If this isn't the dragon, improved invisiblity should give me an easy win. If it is, then things get a bit trickier, though with his expendable budget and not knowing his opponent before picking expendables, he probably won't have a UMD-able scroll of See Invisibility, so I just have to worry about Blindsense.
Note that while it's not marked on my sheet, being invisible gives me +2 to the attack roll and means I target flat-footed AC.
Always dodge my enemy.
So first thing, rise into the air, then when I see my enemy begin shooting from as far away as I can manage without being 300' or more away. Shoot with Psionic Shot from as far as I can manage, then regain focus while keeping away (shooting only as needed to avoid the 10 round penalty), then shoot again with psionic shot (again from as far as I can manage without being 300' or more away). Hopefully it will have enough difficulty telling where I am that I can stay away.
If I miss three shots (with or without psionic shot) in a row, let it approach to within 180' (but no more; try to use my observations of its speed to ensure that it doesn't get closer than I can help) and use a targeted Dispel, then fly away again.
If I see that it's moving at 90' single move or less for at least 4 rounds (not necessarily consecutive), then dispel immediately even if it will get close, and then shoot from less than 100', as it's a safe bet that it's not the dragon. Thanks for the run.
Well, this is a nasty one. The lighting means I probably won't see them until they're in range for Brain Lock, and if I fail my save against that then I lose, and Will is Bernik's weak save, so I'll just have to go for the best-chance approach. Begin in the back of my square with axe and potion of enlarge. Drink the potion, then the next round move out clockwise (running) in search of Amalia. Once I find her, base Amalia (again, run if it will get me there sooner), and trip+attack. Once based, ready to attack Amalia on manifesting, and use attacks of opportunity when she tries to move or to manifest nondefensively. Always trip before attacking. If I encounter Grimble with Amalia not in sight, trip+kill Grimble. Thanks for the run.
Hmm, Bernik's going to want his revenge, and he's wise to some of my tricks, now.
Grimble starts in the centremost corner of the starting box with Dorje of Entangling Ectoplasm in hand, Amalia one square outwards (left/right) from him with Dorje of Force Screen and Power Stone of Defensive Precognition in hand.
If we start by spotting Bernik, and he has his bow out, both run towards the next corner from them which he didn't start in. They then continue moving away whilst buffing, aiming to use the towers by the moat for cover. If we spot Bernik right away but he doesn't have his bow out, just move away whilst buffing.
Amalia starts by using Vigour [6PP] followed by Force Screen (from Dorje), then Defensive Precognition (from Stone), whilst Grimble Surges Destiny Dissonance [+2], holding the charge, then .
If they still haven't spotted Bernik, they move out looking for him. Otherwise, unless Bernik has moved right towards us without buffing, Amalia will hit him with Dispel Psionics, followed by Brain Lock. Don't use Brain Lock if we know he has PfE active (i.e. it fails due to PfE the first time) but keep using it if we know he doesn't (i.e. we've seen him not use a potion for 20 rounds). If we're not sure, try it a second time.
Meanwhile, if Bernik is medium, Grimble will use the Dorje of Entangling Ectoplasm whenever he's not Entangled. If Bernik is Large, Grimble will use Wild Surged [+2] versions of the same. If the Dorje gets disarmed or sundered, he'll use EE from his own PP, too. Otherwise, Grimble will attack to discharge Destiny Dissonance, then spam Surged [+2] Demoralises, expending his focus for Greater Psionic Endowment on the first. If Grimble is threatened, he Tumbles away rather than manifesting.
If Brain Lock works, Amalia should just maintain it whilst Grimble punches Bernik to death (it's basically game-over). If it doesn't, Amalia should use Energy Retort (Electricity) then shoot Bernik with her Dorje of Energy Ray, refreshing Force Screen when needed, whilst Grimble shoots him with Wild Surged Fire Energy Rays (when he's not using EE).
-If tripped, stand - if it's Amalia and she's about to use Brain Lock and has her focus, in which case use those to manifest defensively first. -If Amalia is grappled, she should expend her focus for Telekinetic Thrust (throw Bernik upwards, but away slightly so he won't crush me - not sure about the rules on this but throw his weapon away too, or at least separately from him so he has to pick it up) or, if she doesn't have the PP, Energy Push (Fire). Failing that, she should shoot with her dorje from within the grapple. -If Grimble is grappled, he should Escape. -If forced to, either should expend their focus to manifest defensively if threatened, but 5ft-stepping away is better. Failing that, they should take an AoO for moving away and then manifest, rather than risk having their powers interrupted. -It would seem that one can use a dorje whilst holding a charge - if not, Grimble should use his charge first, wand later.
So, short version: gamble on dispelling PfE and winning with Brain Lock. If not, just hope that between vigour and Energy Retort he kills himself trying to kill me.
Round 1 Bernik drinks a potion of enlarge, growing to massive size as Amalia uses Vigour and Gimble manifests destiny dissonance,
Bernik Kaldunn 74/74 HP, 13 touch AC Amalia 66/36 HP, 20 AC
Round 2 Amalia buffs force screen as Bernik runs in.
Bernik Kaldunn 74/74 HP, 13 touch AC Amalia 66/36 HP, 24 AC
Round 3 Bernik closes as Amalia uses defensive precognition.
Bernik Kaldunn 74/74 HP, 13 touch AC Amalia 66/36 HP, 25 AC
Round 4 Amalia dispels Bernik’s enlarge as Gimble charges, touching him with detiny dissonance. Bernik then closes, but the sickness of seeing the future throws Bernik’s form off and he misses.
Bernik Kaldunn 74/74 HP, 13 touch AC Amalia 66/36 HP, 25 AC
Round 5 Amalia locks Bernik’s brain and he stands there as Gimble slowly punches him out in a comical manner.
Amalia Wins and gains 2562xp and 3395 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: Powerstone Defensive Precognition, 1 Charge Dorje Force Screen Spells or Powerpoints Used: 11 PP (Gimble used 1) Abilities Used: None Free Activity: Craft
Bernik Loses and gains 700xp and 866 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: Potion Enlarge Person Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Note: Bernik didn’t ready because Amalia would have just 5’ shifted away. Without size and reach, preventing Amalia’s manifesting was almost impossible.
He has really good AC and decent natural weapons. This isn't a great matchup. Start with sword in one hand and potion shield of faith in my bucklered hand. Round 1, move out. Once foe is seen, drink the potion. Engage in melee, sundering his shiled first. Sunder his shield two handed, using full power attack for +12 to hit and 1d8+14 damage against his shield, ignoring its hardness. This will lower my AC by one for every round I do that, but it will be worth it long run. Once his shield is gone, sunder his morningstar one handed with no power attack. 5 HP and no hardness makes it easy pickings.
Once his stuff is gone, spend my move at the end of each round to get 10' from him so that he'll never get full attacks. Other than that, swing with my longsword until he dies.
If grappled, grapple for damage.
ADDENDUM: Destory the morningstar before the shield. It just makes more sense that way.
Thanks for pitlording, The_Fred! If ever there was a straightforwards fight it'd be Griffon vs Kinslayer. Here's the plan:
Kinslayer's Outmaneuver is 46 vs Griffon's 6, so he can start to start out of his square by 40 squares. He'll be spawning in the counterclockwise direction from his square like this:
[PITLORD: No map :-\]
He'll spawn with his shield in one hand and Enlarge Person potion in the other.
Round 1: drink Enlarge Person and move out counter-clockwise, drawing Morningstar as he goes. Round 2+ continue counter-clockwise along the trails. Use stones to cross with Balance checks.
When Griffon comes into sight, close to melee, and as soon as able to make first melee attack (charging if possible), Rage and attack him. Rage should last for 9 rounds. When Enraged and Enlarged, Kinslayer will have 21 AC. His attacks will look like this:
Morningstar +8, 2d6+7 Bite +3, 1d6+3
If his morningstar gets sundered, attack with claw. If the shield is sundered, wield the morningstar in 2 hands. If both are sundered, attack with both claws.
Claw +8, 1d6+7
If anything weird happens, just try to get to melee and hit Griffon until someone is dead. In grapple, make attacks with natural weapons. If Griffon stays at range, try to close to melee since faster, but if not possible, use javelins then spears as thrown weapons.
Kinslayer goes first in area 3, Griffon in area 2. Kinslayer Outmaneouvres Griffon, starting quite close to area 2 rather than his own spot.
Round 1 Kinslayer drinks a potion of Enlarge Person [ends 11] and moves out, spotting Griffon almost immediately. Griffon drinks his potion [+2 AC, ends 11] and moves to engage.
Round 2 Kinslayer flies into a tremendous Rage [ends 11], Charging Griffon with his morningstar. Griffon narrowly turns the attack, however [4+8+2+2=16 vs AC 17+2: miss].
In turn, Griffon strikes at Kinslayer's weapon [Sunder 30 vs 15 (Large): success, damage: 11], smashing it to uselessness.
Round 3 [Pitlord Note: For some reason I managed to miss Kinslayer's +1 damage from his Enlarged Strength] Kinslayer attacks with tooth and claw [21 and 18: hit bite hits, damage: 8 9] Gritting his teeth agains the assault, Griffon turns his attention to Kinslayer's shield. Unfortunately, his attack proves too heavy-handed, going wide [27-4 PA vs 26+2 (Rage): opposed].
Griffon is on [25/34]
Round 4 Kinslayer is narrowly able to land a bite for 6 damage, but nothing more. Griffon strikes again at Kinslayer's shield to no avail [5+12=17 vs 14+13=27]
Griffon is on [19/34]
Round 5 Kinslayer bites again, more viciously this time [9 10 damage]. Griffon's Sunder attempt is once again narrowly turned aside.
Griffon is on [10/34]
Rounds 6-7 Griffon evade's Kinslayer's attacks to fail again at smashing his shield.
Round 8 Kinslayer viciously rips into Griffon, dropping him to -8 HP but the magic of his potion protects him. Griffon finally strikes true, smashing Kinslayer's shield into bits. He retreats 10ft, provoking an AoO [1!: miss].
Round 9 Kinslayer Charges at Griffon with a vicious claw. [Pitlord note: He prefered a Charge at the start so, not knowing whether he wants to do the same now, I'll assume he does] The attack strikes home, dealing 13 damage to poor Griffon, who promptly collapses.
Kinslayer wins and gains 1200xp and 1200gp Time Between Fights: 3 hours Prebuffs/Ongoing Effects: None Items Used: Potion of Enlarge Person Spells or Powerpoints Used: None Abilities Used: Rage Free Activity: Guard
Griffon loses and gains 400xp and 400gp 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
Krug starts in the front corner of his square holding a potion of Protection from Good in one hand and his Guisarme in the other.
Round 1: Drink Protection from Good CL 2, draw Enlarge Person CL 2. Shout loudly. Round 2: Drink Enlarge Person CL 2, shout loudly and begin moving out clockwise along the path. Jump across the three-wide portion of the river next to the stones to cross it when neccessary.
When Krug sees Geth, tap Force Screen ML 1. Approach Geth. On the turn when he can make his first attack against Geth, Rage. Charge or Flurry whenever possible and attempt to grapple Geth, then grapple for damage. If melee can't be reached but Krug can hit Geth with the Guisarme, do so-- but whenever possible, attempt to grab and hold. Keep on attacking until one of the two combatants is dead. Any AoOs that can be used for grappling, try to grab and hold, but if they can't, hit with guisarme.
Krug's rage should last 8 rounds. When enraged and enlarged, with protection from Good active, and Force Screen, he should have an alarmingly poor 16 AC. It's better than nothing though.
If Krug's rage runs out and he's grappling, just keep on grappling. If not, keep on trying to initiate grapple. If Krug is unable to catch Geth and Geth is running away for some reason, use the bow.
Round 1, start with my glaive in hand in the front corner. Move out through the woods, jumping any obstacles and seeking him. Ready to swing when he comes in range at the end of any round. Once he is detected, rage and charge him, using fleet of foot to make a turn and jumping any obstacle that may slow my charge. If I cannot charge him, move to either the edge of the swamp or the undergrowth at about 80' from where he cannot charge me but can still see me and ready to hit him when he comes in range. If no defensive position is readily avaible, just move to somewhere 80' from him where he cannot charge me but he still knows where I am so he'll close. Use burst if it would help.
Once melee is engaged, rage and swing my glaive at him. If I am concealed or have cover, move 10' after I swing to prevent him from flurrying.
When grappled, attack with my armour spikes (note, not grappling, but actually attacking. With rage, I'll have a +7 to hit for 1d6+6 which is much better than my grapple attempts at that point.) Always have grip of iron up if a grapple check is being made.
If he is playing keep away for some odd reason, set up and charge him, raging.
Basic Priorities: 1. Rage hit him with glaive. 2. If grappled, attack, don't esacpe or counte grapple. Use Grip of Iron for defense.
[Prefight locations and Initiative] Geth Ryn starts in area 1 with glaive in hand. Initiative 24. Krug the Squeezer starts in area 2 with potion of protection from good and guisarme in hand. Initiative 8.
Geth Ryn: (6,59) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (59,59) 44/44 HP, 14 AC
[Round 1] Geth Ryn moves to 4,49 and readies to attack Krug when he comes in range. Krug the Squeezer shouts loudly, drinks his potion, and draws a potion of enlarge person.
Geth Ryn: (4,49) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (59,59) 44/44 HP, 14+1 AC, PfG ends 21
[Round 2] Geth Ryn, having heard the shout, moves to 14,48 (jumping over the edge of the underbrush), and readies to attack Krug when he comes in range. Krug the Squeezer shouts loudly again, drinks his potion, and moves to 60,49.
Geth Ryn: (14,48) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (60,49) 44/44 HP, 14+1-2 AC, PfG ends 21, enlarge ends 22
[Round 3] Geth Ryn, having heard the shout, moves to 22,52 (jumping over the chasm), and readies to attack Krug when he comes in range. Krug the Squeezer double moves to 47,36.
Geth Ryn: (22,52) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (47,36) 44/44 HP, 14+1-2 AC, PfG ends 21, enlarge ends 22
[Round 4] Geth Ryn continues along to 33,52 and readies. Krug the Squeezer continues along, jumps the river, and reaches 57,25.
Geth Ryn: (33,52) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (57,25) 44/44 HP, 14+1-2 AC, PfG ends 21, enlarge ends 22
[Round 5] Geth Ryn continues along to 42,56 and readies. Krug the Squeezer continues along the road to 59,13.
Geth Ryn: (42,56) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (59,13) 44/44 HP, 14+1-2 AC, PfG ends 21, enlarge ends 22
[Round 6] Geth Ryn continues along to 51,60 and readies, but he realizes that Krug isn’t where he was when he yelled. Krug the Squeezer continues along the road to 47,5.
Geth Ryn: (51,60) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (47,5) 44/44 HP, 14+1-2 AC, PfG ends 21, enlarge ends 22
[Round 7] Geth Ryn turns around and heads to 47,52 and readies. Krug the Squeezer continues along the road to 33,18.
Geth Ryn: (47,52) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (33,18) 44/44 HP, 14+1-2 AC, PfG ends 21, enlarge ends 22
[Round 8] Geth Ryn heads to 47,41 and readies. Krug the Squeezer jumps the river and heads to 23,7.
Geth Ryn: (47,41) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (23,7) 44/44 HP, 14+1-2 AC, PfG ends 21, enlarge ends 22
[Round 9] Geth Ryn readies, heads along and jumps the river, but realizes he’ll land in the middle... Krug the Squeezer jumps the river and heads to 23,7.
Geth Ryn: (49,31) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (12,6) 44/44 HP, 14+1-2 AC, PfG ends 21, enlarge ends 22
[Round 10] Geth Ryn falls in the water with a splash. He sighs and wades to the opposite shore, continuing to 49,25, where he once again readies. Krug the Squeezer continues to 4,19.
Geth Ryn: (49,25) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (4,19) 44/44 HP, 14+1-2 AC, PfG ends 21, enlarge ends 22
Grumbling from the audience prompts the arena wizards to drop magic maps for both combatants.
[Round 11] Geth Ryn turns and moves to 42,19 (jumping the stretch of swamp) and readies. Krug the Squeezer, eager to begin crushing, heads to 25,13.
Geth Ryn: (42,19) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (26,16) 44/44 HP, 14+1-2 AC, PfG ends 21, enlarge ends 22
[Round 12] Geth Ryn moves to 39,17 and readies. Krug the Squeezer taps his tattoo of force screen, steps back, jumps the river, and moves to 32,14.
Geth Ryn: (39,17) 44/44 HP, 20 AC (15 touch) Krug the Squeezer: (32,14) 44/44 HP, 14+1-2+4 AC, PfG ends 21, enlarge ends 22, force screen ends 22
[Round 13] Geth Ryn goes berserk and charges at Krug with his glaive. As he approaches, Krug swings his own guisarme and tears Geth wide open. Geth Ryn: (32,16) -5/44 HP, 20-2 AC (15-2 touch) Krug the Squeezer: (31,13) 44/44 HP, 14+1-2+4 AC, PfG ends 21, enlarge ends 22, force screen ends 22
Krug the Squeezer wins and gains 1500xp/1600gp. Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: none Items Used: potion PfG CL2, potion enlarge CL2, tattoo force screen Spells or Powerpoints Used: none Abilities Used: none Free Activity: Guard Home
Geth Ryn loses and gains 500xp/533gp. Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: none Items Used: none Spells or Powerpoints Used: none Abilities Used: Rage Free Activity: Guard Home
Ever want to try your hand at optimizing, but don't like excessive splatbook use? Come visit the Core Coliseum today, and give it a try.
Large Monstrous Spider CR 2 equips = 2000 gp: weapons (melee and ranged), silver, cold iron - none, cannot use armour and shield - MW Studded Leather - 350 ring of prot - none cloak of resist - +1 - 1000gp amu of nat armour - none ability score boost -none 200 on expendables - tattoo of force screen, tattoo of skate
Areanea CR 4 equips - 3300 gp weapons (melee and ranged), silver, cold iron. - not proficient with any weapons armour and shield - not proficient, use mage armour instead. ring of prot - +1 - 2000 gp cloak of resist +1 - 1000 gp amu of nat armour - none ability score boost - none 300/330 on expendables - scrolls: mage armor CL 1, Protection from Good CL 1, Shield CL 1, Magic Missile CL 3, Cat's Grace CL 3 Spells known- (6/6; save DC 12 + spell level) 0— daze, detect magic, ghost sound, light, Ray of Frost; 1st—Color Spray, Cause Fear, sleep.
Tactics: Round 1 Cat's Grace CL 3 on self and they both move out. On first round attack with web, then both creatures attempt to engage Beezel in melee and poison him. Use climb when neccessary to move more quickly. Keep on trying the Poison him until he can't move, but don't stop biting until he's dead since you can manifest Psionics with 0 strength. If he is running away a lot and trying to kite, Monstrous Spider will tap Skate.
Round 1- Aranea is in hybrid form. Reads Cat's Grace CL 3 on itself and changes into spider form. Round 2- Aranea and Spider move out. Spider using Climb to move more quickly.
Round 3- more movement, Aranea now staying behind Spider and readying action to cast cause fear. Round 4 - movement Round 5 - movement
Round 6 - Beezel waits for the sound or sight of the enemy. movement. Spiders move.
Round 7 - Spider movement. Beezel Waits.
Round 8 - Spider movement. Beezel Waits.
Round 9 - Spider movement. Beezel Waits.
Round 10 - Beezel Moves out, the spiders move and Beezel sees spiders.
Beezel wins and gains 1500xp/1600gp. Time Between Fights: 4 hrs Prebuffs/Ongoing Effects: none Items Used: Scrolls: invisibility, reduce person. Stones: Inertial Armor, Concealing Amorpha Spells or Powerpoints Used: 12 pp (4 from energy ray, 4 from enervation, 4 from another energy ray) Abilities Used: none Free Activity: Guard Home
Check out the Core Coliseum, home of D&D arena battle, quests, and more!
Okay, so shield meas MM is out, but grappling is still in, even enfeebled. The trap is annoying, but not that devastating since I have a high FF AC and high HP.
Start in the front center of my sytarting area with antitoxin in one hand and tower shield in the other. Round 1, drink the antitoxin and draw my wand Expedious Retreat. Round 2, use the wand and seek my foe.
Once foe is found, close in and grapple with armour spikes, charging if possible. If he is keeping his distance with expedious retreat (I should be able to tell by him moving unnaturally fast) and shooting with his bow, close while using my tower shield for total cover. I have more uses of expedious retreat than he does, and he'll have to close if I have total cover.
Refresh expedious retreat if it runs out and I have not engage elee yet.
If I can't see him at the end of any round, use my tower shield fot total cover instead of double moving. Sneak attacking is annoying, and my spot is pretty poor against sniping.
If he is staying in melee with me and I am enfeebeled, use true strike up to twice to ensure a grapple.
Well, I'm defending so he has to deal with my trap; I realise I forgot to put it on my sheet - it's +10, 4d4 damage, though his flat-footed AC is good so it might not even hit.
Pending a decision about stealing scrolls, I'll Rob Store for a Potion of Shield of Faith CL3.
Start at the front of my box with the stolen potion and a Scroll of Shield in hand. Drink the potion, cast from the scroll, and then draw and cast from a Scroll of Expeditious Retreat. Finally, draw my Wand of Ray of Enfeeblement and move out, clockwise, looking for Dren. If I see Dren at the start, move to break LoS after drinking the potion, then continue buffing.
In combat, hit Dren with Ray of Enfeeblement, moving back to avoid melee. When he's so encumbered that he can only stagger around (5 Str if he doesn't drop anything), draw my bow and shoot him with it. He's basically a sitting duck but I do get +1d6 sneak attack since he loses his Dex to AC.
If he has his wand out, refresh Shield (Withdraw if necessary to get the distance required to do this without provoking) as it's about to expire or afterwards.
Start Eclipse starts in the east box. Dren starts in the west box.
Initiatives Eclipse: 20 Dren: 6
Round 0 Before the fight begins, Dren triggers Eclipse's ginsu trap, but the knives clang harmlessly against his armor.
Round 1 Eclipse drinks a potion of Shield of Faith.
Dren drinks a vial of antitoxin and draws a wand of Expeditious Retreat.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31)
Dren
27/27 HP
+5 Fort vs poison
1 vial of antitoxin
Round 2 Eclipse casts Shield from a scroll and draws a scroll of Expeditious Retreat.
Dren uses the wand of Expeditious Retreat on himself and decides to head south to look for his opponent, taking Total Cover behind his shield.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31) +4 shield AC (ends Rd 12)
1 scroll of Shield
Dren
27/27 HP
+5 Fort vs poison +30 speed (ends Rd 12)
1 vial of antitoxin 1 charge wand of Expeditious Retreat
Round 3 Eclipse casts Expeditious Retreat from the scroll and draws a wand of Ray of Enfeeblement.
Dren moves south, then spots Eclipse in the east and heads for him.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31) +4 shield AC (ends Rd 12) +30 speed (ends Rd 13)
1 scroll of Shield 1 scroll of Expeditious Retreat
Dren
27/27 HP
+5 Fort vs poison +30 speed (ends Rd 12)
1 vial of antitoxin 1 charge wand of Expeditious Retreat
Round 4 Eclipse moves out a little and readies his wand to shoot Dren.
Dren closes the gap to Eclipse, and Eclipse shoots his wand at Dren, penalyzing Dren of 3 points of Strength. Dren is now under heavy encumberance.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31) +4 shield AC (ends Rd 12) +30 speed (ends Rd 13)
1 scroll of Shield 1 scroll of Expeditious Retreat 1 charge wand of Ray of Enfeeblement
Dren
27/27 HP
+5 Fort vs poison +30 speed (ends Rd 12) -3 Str (ends Rd 14)
1 vial of antitoxin 1 charge wand of Expeditious Retreat
Round 5 Eclipse shoots Dren with his wand again and zaps him, applying a 7-point Strength penalty, then moves away, dropping his wand and drawing his bow. Dren is overencumbered by his weakened strength.
Dren is unable to close with Eclipse, and sees his bow drawn, so Dren decides to take Total Cover behind his tower shield.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31) +4 shield AC (ends Rd 12) +30 speed (ends Rd 13)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement
Dren
27/27 HP
+5 Fort vs poison +30 speed (ends Rd 12) -7 Str (ends Rd 15) Total Cover
1 vial of antitoxin 1 charge wand of Expeditious Retreat
Round 6-14 Eclipse is unable to attack Dren while Dren is taking Total Cover behind his shield, so he moves back and readies an action to shoot as soon as Dren comes out from behind his shield.
Dren continues to stay in Total Cover until the strength penalty wears off.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31) +4 shield AC (ends Rd 12) +30 speed (ends Rd 13)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement
Dren
27/27 HP
+5 Fort vs poison -7 Str (ends Rd 15) Total Cover
1 vial of antitoxin 1 charge wand of Expeditious Retreat
Round 15 Once the effects of the Ray of Enfeeblement wear off, Dren reapplies Expeditious Retreat from his wand and moves towards Eclipse. Eclipse takes a shot while Dren is exposed, hitting Dren for 4 points of damage.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement 1 arrow (1 hit)
Dren
23/27 HP
+5 Fort vs poison +30 speed (ends Rd 25) Total Cover
1 vial of antitoxin 2 charges wand of Expeditious Retreat
Round 16 Eclipse shoots at Dren, but the arrow bounces off Dren's shield, then moves away.
Dren gets even closer to Eclipse and takes Total Cover behind his shield.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement 2 arrows (1 hit, 1 miss)
Dren
23/27 HP
+5 Fort vs poison +30 speed (ends Rd 25) Total Cover
1 vial of antitoxin 2 charges wand of Expeditious Retreat
Round 17 Eclipse can't shoot at Dren while he's taking Total Cover behind his shield, so Eclipse moves further back and readies a shot as soon as Dren moves.
Dren comes out from Total Cover to move, and gets shot at by Eclipse, but the arrow fails to penetrate his armor. Dren charges at Eclipse and attempts to grapple, but fails to get a hand on Eclipse.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement 3 arrows (1 hit, 2 miss)
Dren
23/27 HP
+5 Fort vs poison +30 speed (ends Rd 25)
1 vial of antitoxin 2 charges wand of Expeditious Retreat
Round 18 Eclipse takes a 5-foot step and shoots at Dren, but misses again.
Dren steps up to Eclipse and tries to start a grapple again, but still can't get a good grip on Eclipse.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement 4 arrows (1 hit, 3 miss)
Dren
23/27 HP
+5 Fort vs poison +30 speed (ends Rd 25)
1 vial of antitoxin 2 charges wand of Expeditious Retreat
Round 19 Realizing that there's no way to take a 5-foot step and shoot without triggering an AoO, Eclipse simply moves away before shooting. Dren attacks and misses, while Eclipse shoots at him and hits for 4 points of damage.
Dren charges Eclipse and attempts another grapple, but his hands must be sweaty, because Dren still can't get the proper grip on Eclipse.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement 5 arrows (2 hit, 3 miss)
Dren
19/27 HP
+5 Fort vs poison +30 speed (ends Rd 25)
1 vial of antitoxin 2 charges wand of Expeditious Retreat
Round 20 Eclipse steps back, shoots, and misses. Dren steps forward and grabs at Eclipse, but fails again.
Status
Name
Hit points
Conditions
Used
Eclipse
15/15 HP
+2 deflection AC (ends Rd 31)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement 6 arrows (2 hit, 4 miss)
Dren
19/27 HP
+5 Fort vs poison +30 speed (ends Rd 25)
1 vial of antitoxin 2 charges wand of Expeditious Retreat
Round 21 Eclipse steps back, shoots, and misses again. Dren steps forward and grabs at Eclipse, finally succeeding and crushing Eclipse against his armor spikes for 7 damage.
Status
Name
Hit points
Conditions
Used
Eclipse
8/15 HP
+2 deflection AC (ends Rd 31)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement 7 arrows (2 hit, 5 miss)
Dren
19/27 HP
+5 Fort vs poison +30 speed (ends Rd 25)
1 vial of antitoxin 2 charges wand of Expeditious Retreat
Round 22 Eclipse wiggles out of the grapple and takes a 5-foot step away from Dren.
Dren moves up to Eclipse and attempts to grab him again, but Eclipse is too slippery.
Status
Name
Hit points
Conditions
Used
Eclipse
8/15 HP
+2 deflection AC (ends Rd 31)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement 7 arrows (2 hit, 5 miss)
Dren
19/27 HP
+5 Fort vs poison +30 speed (ends Rd 25)
1 vial of antitoxin 2 charges wand of Expeditious Retreat
Round 23 Eclipse steps back and shoots, hitting Dren for another 4 points of damage.
Dren closes again and grabs Eclipse, pulling him in and squeezing hard. The armor spikes pierce Eclipse as he's crushed in Dren's arms, doing 6 points of damage.
Status
Name
Hit points
Conditions
Used
Eclipse
2/15 HP
+2 deflection AC (ends Rd 31)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement 8 arrows (3 hit, 5 miss)
Dren
15/27 HP
+5 Fort vs poison +30 speed (ends Rd 25)
1 vial of antitoxin 2 charges wand of Expeditious Retreat
Round 24 Eclipse attempts to escape Dren's grasp, but Dren's hold is too strong.
Dren squeezes Eclipse some more. The armor spikes pierce Eclipse as he's crushed in Dren's arms, doing 4 points of damage and taking Eclipse out.
Status
Name
Hit points
Conditions
Used
Eclipse
-4/15 HP
+2 deflection AC (ends Rd 31)
1 scroll of Shield 1 scroll of Expeditious Retreat 2 charges wand of Ray of Enfeeblement 8 arrows (3 hit, 5 miss)
Dren
15/27 HP
+5 Fort vs poison +30 speed (ends Rd 25)
1 vial of antitoxin 2 charges wand of Expeditious Retreat
Dren wins and gains 1125 xp and 1125 gp (+25% opponent ally) Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: 1 vial of antitoxin, 2 charges wand of Expeditious Retreat Spells or Powerpoints Used: None Abilities Used: None Free Activity: None
Eclipse loses and gains 225 xp and 225 gp (-25% ally) Time Between Fights: 4 hours Prebuffs/Ongoing Effects: None Items Used: 1 scroll of Shield, 1 scroll of Expeditious Retreat, 2 charges wand of Ray of Enfeeblement, 5 arrows (3 hit, 5 miss, 3 recovered) Spells or Powerpoints Used: None Abilities Used: None Free Activity: None
Ray of Enfeeblement applies a strength penalty, not damage, so it doesn't stack. Since encumbering Dren to the point of losing Dex bonus to AC was what Eclipse was going for, I just simply had him zap Dren until a sufficient Str penalty was achieved.
As for Dren's tactics with the tower shield, you can sacrifice attacks to take Total Cover, but I don't think you can move and still retain Total Cover while moving. At the very least, you'd need to stick your head around the shield to see where you're going, which means you don't have Total Cover anymore. This is why Eclipse was able to shoot at Dren.
If you have a Facebook account, support the CoCo by clicking on the Like button below:
This is a fairly simple plan: Fly out and find Bilgly and dodge him. On sight or on being attacked, bay and see if I can catch him panicking (note - if he panics he drops anything in hand).
After that - if he is sniping at me, use a tattoo to boost my AC. If I have LOS or a very good guess on where he is (with a decent listen check), get in close and fight him in melee. When possible, position directly above to prevent the 5ft step and shoot.
That's pretty much it. I have high hopes for this fight.
Last fight against Cazadora was the sewer and I managed to make use of the grate...this one is the city, so I can't do that, and Bilgly really doesn't like opponents faster than he is. Well, it happens. Things'll get easier in a couple of levels...but for now, I might as well use a modified version of the tactics I used then:
Begin at 4,4 or equivalent with stones of chameleon and inertial armor in hand. Declare dodge vs. Cazadora. Manifest chamelon and then inertial armor from the stones and draw my bow while moving to 24,13 or equivalent. (Note that the hedges are 5' tall and so will grant normal cover, especially to a small goblin, even without making a special cover to hide behind them.) Then wait until I see her and snipe with psionic shot. Move to a place with cover from where I was, regain focus, and snipe again. Repeat until one of us is down. Shoot without psionic shot only when there has been no engagement for at least 7 rounds; even in such cases, don't shoot without sniping unless necessary to avoid the 10 round penalty.
If I see her headed toward me, or know that I've been spotted, break LOS (note that I can do that by hiding behind a hedge) and then get to a new location with cover and try again. Note that I can move from cover to cover up to 9 feet without being spotted. If she manages to get above me, try to get away (don't forget that I have mobility), but if I fail to get away just move away and regain focus/shoot each round (still try to shoot from hiding if possible, to negate her DEX bonus to AC.)
Always attack with silver arrows.
Note that even though an attack with silver arrows is 1d6-2+2d6 psionic shot, there is a minimum of 1 base damage; effectively, it's 3d6-2 with the first die counting 1's and 2's as 3's.
If I don't see her and am injured, heal. If I am under half HP, try to get away to heal; if that doesn't look like it will be possible, just keep fighting and hope I can finish her off in time. ..."window.parent.tinyMCE.get('message').onLoad.dispatch();" contenteditable="true" />
If tripped, get up and get away. If grappled, use escape artist and get away.
Use Empty Mind on the first Will save I have to make; if panicked anyway, just run away (I have to) until it runs out (which shouldn't be that long.)
Round 0 Cazadora goes first in area 1, then Bilgly in area 2.
Round 1 Cazadora flies out, moving up to get better line of sight. Bilgly uses inertial armour and moves out.
Cazadora 29/29 HP, 30 AC Bilgly 40/40 HP, 25 AC
Round 2 Cazadora keeps moving as Bilgly uses chameleon and moves into place (note this map is gofed, but Bilgly ends up where he wants by the time it matters).
Cazadora 29/29 HP, 30 AC Bilgly 40/40 HP, 25 AC
Round 3 Cazadora, seeing the general area 4 and not having been shot, moves on to the next area.
Cazadora 29/29 HP, 30 AC Bilgly 40/40 HP, 25 AC
Round 4 Cazadora reaches area 3 and sees nothing.
Cazadora 29/29 HP, 30 AC Bilgly 40/40 HP, 25 AC
Round 5 Having not been shot, Cazadora moves north to the next area.
Cazadora 29/29 HP, 30 AC Bilgly 40/40 HP, 25 AC
Round 6 Cazaora clears the hedges and buildings to see Bilgly. Bilgly immediately moves away to break line of sight. Note that due to Cazadora’s elevation, the hedges provide only normal cover.
Cazadora 29/29 HP, 30 AC Bilgly 40/40 HP, 25 AC
Round 7 Cazadora comes over the building to see where Bilgly dissapeard and bays, but Bigly empties his mind in time to avoid the panic. Bilgly then moves again, using a building to break LoS.
Cazadora 29/29 HP, 30 AC Bilgly 40/40 HP, 25 AC
Round 8 Cazadora flies easily where Bilgly vanished, catching sight of him and descending upon him, floating 5’ over. Bilgly, noticing that Cazadora’s superior speed means that sniping wil not be an option, moves away, his superior mobility training coming into play as he rounds the corner, readying to shoot when Cazadora can’t see him yet.
Cazadora 29/29 HP, 30 AC Bilgly 40/40 HP, 25 AC
Round 9 Cazadora rounds the corner, getting shot for 9 damage, but then descends on Bilgly, biting for 15 damage and tripping him. Bilgly stands, taking a brutal bite for 14 more damage before trying to move away, but Cazadora is wise to his mobile ways and strikes a perfect hitting, dropping Bilgly.
Well, Bedina's disarming capability means that I'd better be enlarged for this fight...other than that, it should be fairly straightforward, though the -1 to attack rolls and spot checks from the lighting is fairly annoying. Begin at 6,59 with shield and potion of Shield of Faith in hand. Declare dodge against Racquin if I see him or if I don't see Bedina; otherwise against Bedina. First round, drink the potion, draw a potion of Enlarge and call out as loud as I can (keep calling out until I hear that Racquin is heading in my direciton). Second round, if I have heard Racquin then drink the potion and draw my axe while moving toward him; otherwise do nothing. Third round, if I have not yet drunk the potion, do so and draw my axe (while moving toward Racquin if I've heard him); otherwise just double move toward Racquin. Then just keep moving toward Racquin if I've heard him, and staying put and calling for him if I haven't; I want to engage sooner rather than later. When I come to the stream, just wade across. Once I find the enemy, attack, basing if possible and charging otherwise (if I can), and trip+attack. The priority is to trip+attack Racquin, but if I see Bedina and not Racquin (or if I can't attack Racquin without more than a 5' step and Bedina is based) then trip+attack her instead. Keep at it until they're down. If hit by a net, just attack it with my axe to destroy it (though the deepcrystal net might take two or three hits due to having hardness 10). If tripped, stand, though the chance of that happening is miniscule.
Well we're both blinded/dazzled - but that's a wash.
Let's start off with a deepcrystal net and a potion of shield of faith (CL1) in hand.
Bedina's goal - stay near to Rac'quin until Rac'quin is engaged with Bernik, then move around to flank. No tripping attempts and take total defense.
Rac'quin will move out looking for Bernik and get into the river to move more quickly. Once Bernik is found, lead Bernik back to Bedina, throw net over Bernik, drink the potion, tap a tattoo of force screen and then full attack in melee. If Bedina is in range to move to flank, delay to full attack.
Use blood frenzy if damaged at all.
If Bernik is in the marsh to benefit from cover (to negate my ability to sneak attack), stay underwater and full attack him - including the 2 free rakes I get out of it.
If Bernik climbs a tree, climb up there with him. His balance check is actually -4, not -1 as is listed on his sheet. I have a decent enough climb and balance that I should be able to get up there and knock him out of it. In this scenario, Bedina stays nearby and readies to attack if he comes out of the tree.
Round 0 Bernik starts in area 2, then the others in 3.
Round 1 Bernik drinks his potion of shield of faith and calls out to Rac’quin, Rac’quin closing in on the loud, dwarven shout.
Bernik 74/74 HP, 28 AC Rac’Quin 31/31 HP, 25 AC
Round 2 More moving and shouting.
Bernik 74/74 HP, 28 AC Rac’Quin 31/31 HP, 25 AC
Round 3 Same, but Bernik drinks his potion and grows to giant size.
Bernik 74/74 HP, 28 AC Rac’Quin 31/31 HP, 25 AC
Round 4 Movment again.
Bernik 74/74 HP, 28 AC Rac’Quin 31/31 HP, 25 AC
Round 5 Rac’Quin spots Bernik.
Bernik 74/74 HP, 28 AC Rac’Quin 31/31 HP, 25 AC
Round 6 Bernik closes, knocking Rac’quin down and hitting him for 12. He goes into a frenzy, standing and throwing a net on him. Bedina gets into flanking position.
Bernik 74/74 HP, 28 AC Rac’Quin 22/34 HP, 25 AC
Round 7 Bernik rips the net off as Rac’quin uses a potion of shield of fiath.
Bernik 74/74 HP, 28 AC Rac’Quin 22/34 HP, 27 AC
Round 8 Bernik knocks Rac’quin down, doing 10 more damage. Rac’quin finally uses his tattoo force screen.
Bernik 74/74 HP, 28 AC Rac’Quin 12/34 HP, 31 AC
Round 9 Bernik knocks Rac’quin down once more, hitting in for 10 more. Rac’quin flurries back, doing 11 damage.
Bernik 74/74 HP, 28 AC Rac’Quin 2/34 HP, 31 AC
Round 10 Bernik finishes Rac’quin off with an axe flick.
Bernik Wins and gains 2415xp and 2990 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: None Items Used: Potion of SoF, Enlargement Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Rac’Quin Loses and gains 595xp and 997 gp Time Between Fights: 4 hour Prebuffs/Ongoing Effects: <4 hours="" greater="" magic="" fang="" br="">Items Used: Potion Shield of Faith, Tattoo Force Screen Spells or Powerpoints Used: None Abilities Used: None Free Activity: Profesion