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Sticky: Battles of Gladius
1 year ago  ::  Apr 04, 2012 - 10:05AM #681
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,098
Dreath (Uknits) vs Scrataw (TelinArtho).

Dreath's Tactics Show

How on Earth did I forget to buy silver spiked gauntlets!?!  Oh well, DR/5 is not as bad as it could be....

Start in the front corner with a potion of shield of faith and a spiked chain in hand.  Move out, readying to use potion on sight.  Engage by tripping to death.

Whenever I cannot reach Scrataw, ready to trip once he is in reach.  Follow up to kill.  In melee, just trip/kill.  Take all AoO to trip if possible or just to attack if he is already tripped.  4 damage average about equals his average, but he has better AC..... Fun.

Should be straightforward.  Roll some good trip rolls please.


Scrataw's Tactics Show

Forest map is fine for me, but may make charging difficult if he decides to play keep away. Fortunately, I can play with his arrows pretty well since my AC is pretty high. Really the only danger I see is from being tripped while diving in - which would be very effective for him.

Manifest Inertial Armor, fly out. Manifest Offensive Prescience and find him. Dodge on sight.

Get to the canopy level of the forest so I have enough room to dive if he gives me the opportunity. If he isn't giving me the opportunity - so be it - take total defense and move to base and land.

In melee - use psionic fist on my first attack. After that - just attack for damage until he's dead.

If tripped - stand up. If grappled, use escape artist.

I think that's it.


The Fight Show

Scrataw goes first in area 2 (in animal form), Dreath in area 1.

Round 1
Scrataw manifests Intertial Armour [+4 AC, ends 2 hours] and begins flying out in a westerly direction, heading immediately to the canopy level.
Dreath begins with his Potion of Shield of Faith and Spiked Chain in hand. He moves out, readying to drink the potion when Scrataw is seen.
Round 2
Scrataw manifests Offensvie Prescience [+2 dmg, ends 22]
whilst flying.
Dreath progresses southwards.


Map Show




Round 3
Scrataw flies towards area 1, where she sights Dreath and banks around to face him.
Dreath drinks his Potion of Shield of Faith [+2 AC, ends 13].


Map Show




Round 4
Scrataw dives in for the attack, but Dreath's chain flashes out and flings her to the ground [AoO: hit, trip: success, follow-up: miss].
Dreath attacks with his chain, but misses [attack: 4+10 vs AC 24].


[Pitlord note: Rolled Scrataw's attacks before I remembered the AoO so I bumped them to next round - the dive bonus didn't matter].


Round 5
Scrataw stands up [AoO: miss] and attacks with Psionic Fist [1!: automatic miss].
Dreath attempts to trip [attack: hit, trip: success, follow-up: <****, damage:="" 9-5="4 miss].


[Pitlord note: Forgot Improved Trip in roller, so trip was successful.]
[Pitlord note: Forgot Inertial Armour too...]


Round 6
Scrataw stands again [AoO: miss] and rakes Dreath with a talon. [talon 20!: automatic hit, threat 16+10+2=28 vs 16+2: success, damage: 11].
Dreath [13/24] attempts to trip again [attack: hit, trip: success, follow-up: <****, damage:="" 11-5="6 miss].


Round 7
Scrataw stands [AoO: miss] and attacks [hit, damage: 6].
Dreath [7/24] pulls Scrataw back to the floor with his chain [attack: hit, trip: success, follow-up: auto hit, threat: denied, damage: 7-5=2].


Round 8
[Note: Talon attack in R7 in roller].
Scrataw [22/24] bounces right back up again [AoO: miss]. She claws at Dreath again [attack: hit, damage: 6].
Dreath [1/24] desperately swings his chain again [attack: hit! trip: success, follow-up: hit, damage: 8-5=3].


Round 9
Scrawat [19/24] can see victory in sight. She flaps back up [AoO: miss] and attacks again [hit] and Dreath falls.



Fight Results and Summary Show

Scrataw wins and gains 1500xp and 1600gp
Time Between Fights: 3 hours
Prebuffs/Ongoing Effects: Inertial Armour (<2 hours)
Items Used: None
Spells or Powerpoints Used: 2 PP (Inertial Armour 1, Offensive Prescience 1)
Abilities Used: None
Free Activity: None.


Dreath loses and gains 500xp and 533gp
Time Between Fights: 3 hours
Prebuffs/Ongoing Effects: None
Items Used: Potion of Shield of Faith
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Intimidate

 

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1 year ago  ::  Apr 04, 2012 - 12:08PM #682
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,098
Aquin (TelinArtho) vs Ashtin (Uknits)

Seperate Thread

Results Show

Aquin wins and gains 3102xp and 10,341gp
Time Between Fights: 3 hours
Prebuffs/Ongoing Effects: Reduce Animal (Foudrapide, <6h), wild="" shape="" dire="" bat="" illiria="" 9h="" br="">Items Used: 3 rounds Haste armour
Spells or Powerpoints Used: Poison (Illiria)
x/day Abilities Used: Rod of the Hunter (Shield), Wild Shape (Illiria)
Free Activity: Profession (Hunter) +364gp

Ashtin loses and gains 1565xp and 5219gp
Time Between Fights: 3 hours
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: None
x/day Abilities Used: Hand of Glory (Daylight)
Free Activity: Craft (Jewelry) +221gp
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1 year ago  ::  Apr 04, 2012 - 3:28PM #683
Uknits
Date Joined: Aug 24, 2010
Posts: 2,982

Gartak McGrath (Bobthe6th) vs. Kezereth (The_Fred)


Gartak’s Tactics Show


sigh, another full caster... but, tactical suroundings!


start in the corner of the starting box closest to the center of the map, holding nothing.
round 1:run to the tree nearest the maps center
round 2: climb tree, draw bow.
round 3+: take shots at oponent as he presents himself as a target. ignore constructs. if oponent closes to energy ray range and has no constrocts created, drop to ground droping bow, draw sword and charge using reckless offensive.


thanks for the run... hope for more sucsess here...



Question - If disarmed of falchion


take the aoo and grab it. if he gets disarmed three times in a row, try to grapple if with sword, draw sword if with bow.


Kezereth’s Tactics Show

Huh, first time in the forest, and this Barbarian guy has caused me a world of hurt so far. Luckily, I have a few tricks up my sleeves.



Basic plan - neutralise threat, then kill. Begin at centremost corner of box with Dorje of Vigour and Power Stone of Force Screen in hand.



Use the Dorje, and start to head anticlockwise around the arena. Don't cross the stream - move towards the bog instead. On the second round, manifest Disable (3pp) and on the third, use the Power Stone (and draw a Stone of Biofeedback). If he's still not seen, use that and draw my crossbow.



If I reach the stepping stones or bog without seeing him, stow my dorje, load my crossbow, then draw my dorje again. Then, continue anticlockwise around my quarter square and head towards the log clockwise from my starting position. Cross it and keep moving clockwise around the arena until I find him.



I imagine he's going to have difficulty using his bow, but if he tries it, take total cover and keep blocking line of sight as much as possible whilst closing to Disable range.



If he fails his save vs Disable, I should be able to shoot at him with my crossbow until he's dead (note cowering invokes a loss of Dex bonus, which in turn should allow sneak attacks). If that doesn't work, use a Fire Energy Stun - note that if stunned, he will drop his weapon, so pick it up and stow it if I am able (and it's not dangerous to do so). If I can disarm him of his falchion this way, summon Astral Constructs (3pp as able, then 1pp, Trip and INA) then use crossbow. If not, repeat Disable (1pp) until he fails his save.



Keep Vigour refreshed (i.e. if I drop to 2 or fewer temp HP or it will run out next round), particularly if he's shooting at me (take cover and refresh it rather than approach where he could attack me). Use Psionic Focus as needed.



Thanks for the run!
Disablility only makes NPC’s cower
Yeah, that makes sense I guess but it seems almost useless beyond taking care of allies, in that case. Of course the flip side is that it could be really overpowered. Let's just go with Grease this fight and I'll bring it up afterwards.


Fight Show


Round 0
Kezereth goes first in 1, Gartak in 4



Round 1
Kezereth gets vigour up as Gartak jumps the entire bramble patch.



Gartak 39/39 HP 17 AC
Kezereth 30/20 HP 21 AC


Round 2
Kezereth pulls up a force screen as Gartak starts climbing.



Gartak 39/39 HP 17 AC
Kezereth 30/20 HP 21 AC



Round 3
Kezereth uses biofeebcak as Gartak finishes climbing.



Gartak 39/39 HP 17 AC
Kezereth 30/20 HP 21 AC


Round 4
Kezereth draws his crossbow as he keeps going.



Gartak 39/39 HP 17 AC
Kezereth 30/20 HP 21 AC


Round 5
Kezereth moves as Gartack makes his way around the tree towards the center and see Kezereth, shooting him for 6.



Gartak 39/39 HP 17 AC
Kezereth 24/20 HP 21 AC


Round 6
Kezereth retreats and readies as Gartak drops, ignoring the 8 damage, and chases him as he draws his falchion. This triggers the ready, greasing Gartak.


Gartak 31/39 HP 17 AC
Kezereth 24/20 HP 21 AC


Round 7
Kezereth stuns Gartak with fire and c loses in.


Gartak 27/39 HP 17 AC
Kezereth 24/20 HP 21 AC



Round 8


Kezereth picks up and stows Gartak’s sword. Gratk tries to grapple him, but iss unable to get a good hold.


Gartak 27/39 HP 17 AC
Kezereth 24/20 HP 21 AC


Round 9
Kezereth begins summoning, and Gartak grabs him again, this time holding him for 5 damage. Kezereth uses his focus to hold his spell.


Gartak 27/39 HP 17 AC
Kezereth 24/20 HP, 5 Subdual 21 AC


Round 10
Kezereth’s construct appears, tripping Gartak and dealing 12 damage. Gartak simply crushes Kezereth for 5 more as he fails to escape.


Gartak 15/39 HP 17 AC
Kezereth 24/20 HP, 10 Subdual 21 AC



Round 11
Kezereth fails to escape as his constructs hits him by mistake Gartak. He takes 4 damage from Gartak.


Gartak 9/39 HP 17 AC
Kezereth 24/20 HP, 14 Subdual 21 AC



Round 12
Kezereth is crushed again for4, but Gartak takes 8.


Gartak 1/39 HP 17 AC 
Kezereth 24/20 HP, 18 Subdual 21 AC


Round 13
Kezerith cannot escape, but a paticularly lethal blow drops Gartak.


Results Show



Gartak loses and gains 400xp and 400 gp
Time Between Fights: 4 hour
Prebuffs/Ongoing Effects: None
Items Used: 1 Arrow
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Guard


KezerethWins and gains 1392xp and 1392 gp
Time Between Fights: 4 hour
Prebuffs/Ongoing Effects: None
Items Used: Powerstone Biofeedback, Force Screen
Spells or Powerpoints Used: 5 PP
Abilities Used: None
Free Activity: Discount


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1 year ago  ::  Apr 05, 2012 - 7:59AM #684
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722

Pairings: 5 April 2012


Rolls
Time Roll: 4 hours
Lighting: Dim Light (Remember - the lighting conditions only affect ECL5 and up)

Characters on Quests:

  • none this week

Characters doing Full Activities:

  • Kraegin crafts a Belt of Giant Strength +4, Amulet of Health +4 {Week 3/4}
  • Vathilia Xilodon trains Arooo with combat riding package {Week 2/3}

BATTLES OF GLADIUS

LEVEL 3 FIGHTS

  • Rilirod Venomtooth (TelinArtho) vs. Krekun (Eluria) : Uknits {Arena}
  • Grannik Mindbender (dgallaty) vs. Absalar (The_Fred) : TelinArtho {Arena}

LEVEL 4 FIGHTS

  • Ven (Uknits) vs. Zodiac II (Vathelokai) : The_Fred {City}
  • Bernik Kaldunn (Yitzi) vs. Kaleisa (The_Fred) : TelinArtho {City}
  • Amalia (The_Fred) vs. Unknown Monster : Eluria {Sewer}

LEVEL 5 FIGHTS

  • La-ura Blackhand (TelinArtho) vs. Al'tiar (Uknits) : Eluria {City}

LEVEL 6 FIGHTS

  • Ilendil Oratith (TelinArtho) vs. Scorpio Chryshaller (Eluria) : Uknits {Forest}

LEVEL 7 FIGHTS

  • Bray (Uknits) vs. Farig (TelinArtho) : Eluria {Forest}

LEVEL 8 FIGHTS

  • The Hunter (Uknits) vs. Qwuibbik (Eluria): TelinArtho Vathelokai {City}

LEVEL 9 FIGHTS

  • Ghost (Eluria) vs. Unknown Monster : TelinArtho {City}

LEVEL 10+ FIGHTS

  • none this week


Pairings done by TelinArtho.

Credits
Eluria +1 admin, +3 (3 fights), -2 (4 active)
TelinArtho +1 admin, +3 (3 fights), -3 (5 active)
The_Fred +1 (1 fight), -1 (3 active)
Uknits +2 (2 fights), -2 (4 active)
Vathelokai +1 (1 fight)
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
Check out the other PbP games around:
Real AdventuresPbP HavenThe Guild House
Garic's CityMap of the PlanesD20 Modern
Castle of FunTerisia City and Fan FictionGleemax Roleplaying
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My List of characters for the CoCo and other ventures
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1 year ago  ::  Apr 05, 2012 - 10:16PM #685
Vathelokai
  • Core Coliseum Oldtimer
Date Joined: Jun 23, 2005
Posts: 809

The Hunter (Uknits) vs. Qwuibbik (Eluria)


City, Normal Lighting



Qwuibbik


Qwuibbik's Tactics Show


Hi Vath – Thanks for Pitlording (and welcome back!)


Well, when last we met, Hunter demolished Qwuibbik, but that was on a more favorable map and without OgreMage wielding a +1 sword. Hopefully we’ll see a different, more favorable outcome here. Even if it costs a pricey scroll… but this is what Death Ward is for, after all.


Start mounted on Yeth, floating 5' above ground, holding scroll of magic weapon (as soon as possible, and throughout, fly at least 10ft away from all buildings/structures/floor to prevent him from floating out of a structure, attacking, and floating back. Also, fly as high in the city as possible, to prevent him from having higher ground or being able to dive (so at about 45ft, or whatever is the highest altitude to prevent Qwuibbik from bumping his little head on the artificial ceiling of the City)


Pitlord note: since you mention to use Death Ward first, I'm assuming that's the scroll you want out.


Ogres are adjacent (they along with Qwuib, with one below him and one adjacent, both move to stay in positions and ready action to attack Hunter. Note that one ogremage has a +1 enchanted greatsword, while the other has just masterwork – sorry for that. As soon as it’s possible for Ogre Magi to attack Hunter, they do so – it’s more important that they’re attacking than that they’re flanking, but if he’s staying away, or within objects, they will ready attacks. If he’s available to attack, though, they attack. In best way they can – dive, flanking, from higher ground)


(as soon as attacking, suppress Merciful property on bow; undead immune to nonlethal damage)
Buffing note: definitely buff SoF and Death Ward; as soon as Hunter is seen thereafter, Turn Undead. If Turned undead before finished buffing, cast Aid before engaging.


Rd 1: Shield of Faith from memory, fly to specified height
Rd 2: Death Ward from scroll
Rd 3: Cast Aid from memory, fly to height
Rd 4: Ready action to Turn Shadow whenever he's seen and within range (ok to all fly out searching for him, but from specified height in formation)
Rd 5+: After turn undead:
--if he's affected (ie, cowering and not acting), use scroll of MW x1 on ogre mage nonmagical sword, and then both Ogre Magi attack Hunter relentlessly (leave their flanking positions near me, dive down if possible, attack while flying from above vs. his cowering). Meanwhile, Qwuib will cast divine favor from wand, spiritual weapon (force effect, ignores incorporeal; high BAB grants it extra attacks), and engage with Bow; if spiritual weapon ends and he's still up, recall with PoP and recast
--if he's unaffected, cast sanctuary, then scroll MW on ogremage’s nonmagical sword, divine favor wand, aid, spiritual weapon, burning hands, produce flames; if SW ends when he's still up, recall w/ PoP and recast
--if sanctuary fails, start with spiritual weapon, then scroll MW, then engage with Burning hands (avoid my Ogres) then produce flame from memory then bow (skip divine favor in this case); if SW ends when he's still up, recall w/ PoP and recast


Note about turning: I have my own undead; turn undead says you skip over "already turned" undead; I am assuming since they are my undead, under my command, they are not going to be turned. If you rule that using Turn Undead means it would target my undead first, then obviously that's something Qwuibbik should know and would alter my tactics
(In that case, go with tactics as above under "if he's unaffected;" ie, SoF, Aid, Sanctuary, Scroll, SW, Divine Favor, Burning Hands, Produce flame, Bow, recalling SW whenever necessary, and altering spell order if Sanctuary fails)


Pitlord note: I am ruling that your turn undead skips over your commanded undead.


If Qwuibbik should prove victorious, he shall pray fervently to the Gray Beyond for forgiveness for destroying the beautiful creation of shadow, and shall prostrate himself before the destroyed undead, praying for understanding, while trying to preserve some shred of shadow in his embalments.


Notes:
--will ride for cover whenever possible for more AC
--if ogremage with +1 sword dies, other ogremage will pick up that magical sword and continue as noted
--if Yeth is hurt, convert Doom to Inflict Light Wounds and heal him
--have ring of blinking if Yeth dies
--If Qwuib is hurt below 30, use wand of CLW to get back up to >44.



Have fun!


The Hunter


The Hunter's Tactics Show


Again, this should be fun. You wouldn't think Quwibbik would want to fight The Hunter, but the Hunter has few cares for whom he kills.


Start in the front corner of my area. Round 1, manifest a surged 2 PP vigour and move out, staying at the cieling level. Once Quwibbik is found, engage.


Goal is to touch Quwibbik to death. Ignore ogres and summons. Charge if needed, but only if needed. Try to get a height bonus against him if possible.


Dodge Quwibbik.


Retreat into a building or underground for 7 rounds if spiritual weapon attacks me.


Retreat into the ground or a building to refresh my vigor when it runs out, surging in the saftey of solid objects.


If I cannot attack Quwibbik due to sanctuary, attak the ogre with the magical sword using my morningstar until Quwibbik makes a directly offensive action against me.


Pitlord Note:
Vathelokai: Can you define "charge if needed". I can't think of a situation where it would be.
Uknits: If he more than a single move/attack away but still chargable, do so.


Fight Show


Rolls Here


Setup:
Qwuibbik's team starts in box 1 on initiative 25, 22, 14, and 14. Qwuibbik and Ogre1 (with magic sword) will delay initiative to match Yeth and Ogre2.
Qwuibbik starts in the center of the starting box, mounted on Yeth, floating 5' above ground, holding scroll of death ward.
Ogre1 starts adjacent, holding a Greatsword +1.
Ogre2 starts adjacent, holding a Masterwork Greatsword.
Qwuibbik switches his bow from merciful to lethal mode.
The Ogres fly at a speed of 40 (good).
Yeth flies at speed of 60 (good), but unless otherwise stated, will only fly at a speed of 40 in order to match movement with the ogres.


Hunter starts in the front corner of box 4, on initiative 8.
Hunter delares Qwuibbik as Dodge Buddy.
Hunter flies at a speed of 40 (good).
map Show





Round 1
Qwuibbik casts shield of faith from memory.
Qwuibbik's team flys up 20 ft.
Qwuibbik's team changes formation so that Ogre1 is between Qwuibbik and the center of the map, and Ogre2 is below Qwuibbik.


Hunter manifests 1pp (+ 1 surge) vigor. Hunter is not evervated.
Hunter flys up 20 ft.


Vision is blocked by the tower between the parties.

Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 80)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 32+12/32 hp, 6/7 pp [incorporeal, vigor (ends 30)]


Round 2
Qwuibbik casts death ward from scroll.
Qwuibbik's team flys up 20 ft.
They arrive at the 'ceiling' of the map and see nothing.


Hunter flies up 25 ft. to the top of the map, sees Qwuibbik, then flies 35 ft. toward him.


Both parties see each other clearly over the tower.


Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 32+10/32 hp, 6/7 pp [incorporeal, vigor (ends 31)]


Round 3
Qwuibbik casts aid from memory.
Qwuibbik's team flys up 40 ft. toward Hunter.
Ogre 1 and 2 ready to attack if Hunter gets in range.


Hunter double moves closer.


Range is 135 ft.

Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (12 temp hp is irrelevant, ends 83)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 32+10/32 hp, 6/7 pp [incorporeal, vigor (ends 31)]


Round 4
Qwuibbik's team moves closer.
Qwuibbik readies to rebuke undead.
Ogres ready to attack.



Hunter double moves closer.
As Hunter gets to above the tower, Qwuibbik attempts to rebuke the Shadow. Hunter is not impressed.


Range is 55 ft.
map Show




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 32+10/32 hp, 6/7 pp [incorporeal, vigor (ends 31)]


Round 4.5 (inserted due to realizing Hunter wasn't turned)
Qwuibbik casts sanctuary from memory and draws scroll of magic weapon.
Ogres ready to attack.
Hunter's charge is blocked by the Ogre's, so the shadow double moves to a location it can move and attack next round.


Round 5
Qwuibbik casts magic weapon on Ogre2's greatsword.
Ogres 1 and 2 charge. Ogre 1 misses due to AC. Ogre 2 misses due to incorporealness.


Hunter moves to attack Qwuibbik.
Ogre 1 and 2 AoO. Ogre 1 misses due to AC. Ogre 2 misses due to incorporealness.
Hunter attacks, passes the sanctuary, but misses due to AC.


Pitlord note: forgot ride for cover



Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), divine favor (ends 16), sanctuary (sort of)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp [magic weapon (ends 15)]
Hunter 32+10/32 hp, 6/7 pp [incorporeal, vigor (ends 31)]


Round 6
Yeth hound moves back 5 ft.
Qwuibbik casts spiritual weapon from memory.
Spiritual weapon misses due to AC.
Ogres 1 and 2 move into flanking positions and attack. Ogre 1 misses due to AC. Ogre 2 misses due to incorporealness.
Hunter double moves into the tower to avoid the spiritual weapon.
Ogre 1 and 2 AoO. Both miss due to incorporealness.



Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), divine favor (ends 16), spiritual weapon (ends 14)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp [magic weapon (ends 15)]
Hunter 32+10/32 hp, 6/7 pp [incorporeal, vigor (ends 31)]


Round 7
Qwuibbiks team moves into formation 30 ft from the tower.
Qwuibbik recalls spiritual weapon with perl of power
Hunter waits.


Round 8-15
Qwuibbik readies burning hands for when Hunter is in range.
Ogre2 readies to move to flanking position after burning hands finishes.
Ogre1 readies charge on Hunter after Ogre 2 is in position.
Hunter waits.
Spiritual weapon ends.
Magic weapon ends.

Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), divine favor (ends 16)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 32+10/32 hp, 6/7 pp [incorporeal, vigor (ends 31)]



Round 16
Qwuibbik's team readies.
Hunter double moves up out of the roof and toward Qwuibbik, to 15 ft range.
Qwuibbik is ready and casts burning hands. Qwuibbik hits the incorporeal shadow. Hunter fails Reflex save. Hunter takes 13 damage.
Ogre2 moves to behind Hunter. Hunter does not take AoO, since str drain will not work. Ogre2 attacks, but does not have a magic weapon [didn't roll].
Ogre1 is too close to charge, but moves 5 ft closer and attacks. Ogre 1 misses due to incorporealness.
Both ogres take AoO. Ogre1 misses due to incorporealness. Ogre2 does not have a magic weapon [didn't roll].
Hunter moves back to the safety of the tower to refresh.


Divine favor ends.

Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 29/32 hp, 6/7 pp [incorporeal]


Round 17
Qwuibbik's team resumes formation.
Qwuibbik readies to cast spiritual weapon on sight.
Ogres ready to flank and attack at 15 ft range.
Hunter manifests 1pp (+1 surge) vigor. Hunter is not enervated. Hunter moves up out of the tower.
Qwuibbik is ready and casts spiritual weapon. The weapon misses due to AC.
Hunter finishes his move back in the tower.



Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), spiritual weapon (ends 25)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 29+10/32 hp, 5/7 pp [incorporeal, vigor (ends 47)]


Round 18-25
Qwuibbik readies to cast produce flame when Hunter is spotted.
Ogres ready to flank and attack at 15 ft range.
Hunter waits.
Spiritual weapon ends


Round 26
Hunter moves up out of the tower.
Qwuibbik is ready and casts produce flame.
Hunter moves closer.
Ogre 2 moves to flank.
Ogre 1 attacks, and hits for 18 damage.
Hunter finishes it's move back in the tower.



Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), produce flame (ends 106)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 29+10/32 hp, 5/7 pp [incorporeal, vigor (ends 47)]


Round 27
Qwuibbik's team resumes formation.
Qwuibbik readies to throw flame on sight.
Ogres ready to flank and attack at 15 ft range.
Hunter manifests 1pp (+1 surge) vigor. Hunter is not enervated.
Hunter moves up out of the tower.
Qwuibbik throws flame. Hunter dodges.
Hunter moves closer.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to AC
Hunter moves toward Qwuibbik.
Ogres take AoO.
Ogre2 does not have a magic weapon.
Ogre1 attacks and hits for 17 damage.
Hunter changes direction and moves back into the tower.

Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), produce flame (ends 96)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 22/32 hp, 5/7 pp [incorporeal]


Round 28
Qwuibbik's team resumes formation.
Qwuibbik readies to throw flame on sight.
Ogres ready to flank and attack at 15 ft range.
Hunter manifests 1pp (+1 surge) vigor. Hunter is not enervated.
Hunter moves up out of the tower.
Qwuibbik throws flame. Hunter dodges.
Hunter moves closer.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to AC
Hunter moves toward Qwuibbik.
Ogres take AoO.
Ogre2 does not have a magic weapon.
Ogre1 misses due to AC.
Hunter moves into melee with Qwuibbik.



Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), produce flame (ends 86)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 22+10/32 hp, 4/7 pp [incorporeal, vigor (ends 58)]



Round 29
Yeth moves back 5 ft.
Qwuibbik throws flames, and hits for 9 damage.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses
Hunter still has some vigor left, so it steps to Qwuibbik and attacks, but misses.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), produce flame (ends 76)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 22+1/32 hp, 4/7 pp [incorporeal, vigor]



Round 30
Yeth moves back 5 ft.
Qwuibbik throws flames, but misses due to incorporealness.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to AC.
Hunter still has some vigor left, so it steps to Qwuibbik and attacks, but misses again.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), produce flame (ends 66)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 22+1/32 hp, 4/7 pp [incorporeal, vigor]



Round 31
Yeth moves back 5 ft.
Qwuibbik throws flames, but misses due to incorporealness.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to AC.
Hunter still has some vigor left, so it steps to Qwuibbik and attacks, but misses again.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), produce flame (ends 56)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 22+1/32 hp, 4/7 pp [incorporeal, vigor]



Round 32
Yeth moves back 5 ft.
Qwuibbik throws flames and hits for 9 damage.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to AC.
Hunter moves back toward the tower.
Ogres take AoO
Ogre2 does not have a magic weapon
Ogre1 misses due to incorporealness.
Hunter makes it to the tower.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), produce flame (ends 46)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 14/32 hp, 4/7 pp [incorporeal]



Round 33
Qwuibbik's team moves back into formation and readies.
Hunter manifests 1pp (+1 surge) vigor. Hunter is not enervated. Hunter moves up and out.
Qwuibbik throws flame, but misses due to AC.
Ogre2 moves to flank.
Ogre1 attacks, but misses due to incorporealness.
Hunter moves into melee with Qwuibbik.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83), produce flame (ends 36)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 14+10/32 hp, 3/7 pp [incorporeal, vigor (ends 63)]



Round 34
Yeth moves back 5 ft.
Qwuibbik throws flames, but misses due to incorporealness.
Ogre 2 moves to flank.
Ogre 1 attacks, hits for 22 damage
Hunter moves back toward the tower.
Ogres take AoO
Ogre2 does not have a magic weapon
Ogre1 misses due to incorporealness.
Hunter makes it to the tower.
Produce flame ends.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 2/32 hp, 3/7 pp [incorporeal]



Round 35
Qwuibbik's team resumes formation.
Qwuibbik readies to fire arrows on sight.
Ogres ready to flank and attack at 15 ft range.
Hunter manifests 1pp (+1 surge) vigor. Hunter is not enervated.
Hunter moves up out of the tower.
Qwuibbik fires an arrow, but misses due to incorporealness.
Ogres move to flank. Ogre1 attacks but misses due to incorporealness.
Hunter enters melee with Qwuibbik.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 2+10/32 hp, 2/7 pp [incorporeal, vigor (ends 65)]



Round 36
Yeth moves back 5 ft.
Qwuibbik fires an arrow, but misses due to incorporealness.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to AC.
Hunter steps forward and attacks Qwuibbik, but misses due to AC.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 2+10/32 hp, 2/7 pp [incorporeal, vigor (ends 65)]



Round 37
Yeth moves back 5 ft.
Qwuibbik fires an arrow, but misses due to incorporealness.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to incorporealness.
Hunter steps forward and attacks Qwuibbik. Hunter strikes cleanly but nothing happens. The shadow whispers in frustration, recognizing the Death Ward.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 42/42 hp
Ogre2 42/42 hp
Hunter 2+10/32 hp, 2/7 pp [incorporeal, vigor (ends 65)]



Round 38
Yeth moves back 5 ft.
Qwuibbik fires an arrow, but misses due to AC.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to incorporealness.
Hunter turns it's rage on Ogre1, attacking with Darkness Falling, hitting for 3 damage.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 39/42 hp
Ogre2 42/42 hp
Hunter 2+10/32 hp, 2/7 pp [incorporeal, vigor (ends 65)]



Round 39
Yeth moves back 5 ft.
Qwuibbik fires an arrow, but misses due to AC.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to AC.
Hunter attacks, hitting for 4 damage.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 35/42 hp
Ogre2 42/42 hp
Hunter 2+10/32 hp, 2/7 pp [incorporeal, vigor (ends 65)]



Round 40
Yeth moves back 5 ft.
Qwuibbik fires an arrow, but misses due to AC.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to AC.
Hunter attacks, hitting for 9 damage.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 26/42 hp
Ogre2 42/42 hp
Hunter 2+10/32 hp, 2/7 pp [incorporeal, vigor (ends 65)]



Round 41
Yeth moves back 5 ft.
Qwuibbik fires an arrow, but misses due to AC.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to AC.
Hunter attacks, hitting for 9 damage.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 17/42 hp
Ogre2 42/42 hp
Hunter 2+10/32 hp, 2/7 pp [incorporeal, vigor (ends 65)]



Round 42
Yeth moves back 5 ft.
Qwuibbik fires an arrow, but misses due to AC.
Ogre 2 moves to flank.
Ogre 1 attacks, but misses due to AC.
Hunter attacks, hitting for 9 damage.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 11/42 hp
Ogre2 42/42 hp
Hunter 2+10/32 hp, 2/7 pp [incorporeal, vigor (ends 65)]



Round 43
Yeth moves back 5 ft.
Qwuibbik fires an arrow, but misses due to AC.
Ogre 2 moves to flank.
Ogre 1 attacks, hitting for 22 damage.
Hunter begins to dissipate.




Qwuibbik: 10/10 str [SoF +3 Deflect. (ends 81), Death Ward (ends 72), aid (ends 83)]
Yeth 22/22 hp
Ogre1 11/42 hp
Ogre2 42/42 hp
Hunter -10/32 hp, 2/7 pp [incorporeal, vigor (ends 65)]


Round 44
Qwuibbik draws an empty vial and rushes to the disipating cloud of The Hunter.


Round 45
Qwuibbik captures a whiff of the shadow's essence in the vial and weaps openly, shouting of the blessings of the Great Gray Beyond.


Round 46-83
Qwuibbik continues to wail the blessings of the Beyond until the last of his magic disipates.


results Show


Ogre1 Wins!


Qwuibbik gains 1920xp, 2928gp (2400xp, 3400gp -20%, +embalmer), and 1 dram of The Hunter
Free activity: Profession (Embalmer) 208gp
Allies: CR2 + CR2 + CR1 (5/6 CR, -20% rewards)
Time Between Fights: 4 hour
Prebuffs/Ongoing Effects: none
Items Used: scroll of death ward, scroll of magic weapon, 1 charge divine favor wand
Spells/PP Used: shield of faith, aid, sanctuary, spiritual weapon x2, burning hands, produce flame
x/day Abilities Used: rebuke undead x1, pearl of power 2 (spiritual weapon)
Free Activity: none


The Hunter gains 800xp, 1133gp
Time Between Fights: 4 hour
Prebuffs/Ongoing Effects: none
Items Used: none
Spells/PP Used: 3 pp
x/day Abilities Used: none
Free Activity: none

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1 year ago  ::  Apr 06, 2012 - 9:13PM #686
Eluria
Date Joined: Jan 20, 2007
Posts: 3,181
La-ura
La-ura's tactics Show

Not sure what to do about this relatively high-hp "sorcerer" - but I think I'll be okay as long as he fails his SR checks occasionally.

Start off at the closest to the center of the city, mounted on Night with wand of divine favor (CL1) and lance in hand.

Round 1: Force Screen PLA and move out
Round 2: Defensive Precognition PLA and move out
Round 3: Use wand and move out..

Now continue moving out and find Al'tiar. Charge (x1), Mind Thrust (x3), attack in melee are my priorities. If I can't charge, but can move and mind thrust - do that, otherwise, continue closing in.

Use Psionic weapon on my first melee attack (charge or otherwise). Use empty mind if subject to a will save. Use ride for cover if attacked. Use mounted combat for attacks against night.

Amendment: Oh - use lay on hands on La-ura if she is at least 15hp down from maximum. Rebuff Divine favor if needed.


Al'tiar

Al'tiar's tactics Show

Ok, so PR is not fun, but not awful.

Start in the front corner of my area. I should have plenty of buffing time, so that's good.  Round 1 use a scroll of mage armour, sharing it. Then cast mirror image, sharing.  Then move out, seeking my foe clockwise.

Once foe is seen, allow her to charge, readying to cast ray of enfeeblement on her while she is charging so she cannot use ride for cover.  If she does not charge, just 5' shift and cast it at her once she has reached melee.

After melee is engaged, cast chill touch for Gan.  Gan will attack La-Ura while I attack the horse.  If La-Ura resists chill touch with PR, she resists all future touches of that casting as well, so switch so both are attacking the horse (Gan touching).  Refresh chill touch for Gan as needed.  Once the horse is down, both will team up on La-Ura.

Always 5' to avoid AoO when casting.

Dodge La-Ura.

If Al'Tiar is below 12HP, he will take total defense if Gan continues to deal damage.

Always stay within sharing distance of Gan.


The Fight Show

Rolls are HERE: identicalsoftware.com/coco/dicesessionvi...

Al’tiar acts first, in box 1, with Gan, holding scroll
La-ura acts second, in box 4, mounted, with wand and lance

Round 1:
Al’tiar casts mage armor (shared)
La-ura uses psi-like ability Force Screen and trots out

Round 2:
Al’tiar casts mirror image (shared; 5 images) and moves out (clockwise)
La-ura uses psi-like ability defensive precognition and trots out further

Round 3:
Al’tiar seeks foe, double moving clockwise
La-ura uses wand of divine favor and trots more

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (5 images, ends 42), (dodge)
La-ura 27/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (13)



Round 4:
Al’tiar moves
La-ura moves



Round 5:
Al’tiar moves
La-ura moves (heads for area 1) (Al’tiar sees her ride by)



Round 6:
Al’tiar steps out, opens his arms, and screams “bring it, phrenic monstrosity,” slamming his forearm into his chest, practically begging for a lance shot.  (while secretly readying to cast ray of enfeeblement)

La-ura is too happy to oblige, and charges, spurs digging at the heels of her horse, leveling her lance, pouring her psionic focus into a deadly strike…

Charge triggers readied ray – misses
Charge hits and destroys an image.



Original fight, with mind thrust not used vs Mirror Image Show

Round 7:
Al’tiar 5’ steps back and casts chill touch on Gan
La-ura uses PLA Mind Thrust and destroys another image(Pitlord note: Mind Thrust doesn’t seem like it would work vs image, so I am going to have La-ura attack in melee until images destroyed, and then go back to mind thrusting; in fairness, will use these rolls if/when that time comes.  Also, does +2 vs Enchantment have psi/spell transparency to affect telepathy powers?) 5’ steps forward and attacks with lance, missing an image

Round 8:
Al’tiar 5’ steps forward; Al’tiar attacks horse (hits for 9, ride fails); Gan has to step forward off of Al’tiar to move into La-ura’s square to touch (tiny; but still stays within 5ft of Al’tiar for buffs), would provoke from La-ura but La-ura is holding a lance and can’t threaten this square; La-ura rides for cover, Gan misses.

La-ura 5’ steps back and attacks, destroying an image
 
Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (3 images (Gan has 5), ends 42), (dodge)
La-ura 27/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (13)
Night 10/19 AC18 (Mounted Combat Ride +9)

Round 9:
Al’tiar 5’ steps in and attacks horse - miss
Gan 5’ steps in and attacks La-ura – rides for cover, still hits, fails to overcome SR (Chill Touch resisted)
La-ura 5’ steps back and attacks, destroying an image

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (2  images (Gan has 5), ends 42), (dodge)
Gan | 5 images, chill touch 3
La-ura 27/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (13)
Night 10/19 AC18 (Mounted Combat Ride +9)

Round 10:
Al’tiar 5’ steps in and attacks horse – hits for 6 (ride fails)
Gan 5’ steps in and attacks horse – hits for 2 (resists str)
La-ura 5’ steps back and attacks, destroying an image (unless images benefit from dodge, which they shouldn’t and don’t per spell descry)

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (1  images (Gan has 5), ends 42), (dodge)
Gan | 5 images, chill touch 3
La-ura 27/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (13)
Night 2/19 AC18 (Mounted Combat Ride +9)

Round 11:
Al’tiar 5’ steps in and attacks horse – hits for 5, dropping Night; La-ura lands on her feet
Gan waits on Al’tiar’s spot for a new chill touch
La-ura drops her lance and draws her sword and attacks Al’tiar, missing

Round 12:
Al’tiar 5’ steps back and casts Chill touch, designating Gan
Gan can’t move into La-ura’s space and attack without leaving 5’ from Al’tiar due to tiny size, so waits in the no-man’s land between Al’tiar and La-ura, and readies to claw La-ura when in range.
La-ura 5’ steps to attack Al’tiar – triggers Gan’s ready
Gan touches La-ura – hits, fails to overcome SR again
La-ura attacks Al’tiar – missing

Round 13:
Al’tiar 5’ steps back and casts a new Chill touch (last one), designating Gan
Gan can’t move into La-ura’s space and attack without leaving 5’ from Al’tiar due to tiny size, so waits in the no-man’s land between Al’tiar and La-ura, and readies to claw La-ura when in range.
La-ura 5’ steps to attack Al’tiar – triggers Gan’s ready
Gan touches La-ura – hits, overcomes SR, 2 damage, str damage resisted
La-ura attacks Al’tiar – missing. (Divine Favor ends)

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (1  images, ends 42), (dodge)
Gan | 5 images, chill touch 3
La-ura 25/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (13)

Round 14:
Al’tiar attacks La-ura – hits for 8 (not confirmed)
Gan touchs La-ura for 3 (str resisted)
La-ura renews Divine Favor from wand

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (1  images, ends 42), (dodge)
Gan | 5 images, chill touch 2
La-ura 14/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 15:
Al’tiar attacks - missing
Gan touches for 2 (str resisted)
La-ura lays on hands for 15

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (1  images, ends 42), (dodge)
Gan | 5 images, chill touch 1
La-ura 27/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 16:
Al’tiar attacks, missing
Gan touchs for 6 (resisted) (chill touch ends)
La-ura attacks, destroying image (ends spell, Gan loses images too)

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (ENDED), (dodge)
Gan | mirror image ended, chill touch ends
La-ura 21/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 17:
Al’tiar attacks, missing
Gan claws feebly
La-ura uses PLA MindThrust (using prior initial roll, will fails) for 16

Al’tiar 19/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (ENDED), (dodge)
Gan | mirror image ended, chill touch ends
La-ura 21/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 18:
Al’tiar attacks – hits for 6
Gan claws (misses unless denoted as a hit)
La-ura uses PLA, which Al’tiar resists

Al’tiar 19/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (ENDED), (dodge)
La-ura 15/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 19:
Al’tiar and Gan attack – Gan hits with confirmed crit for 4
La-ura uses PLA (save failed) for 13

Al’tiar 6/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (ENDED), (dodge)
La-ura 11/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 20:
Al’tiar and Gan attack (tactics say if Al’tiar is ...) La-ura attacks – missing

Round 21:
(going to shorthand – it’s a straight up smackdown, with occasional rebuffs/expiring buffs)

All miss

Round 22:
La-ura hits for 10, downing Al’tiar


Revised fight:
Round 7:
Al’tiar 5’ steps back and casts chill touch on Gan
La-ura uses PLA Mind Thrust and destroys another image

Round 8:
Al’tiar 5’ steps forward; Al’tiar attacks horse (hits for 9, ride fails); Gan has to step forward off of Al’tiar to move into La-ura’s square to touch (tiny; but still stays within 5ft of Al’tiar for buffs), would provoke from La-ura but La-ura is holding a lance and can’t threaten this square; La-ura rides for cover, Gan misses.

La-ura 5’ steps back and attacks, destroying an image PLA mind thrust destroys image
 
Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (2 images (Gan has 5), ends 42), (dodge)
La-ura 27/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (13)
Night 10/19 AC18 (Mounted Combat Ride +9)

Round 9:
Al’tiar 5’ steps in and attacks horse - miss
Gan 5’ steps in and attacks La-ura – rides for cover, still hits, fails to overcome SR (Chill Touch resisted)
La-ura 5’ steps back and attacks, destroying an image PLA mind thrust destroys an image

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (1  images (Gan has 5), ends 42), (dodge)
Gan | 5 images, chill touch 3
La-ura 27/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (13)
Night 10/19 AC18 (Mounted Combat Ride +9)

Round 10:
Al’tiar 5’ steps in and attacks horse – hits for 6 (ride fails)
Gan 5’ steps in and attacks horse – hits for 2 (resists str)
La-ura 5’ steps back and attacks, destroying an image (unless images benefit from dodge, which they shouldn’t and don’t per spell descry)

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (1  images (Gan has 5), ends 42), (dodge)
Gan | 5 images, chill touch 3
La-ura 27/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (13)
Night 2/19 AC18 (Mounted Combat Ride +9)

Round 11:
Al’tiar 5’ steps in and attacks horse – hits for 5, dropping Night; La-ura lands on her feet
Gan waits on Al’tiar’s spot for a new chill touch
La-ura drops her lance and draws her sword and attacks Al’tiar, missing

Round 12:
Al’tiar 5’ steps back and casts Chill touch, designating Gan
Gan can’t move into La-ura’s space and attack without leaving 5’ from Al’tiar due to tiny size, so waits in the no-man’s land between Al’tiar and La-ura, and readies to claw La-ura when in range.
La-ura 5’ steps to attack Al’tiar – triggers Gan’s ready
Gan touches La-ura – hits, fails to overcome SR again
La-ura attacks Al’tiar – missing

Round 13:
Al’tiar 5’ steps back and casts a new Chill touch (last one), designating Gan
Gan can’t move into La-ura’s space and attack without leaving 5’ from Al’tiar due to tiny size, so waits in the no-man’s land between Al’tiar and La-ura, and readies to claw La-ura when in range.
La-ura 5’ steps to attack Al’tiar – triggers Gan’s ready
Gan touches La-ura – hits, overcomes SR, 2 damage, str damage resisted
La-ura attacks Al’tiar – missing. (Divine Favor ends)

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (1  images, ends 42), (dodge)
Gan | 5 images, chill touch 3
La-ura 25/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (13)

Round 14:
Al’tiar attacks La-ura – hits for 8 (not confirmed)
Gan touchs La-ura for 3 (str resisted)
La-ura renews Divine Favor from wand

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (1  images, ends 42), (dodge)
Gan | 5 images, chill touch 2
La-ura 14/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 15:
Al’tiar attacks - missing
Gan touches for 2 (str resisted)
La-ura lays on hands for 15

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (1  images, ends 42), (dodge)
Gan | 5 images, chill touch 1
La-ura 27/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 16:
Al’tiar attacks, missing
Gan touchs for 6 (resisted) (chill touch ends)
La-ura attacks, destroying image (ends spell, Gan loses images too) missing

Al’tiar 35/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (ENDED), (dodge)
Gan | mirror image ended, chill touch ends
La-ura 21/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 17:
Al’tiar attacks, missing
Gan claws feebly
La-ura uses PLA MindThrust (using prior initial roll, will fails) for 16 attacks, missing

Al’tiar 19/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (ENDED), (dodge)
Gan | mirror image ended, chill touch ends
La-ura 21/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 18:
Al’tiar attacks – hits for 6
Gan claws (misses unless denoted as a hit)
La-ura uses PLA, which Al’tiar resists attacks, missing

Al’tiar 19/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (ENDED), (dodge)
La-ura 15/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 19:
Al’tiar and Gan attack – Gan hits with confirmed crit for 4
La-ura uses PLA (save failed) for 13 attacks, missing

Al’tiar 6/35 AC17+4(MA)+1(d) | Mage Armor (long), Mirror Image (ENDED), (dodge)
La-ura 11/27 AC21+3(FS)+1(DP) | Force Screen (31), Defensive Precog (32), Divine Favor (24)

Round 20:
Al’tiar and Gan attack (tactics say if Al’tiar is ...) La-ura attacks – missing

Round 21:
(going to shorthand – it’s a straight up smackdown, with occasional rebuffs/expiring buffs)

All miss

Round 22:
La-ura hits for 10, downing Al’tiar

Round 23: all miss
Round 24: La-ura hits for 5, Gan hits for 1 (Al'tiar at 20, La-ura at 10)
Round 25: La-ura rebuffs Divine Favor, Al'tiar hits for 9
Round 26: all miss
Round 27: Al'tiar knocks out La-ura



Fight Result and Summary Show

La-ura loses and gains -8.33%
Time Between Fights: 4 hour
Prebuffs/Ongoing Effects: None
Items Used: Divine Favor Wand x3
Spells or Powerpoints Used: None
Abilities Used: Fight3
Free Activity: Craft 86.4

Al'tiar wins and gains +8.33%
Time Between Fights: 4 hour
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Mage Armor
Spells or Powerpoints Used: F3
Abilities Used: None
Free Activity: Intimidate
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1 year ago  ::  Apr 09, 2012 - 8:10AM #687
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Absalar

Absalar's tactics Show

A slow melee guy is just what I want for my debut. I can bet he's going to use that tattoo, though, so we'll have to do something about that. Probably Skate, too.

Start at the front of my box with my longbow equipped and shout some insulting, dwarf-based racist joke (something about beards or stubby legs), then wait for him to come to me (but move out if I face a delay penalty). If I don't spot him right away, ready to shoot on sight.

Each round, shoot and move away. Try to put something between us so he can't charge. If I can't get far enough away to prevent a charge but am not in melee, double-move or run to get some distance. If I don't know yet whether he has Skate up, assume he has. Otherwise, try to stay within 110ft so I don't suffer a penalty, but avoiding him and his tattoo(s) is more important.

Now he's probably going to use his Crawling Tattoo. If he does, try to avoid it, but if it gets to the stage that I have to move beyond 110ft from Grannick to get away from it and use a double-move or run to do so (i.e. if I can shoot and move back, do that instead), fight like with like and tap my own tattoo then move away. Since I only want to do this if I can't avoid his tattoo, it will surely get me next round. In that case, expend focus and use Defensive Precognition PLA and keep fleeing. If we are both entangled, he still shouldn't be able to catch me, but I may as well have the +1 AC.

If I'm threatened in melee, Withdraw. If I can't get far enough away that I can't be attacked next round (e.g. I'm entangled), attack with my spiked gauntlet and move when I can (i.e. when EE wears off). If I'm absolutely stuck, drop bow and switch to flail.

Needlessly long tactics for what is essentially just hit-and-run, but it should be straightforwards. Thanks for the run!


Grannick

Grannick's tactics Show

Grannick starts in the front corner of the starting box (for example 8,35 or 8,28 if it's the west box), with his dwarven waraxe in one hand and power stone of Force Screen in the other hand. Flip a coin to determine which corner.

Buff Rounds (in order)
If Grannick is attacked by Absalar from range, move to the nearest cover and continue the instructions below. If he's attacked in melee, skip to the Combat section.

As soon as Grannick has line-of-sight to Absalar, he activates his Crawling Tattoo of Entangling Ectoplasm and directs it to attack Absalar, rather than whatever standard action he had planned for that round.

Round 1: Grannick activates power stone of Force Screen and draws dorje of Vigor

Round 2: Grannick uses dorje of Vigor

Round 3: Grannick activates Biofeedback

Combat (in order)
If the Crawling Tattoo of Entangling Ectoplasm hasn't been activated, Grannick activates it as described in the Buff Rounds above as soon as he has line-of-sight to Absalar.

If Absalar has activated his own Crawling Tattoo of Entangling Ectoplasm, Grannick will activate Expansion just before the tattoo is close enough to attack, to prevent the tattoo from being able to target him.

Grannick plans to wait in cover while Absalar closes. If Absalar isn't coming any closer, or if Absalar is entangled by the Entangling Ectoplasm, Grannick closes to melee with him.

If Absalar is farther away than Grannick can reach with a move-and-charge (40 feet) and Grannick has 5 or less temporary hit points, he refreshes them with his dorje of Vigor.

On the first attack Grannick makes, he expends his psionic focus to use his Psionic Weapon feat and gain 2d6 damage if he hits.


The Fight Show

[Prefight locations and Initiative]
Absalar starts in area 4 at (8,32) with longbow in hand. Initiative 8
Grannick starts in area 3 at (28,8) with his dwarven war axe and a powerstone of force screen (ML2) in hand. Initiative 19

[Round 1]
Grannick activates his powerstone and draws a dorje of Vigor (ML2, aug).
Absalar says some racial slurs about dwarves and readies to attack on sight.

[Round 2]
Grannick hears Absalar but does not rise to the taunting and instead uses his dorje.
Absalar continues readying and continues being a thoroughly-unenjoyable-person to listen to...

[Round 3]
Grannick manifests biofeedback and moves to (29,11), triggering Absalar's ready [155ft (-2), 11 vs AC16+4, miss]

[Round 4]
Absalar fires at Grannick [155ft (-2), 21! (8-not confirmed) vs AC16+4, hit; Dmg 1d8+3=7-2]
Grannick moves to (26,14) and taps his tattoo of entangling ectoplasm.
Crawling tattoo double moves to (18,22)

Absalar 18/18
Grannick 35+5/35, Force Screen (ends 21), Vigor (ends 22), Biofeedback (ends 33)

[Round 5]
Absalar fires at Grannick [135ft (-2), 10 vs AC16+4, miss] and moves to (15,39)
Grannick activates his dorje and move to (27,18)
Crawling tattoo double moves to (17,34)

Absalar 18/18
Grannick 35+10/35, Force Screen (ends 21), Vigor (ends 25), Biofeedback (ends 33)

Map Show


[Round 6]
Absalar fires at Grannick [135ft (-2), 17 vs AC16+4+4, miss] and moves to (6,37)
Grannick double moves to (27,17)
Crawling tattoo double moves to (6,37), provoking an AoO from Absalar [13 vs AC18, miss]

[Round 7]
Absalar moves to (14,33) and fires at Grannick [95ft (0), 16 vs AC16+4+4, miss]
Grannick double moves to (16,19)
Crawling tattoo double moves to (14,33), provoking an AoO from Absalar [8 vs AC18, miss]

[Round 8]
Absalar double moves to (30,24)
Grannick moves to (19,16)
Crawling tattoo double moves to (22,25)

Map Show


[Round 9]
At this point, Absalar is not going to both avoid the tattoo and be able to gain LOS on Grannick. Tactics call for using his own crawling tattoo, but since he can't get LOS with a single move and that would be moving towards the tattoo, he will use defensive precognition and move
Absalar uses defensive precognition PLA and moves to (27,17) to prevent the tattoo's charge..
Grannick moves to (17,15) (after moving to (19,18) so spot Absalar.
Crawling tattoo double moves to (27,17), provoking an AoO from Absalar [7 vs AC18, miss]

[Round 10]
Absalar moves to (23,9) and taps his own crawling tattoo.
A's crawling tattoo charges at Grannick [21 vs AC18, hit; Dmg 1d10+3=4-5=0] [23 vs AC10, hit; Entangled]
Grannick moves to (20,12)
Crawling tattoo charges at Absalar [32 vs AC12+1, hit; Entangled]

[Round 11]
Absalar fires at Grannick [16 vs AC16+4-2, miss] and moves to (27,7)
Grannick grumbles in frustration and double moves to (16,13)

Map Show


[Round 12]
Absalar moves to (26,11) and fires an arrow [0! vs AC16+4-2, miss]
Grannick moves to (14,16)

[Round 13]
Absalar moves to (21,11) and fires an arrow [4 vs AC16+4-2+4, miss]
Grannick moves to (14,16)

[Round 14]
Absalar moves to (24,20)
Grannick moves to (15,15)

Map Show


[Round 15]
[Entangling Ectoplasm on Grannick ends]
Absalar readies to fire on sight.
[Entangling Ectoplasm on Absalar ends]
Grannick takes total defense.

[Round 16]
Absalar moves to (25,10) and fires an arrow [5 vs AC16+4+4+4, miss]
Grannick goes prone and takes total defense.

At this point, since Grannick has no hope of closing, he is just going to try to outlast the arrows. He'll rebuff vigor as needed.

[Round 17-69]
With Absalar's remaining 52 arrows - he hits twice. Once in round 25, once in round 31. Neither arrow confirms.
The first arrow deals 10 damage, -2 for biofeedback and is soaked by vigor. Grannick uses vigor in round 25 (and doesn't take total defense that round - but the next roll is a miss)
The second arrow deals 11 damage, -2 for biofeedback and is soaked by vigor. Grannick uses vigor in round 31 (and doesn't take total defense that round - but the next roll is a miss)
Grannick also needs to use vigor in round 51, when it expires. The roll following that use is a 19+3=22 vs AC16+4 (cover)+4 (prone) - so that's still a miss
Absalar runs out of arrows in round 69. Grannick takes total defense and stands.

[Round 70]
Absalar drops his bow and draws his flail [16 vs AC16, hit; Dmg 1d8+3=7]
Grannick uses his dorje of vigor.
Grannick attacks, using his focus for psionic weapon [14 vs AC17, miss]

Absalar 18/18
Grannick 35+3/35, Vigor (ends 71)

[Round 71]
Absalar attacks [20 vs AC16, hit; Dmg 1d8+3=4]
Grannick attacks [9 vs AC17, miss]

Absalar 18/18
Grannick 34/35

[Round 72]
Absalar attacks [13 vs AC16, miss]
Grannick attacks [10 vs AC17, miss]

[Round 73]
Absalar attacks [14 vs AC16, miss]
Grannick attacks [27! (27!) vs AC17, hit; Dmg 3d10+9=8+15=23] and Absalar falls.


Fight Result and Summary Show

Grannick wins and gains 900xp / 900gp
Time Between Fights:
Prebuffs/Ongoing Effects: none
Items Used: powerstone of Force screen (ML2), 5 charges from a dorje of Vigor (ML2, aug), crawling tattoo of entangling ectoplasm (ML1)
Spells/PP Used: 1pp (Biofeedback)
x/day Abilities Used: none
Free Activity: guard

Absalar loses and gains 300xp / 300gp
Time Between Fights:
Prebuffs/Ongoing Effects:
Items Used: crawling tattoo of entangling ectoplasm (ML1), 35 arrows (4 hits, 56 misses, 25 recovered)
Spells/PP Used: none
x/day Abilities Used: Defensive precognition PLA
Free Activity: guard (can't use intimidate without at least 5 ranks)
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1 year ago  ::  Apr 09, 2012 - 1:01PM #688
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
Bernik Kaldunn

Bernik's tactics Show

It is very possible that this will be Bernik's first loss (a caster in fight 3 with that many spell levels unused is quite a nasty opponent), but let's see if we can't minimize the chance of that happening.

Begin as close to the center of the map as possible, with potion of Enlarge in hand.  Always declare dodge against Kaleisa.  Start off by drinking the potion, and move to 31,55 while drawing my bow, readying to shoot on sight.  Ideally I'll hit once or twice before she reaches me.  (If she decides to go ranged, just take cover, negate her cover if possible, and duel, healing whenever below 30 hit points.  Her sling is weak, so that'll be easy, but not likely to happen.)

Once she reaches me, drop my bow, draw my axe, and base (take an AoO if necessary to threaten her, but if I can 5' to threaten do that if basing will provoke an AoO), then ready to hit her when she takes a standard or move action.  She can't ride for cover while attacking, so that will hopefully give me a solid chance to hit.  If she moves away before attacking, she will get the cover, but at least I get the readied attack and an AoO.

If she's mounted, don't bother tripping, but if she isn't mounted then each attack should begin with a trip (unless she's already prone).  Also, if she's not mounted, then don't bother readying and just attack normally.

If she tries to overrun, take the AoO (why not) and evade the overrun.


Kaleisa

Kaleisa's tactics Show

Start at front of box with Scroll of Expeditious Retreat in hand, mounted of course on Hadrida.

Unfortunately I'm out of Shield AND Produce Flame, which is not great, but all is not necessarily lost. Start by casting Mage Armour, then move towards the centre, taking the clockwise route.
Round two, cast Bull's Strength.
Round three, cast Expeditious Retreat and draw Potion of Shield of Faith (I can do that whilst moving I think, since I'm mounted).
Round four, drink Potion and draw Scroll of Magic Missile.

Stop moving when I get about three squares into the middle, so I have a good view, and ready an action to use Magic Missile when I see him. If I see him before this point, move back whilst buffing - if I have to double-move to do so, do.

After that, convert Shillelagh to SNAI for a Wolf, who should charge if possible. Keep out of Charge range myself (position behind wolf if I can), use Scroll of Enlarge Person and draw my spiked chain. Then, convert Cat's Grace to SNAII for a Hippogriff (summon it in the air so it can open with a dive attack) before moving into a flanking position to attack in melee.

So long as he is threatened by a summoned creature in melee, attempt to disarm his axe. Otherwise just attack. Try to keep him at the edge of my reach so he provokes by moving closer, but don't provoke myself to do this. He has far more HP than me so this is going to be tough, but it should be possible.

This assumes he's Enlarged and in melee. If he's not Enlarged, the Hippogriff should probably grapple (don't know if it's smart enough) whilst I attack. If he's ranged, break LoS whilst buffing, but otherwise continue as above - he'll probably switch to melee when threatened by a summoned creature.

-Always Ride for cover.
-Make Ride-by Attacks when I can - I should be able to get far enough away that he'll provoke by approaching.
-Share all buffs with Hadrida.
-Note that Enlarged, Hadrida would have medium encumbrance, but not under Bull's Strength.
-If removed from my saddle and I am able, fast remount. Otherwise order Hadrida to attack and just fight to the bitter end on foot.

I think that's it. Thanks for the run!


The Fight Show

[Prefight Locations and Initiative]
Bernik starts in area 4 at (4,4) with a potion of enlarge person (CL2) in hand. Initiative 23
Kaleisa starts in area 1 at (3,62) with a scroll of expeditious retreat (CL1) in hand and mounted on Hadrida. Initiative 10

[Round 1]
Bernik drinks the potion and moves to (5,12), drawing his bow.
Kaleisa casts mage armor and moves to (12,60)

[Round 2]
Bernik moves to (9,25)
Kaleisa casts bull's strength and moves to (19,56)

[Round 3]
Bernik moves to (9,31) and readies to fire on sight.
Kaleisa casts expeditious retreat from the scroll and draws a potion of shield of faith (CL1) while moving to (21,48)

Map Show


[Round 4]
Bernik readies.
Kaleisa drinks the potion and draws a scroll of magic missile (CL1) while moving to (21,45)

[Round 5]
Bernik readies
Kaleisa readies.

...

[Round 11]
Bernik is amazed he hasn't seen Kaleisa yet, so he moves to (15,33) and readies.
Kaleisa moves to (26,33), triggering Bernik's ready action [9 vs AC12+4+2, miss]. Kaleisa casts magic missile from the scroll [1d4+1=3]

[Round 12]
Bernik isn't sure whether Kaleisa is coming to melee, so he dodges her and fires an arrow [23 vs AC12+4+2, hit; Dmg 2d6+3+2=8]
Kaleisa drops shillelagh to start casting SNAI.

Bernik 41/44, Enlarge Person (ends 21)
Kaleisa 19/27, Mage armor (ends 601), Bull's strength (ends 32), expeditious retreat (ends 13), Shield of faith (ends 14)

[Round 13]
Bernik fires another arrow [9 vs AC12+4+2, miss]
[Expeditious retreat ends]
Kaleisa finishes casting and a wolf appears at (20,33) and charges to (17,33) [15 vs AC21-2, miss]
Kaleisa draws and starts casting from a scroll of enlarge person (CL1).

[Round 14]
Bernik steps away to (14,33) and fires an arrow at Kaleisa [22 vs AC12+4+2, hit; Dmg 2d6+3+2=7; Concentration 26 vs DC11+7, success]
[Shield of faith ends]
Wolf steps closer and attacks Bernik [19 vs AC21-2, hit; Dmg 1d6+1=5; Trip 16 vs 21, fail]
Kaleisa finishes casting and draws her spiked chain and moves to (18,33)

Bernik 36/44, Enlarge Person (ends 21)
Kaleisa 12/27, Mage armor (ends 601), Bull's strength (ends 32), Shield of faith (ended), Enlarge Person (ends 24)

Map Show


[Round 15]
Bernik drops the bow, draws his waraxe and attacks the wolf [12 vs AC14, miss]
Wolf attacks Bernik [20 vs AC21-2, hit; Dmg 1d6+1=6; Trip 7 vs 32, fail]
Kaleisa drops cat's grace to start casting SNA II.

[Round 16]
Bernik delays for the wolf to disappear.
[Summon Nature's ally I ends]
Bernik steps forward and attacks [28! (27-confirmed) vs AC12+4-2, hit; Dmg 6d8+12=18+29] and Kaleisa is a smear on the wall...


Fight Result and Summary Show

Bernik wins and gains 1200xp / 1200gp
Time Between Fights: 4 hour
Ongoing Effects: None
Items Used: Potion of Enlarge Person (CL2), 2 arrows (1 hit, 2 missed, 1 recovered)
Spells/PP Used: None
x/day Abilities Used: None
Free activity: Guard

Kaleisa loses and gains 400xp +12% = 448xp / 448gp
Time Between Fights: 4 hour
Ongoing Effects: None
Items Used: Scroll of Expeditious Retreat (CL1), Scroll of Magic Missile (CL1)
Spells/PP Used: 1 wizard SL (Mage Armor), 5 druid SLs (Bull's strength, Shillelagh (SNAI), Cat's Grace (SNAII)
x/day Abilities Used: None
Free activity: Scribe Scrolls (Expeditious Retreat x4, Mage Armour x6, Shield x6, Enlarge Person x6, Magic Fang x2, Magic Missile x4, Bull's Strength x1, Summon Swarm x1 - 1000gp's worth)
The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
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1 year ago  ::  Apr 09, 2012 - 9:15PM #689
Eluria
Date Joined: Jan 20, 2007
Posts: 3,181
Bray
Bray's tactics Show

Ok, tough foe.  Let's see what I can do.

Start in the front corner with hammer and shield in hand.  Round 1, manifest Biofeedback.  Then, offensive precognition and animal affinity, strength.  Now, move out, hunting her down.  Once at the first river, shout an honorable challenge for her and jump the river at the narrow point.  

Ready to attack with hammer as soon as in range while seeking.

Once engaged, attack with hammer.  

Stand when tripped.

If disarmed, go through my weapons, resorting to shield bashes if needed.  Pick up the weapon if I am tripped and it is on the ground.

Once at or below 20 HP, use empathic touch, hostile.  I saved my focus so I can manifest it now defensivley by expending my focus to touch him.  Drop my weapon do do so.  Stand before doing so if needed unless I am at 10 HP or below.

I'm hoping she fails her will save and empathic transfer kills her outright.  Regardless, her AC is low enough my hammer should put some hurt in.
Almost forgot ride for cover.  Instead of straight attack, ready to attack when he attacks.  If he is evading and shooting with his bow, take cover and go prone with total defense.


Farig

Farig's tactics Show

Okay - forest gives him plenty of time to buff but gives me plenty of room to run around if I decide to go with a ranged tactic. Of course, that's not the way Farig prefers to fight - so let's get up close and personal.

Start off mounted on Whirlwind with gauntlet locked on my dire flail as per prebuffs.

Immediately move in to get to melee, using ride to jump over the river at the narrowest points if needed. Once in melee, attack with the following priorities: Trip (if he's standing), Disarm (if he has anything in hand), attack for damage. If Bray starts the round standing, use combat expertise for +5 to AC/-5 to hit. If he starts the round prone, just attack for damage.

Use ride for cover as needed. If Bray is attacking Whirlwind and Whirlwind is injured, use quick dismount/dismount if failed and send Whirlwind away.

If grappled, grapple back for damage with my armor spikes.

If trip fails, use my ride check (if mounted) to resist being tripped in return. If disarm fails - he won't likely disarm me, but if he does, don't relock the gauntlet - just pick it up and keep going.




The Fight Show

Rolls are HERE: identicalsoftware.com/coco/dicesessionvi...

Farig acts first, in box 2, mounted, locked flail
Bray acts second, in box 4, hammer and shield in hand

Round 1-3:
Farig moves
Bray buffs biofeedback, off precog, and animal affinity (strength)

Farig 57/57 AC 20 (+4RideCover)
Bray 61/61 AC 23 | Biofeedback (DR 2/-, 71); Off Precog (+1 to hit, 72); AA Str (+2 hit/+2 dmg; 73)



Round 4:
Farig and Bray double move



Round 5:
Farig rides and jumps the stream; after a single move, spots Bray.  Is unable to charge due to turning in movement; closes to melee range.
Bray 5’ steps in and readies to attack when Farig attacks.  The crowd cheers at the good ol’ fashion melee beatdown that is about to ensue.  A few people, seeing Bray’s hp, decide now is a good time to hit the concession stand, confident that neither foe is dropping soon.



Round 6:
Farig, seeing Bray standing, attacks with combat expertise 5 with goal of tripping – triggers Bray’s ready
Bray attacks with hammer (+9, +2AA, +1 OP = +12, vs AC20, can’t ride for cover while attacking) –  oops forgot CE, misses
Farig attacks to trip (+12, +1 higher ground vs tAC13… ooops, -5 CE makes this a miss) hits, fails to trip, opposed trip fails; second attack to trip – succeeds; follow up attack (+7, +1 higher, vs AC23-4 prone … ooops -5 CE makes this a miss)
Pitlord note – during round 9, realized that forgot Farig had TWF and 2headed flail; tactics don’t say anything about TWF vs not TWF, but he has 2 TWF feats and enchanted the dire flail on both heads, so I’m assuming wants to be TWF… – secondary attack hits for 9-2=7

Farig 57/57 AC 20 (+4RideCover) (trip +7, disarm +20)
Bray 54/61 AC 23 (t13, str +5)| Biofeedback (DR 2/-, 71); Off Precog (+1 to hit, 72); AA Str (+2 hit/+2 dmg; 73)

Round 7:
Bray stands from tripped (triggers AoO +12 +1higher -5 CE vs AC23-4 prone) which hits for 10-2=8 since TWF, less damage = 7, and readies to attack when Farig attacks
Farig attacks to trip (+12, +1 higher, -5CE, vs tAC13), triggers ready
Bray ready attack (+12 vs AC25) misses
Farig trip attempt hits, opp trip Bray wins, reverse trip vs ride succeeds, Farig is pulled off of steed, soft falls for no damage.  (Pitlord note: while many contingencies in tactics, doesn’t say what to do if pulled off of mount. Most tactics note being mounted, so will try free rapid mount).  Succeeds at rapid mounting as free action, which does not provoke an AoO (this has taken a standard attack and free action remount; I do not think he can continue his full attack after all that has happened, although by RAW he may have only done part of an attack and a free action)

Farig 57/57 AC 20 (+4RideCover) (trip +7, disarm +20)
Bray 47/61 AC 23 (t13, str +5)| Biofeedback (DR 2/-, 71); Off Precog (+1 to hit, 72); AA Str (+2 hit/+2 dmg; 73)

Round 8:
Bray readies to attack
Farig attacks with 5 CE, to trip, triggers ready
Bray badly misses, distracted by that marvelous display of horsemanship
Farig attacks to trip, hits, Bray wins opp trip, Farig resists re-trip
Farig secondary attack (+7, +1 higher, -5 CE, vs tAC13) misses
Pitlord note: forgot TWF, adding in secondary attack rolls: fourth attack of the round hits, and trips Bray; followup attack misses

Round 9:
Bray readies, Farig attacks, triggers ready Bray stands, triggers AoO - misses
Bray hits for 13
Farig attacks with 5 CE to trip, hits, trips Bray.  Followup attack (+12+1-5 vs AC23-4) hits for 13-2=1110
Farig second attack to disarm (Pitlord note: this is where I remembered about TWF originally.  Remaining attacks will be corrected.  ( /+5 +10/+5, -5 CE, +1 higher, trying disarm first, hits, tie goes to higher mod, warhammer is disarmed.  Remaining attacks for damage, both miss

Farig 44/57 AC 20 (+4RideCover) (trip +7, disarm +20)
Bray 32/61 AC 23 (t13, str +5)| Biofeedback (DR 2/-, 71); Off Precog (+1 to hit, 72); AA Str (+2 hit/+2 dmg; 73)

Round 10:
Bray (tactics note: “pick up the weapon if I am tripped and it is on the ground&rdquo tries to pick up weapon, draws AoO which misses.  Stands (doesn’t draw AoO, used up AoO)
Farig attempts to trip (+10/+5/+10/+5 +1high -5CE vs tAC13/AC23) hits, trips; follow up misses.
Farig uses next attack to try to disarm, succeeds.
Farig uses next 2 attacks to deal damage, missing

Round 11:
Bray picks up weapon, drawing an AoO which hits for 14-2 = 12 (Bray at 20 – wants to do hostile empathic transfer; however, wants to stand for that).  Stands.
Farig attempts to trip, hits, trips, hits with followup for 10-2=8
Farig uses next attack to try to disarm, succeeds
Farig uses next 2 attacks to deal damage, missing

Farig 44/57 AC 20 (+4RideCover) (trip +7, disarm +20)
Bray 12/61 AC 23 (t13, str +5)| Biofeedback (DR 2/-, 71); Off Precog (+1 to hit, 72); AA Str (+2 hit/+2 dmg; 73)

Round 12:
Bray doesn’t bother picking up weapon, just stands to deliver his hostile empathic transfer touch.  Stands, provoking AoO, hits for 8-2=6.
Bray expends focus to manifest defensively (Conc 15+12 = success), manifests hostile empathic transfer, and touches Farig (+8 +1OP +2AA vs tAC14+4Cover) , hitting, for 50 damage (max), killing Farig instantly and creating a newest “most popular power” in the stands of Gladius.


Fight Result and Summary Show

Bray wins and gains +5% 2205xp / 2730 gp
Time Between Fights: 4 hour
Ongoing Effects: None
Items Used: None
Spells/PP Used: 3pp Hostile Emp Txfr, 1pp Off Prec, 3pp Animal Affinity, 1pp Biofeedback
x/day Abilities Used: None
Free activity: Guard

Farig loses and gains -5% 665xp / 823 gp
Time Between Fights: 4 hour
Ongoing Effects: None
Items Used: None
Spells/PP Used: None
x/day Abilities Used: None
Free activity: Guard


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1 year ago  ::  Apr 10, 2012 - 12:53PM #690
TelinArtho
  • Core Coliseum
  • Heroic Dungeon Master
Date Joined: Nov 3, 2004
Posts: 13,722
2 Invisible Stalkers Show

INVISIBLE STALKER
Large Elemental (Air, Extraplanar)
Hit Dice: 8d8+16 (52 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
Armor Class: 17 (–1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +6/+14
Attack: Slam +10 melee (2d6+4)
Full Attack: 2 slams +10 melee (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., elemental traits, natural invisibility, improved tracking
Saves: Fort +4, Ref +10, Will +4
Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11
Skills: Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)
Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam)
Challenge Rating: 7
Alignment: Usually neutral

Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks.
A summoned invisible stalker undertakes whatever task the summoner commands, even if the task sends it hundreds or thousands of miles away. The creature follows a command until the task is completed and obeys only the summoner. However, it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly.
Invisible stalkers have an amorphous form. A see invisibility spell shows only a dim outline of a cloud, while a true seeing spell reveals a roiling cloud of vapor.
These creatures speak only Auran but can understand Common.
COMBAT
An invisible stalker attacks by using the air itself as a weapon. It creates a sudden, intense blast of wind that pounds a single target on the same plane as the creature.
An invisible stalker can be killed only when it is on the Elemental Plane of Air. When performing a task elsewhere, it automatically returns to its home plane when it takes damage sufficient to destroy it.
Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.


Stalkers' tactics Show

Fly out and find Ghost. Once found, surround and attack mercilessly.


Ghost

Ghost's tactics Show

Tactics: Ghost vs 2 ?Invisible Stalkers (Dim light, City)

Hi Telin - THANKS FOR PITLORDING!

My crap AC and their immune to sneak attack is really going to hurt.

Rob store: Elemental bane arrow (wish I could get 2!)

Start front corner (4,4); move to (9,7) or equivalent while buffing.  Goal is to use Dim Light, hide while buffing to ensure have time to set up for an Alphashot to kill off one Elemental, then hope can finish off the other one with sniping / in a HP race.

Begin holding Dorje Vigor and trinket see invis; Psicrystal actively listens for foes—if foes detected within 60ft while buffing, move around corner if would provide better hiding spot from their direction; if detected within 30ft, cast Obscuring mist and hide in mist continue buffing

Rd 1: Chameleon from memory, move to hide
Rd 2: Vigor Dorje, drop, draw powerstone FS
Rd 3: Use trinket See Invis, draw dorje DW
Rd 4: Powerstone of forcescreen, drop, draw arrow
Rd 4: DW on Elementalbane arrow, draw bow
Rd 5: DW on a CI arrow

(if buffing interrupted, cast Obscuring Mist and buff/move)

Engage with:
First shot a Manyshot, expend foci for Fellshot and Psionic Shot and 2pp to DeepCrystal, using with ElementalBane Arrow with Dissolving Weapon, and another arrow with dissolving weapon (1d8+1+2d6+2+4d6+2d6+2d6+pointblankshot maybe and another 1d8+1+4d6)
--If it is possible to do this by first casting True Strike from Choker, please do so (ie, if the Invisible Stalkers haven’t detected Ghost, and he has his 2 dissolving weapon arrows
--If it is possible to do this while flatfooted/surprising, do so (even without Sneak Attack, still nice to deny Dex)
--do not let your patented Telin Rolling cause this to miss

If that hits, and kills one, goto “only 1 left, below”
If that hits, but fails to kill one, 5ft step, move action regain focus, bracers crystal shard + psionic shot
If that fails to kill it, move regain focus, shoot + psionic shot with bow until dead.  

“Only One Left”
Then use Dancing Shoes (Exp Retreat CL1) and withdraw/break LoS/hide, casting Obscuring Mist if need be.  

If possible to use movement to get away, break LoS, and rehide, do so and regain psionic foci, use dorje DW x4 more, then use Shirt of Divine Favor, and then engage with Manyshot+Fellshot+Psionic Shot with 2DW arrows via Sniping (manyshot is a standard action, so should be able to snipe with this).  Do this twice.  If sniping is working, continue hiding, regaining 2 foci, and attacking with snipe manyshot fellshot psionic shot.  If sniping isn’t working engage with move regain focus, shoot + psionic shot with bow until dead.  

Notes:
--Psicrystal should actively listen and try to help direct Ghost to better hiding spot if possible
--if See Invis, use Touchsight
--don’t forget BAB+6 extra attack, PBS, seeking

Note to self:
--How do I not have powerstone Elfsight
--Need to gather info for trinkets (grease 1/d for psicrystal, see invis replacement, ob mist, etc)

Email 2
Hi Telin -
There's no way I'll achieve all that buffing just by hiding vs. 2 perfect flyers, who am I kidding -

Can you change buffing sequence to start with potion of invisibility, then the rest, and at the end make sure to use true strike before first alpha strike (true strike from trinket)

Start front corner (4,4); move to (9,7) or equivalent while buffing.

Begin holding Dorje Vigor and potion; Psicrystal actively listens for foes
Rd 1: potion of invis, move to hide as noded
Rd 2: Chameleon from memory, move to hide
Rd 3: Vigor Dorje, drop, draw powerstone FS
Rd 4: Use trinket See Invis, draw dorje DW
Rd 5: Powerstone of forcescreen, drop, draw arrow
Rd 6: DW on Elementalbane arrow, draw bow
Rd 7: DW on a CI arrow
Rd 8: find them, true strike and engage

Engage with:
First shot a Manyshot (if this is with true strike, use foci for psionic shot x2 one on each arrow; if this is without true strike, use foci for fellshot and focus for psionic shot), expend foci for Fellshot and Psionic Shot and 2pp to DeepCrystal, using with ElementalBane Arrow with Dissolving Weapon, and another arrow with dissolving weapon (1d8+1+2d6+2+4d6+2d6+2d6+pointblankshot maybe and another 1d8+1+4d6)
--If it is possible to do this by first casting True Strike from Choker, please do so (ie, if the Invisible Stalkers haven’t detected Ghost, and he has his 2 dissolving weapon arrows
--If it is possible to do this while flatfooted/surprising, do so (even without Sneak Attack, still nice to deny Dex)
--do not let your patented Telin Rolling cause this to miss

Email 3
Sigh. Instead of robbing store for bane arrow, can you rob store for powerstone of share pain, and then share buffs with psicrystal.  Use Share pain before vigor while invisible.

If ever hidden away and have time to rebuff, regain foci, etc, also use that time to renew vigor from dorje (shared); if engaged in active combat, don't bother.

I dislike share pain, but Ghost really can't win a straight up monster fight without some tricks.

Email 4
forget share pain, just go w/ bane arrow. forgot it was not a PW power!
sorry


The Fight Show

[Prefight Locations and Initiative]
Ghost starts in area 4 at (4,4) with a potion of invisibility and a dorje of vigor (ML2, aug). Initiative 25
Ghost robs a +1 elemental-bane arrow from the store.
Invisible stalkers start in area 3 at (61,4) and (63,4). Initiative 13, 11

[Round 1]
Ghost drinks the potion and moves to (7,8)
Stalkers agree to head clockwise around, trying to find Ghost. They fly to (52,5,4) and (54,7,4)

[Round 2]
Ghost manifests chameleon and moves to (9,7). [MS 23 vs Listen (impossible)
Stalkers fly closer to (41,7,4) and (43,9,4)

[Round 3]
Ghost uses his dorje and drops it and draws a powerstone of force screen (ML2)
Unfortunately for Ghost - this is actually in LOS to the stalkers right now.
Stalkers see the dorje appear on the ground and fly closer (29,8,4) and (31,10,4)

Map Show


[Round 4]
Ghost uses his trinket of see invisibility and sees the stalkers are closing in quickly. He draws his dorje of dissolving weapon while moving to (8,8)
Stalkers fly to (18,5) and (20,7)

[Round 5]
Ghost uses the powerstone of force screen, drops it and moves to (9,12) while drawing the elemental bane arrow. [MS 16 vs Listen 3,14]
Stalkers see the discarded stone. Stalker one moves to (7,7,1), stalker two moves to (9,9,4)

[Round 6]
Ghost uses the dorje on the elemental bane arrow and moves to (12,12), drawing his bow. [MS 19 vs Listen 18,31]
Stalker two tells stalker one of his hearing Ghost.
Stalker one moves to (7,13,1) and tries to find Ghost's trail [Spot 22 vs DC16, success] and points out where the tracks end.
Stalker two moves to (10,13,2) and attacks Ghost's space [50% vs 51%, fail]

Map Show


[Round 7]
Ghost uses the dorje on a cold iron arrow and moves to (15,12), stowing it [MS 32 vs Listen 20,29]
Stalker one sees Ghost's tracks without a problem and moves to (16,13,1)
Stalker two moves to (13,13,1) and attacks Ghost [41% vs 51%, miss]

[Round 8]
Ghost uses his true strike trinket and moves to (17,8)
Stalker one moves to (17,8,1) and attacks Ghost [12% vs 51%, miss]
Stalker two moves to (17,11,1) and attacks Ghost [49% vs 51%, miss]

[Round 9]
Ghost moves to (12,7) and uses manyshot to attack stalker one, expending his focus twice, once for each arrow and 2pps for deepcrystal [45 vs AC13, 2 hits; Dmg 1d8+1+2d6+2+4d6+2d6+2d6+1=41; 1d8+1+4d6+2d6+1=28] and vaporizes the invisible stalker.
Stalker two flies around to (11,7,1)

[Round 10]
Ghost casts obscuring mist defensively.[Concentration auto-success]
Stalker two full attacks Ghost [93%, 92% vs 51%, 2 successes; 30, 20 vs AC21+4, 1 hit; Dmg 2d6+4=11]

Ghost 48/49, Chameleon (ends 402), Vigor (ended), See Invisibility (ends 34), Force Screen (ends 25), Obscuring Mist (ends 20)
Stalker 1 -17/52
Stalker 2 52/52

Map Show


[Round 11]
Ghost activates his shoes for expeditious retreat and takes a 5ft step.
Stalker floats above Ghost again and full attacks [86%,78% vs 51%, 2 successes; 22,25 vs AC21+4, 1 hit; Dmg 2d6+4=13]

Ghost 35/49, Chameleon (ends 402), See Invisibility (ends 34), Force Screen (ends 25), Obscuring Mist (ends 20), Expeditious Retreat (ends 21)
Stalker 1 -17/52
Stalker 2 52/52

[Round 12]
Ghost faces the very real possibility that he'll need to soak an AoO, so he moves, provoking [40% vs 51%, miss] and moves to (11,21) and hides [MS 24 vs Listen 23].
Somehow, the stalker doesn't hear the little bugger but sees the direction he moves and follows in that direction to (7,13,1)

[Round 13]
Ghost refocuses [Concentration 26 vs DC20, success] and moves to (23,21), drawing his dorje of dissolving weapon. [MS 17 vs Listen 29]
Invisible stalker gets a clue and flies to (14,21)

Map Show


[Round 14]
Ghost uses the dorje on an arrow and moves to (33,18)
Invisible stalker runs to (33,21)

[Round 15]
Ghost uses the dorje on another arrow and moves to (37,10)
Invisible stalker moves to (34,10) and threatens Ghost.

[Round 16]
Ghost steps away, refocuses [Concentration 23 vs DC20, success] and uses manyshot, using one focus for fell shot and the other for psionic shot [30 vs AC13/17, 2 hits; Dmg 1d8+1+4d6+2d6+1=32; 1d8+1+4d6+1=24] and the invisible stalker dies.


Fight Result and Summary Show

Ghost wins and gains 2700xp -20% = 2160xp / 3600gp
Time Between Fight: 4 hours
Prebuffs/Ongoing Effects: none
Items Used: Potion of Invisibility (CL3), 1 charge from a dorje of vigor (ML2, aug), Trinket of See Invisibility (CL3), Powerstone of Force screen (ML2), 4 charges from a dorje of Dissolving weapon (ML3), 4 arrows (4 hits)
Spells or Powerpoints Used: 3pps (Chameleon (1), deepcrystal (2)), 1SL (obscuring mist)
x/day Abilities Used: True Strike from choker, Expeditious retreat from shoes
Free Activity: Rob store (elemental bane arrow)
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