds Qelenian with the lights, then draws his glaive while moving to (50,32)
[Round 5] Qelenian is revealed, so he moves to (33,27) and hides [Hide 15] Ahrin moves to (33,25) and brings his lights around, soon spotting that Qelenian is directly in front of him.
[Round 6] Qelenian grumbles and moves away to (33,42) [Hide 18] Ahrin moves to (33,36) and the lights with him and spots Qelenian again. He starts singing.
[Round 7] Qelenian moves away to (45,49) Ahrin moves to (43,49) and moves the lights with him.
[Round 8] So far unsuccessful at staying away, Qelenian takes a 5ft step to (46,49) and casts Shield. Qelenian stows his bow Ahrin stops singing and casts True Strike from the scroll and takes a 5ft step to (44,50)
[Round 9] Qelenian withdraws from Ahrin to (50,36) Ahrin double moves to (50,38)
[Round 10] Qelenian takes a 5ft step to (50,35) and draws and casts Cat's Grace from a scroll [CL check 3 vs DC3+1, fail; Wis check 16 vs DC5, success] Ahrin takes a 5ft step (50,37) and attacks Qelenian [16 vs AC18+4+4+1, miss]
[Round 11] Qelenian takes a 5ft step to (50,34) and tries to cast from the scroll again [CL check 13 vs DC3+1, success]. He draws his siangham. Ahrin takes a 5ft step to (50,36) and attacks Qelenian [22 vs AC18+4+4+1+2, miss]
[Round 12] Qelenian takes a 5ft step to (50,35) and attacks [20,9 vs AC19+4, miss] Ahrin takes a 5ft step away and attacks [18 vs AC18+4+4+1+2, miss]
[Round 13] Qelenian steps in and attacks [10,9! vs AC19+4, miss] [Expeditious Retreat ends, Inspire Courage ends] Ahrin steps away and attacks [21-1 vs AC18+4+4+1+2, miss]
[Round 14] Qelenian attacks [21,18 vs AC19+4, miss] [Dancing Lights end] Ahrin attacks [15-1 vs AC18+4+4+1+2, miss]
[Round 15] Qelenian attacks [15,23 vs AC19+4, 1 hit; Dmg 1d6+1+2=5] Ahrin attacks [26 vs AC18+4+4+1+2, miss]
Qelenian wins and gains 1500xp/1600gp Time Before Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: Scroll of Cat's Grace (CL3) Spells or Powerpoints Used: 2 SLs (Mage Armor, Shield) x/day Abilities Used: none Free Activity:Guard
Ahrin loses and gains 500xp + 23% = 615xp/655gp Time Before Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: 2 Scrolls of Shield (CL2), Scroll of Expeditious Retreat (CL1), Scroll of True Strike (CL1) Spells or Powerpoints Used: 0SLs (Dancing Lights) x/day Abilities Used: none Free Activity:Perform +115gp, 5sp
@Yitzi - I'm not sure why you are so timid with this character. Although it seems like a no brainer to just stay away and hide, the fact is that Ahrin has little effective way to fight you at all even in melee. As long as Ahrin isn't spamming true strike scrolls - you can afford to be in close and getting this fight over with sooner rather than later.
That said - you should thank the stars that on the one hit he had that Inspire Courage had already ended, because with IC - he would have hit and killed on that fluke of a pair of rolls.
Also - although Q is on fight 3 - I don't see the first two weeks of activity in his Current Fight Cycle entry.
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Vallgar's got some nasty spells, but they're mostly close range. The map (and his skeleton's bow, and his longer-range spells) makes a simple running battle tricky, but thanks to the lighting (which I can ignore but lets me hide without cover/concealment) and his low detection skills, a sniping approach should do the job. Begin in 4,4 or equivalent. If I start autospotted to either Vallgar or Turon, move to break LoS. First round (after moving if needed) use Chameleon. Second round, use cat's grace (if I don't make the scroll usage check, use a second; if that fails as well, just leave it out) and move clockwise if I don't see Vallgar. After that, head out searching for Vallgar. Always make sure to stay at least 75' from Vallgar and at least 95' from Turon if feasible. (If not, still try to stay at least 65' from Turon or have cover from him. I don't want to get spotted.) Other than that, ignore Turon; while I could disable the "merciful" feature if necessary, it's just too much trouble, and not necessary, to take him out. Once I see Vallgar, begin sniping. If spotted, move to rehide and go back to sniping. If hurt by 9 or more damage, get away and use my wand until hurt by less than 9 (or not at all), then put it away and go back to sniping (if spotted and hurt, break LoS first). Thanks for the run.
Small map with a very fast guy with a very good ranged attack and is no slouch in melee either... Fun!
Start off closest to the center of the temple with a potion of mage armor and a scroll of False Life.
Round 1 - Activate boots. If Thanio has spotted me fly to the ceiling and out away from the ledge. If not - stay put and hide (dim light allows hiding as long as not observed already). Round 2 - Drink potion. If still not engaged, stay put; otherwise, fly away. Round 3 - Cast shield from memory. Same as above. Round 4 - read the scroll, fly out.
If I had to fly away (and was successful in doing so), interrupt buffing for offense.
Offense: Cast the following until he's down or incapacitated enough that I can kill him: 1. Hideous Laughter 2. Blindness (skip if laughing - use when/if he recovers from laughing) 3. Spectral Hand 4. Ghoul Touch (x2, through hand) (if either is successful, move in and CDG with shocking grasp) 5. Enervation (x2) 6. Ray of Exhaustion 7. Shocking Grasp (x2, through hand) 8. Magic Missile (x2) 9. Vampiric Touch (through hand) 10. Chill touch (through hand - all touches)
If I am grappled, use grapple checks to escape. If unable to cast without provoking, take a 5ft step or cast defensively.
Round 0 Vallygar goes first in square 2, Thanio in square 3.
Round 1 Vallygar uses fly. Thanio uses Chameleon.
Vallygar 33/33 hp 12 AC Thanio 36/36 hp 25 AC
Round 2 Mage Armour and Cat's Grace go up. Thanio moves to go out, but sees Vallygar and hides.
Vallygar 33/33 hp 16 AC Thanio 36/36 hp 25 AC
Round 3 Vallygar casts shield. Thanio tries to snipe, but the distance is too great and he misses.
Vallygar 33/33 hp 20 ACThanio 36/36 hp 25 AC
Round 4 Vallygar, hearing an arrow fly by him in the darkness, flies back into his area before using the scroll for 7 hp. Thanio move out to where he was seen.
Vallygar 40/33 hp 20 AC Thanio 36/36 hp 25 AC
Round 5 Vallygar flies directly over Thanio's head while moving out. Thanio, seeing Vallygar move over his head, moves and snipes again, hitting for 12.
Vallygar 40/33 12 sub hp 20 AC Thanio 36/36 hp 25 AC
Round 6 Vallygar moves again, trying to find him, which is actually impossible. Thanio smiles and snipes, striking for another 12.
Vallygar 40/33 24 sub hp 20 AC Thanio 36/36 hp 25 AC
Round 7 Saem as before, but 11 damage.
Vallygar 40/33 35 sub hp 20 AC Thanio 36/36 hp 25 AC
Round 8 Vallygar is dropped by another 10 subdual damage.
The issue here is speed...Thanio's favored tactics require having speed substantially more than his opponent, and 10' won't cut it, especially in the city. Throw in a nasty sunder ensuring melee will be a problem, and I need to increase the speed advantage. Fortunately, I have a way to do so.
Begin in 1,62 or equivalent with nothing in hand. Use chameleon, then shield of faith, then cat's grace (if I fail twice or suffer a mishap once, don't try again; note that by the FAQ a non-mishap fail does not waste the scroll), then expeditious retreat (memory). (If he shows up before then, skip to expeditious retreat then move out.) Then draw my bow and call for him as loud as I can, once, then ready to shoot on sight. When I see him, I'll shoot (hopefully it'll be vs. flat-footed); the following round move out in the direction away from him (withdraw if needed to avoid AoOs); if I can avoid a move+attack or charge on his part with a single move then single move (if I can rehide and then autospot him in the process without opening up a single-move base or a charge do so) and shoot; otherwise, double move to maximize distance (unless I need to attack in order to avoid a 10 round penalty, in which case shoot and then stow my bow; don't take it out again until I can end my turn without being attackable in melee).
If my expeditious retreat runs out, stow my bow, get my greataxe, and engage in melee; once he's attacked me once (and thus presumably spent his psionic focus) go back to move+shoot.
If my bow is broken anyway, switch to my axe and hope I've softened him up enough to take him out quickly.
Hmmm... Thanio again. I always hate a coward. Priority: get rid of his bow.
Start with usuals and dodge him. Move around clockwise, avoiding the center. Always have cover from the center and the starting areas if possible. I know I can't naturally spot him, so try to wrap around all corners to find him. Drink potion of shield of faith round 6 if I haven't found him yet. Whenever found, sunder his bow, charging if I can. If being sniped and I can't see him, move to total cover from my position. Whenever found, destroy bow, then kill. Refresh potion once if I haven't destroyed his bow.
Use full attacks in favour of psychic strike, but recharge of I have a free move action. Use psionic weapon only once his bow is gone.
[Prefight Location and Initiative] Ashtin starts in area 1 at (2,63) with mindblade in hand, charged and focused. Initiative 12 Thanio starts in area 3 at (64,3) with nothing in hand. Initiative 18
[Round 1] Thanio uses a tattoo of chameleon. Ashtin moves out to (15,57)
[Round 2] Thanio draws and drinks a potion of Shield of Faith (CL2). Ashtin moves to (30,55)
[Round 3] Thanio draws and casts Cat's Grace from a scroll (CL3) [CL check 9 vs DC4, success; ASF 91% vs 6%, success] Ashtin moves to (36,44)
[Round 4] Thanio casts Expeditious Retreat from memory [ASF 71% vs 6%, success], draws his bow and calls out for Ashtin. Ashtin, hearing Thanio clearly, moves to (42,31)
[Round 5] Thanio readies to fire on sight of Ashtin. Ashtin runs to (44,11)
[Round 6] Thanio readies. Ashtin moves to (51,8), and draws a potion of shield of faith (CL1).
[Round 7] Thanio readies. Ashtin drinks the potion and moves to (58,6), triggering Thanio's ready at (52,6) [27 vs AC24+2+1, hit; Dmg 1d8+4+2+1d6=12 subdual damage]
[Round 8] Thanio fires an arrow [22 vs AC24+2+1, miss] and then moves to (61,18) Ashtin double moves to (61,18)
[Round 9] Thanio withdraws to (35,25) Ashtin double moves to (52,24) and gains sight of Thanio.
[Round 10] Thanio moves to (22,41) and hides [Hide 30] Ashtin moves to (43,33)
[Round 11] Thanio readies to fire on sight. Ashtin moves to (32,41), but triggers Thanio's ready at (40,33) [110ft (-2), 32-2 vs AC20+2, hit; Dmg 1d8+4+2+1d6=13 subdual damage]
[Round 13] Thanio moves, drawing an AoO from Ashtin, who tries to sunder the bow [35 vs 25, success; Dmg 1d10+12+1d4=22-7=15] and the bow is destroyed. To finish the move, Thanio draws his greataxe and attacks with it [17 vs AC24+2+1, miss] Ashtin full attacks Thanio, using his focus on the first attack [26,13 vs AC26-3+2, 1 hit; Dmg 1d10+12+1d4+2d8+2d6=26]
Ashtin wins and gains 2400xp/3400gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: Potion of Shield of Faith (CL1) Spells or Powerpoints Used: none Abilities Used: none Free Activity: craft jewelry for 136 gp
Thanio loses and gains 800xp/1133gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: antitoxin, Tattoo of Chameleon (ML1), Potion of Shield of Faith (CL2), Scroll of Cat's Grace (CL3), 3 arrows (3 hits, 0 misses) Spells or Powerpoints Used: 1 SL (Expeditious Retreat) Abilities Used: none Free Activity: Perform +128gp
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Monk fight! Start in front center with loaded sling in one hand and kama in other. Move to cover and ready to snipe within 100'. Once I'm detected, engage in melee with kama, not using flurry of blows. Charge if possible. If he uses mist, counter with faerie fire. Dodge him. If he avoids me and shoots, take total cover and try to snipe with sling. If grappled, escape artist.
Not in my favour, but I knew ECL 3 fights would be bad.
[Prefight Locations and Initiative] Blackhand starts in area 4 at (8,32) with a loaded sling and a kama in hand. Initiative 25 Gruug starts in area 2 at (55,28) with a wand of Expeditious Retreat (CL2) and a potion of mage armor. Initiative 5
[Round 1] Blackhand moves to (17,37). Gruug drinks the potion and draws his bow.
[Round 2] Blackhand hides [Hide 6] and readies to fire the sling on Gruug coming within 100ft. Gruug uses the wand and stows it.
[Round 3] Blackhand continues to ready. Gruug moves out to (35,22)
[Round 4] Blackhand continues to ready Gruug moves to (24,24) [Spot 7], where he spots Blackhand. Blackhand fires (automatically deflected). Gruug fires an arrow [23! (12-not confirmed) vs AC19+4, hit; Dmg 2d6+3=8]
[Round 5] Blackhand moves to (23,28) Gruug fires an arrow [8 vs AC19+1, miss] and moves to (25,12)
[Round 6] Blackhand grumbles about Gruug's running away and moves to (26,27), drops his kama and reloads the sling and hides [Hide 20] Gruug moves to (10,25) and doesn't see Blackhand [Spot 8]
[Round 7] Blackhand snipes Gruug [5! (automiss); Rehide -3 vs Spot 1] Gruug moves to (10,29) and attacks [12 vs AC19+1, miss]
[Round 8] Blackhand reloads his sling and grabs his kama and takes a 5ft step to (27,27) Gruug fires an arrow [22 vs AC19+1, hit; Dmg 2d6+3=11] and Blackhand dies.
Round 1, scroll shield. (Added in addendum: Buff resistance round 2.) Draw glave and close in to 200 feet of anything, then draw and drink shield of faith in the same round so no shooting me. Sing. Charge and kill with glave. Kill summons first.
Round 1 - cast shield of faith from memory. Round 2 - move out towards Ahrin, ready to cast doom on him coming within range.
Once the ready is triggered, cast invisibility from memory and move to hide my position.
Once invisible, time to summon. He's got potions of protection from evil - so I guess it is good summons for the fight. I don't have Augmented summons - but these should hopefully still be effective enough.
SMIII - Celestial Hippogriff SMII - Celestial Riding Dog SMI - Celestial Dog
Then proceed with Divine Favor, (if Doom didn't work before invisibility, cast it again now), Spiritual Weapon and then attack in melee with rapier. Summons should be positioned to flank where possible.
[Prefight locations and Initiative] Delilah Llyeritas starts in area 3 with rapier in hand. Initiative 19. Ahrin starts in area 2 with scroll of shield in hand. Initiative 19.
Delilah Llyeritas: (92,5) 36/36 HP, 18 AC Ahrin: (92,92) 27/27 HP, 19 AC
[Round 1] Delilah Llyeritas casts Shield of Faith. Ahrin uses his scroll.
[Round 9] Delilah finishes summoning the hippogriff, which appears right in front of Ahrin. She then begins summoning a celestial riding dog. Ahrin hears her to the southwest. The hippogriff goes all-out against Ahrin, with no success. Ahrin attacks the hippogriff for 13 damage (12 left).
[Round 10] Delilah finishes summoning the riding dog, which appears to flank Ahrin. She begins summoning a celestial dog. Ahrin hears again, and has a pretty decent idea of where she is. The hippogriff goes all-out against Ahrin, with no success. The riding dog bites at Ahrin, with no success. Ahrin attacks the hippogriff for 16 damage, sending it back to from whence it came.
[Round 11] Delilah finishes summoning the dog, which appears to flank Ahrin. She then casts Divine Favor. The riding dog bites at Ahrin, with no success. The dog bites at Ahrin, with no success. Ahrin takes a step and attacks the riding dog for 17 damage, sending it back to from whence it came.
[Round 12] Delilah casts Doom, but again he resists the effect. She is now visible. The dog bites at Ahrin, with no success. Ahrin takes a step and attacks the dog for 9 damage, sending it back to from whence it came. His resistance spell fades away.
[Round 14] Delilah takes a step up and attacks, but Ahrin dodges. The spiritual weapon is deflected by Ahrin’s shield of faith. Ahrin takes a step back and attacks again; this time he hits, for 8 damage.
[Round 15] Delilah takes a step up and attacks again, but misses. The spiritual weapon hits for 4 damage. Ahrin takes a step back and attacks again, for 14 damage. His Shield of Faith ends.
[Round 16] Delilah takes a step up and attacks again, but misses. The spiritual weapon bounces off Ahrin’s armor. Ahrin takes a step back and attacks again, for 12 damage.
[Round 17] Delilah takes a step up and attacks again, but is blocked by Ahrin’s shield. The spiritual weapon bounces off Ahrin’s armor. Ahrin takes a step back and attacks again, for 10 damage, knocking Delilah out.
Ahrin wins and gains 1845xp/1968+115.5=2083.5gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: scroll of shield, potion SoF Spells or Powerpoints Used: 1 cantrip Abilities Used: 1 bardic music Free Activity: perform for 115.5 gp
Delilah Llyeritas loses and gains 500xp/533.33gp. Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: Doesn’t matter, 3rd fight Abilities Used: none Free Activity: guard home
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Ah, the battle of the characters with insanely high touch ACs.
The basic approach is going to be eliminating either his wand or his dorje and exploiting that.
Start in the corner closest to the center with scroll of cat's grace in hand. Begin by buffing with cat's grace (from the scroll) and then shield (from memory), and then resistance (from memory) if I don't see him yet. Unless otherwise indicated, always declare dodge against Arnaugh, and all attacks should be fighting defensively, and FoB if possible.
After I finish buffing, head out in search of Arnaugh. Once I get there, my priorities are: 1. Disarm any wand Arnaugh is holding, 2. Disarm any dorje Arnaugh is holding, 3. Grapple Screech; hold for damage but don't maintain the grapple (if he's in the air, I can't), 4. Grapple Arnaugh (again, hold for damage but do not maintain the grapple.) As I said before, always FoB and fight defensively.
Once I accomplish one of 3 goals, change my tactics. If I manage to grab a wand of Arnaugh's, try to use it to hit him (or Screech if he's on the ground) with entangle (since it's on the ranger class list). If I succeed (i.e. it is a wand of entangle), stow it and go back to the priorities from the previous paragraph; if I get the other wand, I know it's produce flames (so don't try using it to entangle). If I fail to entangle, or otherwise know it's the wand of produce flames, change my dodge target to Screech, and my first priority is taking out Screech (since Arnaugh will be virtually unable to hurt me).
If I get Arnaugh's dorje, get a bit back, take out my wand of MM, and MM him to death for an easy win. An exception is if I've already damaged him at least 5 times; if so, just keep going as before.
If I take out Scrataw, then the next time I grapple Arnaugh do hold, and then pin (damaging with my second attack if I pin with my first) until he's dead.
If hit by entangle, use escape artist (which gets +2 from Cat's Grace) to escape if needed, and then get out of the area.
If anyone tries to disarm me of anything, use my AoO to try to grapple; hold for damage (which will stop the disarm) but don't maintain, as before.
note that Arnaugh and I get +2 damage against each other for favored enemy.
Start off at the default with a potion of mage armor and a wand of sonic substitution produce flame (CL3) in hand. Screech will be on my shoulder and will share all applicable effects.
Buffing (If interrupted, see below)
Round 1 - Drink potion. Screech will dodge on sight of Qelenian. Round 2 - Manifest Defensive Precognition PLA (share) Round 3 - Manifest Force Screen PLA (share) Round 4 - Cast Produce Flames from memory (not shared) Round 5 - use wand on Screech on a claw (not shared)
If interrupted, skip defensive measures for produce flames and then engage.
If able to complete the buffing uninterrupted, seek out Qelenian and ready to cast flaming sphere on sight. If Qelenian comes to melee, use the flaming sphere to attack first and allow Screech to attack with produce flame touches. Once the sphere expires, Arnaugh will take a 5ft step away and throw flames - using focus on his first throw.
If he's using Magic missile wand, don't forget about my resistance (SR13).
Rebuff produce flames with the wand as needed. If the wand is disarmed, use up to 2 mind thrusts PLAs. If that is not enough, try to initiate a grapple/pin and have Screech full attack.
That's pretty much it - not sure how this will go to be honest, but I guess we'll see.
Arnaugh acts first, starting in box 1, holding a potion and a wand (Screech goes last) Qelenian acts second, starting in box 2 (front corner), holding scroll
Round 1: Arnaugh drinks a potion Qelenian casts Cat’s Grace from Scroll (CL3: caster level check vs DC 4: success) Screech waits to receive buffage on his plumage
Round 3: Arnaugh manifests Force Screen (shared) Qelenian casts resistance from memory, moves out towards where he has heard the psi-like abilities coming from Screech hangs onto Arnaugh’s shoulders, contemplating famous pirate-adorning parrots of yore
Arnaugh 17/17 AC 19+1 dp+4 FS+4 MA | Mage Armor (long), Def Precog (32), Force Screen (33) Qelenian 26/26 AC 18+2 cg+4 shield (+dodge) | Cat’s Grace (31), Shield (22), Resistance (13) Screech 16/16 AC 22+1 dp+4 FS (+dodge) | Def Precog (32), Force Screen (33)
Round 4: Arnaugh casts produce flames from memory on self Qelenian moves, spots Arnaugh, can’t engage this round, so moves to within 5’ to allow 5’ step and FOB next round (or charge) and declares Dodge on Arnaugh Screech readies to attack
Arnaugh 17/17 AC 19+1 dp+4 FS+4 MA | Mage Armor (long), Def Precog (32), Force Screen (33), Produce Flames: Fire (34) Qelenian 26/26 AC 18+2 cg+4 shield (+dodge) | Cat’s Grace (31), Shield (22), Resistance (13) Screech 16/16 AC 22+1 dp+4 FS (+dodge) | Def Precog (32), Force Screen (33)
Round 5: Arnaugh casts produce flames: sonic from wand (Qelenian sees this) on Screech Qelenian 5’ steps in and uses FoB fighting defensively to disarm Arnaugh – triggering Screech’s ready (initiative order resets) (Produce flame +6 vs tAC 18+2cg+2defensively (dodging Arnaugh) hitting for 9 sonic damage Qelenian then FoB’s defensively to disarm, provoking an AoO from Arnaugh (touches with produce flames: fire +4 to hit vs tAC 23), missing. Qelenian FoB disarm attempt: Unarmed strike +7 +2 CG -2 FoB -4 Defensive = +3, -4 for unarmed attempt, vs Arnaugh +4, -4 for not a weapon – Qelenian succeeds in disarming the wand on his first attempt
Arnaugh 17/17 AC 19+1 dp+4 FS+4 MA | Mage Armor (long), Def Precog (32), Force Screen (33), Produce Flames: Fire (34) Qelenian 17/26 AC 18+2 cg+4 shield (+dodge) | Cat’s Grace (31), Shield (22), Resistance (13) Screech 16/16 AC 22+1 dp+4 FS (+dodge) | Def Precog (32), Force Screen (33)
Round 6: Arnaugh (note: while tactics do note “if wand is disarmed, use up to 2 PLA mind thrusts,” that falls after “rebuff from wand as needed” and there are many other tactics before that; my impression is Arnaugh wants to do Flaming Sphere + Screech touch attacks first) 5’ steps back and casts Flaming Sphere (could cast defensively but not clear that there’s a reason to chance it) on Qelenian, who saves and avoids damage. Screech readies to touch Qelenian Qelenian changes dodge to Screech, and 5’ steps in and tries to grapple screech (fighting defensively, fob) – triggering Screech’s readied touch attack Screech (produce flame +6 vs tAC 23 now) again hits for 9 with the sonic touchMisses due to AC bonus from tumble Qelenian tries to grapple (touch +7 -2 FoB +2 CG -4 defensive = +3/+3 vs tAC 16, missing twice
Arnaugh 17/17 AC 19+1 dp+4 FS+4 MA | Mage Armor (long), Def Precog (32), Force Screen (33), Produce Flames: Fire (34) | Flaming Sphere ends 8 Qelenian 8+9/26 AC 18+2 cg+4 shield (+dodge) | Cat’s Grace (31), Shield (22), Resistance (13) Screech 16/16 AC 22+1 dp+4 FS (+dodge) | Def Precog (32), Force Screen (33) (Arnaugh started 5’ SE of where he ends up, not shown to leave room for all the pins; flaming sphere shown bigger than true effect, for clarity)
Round 7: Arnaugh uses move action to move flaming sphere in to Qelenian, who saves. Screech tries to touch Qelenian once more, missing (roller says “readied” but it is not a readied action) Qelenian tries to grapple Screech, missing twice
Round 8: Arnaugh uses move action to roll the sphere away and back again into Qelenian, who saves; the sphere fades away Screech tries to touch Qelenian once more, missing Qelenian tries to grapple Screech, missing twice
Round 9: Arnaugh delays until just after Screech (as his goal was to let Screech hit with produce flames) Screech tries to touch Qelenian once more, just missing (note: if Screech’s to-hit is really +7 for some reason I don’t see, then he’d hit here, and fight ends in round 10 with his 20 critical threat) Arnaugh 5’ steps back and throws a regular produce flame, expending psionic focus, missing Qelenian 5’ steps in and again defensively flurry grapples at Screech, hitting, holding for 5, not maintaining grapple, and hits again, holding for 3, not maintaining grapple
Arnaugh 17/17 AC 19+1 dp+4 FS+4 MA | Mage Armor (long), Def Precog (32), Force Screen (33), Produce Flames: Fire (34) | Flaming Sphere ends 8 Qelenian 8/26 AC 18+2 cg+4 shield (+dodge) | Cat’s Grace (31), Shield (22), Resistance (13) Screech 8/16 AC 22+1 dp+4 FS (+dodge) | Def Precog (32), Force Screen (33)
Round 10: Screech tries to touch Qelenian once more hitting! (not confirmed) for 6 Arnaugh 5’ steps back and throws a regular produce flame, missing Qelenian 5’ steps in and again defensively flurry grapples at Screech, missing twice
Arnaugh 17/17 AC 19+1 dp+4 FS+4 MA | Mage Armor (long), Def Precog (32), Force Screen (33), Produce Flames: Fire (34) | Flaming Sphere ends 8 Qelenian 2/26 AC 18+2 cg+4 shield (+dodge) | Cat’s Grace (31), Shield (22), Resistance (13) Screech 8/16 AC 22+1 dp+4 FS (+dodge) | Def Precog (32), Force Screen (33)
Round 11: Screech delays until just after Arnaugh Arnaugh 5’ steps back and throws his last regular produce flame, missing Screech tries to full attack, flopping off of Arnaugh’s shoulder, missing Qelenian again defensively flurry grapples at Screech, hits with the second attempt, holding for 2
Arnaugh 17/17 AC 19+1 dp+4 FS+4 MA | Mage Armor (long), Def Precog (32), Force Screen (33), Produce Flames: Fire (END) | Flaming Sphere END Qelenian 2/26 AC 18+2 cg+4 shield (+dodge) | Cat’s Grace (31), Shield (22), Resistance (13) Screech 6/16 AC 22+1 dp+4 FS (+dodge) | Def Precog (32), Force Screen (33)
Round 12: Arnaugh 5’ steps to a wiser spot on the map and uses a mind-thrust PLA (Will +8+1 resistance vs DC 16 – Pitlord ruling that elf bonus to enchantment does not mean bonus to this telepathy-discipline effect) – Qelenian resists Screech full attacks, missing Qelenian again defensively flurry grapples at Screech, hitting twice for 6 then 2, knocking Screech out
Arnaugh 17/17 AC 19+1 dp+4 FS+4 MA | Mage Armor (long), Def Precog (32), Force Screen (33), Produce Flames: Fire (END) | Flaming Sphere END Qelenian 2/26 AC 18+2 cg+4 shield (+dodge) | Cat’s Grace (31), Shield (22), Resistance (13) Screech -2/16 AC 22+1 dp+4 FS (+dodge) | Def Precog (32), Force Screen (33)
Round 13: Arnaugh uses another PLA Mind thrust – Qelenian resists Qelenian 5’ steps in, dodges Arnaugh, defensively flurry grapples at Arnaugh (+3/+3 vs tAC 19) (resistance ends), missing twice
Arnaugh 17/17 AC 19+1 dp+4 FS+4 MA | Mage Armor (long), Def Precog (32), Force Screen (33), Produce Flames: Fire (END) | Flaming Sphere END Qelenian 2/26 AC 18+2 cg+4 shield (+dodge) | Cat’s Grace (31), Shield (22), Resistance (END) Screech -2/16 AC 22+1 dp+4 FS (+dodge) | Def Precog (32), Force Screen (33)
Round 14: Arnaugh (pitlord decisions here…Arnaugh tactics at this point say to grapple, but with the intent for Screech to then damage – however, Qelenian is pretty hurt, and anything else would be purely improvisation on my part, such as using pearl of power, or attacking with weapons, etc) attempts to grapple (will stop mapping now) +4 vs tAC 23, miss Qelenian defensively flurry grapples at Arnaugh (+3/+3 vs tAC 19), hitting with the first, Arnaugh wins opposed grapple, Qelenian misses with next attempt.
Round 15-18: (at this point, Arnaugh will touch to grapple w/ +4 vs tAC 23, and Qelenian will flurry +3/+3 vs tAC19, until they hit or round 31/32 when buffs start changing – so will roll simultaneously, but Arnaugh technically goes first)
Round 19: Q hits but fails his opposed grapple roll
Round 20: misses Round 21: Arnaugh hits, but fails opposed grapple to hold (rolled wrong damage for A in grapple, doesn’t matter) Q hits, succeeds to hold (for 3 damage), and moves into square, maintaining grapple
Arnaugh 14/17 AC 19+1 dp+4 FS+4 MA | Mage Armor (long), Def Precog (32), Force Screen (33), Qelenian 2+9/26 AC 18+2 cg+4 shield (+dodge) | Cat’s Grace (31), Shield (22), Resistance (END)
Round 22: Arnaugh attempts opposed grapple to grapple for damage, grappling for 3 damage and knocking Qelenian unconscious. Qelenian uses FoB to try to pin then damage; fails, then holds for 3
Arnaugh 11/17 AC 19+1 dp+4 FS+4 MA | Mage Armor (long), Def Precog (32), Force Screen (33), Qelenian 8/26 AC 18+2 cg+4 shield (+dodge) | Cat’s Grace (31), Shield (22), Resistance (END)
Rd 23: Arnaugh grapple for damage: fails Qelenian FoB pin then damage: pin succeeds, grapple for damage fails
Rd 24: A break pin: fail Q FoB pin then damage: pins, then holds for 7
Arnaugh 4/17 Qelenian 8/26
Rd 25: A break pin: succeed Q FoB pin then damage: fails, fails
Rd 26: A grapple for damage: fails Q FoB pin then damage: pins, damages for 7, knocking Arnaugh unconscious.
Arnaugh loses and gains 500xp/533gp Time Before Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: Wand of Sonic Produce Flame, Potion of Mage Armor Spells or Powerpoints Used: Produce Flame, Flaming Sphere x/day Abilities Used: PLA Def Precog, PLA Force Screen, 2 PLA MindThrust Free Activity: Guard
Qelenian wins and gains 1500xp / 1600gp Time Before Fights: 6 hours Prebuffs/Ongoing Effects: none Items Used: Scroll Cat's Grace CL3 Spells or Powerpoints Used: Shield, Resistance x/day Abilities Used: none Free Activity: Guard
@Yitzi – why do you state you gain 50% from fighting defensively? What on Qelenian gives that bonus? Also, why does your elven bonus say +2 vs enchantment/telepathy - I don’t know that those are equivalent, unless there’s something else giving that +2 save bonus to telepathy that I may have missed
@Telin – I would guess but could be wrong that you missed the Fire Elf FR I think Screech talons are +6 to hit: +2 BAB, +1 size, +3 dex/finesse? And attacks are +6/+6/+1? - this is very important in round 9 / 10
Hi Uknits- Thanks for pitlording. The plains, not many places to hide... and Ant, who terrifies me. Still. He has crazy AC, crazy damage, crappy grapple check, and crappy saves, and is going to want to close to 60’ … I wonder if I can use that to my advantage. Start kneeling, hidden if possible. Rd 1: Poison an arrow Rd 2: Dorje Vigor ML2 Rd 3: Rapid shot arrows at him until he’s within 300’ (don’t use psionic shot or focus) Once within 300’: 1. use deadly choker of truestrike 2. next round no matter what as long as he can be targeted shoot w/ poison + psionic shot + 2pp deepcrystal for +28 to hit - range penalties, 1d8+1+2d6+2d6+poison damage Next round, use obscuring mist on my position, putting me at the back edge of it – have psicrystal move out to center of mist to help use “sighted” ability to target Use the time in the mist to regain focus x2 unless he’s somehow attacking me, in that case, skip it Fight within the mist as much as possible – use the psicrystal’s sighted ability to pinpoint (psicrystal can keep moving around to keep Ant within “radar&rdquo , and count on move silently > listen to stay untargeted, and attack with (shot + psionic shot [std] / regain focus [mve]; note 2 foci, so if fail to regain focus, continue). First attack possible use Bracers enlarged crystal shard + psionic shot. If he’s not in the mist, make sure have 2 foci, then have psicrystal leave mist and tell me where he is – if he’s within range so I can attack while concealed within the mist from him, do so using the psicrystal to target him via pinpointing and accept the 50% miss chance. Rapid shot him, using 2 psionic foci for 2 psionic shots, then retreat into mist, regain focus, repeat. If the mist has 1 round remaining, try to use psicrystal targeting to charge-grapple him and grapple to death. Note: --Use empty mind on first 2 will saves if PP’s not spent on DC bowshot. Thanks, good luck, have fun, and try to win!
Plains is helpful, kind of... I'm on fight 2 - I only used 6pps in fight 1, so that's 22pps for this fight.
Start off with dorje of Enlarged Entangling Ectoplasm (ML1) and a powerstone of Skate (ML2) in hand.
Manifest a surged Vigor for 2pps (+25hp, 7 minutes), and begin moving in.
Round 2 - use the powerstone of skate and draw dorje of Enlarged Energy Ray (ML2, aug) and close in some more.
Now we want to get in range for the ectoplasm (60ft). Once there, use the dorje of Entangling Ectoplasm until it is successful. Follow it up with a crystal shard from my PPs (5pps, surged, psionic shot, 7d6 +2d6 (PS)). If that doesn't kill him, follow up with a mind thrust (5pps, surged, 7d10, Will DC 20 to negate) and repeat until he is either dead or I am out of PPs available. Use dorje of Energy ray until he is dead if that happens.
Do not rebuff Vigor. If ectoplasm ends, use the dorje to reentangle him before using dorje of energy ray.
Well, I get my trap off at least - hopefully that will help by giving her some rounds to heal before trying to engage me. Of course, since she can heal and the temple isn't great for closing in undetected, I'm really wishing I had enough to grab a potion of invisibility...
For Rob store, let's grab an arrow of Elf-bane.
Start off at the default square with bow in hand. If I have heard some indication of her, move to cover and hide. If I have not heard, move to the clockwise corner that would lead me around the temple's outer edge.
If I am approached by the dog, try to snipe it and sneak attack. If unable to 5ft step away, draw rapier (keeping bow in other hand) and bluff/sneak attack in melee.
If at any point I can snipe/sneak attack with the elf-bane arrow - take it.
If approached by summons, use rapier and attack defensively with full combat expertise until they dissipate.
If tripped stand and take the AoO. If grappled, use escape artist (+5).
That should be it. I'm pretty much dead in the water here - I should get some expendables for Ilendil already...
Chances are I'm getting hit by the trap for about half my HP. A bit annoying, but should be managable. Begin in 3,3 or equivalent. Cast shield (from memory), and then heal up to 18 or more with my wand if necessary. When Ilendil shows up, stop the healing if needed and hit his bow (if he's wielding it) with warp wood. Then have Grrer attack while I play keep-away as much as possible (remember that feinting is a standard action, so he can't attack the same round; after he feints, withdraw to avoid being attacked the following turn) while using heat metal; after casting heat metal, burn my entangle for a wolf to flank with Grrer (this should be instinctive); if both the wolf and Grrer are down, cast produce flame and continue with the keep-away to hit with it and then my bow until he's down. (If I have to let him close for one round, do so; just make sure to get away the next round so he can't use his feint.) If Warp Wood fails (unlikely but possible), or if he uses his Rob Store to get a second ranged weapon, still hit with heat metal while sending Grrer to attack, and then summon the wolf, but after that go follow Grrer and use my wand to heal him, once for every hit taken. Note that I get a +7 roll vs. feint, and Grrer gets +4 with Ilendil getting a -8 penalty. Thanks for the run.
Round 1 Vathillia casts shield. Unfortunatley, the crashing of the portcullis is ringin in Illendil's ears, preventing him from hear where Vathilia is. invisiblecastle.com/roller/view/2967836/ Illendil moves out,
Vathilia 23/23 hp 20 AC Thanio 16/16 hp 22 AC Grrer 26/26 hp 23 AC
Round 2 Vathilia readies warp wood and tells Grrer to attack when seen. invisiblecastle.com/roller/view/2967844/ Illendil runs to the clockwise corner, and everybody sees eachother before Illendil rushes behind the next corner. Grrer moves towards Illendil.
Vathilia 23/23 hp 20 AC Thanio 16/16 hp 22 AC Grrer 26/26 hp 23 AC
Ilendil wins and gains 1050xp/1050gp Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: none Items Used: 1 Arrow Spells or Powerpoints Used: none Abilities Used: None Free Activity: Rob Store
Vathilia loses and gains 450xp/542gp Time Between Fights: 6 hrs Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: Shield (1 SL) Abilities Used: None Free Activity: Profession 92 gp
Abrupt ending to a battle I thought was going the other way.