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Sticky: Battles of Gladius
4 months ago  ::  Jan 22, 2013 - 1:33PM #961
dgallaty
Date Joined: Jul 22, 2010
Posts: 1,484

E


E's tactics Show

Sewers mean getting caught in Swarm of Crystals is not unlikely, but luckily I have a lot of PP and Wild Surge (hopefully) on my side.


Start by the left/right exit to my box with Power Stones of Skate and Defensive Precognition in hand.
Round 1: Use Vigour (1PP+1WS) then move out, taking the left/right path.
Round 2: Use Skate from Stone then move to (21,21) or equivalent (drawing Dorje of Energy Ray).
Round 3: Use Defensive Precognition from Stone, drawing a Stone of Force Screen.


Whilst at (21,21), shout for Recht, and Hide. As soon as he comes within range of Energy Ray, blast him; ready an action to do so if he's not seen. From then on, flee and keep blasting him. Make passive Hide checks to catch him flat-footed whenever I can, but don't take any special action for them (i.e. move at full speed when necessary).


If he's within range (i.e. 30ft), use Energy Ray from my own PP (2PP+1WS). Otherwise, use it from the dorje. If he's in range of neither, ready an action to use the dorje. Energy Rays should be Cold unless that is blocked by Energy Adaption, in which case use Fire.


Avoid melee, and try to stay beyond 60ft from him (so he can't use Swarm on me; if I see him moving at 30ft speed, I can afford to stay only 45+ft away, but assume any unknown power which could be might be Skate). If forced (i.e. based in the sludge so I can't 5ft-step), Tumble away.


If he makes any non-touch attack against me (i.e. one that Force Screen would protect against), use Force Screen from the Stone.


If my temp HP drop to 2 or fewer, refresh Vigour (1PP+1WS again). If my total HP drop to 8 or below, make those Vigours 2PP so long as I have PP left.


Move out of Grease, stand if tripped, etc. If disarmed and unable to reclaim my dorje, use rays from my PP, then javelins. Expend my focus if needed.


Recht the Hammer


Recht's tactics Show

Ok, so he has alot of PP, but I think I can still win.


Start close to the clockewise exit of my area. Round 1, use a powerstone of skate, my ML 2 one. Then move out, taking total defense and calling out a just challenge each round. One my foe is seen, close and use swarm of crystals on him, a 4 PP one. Repeat next round.


If he is too far to get with a move and a swarm of crystals, then move around a corner to break LoS and ready to swarm of crystals him when he comes around the corner.


If I have used both swarms of crystals and he still breaths, use my dorje crystal shard on him.


If, for whatever reason, swarms of crystal simply cannot be used on him, use animal affinity for dex, offensive prescience, and a 4 PP vigour and crystal shard him to death. This is a last resort option only, though. Try to avoid him being able to blast me while I'm doing this, too.


Fight Show


All rolls are here


Start
Recht starts in the northeast box.
E starts in the southeast box.


Initiatives
Recht: 12
E: 8


Round 1
Recht activates a power stone of Skate, while E manifests Vigor augmented with a Wilder surge and moves west.


Status

NameHit pointsConditionsUsed
Recht29/29 HP+15 speed (ends Rd 21)1 power stone of Skate
E13/13 HP + 10 temp HPVigor (1pp+1)



Round 2
Recht moves south and takes Total Defense, calling out a challenge to E.


E activates a power stone of Skate and moves north, drawing his dorje of Energy Ray.


Status

NameHit pointsConditionsUsed
Recht29/29 HP+15 speed (ends Rd 21)
Total Defense
1 power stone of Skate
E13/13 HP + 10 temp HP+15 speed (ends Rd 12)Vigor (1pp+1)
1 power stone of Skate



Round 3
Recht thinks he heard a noise to the southeast, and heads in that direction, continuing to call out and take Total Defense. He can't get through the grate, so he remains on his side of it.


E activates a power stone of Defensive Precognition and draws a power stone of Force Screen. He shouts for Recht to come and get him, then hides.


Status

NameHit pointsConditionsUsed
Recht29/29 HP+15 speed (ends Rd 21)
Total Defense
1 power stone of Skate
E13/13 HP + 10 temp HP+15 speed (ends Rd 12)
+1 insight AC and saves (ends Rd 13)
Vigor (1pp+1)
1 power stone of Skate
1 power stone of Defensive Precognition



Round 4
Recht hears E and tries to get through the grate again, managing to squeeze through on the third try.


E stays put and readies an attack with Energy Ray.


Status

NameHit pointsConditionsUsed
Recht29/29 HP+15 speed (ends Rd 21)1 power stone of Skate
E13/13 HP + 10 temp HP+15 speed (ends Rd 12)
+1 insight AC and saves (ends Rd 13)
Vigor (1pp+1)
1 power stone of Skate
1 power stone of Defensive Precognition



Round 5
Recht comes around the corner, and E blasts Recht with a Cold Energy Ray for 27 points of damage. Recht closes and fires back at E with Swarm of Crystals for 10 points of damage.


E refreshes his temporary hit points by manifesting Vigor again, then moves away to put some distance between himself and Recht.


Status

NameHit pointsConditionsUsed
Recht2/29 HP+15 speed (ends Rd 21)1 power stone of Skate
Swarm of Crystals (4pp)
E13/13 HP + 10 temp HP+15 speed (ends Rd 12)
+1 insight AC and saves (ends Rd 13)
Vigor (1pp+1)
1 power stone of Skate
1 power stone of Defensive Precognition
Energy Ray (2pp+1)
Vigor (1pp+1)



Round 6
Recht begins to move around the other way, calling out to E again and readying another Crystal Swarm.


E moves in the same direction as Recht, readying another Cold Energy Ray.


Status

NameHit pointsConditionsUsed
Recht2/29 HP+15 speed (ends Rd 21)1 power stone of Skate
Swarm of Crystals (4pp)
E13/13 HP + 10 temp HP+15 speed (ends Rd 12)
+1 insight AC and saves (ends Rd 13)
Vigor (1pp+1)
1 power stone of Skate
1 power stone of Defensive Precognition
Energy Ray (2pp+1)
Vigor (1pp+1)



Round 7
Recht moves around and heads towards E. As he gets to the corner, E zaps him for 15 points of cold damage and turns Recht into a Elancicle.


Status

NameHit pointsConditionsUsed
Recht-13/29 HP+15 speed (ends Rd 21)1 power stone of Skate
Swarm of Crystals (4pp)
E13/13 HP + 10 temp HP+15 speed (ends Rd 12)
+1 insight AC and saves (ends Rd 13)
Vigor (1pp+1)
1 power stone of Skate
1 power stone of Defensive Precognition
Energy Ray (2pp+1)
Vigor (1pp+1)
Energy Ray (2pp+1)



Results Show


E wins and gains 1200 xp and 1200 gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: 1 power stone of Skate, 1 power stone of Defensive Precognition
Spells or Powerpoints Used: 6pp - Vigor (1pp), Energy Ray (2pp), Vigor (1pp), Energy Ray (2pp)
Abilities Used: None
Free Activity: None


Recht loses and gains 400 xp and 400 gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: 1 power stone of Skate
Spells or Powerpoints Used: Swarm of Crystals (4pp)
Abilities Used: None
Free Activity: None


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4 months ago  ::  Jan 22, 2013 - 11:13PM #962
Uknits
Date Joined: Aug 24, 2010
Posts: 2,971

Zander (TelinArtho) vs. Ephraim (Erithmu)


Zander’s Tactics Show


Zander's tactics


Okay - so let's get into close range and kill some wilder...


Start off closest to the center with glaive and powerstone of skate (ML1) in hand. Manifest dissolving weapon on the glaive and move out.


Follow up with skate from the powerstone and draw my dorje.


Move to the center area and use the dorje. Keep moving and ready to use a crawling tattoo on sight.


Once the crawling tattoo is off, get into range to threaten with the glaive and manifest a 1pp stomp. If he provokes from there, attack for damage, using my focus for psionic weapon.


From there on out, if he is standing and I can move to get him to 10ft, move and use stomp to knock him prone. If already prone, just attack for damage.


That should be it. Death by crystal shards seems likely, but there's not much I can do to avoid it.


Epharim’s Tactics Show

Well I think this is going to be all offense all the time.


Start with my Staff in hand, and first thing I want to do is scout him. I'd like to do that by moving towards the tower that works with my area (head in counter clockwise direction)


Use Up the Walls to get up to the tower and try to hide while I'm up there. Once I spot his relative location lock on my dodge target and move in and use 4pp+2 surge Crystal Swarms (really close range). If I enervate or don't kill him, switch to the staff.


Note that if I run out of PP (enervate or run out of my 8 pp) I lose access to my psionic feats (Speed and Walls).


Fight Show


Round 0
Ephraim is first in area 4, then Zander in area 1.



Round 1
Ephraim immediately makes a break for the nearby tower as Zander manifests Dissolving weapon.



Zander 35/35 HP, 15 AC
Ephraim 24/24 HP, 17 AC


Round 2
Epharim runs up the tower as Zander uses skate.



Zander 35/35 HP, 15 AC
Ephraim 24/24 HP, 17 AC


Round 3
Ephraim keeps watch as Zander draws his dorje of defensive precognition and move out.



Zander 35/35 HP, 15 AC
Ephraim 24/24 HP, 17 AC



Round 4
Zander reaches center and uses his dorje as Ephraim close in on him.



Zander 35/35 HP, 15 AC
Ephraim 24/24 HP, 17 AC


Round 5
Ephraim closes, coming into sight. Zander sees and sets his tattoo after him, entangling him.



Zander 35/35 HP, 15 AC
Ephraim 24/24 HP, 17 AC


Round 6
Ephraim closes in, blasting Zander with a spray of crystals for 16 damage. Zander then stomps, dropping Ephraim to the ground for 4 damage.


Zander 19/35 HP, 15 AC
Ephraim 20/24 HP, 17 AC


Round 7
Ephraim stands, taking a hefty slash from Zander, staggering him down to 0 health. With his remaining energy, he vblast Zander back, doing 19 damage and dropping Zander to exactly 0 health, but he unable to hold on long enough to finish the job.




Results Show



Zander Wins and gains 1,200xp and 1,292 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: Powerstone Skate, Charge Dorje Defensive Precognition, Crawling Tattoo Entangling Ectoplasm.
Spells or Powerpoints Used: 4 PP
Abilities Used: None
Free Activity: Profession


Ephraim Loses and gains 400xp and 400 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: 8 PP
Abilities Used: None
Free Activity: Intimidate



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4 months ago  ::  Jan 22, 2013 - 11:33PM #963
Uknits
Date Joined: Aug 24, 2010
Posts: 2,971

Farig (TelinArtho) vs. Terlyn Nicous (Erithmu)


Farig’s Tactics Show


Farig's tactics


Okay - start off mounted on Whirlwind with dire flail locked.


If an opponent is in sight and in range, charge/run to base. Give preference to Terlyn, but if unable to charge, run to base both. If no opponents are in sight, disconnect the locked gauntlet, stow the flail, draw my bow and move out looking for someone to shoot.


If able to get into melee, full attack at every possibility. If Terlyn is flying, don't bother tripping. If not though, trip, disarm anything in hand and attack for damage.


If shooting, focus on Terlyn and just keep firing.


Ride for cover whenever possible.


That's about it. Have fun running the fight.


Terlyn’s Tactics Show

I think this is going to be Magic Missile fest. Terlyn will start front corner, Thiel will start back corner


General movement should be to move the the drawbridge and move into the castle area (use 30ft + readied action). If for some reason I start where my path would take me directly towards him, go the other way around and try to avoid letting him setup a charge from long range (ie 120ft)


Thiel should magic Missile Farig or ready to do so with range.


Terlyn will ready Magic Missile but cast a Glitterdut if Farig is within 80 ft. Try to interpose Terlyn between Thiel and Farig. If Farig is on his horse there may not be much I can do to prevent Farig from basing Thiel.


If Farig is staying at distance with his bow, begin to double move to the castle and use the cover there to force a fight. Also use this if he runs away while blind.


Feel free to reload Magic Missile with pearls of power.


If Thiel drops to less than 11 hp, have her cast false life.


Note I have a prison violation/disclosure on record, but I don't think it will affect too much.


I think it will take 6 magic missile hits to drop him. Unless the roller doesn't like me. I figure it will take 4 from Thiel and 2 from Terlyn


Fight Show


Round 0
Terlyn and Thiel go first in area 1, then Farig in area 4.



Round 1
Terlyn and Thiel move around the moat, readying to blast magic misles. Farig runs in, taking 23 damage from 6 missles on the way.



Farig 34/57 HP, 20 AC
Terlyn 48/48 HP, 16 AC


Round 2
Terlyn throws out a blast of a bright glitter that gets in Farig’s eyes, preventing her seeing. Thiel then blasts for 10 as Fareig’s horse guides her towards her foe, but she cannot hit well what she cannot see.


Farig 24/57 HP, 20 AC
Terlyn 48/48 HP, 16 AC


Round 3
Terlyn smiles as he and Thiel blast Farig into oblivion.



Results Show



Terlyn Wins and gains 2,457xp and 3,134 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: None Entangling Ectoplasm.
Spells or Powerpoints Used: 4 SL (Glitterdust, MM x2), Thiel 3 SL (3 MM)
Abilities Used: None
Free Activity: Sell Item


Farig Loses and gains 840xp and 1039 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Guard



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4 months ago  ::  Jan 23, 2013 - 8:48AM #964
Uknits
Date Joined: Aug 24, 2010
Posts: 2,971

Urdwed (The_Fred) vs. 2 Yeth Hounds


Yeth Hound’s Tactics Show


Size/Type:
Medium Outsider (Extraplanar, Evil)
Hit Dice:
3d8+6 (19 hp)
Initiative:
+6
Speed:
40 ft. (8 squares), fly 60 ft. (good)
Armor Class:
20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple:
+3/+6
Attack:
Bite +6 melee (1d8+4)
Full Attack:
Bite +6 melee (1d8+4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Bay, trip
Special Qualities:
Damage reduction 10/silver, darkvision 60 ft., flight, scent
Saves:
Fort +5, Ref +5, Will +5
Abilities:
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills:
Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*
Feats:
Improved Initiative, Track
Move around clockwise and set up for dive attacks.


Urdwed’s Tactics Show

Start front centre, flanked by dogs, with a Scroll of Cat's Grace in hand. Begin with the dogs following me, and cast from the scroll. Then, draw and use my Wand of Produce Flames.



As soon as we see the enemy, immediately cast Entangle on them (provided they are on the ground), even if this interrupts my buffing. Do not catch myself in the Entangle - move away if necessary.



If either of the quadrupeds escapes the Entangled region, order the dogs to attack. In the mean-time, throw flames at either one. Prioritise a foe based on how easy I can hit it (i.e. engaged in melee, cover, prone) and if they have the same benefits in that regard, throw at whichever one I have already hit (if any). Failing that, throw at the nearest.



If the quadrupeds fly, do not order the dogs to attack. They can stay adjacent to me and take AoOs. Flying means Yeth Hounds, which means no damage from the dogs, but they may be able to trip (does tripping a flying creature cause it to stall?). Either way, flee and throw flames from my wand until they're dead.



If the quadrupeds are on the ground, and both escape the Entangle, repeat it once if I can catch one without catching my own dogs. Ideally, catch both. Otherwise, just throw flames.



Avoid melee.


Fight Show


Round 0
One yeth hound goes first, then Urdwed, then the other, then the dogs.



Round 1
Urdwed uses cat’s grace as the yeth hounds fly out.



Urdwed 16/16 HP, 27 AC
Yeth Hound 19/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC



Round 2
The yeth fly more as Urdwed uses produce flames.



Urdwed 16/16 HP, 27 AC
Yeth Hound 19/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC


Round 3
The yeth come into view and Urdwed blasts one for 5.



Urdwed 16/16 HP, 27 AC
Yeth Hound 14/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC



Round 4
The yeth dives, missing. Urdwed blasts, also missing as the the second yeth hound misses. The dogs snap at them, but do nothing.


Urdwed 16/16 HP, 27 AC
Yeth Hound 14/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC


Round 5
The yeth hound re ascend to dive again as Urdwed refreshes his flames.


Urdwed 16/16 HP, 27 AC
Yeth Hound 14/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC



Round 6
Both sides miss.


Urdwed 16/16 HP, 27 AC
Yeth Hound 14/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC


Round 7
Urdwed again misses as the Yeth ascend.


Urdwed 16/16 HP, 27 AC
Yeth Hound 14/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC



Round 8
Urdwed refreshes as the Yeth miss again.


Urdwed 16/16 HP, 27 AC
Yeth Hound 14/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC


Round 9
Urdwed finally hits one of the ascending hounds for 7.


Urdwed 16/16 HP, 27 AC
Yeth Hound 7/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC



Round 10
The Yeth dive, missing as Urdwed blats the same one for 4 more.


Urdwed 16/16 HP, 27 AC
Yeth Hound 3/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC


Round 11
The Yeth ascend as Urdwed refreshes.


Urdwed 16/16 HP, 27 AC
Yeth Hound 3/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC


Round 12
The Yeth hound dives Urdwed, but he blasts it mid dive and it crashes into the ground. Its friend fails to hit.



Urdwed 16/16 HP, 27 AC
Yeth Hound -1/19 HP, 12 Touch AC
Yeth Hound 19/19 HP, 12 Touch AC


Round 13
Urdwed hits the next for 5 as it flies back up.


Urdwed 16/16 HP, 27 AC
Yeth Hound -1/19 HP, 12 Touch AC
Yeth Hound 14/19 HP, 12 Touch AC


Round 14
Urdwed refreshes his wand as the Yeth Hound dives, landing a lucky blow that drops Urdwed outright.



Results Show



Urdwed Loses and gains 458xp and 599 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: Scroll Cat’s Grace, 5 charges wand Produce Flames
Spells or Powerpoints Used: None
Abilities Used: Rage
Free Activity: Prfoession



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4 months ago  ::  Jan 23, 2013 - 8:26PM #965
Uknits
Date Joined: Aug 24, 2010
Posts: 2,971

Pairings: 23 January 2013


Time Roll: 2 hours
Lighting: Dim Light (Remember - the lighting conditions only affect ECL5 and up)


Characters on Quests:



      Jaob Hanneir Miniquests for more corpses (Week 1/1, Uknits Questlord)




Characters doing Full Activities:





BATTLES OF GLADIUS


LEVEL 3 FIGHTS



    • Yaron (Uknits) vs. Kelva Isilung (ManoftheSea) : dgallaty {Arena}



LEVEL 4 FIGHTS



    • Ephraim the Dark (Erithmu) vs. Griffon (Uknits) : The_Fred {City}



LEVEL 6 FIGHTS



    • Beezel (dgallaty) vs. Erith Silverbow (Uknits) : The_Fred {Forest, Week 2}



LEVEL 8 FIGHTS



    • Terlyn Nicous (Erithmu) vs. Vallygar (TelinArtho) : Uknits {Sewer}



LEVEL 10+ FIGHTS



    • Kathalin (Yitzi) vs. Unkown Monster : Uknits {Sewer, Week 3/2}




Pairings done by Uknits.


Credits
Erithmu +0 (+0 fights, +0 (2 active))
ManoftheSea +0 (+0 fights, +0 (1 active))
dgallaty +2 (+1 fights, +0 (0 active), +1 Admin)
TelinArtho +1 (+0 fights, +0 (1 active))
Uknits +2 (+1 fights, +0 (2 active), +1 Admin)
The_Fred +1 (+1 fights, +0 (1 active))

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4 months ago  ::  Jan 25, 2013 - 1:11PM #966
dgallaty
Date Joined: Jul 22, 2010
Posts: 1,484

Yaron


Yaron's tactics Show

Blast but this is a versatile character.... I'll have to hope my stanard approach does it. Remeber, outsider makes me immune to hold person.


Start in the front center with shield and wand of divine favour in hand. Round 1, use wand and stow. Then draw sword and move out. Close on Kelva as quickly as possible, running if needed. Once in melee, if she has a wand out, sunder it, if not, just kill in melee with sword.


If the wand is sundered and I'm being attacked by summoned creatures, take total defense until they vanish. If she does have the wand, just keep going at the wand.


Priorities:
1. Sunder wand.
2. Defend against summons.
3. Kill with sword.


Kelva Isilung


Kelva's tactics Show

It is my expectation that Yaron is a melee fighter, who will attempt to close with Kelva. Kelva will attempt to prevent this, above all else.


Begin in front center of start area, trying to get visibility on other areas. Holding Bow and empty buckler hand
If Kelva goes first and can see Yaron: Ranged shot against flat-footed, move away.
Round 1: Cast Longstrider from memory, getting speed 40 ft. Maintain a distance AT LEAST 70 ft from Yaron.


I see two ways he could approach: Running at Kelva, or trying to take cover. If he uses cover, use ready actions to shoot as he moves between covers. If he runs up, use superiour speed on withdraw action to keep out of range of charge, use terrain to break lines for run. When std action available at > 70 ft, fire bow using the cheaper cold iron arrows.


There are lines where Kelva can run from one quadrant of the Arena to another at x4, where the opponent cannot follow in a straight line. Use those corridors.


Kelva should be faster, more accurate, and better armoured. She has the numerical superiourity on her side, and the completely Ordered fight should make her the victor. If Yaron uses his javelins, take total defense actions to reduce his chances. If she can and keep distance, TAKE his javelins to restrict him to only 5 ranged attacks. At which point, he should have no options left.


Over the first three rounds, she will attempt to reason with Yaron (Free actions, RP, but will allow yaron to locate by hearing).


1: "Yaron, this pairing does not favor you."
2: "If you truly believe in Law, you would not put your hope in chance."
3: "Surrender to me, and reserve yourself for the fight against evil and chaos."


Repeat along these lines if he runs out of Javelins.



If everything has gone well for Kelva, she should end up alive while Yaron is at negative hitpoints. If it is allowed by the rules of Arena, she will use Cure Minor Wounds to prevent his bleeding out. I know death carries no penalty, but someone is casting the Resurrections. If the fight only ends in death, however, she will coup de grace to prevent Yaron's suffering.


Fight Show


All rolls are here


Start
Yaron starts in the east box.
Kelva starts in the north box.


Initiatives
Kelva: 24
Yaron: 19


Round 1
Kelva spots Yaron and immediately fires a shot at him, but the arrow bounces off Yaron's shield. Kelva calls out to Yaron, "Yaron, this pairing does not favor you," then moves away.


Yaron uses his Wand of Divine Favor and stows it.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP1 cold-iron arrow (1 miss)
Yaron17/17 HP+1 att and dmg (ends Rd 11)1 charge Wand of Divine Favor



Round 2
Kelva casts Longstrider and moves further away, while Yaron draws his sword and chases after her. Kelva shouts to Yaron, "If you truly believe in Law, you would not put your hope in chance."


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed1 cold-iron arrow (1 miss)
Longstrider
Yaron17/17 HP+1 att and dmg (ends Rd 11)1 charge Wand of Divine Favor



Round 3
Kelva moves south and readies a shot with her bow for when Yaron is out of cover, telling Yaron, "Surrender to me, and reserve yourself for the fight against evil and chaos."


Yaron runs to catch up to Kelva, and she shoots at him, hitting him for 8 points of damage.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed2 cold-iron arrows (1 miss, 1 hit)
Longstrider
Yaron9/17 HP+1 att and dmg (ends Rd 11)1 charge Wand of Divine Favor



Round 4
Kelva shoots at Yaron again, but his armor protects him from harm. She moves around the walls to avoid being charged.


Yaron follows and catches up to Kelva.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed3 cold-iron arrows (2 miss, 1 hit)
Longstrider
Yaron9/17 HP+1 att and dmg (ends Rd 11)1 charge Wand of Divine Favor



Round 5
Kelva withdraws, backing away from Yaron. Yaron moves to try to catch up to her.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed3 cold-iron arrows (2 miss, 1 hit)
Longstrider
Yaron9/17 HP+1 att and dmg (ends Rd 11)1 charge Wand of Divine Favor



Round 6
Kelva runs to get away. Yaron runs as best he can to chase her.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed3 cold-iron arrows (2 miss, 1 hit)
Longstrider
Yaron9/17 HP+1 att and dmg (ends Rd 11)1 charge Wand of Divine Favor



Round 7
Kelva shoots at Yaron, hitting him for 6 points of damage, then moves behind a wall. Yaron runs to catch up to her again.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed4 cold-iron arrows (2 miss, 2 hit)
Longstrider
Yaron3/17 HP+1 att and dmg (ends Rd 11)1 charge Wand of Divine Favor



Round 8
Kelva moves away, and Yaron follows.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed4 cold-iron arrows (2 miss, 2 hit)
Longstrider
Yaron3/17 HP+1 att and dmg (ends Rd 11)1 charge Wand of Divine Favor



Round 9
Kelva runs again, and so does Yaron.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed4 cold-iron arrows (2 miss, 2 hit)
Longstrider
Yaron3/17 HP+1 att and dmg (ends Rd 11)1 charge Wand of Divine Favor



Round 10
Kelva shoots at Yaron but misses, then moves behind a wall. Yaron follows.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed5 cold-iron arrows (3 miss, 2 hit)
Longstrider
Yaron3/17 HP+1 att and dmg (ends Rd 11)1 charge Wand of Divine Favor



Round 11
Kelva moves away as Yaron continues his pursuit.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed5 cold-iron arrows (3 miss, 2 hit)
Longstrider
Yaron3/17 HP+1 att and dmg (ends Rd 11)1 charge Wand of Divine Favor



Round 12
Kelva and Yaron play chase as they run.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed5 cold-iron arrows (3 miss, 2 hit)
Longstrider
Yaron3/17 HP1 charge Wand of Divine Favor



Round 13
Kelva shoots at Yaron, missing again, and moves behind a wall. Yaron runs after her.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed6 cold-iron arrows (4 miss, 2 hit)
Longstrider
Yaron3/17 HP1 charge Wand of Divine Favor



Rounds 13-14
Kelva and Yaron continue to play chase.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed6 cold-iron arrows (4 miss, 2 hit)
Longstrider
Yaron3/17 HP1 charge Wand of Divine Favor




Round 15
Kelva shoots at Yaron, hitting him for 7 points of damage. He clutches at his side as he slumps to the ground, bleeding out.


Kelva walks over to the dying Yaron and casts Cure Minor Wounds, stopping the bleeding, as she doesn't want him to suffer before he's resurrected.


Status

NameHit pointsConditionsUsed
Kelva17/17 HP+10 speed7 cold-iron arrows (4 miss, 3 hit)
Longstrider
Cure Minor Wounds
Yaron-3/17 HP1 charge Wand of Divine Favor



Results Show


Kelva wins and gains 900 xp and 900 gp
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: Longstrider (3 hours)
Items Used: 5 cold-iron arrows (4 miss, 3 hit, 2 recovered)
Spells or Powerpoints Used: Longstrider, Cure Minor Wounds
Abilities Used: None
Free Activity: None


Yaron loses and gains 348 xp and 348 gp (+16% Political Career)
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: None
Items Used: 1 charge Wand of Divine Favor
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: None


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4 months ago  ::  Jan 26, 2013 - 9:32AM #967
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,085

Beezel (Dgallaty) vs Erith Silverbow (Uknits)


Beezel's Tactics Show

It looks like Erith can cast Invisibility, plus he has that annoying Glitterdust spell and a scroll of See Invisibility. Oh well.


Beezel starts in the in the corner closest to the center of the map, with a power stone of Inertial Armor in his hand.


Buff Rounds (in order)
Round 1: Beezel activates power stone of Inertial Armor and draws a scroll of Invisibility
Round 2: Beezel activates scroll of Invisibility and moves out as detailed below.


Combat
PRIORITY: In combat, Beezel avoids melee at all costs, using Tumble to avoid being adjacent to his enemies, and using Escape Artist to get out of all grapples, entanglement, or other restraints.


Beezel will move to the nearest large undergrowth, whichever is closer of 10,51 or 51,55 or 54,14 or 14,10. He then spends his time moving 10' in a circle clockwise around that single square, taunting Erith in a normal voice so Erith will reveal himself, but Hiding among the concealment of the undergrowth to try to avoid being pinpointed. Even if Erith uses Glitterdust or See Invisibility, Beezel will still get a 20% miss chance benefit from the concealment. At the end of every move he Hides and readies the attack below.


When Beezel knows Erith's location, he will manifest an Enlarged (using Psionic Focus) Energy Ray (Electricity) augmented to 7pp after a +2 surge (1pp + 4pp augment + free 2pp wilder surge). Don't forget the +3 to attack since Erith is wearing metal armor. Note that unless Beezel succumbs to Enervation, he gets Surging Euphoria (+1 attack, +1 damage, and +1 saves) for 2 rounds after the surge.


Beezel takes cover using the nearest tree, then manifests the same thing again (not Enlarged this time). After that, he draws his dorje of Enlarged Crystal Shard and attacks until Erith is down, using cover to avoid being targeted by spells if possible.


If Erith isn't close enough for Beezel to attack with Energy Ray, then Beezel will manifest Recall Agony instead, augmented to 7pp after a +2 surge (3pp + 2pp augment + free 2pp wilder surge). Note that the extra 4pp raises the Will DC to 18.


Erith's Tactics Show

Alright, I think I can pull this with my outmanuever. Start in the canopy (30 ft. elavation) 31 squares towards the center, (27,26) for example. Once the fight begins, cast Mirror image and expedious retreat from memory. Then use a scroll of see invisibility, then use UMD for a scroll of protection from evil. Then draw my bow and sing and move out.


Once foe is found, shoot him from the canopy. Whenever I can, snipe him, but don't worry about rehiding if I'm spotted; just keep shooting him. Hopefully cover and concealment will prevent him from hitting me with crystal shard and my mirror image will absord recall agony. I'm just thankfull his HP sucks as much as mine does.


If mirror image is gone or I'm below half HP, I may need to be a little cleverer. Try moving away to break LoS and then shooting from hiding, again sniping if possible. His flat footed AC isn't as good, so I need to make use of that.


Thanks for the run. I apoligize for the forest, and I really hope this doesn't just become a run and snipe fest.


The Fight Show

Beezel goes first (23 vs 13) in area 2, Erith in area 3.
Erith plans to Outmanoeuvre to (37,26), but there is no canopy above the swamp, so he starts at (47,34) instead.


Round 1
Beezel activates his Stone of Inertial Armour [+4 AC, ends 601] and draws a Scroll of Invisibility.
Erith casts Mirror Image [5 images, ends 61].


Round 2
Beezel reads his scroll [Invisible] and heads out.
Erith casts Expeditious Retreat [+30ft speed, ends 62].


Round 3
Beezel moves into position.
Erith casts See Invisibility from his scroll [See Invis, ends 33].


Round 4
Beezel starts rustling around in the undergrowth, calling out to Erith and preparing to blast him.


Map Show


Erith uses a Scroll of Protection from Evil [UMD 28, +2 AC/saves, ends 24] and draws his bow.


Round 5
Beezel tells the denziens of the forest what a fool Erith is.
Erith doesn't hear him [Listen impossible] and just starts singing softly to himself as he heads out.


Round 6
Beezel moves, but can't spy Erith in the canopy.
[Pitlord note: Erith did not actually ask to Hide, but I presume that if he wants to snipe, he wanted to be hidden in the first place... ;-) ]


Erith also can't spy Beezel. He can't even hear the goblin's chatter. He moves towards area 3.
[Note: Rolled stuff in this round, forgetting that Beezel was Hiding...]


Round 7
Beezel can't see Erith [10- vs 10+] so keeps moving.
Erith finally hears Beezel [rolled it as -33 in roller but it's a 3], placing him at (50,52).


Map Show


Round 8
Beezel moves closer, but doesn't see Erith. Erith does hear Beezel calling for him, but places him at (49,55).


Rounds 9-10
Neither spots the other.


Map Show


Round 11
Bored, a watching druid causes the foliage to part, revealing Beezel after he moves.
[Rolls in R7 in roller]
Erith attempts to snipe, misses, and reveals himself, allowing Beezel to blasts him with a deadly lightning bolt. It obliterates on of his images [WS 98 vs 10%, Surging Euphoria: +1 AB/dmg/saves, ends 8].
Erith has 4 images remaining.


Round 12
Beezel moves to take cover from a nearby tree, and manifests Recall Agony, destroying another image [WS 79 vs 10%, Surging Euphoria ends 9].
Erith moves to negate cover and shoots [30 vs 17+4: hit, damage: 13].
Beezel is on [9/22]. Ertih has 3 images remaining.
[Pitlord Note: I don't feel Mirror Image should block Recall Agony, but by RAW it seems it does]


Map Show


Round 13
Beezel misses due to concealment.
Erith's shot is deflected by Beezel's Inertial Armour.


Round 14
Beezel smashes an image with Crystal Shard [26 vs 15+4: hit]. [Roll in R13]
Erith misses due to concealment, his arrow flying into the undergrowth.


Round 15
Beezel shoots and misses with Crystal Shard.
Erith punctures Beezel with another arrow [damage: 9].


Round 16
Beezel is on 0 and can't kill Erith in one shot, so he resigns.


[Pitlord note: Forgot Bright Light throughtout the whole fight, but it wouldn't have mattered]


Results Show

Erith wins and gains 2268 xp and 2520+98 gp (+26% Political Career)
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: Longstrider (3 hours)
Items Used: Scroll of See Invisibility, Scroll of Protection from Evil CL2, 4 arrows (5 fired, 2 hit, 1 recovered)
Spells or Powerpoints Used: 3 SL (Mirror Image 2, Expeditious Retreat 1)
Abilities Used: Bardic Music x1
Free Activity: Perform


Beezel loses and gains 600 xp and 666 gp
Time Between Fights: 4 hours
Prebuffs/Ongoing Effects: None
Items Used: Power Stone of Intertial Armour, Scroll of Invisibility, 3 charges Dorje of Crystal Shard
Spells or Powerpoints Used: 10pp (Energy Ray 5, Recall Agony 5)
Abilities Used: None
Free Activity: Guard

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4 months ago  ::  Jan 29, 2013 - 8:29PM #968
Uknits
Date Joined: Aug 24, 2010
Posts: 2,971

Vallygar the Unhinged (TelinArtho) vs. Terlyn Nicous (Erithmu)


Vallygar’s Tactics Show


Vallgar's tactics


Tight spaces and squishy casters... this should be relatively simple. The only real danger that I can see is if Terlyn goes invisible, but there's only so much he can do with that, so we'll ignore that possibility.


Start off in the corner with Turon next to me and Smee and Blog squished in there. All 3 skeletons will be holding their greatswords.


At the start, the djinn skeletons will seek out the casters as quickly as possible - flying to eliminate locations for the opponents by heading into opposite corridors for one starting area at a time. Once an opponent is found, they are to attack immediately, flanking if possible.


Meanwhile, Vallgar will cast Shield, Alter self (Trog) and Spectral hand from memory and then cast ghoul touch into the hand and move out. Turon will stay nearby and ahead of Vallgar to provide soft cover where possible.


If Vallgar gets to engage, he'll use ghoul touch, hideous laughter (enlarged if needed), vampiric touch, shocking grasp (twice) and then whatever other spells work in the situation (continue with touch spells if allies in the way or go for rays if no one in the way).


That should do it. Have fun running the fight.


Terlyn’s Tactics Show

This is probably going to be a fireball fest.


Both will start out in default posistion with scrolls of mirror image in hand.


Move out and Buff a bit:
Terlyn: Shield, Mirror Image from scroll
Thiel: Pro. Evil on Terlyn (before his mirror images go up), Pro Evil on Self, Mirror Image from scroll
Stick together.


When I get close to the center without giving away LOS, cast SM4 for a F. Direwolf (note my augmented summons). If the djinns are there, 5 ft step away and web them to lock them down.


Thiel will be casting pretty much all her fireballs. If I can hit 2 targets, fireball, if I can only hit one Magic Missile (if it is Vallgar cast acid arrow). If Terlyn is going to cast web, have him delay till after Thiel in order to let a fireball hit first, then web.


Terlyn will use web on the skeletons but drop Black Tentacles on Vallgar if I see him. If they grapple him, drop stinking cloud on top of him as well and then cast invisibility from memory on self. Thiel will cast invis from scroll if the BT/Stinking cloud combo goes off. Black Tentacles should be able to drop Vallagar, so keep invis and let them do the work.


If I can't 5ft step away, cast defensively.
Skip the SM4 if I can take a Black Tentacles at Vallagar, or if I won't get the chance to make it to next round. the Wolf is only to be a roadblock.
Try not to have collateral damage with fireballs, but if I hit the wolf ... I hit the wolf.
If Vallagar gets free of Black Tentacles, hit him with Scorching Ray and dip into the scroll supply if needed.
Terlyn should be in the front. Thiel 15-25 ft back.


Fight Show


Round 0
Smee and Turon are first, then Terlyn and Thiel, and finally Blog and Vallygar.



Round 1-3
Terlyn and Thiel move out, each using mirror image and getting protection from evil. Vallygar uses shield, alter self, and spectral hand.



Terlyn 52/52 HP, 14 AC
Vallygar 37/37 HP, 22 AC


Round 4
They move in, Terlyn summoning a dire wolf of fiendishness.



Terlyn 52/52 HP, 14 AC
Vallygar 37/37 HP, 22 AC


Round 5
They come into full sight as Terlyn finishes summoning.  The djinn swing in, one hitting the wolf for 13 damage.



Terlyn 52/52 HP, 14 AC
Vallygar 37/37 HP, 22 AC



Round 6
The first skeleton moves in, slashing the wolf for damage as Turon closes. Thiels lets out a blast, blasting Vallygar and Blog for 23 damage. Turon nimble dodges, taking only 11. Terlyn then calls tentacles out of the ground, crushing Vallygar for 6 more and Turon for 8. Blog resists, but is unable to hit the wolf. Vallygar trie to get Terlyn with his spectral hand, but the tentacles are occupying him a little too much for that.



Terlyn 52/52 HP, 14 AC
Vallygar 8/37 HP, 22 AC


Round 7
Right as the skeletons and wolf begin their mash up, Thiel drops the finishing firball, burning Vallygar to unconsciousness.



Results Show



Terlyn Wins and gains 3,360xp and 4,760 gp
Time Between Fights: 4 hour
Prebuffs/Ongoing Effects: None
Items Used: Scroll Mirror Image x2
Spells or Powerpoints Used: Terlyn 9 SL (Shield, Tentacles, SMIV) Thiel 8 SL (Pro Evil x2, Fireball x2)
Abilities Used: None
Free Activity: Sell


Vallygar Loses and gains 800xp and 1404 gp
Time Between Fights: 3 hour
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: 7 SL (Shield, Alter Self, Spectral Hand, Ghoul Touch)
Abilities Used: None
Free Activity: Craft



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4 months ago  ::  Jan 30, 2013 - 6:55AM #969
The_Fred
Date Joined: Jan 4, 2012
Posts: 3,085

Ephraim the Dark (Erithmu) vs Griffon (Uknits)


Ephraim's Tactics Show

I can't catch an early break to save my life.


The plan is a 2x 4pp+2 surge Crystal shard. and if that doesn't work, go hit him with my stick.


Use up the walls to get some high ground and spot where he is, and then get in close (try to use housing so I don't get pot shoted).


Take 5ft steps to move away if I'm adjcent to him and I hope I hit.


Griffon's Tactics Show

Gonna just have to hope my damage output and HP are enough here. Odds are in my favour of surviving full crystal swarm barrages, but only just, and crystal shard may be to much for me with my mediocre touch AC.


Start fron and center of my area with bow and potion of shield of faith in hand. Round 1, move out. Round 2, drink potion. Then move out, readying to shoot my foe on sight. Once found, ready to shoot him whenever he takes a standard or full round action. If he engages melee, drop bow, draw sword, sunder staff, and kill.


The Fight Show

Ephraim goes first in area 4, Griffon in area 3.


Round 1
Ephraim runs up the wall of a nearby building, but can see only rooftops.
Griffon heads out anticlockwise.


Round 2
Ephraim runs down again and moves towards the middle.
Griffon drinks his Potion of Shield of Faith [+2 AC, ends 12] as he closes in.


Round 3
Ephraim heads northwards whilst Griffon moves and readies.


Map Show


Round 4
Ephraim runs up another house's side to look around, but her view of Griffon is blocked by another building.
Griffon moves around the corner, spies the Wilder, and shoots [attack: 25!, threat denied, damage: 11].


Map Show


Round 5
Injured, Ephraim [13/24] runs back down the wall to ground level, where the hedges provide some cover.
Griffon appears from around a corner, readying to shoot again.


Round 6
Ephraim can't get close enough in one move to hit Griffon, so she takes cover behind a hedge.
Griffon pursues.


Round 7
Ephraim moves in and manifests Crystal Shard.


Map Show


Griffon fires at her, but in the heat of the moment his shot goes abysmally wide [4+7=11 vs AC 16+1: miss].
Ephraim's Crystal Shard, however, strikes true, ruthlessly lacerating the wicked archer [11+5 = 16 vs tAC 12+2: hit, damage: 20, WS: 45 vs 10%].


Round 8
Griffon [14/34] readies again.
Ephraim manifests again.
Griffon shoots and hits, dealing another 11 damage, and disrupting Ephraim's power [Conc 10+9=19 vs DC 10+11+1=22: failure].


Round 9
Ephraim [2/24] grits her teeth, and attacks with her staff.
Griffon has readied to shoot, but in shooting in melee provokes an AoO.
Remarkably, Ephraim somehow manages to hit Griffon exactly in the right spot to do as much harm as possible [attack: 25!, threat: 25, crit damage: 12]. The warrior staggers from the blow, but somehow still manages to shoot his bow. The attack hits, but so does Ephraim's follow-up.


Round 10
With melee engaged, Griffon [2/24] drops his bow and draws his sword, striking at Ephraim's surprisingly-deadly staff and splitting it in two [31 vs 25, damage: 13].
With no weapon left [and no tactics], Ephraim has no choice but to resign.


Results Show

Griffon wins and gains 1200 xp and 1200 gp
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: None
Items Used: Potion of Shield of Faith, 2 arrows (4 fired, 2 hit, 2 recovered)
Spells or Powerpoints Used: None
Abilities Used: None
Free Activity: Frighten Allies


Recht loses and gains 400 xp and 400 gp
Time Between Fights: 2 hours
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: 8PP (2x 4PP Swarm of Crystals)
Abilities Used: None
Free Activity: Frighten Allies

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4 months ago  ::  Jan 30, 2013 - 7:53PM #970
Uknits
Date Joined: Aug 24, 2010
Posts: 2,971

Pairings: 30 January 2013


Time Roll: 3 hours
Lighting: Normal Light (Remember - the lighting conditions only affect ECL5 and up)


Characters on Quests:




Characters doing Full Activities:




BATTLES OF GLADIUS


LEVEL 3 FIGHTS



  • Kelva Isilung the Dispassionate (Manofthesea) vs. Absalar (The_Fred) : Erithmu {Arena}

  • Yaron (Uknits) vs. Azuk (Manofthesea) : The_Fred {Arena}


LEVEL 4 FIGHTS



  • Cries of the Forest (The_Fred) vs. Ephraim the Dark (Erithmu) : Uknits {Plains}


LEVEL 6 FIGHTS



  • Erith Silverbow (Uknits) vs. Gart'ak McGrath (Bobthe6th) : Manofthesea {Temple}

  • Beezel (dgallaty) vs. ElliaDuskthorn (TelinArtho) : Uknits {Temple}


LEVEL 8 FIGHTS



  • Terlyn Nicous (Erithmu) vs. Ant (TelinArtho) : dgallaty {Temple}


LEVEL 10+ FIGHTS



  • Kathalin (Yitzi) vs. Unknown Monster : Uknits {Sewers, Week 4/2}



Pairings done by Uknits.


Credits
Erithmu +1 (+1 fights, +0 (2 active))
Manofthesea +1 (+1 fights, +0 (2 active))
dgallaty +1 (+1 fights, +0 (1 active))
TelinArtho +0 (+0 fights, +0 (2 active))
Bobthe6th +0 (+0 fights, +0 (1 active))
Uknits +3 (+2 fights, +0 (2 active), +1 Admin)
The_Fred +1 (+1 fights, +0 (2 active))

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