Provided I still run this fight, Qhordyrn's up against a CelestialGiantAntQueen. I wish you much luck, since that thing is vicious CelestialGiantAntQueen, Magical Beast of RidiculousnessShow
Large Magical Beast Hit Dice: 4d8+4 (22 hp)Initiative: -1Speed: 40 ft. (8 squares), fly 80 ft. Armor Class: 17 (-1 Dex, -1 size, +9 natural), touch 8, flat-footed 17 Base Attack/Grapple: +3/+10Attack: Bite +5 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved Grab, Smite Evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid, cold, and electricity 5, spell resistance 9 Saves: Fort +5, Ref +0, Will +2Abilities: Str 16, Dex 9, Con 13, Int 3, Wis 13, Cha 11 Skills: —Feats: Track
I think poison wouldn't work, due to damage reduction, and shocking grasp is out because of the electricity resistance. That leaves MM wanding it to death, which isn't promising, since as soon as it hits me, it grabs, and wins... And although its SR is pathetic, it's probably enough to protect it from some magic missiles... I'm of half a mind to forfeit, since I don't see a realistic way to win... but where's the fun in that? Instead, I'll go all out...let's see what happens.
First, thanks for pitlording.
Start in back of square, bat adjacent, holding wand:
Rd 1: Mage armor from memory, bat goes scouting (let's say clockwise for clarity) - bat will always try to report location of ant, and Q will always move away from ant whenever possible, as much as possible.
Rd 2: Shield from memory
Rd 3: Mirror image from memory
Magic missile wand at ant and move away until dead. Continue magic missiling as long as able. If not able, forfeit.
I'm pretty sure I lose, but either way, thanks for pitlording - good luck!
The CelestialGiantAntQueen wins initiative and starts in box 1(31,58). Qhordryn starts in box 3, bat adjacent, holding the MM wand.(31,1)
Round 1 The Queen, enraged at not immediately seeing it's meal present, rushes SE(45,33) in search of dinner. Qhordryn casts Mage Armor from memory and sends his bat NW in search of the Queen. Bat moves NE and immediately sees the Queen, and alerts Qhordryn. Unfortunately, the Queen also notices the bat. Tall Map ..."mbToggleSBlock(5);" class="mbSBlockBtn" id="sBlockBtn5">Show
Queen 22/22 hp Qhordryn 12 hp, Mage Armor(long)
Round 2 The Queen rushes towards the bat(29,5), but notices the meatier meal nearby. Qhordryn, slightly surprised by the Queen's sudden appearance, nevertheless casts shield from memory, hoping to have some kind of defense in place. Queen 22/22 hp Qhordryn 12 hp, Mage Armor(long), Shield(33)
Round 3 The Queen sees it's meal so very close and charges, attempting to smite Qhordryn, but he manages to just barely dodge it's fangs. (17 vs. AC 18) The Queen is close, but there was still time for more defense! Qhordryn 5ft steps back and suddenly, there are 6 of him! The bat chears it's master's prowess. Queen 22/22 hp Qhordryn 12 hp, Mage Armor(long), Shield(33), Mirror Image(5 images, 34)
Round 4 The Queen, delighted to find so much food, steps closer and heartily bites into an image (6, attacks an image, 25!(crit confirmed) vs. AC 10). However, the meal is airy and tasteless. Defenses set, Qhordryn begins assaulting the Queen with his wand. However, the creature merely shrugs the missles off. (6 vs. spell resistance 9) The bat settles in for the long haul.
As this now is simply the Queen stepping forward and attacking then Q stepping back and MMissling back, I'll skip the maps and just post when something happens.
Round 5 The Queen eats another image, but Q hits with a MM for 3.
Qhordryn loses and gains 300xp/300gp. Time Before Fights: 5 hour Prebuffs/Ongoing Effects: Mage Armor, 3 hours Items Used: 5 charges of Magic Missle Wand Spells or Powerpoints Used: Shield, Mage Armor, Mirror Image x/day Abilities Used: none Free Activity: Craft for 76.6 gp
One note: I know Q was supposed to move in round 2, but I forgot at the time. Still, since it wouldn't make a difference besides changing the Queen's charge(which missed) into a normal attack, I didn't change it.
On the comments, I was hopeful there for a second, but no such luck. The dice really had your number on that one, sorry to say. My opinion? If I had to do it, I'd have done what you did, just reallygone all out. You had 2 more buffs vs. it. +8 to AC may have made a difference. Still, this fight was just really stacked against you.
Nothing is ever only one person's fault. TemplateShow
For simplicity's sake:
Card Name [mc][/mc] Card Type - Subtype Text Flavor
Looks like he gets an ambush off. Start off at the default location with my bow in hand. Move out looking for him right away. Once found, fire at him with the poisoned arrows first and then regular arrows. Stay under cover when possible, and take 5ft steps out of melee if needed. Don't forget my +1 to hit goblinoids.
Otherwise, should be a fairly straightforward fight - no invisibility, no enlarge person.
Ambush triggers, so Felan can start in box 4, Julgi in 3. I'll start with my shortbow and a vial of anti-toxin in hand, at 28,7. For my surprise action, I'll sneakily move towards the rock at 22,9 take improved cover, and hide.
Next, drink the anti-toxin, and keep moving towards Felan's start box, attempting to retain cover from his box. Keep doing this while keeping close to the nearby collection of pillars. After the first round, ready to shoot with the shortbow on seeing Felan within 30 ft.
On finding Felan, attempt to run him around the pillars, breaking LOS, and readying to attack for sneak attack damage. Tumble if possible. If half-move is enough to break LOS and hide, don't accelerated Tumble, otherwise, go for it. If he doesn't follow within 3 rounds, being the fellow sneak he is, pull out a flask of alchemist's fire. Next round, take total defense for +6 defense, then move out and find him again. Each round I don't see him, continue in this way.
After I find him again, he breaks LOS again, stow my bow, drop prone, and draw my crossbow. Next round, load it. Then follow, crawling, but don't move adjacent to whatever he broke LOS behind. If I don't see him, ready to shoot the crossbow on sight. Continue in this vain until one of us dies, or a contingency triggers.
Contingencies:
-If he goes for melee, throw a tanglefoot bag at him, then start throwing alchemist's fire.
Round 3 Felan moves closer and takes some cover and waits for more movement (never comes within 30ft) Julgi saw Felan, but doesn’t have a shot, he waits another round with his ready.
Round 4 Felan draws one of his poisoned arrows and moves out again in the direction of the noise triggering julgi … Sneak attack: 21 vs FF, 9dmg … Felan finishes his move and attacks with poison (Atk: 13)
Felan 8/17hp 18AC Julgi 19/19hp 20AC (Anti Toxin)
Round 5 Julgi tries to sneak away and find cover (MS/Hide vs Listen/Spot 17/31 vs 19/19) and readies an attack (Used wrong penatily for moving full speed in roller) Felan heads around the other way and gets an arrow from the corner … Atk: 21 dmg: 13 and Felan goes down
Oh wow, you're right, she is pretty much a completely different combatant.
And sorry, I apparently cut the top part of Desmen's sheet and never replaced it. -.- Desmen is human, I'm her favored enemy.
Start in front of square, mounted and with a scroll of shield [CL 1] 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 lance, casting Divine Favor from memory, and setting up a charge with Pine. Charge (using the lance two-handed), Ride-By, and repeat, if needed and possible. Hopefully, (1d8+3+1+2)x3 will be enough to drop her in one hit. If I'm unable to charge again, just use normal melee attacks.
If Pine dies/gets knocked out, pull out my bow and Rapid Shot her.
Always ride for cover and use mounted combat whenever helpful.
hiya these are my tactics i'll have my longbow in hand with an arrow drawn and activate my armors enchantment if needed, then ill run forward to the center of the arena and take cover there waiting to ambush desmen using my spot search and track to discern desmens position then attack him, if he is mounted switch to attacking his mount, while staying in cover. if he posions his arrows evade them and if any are left undamaged pick them up and fire them back at him and his mount. next ill keep my distance and keep firing when i can if he can stay close to me by way of mount or foot go close range as i have point blank shot i have the advantage in close range, if i get a chance and he is mounted jump on his horse and dismount him and or try to disable his horse. during the match make use of my rapid shot far shot and point blank shot as much as possible rapid shot all the time , point blank shot at close range and at long range use far shot. if there is any near by objects that can be used as cover use them. thats is it i believe. ^^
Desmen of the Wood starts in area 1 at (31,56) mounted on Pine with a scroll of Shield (CL1). Initiative 15. Rayne starts in area 3 at (31,5) with her bow in hand.
Round 1
Desmen rides out to (24,47) and readies to cast Shield on sight of Rayne. Rayne runs to the center (30,28) [MS 0 vs Listen 15]
Round 2
Desmen heard Rayne's destination, so he casts shield from the scroll [ASF 13% vs 11%, success] and moves to (22,36), drawing his lance. Rayne rapid shoots at Pine [7,22 vs AC13 [Mounted Combat 31], miss] and then takes a 5ft step south (30,27).
Round 3
Desmen moves around to (29,21), casting Divine Favor along the way [Concentration 16 vs DC15+1, success] Rayne rapid shoots at Pine [23,19 vs AC13 [Mounted Combat 29], 1 hit; Dmg 1d8+1=8] and then takes a 5ft step north (30,28)
Desmen can't do a ride by attack, but can charge - so he does so (29,26) [15+1 vs AC17, miss] Rayne takes a 5ft step back and fires at Pine [17,14 vs AC13+4 [Mounted Combat 25], miss]
Round 5
Desmen moves and attacks with his lance [26!+1 (9+1-not confirmed) vs AC17, hit; Dmg 1d8+3+2+1=13+1] Rayne takes a 5ft step back (29,30) and fires at Pine [12,20 vs AC13 [Mounted Combat 30], miss]
Desmen takes a 5ft step closer and attacks with the lance [23 vs AC17, hit; Dmg 1d8+3+2+1=9] and Rayne is disabled. With no healing options, Rayne surrenders.
Start in the center of the box with wand of mage armor and shield. Cast both on myself and stow each one. Draw my wand of MM and move to the front corner of the starting box. Cast Shocking Grasp and have Aero be the toucher. Aero will fly to the top of the arena and one he spots the drow he will dive down and touch him (+6-2shaken+2dive+3in metal=+9) . If he does not die Aero will fly back up and make some noise, alerting me on his location. Move towards the noise and finish him with the wand of MM. If i am badly hurt then cast obscuring mist and move to cover. If i am found before i cast shocking grasp, cast obscuring mist then shocking grasp and Aero as the toucher. If he gets into melee with me and i still have a spell left use shocking grasp.
I start as close to the middle of the arena as possible.
1. move towards the center
2. try to locate him using Listen if I don’t see him; if I see him, x4 move towards him; if I located him, do the same
3. x4 move should cover 120 ft. so I x2 move now (60 ft.) => that way I should catch up to him (covered 180 feet); of course, if he’s close, just move + attack;
and if we happen to be opposite each other, x4 move again (320 feet covered); move + attack
4. keep attacking until he drops, unless I’m wounded – in that case tumble + double move for cover and drink a potion. Then attack again, moving earlier towards him if he’s too far; as usual, use Listen if I don’t see him because of cover
Ignore Aero and attack Genis, if Aero attacks me.
Or, in plain words: bring the fight to him as soon as possible and… kill him.
SeNafay wins initiative and starts in box 2, holding her sword.(55,31). Genis starts in box 3, holding the wands of MA and Shield.(31,5) Round 1 SeNafay, not seeing anyone, immediately sets out at top speed in search of the sorcerer(33,30), though she doesn't notice him yet. Genis casts Mage Armor from his wand, then stows it. SeNafay 12/12 hp Qhordryn 15/15 hp, Mage Armor(long)
Round 2 SeNafay turns the corner and notices Genis. She turns again, then makes her way towards the human. She designates the human as her dodge opponent. (30,20) Genis sees the Drow approach and takes defensive measures. He sets up an Obscuring mist to block LOS. SeNafay 12/12 hp Genis 15/15 hp, Mage Armor(long), Obscuring Mist(32)
Round 3 SeNafay, having located Genis once, runs to the last known location and finds Genis still there! (31, 6) Genis, having been based, 5fts. back and casts Shocking Grasp, designating his eagle as the toucher. (MS 0 vs. Listen 6) SeNafay thinks Genis is 10ft to the north and east of where he is. The Eagle takes flight from Genis successfully touches SeNafay(17 vs. AC 13). However, the spell seems to have no effect... SeNafay 12/12 hp Genis 15/15 hp, Mage Armor(long), Obscuring Mist(32)
Round 4 SeNafay moves to where she thinks Genis is, but sees nothing there. She listens for Genis, but hears only the eagle screaching. Genis finishes setting his defenses with his wand, and draws the MM wand for the long haul. When he speaks the word, SeNafay thinks he's 5ft. South, and 10ft. East of his real location. The eagle continues to screech. SeNafay 12/12 hp Genis 15/15 hp, Mage Armor(long), Obscuring Mist(32), Shield(15)
Round 5 SeNafay moves to where she thinks Genis is, but actually finds Genis along the way! She victoriously swings her sword, but hits only the floor. Genis shoots MMs at SeNafay, damaging her for 4. SeNafay 8/12 hp Genis 15/15 hp, Mage Armor(long), Obscuring Mist(32), Shield(15)
Round 6 SeNafay double moves away, tumbling.(result irrelevant) Genis knows the general direction SeNafay went, but doesn't find her where he expects her to be. SeNafay 8/12 hp Genis 15/15 hp, Mage Armor(long), Obscuring Mist(32), Shield(15)
Round 7 SeNafay draws and drinks a potion of CLW. With no idea where SeNafay is, Genis makes an active listen to attempt to track her. He hears, nothing, and so readies to MM on sight, calling SeNafay names.
speed lording...they find each other on round 8, since both are looking for the other.
Round 8 SeNafay charges Genis, triggering his ready. He hits her for 4. Likewise, SeNafay hits him back for 4. SeNafay 8/12 hp Genis 11/15 hp, Mage Armor(long), Obscuring Mist(32), Shield(15)
Round 9 SeNafay tumbles away. Genis has only the barest idea of where she went. He takes an active listen, follows his ears, and finds her! SeNafay 8/12 hp Genis 11/15 hp, Mage Armor(long), Obscuring Mist(32), Shield(15)
Round 10 SeNafay tumbles away again. I'd say at this point Genis may notice that it's not helping his shield to keep following, + it's seeming unlikely that he finds her, so...(rolls Wis check)...nope. Genius follows his ears, but finds nothing. He focuses, listening closely for some sign, and pinpoints SeNafay! He has no movement left, though... SeNafay 8/12 hp Genis 11/15 hp, Mage Armor(long), Obscuring Mist(32), Shield(15)
Round 11 SeNafay draws and drinks a potion of CLW. Genius bases her and flourishes his wand in an intimidating fashion. This time, however, the missles have no effect.
Round 13 SeNafay tumbles away, but Genis pinpoints. Genis follows and makes with the magic missles, but they only dim and die as they near the drow. SeNafay 9/12 hp Genis 4/15 hp, Mage Armor(long), Obscuring Mist(32), Shield(15)
Round 14 SeNafay tumbles away, but Genis pinpoints. Genis follows and MMs for 3. SeNafay 6/12 hp Genis 4/15 hp, Mage Armor(long), Obscuring Mist(32), Shield(15)
Round 15 SeNafay tumbles away, but Genis pinpoints. Genis flares some MMs, but they die before reaching SeNafay. Shield ends.
Round 16 Does SeNafay notice she doesn't need to tumble? Or that this isn't working at all?...rolls dice...nope. SeNafay tumbles away, but Genis pinpoints. Genis MMs, but nothing happens. Round 17 SeNafay tumbles away, but Genis pinpoints. Genis MMs for 3. SeNafay 3/12 hp Genis 4/15 hp, Mage Armor(long), Obscuring Mist(32)
Round 18 SeNafay tumbles away. Genis doesn't pinpoint, but finds her again anyway when he goes where he thinks she is. He MMs, but they do nothing.
Round 19 SeNafay tumbles away. Genis finds, fires, but does nothing.
Round 20
SeNafay tumbles. Genis doesn't pinpoint, but finds the drow. He fires the wand a final time for 4 damage, and the drow falls.
Genis wins and gains 900xp/900gp. Time Before Fights: 1 hour Prebuffs/Ongoing Effects: none Items Used: 12 charges of Magic Missle Wand Spells or Powerpoints Used: 2 1st level spells x/day Abilities Used: none Free Activity: Craft for 57 gp Qhordryn loses and gains 300xp/300gp. Time Before Fights: 1 hour Prebuffs/Ongoing Effects: none Items Used: 2 potions of CLW Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Intimidate
Notes: That first spell resistance roll is in the wrong round, I know. Also, those maps might be difficult to read...the mapper doesn't allow for putting the effect pin in the same place as another.
@Dr.Funk: I know you didn't want this, but spell resistance will do that. @Z: Sorry, there was nothing wrong in your PM that I could point out that would show this. You didn't need to tumble against him: he's using wands. He can't make an attack of oppertunity. A single move would have done the same and allowed you to drink the potion and get back to killing Genis. Unfortunately, you never got to it.
Rewards later. Please check everything over to your satisfaction.
Nothing is ever only one person's fault. TemplateShow
For simplicity's sake:
Card Name [mc][/mc] Card Type - Subtype Text Flavor
Start off at the front right corner with bow in hand. Round 1 - hide.
Stay hidden for 4 rounds and wait for an opportunity to fire a poisoned arrow at his horse. If he doesn't come in that time, plan B. Otherwise, fire the arrow, turn invisible, enlarge, move within range for sneak attack and get in with another poisoned arrow.
Plan B: move out and ready to use invisibility on being charged. Keep doing this until Felan reaches the center. Once there - revert to the original plan (hide, fire arrow, turn invisible, sneak attack).
Priority should be given to the horse on the first shot, but to Desmen on the invisibility shot. After that - go for Desmen. After enlarging, use the flail in melee if he stays in melee range.
Hmm. I suppose I can expect invisibility here, since it's her last fight in the cycle and all. I don't expect Pine to make it either, but it's my last fight too, thankfully.
Start in front of square, mounted and with a scroll of shield [CL 2] and a vial of anittoxin in hand. 1st, drink the antitoxin. Next, attempt to the shield. Keep doing so until I get through my ASF chance. Then, cast magic weapon from memory on my bow and draw it, divine favor on myself, then guidance. After all that, if she hasn't snuck up and killed Pine yet, ride out in search of her, readying to shoot on sight. Make an active listen check each round I don't see her.
After engaging with her, take stock. -If she moved to break LOS: --If Pine is still alive and isn't knocked out, heal with a CLW scroll. If she's still beneath half-health, use another. After, chase the quarry, but remain at least 30ft. away from the edges of the pillars she disappeared around. If she's prone, don't fire, but ready to shoot when she moves away while not prone. If she's not prone, shoot. If she's not in sight, make a spot check if she was invisible earlier, or a listen if she wasn't. If I still can't pinpoint her, ready to fire on sight. Keep up the non-healing portion of this tactic until she dies, she stops breaking LOS every turn, or Pine dies. --If Pine's dead or KO'ed, still follow the above, except no need to heal Pine, don't make the active perception checks since I need them to move, and, if she break LOS while I'm beneath three-quarters health, use a CLW scroll till I'm above three-quarters. Keep up this tactic till she dies or stops hiding every turn. -If she isn't moving to break LOS: --If Pine is still alive and not knocked out, use Rapid Shot. Continue regardless of whether or not she's prone until my magic weapon runs out. After, only Rapid Shot if she remains standing, otherwise ready to shoot when she moves while not prone. --If Pine id dead or KO'ed, do the same, except use a scroll of CLW when I drop below half-health. Always ride for cover and use mounted combat whenever helpful. And that's what I've got
Rolls: Here Init + Starting 19 Felan Starts with bow in hand in North box 16 Desmen starts mounted on Pine with scroll of shield and anti-toxin in hand in the West box
Round 1-4 Felan hides Desmen quaffs anti-toxin, Casts shield, Magic Weapon on bow + draws bow, Divine Favor on self
Felan 17/17hp 18 AC Desmen 23/23hp 17 AC (anti toxin) (Sheild 22) (Magic weapon 23) (Divine Favor 14) -- Pine 19/19 hp 13 AC
Round 5 Felan takes a step around the pillar and sees Desmen but Desmen doesn’t see him. He fires an arrow at Pine and hits the horse and smiles as the horse falls over. (Atk: 13 vs FF 7 dmg Fort: 10 fails) … Desmen falls to the ground safely (ride 18) but doesn’t have a ride anymore. Desmen now sees Felan. Desmen Rapid shots (Atks: 26,22 dmg: 16 (forgot range) 24, 20 (miss due to cover) 1 hit: 9 dmg)
Felan 8/17hp 18 AC Desmen 23/23hp 17 AC (anti toxin) (Sheild 22) (Magic weapon 23) (Divine Favor 14) -- Pine 12/19 hp 13 AC (KO 15 2nd save)
Felan 8/17hp 18 AC (Invis 46) Desmen 23/23hp 17 AC (anti toxin) (Sheild 22) (Magic weapon 23) (Divine Favor 14) (Guidance 16) -- Pine 12/19 hp 13 AC (KO 15 2nd save)
Round 7 Felan activates Enlarge person (full round) Desmen waits
Felan 8/17hp 18 AC (Invis 46) Desmen 23/23hp 17 AC (anti toxin) (Sheild 22) (Magic weapon 23) (Divine Favor 14) (Guidance 16) -- Pine 12/19 hp 13 AC (KO 15 2nd save)
Round 8 Felan moves closer Desmen actively listens and hears Felan and takes a shot but only finds air (25 vs 8 … random to 16 squares (4 being felan) … miss)
Felan 8/17hp 18 AC (Invis 46) (Enlarge person 48) Desmen 23/23hp 17 AC (anti toxin) (Sheild 22) (Magic weapon 23) (Divine Favor 14) (Guidance 16) -- Pine 12/19 hp 13 AC (KO 15 2nd save)
Round 9 Felan moves closer to within 30 ft and attacks (atk: 20! Confirm: 16 (fails) dmg: 15, Desmen Fort: 14) Desmen has a large dwarf that she rapid shoots arrows into (Atks: 18,18 dmg: 12) and drops the dwarf
Felan -4/17hp 18 AC (Invis 46) (Enlarge person 48) Desmen 8/23hp 17 AC (anti toxin) (Sheild 22) (Magic weapon 23) (Divine Favor 14) -- Pine 12/19 hp 13 AC (KO 15 2nd save)
Desmen wins and gains 675xp 675gp Used: Scroll of Shield(2), Anti-Toxin, 4 arrows Profession 54gp
Felan loses and gains 375xp/375gp Used 2 poisoned arrows Craft 66gp
Peanut Gallery: @Telin: I used the non-psionic version of Duergar which is what I think you intended. I'm not sure the size boost to Felan is worth it unless you are going to get in there and melee. I'm not sure what you have planned there but it could be interesting. Although the crit thing would have been close @Quickslip: Well thought out on the shooting at what you hear. Good all around even though he got your horse.
So...at least he doesn't have invisibilty or anything. I don't have listen yet. >.> Still, this could be problematic. He can buff his AC through the roof, he starts with his mage armor up, and I really don't want to get close and trigger his color spray...yet that MM wand + ridiculous AC might make this the only viable way to win.
Ambush triggers, so Q can start in box 4, Julgi in 3. I'll start with my shortbow in hand, at 28,7. For my surprise action, I'll sneakily move towards the rock at 22,9 take improved cover, and hide.
After, keep moving towards Felan's start box, attempting to retain cover from his box, hiding and moving silently. If no cover is available, wait and see if Q might recognize this tactic and come towards me. During this time, ready to shoot any enemy on sight. Who knows, I might get lucky. >.>
The turn following the sighting of Q(provided I'm not already stunned or dead) is determined by what he's doing. If the bat is coming towards me, continue breaking line of sight from it, hiding, and sneak attacking it to hopefully negate a painful shocking grasp.
After it's KO'ed, or if the bat isn't coming towards me for some reason, move towards Q. Double move and/or run as needed. If I'm going to get within 15ft., close my eyes before doing so. If I end my turn within range of his single move + 15ft of color spray, end my turn with my eyes shut and keep them that way till my next turn. The entire point of this tactic is to(hopefully) cause him to use his color spray, since most fighters I've seen never take into account whether or not the opponent's eyes are open when they use the color spray.
In any case, the round following the one where I give him an oppertunity to waste his color spray, open my eyes. If Q's within charging distance, charge him and attempt to disarm him of his wand, if he's holding it. If he's within range of disarming, but not charging, try anyway. If he's not within that distance, or he's broken charging lines, move closer, running if needed. If he's not holding his wand, stow my bow, draw some alchemist's fire, then move closer. Throw the fire, draw some more, and repeat. Keep this up until one of us is dead.
Good luck; this looks to be a longish one. Unless he thought of the close-eyed thing. Then it'll be really short. >.>
I believe Julgi gets to use his ambush package, picking starting squares and gaining a surprise round.
Please note that Mage Armor [+4 AC] is still up (3h duration, time roll 1h)
Since he knows starting squares and has few buffs, this could get ugly, but Q does have a fair listen score, and may be able to locate him.
Start at far back of box, prone (_4 to ranged AC), holding scroll of Alter Self. Unless otherwise specified familiar makes active listen checks to detect; familiar within 5' at start for +2 to my spot/listen.
Rd 1: Shield [+4 AC] from memory
Rd 2: Alter self: Trog (scroll) [NA+6]; drop scroll, draw wand of MM
Rd 3: Shocking grasp from memory, designate familiar, familiar moves out and tries to shocking grasp.
Rd 4+ familiar continues to try to shocking grasp until delivered. I ready actions to fire wand of MM whenever detect Julgi.
Once Shocking grasp discharged, recast it again with familiar as designated toucher, and continue as above in Rd4+
Once both shocking grasps sent, MM from wand until dead, familiar serving to locate Julgi if he's hiding.
Special notes:
If Julgi is within range of color spray on my turn and familiar is not "holding the charge" of shocking grasp, instead of above tactics, cast color spray [note: DC 18] at Julgi (ok to move close and cast it), then continue as above.
Thanks for pitlording, please let me know if any questions. I assume he'll be tossing alchemist fire + sneak attack; otherwise my AC may get high enough to win it.
Int roll:jugli: 11+4=15 Q:5+0 =5 Round 1: jugli goes first his ambush pack triggers placing him at box 3 and Q in 4 Jugli has his short bow in hand and sneaks towards the rock at 22,9
move silently vs listen : 10 vs 8 jugli silently sneaks to the nearest rock and hides Q lays prone at the back of his box,holding Alter self Scroll in hand. Q then casts shield from memory on himself (+4 AC) duration 3 mins. Q successfully casts shield, a force invisible to the eye now hovers around Q.
Round 2: Jugli moves towards Q's box trying to keep cover Move silently vs listen 10 vs 8 Jugli moves ahead unseen towards Q's box Q casts alter self trog from scroll (natural armor +6)and drops it, so he can draw wand of Magic Missle.
Jugli 19/19 Q 12/12 Sonar 6/6 shield (+4 AC)2 mins Mage Armor (+4 AC) Duration: 1h 59mins Alter Self Trog (NA +6)Duration :30 mins
Round 3: Jugli continues to sneak closer towards Q Move silently vs listen 10 vs 8 Q is still unaware of the approaching danger as Jugli deftly avoids detection. Q designates shocking grasp on sonar and sonar moves out of the starting box south for 40ft attempting to cast shocking grasp without much luck. Jugli 19/19 Q 12/12 Sonar 6/6 shield (+4 AC)1 mins Mage Armor (+4 AC) Duration: 1h 58mins Alter Self Trog (NA +6)Duration :29 mins Shocking grasp 1 Round 4: Jugli attacks Sonar with his shortbow shortbow vs AC 16+8=24 vs 18 the arrow hits Sonar dmg 4+1+8 =13 Sonar falls to the ground and dissappears
Jugli 19/19 Q 12/12 Sonar 0/6 Q Mage Armor (+4 AC) Duration: 1h 57mins Alter Self Trog (NA +6)Duration :28 mins Jugli 1 arrow 37 left
Round 5: Jugli runs past were Sonar fell by 45ft move silently vs listen 10 vs 6 Q still doesnt sense Jugli Sonar casts shocking grasp blindly and hits nothing
Jugli 19/19 Q 12/12 Sonar 0/6 Q Mage Armor (+4 AC) Duration: 1h 56mins Alter Self Trog (NA +6)Duration :27 mins Shocking grasp 1/2Jugli1 arrow 37 left
Round 6: Jugli moves towards Q's box hiding behind a pillar of rock, He then sneak attacks the prone Q attack vs AC 20+8=28 vs 10+4+6-4=16 dmg 1+8+1= 10 Q fires his magic missle from his wand MM wand vs Reflex 4 vs 7 attack fails
Jugli 19/19 Q 2/12 Sonar 0/6 Q Mage Armor (+4 AC) Duration: 1h 55mins Alter Self Trog (NA +6)Duration :26 mins Shocking grasp 1/2Jugli2 arrow 36 left
round 7 : Jugli attacks Q again with his shortbow attack vs AC 13+8=21 vs 10+4+6 =20 dmg 2+1+8 = 11
Jugli 19/19 Q 0/12 Sonar 0/6 Q Mage Armor (+4 AC) Duration: 1h 55mins Alter Self Trog (NA +6)Duration :26 mins Shocking grasp 1/2 Jugli 3 arrow 35 left
well it was a good try i thought the use of your familliar was inventive, however you lost due to the fact you were prone and were stationary, you didn't move this contributed to your lose, also his move silently skill was 10 so even with your familliar within 5' it didn't do you any good to your listen as your listen was 6(8 with the familliar close)also using MM wand in a confined area is still risky. so try to move around don't be a sitting duck.
this was my first fight pitlording i apologise for the lateness and mistakes with the rolls ^^;
Genis will start in the back of the starting box, with wand of shield and mage armor. He will cast each one and then stow them. Afterwards move towards the front of the box. If he is not seen ready to cast Sleep. If he is seen cast sleep. If he falls asleep cast shocking grasp with Aero as the toucher, Aero will dive down and use Smite Evil too. Then move to cover and finish with wand of MM if still alive. If sleep fails then move to cover and cast shocking grasp with Aero and then finish with MM in cover. I dont see melee to be a problem at all.
Thank you for pitlording! Because of Genis' insanely high bluff, he does not get ambushed.
Starting:
Start in front center of starting area (30,55 of area I), trying to get LOS into 2 other starting areas, holding powerstone of vigor and bow. Then chose the appropriate tactic based on if he's seen. (Psicrystal starts 33,55 of area I or equivalent)
Psicrystal:
Psicrystal constantly makes active listen checks trying to identify Genis or hear familiar, and will transmit that information to Ghost once obtained. Psicrystal will slowly circle the area starting moving diagonally clockwise from initial position, continuing this plan (single move, active listen).
Tactics:
I. If Genis is seen at the start:
Single move towards him (dropping stone as free action), ready action to shoot on spellcasting; fire psionic shot with first shot.
--If first shot hit, continue to single move towards him, ready action to shoot on spellcasting
--If first shot misses, then go to II (run towards central area)
If he's not seen at the start/seen and missed:
--Run towards central area/break LoS, move into position (if starting area is one, move to 26,27; equivalent position based on other starting areas) to be hidden based on best knowledge of where he is (if he was seen, and shot and missed, and that's how ended up here, best position may not be 26,27 - the idea is to have cover and able to hide), and hopefully getting to sneak attack him as if he started in the opposite starting area
--Buff with Chameleon ML2 from stone, then Vigor ML2 from stone (even if dropped one, have 2 others), then. If necessary regain psionic focus (ie, if shot him first under "I")
--When buffed, ready actions to fire on first enemy spotted - hawk or Genis, priority to Genis.
(note psicrystal is continuing to try to find him, and if he does and conveys information to me, I will use that info to try to position better)
--If 5 rounds go by like this of waiting, move out from cover, using psicrystal's location and where he's been and what I know to chose best direction (trying to engage, so best direction is towards Genis!) and engage
Engagement Strategy:
--At this point, try to engage with Alchemist fire (thrown) + Psionic shot. Once that is done, try to re-enter the central area, break LoS, hide, and regain focus, then repeat. If he is spotted and out of range of Alchemist Fire, use bow instead. This may best be done by as leave cover, if see him, and he's out of range of alchemist fire, instead going back under cover, breaking LoS, re-hiding, and next time emerging with bow. That is the gist of it.
--If this is not working (meaning it is proving impossible to break LoS and re-hide, and trying to do so would mean I just keep trying to do so and failing, and he keeps damaging me w/ MM), then draw rapier, charge him using charge to try to disarm wand, kill with alchemist fire first, rapier second. If he tries to re-pick up wand, re-disarm it and try to pick it up first.
I hope the hiding part isn't too painful. I forgot that I generally dislike sneaks and their strategies... I'll have to think about that.
Notes:
--This trumps all else: If he is ever casting a full round spell, move away (to get out of range of sleep)
--Don't use the powerpoint under any circumstances (unless you're giving a lecture!... kidding, kidding. bad joke. powerpoint. get it?), not even if a willsave is coming (having pp reserve for psionic shot is more important)
--If Ghost is ever asleep, if possible (I really don't know if it is) have psicrystal try to wake him. In the past, some have argued that "psicrystal and character are on same square, so sleep doesn't know which to target, pitlord should roll for who it targets" - I think psicrystal is immune, although if it were a familiar that'd be a different story. Just putting that out there
--If Chameleon runs out, ignore it
--Once get to <10 hp (meaning vigor used up, and regular health down to 10), try to break LoS and re-buff Vigor from stone 1 more time, then continue engaging. If this happens, use the rebuffing vigor time of hiding to also re-psionic-focus
Thank you for pitlording. I feel like this is too complex for my own good.
Rolls here Genis wins initiative and starts in box 4, dual wielding wands of shield and mage armor.(1, 31) Ghost starts in box 3 holding a powerstone of vigor and his bow(33, 8) Whisper starts at (30, 8) Aero starts in same square as Genis
Round 1 Genis buffs Mage Armor, speaking the word, then stows his wand.(Through some trick of the wind, Ghost hears this.) Not seeing Genis but placing him in box 4, Ghost runs towards the center(27,25)(Aero notes the sound) Whisper's spindy legs take it to (26, 12) Genis 15/15 hp, Mage Armor(long) Ghost 17/17 hp Whisper 8/8 hp
Round 2 Genis buffs Shield and stows his wand.(Listen position irrelevant, since it still places him in the same general area no matter what) Ghost drops his current stone, draws a stone of Chameleon, and manifests from it. Whisper moves.(22, 16)
Round 3 Genis moves, sees nothing, and thus readies to cast sleep.(Scratch that...you can't ready a spell with a casting time of 1 round...I should have caught that beforehand. -.-) and moves some more.(13,31) He spots a really, really tiny suspicious-looking rock on the ground. (Whisper sees Genis) Ghost buffs draws a stone of Vigor and buffs it. Whisper moves.(19,21)
Round 4 Genis moves. (Genis spot impossible)(Aero doesn't notice)(Ghost sees Genis) Ghost sees a ridiculous oppertunity land at his feet and throws his alchemist's fire from hiding with psionic power.(Genis spot still impossible) He misses, though.(Genis now sees Ghost) Genis 15/15 hp, Mage Armor(long), Shield(22) Ghost 17+10/17 hp, Chameleon(22), Vigor(23) Whisper 8/8 hp
Round 6 Genis curses as his spell fizzles. He moves to cover(26,27) and casts shocking grasp.(Aero lets out a screech as he becomes relevant) Aero rushes towards Ghost(33,10) and rakes him with a pair of shocking talons for 8 damage. Ghost runs to break LOS(33,30). Genis 15/15 hp, Mage Armor(long), Shield(22) Ghost 17+2/17 hp, Chameleon(22), Vigor(23)
Round 7 Genis spots Ghost, but not until he runs out of movement to get back to cover. He does MM, though.(5 damage) Ghost breaks LoS and attempts to regain his focus, but is too shaken.
Round 9 Genis cautously moves forward, finds Ghost, then moves back into cover and fires MMs(41,32; 5 damage). Ghost moves, drops his bow, and draws a stone of vigor(33,36)
Round 13 Genis follows, finds the rogue, but this time triggers his ready. (15 damage) Disabled and without healing, he surrenders. Genis 0/15 hp, Mage Armor(long), Shield(22) Ghost 9+5/17 hp, Chameleon(22), Vigor(31)
Genis loses and gains 300xp/300gp. Time Before Fights: 1 hour Prebuffs/Ongoing Effects: none Items Used: 1 charge of shield and mage armor wands, 3 charges of Magic Missle Wand Spells or Powerpoints Used: 2 1st level spells x/day Abilities Used: none Free Activity: Craft for 57 gp Ghost wins and gains 900xp/900gp. Time Before Fights: 1 hour Prebuffs/Ongoing Effects: none Items Used: 2 powerstones of Vigor, 1 powerstone of chameleon, 2 flasks of alchemist's fire Spells or Powerpoints Used: none x/day Abilities Used: none Free Activity: Intimidate
Notes: Round 3's move silently vs. listen is irrelevant, since the crystal can see them anyway. >.> Shield was CL1, but since it made no difference...
@Dr.Funk: Eh, trying to get cover and fire MMs vs. someone who breaks LoS often doesn't seem to work. Nice rolls on those missles, though. @Eluria: No weapon-like object status for alchemist's fire, so it takes quite a bit longer to draw without quick-draw. +5 vs. dc20 to regain focus hurts too, lucky there.
Nothing is ever only one person's fault. TemplateShow
For simplicity's sake:
Card Name [mc][/mc] Card Type - Subtype Text Flavor
Once again, double move/run away with horse and shoot back. I think ECL3 is really, really good to mounted characters. >.>
Start in front of square, mounted and with a vial of drow poison in hand.
First round, dose an arrow with drow poison, though I won't use it this fight. Next round, ride in search of the quarry, draw a scroll of shield(CL 1) and ready to cast shield from the scroll on sight(or just cast it if I can see her already. 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 SiNafay falls.
If Rayne drops prone and fires back, have Pine set up a charge line and draw my lance after I shoot. Charge and battle with the lance unless/until she gets up. After, double move away(don't withdraw), stow my bow, and go back to firing single shots and staying away. Switch between these modes of combat as the situation arises.
If Pine gets to below half-health, use a charge of CLW on her. Always ride for cover and use mounted combat whenever helpful.
If she manages to bring down Pine, Rapid Shot her regardless of whether or not she's prone, single shot if Rapid isn't available. If she starts breaking LOS, heal above 3/4 health before following.
I start as close to the wall of the arena as possible.
Movement
move along the wall; try to locate him using Listen if I don’t see him; keep far from Desmen
Combat
Keep shooting the X-bow. If he notices me, move behind some cover as fast as possible. Try to use Hide and Tumble.
Contingency
If melee happens:
Withdraw (as per SRD). If he chases me, drop the crossbow and fight in melee. Try to avoid blows using Tumble.
If below 50% hp, hide somewhere and drink a potion. Back to normal movement/combat after that.
Notes
Don’t rush into melee. Avoid it as long as it’s possible.
Zireael
P.S. I'd appreciate a message confirming getting the tactics. My net goes crazy. I wouldn't want to forfeit the fight just because it botched it up again.
Init + Starting 23 SiNafay starts with Crossbow in hand 20 Desmen starts mounted on Pine with vial of drow poison in hand.
Round 1 SiNafay moves along the wall looking for Desmen Desmen applies drow poison to an arrow
SiNafay 12/12hp 18 AC Desmen 23/23hp 17AC -- Pine 19/19hp 13AC
Round 2 SiNafay continues to move out Desmen rides out in search of her quarry
SiNafay 12/12hp 18 AC Desmen 23/23hp 17AC -- Pine 19/19hp 13AC
Round 3 SiNafay continues to move out and spots Desmen and fires (Atk: 16-2distance miss) and declares Desmen as her dodge target Desmen casts shield and remains at her posistion
SiNafay 12/12hp 18 AC (Dodge: Desmen) Desmen 23/23hp 17AC (Shield 13) -- Pine 19/19hp 13AC
Round 4 SiNafay reloads and fires again (atk: 13) Desmen fires (atk: 12)
Desmen wins and gains 675xp/675gp Used: Vial of Drow Poison, Scroll of Shield (1) Ongoing: Poisoned Arrow
SiNafay loses and gains 375xp/375gp
Peanut Gallery: @Quickslip: Just an FYI ... if you fail ASF you lose the scroll much like you lose the spell if you were casting in armor. @Zireael: I didn't realize this till later but your crossbow has a range of 30ft, and really is not a option. as it is you take a -6 against anyone using a long bow at max range. You might look at trading it out for a longbow.