Well... probably going to be doomed, but might as well make a try.
Always full power attack 4 and reckless offensive.
Starting at the front of the box, carrying the falchion in one hand and a tangle foot bag in the other. Round 1: tap tattoo of synesthete, close eyes. 1=If opponent is in sight and carrying a great sword move to break line of sight(away from opponent). 2=If opponent is in sight and not armed with a great sword, rage, and move to close. 3=If opponent is not is sight stand still.
Round 2: If 1, then keep trying to break line of both sight and charge, and tap tattoo of force screen. If 2, then tap tattoo of offensive pricog, and keep closing. If 3, then skip back to the numbered orders of round 1, and tapping the tattoos for the following round specified above. If still 3, tap tattoo of biofeedback.
Round 3: If 1, then keep trying to break line of both sight and charge, and tap tattoo of biofeedback. If 2, then try to charge if in range(droping bag), try to just reach throwing distance(if so throw bag), if none of the above are possible run to close. If 3, then skip back to the numbered orders of round 1, and tapping the tattoos for the round specified above. If still 3, tap tattoo of offensive precognition and move out looking for the opponent.
Round 4: If 1, then keep trying to break line of both sight and charge, and tap tattoo of offensive precog. If 2, if you threw the bag last round, then try to charge. If you didn't throw to tangle foot bag last round, try to just reach throwing distance(if so throw bag), if none of the above are possible run to close. If 3, then skip back to the numbered orders of round 1. If still 3, move out looking for the opponent.
Round 5+: If 1, try to get to range to throw the bag. After that, close, rage, and just chop with the great sword. If 2, and you threw the bag last round, try to charge/close and attack. If you haven't thrown the bag yet, try to close to range to do so, and throw the bag. If neither is possible, just run to close. If 3, then skip back to the numbered orders of round 1. If still 3, move out looking for the opponent.
There... I would like to make a flow chart, but I think it would be more work then it would help.
Wealth: CR 4, 3,300 gp. Weapon (melee, ranged, backup silver): MW Dwarven Waraxe, MW Silver Dwarven Waraxe, MW Light Crossbow + 20 bolts: 1086 gp Armour/Shield- MW Half-Plate (Locked Gauntlet), heavy steel shield: 778 gp Ring of Prot: None Cloak of Resist: Cloak of Resist +1 1000 gp Amulet of Nat armour: None Ability booster: None Expendables: Scroll of Cure Moderate Wounds CL 3, Scroll of Bear's Endurance CL 3: 300 gp
Tactics: Spawn with scroll of Bear's Endurance in hand. Buff, then move out and find the enemy. If the enemy is seen, begin fighting and ignore remaining buffing.
Buffing: Read Bear's Endurance Cast Bull's Srength Cast Shield of Faith Cast Enlarge Person Draw axe and move out.
Fighting: cast Summon Monster II for a Celestial Giant Bee. Flank with it and draw shield. Hit him in the face with axe.
If dropped below 20 hp, step back, stow shield, and cast Cure Moderate Wounds. Next turn, draw shield and re-engage. Repeat with all spare CL 2 slots, then scroll, then CL 1 slots. If Bull's Strength expires, use Feat of Strength for another round of +4 strength.
Dwarf summons a Celestial Giant Bee. It appears behind Gartak. Dwarf draws his shield and attacks with his axe: 1d20+10=15 hitting for 2d8+5=13 damage, 11 after DR.
That's about as close as a fight gets! Dwarf Cleric is a strong monster with powerful buffs, but Gartak hits like a truck. I didn't know who was going to win until the final rolls.
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Buff with force screen, dissolving weapon on deepcrystal glaive and biofeedback from a powerstone. Then move out and ready to use stomp once he gets to 10ft away.
Once the ready triggers, just attack for damage until one of us is dead - using psionic weapon on my first attack.
Moat is good for Geth Ryn, so this should work out as long as I can moslty avoid his stomps. Start in the front corner with glaive in hand.
If he is seen, run to 5' of him. If he isn't seen, run, using fleet of foot to turn around th moat and get to his starting area quicker, then charge glaive him. Once in melee, do as follows.
If I start the round at 10', swing glaive and 5' towards him. If at 5' from him, grapple him as long as he doesn't threaten me, using grip of iron. If he does threaten at 5', just glaive him. If at >10', charge if able, otherwise just move and attack with glaive.
[Prefight locations and Initiative] Geth Ryn starts in area B with glaive in hand. Initiative 18. Zander starts in area C with glaive in hand. Initiative 14.
Geth Ryn: (43,43) 35/35 HP, 20 AC Zander: (44,2) 35/35 HP, 15 AC (11 touch)
[Round 1] Geth Ryn runs to 43,3. Zander takes a step to the side and swings his glaive at Geth Ryn, hitting for a psionically enhanced 10 damage.
Geth Ryn: (43,43) 25/35 HP, 20 AC Zander: (44,2) 35/35 HP, 15 AC (11 touch)
[Round 2] Geth Ryn swings his glaive, hitting for 9 damage, then steps toward Zander. Zander, unable to attack without provoking an attack of opportunity, moves around to 4,23 (taking another 9 damage) and swings again for 13 damage.
Geth Ryn: (43,43) 12/35 HP, 20 AC Zander: (44,2) 17/35 HP, 15 AC (11 touch)
[Round 3] Geth Ryn swings his glaive, hitting for 9 damage, then steps toward Zander. Zander steps back and swings again, but Geth Ryn dodges.
Geth Ryn: (43,43) 12/35 HP, 20 AC Zander: (44,2) 8/35 HP, 15 AC (11 touch)
[Round 4] Geth Ryn swings his glaive, hitting for 13 damage and knocking Zander out.
Geth Ryn: (43,43) 12/35 HP, 20 AC Zander: (44,2) -5/35 HP, 15 AC (11 touch)
So...he's gonna buff. That gives Siel some time I suppose...but that trippy melee thing is kind of annoying. Siel will just try to take advantage of her range for as long as possible.
Start front center square with potion of mage armor and quarterstaff in hand.
1st round, drink the potion and draw a CL2 oil. Next round, apply the oil, stow the staff, and move out. Next round, draw the bow, continue moving, and ready to fire at Anjin on sight(or just fire, if he's already been seen). She will continue to do so until he's seen.
After he is seen, continue moving attempting to keep distance and peppering with arrows until he bases her(don't let him charge). When he bases her, drop the bow, draw the staff, and attack with it. Flurry when able. If she has previously hit Anjin with anything, use Reckless Attack, if not, don't.
If Anjin trpis Siel from her horse, stand and grapple. After she's standing, use the next available move action to command Rider to attack(DC 10 Handle Animal), and continue to do so until it suceeds while using the standards to continue grappling for damage. After, just flurry for more grapple checks. Use the grapple for damage option, since I'd guess Anjin will be buffing his AC. On all attacks that involve grappling, Siel will not use Reckless Attack.
And that's all. Seems like a pretty even fight. Thanks for running.
This might be a bit of a tougher one. Begin on the left side of my box, second row from the front, with a Power Stone of Vigour in hand. Shout for Siel to show herself (if we don't autospot) and move to the left, using the stone.
After that, buff with Potion of Shield of Faith and Stone of Biofeedback, before drawing kusari-gama and moving around clockwise. If she attacks me (or moves towards me), move to break LoS whilst buffing unless she actually engages in melee, in which case just draw kusari-gama and attack.
As soon as I see her, move and attack if I can, charging if necessary. Thereafter, attack to trip with the kusari-gama. This will be tough to start since I'll be opposing her Ride (+10) but if I can get her out of the saddle, the fight gets a lot more winnable.
If, when I see her (after buffing) she has her bow out, move to break LoS or at least gain cover, stowing the kusari-gama. Then, draw and use a Stone of Skate. Once we're sped up, try again to engage in melee. If I can't reach her with a charge or double-move, run to adjacent. If I can't run, double-move closer, preferably via cover. Unfortunately, if she turns this into a ranged battle, there's not much I can do other than chase her and hope to dismount her with an AoO.
Short version: Buff, then attack to trip with kusari-gama.
Round 1 Siel drinks a potion of mage armour as Anjin drinks a potion of shield of faith.
Anjin 19/19 HP, 20 AC Siel 26/26 HP, 17 AC
Round 2 Siel applies oil to the staff before stowing it. Anjin uses a powerstone for biofeedback.
Anjin 19/19 HP, 20 AC Siel 26/26 HP, 17 AC
Round 3 Siel takes a pot shot at Anjin, but misses by a wide margin. Anjin uses a powerstone of skate to even the odds.
Anjin 19/19 HP, 20 AC Siel 26/26 HP, 17 AC
Round 4 Siel fires another shot that goes wide as Anjin closes.
Anjin 19/19 HP, 20 AC Siel 26/26 HP, 17 AC
Round 5 Siel is about to retreat and fires a shot over her shoulder. It catches Anjin squarely in the throat, killing him instantly. Siel turns back to fire another shot, only to see her fow vanishing to the nimbus.
Thanks for pitlording! This should be a pretty straightforwards fight. Kinslayer starts at the front of his square with morningstar and shield in hand. He's going to move out and look for Dorinar.
Engage in melee as soon as possible, but do not charge unless you have to. Attack with Morningstar+Bite. Keep one meleeing until one of us is dead. Use Dodge and Fight Defensively. With Dodge Kinslayer should be able to get up to AC 26. Fight Defensively (-4 to hit, +2 AC) to get AC up to 28 since Kinslayer can only really hit on 20s anyways.
If hit with a crawling tattoo of entangling ectoplasm, drop the morningstar, draw and drink a potion of Enlarge Person, and attack with caw+bite. If tripped, stand up and fight. If disarmed, use claw/bite. If grappled, do not attempt to escape, fight within the grapple.
Kinslayer Wins and gains 1200xp and 1200 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Dorinar Loses and gains 400xp and 400 gp Time Between Fights: 3 hour Prebuffs/Ongoing Effects: None Items Used: None Spells or Powerpoints Used: None Abilities Used: None Free Activity: Guard
Dreath isn't the best character, but this is his fight. Decent Touch AC and SR help this fight, and sewers are nice because they mean no entangling. Also, My intimidate score is sufficient to make both dogs shaken.
Startat default with a potion of mage armour in hand and spiked chain in the other. Round 1, use potion and draw a potion of shield of faith. Then seek, readying to use potion of shield of faith when foe is seen.
Once foe is seen, ready to spiked chain a dog once it comes in range. If the dogs don't come to me immediatley, go to the dogs, but I would prefer to ready as then I get the ready and an AoO against a dog. Kill the dogs first.
Once dogs aren't around, go for Urdwed. With a potential 30 Touch AC, tripping isn't even worth it. Always try to be at 5' of Urdwed and disarm his wand with both attacks and AoO's. Whenever posible, pick up his wand, then stow it. If he is without weapon or wand, just attack for damage.
If Urdwed has a weapon or a wand ready to use, use full combat expertise for +3 Touch AC.
If he is using those blasted grates, go ahead and try to pursue him through the grates. If I fail to get through, use combat expertise and fight defensivley for +5 AC for the round, plus the cover from the grates. Then I ca try to get through again the round after.
His reach makes this really awkward, and both my allies are Shaken. Never mind; we'll do what we can.
Begin in centremost corner of box with Scroll of Longstrider in hand, flanked by dogs. Round 1: Use scroll, then draw a potion of Mage Armour. Round 2: Drink potion, draw a scroll of Cat's Grace. Round 3: Use that, and tell the dogs to move out about a move ahead of me. Round 4: Follow them towards the centre, clockwise, drawing my net as I go. Round 5: Draw my Wand of Produce Flames whilst moving.
I should stop at the nearest piece of non-sludge to the middle and shout and wait for Dreath if he hasn't shown up yet.
As soon as I see Dreath, order the dogs to attack him. The priority is to avoid him moving to adjacent to me so flee towards the nearest grate if he gets too close (if I'm in the centre, go to the next grate clockwise from my corner). Since I'm Small, I can slip through the grate to avoid melee with him, so do that.
Second priority is to use my Blindness SLA. It's unlikely to stick but if it does, let the dogs kill him and throw flames if he manages to kill them both anyway.
After that, throw flames at him, or my net if he gets within 10ft. If he gets any two of prone, soft cover from dogs or the -4 from being in melee with them, ready to throw when he moves to a more favourable position instead of throwing (unless he's just attacking the dogs and I don't think he'll move next round).
If he's adjacent to me, and I can flee through a grate, do so and take the AoO. Otherwise just throw flames. If tripped, stand. He doesn't have Combat Reflexes, so if he trips me with an AoO, he can't take another against me for standing.
Note: Always declare Dodge against Dreath.
His AC and SR are going to make it hard for me to hurt him, but luckily he's going to have a hell of a time hitting my AC, too.
Summary: Send in dogs > Avoid melee (use grates) > Blindness > Net > Flames
Dreath readies an action to attack a dog that comes into range.
Urdwed uses his blindness SLA but fails 1d20+2=8 to penetrate Dreath's SR. Urdwed's dogs advance. Dreath attacks the companion as it comes into range: 1d20+10=27 hit for 2d4+5=7 damage. The dog steps forwards, provoking an AoO: 1d20+10=14 that misses. It attacks: 1d20+1=13 missing. The other dog moves close to Dreath as well.
Urdwed throws a net, missing, and provokes an AoO that Dreath uses to disarm. Dreath's disarm attack provokes an AoO from Urdwed, who is armed with a flame. Urdwed's AoO misses. Dreath's Disarm AoO proceeds. Dreath disarms Urdwed.
Urdwed uses his second move action to grab his wand off the ground. He takes a 5-foot step away. Dog drops to -4
Pitlord Note: Urdwed's tactics don't explicitly say to do this, but if he doesn't he can't continue with his tactics. This seems to fall in line with his "if tripped, stand up" contigency.
Dreath tries to squeeze through the grate, and succeeds, closing to melee with Urdwed. Dreath attacks to disarm with 3 combat expertise and is successful.
Urdwed picks up his wand, provoking an AoO before the wand-picking-up is completed, so Dreath must use it to attack. He hits Urdwed for 8 damage.
Urdwed can't reach the next grate this turn, so he attacks with his flame, missing. dog drops to -5
15: Both miss 16: both miss 17: both miss 18: Both miss 19: Urdwed hits for 1 damage 20-27: both miss 28: Urdwed hits for 2 damage 29-34: both miss (Urdwed loses Cat's Grace but still can only be hit on a 20) 35: Dreath hits for 9 damage
Thanks for pitlording! Well, against a flying opponent Krug could have some difficulty, but in the Forest they'll probably be just below the canopy if they're in the air. Whatever happens, this will be an interesting fight.
Krug spawns in the center of his square holding his Guisarme in one hand and a potion of Enlarge Person in the other. Round 1) Drink Enlarge Person CL 2, draw Protection from Law CL 2. Round 2) Drink Protection from Law CL 2, move out clockwise, shouting loudly. Round 3) Tap Tattoo of Force Screen ML 1 and continue moving out and shouting.
Once the enemy shows itself, attack. Charge if possible and flurry if the enemy is close enough to hit with unarmed strikes. Enlarged and with a Guisarme Krug should have some good vertical reach, and has +19 Jump when Psionically focused-- jump if neccessary to strike the opponent.
If the enemy is in a square where it can be grappled (it's on the ground or just barely off the ground) try to grapple instead of unarmed-strike. Otherwise, just keep on hitting until the enemy is dead.
If the enemy can't be reached by Krug due to altitude, stow the guisarme and use the bow to make arrow attacks. If the enemy is hiding, continue searching for him and attempt to strike him with the glaive. If the enemy is keeping Krug at range and attacking him with a breath weapon and Krug can't catch the enemy, switch to the bow but keep on approaching and trying to get into a range where he can charge+melee somehow.
Thissilix'physs begins in the front of his box and drinks his potions (Mage Armour, then Blur) before turning into a Deinonychus with his Alternate Form ability and moving out clockwise in search of Krug.
When he sees him, he seeks to Pounce and full-attack for damage. If grappled, he reverts to dragon form and uses his Paralysis breath, then attacks with his best natural weapon.
If in dragon form, he always uses Paralysis breath when able.
Thissilix'physs never changes form if it would kill or stagger him. If dropped to below 20hp, he assumes and maintains Dire Badger form.
Round 1 Thissilix'physs drinks his Potion of Mage Armour [+4 AC, ends 601] Krug neck a Potion of Enlarge Person [CL2, ends 21]
Round 2 Thissilix'physs drinks his Potion of Blur [20% concealment, ends 32] Krug downs a Potion of Protection from Law [PfL, CL2, ends 22] and begins to move out, shouting [Listen at -76 is impossible, even for the dragon].
Round 3 Thissilix'physs transforms into a Deinoychus and begins to move off. Krug taps his Tattoo of Force Screen [+4 AC, ends 13], still moving and shouting [Listen still impossible].
Round 4 Thissilix'physs jogs to the stream, jumping over some undergrowth [automatic success]. Map Show
Krug also leaps some bracken, spots - a dinosaur! - and turns around to leap, in turn, some swamp on his way to engage [both auto].
Pitlord note: Assuming Krug doesn't want to enter the swamp.
Round 5 Thissilix'physs just manages to navigate the slippery stones [15 vs DC 15; roll in R4]. Krug leaps the stream to close on the dino.
Round 6 Thissilix'physs rips into Krug with tooth and claw [31, 14, 18, 26 vs AC 14-2+2+4+4=22]. Krug takes 16 damage [not 19]. Krug [28/44] grabs hold of the "dinosaur", but it shrugs him off.
Round 7 Thissilix'physs attacks again [21, 13, 29!, 29! - two hits, both threats denied], dealing 10 damage [note 19]. Krug [18/44] grapples again, this time managing to get a hold, returning the favour for 14 damage.
Round 8 Thissilix'physs [71/85] returns to Dragon form, shocking the wrestling Half-Orc [Conc 24: success]. Krug deals 25 damage to the young dragon.
Round 9 Thissilix'physs [46/85] blasts Krug with a snort of Paralysis gas [recharges 13], but the Half-Orc is made of sterner stuff. There's no martial arts terminology for wrestling a dragon, but whatever Krug does, it inflicts another 13 damage.
Round 10 [rolls in R9] Thissilix'physs [33/85] bites, but misses. Krug deals another 14 damage.
Round 11 Thissilix'physs is on [19/85]. Transforming in Krug's grasp, he grows the long and striped snout of a terrifying DIRE BADGER! Krug maintains his assault, dealing an incredible 26 damage - but the badger keeps on going!
Man, the crowd are going wild!
Round 12 Thissilix'physs [-7+20/85+20], now a badger, goes mad as Krug squeezes him [Rage - +4 Str/Con, -2 AC]. Foaming at the mouth, he claws viciously at Krug [15 vs AC 18: miss]. Krug struggles with the frenzied now-badger. It's madness giving it strength, he's unable to crush it like the puny animal he wants it to be.
Round 13 Force Screen ends [Krug's AC is now 18] Thissilix'physs [-7+40/85+40] misses again with his inaccurate attacks [14: miss]. Krug is more successful, dealing 18 damage.
Round 14 Thissilix'physs [-25+40/85+40] finally slices Krug open with a claw [19 vs AC 18: hit], dealing 7 damage. Krug [11/18] chokes the dragon/badger for 14 more damage.
Round 15 Thissilix'physs [-39+40/85+40] scratches back for a feeble 5 damage. Krug [6/18] maintains his furious assualt, dealing a whopping 24 damage. Even with his badger-based tenacity, it's too much for Thissilix'physs, who promptly collapses.
Krug wins and gains 1600gp and 1600xp Time Between Fights: 5 hours Prebuffs/Ongoing Effects: Extended Mage Armour - Under 3 hours left. Items Used: Tattoos: Potion of Enlarge Person CL2, Potion of Protection of Law CL2, Tattoo of Force Screen Spells/pp used: None x/day Abilities Used: None Free Activity: Guard
With hindsight, the dragon perhaps didn't have the best tactics; given Blur, he could perhaps have used Escape Artist whilst in dino form to break out and make a much more devastating full-attack next round. However, whilst going to dragon and using his breath weapon was a waste of time, really, dire badger form did give him a lot more staying power - it was just at the cost of damage output.
Round one, start in the front corner with glaive in hand. Run to be adjacent to Nathas. If he isn't seen round 1, run and turn to close on the other square, charging if quicker to close. Once at 5' from him, grapple him to death with armour spikes. Use grip of iron once.
If he turns invisible before I can get him, then that's annoying. No antitoxins, either, and my will save is poor. Colour spray looks bad, so each round, move my full movment away from any sound I hear to force him to engage from distance as long as he is invisible (I'll assume he is invisible if I have seen all starting areas and I have yet to see him). If I hear casting and it continuies into my turn, run around the corner of the fortress to get away from sleep. Do the same if I hear casting from an invisible source and see no effect. He will have trouble true striking, at least.
MM shouldn't be an issue, but if below half HP, sunder the wand.
One way or another, this will be over pretty simply. The tactics are a bit long but should hopefully work out simply. Nathas spawns in the front corner of his square with a scroll of invisibility/mage armour / true strike in one hand and a hand crossbow in the other.
If when Nathas spawns, Geth is in sight, and hasn't left his spawn box yet: Drop Hand Crossbow, read Invisibility. Move 15 feet towards the spawn box in sight that isnt' Geth's. After that, approach Geth invisibly, readying an action to use Color Spray on him if he comes in range that turn. If he's close enough that moving at full speed and Color Spraying him will happen in the same turn, do that. Whether it works or not, follow up Color Spray with Sleep from memory, then Sleep again, then use a Pearl of Power, then Sleep again. If any of the sleeps work, CDG with scythe. Take 5 foot steps or cast defensively if a 5-foot-step won't cut it to avoid AoOs.
If when Nathas spawns, Geth's in sight but he goes first and runs towards Nathas: if he's within range, drop the scroll and crossbow, move up to him, and color spray him. If he is threatening Nathas with an AoO, take a 5 foot step away and color spray him, or if that is not possible, cast defensively. Follow up Color Spray with Sleeps and CDG if possible. Take 5 foot steps or cast defensively if a 5-foot-step won't cut it to avoid AoOs. If he's not close enough to color spray in one turn, drop the crossbow and use invisibility, then do the color spray sleep sequence.
If when Nathas spawns, Geth is not in sight, do this: Round 1) drop hand crossbow, read Invisibility Round 2) read Mage Armor, drop scroll draw scroll of Shield CL 2 Round 3) Read Shield CL 2 and move out. Look for and approach Geth invisibly. Once Geth comes into sight, move towards him as quickly as possible and try to get into range to Color Spray him. If he's close enough that moving at full speed and Color Spraying him will happen in the same turn, do that. Whether it works or not, follow up Color Spray with Sleep from memory, then Sleep again, then use a Pearl of Power, then Sleep again. If any of the sleeps work, CDG with scythe. Take 5 foot steps or cast defensively if a 5-foot-step won't cut it to avoid AoOs.
If Geth interrupts Nathas while buffing, do the color spray/sleep sequence on him. If the sequence doesn't work or is interrupted by a grapple, attempt to escape and colorspray / sleep him. If Nathas runes out of spells, draw and attack with melee weapons. In a grapple, attempt to escape.
Basically, Nathas' goal here is to Sleep Geth by breaking Invisibility using a Color Spray, then following up with attempts to Sleep. If all else fails, just burn spells at Geth trying to get him to fall asleep. If Geth does something cute like run away whenever Nathas starts casting Sleep it could be a problem-- if Geth's reaction to the first Sleep spell is to run away (assuming Color Spray failed), use the PoP to regain Color Spray, try to spray him again, then use Sleep after he's been stunned by spray.
[Prefight locations and Initiative] Nathas Barrirret starts in area 4 with scroll and hand crossbow in hand. Initiative 17. Geth Ryn starts in area 2 with glaive in hand. Initiative 13.
Nathas Barrirret: (43,3) 8/8 HP, 13 AC Geth Ryn: (3,43) 35/35 HP, 20 AC
[Round 1] Nathas Barrirret reads invisibility from his scroll and draws a scroll of shield. Geth Ryn sees nobody, so he runs to 41,43; he still sees nobody, so he concludes that Nathas has already turned invisible and continues to 41,26 so that Nathas will attack from a distance.
The arena wizards, hearing grumbling about the game of hide-and-go-seek that replaced the fight the audience paid for, but realizing that it’s probably going to be over soon, make a token response by dispelling Nathas’ invisibility and removing Geth’s psionic focus.
[Round 11] Nathas Barrirret moves to 12,39 and casts Color Spray, and Geth falls down, stunned and blinded. Geth Ryn is stunned.
[Round 13] Nathas Barrirret fires his bow at Geth, who is unable to dodge due to being stunned. He hits for 2 damage, but Geth resists the poison. Nathas sighs and draws another bolt and vial of drow poison. Geth Ryn is stunned.
Nathas Barrirret: (2,25) 8/8 HP, 13+4 AC Geth Ryn: (1,23) 33/35 HP, 20 AC, blind ends 14, stun ends 15, new save round 23
[Round 14] Nathas Barrirret poisons and loads his bolt. Geth Ryn is stunned.
Nathas Barrirret: (2,25) 8/8 HP, 13+4 AC Geth Ryn: (1,23) 33/35 HP, 20 AC, stun ends 15, new save round 23
[Round 15] Nathas Barrirret draws his pearl of power, and uses it to regain True Strike. Geth Ryn’s stun wears off, so he gets up and grabs at Nathas, but the drow manages to escape.
Nathas Barrirret: (2,25) 8/8 HP, 13+4 AC Geth Ryn: (1,23) 33/35 HP, 20 AC, new save round 23
[Round 16] Nathas Barrirret steps back and casts another True Strike. Geth Ryn steps up and grabs for his enemy again, doing 5 damage in the process.
Nathas Barrirret: (2,25) 3/8 HP, 13+4 AC Geth Ryn: (1,23) 33/35 HP, 20 AC, new save round 23
[Round 17] Nathas Barrirret manages to escape Geth Ryn’s grasp. Geth Ryn steps up and grabs for his enemy again, doing 6 damage and knocking Nathas out. He leaves the arena triumphantly, only to fall over from the poison a moment later.
Nathas Barrirret: (2,25) -3/8 HP, 13+4 AC Geth Ryn: (1,23) 33/35 HP, 20 AC
Start off mounted on my horse with a scroll of eagle's splendor (CL3) in hand. Start off by reading the scroll (CL check) and draw my wand of divine favor.
Move out, drawing my scythe on my first move out, and after 3 rounds or if he is detected in any way, use the wand and stow it.
Continue moving out and tap a tattoo of force screen on sight.
Then get into melee and use all of my deadly touch (boosted to 20hp damage and Will DC17) with the scroll's effect. Note that since he'll be in the aura of despair, he'll take a -2 to the will save.
After that, attack to trip and follow up for damage.
Gah... read through that monsters past. Now for the hope that Gar can do some sniping.
Start with nothing in hand! need those hands for climbing.
Round 1:Run at 5x speed to the side of a dark brown building, angeling to reach it at a point that is closest to the central plaza.
Round 2+:Climb the wall of the building. use both actions. keep trying until either Gar scales the wall or foe is in charge range.
If he succeeds at climbing, stay on that spot on the roof. Draw bow, and fire or ready action to fire at oponents horse. If he drops the horse, move on to the oponent. If at any point he goes through 30 arrows, drop bow, draw tangle foot bag. Then try to hit oponent(or if alive oponents horse), if it misses draw and throw another bag.
If hits or misses twice, draw falchion and tap tattoo of precents. then tap tattoo of bio feed back, rage, and drop using jump to the ground. Then try to engage oponent with no power attack but reckless offensive, targets mount taking priority.
Start Rilirod starts in the southeast box. Gart'ak starts in the northeast box.
Initiatives Gart'ak: 21 Rilirod: 9
Round 1 Gart'ak runs at full speed to one of the buildings.
Rilirod, mounted on his horse Veneno, activates a scroll of Eagle's Splendor and draws a wand of Divine Favor.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
Rilirod
26/26 HP
+4 Cha (ends Rd 31)
1 scroll of Eagle's Splendor
Veneno
19/19 HP
Round 2 Gart'ak climbs the building and makes it to the roof.
Rilirod rides out, drawing his scythe.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
Rilirod
26/26 HP
+4 Cha (ends Rd 31)
1 scroll of Eagle's Splendor
Veneno
19/19 HP
Round 3 Gart'ak draws his bow and readies a shot for Rilirod's horse.
Rilirod sees Gart'ak on the rooftop as he continues riding. Gart'ak fires at arrow at Veneno, barely grazing the horse. Rilirod uses his wand and stows it, turning Veneno around and riding back the way he came to avoid being shot at as much as possible.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
1 arrow (1 miss)
Rilirod
26/26 HP
+4 Cha (ends Rd 31) +1 att, +1 dmg (ends Rd 13)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor
Veneno
19/19 HP
Round 4 Gart'ak readies another shot for the horse.
Rilirod continues riding around buildings, stowing his scythe as well.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
1 arrow (1 miss)
Rilirod
26/26 HP
+4 Cha (ends Rd 31) +1 att, +1 dmg (ends Rd 13)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor
Veneno
19/19 HP
Round 5 Gart'ak continues readying while Rilirod rides closer but still covered by buildings.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
1 arrow (1 miss)
Rilirod
26/26 HP
+4 Cha (ends Rd 31) +1 att, +1 dmg (ends Rd 13)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor
Veneno
19/19 HP
Round 6 Rilirod rides around the corner of a building, giving Gart'ak another opportunity to shoot. Gart'ak shoots way over Veneno.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
2 arrows (2 miss)
Rilirod
26/26 HP
+4 Cha (ends Rd 31) +1 att, +1 dmg (ends Rd 13)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor
Veneno
19/19 HP
Round 7 Gart'ak shoots again at Veneno, hitting the horse for 6 points of damage, while Rilirod rides close to the building. Rilirod activates his tattoo of Force Screen, then dismounts.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
3 arrows (2 miss, 1 hit)
Rilirod
26/26 HP
+4 Cha (ends Rd 31) +1 att, +1 dmg (ends Rd 13) +4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 8 Rilirod moves to the side of the building and begins the attempt to climb it while Gart'ak shoots at him, missing as Rilirod makes it up 5 feet.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
4 arrows (3 miss, 1 hit)
Rilirod
26/26 HP
+4 Cha (ends Rd 31) +1 att, +1 dmg (ends Rd 13) +4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 9 Gart'ak shoots again and lands a solid hit on Rilirod for 8 points of damage. Rilirod loses his grip and lands back on the ground.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
5 arrows (3 miss, 2 hit)
Rilirod
18/26 HP
+4 Cha (ends Rd 31) +1 att, +1 dmg (ends Rd 13) +4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 10 Gart'ak shoots and misses, while Rilirod tries to climb the wall, but fails due to his heavy armor.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
6 arrows (4 miss, 2 hit)
Rilirod
18/26 HP
+4 Cha (ends Rd 31) +1 att, +1 dmg (ends Rd 13) +4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 11 Gart'ak shoots and misses, while Rilirod tries to climb the wall, but fails due to his heavy armor.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
7 arrows (5 miss, 2 hit)
Rilirod
18/26 HP
+4 Cha (ends Rd 31) +1 att, +1 dmg (ends Rd 13) +4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 12 Gart'ak misses again, and Rilirod fails to get anywhere.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
8 arrows (6 miss, 2 hit)
Rilirod
18/26 HP
+4 Cha (ends Rd 31) +1 att, +1 dmg (ends Rd 13) +4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 13 Gart'ak hits Rilirod with an arrow for 12 points of damage. Rilirod still can't even get off the ground.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
9 arrows (6 miss, 3 hit)
Rilirod
6/26 HP
+4 Cha (ends Rd 31) +4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 14 Gart'ak misses, while Rilirod makes it up 5 feet.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
10 arrows (7 miss, 3 hit)
Rilirod
6/26 HP
+4 Cha (ends Rd 31) +4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 15 Gart'ak misses again. Rilirod falls off, but manages to climb back up to 5 feet.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
11 arrows (8 miss, 3 hit)
Rilirod
6/26 HP
+4 Cha (ends Rd 31) +4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 16 Gart'ak misses yet again. Rilirod doesn't fall, but doesn't get any higher either.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
12 arrows (9 miss, 3 hit)
Rilirod
6/26 HP
+4 Cha (ends Rd 31) +4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 17 Gart'ak misses. Rilirod makes it up 10 feet, then falls and takes 1 point of damage.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
13 arrows (10 miss, 3 hit)
Rilirod
5/26 HP
+4 Cha (ends Rd 31) +4 shield AC (ends Rd 18)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 18 Gart'ak misses, and Rilirod fails to get anywhere.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
14 arrows (11 miss, 3 hit)
Rilirod
5/26 HP
+4 Cha (ends Rd 31)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Veneno
13/19 HP
Round 19 Gart'ak finally hits again, and takes Rilirod down with an arrow for 8 points of damage.
Status
Name
Hit points
Conditions
Used
Gart'ak
39/39 HP
15 arrows (11 miss, 4 hit)
Rilirod
-3/26 HP
+4 Cha (ends Rd 31)
1 scroll of Eagle's Splendor 1 charge wand of Divine Favor tattoo of Force Screen
Gart'ak wins and gains 1350 xp and 1350 gp (+12.5% opponent ally) Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: 10 arrows (15 used, 4 hit, 5 out of 11 misses recovered) Spells or Powerpoints Used: None Abilities Used: None Free Activity: None
Rilirod loses and gains 350 xp and 350 gp (-12.5% ally) Time Between Fights: 2 hours Prebuffs/Ongoing Effects: None Items Used: 1 scroll of Eagle's Splendor, 1 charge wand of Divine Favor, tattoo of Force Screen Spells or Powerpoints Used: None Abilities Used: None Free Activity: None
There were no ranged tactics specified for Rilirod, just "get into melee". I did the best I could with Rilirod not knowing how long Gart'ak would be shooting arrows at him. Even if I had Rilirod use his javelins, and even if he hit with all 4 for max damage, it would not have been enough to take Gart'ak down. The only way to do sufficient damage to take out Gart'ak was to attempt to engage in melee.
Also, even though the tactics specified Gart'ak to shoot the horse first, it seemed logical that once Rilirod started trying to climb the building, Gart'ak would shoot Rilirod instead in order to stop him.
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