Battles of Gladius (III)

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Battles of Gladius

- Part III -


IMAGE(http://www.caterane.de/CoCo/Struktur/Zweikampf.jpg)

This thread is for Pitlords only!



This is the Battles of Gladius thread where all Arena Fights occur. Only [post=5179881]Pitlords[/post] may post here, and they may only post fights. If you want to join the Core Coliseum and see your characters fight here, read the [post=6463399]Rules of Gladius[/post], or use the [post=5179911]Quickstart Guide[/post] if you can't wait. If you have any questions, you can ask them in the Core Coliseum Tavern. Note that this is the successor of the old [thread=69954]Fights of Gladius[/thread] thread which features over 1500 awesome battles and stories, and the successors [thread=444344]Battles of Gladius (I)[/thread] and [thread=568128]Battles of Gladius (II)[/thread] threads with another 1000 fights each! The best stories can be found in the [post=4037301]Hall of Fame[/post].

For Pitlords: There are some rules for pitlording that must be obeyed! Please read the [post=6467185]Rules of Gladius: Pitlording[/post] before you post a fight! Here are the most important ones:
  • As soon as you have received tactics, read them and check for any mistakes. If you have encountered a problem, write back to the player and tell him.
  • Check the character sheets of all combatants, and report any mistakes in the [thread=474312]Prison[/thread].
  • Begin to run your fight as soon as you have all tactics. There might be mistakes in the fight, and the sooner you run it, the more you have later to discuss and fix them.
  • If you encounter a problem, you can ask in the respective Fights of the Week thread for assistance. Try not to give too much away but only if that is possible.
  • Once the fight is done, post it here in the Battles of Gladius thread. There are certain guidelines that must be met:
    • You must include the character sheets of all combatants into the post. Preferably in (sblock).
    • You also have to include all tactics, including any supplementals. Preferably in (sblock).
    • You must include a end-of-round summary. That includes name, positions, hitpoints, remaining spell levels and powerpoints, spells and effects on the character and the duration.
    • You have to determine the winner at the bottom of the post, and include Experience points and Gold pieces won for all combatants, even for the losers.
    • You have to make a list with all used items at the bottom of the post. In case of magic items, you have to include the caster level.

  • If you cannot run or finish your fight, tell us on the Fights of the Week thread and we will look for a substitute Pitlord.
  • Never delete a fight unless the GM tells you so.

Fights must be finished and posted here until tuesday 8 PM CET (Central European Time). If you post your fight after that deadline, you will lose your credit and gain a negative one on top of that. If you do not post the fight at all before the next pairings are rolled, you lose another credit. Please make sure your fight is finished on time, or at least tell us so that we can find a substitute Pitlord. It is really annoying to the players if their characters have to sit out a week because their fights is being extended.

One final note: Every fight adds a bit to the history of the Core Coliseum. If you have some extra time, try to write a little story around your fight. It doesn't have to be a novel but some simple flowery descriptions make the fight so much more interesting. The best stories will enter the Hall of Fame.

New to CoCo? [post=5179911][b]The Quick Start Guide[/b][/post]

The Character Actions



Every week, I make a post with the pairings for this week here in the Battles of Gladius thread. This post has several purposes: It marks the beginning of a new week, it lists what characters do in a week so that it can be used as a confirmation link to the things your character did (like crafting), and it will have links to all the fights. Since this thread can get very crowded quickly I will list the previous Pairings here. For links to the individual fights pick the appropriate Pairing Post below; you'll find all links there. We didn't link pairings like that before 11.January 2006 so these have to be searched manually.

[INDENT]
  • Character Actions [post=8222105]11.January 2006[/post]
  • Character Actions [post=8268046]18.January 2006[/post]
  • Character Actions [post=8324906]25.January 2006[/post]


  • Character Actions [post=8373117]01.February 2006[/post]
  • Character Actions [post=8429261]08.February 2006[/post]
  • Character Actions [post=8484938]15.February 2006[/post]
  • Character Actions [post=8542988]22.February 2006[/post]


  • Character Actions [post=8592552]01.March 2006[/post]
  • Character Actions [post=8648136]08.March 2006[/post]
  • Character Actions [post=8701382]15.March 2006[/post]
  • Character Actions [post=8755085]22.March 2006[/post]
  • Character Actions [post=8808846]29.March 2006[/post]


  • Character Actions [post=8863851]05.April 2006[/post]
  • Character Actions [post=8920027]12.April 2006[/post]
  • Character Actions [post=8978936]19.April 2006[/post]


  • Character Actions [post=9182598]17.May 2006[/post]
  • Character Actions [post=9236159]24.May 2006[/post]


  • Character Actions [post=9399124]14.June 2006[/post]
  • Character Actions [post=9445876]21.June 2006[/post]
  • Character Actions [post=9501994]28.June 2006[/post]


  • Character Actions [post=9556583]05.July 2006[/post]
  • Character Actions [post=9637912]19.July 2006[/post]
  • Character Actions [post=9690077]26.July 2006[/post]


  • Character Actions [post=9743403]02.August 2006[/post]
  • Character Actions [post=9798498]09.August 2006[/post]
  • Character Actions [post=9855533]16.August 2006[/post]
  • Character Actions [post=9946487]30.August 2006[/post]


  • Character Actions [post=10008656]06.September 2006[/post]
  • Character Actions [post=10072282]13.September 2006[/post]
  • Character Actions [post=10144336]20.September 2006[/post]
  • Character Actions [post=10205124]27.September 2006[/post]


  • Character Actions [post=10269998]04.October 2006[/post]
  • Character Actions [post=10331260]11.October 2006[/post]
  • Character Actions [post=10396455]18.October 2006[/post]
  • Character Actions [post=10461368]25.October 2006[/post]


  • Character Actions [post=10530253]01.November 2006[/post]
  • Character Actions [post=10598146]08.November 2006[/post]
  • Character Actions [post=10652407]15.November 2006[/post]
  • Character Actions [post=10712814]22.November 2006[/post]
  • Character Actions [post=10773236]29.November 2006[/post]


  • Character Actions [post=10840141]06.December 2006[/post]
  • Character Actions [post=10907873]13.December 2006[/post]
  • Character Actions [post=10965606]20.December 2006[/post]
  • Character Actions [post=11017259]27.December 2006[/post]


  • Character Actions [post=11074371]03.January 2007[/post]
  • Character Actions [post=11211693]17.January 2007[/post]
  • Character Actions [post=11278637]24.January 2007[/post]
  • Character Actions [post=11346828]31.January 2007[/post]


  • Character Actions [post=11417174]07.February 2007[/post]
  • Character Actions [post=11489594]14.February 2007[/post]
  • Character Actions [post=11550217]21.February 2007[/post]
  • Character Actions [post=11632047]28.February 2007[/post]


  • Character Actions [post=11696743]07.March 2007[/post]
  • Character Actions [post=11767351]14.March 2007[/post]
  • Character Actions [post=11852205]21.March 2007[/post]
  • Character Actions [post=11917233]28.March 2007[/post]


  • Character Actions [post=11986330]04.April 2007[/post]
  • Character Actions [post=12061167]11.April 2007[/post]
  • Character Actions [post=12139400]18.April 2007[/post]
  • Character Actions [post=12214258]25.April 2007[/post]


  • Character Actions [post=12279318]02.May 2007[/post]
  • Character Actions [post=12346678]09.May 2007[/post]
  • Character Actions [post=12416146]16.May 2007[/post]
  • Character Actions [post=12478349]23.May 2007[/post]
  • Character Actions [post=12553320]30.May 2007[/post]


  • Character Actions [post=12630921]6.June 2007[/post]
  • Character Actions [post=12714107]13.June 2007[/post]
  • Character Actions [post=12796652]20.June 2007[/post]
  • Character Actions [post=12879228]27.June 2007[/post]


  • Character Actions [post=12971158]4.July 2007[/post]
  • Character Actions [post=13036862]11.July 2007[/post]
  • Character Actions [post=13115369]18.July 2007[/post]
  • Character Actions [post=13189532]25.July 2007[/post]


  • Character Actions [post=13272898]1.August 2007[/post]
  • Character Actions [post=13350942]8.August 2007[/post]
  • Character Actions [post=13424161]15.August 2007[/post]
  • Character Actions [post=13511830]22.August 2007[/post]
  • Character Actions [post=13595939]29.August 2007[/post]


  • Character Actions [post=13677582]5.September 2007[/post]
  • Character Actions [post=13758283]12.September 2007[/post]
  • Character Actions [post=13839502]19.September 2007[/post]
  • Character Actions [post=13912800]26.September 2007[/post]


  • Character Actions [post=13979689]3.October 2007[/post]
  • Character Actions [post=14102808]17.October 2007[/post]
  • Character Actions [post=14161099]24.October 2007[/post]
  • Character Actions [post=14216548]31.October 2007[/post]


  • Character Actions [post=14274284]7.November 2007[/post]
  • Character Actions [post=14332678]14.November 2007[/post]
  • Character Actions [post=14450578]28.November 2007[/post]


  • Character Actions [post=14509429]5.December 2007[/post]
  • Character Actions [post=14568544]12.December 2007[/post]
  • Character Actions [post=14625896]19.December 2007[/post]
  • Character Actions [post=14672979]26.December 2007[/post]


  • Character Actions [post=14726985]2.January 2008[/post]
  • Character Actions [post=14787944]9.January 2008[/post]
  • Character Actions [post=14847361]16.January 2008[/post]
  • Character Actions [post=14902830]23.January 2008[/post]
  • Character Actions [post=14965087]30.January 2008[/post]


  • Character Actions [post=15027054]6.February 2008[/post]
  • Character Actions [post=15084299]13.February 2008[/post]
  • Character Actions [post=15141952]20.February 2008[/post]
  • Character Actions [post=15205329]27.February 2008[/post]


  • Character Actions [post=15266187]5.March 2008[/post]
  • Character Actions [post=15324451]12.March 2008[/post]
  • Character Actions [post=15380496]19.March 2008[/post]
  • Character Actions [post=15440846]26.March 2008[/post]


  • Character Actions [post=15504394]2.April 2008[/post]
  • Character Actions [post=15566436]9.April 2008[/post]
  • Character Actions [post=15631874]16.April 2008[/post]
  • Character Actions [post=15692208]23.April 2008[/post]
  • Character Actions [post=15746681]30.April 2008[/post]


  • Character Actions [post=15800982]7.May 2008[/post]
  • Character Actions [post=15857170]14.May 2008[/post]
  • Character Actions [post=15916343]21.May 2008[/post]
  • Character Actions [post=15970339]28.May 2008[/post]
[/INDENT]
reserved

IMAGE(http://www.caterane.de/CoCo/Struktur/TimeRoll-2.jpg)


Rolls: IMAGE(http://www.caterane.de/CoCo/Struktur/Pfeil1.gif)IMAGE(http://www.caterane.de/CoCo/Struktur/Wuerfel.gif)

Random Event: ([post=8027063]List of Events[/post]) ([post=8027093]Past Events[/post]) (Rolls: LivingGuilds)
  • Elite Troops! The company of soldiers from the fabled Holy Empire far to the east is still offering to teach new combat techniques to Gladiosian guards and mercenaries. The guilds still have no regiments available for training.

  • The Highwaymen "Band of the Red Hand" raids the trade route to Semberia.

Characters on Campaigns: [Maximum: 15 Weeks]
  • CL King Uther: ([thread=669680]Liberation of Achos[/thread]) Dudael (DSugui), Ephraim (Erithmu), Solan (Iced), Silis (MindWandererB), Featylec (Zevox) [Week 8]

  • CL Caterane: ([thread=675267]Warriors of Light[/thread]) Barthleby (Pittbull), Luken (Huan), Telveran (Sunwolf), Morgan (Myrridin), Kracknol (SauroGrenom) [Week 7]

Characters on Quests & Missions:
  • QL King Uther: ([thread=698254]Breaking the Seal[/thread]) Archdevil Asran (Zevox) quests for a Cohort [Week 3]
  • ML Stormwind: ([thread=698960]Initial Assault[/thread]) Raskos (SauroGrenom) adventures for PSI [Week 3]
  • ML TelinArtho: ([thread=701836]Taking down the Temple II[/thread]) Sdentch (TheMagister) and Auburn (Vathelokai) befriend WAR & TAO [Week 2]
  • ML Erithmu: (([threaD=705488]Scouting the Options[/thread])) Saffron Brass (Vathelokai) goes adventuring for EYE [Week 1]


Characters doing Full Activities:
  • Denshi (Vathelokai) crafts Pearls of Power I, II, and III. [Week 2/2]
  • Reginald (hogarth) gathers two [post=10099122]items[/post] [Week 1/1]

Battles in and around Gladius:

LEVEL 3 FIGHTS
  • Ikhain Al-Habari (Abyssal Stalker) [thread=707854]miniquests[/thread] to join EHTC : Iced [Miniquest]
  • Wisp (c00lz3) vs. Ned the Rouge Saint (McJarvis) : UserNamer [City] [post=10153893][Fight][/post]
  • Kon the Doorknocker (NedTheDestroyer) vs. Maglu Hrugg (Sjiggie) : TelinArtho [Forest] [post=10183554][Fight][/post]
  • Khabil Barukh (Traevanon) vs. Valen Sky (Hirumajoe) : TelinArtho [Plains] [post=10182048][Fight][/post]
  • Tessero Valis (TheMagister) vs. Ventr the Dreamer (Milov) : TelinArtho [Plains] [post=10159217][Fight][/post]
  • Fnorri the Miser (False_Keraptis) vs. Heregifu (UserNamer) : Ayyiniwindrider [Temple] [post=10193128][Fight][/post]
  • Guillaume (UserNamer) & Gundmir (False_Keraptis) vs. R'y mund (NedTheDestroyer) & Carandol (Etiquette_Gnome) : TelinArtho [Plains] [Team] [post=10184309][Fight][/post]

LEVEL 4 FIGHTS
  • Osiris (Iced) vs. Sali Kan (ayyiniwindryder) vs. Farig of Denth (TelinArtho) : Abyssal Stalker [Sewer] [All vs All] [post=10182241][Fight][/post]
  • Andurwin Calathos (Zelck) vs. Istima Telarc (Zevox) : UserNamer [City] [post=10179990][Fight][/post]
  • Vivi Ornitier (Dr.Funk) vs. Ivan Banai (ayyiniwindryder) : TelinArtho [Arena] [post=10182513][Fight][/post]
  • Luxt'l the Lucky (bgt) vs. Ihdald Seaslash (Milov) : Ayyiniwindrider [Forest] [post=10193878][Fight][/post]

LEVEL 5 FIGHTS
  • Dameon Leonne (Huan) intercepts Bilk Spikestone (King Uther) : Macbrea [Arena] [Guild] [post=10180623][Fight][/post]
  • Yilmaz[ECL3] (Dracazar) & Lantash[ECL3] (bluemage55) intercept Annalina (Zevox) : Erithmu [Plains] [Inter-Leage] [Guild] [post=10173632][Setup][/post] [post=10178668][Fight][/post]
  • Valek Usher (DSugui) vs. Zax Kar (TelinArtho) & Alexander (UserNamer) : lonewolf [Cavern] [Inter-League] [post=10192091][Fight][/post]
  • Izumi (Macbrea) vs. Anakala (TelinArtho) : McJarvis [Temple] [post=10183013][Setup][/post] [post=10183016][Fight][/post]

LEVEL 6 FIGHTS
  • Famine (NiQil) vs. Torel (Erithmu) & Kervan (MindwandererB) : Zevox [Plains] [Inter-League] [post=10156142][Setup][/post] [post=10156196][Fight][/post]
  • War (NiQil) => Destra (Zevox) => Faelto (TelinArtho) : DSugui [City] [Hunter] [post=10198578][Setup][/post] [post=10198583][Fight][/post] [post=10199954][Fight][/post]

LEVEL 7 FIGHTS
  • Neidr (bgt) vs. Loddick (Erithmu) vs. Kitty (lonewolf) : King Uther [Plains] [All vs All]

LEVEL 8 FIGHTS
  • Dronnar (DSugui) vs. Death (NiQil) & Pestilence (NiQil) : SauroGrenom [Cavern] [Inter-League] [post=10183591][Setup][/post] [post=10183602][Fight][/post]
  • Uilo (Dracazar) vs. Sir Valkin (TelinArtho) : lonewolf [Cavern] [All vs All] [post=10193953][Setup][/post] [post=10196632][Fight][/post]
  • Kraegin (TelinArtho) vs. Sunstroke (MindWandererB) : King Uther [Arena] [post=10158484][Fight][/post]

LEVEL 9 FIGHTS
  • Anixx the Warbringer (Iced) intercepts Little Daisy[ECL8] (DSugui) : Zelck [Plains] [Guild] [post=10187816][Fight][/post]

LEVEL 10 FIGHTS
  • Aerryl[ECL9] (MindwandererB) intercepts Samuel (lonewolf) : DSugui [Arena] [Guild] [post=10186158][Fight][/post] [post=10194145][Fight][/post]


Pairings done by Caterane.

Battles of Gladius IMAGE(http://www.caterane.de/CoCo/Struktur/Pfeil1.gif) [POST=8222083]IMAGE(http://www.caterane.de/CoCo/Struktur/Zweikampf-klein.jpg)[/POST]


Important Notices

  • Editing: No more editing of characters after 9 PM CET on Wednesday. Characters who are edited after this time will either not be paired, or will automatically lose their fight.
  • Tactics due Friday 9 PM GMT. Pitlords may begin to run the fight with default tactics from then on.
  • Fights due Tuesday 9 PM GMT! Late penalties after that deadline. If you do not post the fight at all, you'll lose another credit. Quest deadline is Wednesday 9 AM GMT.
  • Pitlords: Include in your fight an end of round summary which lists character name, positions, hitpoints, spells and effects on this gladiator including duration; in this order. Pitlords who don't fulfill these standards by the time the fight is due will receive the normal late penalties.
  • Pitlords: Character sheets and Tactics must be included in the post, and each must be put into seperate [sblock]SHEET[/sblock] tags. Linking to the character sheet is not acceptable. Pitlords who don't fulfill these standards by the time the fight is due will receive the normal late penalties.
  • Monster Fights: The pitlord has to roll the monster, assign equipment, then give the player information depending on the character's knowledge skills. Please read <[post=6466621]Rules of Gladius: Battles I[/post]> on Monster fights and <[post=6466576]Skills and Feats[/post]> on the Knowledge skills.

Wisp (c00lz3) vs. Ned the Rouge Saint (McJarvis) : UserNamer [City]

[sblock=Wisp]
Wisp
Gender and Race: (Male) (Tallfellow Halfling)
Size and Type: Small Humanoid (Tallfellow Halfling, Psionic)
Height: 3'9", Weight: 30lbs, Age: 32
Alignment: True Neutral
Egoist 3 [ECL 3]
Experience/Lv: (3200)/(6000)

Abilities:
STR 6 (-2) [0pts][8Base -2Race]
DEX 16 (+3) [6pts][14Base +2 Race]
CON 14 (+2) [6pts]
INT 18 (+4) [16pts]
WIS 14 (+2) [6pts]
CHA 10 (+0) [2pts]

Statistics:
HP: 21 [3HD] [4ego, +(2.5*2)ego, +(3*2)con, +(2*3)psionic body]
AC: 20 [+1Size, +3Dex, +4Armor, +2shield]
Touch AC: 14 [+1size, +3dex]
Flat-Footed AC: 17 [+1size, +4Armor, +2shield]
Initiative: +3 [+3Dex]
Base Attack Bonus: +1 [+1ego]
Grapple: -5 [+1BAB, -4Size, -2Str]
Speed: 20ft

Encumbance: 0-15 (light), 16-30 (medium), 31-45 (heavy)
Weight carried: 14.75lb

Saves: [+2moral, fear]
Fortitude: 4 [1ego, +2con, +1racial]
Reflex: 5 [1ego, +3dex, +1racial]
Will: 6 [3ego, +2wis, +1racial]

Attacks: [+1racial thrown/slings]
small Shortspear (Crystal, Deep) +1 meele 1d4-2 (
Torel Silvanus, Human Druid (Variant)
Torel Silvanus
Male Human
[post=10060290]Variant Druid[/post] 4
NG
XP: 7500/10000[ECL 4]
Height 5’ 2”
Weight 128lbs
3FC Info:<br /> Week 1: Pearl of Power [1], 1 Arrow<br /> Spells: Warp Wood, Summon Swarm, Entangle, Cure Minor Wounds

Free Activity: Craft: Cloak of Resistance +1

STR...14 [+2]...(06 pts)
DEX...16 [+3]...(08 pts) +1 4th
CON...15 [+2]...(08 pts)
INT...10 [+0]...(02 pts)
WIS...18 [+4]...(10 pts)+2 Enh
CHA...10 [+0]...(02 pts)

Hit Points: 29 [8 + 3*4.5 + 8 con]
AC 17 [+4wis +3dex], Touch 17, Flat 14
Initiative: +3 [3dex]
BAB/Grap: +3/+5 [+3bab, +2str]
Speed 40

Saves:
Fort +6 [4dru +2con]
Refl +4 [1dru +3dex]
Will +8 [4dru +4wis]
+4 vs Fey

Attacks:
+5 Quarterstaff (Two Handed) 1d6+3 20/x2
-- +6 Shillelagh (Two Handed) 2d6+4 20/x2
+3 MW Composite Longbow 1d8+2 20/x3 (has -4 non-prof)
+6 Ranged Touch (varies per spell)

Feats:
Psionic Hole - Human
Track - Druid
Scribe Scroll - lvl 1
Craft Wonderous Item - lvl 3

Skills (5*7):
+03 Balance.................... [0, +3dex]
+02 Climb...................... [0, +2str]
+09 Concentration.............. [7, +2con]
+07 Handle Animal.............. [7, +0cha]+4 w/ Sinwa
+03 Hide....................... [0, +3dex]
+06 Jump....................... [0, +2str +4 movement]
+11 Listen..................... [7, +4wis]
+03 Move Silently.............. [0, +3dex]
+10 Ride ...................... [7, +3dex]
+11 Spot....................... [7, +4wis]
Speaks Common, druidic

Spells Per day: [5|4,3] [Spell levels: 13; Cast: 5]
0: [DC 14] CMW x2, Resistance x2, Guidance
1: [DC 15] Entangle x2, Produce Flame x2
2: [DC 16] Barkskin, Warp Wood, Summon Swarm

Buffs and Prefight actions:
Bring Sinwa (Direbat)

Racial and Class Abilities:
Human
Bonus Feat
Quick to Learn (+1 skill)

Variant Druid
Standard druid loses Armor/Shield Prof and Wild Shape
Animal Compaion (DireBat)
Nature Sense
Wild Empathy 1d20+4
Woodland Stride
Trackless step
Resist Natures Lure
Gain:
Monk Bonus to AC (+0 +Wis)
Monk Fast movement (10 ft)
Ranger Favored Enemy
-- Elf +2
Equipment:
* Means crafted
Neck: Periapt of Wisdom +2 2000gp*
Pearl of Power [2] 2000gp*
Pearl of Power [1] 500gp* (Used week 1)
Quarterstaff 4 lbs
MW Composite Longbow (+2 Str) 600gp 3 lbs
Arrows (39) 2gp 6 lbs

Expendable Items (Max = 800gp):
Scribed Druid Scrolls
Faerie Fire [1]* 12.5
Magic Fang [1]* 12.5
Obscuring Mist [1]* 12.5
Hide from Animals [2]* 25gp
Resist Energy [3]* 75gp
Shillelagh [3]* 37.5gp
Summon Swarm x2 [3]* 75gp ea
Other
Potion of Pro Evil *3 150gp
Potion of Pro Good 50gp

Allies Gear
Saddle 30gp 30lbs

Sinwa, Dire Bat Animal Companion
Sinwa
Gender and Race: Female Dire Bat
Size and Type: Large Animal

Attributes
STR 17 (+3)
DEX 22 (+6)
CON 17 (+3)
INT 02 (-4)
WIS 14 (+2)
CHA 06 (-4)

Hit Points: 30 [4 HD x 4.5 + 12 Con)]
Armor Class: 20, Touch 15, Flat 14 [10 Base, -1 Size, 6 Dex +5 base Natural]
Initiative: +6 [6 Dex]
BAB/Grapple: +3/+10 [3 BAB, 3 Str, 4 Size]
Space/Reach: 10ft/5ft
Speed (Land): 20 ft [20 Base]
Speed (Flight): 40 ft, Good maneuverability [40 Base]

Saves
Fortitude: +7 [3 Con, 4 Animal]
Reflex: +10 [6 Dex, 4 Animal]
Will: +6 [2 Wis, 4 Animal]

Melee Attacks
Bite +5, 1d8+4, (20/x2), (Slashing, Bludgeoning, & Piercing)
[3 Str, 3 BAB, -1 Size]

Feats: Alertness, Stealthy
Special Qualities: Blindsense 40 feet; link, share spells

Skills
+06 Balance [6 Dex, 0 Ranks]
+03 Climb [3 Str, 0 Ranks]
+04 Hide [6 Dex, 0 Ranks, -4 Size, +2 Feat]
-02 Jump [4 Str, 0 Ranks, -6 Speed]
+12 Listen [2 Wis, 4 Ranks (4 default), +4 Racial, +2 Feat]
-- +8 if blindsense negated
+11 Move Silently [6 Dex, 3 Ranks (3 default), +2 Feat]
+08 Spot [2 Wis, 0 Ranks, +4 Racial, +2 Feat]
-- +4 if blindsense negated
Total Skill Points: 7 [7 Animal]

Encumbrance
0-172 (light), 173-306 (medium), 307-520 (heavy)
Weight carried: 30lbs
Mounted Weight carried: 171lbs (128 Rider + 13 Gear +30 saddle)
Tricks (6+1): attack, attack all, come, defend, down, guard, and heel


Equipment at home:
Gold: 1316gp
Arrows (40) 2gp 6 lbs (in addition to the ones on my person)

Miscellaneous Statistics:
Encumbance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 13 lbs

Results
1200xp/1200gp [post=10127162]Win[/post] ... w/ Kervan vs Dracazar and Andurwin

Kervan Sheharath, Elf Cleric
[b]Ready for September 20 [Fight 1] - Free Activity: Profession (Herbalist), 88 gp.

Kervan Sheharath[/b]
"All things come to he who waits, but waiting is not enough--one must be prepared to take the opportunities life offers you. Patience without preparedness is sloth."
Gender and Race: Male Elf
Size and Type: Medium Humanoid (Elf)
Height and Weight: 5'5", 109 lbs.
Age: 170 years
Alignment: Chaotic Good
ECL: Cleric 4 (Deity: Emmantiensien [Magic and Plant])
Experience: 7775/10000
Guild: The Living Tree ([thread=501578]TLT[/thread])

IMAGE(http://i37.photobucket.com/albums/e61/MindWandererB/Kervan.gif)

Attributes
STR 14 (+2) [06 pts] [14 Base]
DEX 16 (+3) [06 pts] [14 Base, +2 Racial]
CON 12 (+1) [06 pts] [14 Base, -2 Racial]
INT 14 (+2) [06 pts] [14 Base]
WIS 17 (+3) [10 pts] [16 Base, +1 lvl4]
CHA 10 (+0) [02 pts] [10 Base]


Miscellaneous Statistics
Hit Points: 25 [4 HD] [8 (Cleric 1) + 4.5*3 (Cleric 2-4) + 1*4 (Con)]
Armor Class (Normal): 13, Touch 13, Flat 10 [[i]10 Base, 3 Dex[/i]] (heavy shield: +2; buckler: +1)
Initiative: +3 [3 Dex]
Base Attack Bonus: +3 [2 Cleric]
Grapple: +5 [3 BAB, 2 Str]
Speed (Land): 30 ft [30 Base]
Weight Carried: 40.4 lbs, light encumbrance [0-58 (Light), 59-116 (Medium), 117-175 (Heavy)]


Saves
Fortitude: +5 [1 Con, 4 Cleric]
Reflex: +4 [3 Dex, 1 Cleric]
Will: +7 [3 Wis, 4 Cleric]
(Immune to magical sleep; +2 vs. enchantment)


Melee Attacks
LongswordMa +6, 1d8+2 (19-20/x2), Slashing
[2 Str, 3 BAB, 1 Enh]
Spiked GauntletMa +6, 1d4+2 (20/x2), Piercing
[2 Str, 3 BAB, 1 Enh]

Ranged Attacks
Darkwood composite longbow +7, 1d8+2 (20/x3), Range 110 ft, Piercing
[3 Dex, 3 BAB, 1 Enh.] (Rapid Shot: +5/+5)

Special Attacks & Abilities
Turn Undead 3/day
Rebuke Plants 3/day


Divine Spells Prepared
Orisons [DC 13] Mending, Mending, Resistance, Resistance, Resistance
Level 1 [DC 14] Divine Favor, Entropic Shield, Shield of Faith, Shield of Faith, EntangleD
Level 2 [DC 15] Hold Person, Hold Person, Resist Energy, BarkskinD
(Spontaneous casting: cure spells)

Spell Levels Available Per Fight: 5
[13 Total Spell Levels / 3, rounded up: (5 x 0), (5 x 1), (4 x 2)]
Caster Level: 4th


Feats
Point-Blank ShotLvl 1 +1 to hit/damage within 30 feet
Rapid ShotLvl 3 Extra ranged attack, -2 to hit with all attacks


Skills
Total Skill Points: 28 [28 Cleric]
Languages: Common, Elven, Sylvan, Draconic [2 Racial, 2 Int]
Armor Check Penalty: -0

Balance: +3 [3 Dex, 0 Ranks]
Climb: +2 [2 Str, 0 Ranks]
Concentration: +8 [1 Con, 7 Ranks (7 Cleric)]
Diplomacy: +3 [0 Cha, 3 Ranks (3 Cleric)]
Hide: +3 [3 Dex, 0 Ranks]
Jump: +2 [2 Str, 0 Ranks]
Knowledge (Arcana): +3 [2 Int, 1 Rank (1 Cleric)]
Knowledge (Local)CC: +4 [2 Int, 2 Ranks (4 ClericCC)]
Knowledge (Nature): +3 [2 Int, 1 Rank (1 Cleric)]
Knowledge (Religion): +3 [2 Int, 1 Rank (1 Cleric)]
Knowledge (The Planes): +3 [2 Int, 1 Rank (1 Cleric)]
Listen: +5 [3 Wis, 0 Ranks, +2 Racial]
Move Silently: +3 [3 Dex, 0 Ranks]
Profession (herbalist): +12 [3 Wis, 7 Ranks (7 Cleric), +2 tool] (Income: 22*4=88 gp)
Search: +4 [2 Int, 0 Ranks, +2 Racial] (Auto-search for hidden doors)
Spellcraft: +5 [2 Int, 3 Ranks (3 Cleric)]
Spot: +5 [3 Wis, 0 Ranks, 2 Racial]


Conditional Modifiers
- None at this time.


Prefight Actions
- None


Equipment Worn and Carried
Traveler's Outfit [0 lbs][0 gp]
Holy Symbol (wood) x2 [0 lbs][2 gp]
Spell component pouch [2 lbs][5 gp]
Shield, heavy wooden [10 lbs][7 gp]
Buckler [5 lbs][15 gp]
LongswordMa[4 lbs][315 gp]
Cold Iron Spiked GauntletMa[1 lbs][310 gp]
Darkwood Composite Longbow [+2] [1.5 lbs][630 gp]
Pearl of Power2 [0 lbs][4000 gp]
98 Cold Iron Arrows [0.15 lb each = 14.7 lbs] [0.1 gp each = 9.8 gp]
14 Silver Arrows [0.15 lb each = 2.1 lbs] [2.05 gp each = 28.7 gp]
35 charges, Wand of Cure Light Wounds [CL 1] [0.1 lb][750 gp]
50 charges, Wand of Magic Missile [CL 1] [0.1 lb][750 gp]

Expendable Items
3 Scrolls of Mage Armor [CL 1] [0 lbs][75 gp]
1 Scroll of Magic Weapon [CL 1] [0 lbs][25 gp]
2 Scrolls of Protection from Evil [CL 1] [0 lbs][50 gp]
3 Scrolls of Shield [CL 1] [0 lbs][75 gp]
1 Scroll of Alter Self (Troglodyte) [CL 3] [0 lbs][150 gp]
1 Scroll of See Invisibility [CL 3] [0 lbs][150 gp]
Max total (ECL2 x 50): 800 gp


Equipment at Home
Masterwork herbalism tools [1 lb][50 gp]


[u]Allies[/u]
Maximum CR per ally: CR 1
Maximum ECL per ally: ECL 2
Maximum CA of allies per fight: CA 2



Abilities not otherwise mentioned
Low-light vision
Proficiency with all simple weapons, longsword, rapier, longbow, shortbow, all armors, shields.
Magic domain: Use spell trigger and spell completion items as a 1st-level wizard.
Plant domain: Rebuke or command plant creatures; Knowledge (nature) is a class skill.



[u]Character Information[/u]
Default Tactics
·If opponent is a melee attacker, buff AC with mage armor, shield of faith, barkskin,, and shield. Gain cover and shoot at them with Rapid Shot until they close, then switch to two-handed blows with longsword. Pull out heavy shield when shield expires. If their speed is 20 or less, use expeditious retreat to keep things at range.
·If opponent is a ranged attacker, do as above, but add entropic shield, and switch to buckler instead of heavy shield.
·If opponent is a primary caster, don't bother buffing AC. Use resistance and [i]resist energy[i] (if appropriate), and ready to shoot on casting.
·If opponent has very high AC (either naturally or through maximizing cover/prone/etc.), use wand of magic missile.
·Use entangle when possible. Use hold person against opponents with low Will saves. If hold person is used, either cast and base in one round, then CdG the following round with bow, or else just minimize to-hit penalties and rapid shot like crazy.
·Use CLW wand to heal when at half HP or less.


Background
Born and raised in the elven village of Talltrees in the High Forest, Kervan had always felt an attraction to the earth. He could never understand those who failed to realize that life itself was a kind of magic, deep and mysterious. When he was old enough, he sought out a druid circle for an apprenticeship. Although they taught him for years, the druids eventually declared Kervan too flighty and opinionated, and told him they could not accept him into the order. Crushed, Kervan traveled deep into the forest to seek out the magic of nature on his own. What he found was a community of treants.

The treants recognized what the druids did not; that Kervan simply had a different, but equally valid, understanding of nature and its magic. They agreed to teach him themselves, and thus Kervan became one of the rare non-treant clerics of Emmantiensien, the Treant King and sage of the Seelie Court. Hearing of the offensive actions against the Yurynwood Forest in Gladius, he has come to help out in any way he can.


[u]Results[/u]
[post=9751183]1[/post]: MQ [+900 XP][+900 gp] "Mageroot" to join TLT [Erithmu]
[post=9820090]2[/post]: Loss [+300 XP][+363 gp] vs [post=9417453]Ivan Banai[/post] (ayyiniwindryder) -> [post=9581993]Genia Lanter[/post] (Milov) [Zevox]
[post=9923137]3[/post]: Win [+900 XP][+963 gp] vs. [post=9455708]Reinard Blueriver[/post] (DirewolfX) [TelinArtho]
[post=10000587]4[/post]: Loss [+375 XP][+398 gp] vs [post=9659920]Kilpquabjeg[/post] (hogarth) [TelinArtho]
[post=10024916]5[/post]: Win [+900 XP][+963 gp] vs. [post=9989241]Maglu "Schadowking" Hrugg[/post] (Sjiggie) [TelinArtho]
[post=10127162]6[/post]: Win [+1200 XP][+1288 gp] with [post=10038179]Torel Silvanus[/post] (Erithmu) vs. [post=8917256]Dracazar[/post] (Dracazar) and [post=9567835]Andurwin Calathos[/post] (Zelck) [TelinArtho]

[u]Accounting[/u]
Experience
Starting: 3200 XP
Earned: 4575XP
Lost: 0 XP
Total: 7775 XP

Gold
Starting: 3000 gp
Earned: 4875 gp
Current equipment: -6822.5 gp
Current expendables: -525 gp
Current equipment at home: -50 gp
Past expenses: -470.5 gp
Remaining: 7 gp

Sales
None.

Used Items
82 Cold Iron arrows {1:3 2:25 3:4 4:37 5:2 6:11} [0.1 gp each = 8.2 gp]
6 Silver arrows {4:6} [2.05 gp each = 12.3 gp]
15 charges of Wand of Cure Light Wounds [CL 1] {2:15} [0 gp]
3 Scrolls of Expeditious Retreat [CL 1] {2:1 4:1 5:1} [75 gp]
4 Scrolls of Mage Armor [CL 1] {1:1 2:1 4:1 5:1} [100 gp]
5 Scrolls of Shield [CL 1] {1:1 2:1 3:1 4:2} [125 gp]
1 Scroll of See Invisibility [CL 3] {6:1} [150 gp]

3FC History
Fight 1
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: Scroll of Mage Armor (CL1), 2x Scroll of Shield (CL1), 37 Cold Iron arrows (5 hits, 63 misses, 31 recovered), 11 Silver Arrows (1 hit, 19 misses, 9 recovered)
Spells or Powerpoints Used: Resistance
x/day Abilities Used: none
Free Activity: Profession +63gp
Fight 2
Time Between Fights: 1 hrs
Prebuffs/Ongoing Effects: none
Items Used: Scroll of Mage Armor (CL1), Scroll of Expeditious Retreat (CL1)
Spells or Powerpoints Used: Hold Person, Shield of Faith, Resistance
x/day Abilities Used: none
Free Activity: Profession (Herbalist) +63gp

Torel & Kervan's Tactics
Support the environment! Fight hunger!

General tactics: try a Hold Person/CdG combo and pray.

Both of us start at the front of our squares, Torel mounted on Sinwa. Torel is holding his bow and Kervan holds his heavy shield.

Step 1) Torel calls out, revealing his location and whether he can see Famine. Kervan runs toward Famine if he has LOS, or casts Entropic Shield and single-moves if he doesn't. Torel delays until immediately after Kervan's turn and cast Barkskin (shared) while double-moving closer (Concentration DC 10, auto-success).

Step 2) Torel approaches, taking full defense for himself, while Kervan gets within Hold Person range. Torel will hover just out of Famine's reach. If Torel has managed to close yet, Kervan will cast his spell, so that Torel and Sinwa can 5' step and CdG. If not, he'll just use his wand of Magic Missile.

Step 3) Torel and Sinwa continue to try to CdG while Kervan blasts away with magic missiles. If Famine survives the Hold Person, Kervan will cast his other one. If that one also fails, Torel will fly up and cast Entangle on the dwarf, then Summon Swarm (bats) from a scroll. Kervan will continue with Magic Missiles as long as he isn't the only source of damage; if he is, there's no point getting into an MM vs. CLW duel, just switch to arrows, get closer, and melee with longsword. If Torel's Swarm gets spoiled, he'll try a Produce Flame (but again, not if he's the only source of damage).

If the CdG fails, be conservative with resources when in doubt--our chances are poor at that point. Torel will use a CMW to stabilize Sinwa if she goes down. And that's about it.

Famine, Dwarf Barbarian/Fighter/Ranger
Famine
Type: Humanoid
Gender: Unknown
Race: Dwarf
Size: Medium
Height: 4'5"
Weight: 200 lbs
Age: Unknown
Alignment: Lawful Evil
Classes: Ex-Barbarian 2/Fighter 1/Ranger 3
Experience: 18,925/21,000


Attributes
STR 16 (+3) [10 pts]
DEX 16 (+3) [10 pts]
CON 16 (+3) [06 pts] [14 Base + 2 Racial]
INT 13 (+1) [05 pts]
WIS 14 (+2) [05 pts] [13 Base + 1 Advancement]
CHA 06 (-2) [00 pts] [08 Base - 2 Racial]


Miscellaneous Statistics
Hit Points: 55
[12 Brb + (6.5 Brb x 1) + (5.5 Ftr x 1) + (4.5 Rgr x 3) + (3 Con x 6)]
Armor Class (Normal): 24a
[10 Base + 9 Armor + 2 Shield + 3 Dex]
Armor Class (Touch): 13a
[10 Base + 3 Dex]
Armor Class (Flat-Footed): 24a
[10 Base + 9 Armor + 2 Shield + 3 Dex]
Initiative: +3
[3 Dex]
Base Attack Bonus: +6/+1
[2 Brb + 1 Ftr + 3 Rgr]
Grapple: +9
[6 BAB + 3 Str]
Speed: 40 ft
[20 Base + 10 Unnamed + 10 Insight]
Weight Carried: 79.75 lbs, Medium encumbrance
[0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]


[u]Saves[/u]
Fortitude: +11b, c
[3 Brb + 2 Ftr + 3 Rgr + 3 Con]
Reflex: +6b
[0 Brb + 0 Ftr + 3 Rgr + 3 Dex]
Will: +5b
[0 Brb + 0 Ftr + 1 Rgr + 2 Wis + 2 Feat]


[u]Melee Attacks[/u]
+1 Adamantine Dwarven Waraxe: +10/+5d, 1d10+4 (x3)e, Slashing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Armor Spikes: +10/+5d, 1d6+3 (x2)e, Piercing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Alchemical Silver Dwarven Waraxe: +10/+5d, 1d10+2 (x3)e, Slashing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Cold Iron Dwarven Waraxe: +10/+5d, 1d10+3 (x3)e, Slashing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Warhammer: +10/+5d, 1d8+3 (x3)e, Bludgeoning
[6 BAB + 3 Str + 1 Enhancement]


[u]Ranged Attacks[/u]
Darkwood Composite Longbow (+3 Str): +10/+5d, 1d8+3 (x3)e, Piercing, Range 110 ft
[6 BAB + 3 Str + 1 Enhancement]


[u]Combat Abilities[/u]
+4 bonus to resist being bull rushed or tripped when standing on the ground


[u]Conditional Modifiers[/u]
a +4 dodge bonus vs giant types
b +2 vs spells/powers and spell/power-like effects
c +2 vs poisons
d +1 to attack vs orcs & goblinoids
e +2 to damage vs elves
f +2 vs elves


[u]Feats[/u]
Lvl 1: Wild Talent
Lvl 3: Speed of Thought
Rgr 1: Track
Rgr 3: Endurance
Lvl 6: Iron Will
Ftr 1: Blind-Fight


[u]Skills[/u]
Balance: +0
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 3 Dex - 3 ACP]
Bluff: -2f
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) - 2 Cha]
Climb: +3
[1 Ranks (0 Brb + 1 Ftr + 0 Rgr) + 3 Str + 2 Circumstance - 3 ACP]
Craft (Armorsmithing): +10
[5 Ranks (5 Brb + 0 Ftr + 0 Rgr) + 1 Int + 2 Racial + 2 Circumstance]
Craft (Bowmaking): +12
[9 Ranks (5 Brb + 1 Ftr + 3 Rgr) + 1 Int + 2 Circumstance]
Craft (Weaponsmithing): +10
[5 Ranks (5 Brb + 0 Ftr + 0 Rgr) + 1 Int + 2 Racial + 2 Circumstance]
Craft (Masonry): +14
[9 Ranks (5 Brb + 1 Ftr + 3 Rgr) + 1 Int + 2 Racial + 2 Circumstance]
Hide: +2
[2 Ranks (0 Brb + 0 Ftr + 2 Rgr) + 3 Dex - 3 ACP]
Jump: +4
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 3 Str + 4 Unnamed - 3 ACP]
Listen: +10f
[8 Ranks (5 Brb + 0 Ftr + 3 Rgr) + 2 Wis]
Move Silently: +2
[2 Ranks (0 Brb + 0 Ftr + 2 Rgr) + 3 Dex - 3 ACP]
Sense Motive: +2f
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 2 Wis]
Spot: +10f
[8 Ranks (0 Brb + 0 Ftr + 8 Rgr) + 2 Wis]
Survival: +2f
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 2 Wis]

Languages: Common, Dwarven and Giant
[2 Racial + 1 Int]
Total Skill Points: 49
[25 Brb + 3 Ftr + 21 Rgr]
Armor Check Penalty: -3
[-3 Armor + 0 Shield]


[u]General Tactics[/u]
Always stow equipment; never drop it.
All melee attacks should be made one-handed unless otherwise specified.
Use any and all equipment available whenever necessary.
Never surrender.


[u]Prefight Actions[/u]
Gain psionic focus.
Don mithral full plate and mithral buckler.


[u]Equipment Carried[/u]
001 +1 Adamantine Dwarven Waraxe
[08.00 lbs]
001 +1 Mithral Buckler
[02.50 lbs]
001 +1 Mithral Full Plate
[25.00 lbs]
135 Arrows
[20.25 lbs]
001 Climber's Kit
[05.00 lbs]
001 Darkwood Composite Longbow (+3 Str)
[01.50 lbs]
001 Masterwork Armor Spikes
[10.00 lbs]
001 Masterwork Alchemical Silver Dwarven Waraxe
[08.00 lbs]
001 Masterwork Cold Iron Dwarven Waraxe
[08.00 lbs]
001 Masterwork Warhammer
[05.00 lbs]
001 Wand of Cure Light Wounds {CL 1} (04 charges)
[00.00 lbs]
001 Wand of Cure Light Wounds {CL 1} (49 charges)
[00.00 lbs]
001 Wand of Cure Light Wounds {CL 1} (46 charges)
[00.00 lbs]


[u]Expendables Unused[/u]
None


[u]Equipment Stored[/u]
001 Masterwork Artisan's Tools (Armorsmithing)
[05.00 lbs]
001 Masterwork Artisan's Tools (Bowmaking)
[05.00 lbs]
001 Masterwork Artisan's Tools (Masonry)
[05.00 lbs]
001 Masterwork Artisan's Tools (Weaponsmithing)
[05.00 lbs]


[u]Adventure Results[/u]
[post=9269700]Success[/post] in "Aspects Of The Apocalypse, Part II"
[0,600.00 XP] [0,600.00 + 0,063.00 gp]


[u]Arena Results[/u]
[post=8222409]Success[/post] vs Weiniete Windershins (Skojar)
[0,900.00 XP] [0,900.00 + 0,063.00 gp]
[post=8315180]Failure[/post] with Rohan Darkheart (Altaris13) & Theoricus (bgt) vs Kitaya (Usurpator)
[0,150.00 XP] [0,133.00 + 0,063.00 gp]
[post=8350340]Success[/post] vs Sven Dragonsson (TroubleWolf)
[0,900.00 XP] [0,900.00 + 0,063.00 gp]
[post=8508610]Success[/post] vs Ulfgar Ungart (shadowmaster)
[0,900.00 XP] [0,900.00 + 0,063.00 gp]
[post=8576749]Success[/post] vs Lunoria Evershine (Luni)
[1,200.00 XP] [1,200.00 + 0,088.00 gp]
[post=8786004]Failure[/post] vs Danidus (Vecnoran) vs Destra Stormwind (Zevox) vs Korinal (Argaud)
[0,400.00 XP] [0,400.00 + 0,088.00 gp]
[post=8860149]Success[/post] vs Terminus Est (Gonbow)
[1,200.00 XP] [1,200.00 + 0,088.00 gp]
[post=9009762]Success[/post] vs Gorgul MacSmart (Argaud)
[1,200.00 XP] [1,200.00 + 0,088.00 gp]
[post=9403672]Failure[/post] with Death (NiQil) vs 1 Troll & 3 Derros
[0,625.00 XP] [0,716.50 + 0,115.00 gp]
[post=9465820]Success[/post] vs Kendal Aphos (Papapeperoni)
[1,500.00 XP] [1,600.00 + 0,115.00 gp]
[post=9540939]Success[/post] vs Dameon Leonne (Huan)
[1,500.00 XP] [1,600.00 + 0,115.00 gp]
[post=9643547]Success[/post] vs Tan, Son of Sty (Book5)
[1,875.00 XP] [2,000.00 + 0,115.00 gp]
[post=9789322]Failure[/post] with Hassan Sabbah (Vathelokai) vs Karen Douglas (lonewolf)
[0,675.00 XP] [0,750.00 + 0,144.00 gp]
[post=9813692]Failure[/post] vs Neidr Bresent (bgt) vs Kitty (lonewolf) vs Morathor (Pittbull)
[0,600.00 XP] [0,666.00 + 0,144.00 gp]
[post=10014084]Success[/post] vs 2 Troglodytes & 2 Monitor Lizards
[1,500.00 XP] [1,665.00 + 0,144.00 gp]
[post=-------]xxxxxxx[/post] vs xxxxxxxxxx (xxxxx)
[0,000.00 XP] [0,000.00 + 0,144.00 gp]


[u]Abilities[/u]

Classes

Ex-Barbarian

Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Shields
Fast Movement
Illiteracy
Rage 1/day
Uncanny Dodge

Fighter

Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Heavy Armor
Shields
Tower Shields
Bonus Feats

Ranger

Simple Weapons
Martial Weapons
Light Armor
Shields
1st Favored Enemy: Elves
Wild Empathy
Combat Style: Archery

Racial

Dwarf

Darkvision
Stonecunning
Weapon Familiarity
Stability

[u]Bookkeeping[/u]
Purchases

001 +1 Adamantine Dwarven WaraxeC [post=8978936](Apr 19)[/post]
[1,515.00 gp + 2,000.00 gp Enchantment]
001 +1 Mithral BucklerC [post=8978936](Apr 19)[/post]
[0,507.50 gp + 1,000.00 gp Enchantment]
001 +1 Mithral Full PlateC [post=8592552](Mar 01)[/post] [post=8648136](Mar 08)[/post]
[5,250.00 gp + 1,000.00 gp Enchantment]
100 ArrowsC (Creation)
[0,002.50 gp]
200 Arrows
[0,010.00 gp]
001 Climber's Kit
[0,080.00 gp]
001 Darkwood Composite Longbow (+2 Str)C (Creation)
[0,315.00 gp]
001 Darkwood Composite Longbow (+3 Str)C [post=8978936](Apr 19)[/post]
[0,365.00 gp]
001 Masterwork Armor SpikesC (Creation)
[0,175.00 gp]
001 Masterwork Artisan's Tools (Armorsmithing)
[0,055.00 gp]
001 Masterwork Artisan's Tools (Bowmaking)
[0,055.00 gp]
001 Masterwork Artisan's Tools (Masonry)
[0,055.00 gp]
001 Masterwork Artisan's Tools (Weaponsmithing)
[0,055.00 gp]
001 Masterwork BreastplateC (Creation)
[0,175.00 gp]
001 Masterwork BucklerC (Creation)
[0,082.50 gp]
001 Masterwork Alchemical Silver Dwarven WaraxeC [post=8978936](Apr 19)[/post]
[0,255.00 gp]
001 Masterwork Cold Iron Dwarven WaraxeC [post=8978936](Apr 19)[/post]
[0,180.00 gp]
001 Masterwork Dwarven WaraxeC (Creation)
[0,165.00 gp]
001 Masterwork WarhammerC (Creation)
[0,156.00 gp]
003 Wand of Cure Light Wounds {CL 1}
[2,250.00 gp]

Sales

001 Darkwood Composite Longbow (+2 Str)
[0,315.00 gp]
001 Masterwork Breastplate
[0,175.00 gp]
001 Masterwork Buckler
[0,082.50 gp]
001 Masterwork Dwarven Waraxe
[0,165.00 gp]

Earnings
Starting: 3,000.00 gp<br /> Battles: 16,430.50 gp<br /> Income: 1,559.00 gp<br /> Sales: + 737.50 gp<br /> ---------------<br /> Total Earned: 21,727.00 gp<br /> Purchases: - 15,703.50 gp<br /> ---------------<br /> Total Left: 6,023.50 gp


Items Used

165 Arrows

Current 3FC Information
Fight 1 (09-06-06)

Time Between Fights: N/A<br /> Prebuffs/Ongoing Effects: Psionic focus (until used)<br /> Items Used: None<br /> Spells/Power Points Used: None<br /> x/day Abilities Used: None<br /> Free Activity: Earning 144 gp with Craft (Masonry)


Fight 2 (Date)

Time Between Fights: ? hrs<br /> Prebuffs/Ongoing Effects: Psionic focus (until used)<br /> Items Used: xxxxx<br /> Spells/Power Points Used: xxxxx<br /> x/day Abilities Used: xxxxx<br /> Free Activity: xxxxx


Fight 3 (Date)

Time Between Fights: ? hrs<br /> Prebuffs/Ongoing Effects: Psionic focus (until used)<br /> Items Used: xxxxx, xxxxx<br /> Spells/Power Points Used: xxxxx<br /> x/day Abilities Used: xxxxx<br /> Free Activity: xxxxx


Famine's Tactics
Wow...tough fight for me here. Fortunately, the map helps.

First, some notes: Torel does not own a spell component pouch, nor does he own a divine focus of any kind. Any spell in memory that requires either a divine focus or components should therefore not be available. If you rule that he is still going to be able to cast spells from memory, please let me know before running the fight, as that will affect my tactics.



These tactics are in addition to the general tactics listed on my sheet.

Ultimately, I want melee if I can get it. I fully expect to get hit with a hold person or an entangle here, so I'm not real hopeful to get it.

Start nearest the center with adamantine waraxe in hand. I want Kervan first, so close to base him by any means necessary. If I can base him, I want to attempt to sunder any wands that are being held, or if no wands (or they are already broken), then his spell component pouch and holy symbol. I want to limit the spellcasting here as much as possible. I don't know if my Favored Enemy bonus vs elves would apply to these sunder attempts or not. Once I have sundered what I can, go ahead and try and kill Kervan.

From there, I am guessing Torel will be in the air on his bat. If so, stow the axe, draw the bow and try and kill the bat. Lets bring Torel back to earth. If I can do that, then switch back to the axe and attack in melee.

If I am unable to gain melee at any point that I want to after more than 4 rounds of trying, keep advancing but switch to my bow and fire while advancing.

If you have any questions, PM me.

Addendum: As Torel will be counted as having a focus and spell component pouch, the first melee attacks against Torel should be to sunder those items as well...want to limit spellcasting as much as possible.

The fight can be found [post=10156196]here[/post].
The Forgotten Realms, 1967-2008: R.I.P. Super Smash Brothers Brawl player. Lucas main, Dedede and Falco secondaries, a variety of others as tertiaries. Former Core Coliseum player, Elder, and Guildmaster.
The setup can be found [post=10156142]here[/post].
The Fight!
Conventions
The conventions for this fight are as follows.
Torel will be in red. His animal companion acts on his turn.
Kervan will be in blue.
Famine will be in green.
All rolls can be found here. I will not link individual rolls since all such links would lead to that page, but I will summarize the rolls.

Placement
Torel starts in box 3, space 89,8, mounted on Sinwa and with his heavy shield equipped.
Kervan starts in box 1, space 8,89, holding his bow.
Famine starts in box 4, space 8,8, holding his adamantine waraxe.

Initiative
Kervan rolls an 18 and wins the tiebreaker roll, so he will go first.
Famine rolls an 18 and loses the tiebreaker roll, so he will go second.
Torel rolls a 15 and will go third.

Round 1
Kervan runs towards Famine at full speed.
Famine growls and does likewise, closing even faster than the Elf.
Torel delays.

Kervan: 25/25 hp; AC 13; 5/5 SL; (8,65)
Famine: 55/55 hp; AC 24; (8,40)
Torel: 29/29 hp; AC 17; 5/5 SL; (89,8)
- Sinwa: 30/30 hp; AC 20; (same as Torel)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Tor,L,89,8;b=Kerv,M,8,89,8,65;c=Fam,M,8,8,8,40)

Round 2
Kervan walks to 110' from Famine, drawing his wand of magic missiles, and sends a stinging bolt of magic into the Dwarf. (MM damage [4]+1=5.)
Torel and Siwa fly towards the Dwarf, Torel casting Barkskin on them both successfully. (Concentration [19]+9=28 vs DC 12.)
@ MWB/Erithmu - Concentration to cast on a double moving mount is DC 10+spell level, not a flat 10.
Famine runs up to Kervan, his rank breath assailing the Elf's sensitive nostrils as he smiles wickedly.

Kervan: 25/25 hp; AC 13; 5/5 SL; (8,62)
Torel: 29/29 hp; AC 19; 3/5 SL; (78,19,2); Barkskin (long)
- Sinwa: 30/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 50/55 hp; AC 24; (8,61)
IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Tor,L,89,8,78,19;b=Kerv,M,8,65,8,62;c=Fam,M,8,40,8,61)

Round 3
Kervan, forced to wait for Torel to catch up, barks out the command word of his wand and sends another stinging bolt into Famine's hide. (MM damage [4]+1=5.)
Torel takes total defense as Siwa runs towards the dueling duo.
Famine strikes twice, once shattering Kervan's wand, the second time slicing his holy symbol! (Sunder [17]+10=27 vs [6]+5-4=7, minimum damage 5 destroys wand, sunder [11]+5=16 vs AC 11 (10-5dex-2object+8size), minimum damage destroys).

Kervan: 25/25 hp; AC 13; 5/5 SL; (8,62)
Torel: 29/29 hp; AC 19; 3/5 SL; (55,37,3); Barkskin (long)
- Sinwa: 30/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 45/55 hp; AC 24; (8,61)
IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Tor,L,78,19,55,37;b=Kerv,M,8,62;c=Fam,M,8,61)

Round 4
Kervan, now wand-less, draws his longsword and slices at the Dwarf, but misses by a long shot. (Attack [3]+6=9 vs AC 24.)
Torel, continues to run at the Dwarf and Elf, defending himself.
Famine strikes at Kervan's second holy symbol, his first stroke clumsy but the second successful. (Sunder [1!]+10=11 and [12]+5=17 vs AC 11.)

Kervan: 25/25 hp; AC 13; 5/5 SL; (8,62)
Torel: 29/29 hp; AC 19; 3/5 SL; (30,52,3); Barkskin (long)
- Sinwa: 30/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 45/55 hp; AC 24; (8,61)
IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Tor,L,55,37,30,52;b=Kerv,M,8,62;c=Fam,M,8,61)

Round 5
Kervan is no longer able to cast his Hold Person spell, and yells such to Torel. He then strikes at Famine, but misses wide. He then backsteps. (Attack [13]+6=19 vs AC 24.)
Torel and Sinwa manuever forward as Torel casts Entangle. Unfortunately Famine dodges the grasping plants with ease. (Concentration [6]+9=15 vs DC 12, Famine save [20!]+8=28 vs DC 15.)
Famine manuevers out of the plants and strikes at Kervan's spell component pouch again, destroying it. (Sunder [2]+10=12 vs AC 11, bypasses harndess and minimum damage destroys.)

Kervan: 25/25 hp; AC 13; 5/5 SL; (8,63)
Torel: 29/29 hp; AC 19; 2/5 SL; (18,60,3); Barkskin (long)
- Sinwa: 30/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 45/55 hp; AC 24; (7,63)
IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Tor,L,30,52,18,60;b=Kerv,M,8,62,8,63;c=Fam,M,8,61,6,62,7,63;n=Entangle,8,53,8)

Round 6
Kervan cuts at Famine, but misses. (Attack [9]+6=15 vs AC 24.)
Torel flies up to the dueling duo, pulling out a scroll in the process and begins casting a summoning spell.
Famine chops into Kervan, slicing the Elf open with ease. (Attack [3]+10=13 and [20!]+5=25 vs AC 13, confirm [15]+5=20 vs AC 13, damage [9]+4=13 and [10]+[3]+[5]+12=30.)

Kervan: -10/25 hp; AC 13; 5/5 SL; (8,63)
Torel: 29/29 hp; AC 19; 2/5 SL; (11,62,3); Barkskin (long)
- Sinwa: 30/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 45/55 hp; AC 24; (7,63)
IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Tor,L,18,60,11,62;b=Kerv,M,8,63;c=Fam,M,7,63;n=Entangle,8,53,8)

Round 7
Torel finishes his conjuring, and a swarm of bats appears atop Famine, assailing him from every direction. (Swarm damage [3].)
Famine, bleeding and with no way to close the flying Druid, stows his axe and draws his longbow. (Distraction [15]+11=26 vs DC 11, 1 bleeding damage.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 30/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 41/55 hp; AC 24; (7,63)
IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Tor,L,11,62,17,59,9,61;b=Bats,L,6,64;c=Fam,M,7,63;n=Entangle,8,54,8)

Round 8
Torel concentrates on the swarm, which hurts Famine. (Damage [1].)
Famine ignores the swarm, though the bleeding is annoying enough to make his shots innacurate as he fires at Sinwa. (Bleeding 1 damage, Distraction [8]+11=19 vs DC 11, Attack [7]+10=17 and [9]+5=14 vs AC 22.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 30/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 39/55 hp; AC 24; (7,63)
IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Tor,L,17,59,9,61;b=Bats,L,6,64;c=Fam,M,7,63;n=Entangle,8,54,8)

Round 9
Torel concentrates on the swarm, which hurts Famine (Damage [3].)
Famine fires at Sinwa, missing. (Bleeding 1, Distraction [12]+11=23 vs DC 11, Attack [3]+10=13 and [14]+5=19 vs AC 22.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 30/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 35/55 hp; AC 24; (7,63)
IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Tor,L,17,59,9,61;b=Bats,L,6,64;c=Fam,M,7,63;n=Entangle,8,54,8)

Round 10
Torel concentrates, and the swarm hurts Famin badly. (Damage [6].)
Famine fires, still missing to his shock! (Bleeding 1 damage, Distraction [15]+11=26 vs DC 11, attacks [10]+10=20 and [11]+5=16 vs AC 22.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 30/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 28/55 hp; AC 24; (7,63)
IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=plains;a=Tor,L,17,59,9,61;b=Bats,L,6,64;c=Fam,M,7,63;n=Entangle,8,54,8)

Round 11
Torel concentrates and the swarm hurts Famine. (Damage [2].)
Famine bleeds and shoots, missing. (Bleed 1 damage, Distraction [19]+11=30 vs DC 11, Attack [8]+10=18 and [4]+5=9 vs AC 22.)
I'm so laughing here... God I only hope that War has this kind of luck in Destra's fight :D .

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 30/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 25/55 hp; AC 24; (7,63)

Round 12
Torel concentrates and the swarm hurts Famine. (Damage [1].)
Famine ignores the swarm and shoots, finally scoring two hits only to see that they're little more than scratches. (Bleeding 1, Distraction [20!], Attack [12]+10=22 and [18]+5=23 vs AC 22, damage [1]+3=4 and [2]+3=5.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 21/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 23/55 hp; AC 24; (7,63)

Round 13
Torel concentrates and the swarm bites. (Damage [2].)
And its here that I note that NiQil forgot a healing contingency. Under normal circumstances I'd jump for joy and run this to the end without one, but them darn defaults say to use anything to win... but at least I get to choose when to heal I suppose.
Famine pulls out his wand and starts healing himself. (Bleed 1 damage, Distraction [20!], heal [7]+1=8.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 21/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 28/55 hp; AC 24; (7,63)

[b]Round 14[b]
Torel concentrates, the swarm bites. (Damage [3].)
Famine bleeds, but stows his wand and shoots, missing. (Bleed 1, Distraction [6], attack [4]+10=14 vs AC 22.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 21/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 24/55 hp; AC 24; (7,63)

Round 15
Torel concentrates, the swarm bites. (Damage [5].)
Famine gets back out his wand and heals. (Bleed 1, Distraction [13], healing [2]+1=3.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 21/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 21/55 hp; AC 24; (7,63)

Round 16
Torel concentrates, the swarm bites. (Damage [3].)
Famine heals. (Bleed 1, distraction [20], healing [6]+1=7.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 21/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 24/55 hp; AC 24; (7,63)

Round 17
Swarming... (Damage [6].)
Healing... (Bleed 1, Distraction [11], healing [6]+1=7.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 21/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 24/55 hp; AC 24; (7,63)

Round 18
Swarming... (Damage [4].)
Healing... (Bleed 1, Distraction [20], healing [2]+1=3.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 21/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 22/55 hp; AC 24; (7,63)

Round 19
Swarming... (Damage [1].)
Healing... (Bleed 1, Distraction [14], healing [5]+1=6.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 21/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 26/55 hp; AC 24; (7,63)

Round 20
Swarming... (Damage [5].)
Healing... (Bleed 1, Distraction [2], healing [6]+1=7.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 21/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 27/55 hp; AC 24; (7,63)

Round 21
Swarming... (Damage [2].)
Shooting... (Bleed 1, Distraction [16], shot [15]+10=25, damage [6]+3=9.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 12/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 24/55 hp; AC 24; (7,63)

Round 22
Swarming... (Damage [5].)
Healing... (Bleed 1, Distraction [5], healing [2]+1=3.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 12/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 21/55 hp; AC 24; (7,63)

Round 23
Swarming... (Damage [1].)
Healing... (Bleed 1, Distraction [3], healing [5]+1=6.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 12/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 25/55 hp; AC 24; (7,63)

Round 24
Swarming... (Damage [5].)
Healing... (Bleed 1, Distraction [18], healing [6]+1=7.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 12/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 26/55 hp; AC 24; (7,63)

Round 25
Swarming... (Damage [4].)
Shooting... (Bleed 1, Distraction [14], Shot [7]+10=17 vs AC 22.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 12/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 21/55 hp; AC 24; (7,63)

Round 26
Swarming... (Damage [3].)
Shooting... (Bleed 1, Distraction [14], healing [3]+1=4.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 12/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 21/55 hp; AC 24; (7,63)

Round 27
Swarming... (Damage [3].)
Shooting... (Bleed 1, Distraction [13], healing [2]+1=3.)

Torel: 29/29 hp; AC 19; 2/5 SL; (9,61,3); Barkskin (long)
- Sinwa: 12/30 hp; AC 22; (same as Torel); Barkskin (long)

Famine: 20/55 hp; AC 24; (7,63)

Rolls for prolonged swarm fight found en masse under round 50 in roller.
Round 28-33
Round 28: Swarm does 1+1 damage, Famine distracted.
HP: Torel 29/29, Sinwa 12/30, Famine 18/55
Round 29: Swarm does 2+1 damage, Famine heals 9.
HP: Torel 29/29, Sinwa 12/30, Famine 24/55
Round 30: Swarm does 3+1 damage, Famine heals 7.
HP: Torel 29/29, Sinwa 12/30, Famine 27/55
Round 31: Swarm does 1+1 damage, Famine shoots (14+10=24) hits, does 9 damage.
HP: Torel 29/29, Sinwa 3/30, Famine 23/55
Round 32: Swarm does 4+1 damage, Famine heals 9.
HP: Torel 29/29, Sinwa 3/30, Famine 28/55
Round 33: Swarm does 3+1 damage, Famine shoots (18+10=28) hits, 9 damage, falling 2 damage.
HP: Torel 27/29, Sinwa -6/30, Famine 24/55

Round 33
Torel stands, then stabilizes Sinwa with a casting of cure minor wounds.
Famine charges after him and strikes, cutting into Torel heavily. (Attack [10]+10=20 vs AC 19, damage [2]+3=5.)

Torel: 22/29 hp; AC 19; 2/5 SL; (7,63,2); Barkskin (long)
Famine: 24/55 hp; AC 24; (6,63)

Round 34
Torel strikes back, but misses. (Attack [6]+6=12 vs AC 24.)
Famine strikes, hitting once heavily. (Attack [10]+10=20 and [12]+5=17 vs AC 19, damage [6]+3=9.)

Torel: 13/29 hp; AC 19; 2/5 SL; (7,63,2); Barkskin (long)
Famine: 24/55 hp; AC 24; (6,63)

Round 35
Torel attacks, missing. (Attack [6]+6=12 vs AC 24.)
Famine's clumsy side shows. (Attack [1!]+10=11 and [1!]+5=6 vs AC 19.)

Torel: 7/29 hp; AC 19; 2/5 SL; (7,63,2); Barkskin (long)
Famine: 24/55 hp; AC 24; (6,63)

Round 36
Torel attacks, missing. (Attack [7]+6=13 vs AC 24.)
Famine stays clumsy. (Attack [1!]+10=11 and [11]+5=16 vs AC 19.)

Torel: 7/29 hp; AC 19; 2/5 SL; (7,63,2); Barkskin (long)
Famine: 24/55 hp; AC 24; (6,63)

Round 37
Torel attacks, missing. (Attack [6]+6=12 vs AC 24.)
Famine hits, nearly ending it. (Attack [12]+10=22 and [19]+5=24vs AC 19, damage [3]+3=6 and [2]+3=5.)

Torel: 2/29 hp; AC 19; 2/5 SL; (7,63,2); Barkskin (long)
Famine: 24/55 hp; AC 24; (6,63)

Round 38
Torel attacks, missing. (Attack [3]+6=9 vs AC 24.)
Famine hits, ending it. (Attack [20!]+10=30 and [17]+5=22 vs AC 19, confirm [8]+10=18 vs AC 19, damage [7]+3=10 and [10]+3=13.)

Torel: -10/29 hp; AC 19; 2/5 SL; (7,63,2); Barkskin (long)
Famine: 24/55 hp; AC 24; (6,63)

The Winner & Wrap-Up
Famine is the winner! He gains 1,800 xp and 1,998 gp.
Torel and Kervan lose, gaining 400 xp and gp each.[/color]

Famine
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: None.
Items Used: 13 Arrows (13 shot, 5 hit, 10 missed, 2 recovered), 16 charges total from wand[s] of CLW.
Spells or Powerpoints Used: N/A
x/day Abilities Used: N/A
Free Activity: Craft (Masonry) for 144 gp.

Kervan
Time Between Fight: 2 hrs
Prebuffs/Ongoing Effects: None.
Items Used: 2 charges wand of MM.
Spells or Powerpoints Used: None.
x/day Abilities Used: None.
Free Activity: Profession (Herbalist) for 88 gp.

Torel
Time Between Fight: 2 hrs
Prebuffs/Ongoing Effects: None.
Items Used: Scroll of Summon Swarm.
Spells or Powerpoints Used: Cure Minor Wounds, Entangle, Barkskin.
x/day Abilities Used: None.
Free Activity: Crafted Cloak of Resistance +1.

@ All - well, the side with more luck wins. Initiative and positioning gave Famine the edge in that Torel took too long meeting with Kervan, and Famine had plenty of time to destroy his holy symbols before then. Toss in the crit on Kervan and natural 20 entangle save and its obvious why Famine won.
The Forgotten Realms, 1967-2008: R.I.P. Super Smash Brothers Brawl player. Lucas main, Dedede and Falco secondaries, a variety of others as tertiaries. Former Core Coliseum player, Elder, and Guildmaster.
ECL 8: Sunstroke (MindwandererB) vs Kraegin (TelinArtho): King Uther Erithmu [Arena]
Sunstroke
Ready for September 20 [Fight 3] - Guarding

Sunstroke
"You will fall. It is inevitable."
Gender and Race: Male Half-Giant
Size and Type: Medium Giant
Height and Weight: 7'7", 310 lbs.
Age: 34 years
Alignment: Lawful Neutral

ECL: 8 (LA +1/Monk 2/Psychic Warrior 4/Cleric 1)
Experience: 31,473/36,000
Guild: Member of the Watchful Eye ([thread=520510]EYE[/thread])

Attributes
STR...19 [+4]...(10 pts) [+2 racial, +1 lvl4]
DEX...14 [+2]...(6 pts) [-2 racial, +2 item]
CON...16 [+3]...(6 pts) [+2 racial]
INT...12 [+1]...(4 pts)
WIS...16 [+3]...(10 pts)
CHA...08 [-1]...(0 pts)


Miscellaneous Statistics
Hit Points: 56 [7 HD] [8 + (4.5 x 6) + (7 HD x 3 Con)]
Armor Class: 15, Touch 15, Flat 13 [[i]10 Base, 3 Wis, 2 Dex[/i]]
Initiative: +2 [2 Dex]
Base Attack Bonus: +4; Grapple: +16 [1 Monk BAB, 3 Psiwar BAB, 4 Str, 4 Build, 4 Feat]
Speed (Land): 30 ft [30 Base]
Weight Carried: 97.9 lbs, light encumbrance [0-100 (Light), 101-200 (Medium), 201-300 (Heavy)]


Saves
Fortitude: +12 [3 Con, 3 Monk, 4 PsiWar, 2 Cleric]
Reflex: +6 [2 Dex, 3 Monk, 1 PsiWar, 0 Cleric] (Evasion)
Will: +9 [3 Wis, 3 Monk, 1 PsiWar, 2 Cleric]
(+2 racial bonus to saves vs. fire)


Melee Attacks
Quarterstaff +8, 1d8+6 (20/x2), Bludgeoning
[4 Str, 4 BAB] (Shillelagh: +9, 3d6+7; Flurry: +6/+6, 1d8+4; Both: +7/+7, 3d6+5)
Unarmed Strike +8 1d6+4, (20/x2), Bludgeoning
[4 Str, 4 BAB] (Flurry: +6/+6)
Guisarme +8, 2d6+6 (20/x3), Slashing [10' reach]
[4 Str, 4 BAB] (Trip modifier: +8)
Greatsword +8, 3d6+6 (19-20/x2), Slashing
[4 Str, 4 BAB]
Longsword +8, 2d6+4 (19-20/x2), Slashing
[4 Str, 4 BAB]
Gauntlet (Deepcrystal, Cold Iron, Silver) +9, 1d6+4 (20/x2), Bludgeoning
[4 Str, 4 BAB, 1 Enh] (Deepcrystal charge: +2d6; Flurry: +7/+7; Silver: 1d6+3)
(Expend focus for +2d6 damage)

Ranged Attacks
Deepcrystal composite longbow [+3] +7, 2d6+3 (20/x3), Range 110 ft, Piercing
[2 Dex, 4 BAB, 1 Enh] (Deepcrystal charge: +2d6; Silver: 2d6+2)
Longbow +6, 2d6 (20/x3), Range 100 ft, Piercing
[2 Dex, 4 BAB] (Silver: 2d6-1)
Cold iron javelin +6, 1d8+4 (20/x2), Range 30 ft, Piercing
[2 Dex, 4 BAB]
Cold iron shuriken +6, 1d3+4 (20/x2), Range 10 ft, Piercing
[2 Dex, 4 BAB] (Silver: 1d3+3; Flurry: +4/+4)
(+1 to hit, +1 to damage within 30 feet; Expend focus for +2d6 damage)

[u]Special Attacks[/u]
Stomp psi-like ability [ML 3], 3d4 nonlethal + fall prone (Reflex DC 10 negates)
Turn Undead 2x/day


Divine Spells Prepared
Orisons [DC 13]: Mending, Mending, Mending
Level 1 [DC 14]: Shield of Faith, Shield of Faith, Entropic ShieldD
Spell Levels Available Per Fight: 1
[3 Total Spell Levels / 3, rounded up: (3 x 0), (3 x 1)]
Caster Level: 1st

Powers Known
Level 1 [DC 14] Defensive Precognition, Compression, Expansion, Grip of Iron
Power Points Available Per Fight: 5
[13 Total Power Points / 3, rounded up: 5 PsiWar, 6 Wis, 2 Racial]
Manifester Level: 4th
Power Points available for Fight 3: 13 - 3 - 3 = 7


Feats
Point-Blank Shot1st lvl+1 hit/damage within 30 feet
Improved Unarmed Strikemnk 1unarmed attacks treated as armed
Improved Grapplemnk 1+4 to grapples, does not provoke AoO
Deflect Arrowsmnk 2if not flat-footed and opponent visible, one missile attack fails
Psionic ShotPsiWar 1expend focus to deal +2d6 damage on ranged attacks
Psicrystal Affinity3rd lvl"Coward" psicrystal
Psionic MeditationPsiWar 2gaining psionic focus is a move action
Psionic Weapon6th lvlexpend focus to deal +2d6 damage on melee attacks


Skills
Total Skill Points: 40 [25 Monk, 12 PsiWar, 3 Cleric]
Languages: Common and Draconic [1 Racial, 1 Int]
Armor Check Penalty: -0

Concentration: +13 [3 Con, 10 Ranks (5 Monk, 4 PsiWar, 1 Cleric)] (Expend focus to "take 15")
Hide: +15 [2 Dex, 10 Ranks (5 Monk, 8 PsiWarCC, 2 ClericCC), +3 Psicrystal]
Listen: +8 [3 Wis, 5 Ranks (5 Monk)] (+2 when psicrystal within 5')
Move Silently: +2 [2 Dex, 0 Ranks]
PsicraftCC: +2 [1 Int, 1 Ranks (2 MonkCC)]
Spot: +8 [3 Wis, 5 Ranks (5 Monk)] (+2 when psicrystal within 5')
Tumble: +5 [2 Dex, 3 Ranks (3 Monk)]


Conditional Modifiers
Expansion: Large
Space and Reach: 10 ft./10 ft.
Armor Class: 13, Touch 13, Flat 12 [[i]10 Base, -1 Size, 3 Wis, 1 Dex[/i]]
Grapple: +21 [1 Monk BAB, 3 Psiwar BAB, 5 Str, 4 Build, 4 Size, 4 Feat]
Reflex Save: +5 [1 Dex, 3 Monk, 1 PsiWar] (Evasion)

Melee Attacks
Quarterstaff +8, 2d6+7 (20/x2), Bludgeoning
[5 Str, 4 BAB, -1 Size] (Shillelagh: +9, 4d6+8; Flurry: +6/+6, 2d6+5; Both: +7/+7, 4d6+6)
Unarmed Strike +8 1d8+5, (20/x2), Bludgeoning
[5 Str, 4 BAB, -1 Size] (Flurry: +6/+6)
Guisarme +8, 3d6+7 (20/x3), Slashing [10' reach]
[5 Str, 4 BAB, -1 Size] (Trip modifier: +13)
Greatsword +8, 4d6+7 (19-20/x2), Slashing
[5 Str, 4 BAB, -1 Size]
Longsword +8, 3d6+5 (19-20/x2), Slashing
[5 Str, 4 BAB, -1 Size]
Gauntlet (Deepcrystal, Cold Iron, Silver) +9, 1d8+5 (20/x2), Bludgeoning
[5 Str, 4 BAB, -1 Size, 1 Enh] (Deepcrystal charge: +2d6; Flurry: +7/+7; Silver: 1d8+4)
(Expend focus for +2d6 damage)

Ranged Attacks
Deepcrystal composite longbow [+3] +5, 3d6+3 (20/x3), Range 110 ft, Piercing
[1 Dex, 4 BAB, -1 Size, 1 Enh] (Deepcrystal charge: +2d6; Psionic Shot: +2d6; Silver: 3d6+2)
Longbow +4, 3d6 (20/x3), Range 100 ft, Piercing
[1 Dex, 4 BAB, -1 Size] (Psionic Shot: +2d6; Silver: 3d6-1)
Cold iron javelin +4, 1d8+5 (20/x2), Range 30 ft, Piercing
[1 Dex, 4 BAB, -1 Size] (Psionic Shot: +2d6)
Cold iron shuriken +4, 1d3+5 (20/x2), Range 10 ft, Piercing
[1 Dex, 4 BAB, -1 Size] (Psionic Shot: +2d6; Silver: 1d3+4; Flurry: +2/+2)
(+1 to hit, +1 to damage within 30 feet; Expend focus for +2d6 damage)

Skills
Hide: +10 [1 Dex, 10 Ranks (5 Monk, 8 PsiWarCC, 2 ClericCC), +3 Psicrystal, -4 size]
Move Silently: +1 [1 Dex, 0 Ranks]
Tumble: +4 [1 Dex, 3 Ranks (3 Monk)]
Compression: Small
Armor Class: 17, Touch 17, Flat 14 [[i]10 Base, +1 Size, 3 Wis, 3 Dex[/i]]
Grapple: +11 [1 Monk BAB, 3 Psiwar BAB, 3 Str, 4 Build, -4 Size, 4 Feat]
Reflex Save: +7 [3 Dex, 3 Monk, 1 PsiWar] (Evasion)

Melee Attacks
Quarterstaff +8, 1d6+4 (20/x2), Bludgeoning
[3 Str, 4 BAB, 1 Size] (Shillelagh: +9, 2d6+5; Flurry: +6/+6, 1d6+3; Both: +7/+7, 2d6+4)
Unarmed Strike +8 1d4+3, (20/x2), Bludgeoning
[3 Str, 4 BAB, 1 Size] (Flurry: +6/+6)
Guisarme +8, 2d4+4 (20/x3), Slashing [10' reach]
[3 Str, 4 BAB, 1 Size] (Trip modifier: +3)
Greatsword +8, 2d6+4 (19-20/x2), Slashing
[3 Str, 4 BAB, 1 Size]
Longsword +8, 1d8+3 (19-20/x2), Slashing
[3 Str, 4 BAB, 1 Size]
Gauntlet (Deepcrystal, Cold Iron, Silver) +9, 1d4+3 (20/x2), Bludgeoning
[3 Str, 4 BAB, 1 Size, 1 Enh] (Deepcrystal charge: +2d6; Flurry: +7/+7; Silver: 1d4+2)
(Expend focus for +2d6 damage)

Ranged Attacks
Deepcrystal composite longbow [+3] +9, 1d8+3 (20/x3), Range 110 ft, Piercing
[3 Dex, 4 BAB, 1 Size, 1 Enh] (Deepcrystal charge: +2d6; Psionic Shot: +2d6; Silver: 1d8+2)
Longbow +8, 1d8 (20/x3), Range 100 ft, Piercing
[3 Dex, 4 BAB, 1 Size] (Psionic Shot: +2d6; Silver: 1d8-1)
Cold iron javelin +8, 1d8+3 (20/x2), Range 30 ft, Piercing
[3 Dex, 4 BAB, 1 Size] (Psionic Shot: +2d6)
Cold iron shuriken +8, 1d3+3 (20/x2), Range 10 ft, Piercing
[3 Dex, 4 BAB, 1 Size] (Psionic Shot: +2d6; Silver: 1d3+2; Flurry: +6/+6)
(+1 to hit, +1 to damage within 30 feet; Expend focus for +2d6 damage)

Skills
Hide: +20 [3 Dex, 10 Ranks (5 Monk, 8 PsiWarCC, 2 ClericCC), +3 Psicrystal, +4 size]
Move Silently: +3 [3 Dex, 0 Ranks]
Tumble: +6 [3 Dex, 3 Ranks (3 Monk)]


Prefight Actions
- Gain psionic focus
- Bring psicrystal
- Activate self-propulsion on psicrystal [24 hours]
- Wearing deepcrystal and silver gauntlets (cold iron gauntlet stowed)
- NPC services: Dispel Magic cast into ring of counterspells


Equipment Worn and Carried
Traveler's Outfit [0 lbs][0 gp]
Large Guisarme [24 lbs][18 gp]
Large Greatsword [16 lbs][100 gp]
Large Longsword [8 lbs][30 gp]
Cold Iron GauntletMa[1 lb][304 gp] ([post=9552325]Changed[/post])
Silvered GauntletMa[1 lb][322 gp] ([post=9552325]Changed[/post])
Deepcrystal Gauntlet [1 lbs][1002 gp]
Large Efficient Quiver [4 lbs][1800 gp]
- 58 Large Arrows [18 lbs][5.8 gp]
- 9 Large Cold Iron Javelins [36 lbs][36 gp]
- Large Quarterstaff [8 lbs][0 gp]
- Large Longbow [6 lbs][150 gp]
- Large Deepcrystal Composite Longbow [+3] [6 lbs][2200 gp]
20 Large Silvered Shuriken [4 lbs][88 gp]
20 Large Cold Iron Shuriken [4 lbs][16 gp]
40 Large Cold Iron Arrows [12 lbs][8 gp]
20 Large Silvered Arrows [6 lbs][82 gp]
Holy symbol, wooden [0 lbs][1 gp]
Spell component pouch [2 lbs][5 gp]
Gloves of Dexterity +2 [0 lbs][4000 gp]
Ring of Counterspells [0 lbs][4000 gp]
Brooch of Shielding (101) [0 lbs][1500 gp]
Alchemist's Fire x3 [3 lbs][60 gp]
Acid x3 [3 lbs][30 gp]
Tanglefoot Bag x2 [8 lbs][100 gp]
3 Elixirs of Hiding [5] [0.3 lbs][750 gp]
31 charges of Dorje of VigorA [2] [0 lbs][1500 gp]
50 charges of Wand of Cure Light Wounds [1] [0 lbs][750 gp]

Expendable Items
Potion of Protection from Evil [1] [0.1 lbs][50 gp]
Potion of Protection from Good [1] [0.1 lbs][50 gp]
Potion of Protection from Chaos [1] [0.1 lbs][50 gp]
Oil of Magic Weapon [1] [0.1 lbs][50 gp]
Oil of Shillelagh [1] [0.1 lbs][50 gp]
Oil of Bless Weapon [2] [0.1 lbs][100 gp]
3 Power stones of Chameleon [1] [0 lbs][75 gp]
2 Power stones of Inertial Armor [1] [0 lbs][50 gp]
Power stone of Metaphysical Weapon [1] [0 lbs][25 gp]
Power stone of Skate [1] [0 lbs][25 gp]
Power stone of Synesthete [1] [0 lbs][25 gp]
Power stone of Body Equilibrium [3] [0 lbs][150 gp]
Power stone of Detect Hostile Intent [3] [0 lbs][150 gp]
1 Power stone of Energy Adaptation, Specified [3] [0 lbs][150 gp]
Power stone of Levitate [4] [0 lbs][200 gp]
2 Power stones of Wall Walker [3] [0 lbs][150 gp]
Scroll of Expeditious Retreat [1] [0 lbs][25 gp]
Scroll of Expeditious Retreat [2] [0 lbs][50 gp]
2 Scrolls of Shield [1] [0 lbs][50 gp]
Scroll of Shield [2] [0 lbs][50 gp]
2 Scrolls of Invisibility [3] [0 lbs][300 gp]
1 Scroll of See Invisibility [3] [0 lbs][150 gp]
Scroll of Mirror Image [3] [0 lbs][150 gp]
Max total (ECL2 x 50): 3200 gp

Equipment at Home
200 Large Cold Iron Arrows [60 lbs][40 gp]


Class and Racial abilites not mentioned elsewhere
Low-light vision
Powerful Build: Treated as one size category larger when subject to a size modifier for an opposed check (including grapple, trip, bull rush, etc). Also considered one size category larger for determining whether monsters' special attacks can affect him. Can use weapons one size category larger than usual without penalty.
Magic Domain Granted Power: Use scrolls, wands, & staves as a level 1 wizard
Luck Domain Granted Power: Reroll any one roll once per day



[u]Allies[/u]
Maximum CR per ally: 4
Maximum CA of allies per fight: 6


"Coward" psicrystal
Size and Type: Diminutive Construct
Height and Weight: (Height) (Weight)
Age: About 4 months
Alignment: Lawful Neutral

Attributes
STR 01 (-5) [01 Default] (w/o self-propulsion: 0 (-5))
DEX 16 (+3) [15 Default, +1 lvl 4] (w/o self-propulsion: 0 (-5))
CON -- (+-) [N/A]
INT 07 (-2) [06 Default, +1 PsiWar 3]
WIS 10 (+0) [10 Default]
CHA 10 (+0) [10 Default]


Miscellaneous Statistics
Hit Points: 28 [7 HD] [1/2 Master's]
Armor Class: 19, Touch 17, Flat 16 [[i]10 Base, 4 Size, 3 Dex[/i], 1 Armor, 1 Natural] (Dodge buddy: +1; w/o self-propulsion: 11/9/11)
Initiative: +3 [3 Dex]
Base Attack Bonus: +5; Grapple: -12 [5 Construct BAB, -5 Str, -12 Size]
Speed (Land): 30 ft [30 Base] (w/o self-propulsion: 0 ft)
Speed (Climb): 20 ft [20 Base] (w/o self-propulsion: 0 ft)
Weight Carried: .15 lbs, light encumbrance [0-1.5 (Light), 2-3 (Medium), 3.5-5 (Heavy)]
Damage Reduction: Hardness 8
Spell/Power Resistance: N/A


Saves
Fortitude: +11 [0 Con, 2 Construct, but uses master's base and ability modifier]
Reflex: +7 [3 Dex, 2 construct, but uses master's base and ability modifier] Improved Evasion
Will: +9 [0 Wis, 2 construct, but uses master's base and ability modifier]


Melee Attacks
Touch +12, no damage (20/x2) [3 Dex, 5 BAB, 4 Size]

Ranged Attacks
None.

Special Attacks and Abilities
Deliver touch powers


Feats
AlertnessLvl 1
Weapon FinesseLvl 3
DodgeLvl 6


Skills
Languages: Speaks Common, understands Draconic [Special rules for psicrystals]
Total Skill Points: 16 [Special rules for Psicrystal]
Armor Check Penalty: -0

Climb: +11 [3 Dex, 0 Ranks, 8 Racial] (Can always take 10)
Concentration: +8 [0 Con, 8 Master's Ranks]
Hide: +24 [3 Dex, 9 Master's Ranks, 12 Size]
Listen: +7* [0 Wis, 4 Ranks/5 Master's Ranks, 2 Feat]
Move Silently: +7 [3 Dex, 4 Ranks]
Psicraft: -1 [-2 Int, 1 Master's Ranks]
Ride: -2 [3 Dex, 0 Ranks, -5 bareback]
Search: +2 [-2 Int, 4 Ranks]
Spot: +7* [0 Wis, 4 Ranks/5 Master's Ranks, 2 Feat]
Tumble: +6 [3 Dex, 3 Master's Ranks]
* Sighted: Can only perceive things within 40 feet, but ignores natural and magical darkness and silence.


Equipment Worn and Carried
Leather "carrying case" (armor) [1.5 lbs][10 gp]


Abilities
Alertness (Ex): Grants master the feat when within 5'
Self-Propulsion (Su): As a standard action, master can will the psicrystal to become mobile for 24 hours
Share Powers (Su): Owner can have any power he manifests on himself affect the psicrystal as well, or can manifest personal range powers on the psicrystal
Telepathic Link (Su): Can communicate as per mindlink, with a range of 1 mile



[u]Character Information[/u]
Default Tactics
Default tactics depend on the opponent.
· vs. melee warriors: Use stone of inertial armor and dorje of vigor and shoot at them until they start heading in my direction. Then manifest an augmented expansion and ready to grapple them when they come into range.
· vs. ranged warriors (i.e. anyone with Rapid Shot): Use stones of inertial armor and chameleon and dorje of Vigor and snipe at them, making sure to break LOS every round so they have to move in order to attack, and thus can't make a full attack to circumvent Deflect Arrows. When they get close, grapple them, using expansion if necessary to have a better grapple modifier. If they have a keep-away ability (flight, high speed, wall walking, etc)., use compression instead and alternate shooting with refocusing for Psionic Shot.
· vs. grapplers: If I can out-grapple them with augmented expansion, do so. Otherwise, use stone of wall walker, augmented compression, and Psionic Shot to shoot them from the ceiling. If they have flight or wall-walking capacity, use compression, stone of chameleon, and elixir of hiding to snipe at them with Psionic Shot.
· vs. HP-damaging spellcasters: Use stone of specified energy adaptation (if appropriate), stone of skate, and dorje of vigor. Charge and grapple.
· vs. save-or-die spellcasters, ego whip, or crazy alpha-strike snipers: Use scroll of Invisibility if available to grapple them before they can get their shot off. Otherwise, use stone of chameleon and elixir of hiding, and manifest defensive precognition. Snipe with Psionic Shot. If their save-or-die move(s) are short-range and they have no flight or wall-walking capacity, use stone of wall walker and shoot from the ceiling. In either case, if they get close enough to grapple, do so.
· vs. any of the above with Deflect Arrows: skip sniping once they get close enough to hear me shooting. Grappling is the favored tactic here.
· vs. multiple opponents: never enter a grapple when there is a competent melee character, or targeted spell-user, still alive. If tactics would ordinarily call for a grapple, use an augmented expansion and flurry with a shillelagh instead until only one foe is left.
· In all cases, "grapple" means "use flurry-grapple to pin, then deal damage once a pin is in place."
· Other typical countermeasures: scroll of see invisibility vs. invisibility, stone of energy adaptation vs. energy-based attackers, potions of prot. vs. summons, oil of magic weapon vs. DR X/magic, scroll of magic missile against wands of magic missile of CL 3 or higher, stone of levitate or wall walker (depending on arena size) vs. anyone without ranged attacks, silver and cold iron weapons against DR of that type.


[u]Accounting[/u]
Experience
Starting: 3200 XP
Earned: 282733 XP
Spent: 0 XP
Total: 31473 XP


Gold
Starting: 3000 gp
Earned: 31873 gp
Current equipment: -18897.8 gp
Current equipment on psicrystal: -10 gp
Current expendables: -2125 gp
Sales: -240 gp
Past expenses: -3552.2 gp
Remaining: 10148 gp


Sales
Large Light Crossbow [sold for 35 gp]
Case with 50 Large bolts [sold for 5 gp]
Tattoo of Chameleon [0 lbs][sold for 50 gp]
Tattoo of Force Screen [0 lbs][sold for 50 gp]
Tattoo of Skate [0 lbs][sold for 50 gp]
Tattoo of Synesthete [0 lbs][sold for 50 gp]


Past Expenditures
22 arrows (4:2 6:1 9:1 10:2 11:4 12:1 16:9 17:2) [2.2 gp]
19 charges of Dorje of Vigor [2] {8:4 9:1 11:2 12:2 14:2 15:1 16:1 17:1 20:1 22:4} [0 gp]
1 Power stone of Biofeedback [1] {19:1} [25 gp]
3 Power stones of Chameleon [1] {11:1 12:1 17:1} [75 gp]
1 Power stone of Force Screen [1] {19:1} [25 gp]
1 Power stone of Force Screen [2] {20:1} [50 gp]
9 Power stones of Inertial Armor [1] {7:1 9:1 11:1 12:1 14:1 16:1 17:1 19:1 22:1} [200 gp]
2 Power stones of Skate [1] {13:1 15:1} [50 gp]
2 Power stones of Synesthete [1] {10:1 11:1} [50 gp]
1 Power stone of CompressionA [3] {11:1} [150 gp]
1 Power stone of ExpansionA [3] {14:1} [150 gp]
1 Power stone of Animal Affinity [3] {19:1} [150 gp]
4 Power stones of Energy Adaptation, Specified [3] {8:1 11:1 20:1 23:1} [600 gp]
1 Power stone of Levitate [3] {11:1} [150 gp]
1 Power stone of Wall Walker [3] {17:1} [150 gp]
1 Scroll of See Invisibility [3] {22:1} [150 gp]
1 Potion of Protection from Evil [1] {10:1} [50 gp]
1 Potion of Protection from Law [1] {13:1} [50 gp]
3 Elixirs of Hiding {11:1 12:1 17:1} [750 gp]
4 Potions of Mage Armor [1] {1:1 2:1 5:1 6:1} [200 gp]
1 Tattoo of Force Screen [1] {1:1} [100 gp]
1 Tattoo of Skate [1] {1:1} [100 gp]
NPC services: Dispel Magic [5] [150 gp]


Current 3FC Information
Fight 1

Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: None.
Items Used: 4 Djorge of Vigor charges, a powerstone of Inertial Armor, scroll of See Invisibility.
Spells or Powerpoints Used: 3 PP
x/day Abilities Used: None.
Free Activity: Guarding.
Fight 2

Time Between Fight: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: Powerstone of energy adaptation [3]
Spells or Powerpoints used: 3 PP
x/day Abilities Used: None.
Free Activity: guarding

Sunstroke's Tactics
I could have sworn I bought more Prot. Evil... well, I'll just have to make do.

Start off front and center, holding scroll of Expeditious Retreat [CL 1].

1) Manifest Defensive Precognition, augmented to 4 PP, for a +2 bonus to AC and saves. Move clockwise around the arena.
2) Manifest Expansion, augmented for duration. That'll do it for my PP, so I lose psionic focus. Move some more.
3) Cast ER from the scroll and draw potion of Protection from Evil.
4+) Move around the arena in search of my opponent. Running is acceptable, even desirable if I can line myself up for it.

When I see my opponent, swig the potion, base and grapple. Don't bother pinning, just flurry to finish him off as quickly as possible. Charge if necessary and possible--speed is of the essence here.

Now for the main challenge: contingencies.
·Ironically, the thing I'm most worried about is a level 1 spell: Sanctuary. I only need a 5 to save against it (9 base + 2 Def.Precog. + 2 Prot. Evil), but if I fail, run away from any summons he may have and buff AC with Inertial Armor (stone) and Shield of Faith (spell).
·Blindness: use stone of Synesthete. I will make sure to have that stone in an easily accessible location, so I can find it even when blinded.
·Dispel Magic: non-issue due to ring of Counterspells.
·Prot. Evil is about to run out and dangerous summons are still around: not much choice but to engage them. Put up Inertial Armor right before the Prot. fails. A few hits from a Huge greatsword should do it. If they seem to have DR, drop the sword and use my oil of Shillelagh instead. This also applies if he summons something that busts through my warding (but only fight the one(s) that can attack me).
·He walls himself in with summons: very difficult to do, since he can't communicate with his summons at all. They'll attack me on sight, even if they can't succeed. Just lure them out and circle around them.
·He walls me in with summons: Annoying. If I can't escape them (possibly with Wall Walker (stone) depending on the situation), fight them with a weapon (greatsword or shillelagh, as above). Remember that if I attack one, only that one can bypass my warding.
·I'm injured: use Vigor (dorje) if I reach 25 HP or less. Use CLW wand to heal myself to within 9 HP of maximum if there's a lull in the fight.
·Please use my Luck reroll on a failed saving throw, or on the initial grapple attempt, or on a failed attempt to oppose Kraegin escaping the grapple.


That's about it. Have fun.

Kraegin
Current Cycle

Time Between Fight: 3 hrs
Prebuffs/Ongoing Effects: Extended Magic Vestments (16 hours)
Items Used: Torent (killed week 1)
Spells or Powerpoints Used: 18 sp (MV (3), RE (2), SMIV (4), Sanc (1), SMIII (3), SMII (2), Doom (1), SW (2))
x/day Abilities Used: 1 extended charge from rod, 1 Pearl of Power (2nd)
Free Activity:


Kraegin

"Let Denth's armies swarm the land - if only for a short while."

male Human, Humanoid (human)
Medium size, Height 5'7", Weight 155lbs
Neutral Evil
Cleric of Denth the Summoner 7/Thaumaturgist 1, ECL 8
XP: 35548 / XP for Next Level: 36000

STR 14 [+2] (6 pts)
DEX 10 [+0] (2 pts)
CON 14 [+2] (6 pts)
INT 14 [+2] (6 pts)
WIS 24 [+7] (16 pts) [18, +1 @4th, +1 @8th, +4 Enh]
CHA 8 [-1] (0 pts)

Hit Points: 53.5 [7d8 + 1d4 HD +16 Con]
AC 19 [+8 armor, +1 shield], Touch 10, Flat 19; DR 3/--
Initiative: +0
BAB/Grap: +5/+7 [+5bab, +2str]
Speed 20 [base 30]

Saves:
Fort +8 [+5 Cleric, +2 Con, +1 resistance]
Refl +3 [+2 Cleric, +1 resistance]
Will +15 [+5 Cleric, +2 Thaumaturgist, +7 Wis, +1 resistance]

Attacks:
Flail +8 melee, 1d8+2, 20/x2 (+5 BAB, +2 Str, +1 WF) [+2 disarm] [trip weapon]
Javelin +5 ranged, 1d6+2, 20/x2, 30ft range increment (+5 BAB) [-4 hit if used in melee]
Dagger +7 melee or +5 ranged, 1d4+2, 19-20/x2, 10ft range increment (+5 BAB, +2 Str)
Heavy Crossbow +5 ranged, 1d10, 19-20/x2, 120ft range increment (+5 BAB)

Feats:
Spell Focus (Conjuration) [human] (+1 DC for conjuration spells)
Augment Summoning [1st lvl] (+4 enh Str/Con to summoned creatures)
Martial Weapon Proficiency (Flail) [War domain]
Weapon Focus (Flail) [War domain] (+1 to hit with selected weapon)
Craft Wondrous Item [3rd lvl]
Extend Spell [6th lvl]

Racial and Class Abilities

Racial Abilities: Human
+1 skill point/lvl
1st level bonus feat

Class Abilities: Cleric
Weapon and Armor Proficiencies: All Simple weapons, all armor types and all shields (except tower)
Domain: Evil (+1 CL for Evil Spells)
Domain: War (Bonus Martial Weapon Proficiency and Weapon Focus)
Rebuke Undead (2/day)
Spontaneous Casting of Inflict Wounds spells

Class Abilities: Thaumaturgist
Spells per day: Adds +1 to the CL of Kraegin as a cleric in terms of effects determined by CL and more spells per day.
Improved Ally: If Kraegin is able to alter the attitude of a Planar Ally to helpful, he can receive services for half price. [See rules of gladius for specific house rules]


Skills (50 Points Cleric, 5 points Thaumaturgist)
+13 Concentration [10 cleric, 1 thaumaturgist, +2 con] [11 ranks]
+10 Craft (armorsmithing) [6 cleric, +2 int, +2 tools] [6 ranks]
+15 Diplomacy [10 cleric, 1 thaumaturgist, -1 cha, +5 competency] [11 ranks]
-6 Hide [-6 ACP]
+8 Knowledge (arcana) [6 cleric, +2 int] [6 ranks]
+8 Knowledge (religion) [6 cleric, +2 int] [6 ranks]
+8 Knowledge (the planes) [6 cleric, +2 int] [6 ranks]
+7 Listen [+7 wis]
-6 Move Silently [-6 ACP]
+10 Spellcraft [6 cleric, +2 int, +2 syn(knowledge (arcana))] [6 ranks]
+7 Spot [+7 wis]

Speaks Common, Infernal, Abyssal, Auran, Ignan, Terran
Speak Language [1 +2 int +3 thaumaturgist] [6 total languages]

Spells memorized: [6/6+1/5+1/5+1/3+1] [Spell levels: 53; Cast: 18] [CL8] [* Conjuration Spell (+1 DC)] [~Evil Spell (+1 CL)]
0: [DC 17] Detect Magic (x2), Guidance, Read Magic (x2), Cure Minor Wounds
1: [DC 18] Prot. from Good (domain)~, Doom (x2)cast in wk1, Sanctuary (x2)cast in wk1, Shield of Faith (x2)
2: [DC 19] Spiritual Weapon (domain)cast in wk1, Summon Monster II*~cast in wk1, Hold Person (x2), Resist Energycast in wk1, recalled and recast, Shatter
3: [DC 20] Magic Vestment (domain)cast in wk1, Summon Monster III (x2)cast in wk1*~, Dispel Magic, Invisibility Purge, Blindness/Deafness
4: [DC 21] Unholy Blight~ (domain), Summon Monster IV (x2)cast in wk1*~, Lesser Planar Ally*~prebuff wk1

Equipment:
Traveler's Outfit [5lbs]
Adamantine Full Plate [50lbs] [8250gpC]
Buckler [5lbs] [15gp]
Flail [5lbs] [8gp]
2 Javelins [4lbs] [2gp]
Dagger [1lbs] [2gp]
Heavy Crossbow [8lbs] [50gp]
Silver Unholy Symbol [1lb] [25gp]
2 Pearls of Power (1st lvl) [1000gp, 80xpC]
Pearl of Power (2nd lvl) [2000gp, 160xpC] [used in wk1]
Pearl of Power (4nd lvl) [8000gp, 640xpC]
Rod of Lesser Metamagic Extend [thread=477357][quested][/thread] [used 1 charge in wk1]
Periapt of Wisdom +4 [3500gpC improved from [4000gp, 320xpC, [post=7266276]5°[/post] [post=7314268]improved[/post] from [500gp, 40xpC, [post=7104867]5°[/post]]]]
Cloak of Resistance +1 [1lbs] [500gp, 40xpC]
Circlet of Extraplanar Diplomacy +5 [1250gpC, [post=9552354]5°[/post]]

[75lbs] [29102gp, 1280xp]

Expendable Items: [200gp/3200gp Expendable Cap]
4 Scrolls of Cure Light Wounds (CL 1) [100gp]
Wand of Cure Light Wounds (CL1, 48 charges) [750gp]
Antitoxin [50gp]
29 Bolts [2.9 lbs][2gp, 9sp]
19 Cold Iron Bolts [1.9 lbs] [3.8gp]
Tattoo of Skate [ML1] [100gp]

[4.8 lbs] [1006gp, 7sp]

Equipment at home:
[Ma] Armorer's Tools [55gp]
Gold: 8698gp

[55gp]

[200gp, 3sp, 200xp] Past Expenditures (see below)

[30364gp, 1480xp]

Miscellaneous Statistics:
Encumberance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 79.8 lbs

Allies

Torrent (CR3) - died in week 1

Air Elemental, medium Elemental (Air, Extraplanar) - Neutral Evil
HD 4d8+8; hp 26; init +9; speed Fly 100ft (perfect); AC 18 (+5 dex, +3 nat), Touch 15, Flat-footed 13; Slam +8 melee (1d6+1 dmg); Saves +3/+9/+1; S12 D21 C14 I4 W11 Ch11; Skills: Hide +5, Listen +3, Move Silently +5, Spot +4; Feats: Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB; Specials: Air Mastery (airborne opponents get a -1 hit/damage penalty on all attacks against Torrent), Whirlwind (2 round duration, once per 10 minutes, 10-30ft high, Reflex DC13 or 1d6 dmg to small or smaller creatures), Darkvision 60ft, Elemental Traits



Character Background

Kraegin is the only follower of Denth that he knows. His own teacher was brought down by villagers following one of Kraegin's lessons, when his own summoned creatures went amuck and tore apart part of the village. His mentor, Villik Baskia, was then lynched. Had Kraegin not escaped in swift fashion, he likely would have found the same fate.

Kraegin does not know his parents as he was abducted at a young age, and later came upon Villik as a mentor. To him, Villik was his father, and his death was greatly mourned. Although Kraegin does not hold any hostility towards the villagers for killing his mentor, he has learned to not be so careless in his summons.

As a student, Kraegin also took it upon himself to learn a useful skill and armorsmithing seemed to come naturally to him. In this venture, he managed to find a living for himself before he made his was to Gladius, where he heard of untold fame and fortune. An opportunity, he thought, to spread the teachings of Denth and to gain his own prestige.

About Denth the Summoner

Denth is a lesser god in the pantheon who is not well recognized among the populace of most civilized lands - probably because his wars with summoned armies laid waste to vast areas, leaving plenty of death and misery around. His own armies suffered many losses, but since they made use of summoning magics, were easily replenished. Denth is an underling to the God of Magic, a bastard child in a way, because no one wishes to think of him and his deeds.

Denth's holy symbol is that of a palm with a man coming through a portal. In some cases, the man is replaced with the figure of a particular followers favorite summoned creature.

Denth is a neutral god with evil tendencies. Although he does have a small number of good followers, the majority fall under Neutral and Evil alignments. A follower of Denth can choose from the following domains: Evil, War, Strength. Denth's favored weapon is a Flail.


Buffs and Prefight actions:
Cast Lesser Planar Ally and negotiate for free service from a Neutral Evil Air Elemental by the name of Torrent (Diplomacy DC = 20+4=24 vs take 10 + 15=25) [4SL, duration 9 days; 100xp/141gp]

Default Tactics

Tactics will always be sent, but here's some general ideas to keep in mind:

Kraegin will always look to summon things first. His planar allies are as much a meat shield as anything else - but he also desires to keep the ally alive for all fights. As such, he will buff it in reasonable ways before sending it out.

Kraegin will always summon evil creatures. A protection from Evil potion/spell can protect against these, but if the summoned creature has SR, then there's a chance that they can break through.

Notes about summoned creatures:

1. I have the evil domain and all of my summoning spells are evil because of the creatures I choose. I have a CL of 9 in these cases, so they each last 9 rounds. If I have used the rod, that summoned creature lasts 18 rounds.
2. They will always charge when possible to close the distance and attack on the same round.
3. If the opponent is more than 2 move units away, they will run to within 10 feet of the opponent and stop.
4. If possible, they will take AoO if the opponent ignores them and fires ranged weapons at me.
5. If possible, they will shuffle (5' steps) each round to set up Flanking
6. All of the templated "fiendish" summons have an Int score of 3 and so are able to understand simple commands. Kraegin speaks the languages of their native planes (abyssal and infernal).


Wrap-up Rewards and Expenditures

Experience Breakdown

3200xp to start
-1480xp from crafts -200-40-40-40-40-40-320-40-40-680 (crafts)
-200xp from Lesser Planar Ally
+18028xp from fights +300+900+450+400+1200+400+400+638+1800+2400+600+700+700+2100+840+700+700+700+2100 (fights)
+15900xp from quests +3600+6000+6300 (quests)


Past Expenditures (tot. 150gp, 3sp, 200xp)

1 Bolt [1sp]
1 Cold Iron Bolt [2sp]
8 Scrolls of Cure Light Wounds (CL 1) [200gp]
Light Wooden Shield [1gp, 5spC] [Net 0gp]
Half Plate [300gpC] [Net 0gp]
5 Pearls of Power (1st lvl) [2500gp, 200xpC] [Net 0gp, 200xp]
Wand of Cure Light Wounds (CL1, 2 charges) [0gp]


Kraegin's Tactics
As requested:

Kraegin's tactics vs Sunstroke

This is certainly going to be a tough fight, but I might be able to eke out a win if I am careful.

Start out with my rod of Extend Spell in hand at the front center of my starting area. In round 1, cast SMIII and extend it with the rod (total duration 18 rounds) for a huge centipede. Immediately have it seek out my opponent. Drop my rod and draw my flail at the next available move action or regular movement.

After that - move out in search of my opponent - casting Shield of Faith (+3 deflection) along the way. If my centipede finds him, it will attack on sight. If I find him - I will redirect the centipede accordingly.

Once found, Kraegin will cast SMIV for 1d3 Huge Centipedes (9 round duration)

If Sunstroke has Protection from Evil up - each of the centipedes get a chance to break through because of their SR. Since the potions are only CL1 and their SR is 11 - they have a decent chance of getting to attack.

Follow up SMIV with a doom spell. If doom fails - recall it and recast.

Please note that I am wearing Adamantium Full Plate, so I have DR 3/--. Also - my Magic Vestment from last week is still up, so my current AC is 21.

After all of those, recall and recast SMIV for 1d3 Huge Centipedes.

If he forces me into melee after doom has been cast (at any point after doom), cast IMW spontaneously dropping Shatter and a Hold Person

SLs: SMIII (3), Shield of Faith (1), SMIV (4), Doom (1), [Shatter and Hold Person for IMW if needed]

If I need to attack further - just attack in melee. If he successfully grapples me and I have summons out - try to pin him. If I don't have any summons out - just try to escape the grapple.

If I am in a threatened area and my tactics call for casting a spell, cast defensively.

If I detect that he's invisible (for instance I hear him) and that he is nearby - cast SMIV at that moment and proceed with Doom once I can see him. Don't bother with Invisibility Purge.

If he is engaged by summons and I need to heal (say 1/2 hit points or less) - move away while drawing my wand and move towards cover while healing. If my tactics haven't gotten to the doom spell yet - get through doom first.


The Fight
Rolls: Here

Init
Sunstroke 3
Kraegin 2

Starting
Sunstroke starts in box 4 With scroll of expy retreat [1] in hand (8,32)
Kraegin starts in box 3 with rod of extend spell in hand (31,8)

Notes: Large stuff = NW corner
Round 5: I realized at about this point that SR was rolled the wrong way: And Cent 2 actually is not able to hit, and thus there are a slew of bonus rolls that should not have been made, I keep the rolls thematically and in the end only Cent 2 was hedged out.
Round 5b: and that Sunstroke was expanded for lower AC …



Round 1 Been a long time since I have seen an LOS at start
Sunstroke manifests augmented Def precog. He moves toward Kraegin, hoping to close quick.
Kraegin summons

Sunstroke 56/56 AC 15 3/7pp (+2 Def precog 41)(12,28)
Kraegin 53/53 AC 21(DR 3) 18/18 SL (31,8)

Round 2
Sunstroke manifests expansion and moves
Kraegin finishes summoning and puts his centipede out at (23,16). Drops his rod, and begins to summon again.
Centi 1: moves and attacks (atk: 25 dmg 15 Fort 25)

Sunstroke 41/56 AC 15 0/7pp (+2 Def precog 41)(Expansion)(16,24)
Kraegin 53/53 AC 21(DR 3) 15/18 SL (31,8)
Centi 1 45/45 AC 16 (SMIII 19) (19,22)

Round 3
Sunstroke steps back, draws and quaffs his potion of protection from evil.
Kraegin gets 2 more centipedes at (23,16) and (26,17), and casts shield of Faith, and draws flail
- 1: Adjust and attack (SR: Overcame atk 10)
- 2: Double moves
- 3: Double moves

Sunstroke 41/56 AC 15 0/7pp (+2 Def precog 41) (Expansion) (Pro evil 13)(15,24)
Kraegin 53/53 AC 21(DR 3) 10/18 SL (SoF 83)(31,8)
Centi 1 45/45 AC 16 (SMIII 19) (18,22) (passed SR)
Centi 2 45/45 AC 16 (SMIV 12) (18,25)
Centi 3 45/45 AC 16 (SMIV 12) (18,29)


Round 4
Sunstroke casts ER from scroll drawing 2 possible AoOs (Cent 2 SR: Failed Atks:18,23 Dmg 10, 15 Forts: 24, 22 Conc(DC 20, 25) 20, 28) and makes it. Then moves away.
It was this option vs step and cast then take 3 attacks. I had considered move then cast, but I making the distance is more important. I forgot to add the bonus to AC from Pro evil so the first hit misses, then I forgot the neg AC from expansion
Kraegin moves north and is able to see a glimpse of Sunstroke and casts doom (Will: 19)
- 1: Double moves
- 2: Double moves (squeezed some)
- 3: Double moves

Sunstroke 31/56 AC 15 0/7pp (+2 Def precog 41) (Expansion) (Pro evil 13)(ER 14)(13,13)
Kraegin 53/53 AC 21(DR 3) 9/18 SL (SoF 83)(31,12)
Centi 1 45/45 AC 16 (SMIII 19) (10,14) (passed SR)
Centi 2 45/45 AC 16 (SMIV 12) (17,15) (Failed SR)
Centi 3 45/45 AC 16 (SMIV 12) (21,14)

Round 5
Sunstroke draws a stone of IA and manifests defensively (Conc: Pass)
(One AoO from Cent 1, stays out of threat range from other two) (AoO: 18 hit: 18 dmg Fort 25)
Kraegin steps back, recalls Doom and casts (Will: 1!)
- 1: Attacks (atk: 18 miss)
- 2: Double move
- 3: Move and attack (SR: Overcome Atk: 26 dmg 11 Fort: 25)

Sunstroke 20/56 AC 15 0/7pp (+2 Def precog 41) (Expansion) (Pro evil 13)(ER 14)(IA)(Doom 85)(30,11)
Kraegin 53/53 AC 21(DR 3) 9/18 SL (SoF 83)(31,12)
Centi 1 45/45 AC 16 (SMIII 19) (10,14) (passed SR)
Centi 2 45/45 AC 16 (SMIV 12) (17,15) (Failed SR)
Centi 3 45/45 AC 16 (SMIV 12) (14,11) (passed SR)

Round 6
Sunstroke draws and manifests Vigor from djore
Kraegin moves closer to combat to see how his pets are doing
- 1 Attacks (atk: 20! Confirm 10 dmg 17 For 30)
- 2 Attacks but is repeled
- 3 moves and attacks (atk: 21 dmg 12 Fort 1! Poison 1 dex)

Sunstroke 1/56 AC 15 0/7pp (+10 hp Vigor 26)(+2 Def precog 41) (Expansion) (Pro evil 13)(ER 14)(Doom 85)(-1 dex poison 16-second)(31,12)
Kraegin 53/53 AC 21(DR 3) 9/18 SL (SoF 83)(23,12)
Centi 1 45/45 AC 16 (SMIII 19) (30,9) (passed SR)
Centi 2 45/45 AC 16 (SMIV 12) (27,13) (Failed SR)
Centi 3 45/45 AC 16 (SMIV 12) (30,16) (passed SR)

Round 7
Sunstroke manifests Vigor
Kraegin delays to after his pets
- 1&3: (atks: 18,14 miss)
Kraegin moves in holding off on recalling for the moment

Sunstroke 1/56 AC 15 0/7pp (+10 hp Vigor 26) (+2 Def precog 41) (Expansion) (Pro evil 13)(ER 14)(Doom 85)(-1 dex poison 16-second)(31,12)
Kraegin 53/53 AC 21(DR 3) 9/18 SL (SoF 83)(20,13)
Centi 1 45/45 AC 16 (SMIII 19) (30,9) (passed SR)
Centi 2 45/45 AC 16 (SMIV 12) (27,13) (Failed SR)
Centi 3 45/45 AC 16 (SMIV 12) (30,16) (passed SR)

Round 8
Sunstroke goes with the longsword into cent 1 (atk: 22-2doom=20 dmg 9)I know you said greatsword but I figure you want to hold onto the djore for the time being
- 1&3: (atks: 19,17 miss)
Kraegin waits

Sunstroke 1/56 AC 15 0/7pp (+10 hp Vigor 26) (+2 Def precog 41) (Expansion) (Pro evil 13)(ER 14)(Doom 85)(-1 dex poison 16-second)(31,12)
Kraegin 53/53 AC 21(DR 3) 9/18 SL (SoF 83)(20,13)
Centi 1 36/45 AC 16 (SMIII 19) (30,9) (passed SR)
Centi 2 45/45 AC 16 (SMIV 12) (27,13) (Failed SR)
Centi 3 45/45 AC 16 (SMIV 12) (30,16) (passed SR)

Round 9
Sunstroke attacks (atk 26-2 doom=24 dmg 11)
- 1&3: (atks 16, 11: miss)
Kraegin waits one more round

Sunstroke 1/56 AC 15 0/7pp (+10 hp Vigor 26) (+2 Def precog 41) (Expansion) (Pro evil 13)(ER 14)(Doom 85)(-1 dex poison 16-second)(31,12)
Kraegin 53/53 AC 21(DR 3) 9/18 SL (SoF 83)(20,13)
Centi 1 25/45 AC 16 (SMIII 19) (30,9) (passed SR)
Centi 2 45/45 AC 16 (SMIV 12) (27,13) (Failed SR)
Centi 3 45/45 AC 16 (SMIV 12) (30,16) (passed SR)

Round 10
Sunstroke attacks (atk 1!)
- 1&3: (Atks: 23,19 one hit dmg 14)

Sunstroke falls
Rewards/Comments
Kraegin wins gaining 2400xp/3400gp
Kraegin used 1 use of extend rod, Pearl of power [1]
Spells: SM3, SM4, Doom, Shield of Faith (9SL)
Ongoing effects: Magic Vestment (14 hrs)
This is his 2nd fight.

Sunstroke loses gaining 800xp/1133gp
Sunstroke used: Potion of Pro Evil[1], Stone of IA[1], Scroll of expy retreat [1], 2 charges of his djore of vigor [2].
This is his last fight.

Peanut Gallery:
@All: Records removed from both sheets to make room.
Note: Doom - short desc says -2 damage rolls, yet the spell description lists shaken as the effect, but shaken doesn't give -2 dmg rolls. So I went by the shaken effect
@Telin: You got many of the 50/50 breaks in this one: AC, SR, not an overpowering dice Gods showing, but a good showing.
@MWB: I think spending the rest of your PP was a mistake. The options that your character has with a focus in Psi weapon might have helped.
The COre COliseum - Home of a few of my Gladiators
Tessero Valis
Tessero Valis
Gender and Race: Male Human
Size and Type: Medium Human
Height and Weight: 6’ 2”, 184 lbs.
Age: 31 years
Alignment: Neutral Good
ECL: Fighter 2, Psychic Warrior 1
Experience: 3200
Guild: none


Current 3FC Information
Fight 1

Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx
Fight 2

Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx
Fight 3

Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Attributes
STR 16 (+3) [10 pts] [16 Base]
DEX 12 (+1) [04 pts] [12 Base]
CON 16 (+3) [10 pts] [16 Base]
INT 14 (+2) [06 pts] [14 Base]
WIS 14 (+2) [06 pts] [14 Base]
CHA 08 (-1) [00 pts] [08 Base]


Miscellaneous Statistics
Hit Points: 29
[3 HD] [10 (Fighter 1) + (5.5 (Fighter) x 1) + (4.5 (Psywar) x 1) + (3 HD x 3 Con)]
Armor Class (Normal): 19 [+1-2 dodge: Combat Expertise][+4 Tower Shield][+4 Ride for Cover]
[10 Base, 1 Dex, 8 Armor]
Armor Class (Touch): 11 [+1-2 dodge: Combat Expertise][+4 Ride for Cover]
[10 Base, 1 Dex]
Armor Class (Flat-Footed): 18 [+4 Tower Shield]
[10 Base, 8 Armor]
Initiative: +1
[1 Dex]
Base Attack Bonus: +2
[2 (Fighter 2), 0 (Psywar 1)]
Grapple: +09
[2 BAB, 3 Str, 4 Feat]
Speed (Land): 20 ft
[30 Base, Heavy Armor
Weight Carried: 141 lbs, medium encumbrance
[0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]



Saves
Fortitude: 08
[3 Con, 3 (Fighter 2), 2 (Psywar 1)]
Reflex: 01
[1 Dex]
Will: 02 [+2 Empty Mind]
[2 Wis]


Melee Attacks
[Ma] Guisarme +6, 2d4+4, (20/x3), (slashing) [+6, 2d6+6 while enlarged]
[3 Str, 2 BAB, 1 Enh]
[Ma] Armor Spikes +6, 1d6+3, (20/x2), (piercing) [+6, 1d8+4 while enlarged]
[3 Str, 2 BAB, 1 Enh]
[-2 attack modifier when tower shield equipped]
[+1 higher ground attack modifier when mounted on Equalizer and opponent is medium-sized or smaller and also on the same level of ground as Equalizer]
[+1-4 damage modifier when using Power Attack]



Ranged Attacks
Bolas -1, 1d4+3, (20/x2), Range 10 ft, (bludgeoning) [-2 attack modifier when enlarged]
[1 Dex, 2 BAB, -4 Non-Prof]
[Ma] Mighty (+3) Composite Longbow +4, 1d8+3, (20/x3), Range 110 ft, (piercing) [-2 attack modifier when enlarged]
[1 Dex, 2 BAB, 1 enh]
[-2 attack modifier to bolas when tower shield equipped]



Special Attacks & Abilities
Trip: +7 Str Check
Expanded Trip: +12 Str Check
Expanded Grapple: +15



Powers Readied
Level 1 [DC 13]: Empty Mind (1 pp)

Power Points Available Per Fight: 01
[01 Total Power Points / 3, rounded up]
Total Power Points: 01
[(0 (Psywar 1), (1 Wis)]
Manifester Level: 1



Feats
Combat Expertise Lvl 1
Improved Trip Human Bonus
Power Attack Fighter 1
Improved Unarmed Strike Fighter 2
Deflect Arrows Psywar 1
Improved Grapple Lvl 3
Psionic Weapon Psywar 2]
Deep Impact Lvl 6
Reckless Offense Lvl 9



Skills
Total Skill Points: 30
[25 (Fighter 2), 5 (Psywar 1)]
Languages: Common, Orc, Dwarven
[1 Racial, 2 Int]
Armor Check Penalty: -5 (-15)
[-5 Masterwork Full Plate][-10 Tower Shield]


+04 Autohypnosis
[3 Wis, 1 Ranks (1 Psywar)]
-04 Balance
[1 Dex, -5 ACP, etc]
-02 Climb
[3 Str, -5 ACP]
+04 Concentration
[3 Con, 1 Ranks (1 Psywar)]
+10 Craft (Armorsmithing)
[2 Int, 6 Ranks (5 Fighter, 1 Psywar), +2 tool]
+04 Handle Animal
[-1 Cha, 5 Ranks (5 Fighter)]
-04 Hide
[1 Dex, -5 ACP]
+03 Jump
[3 Str, 5 Ranks (5 (Fighter), -5 ACP]
+03 Knowledge (History)
[2 Int, 1 Ranks (2 Fighter)]
+03 Knowledge (Psionics)
[2 Int, 1 Ranks (1 Psywar)]
+02 Listen
[2 Wis]
-04 Move Silently
[1 Dex, -5 ACP]
+03 Psicraft
[2 Int, 1 Ranks (1 Psywar)]
+06 Ride
[1 Dex, 5 Ranks (5 Fighter)]
+02 Spot
[2 Wis]
-04 Swim
[3 Str, 3 Ranks (3 Fighter), -10 ACP]
[Additional -10 ACP when Tower Shield is equipped (-20 for swim!)]



Prefight Actions
Address my Stones
Saddle, Armor, and Bring Equalizer



Equipment Worn and Carried
Basic Outfit
[0 lbs] [0 gp]
[Ma] Spiked [Ma] Full Plate cc
[60 lbs][1175 gp]
[Ma] Guisarme
[12 lbs][309 gp]
Guisarme
[12 lbs][9 gp]
Bolas x 6
[02 lbs ea][5 gp ea]
[Ma] Mighty (+3) Composite Longbow
[03 lbs][700 gp]
(60) Arrows
[03 lbs per 20][3 gp per 20]
Tower Shield
[45 lbs][30 gp]



Expendable Items
(2) Powerstone of ExpansionA [ML 3]
[0.0 lb each = 0.0 lbs][150 gp each = 300 gp]
(3) Powerstone of VigorA [ML 2]
[0.0 lb each = 0 lbs][50 gp each = 150 gp]


Max total (ECL2 x 50): 450 gp


Equipment at Home
Ally: Equalizer
[1123 lbs][150 gp]
[Ma] Armorsmith Tools
[5 lbs][55 gp]


[u]Allies[/u]
Maximum CR per ally: CR 1
Maximum CA of allies per fight: CA 1



Equalizer

Gender and Race: Male Light Warhorse
Size and Type: Large Animal
Height and Weight: 15 Hands 1123 lbs
Age: 3 years
Alignment: neutral
CR: 1

Attributes
STR 16 (+3)
DEX 13 (+1)
CON 17 (+3)
INT 02 (-5)
WIS 13 (+1)
CHA 06 (-2)

Miscellaneous Statistics
Hit Points: 22
[3 HD] [4.5 Animal x 3) + (3 HD x 3 Con)]
Armor Class (Normal): 19 [or Ride check]
[10 Base, 1 Dex, 5 Armor, -1 Size, 4 Natural]
Armor Class (Touch): 10
[10 Base, 1 Dex, -1 Size]
Armor Class (Flat-Footed): 18
[10 Base, 5 Armor, -1 Size, 4 Natural]
Initiative: +1
[1 Dex]
Base Attack Bonus: +2
[2 Animal]
Grapple: +09
[2 BAB, 3 Str, 4 Size]
Speed (Land): 40 ft
[60 Base, medium armor]
Weight Carried: 435 lbs, medium encumbrance
[0-230 (Light), 231-460 (Medium), 461-690 (Heavy)]

Saves
Fortitude: +06
[3 Con, 3 Animal]
Reflex: +04
[1 Dex, 3 Animal]
Will: +02
[1 Wis, 1 Animal]

Melee Attacks
2 Hooves +4 melee, 1d4+3, (20/x2), (bludgeoning)
[3 Str, 2 BAB, -1 Size]
Bite -1 melee, 1d3+1, (20/x2), (bludgeoning, slashing, piercing)
[3 Str, 2 BAB, -1 Size, -5 secondary]

Special Attacks and Abilities
Scent, Low-Light Vision

Feats
Endurance
Run

Skills
Armor Check Penalty: -3
[-3 Armor]

-06 Hide
[1 Dex, -4 size, -3 ACP]
+04 Jump
[3 Str, 4 speed, -3 ACP]
+04 Listen
[1 Wis, 3 Ranks (3 Animal)]
-02 Move Silently
[1 Dex, -3 ACP]
+04 Spot
[1 Wis, 3 Ranks (3 Animal)]

Equipment Worn and Carried
Tessero
[184 lbs][Priceless]
Tessero’s Gear
[150 lbs]
[Ma] Scalemail Barding cc
[60 lbs][175 gp]
Military Saddle
[30 lbs][20 gp]


[u]Results[/u]
[post=???????](result)[/post] vs (Character Name (Player Name)) - [??? xp] [??? gp]
[thread=???????](result)[/thread] in (quest name) - [??? xp] [??? gp]
[post=???????](result)[/post] vs (Character Name (Player Name)) - [??? xp] [??? gp]
[thread=???????](result)[/thread] in (miniquest name) - [??? xp] [??? gp]
[post=???????](result)[/post] vs (Character Name (Player Name)) - [??? xp] [??? gp]
[thread=???????](result)[/thread] in (campaign name) - [??? xp] [??? gp]


Accounting
Experience
Starting: 3200 XP
Earned: ??? XP
Spent: ??? XP
Remaining: 3200 XP
Gold


Starting: 3000 gp
Earned: ??? gp
Spent: 2962 gp
Remaining: 38 gp


Previously Owned
Show


Used Items

(Qty) Potion of (Name) [CL ?]
[?? gp each = ?? gp]
(Qty) Powerstone of (Name) [ML ?]
[?? gp each = ?? gp]


Ventr the Dreamer

Ventr the Dreamer
Gender and Race: Male Wild Elf
Size and Type: Medium Humanoid (Elf)
Height and Weight: 4 foot 7 inches/ 90 pounds
Age: 120 (Adult)
Alignment: Lawful Evil
ECL: 3 (Sorcerer 1)/(Monk 2)
Experience: 5375/6000



Attributes
STR 16 (+3) [10 pts] [16 Base]
DEX 16 (+3) [6 pts] [14 Base, +2 Racial]
CON 14 (+2) [6 pts] [14 Base]
INT 8 (-1) [2 pts] [10 Base, -2 Racial]
WIS 15 (+2) [8 pts] [12 Base]
CHA 12 (+1) [4 pts] [12 Base]

Miscellaneous Statistics
Hit Points: 19
[3 HD] [4 (Sorcerer) + (4.5 (Monk) x 2) + (3 HD x 2 Con)]
Armor Class (Normal): 15
[10 Base, 3 Dex, 2 Wis]
Armor Class (Touch): 15
[10 Base, 3 Dex, 2 Wis]
Armor Class (Flat-Footed): 12
[10 Base, 2 Wis]
Initiative: +7
[3 Dex, 4 Feat]
Base Attack Bonus: +1
[0 (Sorcerer), 1 (Monk)]
Grapple: +8
[1 BAB, 3 Str, 4 Feat]
Speed (Land): 30 ft
[30 Base]
Weight Carried: 33.1 lbs, Light encumbrance
[0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]

Saves
Fortitude: +5
[2 Con, 0 (Sorcerer), 3 (Monk)]
Reflex: +8/10 (When Chippy is within 5 ft)
[3 Dex, 0 (Sorcerer), 3 (Monk), 2 familiar]
Will: +6
[1 Wis, 2 (Sorcerer), 3 (Monk)]

Melee Attacks
Unarmed Strike +4, 1d6+3, (20/x2), Bludgeoning
[3 Str, 1 BAB]
Flurry of Blows +2/+2, 1d6+3, (20/x2), Bludgeoning
[3 Str, 1 BAB]

Ranged Attacks
Masterwork Composite Longbow (Str +3) +5, 1d8+3, (20/x3), Range 110 ft, Peirce
[3 Dex, 1 BAB, 1 Master]

Arcane Spells Readied [5/4]
Cantrips [DC 11] Read Magic, Resistance, Touch of Fatigue, Acid Splash
Level 1 [DC 12] Shocking Grasp, Chill Touch

Spell Levels Available Per Fight: 2
[4 Total Spell Levels / 3, rounded up]
Total Spell Levels: 1
[(1 x 1)]
Arcane Spell Failure: 0%
[0 Armor, 0 Shield]
Caster Level: 1

Feats
Improved Initiative Lvl 1 You get a +4 bonus on initiative checks.
Blind Fight Lvl 3 In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Improved Unarmed StrikeBonus Feat - Monk 1You are considered to be armed even when unarmed —that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Improved GrappleBonus Feat - Monk 1 You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Deflect ArrowsBonus Feat - Monk 2 You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks
generated by spell effects can’t be deflected.

Skills
Total Skill Points: 10
[4 (Sorcerer), 6 (Monk)]
Languages: Common, Elven, and Draconic.
[2 Racial, 0 Int, 1 Speak Language]
Armor Check Penalty: -0
[0 Armor, 0 Shield, etc]

Concentration: 1
[1 Con]
Hide: 3
[3 Dex]
Knowledge (Arcana): 5
[-1 Int, 6 Ranks (2 (Sorcerer), 4 (Monk))]
Listen: 3/5 (If Chippy is within 5 feet)
[1 Wis, 2 racial]
Move Silently: 5
[3 Dex, 2 Ranks (2 (Monk))]
Speak Language: 1
[1 RanksCC (2 (Sorcerer)]
Spellcraft: -1
[-1 Int, 0 Ranks (0 (Sorcerer)]
Spot: 3/5 (If Chippy is within 5 feet)
[1 Wis, 2 racial]

Prefight Actions
Bring Chippy.
Use Read Magic on scrolls.

Equipment Worn and Carried
Basic Outfit
[0 lbs] [0 gp]
Masterwork Composite Longbow (Str +3)
[3 lbs][700 gp]
(96) Arrows
[0.15 lb each = 15 lbs] [0.05 gp each = 5 gp]
(20) Cold Iron Arrows
[0.15 lb each = 15 lbs] [0.1 gp each = 10 gp]

Expendable Items
(5) Scroll of magic weapon [CL: 1]
[25 gp each = 150 gp]
(3) Scroll of enlarge person [CL 1]
[25 gp each = 75 gp]
(3) Scroll of mage armor [CL 1]
[25 gp each = 75 gp]
(3) Scroll of shield [CL 1]
[25 gp each = 75 gp]
(3) Scroll of expedious retreat [CL 1]
[25 gp each = 75 gp]
Max total (ECL: 32 x 50): 450 gp

Equipment at Home
Chippy's Toys
[RP means only]

[u]Results[/u]
[post=9967438]Defeated[/post] by (Geoffrey (Dr. Funk)) - [375 xp] [375 gp]
[post=10047838]Shattered the Skull of[/post] (Zodiac (Vathelokai)) - [900 xp] [900 gp]
[post=10121351]Finished quickly against[/post] (Darrgon the Summoner (TelinArtho)) - [900 xp] [900 gp]

Chippy (Familiar)

Gender and Race: Male Weasel
Size and Type: Tiny Animal
Length and Weight: 1 foot, 2 inches/ 9 lbs
Age: 2 years
Alignment: Lawful Evil

Attributes
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5

Miscellaneous Statistics
Hit Points: 10
(Half the Master's Hit Points, rounded down)
Armor Class (Normal): 15
[10 Base, 2 Dex, 2 Size, 1 Natural]
Armor Class (Touch): 14
[10 Base, 2 Dex, 2 Size]
Armor Class (Flat-Footed): 13
[10 Base, 2 Size, 1 Natural]
Base Attack Bonus: +1
[Same as Master]
Grapple: -11
[1 BAB, -4 Str, -8 Size]
Speed (Land): 20 ft
[20 Base]
Speed (Climb): 20 ft
[20 Base]

Saves
Fortitude: 3
[0 Con, 3 (Master's Base)]
Reflex: 5
[2 Dex, 3 (Master's Base)]
Will: 4
[1 Wis, 3 (Master's Base)]

Melee Attacks
Bite +5, 1d3-4, (20/x2), Peirceing
[+2 Dex, 1 BAB, +2 Size]

Special Attacks and Abilities
Attach: If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.

Feats
Agile, Weapon FinesseB

Skills
Languages: Weasle
[0 Racial]

Balance: 12
[2 Dex, 8 Racial, 2 feat]
Climb: 10
[2 Dex, 8 Racial]
Hide: 11
[2 Dex, 8 size, 1 (1 Weasel)]
Knowledge (Arcana): 4
[-2 Int, 6 Ranks (Master's Ranks)]
Move Silently: 8
[2 Dex, 2 Ranks, 4 racial]
Spot: 3
[1 Wis, 2 Ranks (2 Weasel)]


Racial Stuffs

Immunity to sleep spells and effects
+2 racial saving throw bonus against enchantment spells or effects.
Low-light vision
+2 Dex
+2 Int
+2 racial bonus on Listen, Search, and Spot checks


Miscellaneous Information


Background

Ventr is true to his title. He wandered out of his town on a daydream and ended up in Gladius. On a whim, he signed up for the arena.


Accounting


Experience


Starting: 3200 XP
Earned: 2175 XP
Spent: 0 XP
Remaining: 625 XP


Gold

Starting: 3000 gp
Earned: 2175 gp
Spent: 1335 gp
Remaining: 3835 gp


Previously Owned


Sales

(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]


Used Items

(4) Arrows
[0.1 gp each = 0.4 gp]
(3) Scroll of Mage Armor [CL 1]
[75 gp each = 225 gp]
(2) Scroll of Magic Weapon [CL 1]
[75 gp each = 150 gp]
(3) Scroll of Expeditious Retreat [CL 1]
[75 gp each = 225 gp]
(2) Scroll of Enlarge Person [CL 1]
[75 gp each = 150 gp]
(2) Scroll of Shield [CL: 1]
[75 gp each = 150 gp]



Current 3FC Information


Fight 1

Week 1: [Time Roll: ? hours]
Items:
- ?
- ?
- ?
- ?
Spells and Abilities:
- None


Fight 2

Week 2: [Time Roll: ? hours]
Items:
- ?
- ?
- ?
- ?
Spells and Abilities:
- None


Ventr's tactics

A meleer this week. A nice change.

Now then... Starting rounds. Begin with a scroll of shield in hand.

1; Read scroll of shield, draw scroll of mage armor
2: Read scroll of mage armor, Draw scroll of expeditious retreat.
3: Read scroll of expeditios retreat.
4. Cast Shocking Touch.

From here, I'm thinking just charge at him, and try to grapple. Dispersing the shocking touch into him and not the horse, of course. I REALLY don't want to be charged at by a horse. Besides, hitting him with shocking touch is really fun since he has metal armor on, so that gives me a +3 bonus to attack rolls.

If the grappling doesn't really work... Well, try again.

Yeah, not much as far as tactics go, but it's what I'm using. PM me if there's any problems.

With all due respect,
Milov


Tessero's tactics

Well, the only buff he has that is a long duration is Mage Armor.

Start default mounted with longbow in one hand.

Ride toward him (double move), readying an action to disrupt spellcasting (note: deflect arrows requires at least one hand to be free. Reading a scroll requires both hands if it involves a Somatic component.). Without Mounted Archery, the penalties will be pretty stiff, but I might get lucky.
--Get to within 110 ft and then stop approaching. If Ventr draws another scroll, keep readying to interrupt spellcasting.

-- If he runs/charges to base me from 110 ft. (which isn't wise), take the AoO for damage (don't try to trip) with the guisarme. Next round, attack with the glaive and have Equalizer full attack before 5' stepping away. Then dismount on the opposite side of Equalizer from Ventr. If Ventr comes after me, he'll take an AoO from Equalizer as well as Tessero. After Ventr's attack, 5' step back and draw/manifest Expansion. From here on out, touch attacks to improved trip with the glaive. Flanking is appreciated if it can be set up without AoOs (and if it can, power attack for 2).

-- I'm grappled! Grapple to escape while Equalizer pounds on his Dex-less butt. Once out, take total defense + max combat expertise for a total touch AC of 17 (not bad odds). Take a move action to draw a powerstone of expansion. Next round, 5' step and use it. If successful, drop the combat expertise and restart the imp.trip/slam 'em strategy (power attack for 2). Flanking is appreciated. If unsuccessful, re-mount Equalizer and fight from there, striking for damage and having Equalizer full-attack.

-- He's approaching carefully or he's slower than we are! GREAT! Run Equalizer away from Ventr. Let him chase us around the map for 10 rounds while his buffs run out. After 9 or 10 rounds of delaying (or whenever he shrinks back down to medium size), get closer and allow him to approach through my AoO (to trip, if he's medium). Proceed to smack him around with full attacks from Equalizer and imp. trip/power attack for 2.

-- Here comes the weasel! TAKE THE AoO to TRIP. Stop his little rodent butt from touching my horse or myself. If he's tripped, power attack his butt for 2 and kill him.

Notes:
Always ride for cover.
If he's got a bow in hand, always remove one hand off weapon for deflect arrows unless he's within charging distance.
It's impossible to plan for every contingency. You should have the gist of my tactics' intent. Make decisions in that vein.

Thanks for running!


The Fight

[Prefight Locations and Initiative]
Ventr starts in area 2 (92,92) with a scroll of Shield in hand. Initiative 14.
Tessero starts in area 3 (92,5), mounted with a longbow in hand. Initiative 20.

[Round 1]
Tessero double moves towards Ventr, readying to fire to disrupt spellcasting. (90,20)
Ventr casts Shield from the scroll and draws a scroll of mage armor. [Readied arrow 310ft (-4), 2 vs AC15, miss]

[Round 2]
Tessero double moves closer and readies. (90,36)
Ventr casts Mage Armor from the scroll and draws a scroll of Expeditious Retreat [230ft (-4), 14 vs AC15+4, miss]

[Round 3]
Tessero double moves closer and readies (90,54)
Ventr casts Expeditious Retreat from the scroll. [150ft (-2), 15 vs AC15+4+4, miss]

[Round 4]
Tessero double moves and readies (90,70)
Ventr casts Shocking Grasp and moves to set up a charge. [110ft (-2), -1 vs AC15+4+4, miss]

[Round 5]
Tessero drops the bow, draws his guisarme and readies to attack when Ventr comes into range.
Ventr charges, drawing an AoO and the readied attack [11,25 vs AC15+4+4, hit; Dmg 2d4+4=9]
Ventr finishes his charge and tries to touch Tessero for a grapple [25 vs AC11, hit; Opposed roll 28 vs 13, success; Dmg 1d6+3+1d6=9]

Tessero 20/29
--Equalizer 22/22
Ventr 10/19

[Round 6]
Tessero orders Equalizer to attack before he tries to escape.
Equalizer attacks [14,20,3 vs AC12+4+4, hit; Dmg 1d4+3=5]
Tessero tries to escape the grapple [27 vs 11, success] and dismounts on the far side of Equalizer from Ventr.
Ventr tries to reestablish the grapple [24! vs AC11, hit; Opposed roll 19 vs 12, success; Dmg 2d6+6=13] [AoO from Equalizer 8 vs AC15+4+4, miss]

Tessero 7/29
--Equalizer 22/22
Ventr 5/19

[Round 7]
Equalizer attacks [11,15,14 vs AC12+4+4, miss]
Tessero tries to escape the grapple [25 vs 15, success]
Ventr tries to reestablish the grapple [22 vs AC11, hit; Opposed roll 21 vs 13, success; Dmg 1d6+3=5]

Tessero 2/29
--Equalizer 22/22
Ventr 5/19

[Round 8]
Equalizer attacks [14,19,14 vs AC12+4+4, miss]
Tessero tries to escape [18 vs 10, success]
Ventr tries to reestablish the grapple [18 vs AC11, hit; Opposed roll 11 vs 18, failure]

[Round 9]
Equalizer full attacks [17,20,6 vs AC15+4+4, miss]
Tessero takes full defense and steps back to draw a powerstone of Expansion.
Ventr steps forward and tries to grapple [10 vs AC11+4, miss]

@TM - you can't use expertise unless you are making an attack action.

[Round 10]
Equalizer full attacks [19,8,0 vs AC15+4+4, miss]
Tessero steps back and manifests Expansion from the stone [ML check 6 vs DC3+1, success]
Ventr steps forward, swallows his pride and tries to start a grapple [19 vs AC11-2, success; 9 vs 29, failure]

[Round 11]
Equalizer full attacks [24! (8-not confirmed),9,8 vs AC15+4+4, hit; Dmg 1d4+3=7] and Ventr goes down.


Fight Summary

Tessero wins and gains 900xp - 25% = 675xp/675gp
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: Powerstone of ExpansionA (ML3), 2 arrows (4 misses, 2 recovered)
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: none

Ventr loses and gains 300xp + 25% = 375xp/375gp
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: Scroll of Shield (CL1), Scroll of Mage Armor (CL1), Scroll of Expeditious Retreat (CL1)
Spells or Powerpoints Used: 1 SL (Shocking Grasp)
x/day Abilities Used: none
Free Activity: none

[COLOR=Red][Pitlord Notes]
@TM - I'm not sure that your full attack from horse, horse step back, attack from back of horse, dismount of far side of horse would have worked. Had it gotten there - I would definitely have had to pause for a ruling.

In this fight - I would've suggested that you try to pin while in the grapple - that way your horse can absolutely decimate your opponent and he has little chance to damage you. Yes your modifier was only +1 over his - but that is usually enough to get the upper hand (and in this case - most definitely would have won you the fight before even using the expansion stone...). I try to pin with my characters even if their grapple modifiers are much lower - simply because one round of a pin when you have allies can be a significant change to the situation (treated as 0 dex (-5) and a -4 AC for being immobile!).

@Milov - grappling someone whose grapple modifier is higher than yours is really not such a good idea - especially if they can boost it up even higher with expansion. That being said - the fight was still quite close. As to your buffing routine - put Mage Armor first - it is a 1 hour/level spell - as opposed to shield which is only 1 minute/level. Had your tactics called for more Shocking grasps - you would've been able to get further here - or if you had a scroll of it at CL2 or 3 - that would've also made a difference.
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Annalina

Annalina Vale
[post=10060754]Gladius Guild Competition Champion[/post]
Your funeral dirge is begun.


Female Maenad
Humanoid (Maenad, Psionic)
Chaotic Evil
Bard 2/Wilder 1/Ranger 2 [ECL 5]
XP/TNL: 10,433/15,000 [3,200 start + 6,633 Fights + 600 quests]
Height 6'2'', Weight 159 lbs, Age 47
Assassin of the [thread=501159]EAST HABARI TRADE COMPANY[/thread]
Deity: Beshaba (Goddess of Bad Luck, Misfortune, Random Mischief, and Accidents)
Activities this week: Fighting in the arena and making 95 gp playing haunting melodies.
Current 3-Fight Cycle Information
Fight 1
Time Between Fights: hrs
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:

STR...13 [+1]...(5 pts)
DEX...18 [+4]...(13 pts) [17 base, +1 4th level]
CON...12 [+1]...(4 pts)
INT....14 [+2]...(6 pts)
WIS...10 [+0]...(2 pts)
CHA...14 [+2]...(6 pts)

[u]Hit Points:[/u] 27 [5 HD] [6Brd + 3.5Brd + 3.5Wld + (4.5*2)Rng + (1*5)con]
AC 19 [+4dex, +5armor], Touch 14, Flat 15 [+4 shield Force Screen] [+5 Mithril Shirt (+1)]
Initiative: +4 [4dex]
BAB/Grap: +3/+4 [+3bab, +1str] [+1 grap Outburst]
Speed 30 ft [base 30 ft] [+30ft Expeditious Retreat]

[u]Saves[/u]:
Fort +5 [0Brd, +0Wld, +3Rng, +1con], +1resistance
Refl +11 [3Brd, +0Wld, +3Rng, +4dex, +1resistance]
Will +6 [3Brd, +2Wld, +0Rng, +0wis, +1resistance] [-1 Outburst]

[u]Attacks[/u]:
Melee
Masterwork Rapier +8 melee, 1d6+1 [18-20/x2]
[3bab, +4dex, +1MW]
Mundane Crystal Handaxe +8 melee, 1d6+1 [20/x3]
[3bab, +4dex, +1MW]
Masterwork Whip +8 melee, 1d3+1 nonlethal [20/x2] [Reach 15’, does not threaten]
[3bab, +4dex, +1MW]

Two-Weapon Fighting
Rapier/Handaxe +6/+6 melee, 1d6+1 [18-20/x2] [20/x3]
[3bab, +4dex, +1MW, -2TWF]

Ranged
Mundane Crystal Composite Longbow (str+1) +8 ranged, 1d8+1 [20/x3] [110' range]
[3bab, +4dex, +1MW]

Special Attacks
Disarm: Whip +10 [3bab, +4dex, +1MW, +2whip]
Trip: Whip +8 touch, +3 opposed strength [3bab, +4dex, 1MW attack; 1str, +2whip opposed]

Conditional Attack Modifiers
+2 damage melee and ranged vs Humans.
+2 damage insight melee and ranged Offensive Prescience.
+1 morale attack/damage melee and ranged Inspire Courage.
+1 attack insight melee and ranged Offensive Precognition.
+2d6 damage melee Psionic Weapon.

[u]Feats[/u]:
Psionic Weapon [1st lvl]
Weapon Finesse [3rd lvl]
Track [Ranger Bonus 1st]
Two-Weapon Fighting [Ranger Bonus 2nd]

Racial and Class Abilities:
Maenad Racial
Naturally Psionic: +2pp at 1st level.
Psi-like Ability: Energy Ray 1/day
Outburst 1/day
Favored Class: Wilder

Bard Class
Proficient w/ whip.
No spell failure chance for Bard spells when wearing light armor.
Bardic Music (1/day per Bard level: Countersong, Fascinate, Inspire Courage +1)
Baric Knowledge

Wilder Class
Wild Surge +1
Psychic Enervation

Ranger Class
Proficient w/ all simple and martial weapons, light armor, and shields (except tower).
Favored Enemy Humanoid (Human)
Track [Bonus Feat]
Wild Empathy
Combat Style (Two-Weapon Combat)

[u]Special Abilities[/u]:
Psi-like Ability: Energy Ray 1/day [1/1 remaining]: (ML 2nd, Range 30ft, 2d6-2 sonic, ranged touch attack +6.)
Outburst 1/day [1/1 remaining]: (Standard action to activate: Str+2, Int-2, Wis-2, lasts up to 4 rounds.)
Bardic Music 2/day [2/2 remaining]:
- Countersong (Use perform skill check in place of save vs sonic or language-dependant magical attack, extra save each round Countersong is working. Lasts 1-10 rounds.)
- Fascinate (Fascinate creatures within 90’ [useless in arena].)
- Inspire Courage +1 (Allies gain +1 morale bonus to weapon attack and damage rolls, saves vs charm and fear affects. Lasts 5 rounds after singing stops.)
Bardic Knowledge (+4 check for general knowledge about anything.)
Wild Surge +1 (+1 to ML and augmentation of a power, provides pp cost itself. 5% chance of Enervation.)
Favored Enemy Humanoid (Human): (+2 to damage rolls and listen, spot, bluff, sense motive, and survival checks vs Humans.)
Wild Empathy (As diplomacy, but on Animals. Add Ranger level and charisma bonus.)

[u]Skills[/u] (40 Bard, 6 Wilder, 16 Ranger):
+6 Balance [0rnks, +4dex, +2synergy]
+7 Bluff [5rnks, +2cha] [5Brd] [+2 vs Humans]
+1 Climb [0rnks, +1str]
+7 Concentration [6rnks, +1con] [1Wld, 5Rng]
+4 Diplomacy [0rnks, +2cha, +2synergy]
+8 Disguise [4rnks, +2cha, +2circumstance] [4Brd] [+2 synergy when observed & IC]
+10 Escape Artist [6rnks, +4dex] [5Brd, 1Wld]
+9 Handle Animal [5rnks, +2cha, +2circumstance] [5Rng]
+12 Hide [8rnks, +4dex] [5Brd, 3Rng]
+3 Jump [0rnks, +1str, +2synergy] [+12 Expeditious Retreat]
+3 Knowledge (Arcana) [1rnk, +2int] [1Brd]
+0 Listen [0rnks, +0wis] [+2 vs Humans]
+12 Move Silently [8rnks, +4dex] [5Brd, 3Rng]
+9 Perform (Haunting Flute) [5rnks, +2cha, +2circumstance] [5Brd] [Make Money: (10+9)*5 = 95 gp]
+5 Psicraft [3rnks, +2int] [3Wld]
+7 Spellcraft [5rnks, +2int] [5Brd]
+0 Spot [0rnks, +0wis] [+2 vs Humans]
+10 Tumble [6rnks, +4dex] [5Brd, 1Wld]
Speaks Common, Maenad, Draconic, and Aquan.


[u]Bard Spells per Day:[/u] [3/1] [CL 2nd] [Spell levels: 1; Cast: 1] [3/1 remaining]
0: [DC 12] Resistance, Detect Magic, Light, Prestidigitation, Ghost Sound.
1: [DC 13] Expeditious Retreat, Hideous Laughter.

Wilder Powers Known: [1] [ML 1st] [Power Points: 5; Left: 5; Use: 2]
1: [DC 13] Vigor

[u]Buffs and Prefight actions[/u]:
Gain Psionic Focus.
All Scrolls deciphered.
All Powerstones addressed.
Bring Larcalmë (CR 1, 8.33% rewards adjustment)
Pray to Beshaba.

[u]Equipment:[/u]
Assassin's Outfit
+1 Mithril Shirt [10 lbs][2,100 gp]
Cloak of Resistance +1 [1 lb][1,000 gp]
Masterwork Rapier [2 lbs][320 gp]
Mundane Crystal Handaxe [3 lbs][306 gp]
Masterwork Whip [2 lbs][301 gp]
Mundane Crystal Composite Longbow (str+1) [3 lbs][500 gp]
Quiver with 67 arrows [10.05 lbs][3 gp 4 sp 5 cp]
Scroll Case [1/2 lb][1 gp]
Belt Pouch (Miscellaneous Items) [1/2 lb][1 gp]
Wooden Holy Symbol of Beshaba [0 lbs][1 gp]

Miscellaneous Items in Belt Pouch:
Masterwork Haunting Flute [3 lbs][100 gp]
Masterwork Whistle [1 lb][50 gp]
Wand of Cure Light Wounds (49 charges) [.1 lbs][750 gp]
Dorje of Offensive Prescience (50 charges) [ML 2nd] [.25 lbs][1,500 gp]

Potions in Belt Pouch
2x Potion of Shield of Faith [.1 lbs each][50 gp each]
Potion of Protection from Evil [.1 lbs][50 gp]
Potion of Protection from Good [.1 lbs][50 gp]

Scrolls in Scroll Case:
Scroll of Mirror Image (3 castings) [0 lbs][150 gp per casting]
Scroll of Invisibility [CL 3rd] [0 lbs][150 gp]
Scroll of Expeditious Retreat [CL 2nd] [0 lbs][50 gp]
Scroll of Expeditious Retreat [CL 2nd] [0 lbs][50 gp]

Powerstones in Belt Pouch:
Powerstone of Force Screen (3 uses) [ML 2nd] [.1 lbs][50 gp per use]
Powerstone of Offensive Precognition (3 uses) [ML 2nd] [.1 lbs][50 gp per use]
Powerstone of Synsthete (2 uses) [ML 1st] [.1 lbs][25 gp per use]

Expendables: 1,250/1,250 gp

Allies & Equipment:
"Larcalmë", Light Warhorse (2 custom feats) [350 gp]
Large Chain Barding (on Larcalmë) [50 lbs][400 gp]

Equipment at EHTC Base:
Gold: 481 gp 5 sp
Disguise Kit [8 lbs][50 gp]

Miscellaneous Statistics:
Encumbance: 0-50 (light), 51-100 (medium), 101-150 (heavy)
Outburst: 0-66 (light), 67-133 (medium), 134-200 (heavy)
Weight carried: 37 lbs

Larcalmë
Larcalmë
Light Warhorse (Large Animal)
True Neutral
CR 1

Str…16 [+3], Dex…13 [+1], Con…17 [+3], Int…2 [-5], Wis…13 [+1], Cha…6 [-2]

Hit Points: 22 [3 HD] [(4.5*3)Animal + (3*3)con]
AC 18 [–1 size, +1 Dex, +4 natural, +4armor], Touch 10, Flat 17 [+4 armor Large Chain Barding]
Intiative +1 [1dex]
BaB/Grap: +2/+9 [2bab, +3str, +4size]
Space/Reach: 10ft/5ft
Speed: 60ft [base 60ft]

[u]Saves[/u]:
Fort +6 [3animal + 3con]
Refl +4 [3animal + 1dex]
Will +2 [1animal + 1wis]

[u]Attacks[/u]:
Hoof +5 melee, 1d4+3 [20/x2]
[2bab, +3str, -1size, +1focus]
Bite +2 melee, 1d3+1 [20/x2]
[2bab, +3str, -1size, -2secondary]
Full Attack: 2 Hooves + Bite

[u]Feats[/u]:
Multiattack [1HD]
Weapon Focus (Hoof) [3HD]

Special Abilities: Low-light Vision, Scent

Skills: (6Animal)
-5 Hide [0rnks, +1dex, -2armor, -4size]
-1 Move Silently [0rnks, +1dex, -2armor]
+4 Listen [3rnks, +1wis] [3animal]
+4 Spot [3rnks, +1wis] [3animal]

Equipment:
See “Allies & Equipment” section.

Miscellaneous Statistics
Encumbance: 0-230 (light), 231-460 (medium), 460-690 (heavy)
Weight carried: lbs

Tricks
Combat Riding Package (attack, come, defend, down, guard, heel)

[post=8002601]Character Background[/post]

Default Tactics
None: Tactics sent individually.

Fights results: (tot. 6,633 xp)
1: [post=9436236]Ten Vermond[/post], SoulLord: Loss [+375 xp] [+432 gp]
- 'Twas not the would-be assassin that brought me down, but his horse. One night he shall feel the blade of a true assassin slip between his ribs in his sleep.
2: [post=9447321]Izumi[/post], Macbrea: Win [+900 xp] [+957 gp]
- The Half-Giant should've known better than to wield such a clumsy weapon against somone like me. Her efforts were amusing though.
3: [post=9523108]Dracazar[/post], Dracazar: Loss [+300 xp] [357 gp]
- Bah, magically-induced blindness. I shall have to hone my sense of hearing to prevent losing from such tricks again.
4: [post=9597681]Jonathan Raven[/post], Abyssal Stalker: Win [+975 xp] [+1,032 gp]
- The wizard pulled his own weight and the Cleric's spells faltered. Our pay was well-earned, though the fool that hired me forgot about the Nimbus.
5: [post=9683459]The Undertaker[/post], Abyssal Stalker: Loss [+400 xp] [+476 gp]
- Magical blindness again. I must find a way to counter that.
6: [post=9726967]Anakala[/post], TelinArtho: Win [+1,200 xp] [+1,276 gp]
- Her magic failed her, as most magic directed towards my mind does, and she was just too slow.
7: [post=9869018]Luxt'l the Lucky[/post], bgt: Win [+1,050 xp] [+1,126 gp]
- A sneaky little one, but that scroll of mine turned out to be sneakier, and my newest pet has proven to be well worth what I paid for him.
8: [post=10031127]Luxt'l => Annalina => Kilpquabjeg => Osiris[/post]; bgt, hogarth, Iced: Loss (0 kills) [+383 xp] [+459]
- Magical sleep.
9: [post=10126256]Ivan Banai[/post], ayyiniwindryder: Win [+1,050 xp] [+1,128 gp]
- Fool, trying to wrestle one as slippery as I. My pet continues to prove himself.

Quest results: (tot. 600 xp)
1: [thread=643035]Miniquest: Burning Away the Light (EL 4)[/thread], Waywreth: Success [+600 xp] [+600 gp]
- We have contacted the EHTC. Now to see if they can live up to thier reputation.

Past Expenditures
[u]Past Expenditures[/u] (tot. 10,659 gp):
3,000 gp start
+ 600 gp Miniquest: Burning Away the Light (EL 4)
+ 432 gp Fight 1
+ 957 gp
+ 357 gp Fight 3
+ 1,032 gp Fight 4
+ 476 Fight 5
+ 1,276 gp Fight 6
+ 225 gp Masterwork Composite Shortbow (str+1) (Sold 7/31/2006)
+ 1,126 gp Fight 7
+459 gp Fight 8
+ 1,128 gp Fight 9
+ 12 gp 5 sp Powerstone of Offense (1x Offensive Prescience) [ML 1st] (Sold 9/19/2006)
11,080 gp 5 sp
Expenses 5/24/2006 (Creation)
- 1,100 gp Mithril Shirt
- 320 gp Masterwork Rapier
- 301 gp Masterwork Whip
- 450 gp Masterwork Composite Shortbow (str+1)
- 2 gp Quiver w/ 40 arrows
- 1 gp Scroll Case
- 1 gp Belt Pouch
- 1 gp Wooden Holy Symbol
- 100 gp Scroll of Expeditious Retreat (2 castings) [CL 2nd]
- 200 gp Powerstone of Force Screen (4 uses) [ML 2nd]
- 50 gp Powerstone of Offensive Precognition (2 uses) [ML 1st]
- 100 gp Masterwork Haunting Flute
- 50 gp Disguise Kit
5/31/2006
- 50 gp Potion of Shield of Faith +2
- 50 gp Potion of Protection from Evil
- 50 gp Potion of Protection from Good
- 750 gp Wand of Cure Light Wounds
7/1/2006
- 1,000 gp enchant Mithril Shirt (+1)
- 50 gp Potion of Protection from Good
- 100 gp Powerstone of Force Screen (2 uses) [ML 2nd]
- 25 gp Powerstone of Offensive Precognition [ML 1st]
- 100 gp Scroll of Expeditious Retreat (2 uses) [CL 2nd]
7/31/2006
- 50 gp Masterwork Whistle
- 350 gp Light Warhorse (2 custom feats)
- 400 gp Large Chain Barding
- 50 gp Potion of Protection from Evil
- 50 gp Potion of Shield of Faith
- 100 gp Powerstone of Force Screen (2 uses) [ML 2nd]
- 100 gp Scroll of Expeditious Retreat (2 castings) [CL 2nd]
- 300 gp Scroll of Mirror Image (2 castings) [CL 3rd]
- 100 gp Powerstone of Offense (3x Offensive Prescience, 1x Offensive Precognition) [ML 1st]
- 2 gp 40 arrows
- 500 gp Mundane Crystal Composite Longbow (str+1)
9/19/2006
- 306 gp Mundane Crystal Handaxe
- 450 gp Scroll of Mirror Image (3 castings) [CL 3rd]
- 150 gp Powerstone of Force Screen (3 uses) [ML 2nd]
- 100 gp 2x Potion of Shield of Faith
- 1,500 gp Dorje of Offensive Prescience (50 charges) [ML 2nd]
- 50 gp Scroll of Expeditious Retreat [CL 2nd]
- 150 gp Powerstone of Offensive Precognition (3 uses) [ML 2nd]
- 150 gp Scroll of Invisiblity [CL 3rd]
- 50 gp Powerstone of Synsthete (2 uses) [ML 1st]
- 1,000 gp Cloak of Resistance +1
Total Difference: 481 gp 5 sp
Used Expendables:
Miniquest: Burning Away the Light: 1 use of Force Screen [ML 2nd] from Powerstone.
Fight 1: 1 use of Force Screen [ML 2nd] from Powerstone, 1 casting of Expeditious Retreat [CL 2nd] from Scroll, 4 arrows.
Fight 2:1 use of Force Screen [ML 2nd] from Powerstone, Scroll of Expeditious Retreat [CL 2nd], 3 arrows.
Fight 3: Potion of Protection from Good, 1 use of Offensive Precognition [ML 1st] from Powerstone.
Fight 4: Powerstone of Force Screen [ML 2nd], Powerstone of Offensive Precognition [ML 1st], 1 casting of Expeditious Retreat [CL 2nd] from Scroll, 1 arrow.
Fight 5: Potion of Protection from Evil, Scroll of Expeditious Retreat [CL 2nd].
Fight 6: Potion of Shield of Faith, 1 use of Force Screen [ML 2nd] from Powerstone, Powerstone of Offensive Precognition [ML 1st], 5 arrows.
Fight 7: 1 use of Mirror Image [CL 3rd] from scroll, Powerstone of Force Screen [ML 2nd].
Fight 8: Scroll of Mirror Image [CL3], Scroll of Expeditous Retreat [CL2], Stone of Force Screen [ML2], Stone of Offensive Prescience [ML1], Stone of Offensive Precognition [CL1].
Fight 9: Powerstone of Force Screen [ML 2nd], Potion of Shield of Faith, 1 use of Offensive Prescience [ML 1st] from Powerstone, 1 charge Wand of CLW.

Annalina's Tactics
Annalina starts in the default position, Larcalmë in front of her. She holds her scroll of invisibility.

General tactics: Go invis and buff while sending Larcalmë after Lantash. Kill Lantash, then beat Yilmaz by taking his horse out from under him and wailing on him.

Note: During the buffing rounds, 5’ step after every spellcasting to confuse listen checks.
Round 1: Cast Invisibility from scroll (CL check 1d20+2 vs DC 4), order Larcalmë to attack Lantash (should be visible – nothing in this map blocks LoS).
Round 2: Draw and cast from scroll of Mirror Image (CL check 1d20+2 vs DC 4), drop scroll.
Round 3: Draw powerstone of force screen, manifest Vigor from personal power (1 pp + 1 wild surge).
Round 4: Manifest Force Screen from powerstone (ML check 1d20+1 vs DC 3) using the quiet display and 5’ stepping afterwards, drop stone, draw scroll of expeditious retreat.
Round 5: Cast Expeditious Retreat from scroll, draw powerstone of offensive precognition.
Round 6: Manifest Offensive Precognition from stone (ML check 1d20+1 vs DC 3), drop stone, draw dorje of offensive prescience.
Round 7: Use dorje, stow it.
Round 8+: Begin attack as below.

Attacking: When its time to begin attacking, target priority as follows:

Lantash: Kill him first, because I don’t want those MM shots racking up. Move to within 1 range increment of him while drawing my bow (move silently = half speed) and take a shot, though not if I’m within charge range of Yilmaz (remember invis +2 to attack, no chance to react to ride for cover, etc). With any luck at all it should bring him down, if Larcalmë hasn’t already.

Yilmaz: The real threat here, but kill Lantash first. My invis should prevent any charging until I’m ready. Once Lantash is dead, stow my bow, drink a potion of shield of faith, draw my rapier and handaxe, order Larcalmë to attack his horse, and move in to melee (tumble to avoid lance AoOs if needed). If he tries to set up a charge, he’ll be within my charge range too thanks to Expeditious Retreat, so do so (or if I don’t have a melee weapon equipped then double-move up to him and draw them as I go). Flank him with Larcalmë and use my two weapon fighting to kill his horse, then both should kill him.

Notes
- Yilmaz’s horse is at a medium load while he rides it (just a reminder).
- If they try to sniff out Annalina with their mounts’ scent ability, remember that it takes a move action to note the direction of the scent.
- Both Yilmaz and Lantash are human, Annalina’s favored enemy. You know the drill there.
- If dehorsed, Yilmaz cannot use his lance one-handed.
- Yilmaz will need to drop/stow whatever weapon he is using to use his wand, unless he doesn’t wear his shield. This will be very hard if his lance is locked in that gauntlet.
- Failed CL/ML checks do not result in losing the spell/power unless a mishap causes that.
- Do not use my one Bard SL this match.

Conditionals
- If I’m getting sniffed at by horses while buffing, just use 5’ steps after casting/manifesting to keep from being pinpointed each round too easily and finish the buffing.
- If affected by a Sanctuary of Lantash’s, Annalina will just wait 3 rounds to make her attack (should still be invisible since she won’t actually have attacked). The same goes for Larcalmë.
- If Vigor drops, manifest a second (1 pp + 1 wild surge). This overrides all other tactics. 5’ step or tumble to avoid AoOs.
- If my real hp drops to 13 or less, heal back up to 21+ with my wand. This overrides everything but vigor. Feel free to drop my handaxe to use the wand; but stow the wand afterwards.
- If Yilmaz draws his wand (once he is dehorsed only), stow my rapier, draw my whip, and disarm him of it every time he picks it up (feel free to two-weapon fight with the whip and handaxe using the whip this way if hes stubborn – take AoOs with the axe).
- If my buffs run out, drink a second potion of SoF and hit Yilmaz with my energy ray SLA (it should be at +7 for the touch attack, btw – I missed that in my level up).
- If Yilmaz mounts Lantash’s horse, kill it too before continuing on him.

And that’s what I’ve got. I expect this should be an easy enough win – Lantash is easily slain, and Yilmaz will have troubles with all Annalina’s tricks. So long as no crits or charges get off (and I don’t the latter could, with these tactics), I should be good. I just hope Larcalmë survives the fight too. Thanks for running it, PM me with any questions!

Zevox

If she comes to the whip disarm phase and Yilmaz is wearing his spiked gauntlet (instead of his locked one - strange that he has two), make all whip disarm attempts from 10' away to avoid AoOs (I believe I can 5' step between attacks, so I can make an attack with the axe then 5' step and disarm with the whip or vice versa).

Zevox

If Yilmaz locks his wand in his gauntlet, don't bother the disarming, just keep two-weapon-fighting with the rapier and axe.

Zevox

Yilmaz
IMAGE(http://www.hwx.it/coco/images/characters/yilmaz.jpg)

Yilmaz
Male Human [5' 10", 144 lbs]
Lawful Good
Paladin, ECL3
Experience 4100/6000

Ability Scores
Strength ... (STR) 14 [+2] [14(06 pts)]
Dexterity .. (DEX) 12 [+1] [12(04 pts)]
Constitution (CON) 14 [+2] [14(06 pts)]
Intelligence (INT) 12 [+1] [12(04 pts)]
Wisdom ..... (WIS) 14 [+2] [14(06 pts)]
Charisma ... (CHA) 16 [+3] [16(10 pts)]

Combat Statistics
Hit Points 27 (3HD) [10 Paladin1 +11 Paladin2/3 +3*2 Constitution]
AC normal 21 ...... [+0 Size, +1 DEX, +8 Armor, +2 Shield, +0 Natural, +0 Deflect]
AC touch 11 ....... [+0 Size, +1 DEX, No Armor, No Shield, No Natural, +0 Deflect]
AC flatfooted 20 .. [+0 Size, No DEX, +8 Armor, +2 Shield, +0 Natural, +0 Deflect]
Initiative +1 ..... [+1 DEX]
BAB/Grapple +3/+5 . [+3 BAB(Paladin3), +2 STR]
Speed 20' ......... [30' Human, -10' Heavy Armor]

Feats
[Bonus Human] Mounted Combat: Once per round when your mount is hit in combat...
[1st Level..] Ride-By Attack: When you are mounted and use the charge action...
[3rd Level..] Spirited Charge: When mounted and using the charge action...

Saves
Fortitude +08 [+3 Paladin3, +3 DivineGrace, +2 CON]
Reflex .. +05 [+1 Paladin3, +3 DivineGrace, +1 DEX]
Will .... +06 [+1 Paladin3, +3 DivineGrace, +2 WIS]

Attacks
Melee:
> Lance(M): +06 [+3 BAB, +2 STR, +1 MW], 1d8+3, 20/x3, Reach 10'
> Short Sword: +05 [+3 BAB, +2 STR], 1d6+2, 19-20/x2
> Gauntlet (spiked): +05 [+3 BAB, +2 STR], 1d4+2, 20/x2
Ranged:
> Longbow Composite+2(M): +05 [+3 BAB, +1 DEX, +1 MW], 1d8+2, 20/x3, 110'

Combat Modifiers
Double damage with Charge attack while mounted (Triple with a lance)
+1 Hit when on higher ground (Mounted)
+10 Disarm check (Gauntlet, locked)
+3 Hit / +3 Damage vs Evil (Smite Evil)
Heal or damage undeads up to 9 HP (Lay on Hands)

Racial and Class Characteristics

Racial Characteristics (Human)
Speed: Human base land speed is 30 feet
Feats: 1 extra feat at 1st level
Skill Points: 4 extra skill points at 1st level and 1 extra skill point at each additional level
Language: Automatic Language: Common;
Bonus Languages: Any
Favored Class: Any

Class Characteristics (Paladin)
Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal,
> Knowledge (Nobility, Religion), Profession, Ride, Sense Motive
Skill Points: 1st Level: (2 + INT modifier) * 4; After 1st Level: 2 + INT modifier
Weapons: Proficient with all simple and martial weapons
Armors: Proficient with light armor, medium armor, and shields (except tower shields)
Aura of Good (Ex): Aura of good with power equal to PaladinLevel [Moderate]
Detect Evil (Sp): Use at will the spell Detect evil
Smite Evil (Su): 1/day +CHA to attack +PaladinLevel to damage evil foe [+3/+3]
Divine Grace (Su): +CHA on all saving throws [+3]
Lay on Hands (Su): Heals or damage undeads up to +CHA * PaladinLevel hit points [9 HP]
Aura of Courage (Su): Immune to fear, +4 morale bonus vs fear to allies within 10'
Divine Health (Ex): Immunity to all diseases, including supernatural and magical diseases


Skills
Skill Points = 24 (including Human) [16 Paladin1 +8 Paladin2/3]
+03 Concentration ........... (CON) [1 Paladin3, +2 CON] [1 Ranks]
+09 Craft(Armorsmithing) .... (INT) [6 Paladin1/2/3, +1 INT, +2 Tools] [6 Ranks]
+08 Diplomacy ............... (CHA) [5 Paladin1/2, +3 CHA] [5 Ranks]
+10 Handle Animal ........... (CHA) [5 Paladin1/2, +3 CHA, +2 Tools] [5 Ranks]
+03 Heal .................... (WIS) [1 Paladin3 +2 WIS] [1 Ranks]
+02 Sense Motive ............ (WIS) [+2 WIS]
+09 Ride .................... (DEX) [6 Paladin1/2/3, +1 DEX, +2 Sinergy(HA)] [6 Ranks] [Military Saddle]
+02 Listen .................. (WIS) [+2 WIS]
+02 Spot .................... (WIS) [+2 WIS]
-07 Hide .................... (DEX) [+1 DEX, -8 Armor]
-07 Move Silently ........... (DEX) [+1 DEX, -8 Armor]
Languages: Common, Language?

Equipment
Free weightless outfit
Full Plate Armor ............ [50 lbs, +8 AC, -6 ACP, +1 Max DEX, Heavy, Gauntlet]
Heavy Wood Shield ........... [10 lbs, +2 AC, -2 ACP]
Lance(M) .................... [10 lbs]
Short Sword ................. [ 2 lbs]
Longbow Composite+2(M) ...... [ 3 lbs]
> Normal Arrows x20 ......... [ 3 lbs]
> Cold Iron Arrows x20 ...... [ 3 lbs]
Holy Symbol (wood)
Whistle to Handle Animal(M)

Expendable Items [Cap: Paladin3^2 * 50 = 450 GP]
Wands
> Wand of Cure Light Wounds x50 .. [CL1] [No Cap] [0.1 lb] [Heal 1d8+1]
Potions
> Potion of Protection from Evil . [CL1] [ 50 GP] [0.1 lb] [Ward against non-Good, 10 rounds]
> Potion of Shield of Faith x2 ... [CL1] [100 GP] [0.1 lb] [+2 deflection bonus to AC, 10 rounds]
> Oil of Magic Weapon ............ [CL1] [ 50 GP] [0.1 lb] [+1 bonus attack/damage, 10 rounds]

Carrying Capacity
Strength 14: 0-100 (light), 101-200 (medium), 201-300 (heavy)
Weight carried: +50 +10 +10 +2 +9 = 81 lbs, light load

Equipment Stored
Masterwork Craft(Armorsmithing) Tools

Buffs and Prefight actions
Falstaff comes in arena

Allies

Falstaff

Falstaff
These animals or similar to light horses but are trained and bred for strength and aggression
A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check
Light Warhorse, Large Animal [Neutral]
Ability Scores
Strength ... (STR) 16 [+3]
Dexterity .. (DEX) 13 [+1]
Constitution (CON) 17 [+3]
Intelligence (INT) 02 [-4]
Wisdom ..... (WIS) 13 [+1]
Charisma ... (CHA) 06 [-2]
Combat Statistics
Hit Points 22 (3HD) [3d8+9]
AC normal 17 ...... [-1 Size, +1 DEX, +3 Armor, +0 Shield, +4 Natural, +0 Deflect]
AC touch 10 ....... [-1 Size, +1 DEX, No Armor, No Shield, No Natural, +0 Deflect]
AC flatfooted 16 .. [-1 Size, No DEX, +3 Armor, +0 Shield, +4 Natural, +0 Deflect]
Initiative +3 ..... [+1 DEX]
BAB/Grapple +2/+9 . [+2 BAB, +3 STR, +4 Size]
Speed 60' land .... [12 squares] [40' at medium load]
Feats
[1st HD] Endurance: You gain a +4 bonus on...
[3rd HD] Run: When running, you move...
Saves
Fortitude +6 [+3 Animal, +3 CON]
Reflex .. +4 [+1 Animal, +3 DEX]
Will .... +2 [+1 Animal, +1 WIS]
Attack
Hoof
Melee, Hit +4 [+2 BAB, +3 STR, -1 Size], Damage 1d4+3, Crit 20/x2
Full Attack
Hooves x2
Melee, Hit +4 [+2 BAB, +3 STR, -1 Size], Damage 1d4+3, Crit 20/x2
Bite
Melee, Hit -1 [+2 BAB, +3 STR, -1 Size, -5 Secondary], Damage 1d3+1, Crit 20/x2
Space/Reach
Space 10', Reach 5'
Special Attacks
None
Special Qualities
Low-Light Vision (Ex): Sees twice as far as a human shadowy illumination...
Scent (Ex): This special quality allows...
Skills
+04 Listen .................. (WIS) [3 Animal, +1 WIS] [3 Ranks]
+04 Spot .................... (WIS) [3 Animal, +1 WIS] [3 Ranks]
-04 Hide .................... (DEX) [+1 DEX, -1 Armor, -4 Large]
+00 Move Silently ........... (DEX) [+1 DEX, -1 Armor]
+15 Jump .................... (STR) [+3 STR, +12 Speed]
Equipment
Studded Leather Armor .. [40 lbs] [Large, Weight *2, Cost *4, -1 ACP]
Military Saddle ........ [40 lbs] [Ride +2 to stay in saddle, 75% to stay in saddle if unconscious]
Carrying Capacity
Strength 16 (Large x2): 0-152 (light), 154-306 (medium), 308-460 (heavy)
Weight carried: +144 +81 +40 +40 = 305 lbs, medium load


Default Tactics
Fight mounted

Fights Results
[THREAD=698050]Fight 01[/THREAD]: Success [+900 XP, +900 GP] Guild Membership (CEF) [Erithmu]
[POST=?]Fight 02[/POST]: ? [ +900 XP, +900 GP] ? (?) [?]


Experience Balance

[Aug22] +3200 Base
[Sep06] +0900 Fight 01 [ECL3, TAO]
[Sep20] +0000 Fight 02 [?] [EL3, Duel] [Arena]
Balance =4100 XP


Gold Balance

[Aug22] +3000 Base
[Aug22] -0750 Full Plate Armor [1500 /2(Craft)]
[Aug22] -0013 Gauntlet locked and spiked [8(locked) +5(spiked)]
[Aug22] -0004 Light Wood Shield [7 /2(Craft)]
[Aug22] -0310 Lance(M) [10 +300(M)]
[Aug22] -0010 Short Sword [2]
[Aug22] -0600 Longbow Composite+2(M) [100 +300(M) +200(Composite+2)]
[Aug22] -0001 Normal Arrows x20 [1]
[Aug22] -0002 Cold Iron Arrows x20 [(0.05 *2(Cold Iron)) *20]
[Aug22] -0150 Light Warhorse [150]
[Aug22] -0100 Studded Leather Armor for Light Warhorse [25 *4]
[Aug22] -0001 Holy Symbol (wood)
[Aug22] -0050 Whistle(M) as Handle Animal Tools
[Aug22] -0055 Craft(Armorsmithing) Tools(M)
[Aug22] -0750 Wand of Cure Light Wounds x50 .. [CL1] [750 *1(SL) *1(CL)]
[Aug22] -0050 Potion of Protection from Evil . [CL1] [ 50 *1(SL) *1(CL)]
[Aug22] -0100 Potion of Shield of Faith x2 ... [CL1] [ 50 *1(SL) *1(CL)]
[Aug22] -0050 Oil of Magic Weapon ............ [CL1] [ 50 *1(SL) *1(CL)]
[Sep06] +0900 Fight 01 [900]
Balance = 904 GP


Used Expendables

[Fight 01, Cycle 1] Smite Evil
[Fight 02, Cycle 2] -


Fight Cycle

[Cycle 1] Smite Evil
[Cycle 2] -
[Cycle 3] -


Personal Notes

Buy:
Longsword(M): +06 [+3 BAB, +2 STR, +1 MW], 1d8+2, 19-20/x2
Heavy Darkwood Shield(M) .... [ 5 lbs, +2 AC, -0 ACP]
-0257 Heavy Darkwood Shield(M) [7 +100(Darkwood) +150(M)]
> Silver Arrows x20 ......... [ 3 lbs]
-0041 Silver Arrows x20 [(0.05 +2(Silver)) *20]
Holy Symbol (silver)
Tanglefoot Bag
Rapier or Scimitar

Lantesh
LANTASH THE ANCIENT
Venerable True Neutral Male Human
Medium Humanoid [Human], Height 5'0", Weight 124lbs
ECL 3 (Clr of True Neutrality 3)
Experience: 4,737
Next Level: 6,000
Ability Scores:
STR 2 [-4] (8, -6age)
DEX 2 [-4] (8, -6 age)
CON 2 [-4] (8, -6 age)
INT 19 [+4] (16, +3 age)
WIS 21 [+5] (18, +3 age)
CHA 19 [+4] (16, +3 age)

Hit Points : 6 [3d8-12 HD] [18 (Cle) – 12 Con]
AC 6 [-4 Dex] , Touch 6, Flat 6
Initiative : -4
BAB/Grap : +2/-2 [+2 Bab, -4 Str]
Speed 30 ft. [30ft. base speed]

Saves:
Fort -1 [+3 Cleric, -4 Con]
Ref -3 [+1 Cleric, -4 Dex]
Will +8 +3 Cleric, +5 Wis

Attacks:
Sickle:…….......................-2 melee, 1d6-4 (20/x2)
Spiked Gauntlet:................-2 melee, 1d4-4 (20/x2)
Dagger:………..................-2 ranged, 1d6-4 (19-20/x2)

Feats:
Skill Focus (Profession) [human]
Skill Focus (Concentration) (1st)
Skill Focus (Use Psionic Device) (3rd)

Racial and Class Abilities

Racial Abilities: Human
+1 skill point/lvl
1st level bonus feat

Class Abilities: Cleric
Weapon and Armor Proficiencies: All Simple weapons, all armor types and all shields (except tower)
Domain: Magic (Use spell completion as wizard of half cleric level [1st])
Domain: Luck (Good Fortune 1/day)
Turn Undead (7/day)
Spontaneous Casting of Cure Wounds spells


Skills (42 points Cleric)
+6 Concentration [7 cleric -4 Con +3 feat]
+4 Diplomacy [0 ranks +4 Cha]
-4 Hide [0 ranks -4 Dex]
-4 Jump [0 ranks -4 Str]
+11 Knowledge (Planes) [7 cleric +4 Int]
+8.5 Listen [3.5 cleric +5 Wis]
-4 Move Silently [0 ranks -4 Dex]
+14 Profession (Sage) [7 cleric +5 Wis +3 feat +2 circumstance]
+7 Psicraft [3.5 cleric +4 Int]
-4 Ride [0 ranks -4 Dex]
+8.5 Spot [3.5 cleric +5 Wis]
+3 Tumble [0 ranks -4 Dex]
+10 Use Psionic Device [3.5 cleric +4 Cha +3 feat]

Speaks Common, Celestial, Abyssal, Infernal, Auran
Speak Language [1 + 4 int] [5 total languages]

Spells Prepared: [4/4+1/2+1] [Spell levels: 11; Cast: 4]
0: [DC 15] Resistance x2, Virtue x2
1: [DC 16] Entropic Shield (domain), Sanctuary, Sanctuary, Sanctuary, Sanctuary
2: [DC 17] Aid (domain), Summon Monster II x2

Equipment :
Weapon: Sickle [2 lb.] [6 gp]
Weapon: Cold Iron Dagger [1 lb.] [4 gp]
Wand: Magic Missile (CL: 1st) (41/50) [0.1 lb.] [750 gp]
Wand: Cure Light Wounds (CL: 1st) (50/50) [0.1 lb.] [750 gp]
Wand: Summon Monster I (CL: 1st) (49/50) [0.1 lb.] [750 gp]
Misc: Monk’s Outfit [-] [Free]
Misc: Holy Symbol, Wooden (scale of the Balance) [-] [1 gp]
Misc: Spell Component Pouch [2 lbs.] [5gp]
Total Equipment [6 lbs] [1816 gp]

Scrolls and Tattoos: [CL] (Gold)
Arcane: Mage Armor [1] [25]
Arcane: Shield [1] [25] [3x]
Arcane: Silent image [1] [25] [2x]
Divine: Protection from evil [2] [50]
Divine: Protection from good [2] [50]
Divine: Protection from law [2] [50]
Divine: Shield of faith [2] [50]
Tattoo: Vigor [1] [100]
[Total Value [450gp]

Miscellaneous Statistics:
Encumbrance: 0-6 (light), 7-13 lbs. (medium), 14-20 lbs. (heavy)
Weight carried: 6 lbs.

Equipment in the Catacombs :
Misc: Masterwork Lore Books (Profession [Sage] Tool)
2070 gp
Total Value [2120 gp]

Allies and Equipment :
Scale, carrying: [150gp]
Lantash with Equipment [130 lbs.]
Saddle, Military [25 lbs.] [10gp]
Saddlebags [8 lbs.] [4 gp]
Bit and Bridle [1 lb.] [2gp]
Total Carried By Scale [164 lbs.] [175gp]

Total Treasure: 4561gp

Scale

Scale
Race: Light Warhorse
Large Animal
True Neutral

[u]Statistics: [/u]
STR…….16 (+3)
DEX........13 (+1)
CON…...17 (+3)
INT…….02 (-4)
WIS……13 (+1)
CHA.......06 (-2)

Hit Points: ...... …22 (3d8+9 HD)
Bab/Grp: …… …+2/+9
Movement: …. …60 ft.
Initiative: …… …+1
Armor Class: ...…14 (touch 10, flat 13, both 9) +4 natural, +1 dex, -1 size

Saves:
Fort +6
Ref +4
Will+2

Feats: Endurance, Run
Skills: Listen +4, Spot +4
Racial: Low-light vision, Scent
Tricks: Attack, Come, Defend, Down, Guard, Heel

Attacks:
Full attack: 2 Hooves and 1 Bite
Hoof: +4 melee, 1d4+3 (20/x2)
Bite: -1 melee, 1d3+1 (20/x2)

Encumbrance:
Light load: 230 lb. or less; Medium load: 231-460 lb; Heavy load: 461-690 lb.


Character Background

Untold ages ago, Lantash was a mighty servant of the balance who fought to bring stability to the region of Gladius. In the days after he succeeded and the Nimbus was established, Lantash took to the catacombs beneath the city, falling into a deep slumber until the time when he would be needed again. With the destruction of a large part of the Nimbus, Lantash was awakened from his rest, but was horrified to find that the long sleep, coupled with the damage to the Nimbus (in which he had vested a considerable amount of his own life energy). had left his astral deva body shriveled to that of an aging human. Having discovered that it was the Harvester who was responsible for the disturbance, he seeks now only to regain his strength and destroy the Seraph of Death. With his aged human body, Lantash knows that his only chance will be to acquire a means to regain his angelic form, and fights with all his will (for there is little left but his will) to earn the necessary wealth in the arena.


Buffs and Prefight actions:
Begin mounted on Scale.

Fights and Quests Results:
[Post=9192612]Fight 01[/Post] - vs. Ten Vermond (Lose) - [+300 Exp], [+300gp]
[post=643963]Quest[/post]: Hope Blooms Eternal...................COMPLETED (Caterane) [+675 xp][+675 gp]
[Post=9483184]Fight 02[/Post] - vs. Mattes (Lose) [/Color] - [+300 Exp], [+300gp]
[Post=9591489]Fight 03[/Post] - FFA vs. Celia Durrol, Geoffrey (Lose) - [+262 Xp], [+262gp]

Past Expenditures

Scroll of Mage Armor [1] x2
Scroll of Protection From Law [1]
Scroll of Shield [1]
Tattoo of Vigor [1] x2
Wand of Magic Missiles [1] (9 charges)
Wand of Summon Monster I [1] (1 charge)

CEF Tactics
Yilmaz[ECL3] (Dracazar) & Lantash[ECL3] (bluemage55) intercept Annalina (Zevox) : Erithmu [Plains] [Inter-Leage] [Guild]
# [G] [POST=9969901]Yilmaz[/POST] (Dracazar) [Power: 1000 (1000); 0 won, 0 lost] [Q:1]
# [G] [POST=9160560]Lantash the Ancient[/POST] (bluemage55) [Power: 661 (661); 0 won, 4 lost] [Q:1] [Failure]
# [G] [POST=8699873]Annalina Vale[/POST] (Zevox) [Power: 2052 (1026); 5 won, 4 lost] [Q:1]

Hi, this is tactic for both Yilmaz and Lantash from CEF versus Annalina from EHTC

Yilmaz starts mounted on Falstaff holding scroll of Protection from Evil
Round 1: Cast Protection from Evil from scroll and drwa Lance, move 5' towards Annalina
Round 2: Run towards Annalina and don't base so I'll charge on next round
Charge Annalina using Lance (10' reach) and move with after the charge
Charge also on next rounds (Falstaff moves to charge distance, Yilmaz directs the charge)
If Disarmed (even with Gauntlet) or Triped, then dismount, charge with sword and Falstaff attacks too
Use Lay on Hands if less than 8 hp
Use Ride for cover every time it is possible
Use Wand of Cure Light Wounds if out of Lay on Hands and Falstaff attack while I heal
Use any item do you think could be useful

Lantash starts mounted on Scale holding scroll of Mage Armor
Round 1: Cast Mage Armor from scroll and draw scroll of Shield, move 5' towards Annalina
Round 2: Cast Shield from scroll and draw scroll of Protection from Evil, move 5' towards Annalina
Round 3: Cast Protection from Evil from scroll and draw Wand of Magic Missile, move 5' towards Annalina
Round 4: Cast Entropic Shield from memory and move 60' towards Annalina
Keep Annalina at medium range and fire Magic Missile at will
If wounded and out of Magic Missile range then heal with the Wand, don't heal if I could use missiles

If there are problems with the tactic please contact me with message (I'm also on yahoo)


[post=10178668]Fight[/post]
The COre COliseum - Home of a few of my Gladiators
[post=10173632]Setup[/post]
The Fight
Rolls: Here

Init:
Annalina 16 Box 2
Lantesh 7 Box 3
Yilmaz 2 Box 1

Annalina starts in Box 2 with scroll of invis in hand (92,92)
-- Larc starts infront of Annalina (90,91)
Lantesh starts in box 3 with scroll of MA in hand (5,92)
Yilmaz starts in box 1 mounted on Falstaff with potion of Pro evil in hand, Lance locked in other. (92,5)

Round 1
Annalina orders Larc to attack Lantesh and then recites a scroll (CL: 7) and disappears she adjusts
Larc moves toward Lantesh
Lantesh recites Mage armor and draws shield
Yilmaz quaffs Pro evil and moves out toward where he saw Annalina

Annalina 27/27 hp AC 19 1/1 SL 2/2 pp (Invis 31) (91,91)
-- Larc 22/22 hp AC 18 (66,91)
Lantesh 6/6 hp AC 6 (Mage Armor) (6,91)
Yilmaz 27/27 hp AC 21 (Pro evil 11) (90,20)

Round 2
Anna: Mirror Image: Pass
Larc moves
Lantesh recites shield draws Pro evil
Yilmaz has Falstaff run toward where Annalina was

Annalina 27/27 hp AC 19 1/1 SL 2/2 pp (Invis 31) (MI 4 - 32)(90,90)
-- Larc 22/22 hp AC 18 (42,91)
Lantesh 6/6 hp AC 6 (Mage Armor) (Shield 12)(6,91)
Yilmaz 27/27 hp AC 21 (Pro evil 11) (90,52)

Round 3
Anna: Draw Force screen Manifest Vigor (Enervate: Nope)
Larc continues on.
Lantesh casts Sancturary from memory with an impending Horse
Yilmaz makes another run move

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (Invis 31) (MI 4 - 32) (+10 Vigor 23)(91,90)
-- Larc 22/22 hp AC 18 (18,91)
Lantesh 6/6 hp AC 6 4/4 SL (Mage Armor) (Shield 12) (Sanc 6)(6,91)
Yilmaz 27/27 hp AC 21 (Pro evil 11) (90,84)

Round 4
Anna: Manifests Force screen from stone (ML: Pass) draws ER
Larc charges Lantesh (Will: 14 vs DC 16 fail) but cant attack
Lantesh casts Pro evil and then moves toward where Yilmaz is.
Yilmaz has Falstaff smell around and then moves to base with Anna

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (Invis 31) (MI 4 - 32) (+10 Vigor 23) (Force Screen 24) (91,90)
-- Larc 22/22 hp AC 18 (8,91)
Lantesh 6/6 hp AC 6 4/4 SL (Mage Armor) (Shield 12) (Pro Evil 34) (Sanc 6) (16,89)
-- Scale 22/22 AC 14
Yilmaz 27/27 hp AC 21 (Pro evil 11) (91,90)
-- Falstaff 22/22 AC 17

Round 5:
Anna recites ER, Yilmaz would make an AoO, but can’t see where Anna is. Anna takes a move to ward Lantesh (MS 24 vs 19: silent - half speed)
Larc charges Lantesh again, but can’t attack
Lantesh casts Entropic shield as his mount moves drawing his wand of MM
Yilmaz Figures that it will be impossible to chase down the invisible Anna so makes a run towards Lantesh to set up a charge agains Larc

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (Invis 31) (MI 4 - 32) (+10 Vigor 23) (Force Screen 24) (ER 15) (86,92)
-- Larc 22/22 hp AC 18 (14,90)
Lantesh 6/6 hp AC 6 1/4 SL (Mage Armor) (Shield 12) (Sanc 6) (Pro Evil 34) (Entropic 35) (28,89)
-- Scale 22/22 AC 14
Yilmaz 27/27 hp AC 21 (Pro evil 11) (59,91)
-- Falstaff 22/22 AC 17

Round 6
Anna draws and manifests off precog as Lantesh moves toward her. (ML: 4)
Larc charges and is repelled for a third time
Lantesh has his wards drop, he double moves toward Yilmaz
Yilmaz readies a charge against Larc getting in range.

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (Invis 31) (MI 4 - 32) (+10 Vigor 23) (Force Screen 24) (ER 15) (O. Precog 26)(86,92)
-- Larc 22/22 hp AC 18 (26,90)
Lantesh 6/6 hp AC 6 1/4 SL (Mage Armor) (Shield 12) (Sanc 6) (Pro Evil 34) (Entropic 35) (50,89)
-- Scale 22/22 AC 14
Yilmaz 27/27 hp AC 21 (Pro evil 11) (59,91)
-- Falstaff 22/22 AC 17

Round 7
Anna draws and uses djore
Larc charges Lantesh, which provokes Yilmaz (Yilmaz spirited charge: 21: hit Dmg 24)
Lantesh Thanks Yilmaz and readies to fire on sight of Anna.

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (Invis 31) (MI 4 - 32) (+10 Vigor 23) (Force Screen 24) (ER 15) (O. Precog 26) (O. Pres 27) (86,92)
-- Larc -2/22 hp AC 18 (48,90) (Does not Stabilize will die in round 15)
Lantesh 6/6 hp AC 6 1/4 SL (Mage Armor) (Shield 12) (Pro Evil 34) (Entropic 35) (50,89)
-- Scale 22/22 AC 14
Yilmaz 27/27 hp AC 21 (Pro evil 11) (49,91)
-- Falstaff 22/22 AC 17

Round 8
Anna is poised to attack, and moves as close as she can, but is still out of range, she fires anyways (Atk 12: miss) You needed a 7 to hit, you rolled a 3, you were out of range of Yilmaz at the time, so I figured it would be a good option.
Lantesh moves up and fires a MM (MI: 3)
Yilmaz sets up a charge

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (Invis 31) (MI 3 - 32) (+10 Vigor 23) (Force Screen 24) (ER 15) (O. Precog 26) (O. Pres 27) (76,88)
-- Larc -2/22 hp AC 18 (48,90) (Does not Stabilize will die in round 15)
Lantesh 6/6 hp AC 6 1/4 SL (Mage Armor) (Shield 12) (Pro Evil 34) (Entropic 35) (54,88)
-- Scale 22/22 AC 14
Yilmaz 27/27 hp AC 21 (Pro evil 11) (65,89)
-- Falstaff 22/22 AC 17

Round 9
Anna Shoots at Lantesh (atk 28 Entropic: fail Dmg 9) Then moves diagonally SE drawing her rapier.
Scale has no orders, so he grazes
Yilmaz double moves

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (MI 3 - 32) (+10 Vigor 23) (Force Screen 24) (ER 15) (O. Precog 26) (O. Pres 27) (84,80)
-- Larc -2/22 hp AC 18 (48,90) (Does not Stabilize will die in round 15)
Lantesh -3/6 hp AC 6 1/4 SL (Mage Armor) (Shield 12) (Pro Evil 34) (Entropic 35) (54,88)
-- Scale 22/22 AC 14

Yilmaz 27/27 hp AC 21 (Pro evil 11) (74,81)
-- Falstaff 22/22 AC 17

Round 10
Anna moves away (single) and stows bow
Yilmaz closes with a run move

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (MI 3 - 32) (+10 Vigor 23) (Force Screen 24) (ER 15) (O. Precog 26) (O. Pres 27) (84,44)
-- Larc -2/22 hp AC 18 (48,90) (Does not Stabilize will die in round 15)
Yilmaz 27/27 hp AC 21 (Pro evil 11) (81,46)
-- Falstaff 22/22 AC 17

Round 11
Anna can play that game too, she takes a run move across the arena
Yilmaz follows

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (MI 3 - 32) (+10 Vigor 23) (Force Screen 24) (ER 15) (O. Precog 26) (O. Pres 27) (36,45)
-- Larc -2/22 hp AC 18 (48,90) (Does not Stabilize will die in round 15)
Yilmaz 27/27 hp AC 21 (Pro evil 11) (43,46)
-- Falstaff 22/22 AC 17

Round 12
Anna needs to take out Yilmaz’ horse as the running isn’t working. She draws her hand axe as part of a move and rolls into attack Falstaff (Tumble: 21 Atk w/ psi weapon rapier: 19! Confirm: 17 dmg 20, Mounted combat: fail)
Yilmaz heals Falstaff with Lay on Hands while he orders Yilmaz to attack (Full: 6,21,12 MI: hits image)

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (MI 2 - 32) (+10 Vigor 23) (Force Screen 24) (ER 15) (O. Precog 26) (O. Pres 27) (42,45)
-- Larc -2/22 hp AC 18 (48,90) (Does not Stabilize will die in round 15)
Yilmaz 27/27 hp AC 21 (43,46)
-- Falstaff 11/22 AC 17

Round 13
Anna TWF Falstaff (Atks(R/A): 1!, 26: dmg: 5 Mounted Combat: fail)
Yilmaz draws CLW wand, and heals Falstaff (4)
Fallstaff full attack (Atks: 22,17,18 : 22 hits image 17 and 18 miss Anna)

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (MI 1 - 32) (+10 Vigor 23) (Force Screen 24) (ER 15) (O. Precog 26) (O. Pres 27) (42,45)
-- Larc -2/22 hp AC 18 (48,90) (Does not Stabilize will die in round 15)
Yilmaz 27/27 hp AC 21 (43,46)
-- Falstaff 10/22 AC 17

Round 14
Anna TWF (Atks: 10,1!)
Yilmaz CLW (7)
Falstaff (atks: 13,19,8 19 vs MI: miss Anna)

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (MI 1 - 32) (+10 Vigor 23) (Force Screen 24) (ER 15) (O. Precog 26) (O. Pres 27) (42,45)
-- Larc -2/22 hp AC 18 (48,90) (Does not Stabilize will die in round 15)
Yilmaz 27/27 hp AC 21 (43,46)
-- Falstaff 10/22 AC 17

Round 15
Anna TWF: (Atks: 16,20 dmg: 5 Mounted combat: 12 fail)
Yilmaz CLW: (5)
Falstaff: (atks 6,22,1! 22 vs MI: Image)

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (MI 1 - 32) (+10 Vigor 23) (Force Screen 24) (ER 15) (O. Precog 26) (O. Pres 27) (42,45)
-- Larc -2/22 hp AC 18 (48,90) (Does not Stabilize will die in round 15)
Yilmaz 27/27 hp AC 21 (43,46)
-- Falstaff 5/22 AC 17

Round 16
Anna thinks for a moment, drops the hand axe, draws her whip and tries to disarm the wand. (Opposed: 14 vs 8) the wand flies to the ground
Yilmaz backs up and strikes with his lance (atk 22: miss)

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (+10 Vigor 23) (Force Screen 24) (O. Precog 26) (O. Pres 27) (42,45)
Yilmaz 27/27 hp AC 21 (43,46)
-- Falstaff 5/22 AC 17

Round 17
Anna moves up and attacks with the rapier only (atk 20! Confirm 19: crit dmg: 12, Mounted Combat: impossible
Yilmaz (Soft Fall: Pass) Having fallen away from Anna he unlocks his lance (full round) so he can use his sword
(distance 15ft)

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (+10 Vigor 23) (Force Screen 24) (O. Precog 26) (O. Pres 27) (42,45)
Yilmaz 27/27 hp AC 21 (43,46)
-- Falstaff -7/22 AC 17 (Fails stablize dies in round 20)

Round 18
Anna stows her rapier and picks up her hand axe
Yilmaz drops his wand and locks his short sword in the gauntlet

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (+10 Vigor 23) (Force Screen 24) (O. Precog 26) (O. Pres 27) (42,45)
Yilmaz 27/27 hp AC 21 (43,46)
-- Falstaff -7/22 AC 17 (Fails stablize dies in round 20)

Round 19
Anna stows the whip and draws her rapier, while basing Yilmaz to prevent charge
Yilmaz attacks (atk 14 miss)

Annalina 27/27 hp AC 19 1/1 SL 1/2 pp (+10 Vigor 23) (Force Screen 24) (O. Precog 26) (O. Pres 27) (42,45)
Yilmaz 27/27 hp AC 21 (43,46)
-- Falstaff -7/22 AC 17 (Fails stablize dies in round 20)

Round 20 (turbo rolling, HP totals are relative to the start of the round)
Anna TWF: 1! 12
Yilmaz: 14

Falstaff dies

Round 21
27/27 Anna TWF: 22,9 dmg 4+2FE+2Pres = 8
27/27 Yilmaz 13

Round 21
27/27 Anna TWF: 20,21 dmg 9
19/27 Yilmaz: 13

Round 22
27/27 Anna TWF: 22,26 dmg min kills
1/27 Yilmaz:
Rewards/Comments
Annalina gets 1,750 xp (1,500 +16.67%) and 1,855 gp (1750 x 1.06 for level 5), and Yilmaz and Lantash get 238 xp and gp each (300 -20.835%).

Annalina used 1pp, Powerstones of Force Screen [ML 2] and Offensive Precognition [ML 2], Scrolls of Invisibility [CL 3], Mirror Image [CL 3], and Expeditious Retreat [CL 2], 1 use of her Dorje of Offensive Prescience, and 2 arrows (2 fired, 1 hit, 1 miss, 0 recovered). And Larcalme died.

Lantash cast Entropic Shield and Santuary from memory, used Scrolls of Mage Armor [CL 1], Shield [CL 1], and Protection from Evil [CL 2], and 1 charge of his wand of MM.

Yilmaz used Lay on Hands and 3 charges of his wand of CLW. And Falstaff died.

Free Activities: Annlina did Perform (Haunting Flute) for 95 gp, Yilmaz guarded, Lantash did nothing.
The COre COliseum - Home of a few of my Gladiators
Andurwin Calathos (Zelck) vs. Istima Telarc (Zevox) : UserNamer [City] [ECL4]

Andurwin

Default Free Action: Craft strategies for 100 gp. Use this only if I list no free action in the title.


3FC (Upcoming Fight: 3/3)
Fight 1
Time Between Fights: 1 hrs
Prebuffs/Ongoing Effects: none
Items Used: stone of vigor[ml2], stone of defensive precognition, potion of invisibility, antitoxin
Spells or Powerpoints Used: 6PP
x/day Abilities Used: none
Free Activity: Guard

Fight 2
Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: Powerstone of VigorA (ML2), 1 crossbow bolt (1 hit)
Spells or Powerpoints Used: 13 PPs (Force Screen, 3 4pp Energy Missiles)
x/day Abilities Used: none
Free Activity: Craft +100gp


Andurwin Calathos
The best defense is a good set of tactics.
Male Gray Elf
Medium Humanoid (Elf), Psionic
Height: 5'5'', Weight: 107 lbs
Age: 133
True Neutral
Psion (Kineticist) 4 [ECL 4]
XP/TNL: 9825/10000 [3200 start + 6625 earned]

Member of the PSI Consortium

STR...8 [-1]...[2 pts][10base -2race]
DEX...16 [+3]...[6 pts][14base +2race]
CON...12 [+1]...[6 pts][14base -2race]
INT....23 [+6]...[16 pts][18base +2race +1lvl +2enh]
WIS...14 [+2]...[6 pts][14base]
CHA...8 [-1]...[0 pts][8base]

[u]Vital Statistics:[/u]
HP: 15 [4 HD] [4psi + (2.5 * 3)psi + (1*4)con]
AC: 17 [+3dex, +4armor]
Touch AC: 13 [+3dex]
Flat-Footed AC: 14 [+4armor]
Initiative: +3 [3dex]
BAB: +2 [+2psi]
Grapple: +1 [+2bab, -1str]
Speed: 30/40 [30base] +10 when psionically focused
Weight carried: 20 lbs [Light] Encumbance: 0-26 (Light), 27-53 (Medium), 54-80 (Heavy)

[u]Saves[/u]:
Fort +3 [1psi, +1con, +1resist]
Refl +5 [1psi, +3dex, +1resist]
Will +7/9 [4psi, +2wis, +1resist] +2 racial vs. enchantments

[u]Attacks[/u]:
Darkwood Light Crossbow +6 ranged, 1d8 [19-20/x2] [80' range] [+2bab +3dex +1ma]
Dagger +1 melee, 1d4-1 [19-20/x2] [+2bab -1str]

Psion Powers: (Superscript numbers indicate level taken)
ML 4, Power Points: 10/29 [Use: 10 + leftovers] [17psi +12int]
1: [DC 17] Crystal Shard1, Defensive Precognition2, Empty Mind2, Force Screen4, Mind Thrust1, Vigor1
2: [DC 18] Energy Missile3, Energy Stun3, Ego Whip4

[u]Feats[/u]:
Psicrystal Affinity (Single-Minded) [Lvl 1]
Alertness [Psicrystal]
Overchannel [Psi 1]
Speed of Thought [Lvl 3]

[u]Skills[/u] (49 Psion) X:
+6/8 Appraise [0rnk +6int] [0psicc] +2 synergy on locks
+11 Concentration [7rnk +1con +3psicrystal] [7psi]
+13/15 Craft (Strategies) [7rnk +6int] [7psi] +2 Masterwork Artisan’s Tools Free Action: 100 gp
+6 Escape Artist [3.5rnk +3dex] [7psicc]
+3 Hide [0rnk +3dex] [0psicc]
+7/9 Listen [3.5rnk +2wis +2elf] [7psicc] +2 Alertness
+7 Knowledge (Arcana) [1rnk +6int] [1psi]
+7 Knowledge (Dungeoneering) [1rnk +6int] [1psi]
+7 Knowledge (Local) [1rnk +6int] [1psi]
+7 Knowledge (Nature) [1rnk + 6int] [1psi]
+7 Knowledge (Religion) [1rnk + 6int] [1psi]
+7 Knowledge (The Planes) [1rnk +6int] [1psi]
+7 Knowledge (Psionics) [1rnk +6int] [1psi]
+3 Move Silently [0rnk +3dex] [0psicc]
+6 Psicraft [1rnk +5int] [1psi]
+8 Search [0rnk +6int +2elf] [0psicc]
+7/9 Spot [3.5rnk +2wis +2elf] [7psicc] +2 Alertness
+6 Tumble [3rnk +3dex] [6psicc]

[u]Prefight Actions[/u]:
Bring Thalac (psicrystal), resting in a pocket (full cover and total concealment). **Unless explicitly stated in sent tactics, please share all shareable spells with psicrystal**
Activate psicrystal self-propulsion.
Gain psionic focus.
Address power stones.
Draw and load crossbow.
Draw first power stone I use (mentioned in tactics, if any).
**Unless otherwise stated in tactics, please fully augment (not overchannel) all powers with an augment that increases damage or DC.**

[u]Carried Equipment:[/u] ($’s are for visual clarity)
Free Weightless Explorer’s Outfit [0 lbs][$0 gp]
Mithral Shirt [10 lbs][$1100 gp]
Dagger [1 lbs][$2 gp]
Darkwood Light Crossbow [2 lbs][$375 gp]
Headband of Intellect +2 [0 lbs][$4000 gp]
Cloak of Resistance +1 [1 lbs][$1000 gp]
60 Crossbow Bolts [6 lbs][$6 gp]
2x 1x Antitoxin [0 lbs][$50 gp]

Expendables: 250/800
3x 1x Power Stone of Vigor [ML2][0 lbs][$50 gp]
2x Power Stone of Force Screen [ML1][0 lbs][$50 gp]
1x Power Stone of Skate [ML1][0 lbs][$50 gp]
2x Power Stone of Synesthete [ML1][0 lbs][$50 gp]
1x Power Stone of Defensive Precognition [ML2][0 lbs][$50 gp]
1x Potion of Invisibility [CL3][0 lbs][$300 gp]

At Home:
Gold: 2280 gp
42 Crossbow Bolts [.2 lbs][$.2 gp]
Masterwork Artisan’s Tools [5 lbs][55 gp]

Thalac (Psicrystal)
Thalac (Single-Minded Psicrystal)
Size/Type: Diminutive Construct
7 HP (4 HD)
Initiative: +2
Speed: 30 ft., climb 20 ft.*
BAB/Grapple/Touch: +3/-14/+2
Armor Class: 17 (+4 size, +1 natural, +2 Dex*), touch 14/16, flat-footed 15
Space/Reach: 1 ft./0 ft.
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link, deliver touch powers)
Saves: Fort +1 [+1Psi], Ref +5 [+1Psi +2Dex +2Feat], Will +4 [+4Psi]
Abilities: Str 1* [-5], Dex 15* [+2], Con - [+0], Int 7 [-2], Wis 10 [+0], Cha 10 [+0]
Skills [Ranks]: Appraise -2/+0 Locks [0], Craft +5 [7], Climb +10 [0], Concentration +7 [7], Escape Artist +5 [3], Hide +14 [0], Listen +6 [4], Move Silently +6 [4], Knowledge (Arcana) -1 [1], Knowledge (Dungeoneering) -1 [1], Knowledge (Local) -1 [1], Knowledge (Nature) -1 [1], Knowledge (Religion) -1 [1], Knowledge (The Planes) -1 [1], Knowledge (Psionics) -1 [1], Psicraft -1 [1], Search +2 [4], Spot +6 [4], Tumble +5 [3]
Feats: Alertness, Lightning Reflexes
Speaks Elven

Note: Full cover grants +4 AC and +2 Reflex saves


Racial and Class Abilities:
Gray Elf Racial:
-2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence
Immunity to magic sleep effects
+2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision
Proficient with longsword, rapier, longbow, and shortbow.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Favored Class: Wizard.
Languages: Common, Elven, Draconic, Gnoll, Gnome, Orc, Sylvan

Psion Class:
Proficient with club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear.
Discipline: Kineticist
Bonus Feats at Psion levels 1, 5, 10, 15, 20.


Default Tactics
**Unless explicitly stated in sent tactics, please share all shareable spells with psicrystal**
Buff with the lowest grade Power Stone of Vigor.
Blast away using the most efficient spell.
Fully augment all powers with a damage or DC increasing augment.


Fight/Quest Results:
#1: ECL3 Miniquest to join PSI: SUCCESS. Thugs decided to attack the wrong person, and I spoke with an interesting elf who invited me to join his guild.
#2: ECL3 Fight with Ihdald against Farig and Emorick: WIN. They decided to attack one at a time.
#3: ECL3 Fight against Ilendil: LOSS. He got a lucky hit, and I didn’t get a lucky save.
#4: ECL3 Fight against Farig: LOSS. I was tricked! My postings showed the battle was in the Cavern, but I was teleported to the Forest instead. My confusion caused me to fight badly.
#5: ECL3 Fight against Ihdald: WIN. I outshot the ranger and shattered his mind before he could use his healing wand. We shook hands and shared some wine afterwards.
#6: ECL4 Fight against Ivan: WIN. My newfound powers overwhelmed the sturdy foe.
#7: ECL4 Intercept against Ilendil: WIN. This time, I shot first.
#8: ECL4 Fight with Dracazar against Torel and Kervan: LOSS. What a waste of power points.

Past Expenditures
[u]Past Expenditures[/u]
Earnings:
3,000 gp Creation
900 gp 7/19/06
1125 + 69 gp 7/26/06
300 + 69 gp 8/2/06
300 + 69 gp 8/9/06
900 + 69 gp 8/16/06
1200 + 96 gp 8/30/06
1500 gp 9/6/06
400 + 100 gp 9/13/06


Expenses 7/7/06 (Creation):
1100 gp Mithral Shirt
1 gp Dagger
375 gp Darkwood Light Crossbow
6 gp 60x Crossbow Bolts
75 gp Superior Lock (DC 40)C (Creation)
55 gp Masterwork Artisan’s Tools
100 gp 2x Power Stone of Vigor (10 HP) [ML2]
50 gp 2x Power Stone of Vigor [ML1]
50 gp 2x Power Stone of Force Screen [ML1]
50 gp 2x Power Stone of Synesthete [ML1]
50 gp 2x Power Stone of Skate [ML1]
150 gp Power Stone of Energy Missile [ML3]


Expenses 8/16/06:
25 gp 1x Power Stone of Force Screen [ML1]
50 gp 1x Antitoxin
150 gp 1x Power Stone of Energy Missile [ML3]
1 gp 10x Crossbow Bolts


Expenses 9/6/06:
4000 gp Headband of Intellect +2
1000 gp Cloak of Resistance +1
150 gp 3x Power Stone of Vigor (10 HP) [ML2]
50 gp 2x Power Stone of Force Screen [ML1]
50 gp 1x Power Stone of Defensive Precognition [ML2]
300 gp 1x Potion of Invisibility [CL3]
4 gp 40x Crossbow Bolts
50 gp 1x Antitoxin


Net Gold:
9672 - 7892 = 1780 gp
Used Expendables:
7/26/06:
.4 gp 4x Crossbow Bolts
100 gp 2x Power Stone of Vigor (10 HP) [ML2]
25 gp Power Stone of Force Screen [ML1]
150 gp Power Stone of Energy Missile[ML3]

8/2/06:
.1 gp 1x Crossbow Bolt
25 gp 1x Power Stone of Vigor (5 HP) [ML1]
25 gp Power Stone of Force Screen [ML1]
150 gp Power Stone of Energy Missile[ML3]

8/16/06:
.2 gp 2x Crossbow Bolts
25 gp 1x Power Stone of Vigor (5 HP) [ML1]
25 gp 1x Power Stone of Force Screen [ML1]

8/30/06:
25 gp 1x Power Stone of Skate [ML1]

9/6/06:
50 gp 1x Antitoxin
50 gp 1x Powerstone of Vigor (10 HP) [ML2]
50 gp 1x Powerstone of Defensive Precognition [ML2]
300 gp 1x Potion of Invisibility [CL3]

9/13/06:
50 gp 1x Powerstone of Vigor (10 HP) [ML2]
.1 gp 1x Crossbow Bolt



Previous Quotes
You shall be as toast.



Andurwin's Tactics

Hi Usernamer, thanks for pitlording!

This fight may take a while, so you might want to start on it early.

I’m really uncomfortable in doing this fight because I have a feeling I have to take down the psicrystal in order to have a chance. I plan on negating the horses by climbing the scaffolding, but he can Dimension Swap a horse up by climbing the psicrystal onto the roof. Still, I really really don’t want to kill the psicrystal. It’s a nasty thing to do to someone, plus Istima’s a member of the PSI guild, and I’d rather not cripple him for the rest of his 3FC. So… there’s a point where I’d highly appreciate it if you could PM Zevox and ask him to withdraw his psicrystal right before I first attack it. Granted, that should be his only option; I don’t want you to give him the option of manifesting Energy Adaptation right then!

General Idea: Find where they are, climb up the scaffolding, take down the psicrystal to prevent Dimension Swap shenanigans, and shoot Istima down with xbow when he’s shooting at me so he can’t take cover behind his horse.

Start: I want to start in the square closest to the center holding a Powerstone of Skate and a Powerstone of Synesthete.

Round 1: Buff with Synesthete, go with Listen.
Rounds 2+: Make single-moves around the map, and actively listen. The search pattern should look something like this (starting from red, moving to blue):
IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=city;a=Name,M,7,5,17,5,24,14,24,20;b=Name,M,34,20,34,12,45,11,60,7)

When I find them:
I want to use the Powerstone of Skate and single-move towards the nearest scaffolding. The round after that, I want to shout to get his attention and move as quickly as possible (avoid charges and getting based in a manner where I can’t move without drawing an AoO, so being adjacent to walls isn’t good) towards the scaffolding. When I get there, climb up and go prone on the platform on top of the scaffolding (+4 AC vs. ranged). I also shouldn’t be losing my dex bonus since I’m not moving.

On the roof:
Priority 1: If I can hit both the Psicrystal and Istima with an Energy Missiles, ready shoot them all with a 4PP Cold Energy Missiles as soon as the Psicrystal is more than 5’ away from Istima. Right before I shoot would be a good time to ask Zevox to withdraw the psicrystal.
Priority 2: If the Psicrystal approaches within 40’ of the building I’m on, shoot it with a 4PP Cold Energy Missiles. Again, this would be a good time to ask Zevox to withdraw the psicrystal from the fight.
Priority 3: If I’ve hit Istima with 4 xbow bolts and he doesn’t manifest a power that could be Vigor, shoot him with an overchanneled 5PP Fire Energy Missiles. If he does, hit him with 2 more xbow bolts before doing the Energy Missiles. If I have any PPs left over after this, you can burn it on another Energy Missiles, or if there’s not enough PP for that, just save it to refresh Vigor (see priority 6).
Priority 4: If Istima’s climbing the scaffolding, stand up and move to the scaffolding (if I’m already on the scaffolding, shoot Istima instead). If he Dimension Swaps the horse up, I want to climb down and move towards another starting box. Shoot every few rounds to avoid the delay penalty. If he Dimension Swaps the horse back down, withdraw every round (use barriers to charge if possible) to another scaffolding, climb up that, then shoot the horse(s) down. If you rule that moving to the scaffolding square requires a Balance check, then ready that move for when Istima manifests.
Priority 5: Buff with a 1PP Force Screen. If it runs out, use Powerstones of Force Screen to rebuff.
Priority 6: Buff with the Powerstone of Vigor. If I’ll be left with only 1 or 2 PPs after the 5PP Energy Missiles, buff with a 1 PP Vigor if engaged with an enemy.
Priority 7: If Istima is moving away, shoot him with xbow bolts. Wait several rounds between shooting if I can get away with that (i.e. he won’t move out of LOS). He should draw the delay penalty before I do.
Priority 8: Ready to shoot Istima when he shoots at me. If he doesn’t shoot at me for two rounds in a row, shoot him once, then go back to readying.

Other contingencies:
If for some reason I’m forced to get off the building (i.e. to avoid the delay penalty), then I need to put myself in a position where I can get back to it. I should know roughly where my opponents are; shoot once, then use withdraws strategically to get back on the roof.

If I’m somehow grappled, try sending two 5PP Fire Energy Missiles at Istima. Expend focus on the second attempt. If nothing else, this’ll end the fight quickly.

If my crossbow is Greased, don’t leave it behind.

If somehow the fight will end in a draw, forfeit. Put that on a “will” so to speak… I don’t want us to both stabilize at negative HP and end up both getting the loser rewards.


Again, thanks for pitlording, and I hope everything goes well. PM me if you need anything!


Istama

Istima Telarc
“Can you keep up with the speed of thought?”


Male Goblin
Small Humanoid (Goblinoid, Psionic)
Lawful Neutral
Nomad 4 [ECL 4]
XP/TNL: 9,687/10,000 [3,200 start + 5,587 fights + 900 quests]
Height 2’8’’, Weight 39 lbs, Age 22
Scholar of the [thread=517706]PSIONIC CONSORTIUM[/thread]
Deity: Oghma (God of Knowledge, Invention, and Inspiration)

Activities this week: Fighting in the arena and forging documents so I am not penalized for bringing Ingolë.
Current 3-Fight Cycle Information
Fight 1
Time Between Fights: hrs
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity:

STR...6 [-2]...(0 pts) [8, -2racial]
DEX...16 [+3]...(6 pts) [14, +2racial]
CON...16 [+3]...(10 pts)
INT....20 [+5]...(16 pts) [18, +1 4th level, +1enhancement]
WIS...12 [+1]...(4 pts)
CHA...6 [-2]...(0 pts) [8, -2racial]

[u]Hit Points:[/u] 23 [4 HD] [4Psion + (2.5*3)Psion + (3*4)con]
AC 19 [+3dex, +4armor, +1size, +1deflection], Touch 15, Flat 16 [+4 shield Force Screen, +4 cover ride] [+4 armor Mithril Chain Shirt]
Initiative: +3 [3dex]
BAB/Grap: +2/-4 [+2bab, -2str, -4size]
Speed 30ft [base 30ft] [+15 ft Skate]
Mount Speed: 60ft [base 60ft] [+15 ft Skate]

[u]Saves[/u]:
Fort +5 [1Psi, +3con, +1resistance]
Refl +5 [1Psi, +3dex, +1resistance]
Will +6 [4Psi, +1wis, +1resistance]

[u]Attacks[/u]:
Small Quarterstaff +1 melee, 1d4-2 [20/x2]
[2bab, -2str, +1size]
Small Masterwork Light Crossbow +7 ranged, 1d6 [19-20/x2] [80' range]
[2bab, +3dex, +1size, +1MW]
Ranged touch +6, range and damage by power.
[2bab, +3dex, +1size]

Conditional Attack Modifiers
+1 attack (height) melee vs smaller foes when mounted.

[u]Feats[/u]:
Mounted Combat [1st lvl]
Psionic Talent [Psion 1]
Psicrystal Affinity [3rd lvl]
Alertness [Psicrystal] [Within arm’s reach only]

Racial and Class Abilities:
Goblin Racial
Ability Adjustment: -2 Strength, +2 Dexterity, -2 Charisma
Small Size: +1AC, +1 attack, +4 Hide, -4 Grapple, Lift/Carry 3/4 of a medium character.
Base speed 30ft.
Darkvision 60ft.
+4 Racial bonus to Move Silently and Ride.
Favored Class: Rogue

Psion (Nomad) Class
Proficient w/: club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear.
Not proficient w/ armor or shields.
Discipline: Psychoportation (Add Climb, Jump, Ride, Survival, and Swim to class skills, learn Nomad-only powers).
Bonus Feat 1st level (Psionic, Metapsionic, or Psionic Item Creation)

[u]Special Abilities[/u]:
Darkvision 60ft.

[u]Skills[/u] (42 Psion):
+3 Balance [0rnks, +3dex]
-2 Climb [0rnks, -2str]
+13 Concentration [7rnks, +3con, +3psicrystal] [7Psi]
+6 Forgery [1rnk, +5int] [2PsiCC]
+7 Hide [0rnks, +3dex, +4size]
-2 Jump [0rnks, -2str]
+7 Knowledge (Arcana) [2rnks, +5int] [2Psi]
+7 Knowledge (Dungeoneering) [2rnks, +5int] [2Psi]
+7 Knowledge (Local) [2rnks, +5int] [2Psi]
+7 Knowledge (Nature) [2rnks, +5int] [2Psi]
+12 Knowledge (Psionics) [7rnks, +5int] [7Psi]
+7 Knowledge (Religion) [2rnks, +5int] [2Psi]
+7 Knowledge (The Planes) [2rnks, +5int] [2Psi]
+3 Listen [0rnks, +1wis, +2alertness(Psicrystal feat)]
+7 Move Silently [0rnks, +3dex, +4racial]
+14 Ride [7rnks, +3dex, +4racial] [7Psi] [+2 to stay in saddle]
+3 Spot [0rnks, +1wis, +2alertness(Psicrystal feat)]
+14 Psicraft [7rnks, +5int, +2synergy] [7Psi] [+2 for Psychoportation powers]
Speaks Common, Goblin, Draconic, Elven, Giant, and Gnoll.

[u]Powers Known:[/u] [9] [Power Points: 29; Use: 10]
1: [DC 16] Energy RayA, Crystal ShardA, VigorA, Grease (Psionic), Skate.
2: [DC 17] Recall AgonyA, Energy PushA, Ego WhipA, Dimension SwapA.

[u]Buffs and Prefight actions[/u]:
Gain Psionic Focus.
Powerstones addressed.
Pray to Oghma.
Bring Ingolë and Rinár (CR 1 each, 12.5% penalty due to Forgery).
Bring Nolë (Psicrystal).
Activate Nolë's self-propulsion.

[u]Equipment[/u]:
Small Scholar's Outfit
Small Mithril Chain Shirt [5 lbs][1,100 gp]
Small Cloak of Resistance +1 [1/2 lb][1,000 gp]
Headband of Intellect +1 [0 lbs][1,000 gp]
Ring of Protection +1 [0 lbs][2,000 gp]
Small Quarterstaff [2 lbs][0 gp]
Small Masterwork Light Crossbow [2 lbs][335 gp]
Case with 39 small bolts [.5 lbs per 10][1 gp per 10]
Small Belt Pouch (Powerstones & Miscellaneous Items) [.12 lbs][1 gp]
Wooden Holy Symbol of Oghma [0 lbs][1 gp]

Miscellaneous Items in Belt Pouch:
Cognizance Crystal (1 pp) [1 lb][1,000 gp]

Potions in Belt Pouch:
2x Potion of Protection from Evil [.1 lbs each][50 gp each]
Potion of Protection from Good [.1 lbs][50 gp]

Powerstones in Belt Pouch:
Powerstone of Force Screen (3 uses) [ML 2nd] [.1 lbs][50 gp per use]
Powerstone of VigorA (4 uses) [ML 2nd] [.1 lbs][50 gp per use]
Powerstone of Specified Energy Adaptation [ML 3rd] [.1 lbs][150 gp]
Powerstone of Specified Energy Adaptation [ML 3rd] [.1 lbs][150 gp]

Expendables: 800/800 gp

Allies & Equipment
“Nólë”, Psicrystal [Free]
“Ingolë”, Light Warhorse [150 gp]
"Rinár", Light Warhorse (2 custom feats) [350 gp]
Large Chain Barding (on Rinár) [50 lbs][400 gp]
2x Military Saddle (on Ingolë and Rinár) [30 lbs each][20 gp each]

Equipment at Psi Consortium Guild Hall:
Gold: 405 gp
Saddlebags [8 lbs][4 gp]

Miscellaneous Statistics:
Encumbance: 0-15 (light), 16-30 (medium), 31-45 (heavy)
Weight carried: 12.37 lbs
Mount Weight Carried: 30 lbs (80.72 lbs when mounted).

Nólë
Nólë
Psicrystal
Diminutive Construct (Psionic)
Lawful Neutral

Str…1*[-5], Dex…15*[+2], Con…-, Int…7 [-2], Wis…10 [+0], Cha…10 [+0]

[u]Hit Points:[/u] 11 [4 HD] [HD = master’s, hp = 1/2 master’s]
AC 17 [+2dex*, +4size, +1natural], Touch 16, Flat 15
Initiative: +2 [2dex]
Space/Reach: 1ft/0ft
BAB/Grap: +3/-14 [+3bab, -5str, -12size]
Speed 30ft, Climb 20ft* [base 30ft, climb 20ft*]

[u]Saves[/u]: (shares w/ master)
Fort +4 [1Psi, + 3con]
Refl +4 [1Psi, +3dex] [Improved Evasion]
Will +5 [4Psi, +1wis]

Attacks:
None.

Feats
Alertness [1 HD]
Wild Talent [3 HD]

Special Abilities:
Construct Traits.
Hardness 8
Alertness (Grants feat to owner when within arm’s reach)
Improved Evasion
Personality (Single-minded)
Self-Propulsion
Sighted (“See” out to 40’, regardless of lighting.)
Telepathic Link
Deliver Touch Powers

Power Points: 2 per day, 1 usable.

Skills (shares ranks w/ master, has 4 ranks in Spot, Listen, Move Silently, and Search, only usable skills shown):
+2 Balance [0rnks, +2dex]
+10 Climb* [0rnks, +2dex, +8racial] [Can always take 10]
+7 Concentration [7rnks] [7Psi]
+14 Hide* [0rnks, +2dex, +12size]
+0 Jump [0rnks, no str]
+0 Knowledge (Arcana) [2rnks, -2int] [2Psi]
+0 Knowledge (Dungeoneering) [2rnks, -2int] [2Psi]
+0 Knowledge (Local) [2rnks, -2int] [2Psi]
+0 Knowledge (Nature) [2rnks, -2int] [2Psi]
+5 Knowledge (Psionics) [7rnks, -2int] [7Psi]
+0 Knowledge (Religion) [2rnks, -2int] [2Psi]
+0 Knowledge (The Planes) [2rnks, -2int] [2Psi]
+6 Listen [4rnks, +0wis, +2aletness]
+6 Move Silently* [4rnks, +2dex] [4Psicrystal]
+9 Ride* [7rnks, +2dex] [7Psi] [+2 circumstance to stay in saddle]
+2 Search [4rnks, -2int] [4 Psicrystal]
+6 Spot [4rnks, +0wis, +2alterness] [4Psicrystal]
+7 Psicraft [7rnks, -2int, +2synergy] [7Psi]
Speaks Elven.

*With self-propulsion active. Without self-propulsion Nólë has no Str or Dex score and cannot move on its own.

Ingolë
Ingolë
Light Warhorse (Large Animal)
True Neutral
CR 1

Str…16 [+3], Dex…13 [+1], Con…17 [+3], Int…2 [-5], Wis…13 [+1], Cha…6 [-2]

Hit Points: 22 [3 HD] [(4.5*3)Animal + (3*3)con]
AC 14 [–1 size, +1 Dex, +4 natural], Touch 10, Flat 13
Intiative +1 [1dex]
BaB/Grap: +2/+9 [2bab, +3str, +4size]
Space/Reach: 10ft/5ft
Speed: 60ft [base 60ft]

[u]Saves[/u]:
Fort +6 [3animal + 3con]
Refl +4 [3animal + 1dex]
Will +2 [1animal + 1wis]

[u]Attacks[/u]:
Hoof +4 melee, 1d4+3 [20/x2]
[2bab, +3str, -1size]
Bite -1 melee, 1d3+1 [20/x2]
[2bab, +3str, -1size, -5secondary]
Full Attack: 2 Hooves + Bite

[u]Feats[/u]:
Endurance [1HD]
Run [3HD]

Special Abilities
Low-light Vision
Scent

Skills: (6Animal)
+1 Balance [0rnks, +1dex]
+3 Climb [0rnks, +3str]
-3 Hide [0rnks, +1dex, -4size]
+15 Jump [0rnks, +3str, +12speed]
+1 Move Silently [0rnks, +1dex]
+4 Listen [3rnks, +1wis] [3animal]
+4 Spot [3rnks, +1wis] [3animal]

Equipment:
See “Allies & Equipment” section.

Miscellaneous Statistics
Encumbance: 0-230 (light), 231-460 (medium), 460-690 (heavy)
Weight carried: 30 lbs [Unmounted], 75.62 lbs [Mounted]

Tricks
Combat Riding Package (attack, come, defend, down, guard, heel)

Rinár
Rinár
Light Warhorse (Large Animal)
True Neutral
CR 1

Str…16 [+3], Dex…13 [+1], Con…17 [+3], Int…2 [-5], Wis…13 [+1], Cha…6 [-2]

Hit Points: 22 [3 HD] [(4.5*3)Animal + (3*3)con]
AC 18 [–1 size, +1 Dex, +4 natural, +4armor], Touch 10, Flat 17 [+4 armor Large Chain Barding]
Intiative +1 [1dex]
BaB/Grap: +2/+9 [2bab, +3str, +4size]
Space/Reach: 10ft/5ft
Speed: 60ft [base 60ft]

[u]Saves[/u]:
Fort +6 [3animal + 3con]
Refl +4 [3animal + 1dex]
Will +2 [1animal + 1wis]

[u]Attacks[/u]:
Hoof +5 melee, 1d4+3 [20/x2]
[2bab, +3str, -1size, +1focus]
Bite +2 melee, 1d3+1 [20/x2]
[2bab, +3str, -1size, -2secondary]
Full Attack: 2 Hooves + Bite

[u]Feats[/u]:
Multiattack [1HD]
Weapon Focus (Hoof) [3HD]

Special Abilities: Low-light Vision, Scent

Skills: (6Animal)
-1 Balance [0rnks, +1dex, -2armor]
+1 Climb [0rnks, +3str, -2armor]
-5 Hide [0rnks, +1dex, -4size, -2armor]
+13 Jump [0rnks, +3str, +12speed, -2armor]
-1 Move Silently [0rnks, +1dex, -2armor]
+4 Listen [3rnks, +1wis] [3animal]
+4 Spot [3rnks, +1wis] [3animal]

Equipment:
See “Allies & Equipment” section.

Miscellaneous Statistics
Encumbance: 0-230 (light), 231-460 (medium), 460-690 (heavy)
Weight carried: 88 lbs

Tricks
Combat Riding Package (attack, come, defend, down, guard, heel)

[post=8002601]Character Background[/post]

Default Tactics
None: Tactics sent individually.

Fights results: (tot. 5,587 xp)
1: [post=8831108]Raw[/post], Anaconda: Win [+900 xp] [+900 gold]
- He could not keep up, and he fell all too easily - in more ways than one. This fight was good for a laugh, and a decent way to excercise my powers.
2: [post=8970241]Vs Kramer vs Micah Ashald[/post]; HuBBaBBuBa, DarthVegan: Win [+1,687 xp] [+1,687 gp]
- A difficult fight, if amusing when the horseman fell from his mount from my mind-push. If only the arena didn't have those blasted rules about not using all my powers much time could have been saved.
3: [post=9784263]Vs Aramur vs Anakala[/post]; Usurpator, TelinArtho: Loss [+450 xp] [+450 gp]
- Mind-freezing magic... a terrifying thing indeed.
4: [post=9827289]Quesis[/post], Dracazar: Win [+1,050 xp] [+1,050 gp]
- Ah, a weak minded foe who fell to her own self-doubt. Such a fun way to practice my powers.
5: [post=9965985]Istima => Farig => Krug[/post]; TelinArtho, DSugui: Win [+1,500 xp] [+1,500 gp]
- My aim seems to be off. I must be rusty from my long abscence. Even so, the two warriors wore each other out enough that the fight was little challenge.

Quest Results: (tot. 900 xp)
1: [thread=610033]Miniquest: Secrets in the Old Campus (EL 3)[/thread], lonewolf: Success [+900 xp] [+900 gp]
- A Hell Hound barred my way, but I recovered a Psionic Artifact and was admitted to the Consortium. Now perhaps I can find a teacher who can help me to learn about my powers. And perhaps I will even be permitted to study that artifact.

Past Expenditures
[u]Past Expenditures[/u] (tot. 9,082 gp):
3,000 gp start
+ 900 gp Miniquest: Secrets in the Old Campus
+ 900 gp 1st Fight
+1,687 gp 2nd Fight
+ 450 gp 3rd Fight
+ 1,050 gp 4th Fight
+ 1,500 gp 5th Fight
9,487 gp
Expenses 3/15/2006 (Creation)
- 1,000 gp Small Cloak of Resistance +1
- 0 gp Small Quarterstaff
- 335 gp Small Masterwork Light Crossbow
- 2 gp Case with 20 small bolts
- 1 gp Small Belt Pouch
- 1 gp Wooden Holy Symbol
- 225 gp Powerstone of Protection (3x Inertial Armor [ML 1st], 3x Force Screen [ML 2nd])
- 300 gp Powerstone of VigorA (6 uses) [ML 2nd]
- 50 gp Powerstone of Entangling Ectoplasm (2 uses) [ML 1st] ([post=9399274]Refunded[/post])
- 600 gp Powerstone of Specified Energy Adaptation (4 uses) [ML 3rd] ([post=9399274]2 uses Refunded[/post])
- 20 gp Military Saddle
- 4 gp Saddlebags
-150 gp Light Warhorse
3/28/2006
- 1,000 gp Cognizance Crystal (1 pp)
4/18/2006
- 3 gp 30 Small Bolts
- 100 gp 2x Potion of Protection from Evil
- 100 gp 2x Potion of Protection from Good ([post=9399274]1 Refunded[/post])
- 100 gp 2x Oil of Magic Weapon ([post=9399274]Refunded[/post])
- 2,000 gp Ring of Protection +1
- 225 gp Powerstone of Protection (3x Force Screen [ML 2nd], 3x Inertial Armor [ML 1st])
7/6/2006
- 350 gp Light Warhorse (2 custom feats)
- 20 gp Military Saddle
- 400 gp Large Chain Barding
9/1/2006
- 1,000 gp Heaband of Intellect +1
- 1,100 gp Small Mithril Chain Shirt
- 150 gp Powerstone of Force Screen (3 uses) [ML 2nd]
- 200 gp Powerstone of VigorA (4 uses) [ML 2nd]
- 150 gp Powerstone of Specified Energy Adaptation
Total Difference: 405 gp
Used Expendables:
Miniquest: Secrets in the Old Campus: 1 use of Force Screen [ML 2nd] from powerstone, 1 ue of Inertial Armor [ML 1st] from powerstone, 1 use of VigorA [ML 2nd] from powerstone.
Fight 1: 1 use of Force Screen [ML 2nd] from powerstone, 1 use of Inertial Armor [ML 1st] from powerstone, 4 Small Bolts.
Fight 2: Powerstone of Protection (1x Force Screen [ML 2nd], 1x Inertial Armor [ML 1st]), 3 uses of VigorA [ML 2nd] from powerstone, 7 Small Bolts.
Fight 3: 1 use of Force Screen [ML 2nd] from powerstone, 1 use of Inertial Armor [ML 1st] from powerstone, 1 use of VigorA [ML 2nd] from powerstone.
Fight 4: 1 use of Inertial Armor [ML 1st] and 1 use of Force Screen [ML 2nd] from Powerstone of Protection.
Fight 5: Powerstone of Protection (Inertial Armor [ML 1st], Force Screen [ML 2nd]), Powerstone of VigorA [ML 2nd], 1 use of Specified Energy Adaptation [ML 3rd] from Powerstone.



Istama's Tactics

Istima starts in the default position, mounted on Ingole. He holds his two powerstones of specified energy adaptation. Nole mounted on Rinar is in front of them.

General tactics: Buff, then seek out Andurwin. Blast him with Energy Rays and let the horses pummel him into submission.

Round 1: Manifest Specified Energy Adaptation for fire from powerstone, drop stone, draw powerstone of Vigor.
Round 2: Manifest Specified Energy Adaptation for cold from powerstone, drop stone, draw quarterstaff.
Round 3: Manifest Vigor from powerstone, stow stone, move out.
Round 4+: Look for Andurwin. Head first to the city center, then move clockwise around the city. Nole and Rinar should precede me and stay at least 20’ ahead at all times (to avoid being group-blasted by an EM).

Round X+: Once Andurwin is found, Istima will pull hit-and-runs with Energy Rays to hopefully bring him down fast while Nole directs Rinar to attack. Energy rays should be a 4 pp followed by two 3 pp shots – cold if I’m not firing into melee, electric if I am. After that Istima and Ingole will circle around an melee Andurwin if hes still alive, Istima using his quarterstaff and Ingole just full attacking.

Notes
- Istima auto-succeeds on concentration checks to manifest while double moving on a mount.
- Use ride for cover (auto-succeeds for Istima) and to negate attacks on Ingole whenever possible.
- By hit-and-run attacks above, I mean moving to just within range of my energy rays (35’), manifesting, then double-moving away (possible in the same round on a mount). Preferably break line-of-sight, but if that’s not possible then at least make sure I’m out of mind thrust/crystal shard range.
- Remember that if Istima is knocked unconscious or goes catatonic due to Ego Whipping, his allies can still win it for him, so Andurwin needs to finish the job and get him to -10 hp via attack or CDG (and CDGs will draw an AoO from his mount).
- In case you’re wondering, Nole can guide Rinar because he is in self-propulsion mode, so he can use his (tiny) knees to guide the horse with a DC 5 ride check. And since he has Istima’s ranks in ride he auto-succeeds on that.

Conditionals
- If vigor drops, use the powerstone again. Use only two in this match at most.
- If Ingole falls, mount Rinar (I can order Nole to bring him to me via telepathy) and continue. If he falls, fight using my crossbow if all else fails.

And that’s what I’ve got. This is a fairly straightforward fight – I think my resistances give me the better chance to win though. He could try Ego Whip, but he only gets three shots, so it would be too easy for that strategy to fail, and in a straight shoot-out Istima’s superior hp and allies should give him the edge. Thanks for running the fight, PM me with any questions!

Zevox


The Fight

Inititative:
Andurwin: [4]+3 = 7
Istama: [11]+3 = 14
Istama start. Allies go on master's turn.

Round 1:
Istama Manifests Specified Energy Adaptation for fire from stone and drops the stone.
Andurwin manifests Synesthete from stone.

Round 2:
Istama Manifests Specified Energy Adaptation for cold from stone, drops the stone and draws his quarterstaff.
Andurwin moves to find opponent. Seeing or hearing nothing.

Round 3:
Istama draws a stone and manifests Vigor.
Andurwin moves out still not seeing or hearing anything.

Round 4:
Istama stows the stone and moves out, together with allies.
Andurwin moves out and sees and hears his opponent now, so he casts Skate from powerstone.

Round 5:
Istama also sees his opponent so he moves and shoots with a 4pp Cold Energy Ray: [11]+6 = 17 vs. AC 13, hit, damage : [4]+[1]+[3]+[2]+4 = 14 damage. Almost bringing Andurwin down.
Horse moves and attacks: [4]+4 = 8 vs. AC 17, miss.
Andurwin moves and climbs on the roof, and drops prone.

Round 6:
Istama moves again and shoots with a 3pp Cold Energy Ray: [8]+6 = 14 vs AC 17, miss. Allies cant get on roof.
Andurwin shoots Istama with a 4pp Cold Energy Missle: [4]+[3]+[1]+[5]+4 = 17-10 = 7 damage. Fort save: [7]+5 = 12, fail.

Round 7:
Istama moves and shoots with a 3pp Cold Energy Ray: [17]+6 = 23, vs AC 21, hit, damage: [4]+[1]+[6]+4 = 15 damage and brings Andruwin down.


Results

Istama wins! gains 1200 xp and 1200 gp
Andurwin loses. gains 400 xp and 400 gp

Istama
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: powerstone of specified energy adaption(fire), powerstone of specified energy adaption(cold), stone of vigor,
Spells or Powerpoints Used: 4pp Cold Energy Ray, 3pp Cold Energy Ray, 3pp Cold Energy Ray
x/day Abilities Used: none
Free Activity: forgery

Andurwin
Time Between Fight: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: stone of synesthete, stone of skate,
Spells or Powerpoints Used: 4pp Cold Energy Missle
x/day Abilities Used: none
Free Activity: craft strategies
Bilk Spikestone

IMAGE(http://i6.photobucket.com/albums/y226/Arkazzan/Doomseekers.jpg)

Bilk Stonespike
Male Dwarf
Lawful Evil
Psychic Warrior 3, Monk 2 EL5
XP: 11924/15000

STR...18 [+4]...[16+1@4th+1enhancement)(10 pts)
DEX...12 [+1]...(4 pts)
CON...18 [+4]...(10 pts) [16+2racial]
INT....14 [+2]...(6 pts)
WIS...14 [+2]...(6 pts)
CHA...6 [-2]...(0 pts)

Hit Points: 52.0 [8+4.5x4+20+6feat]
AC 20 [+1 dex +9 armor], Touch 11, Flat 18 [+4dodge vs giants]
Initiative: +1 [1 dex]
BAB/Grap: +3/+10 [+2 bab +3 str+4feat]
Speed 30 [base 20+10feat]

Saves:
Fort +10 [3 Psywar +3monk+4 Con ]
Refl +5 [3monk+1psywar +1 Dex ]
Will +6 [3monk+1psywar +2 Wis ]
+2 vs spells
+2 vs poison


Attacks:
[Ma] Glaive +7melee(+2BAB+4STR+1[ma]) 1d10+6 [x3]
[Ma] Falchion +7melee(+2BAB+4STR+1[ma]) 2d4+6 [18-20 x2]
[Ma] Mighty+4 Composite Longbow +4ranged(+2BAB+1Dex+1[ma]) 1d8+4 [x3]

Feats:
Psionic Weapon 1st
Power Attack Psywar bonus1st
Psionic Body Psywar2nd
Speed of Thought 3rd
Improved Unarmed Strike Monk1
Improved Grapple Monk1 bonus
Deflect Arrows Monk2 bonus

Racial and Class Abilities:
Show
+2 Constitution, –2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing



Skills (24Psywar/12monk ):
Autohypnosis: +9 (5psywar+2wis+2synergy)
Concentration: +12 (6psywar+2monk+4con)
Knowledge (Psionics): +12(8psywar+2int+2synergy)
Knowledge (History): +4(2monkcc
Ride: +6 (5psywar+1dex) [-6ACP]
Tumble: +7(6monk+1dex) [-6ACP]

Speaks common, Dwarven, Giant, Ignan

Equipment:
Clothes: Wool shirt and pants [0 lbs][0 gp]
Armor: Full Plate Mail+1 + [Ma] Armor Spikes[50 lbs][2000gp]
Weapon: [Ma] Glaive [10lbs][308gp]
Weapon: [Ma] Falchion [8lbs][375gp]
Weapon: [Ma] Mighty+4 Composite Longbow 800gp
Ammo: 60/60 arrows 3gp
Misc: Gloves of Ogre Strength+1 1000gp 1 o

Powers: [ML2] [PP: 6]
1st: Force Screen; Defensive Precognition, Grip of Iron

Powerstones:
Offensive Precognitionx2 [ML2] 100gp
Vigorx2 [ML2] 150gp
Metaphysical Weaponx2 [ML2] 100gp
Skatex2 [ML2] 100gp
Bite of the Wolfx2 [ML2] 100gp
Dissipating Touch [ML2] 100gp
ExpansionA [ML3] 150gp


Total: 800gp
Allowed: 800gp

Gold received: 10033gp
Gold spent: 6337gp
Gold left: 3494gp

Miscellaneous Statistics:
Encumbance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Weight carried: 68 lb

Character Background:
Show
Working on it



Expended:
Vigor ML2x2 100gp
Expansio ML3 150gp
Bite of the Wolf ML 2 50gp

Used During Cycle:


Fights results:
MQ: Joined the EHTC +300xp/gp
Quest: Cyalin and Bilk almost find and kill the enemy. +5400xp/4000gp
01: Bilk and Cyalin vs Monster +1000xp/gp
02: Bilk loses due to a fluke in gravity. +400xp/gp
03: Bilk vs Flamehair +1624xp/1733gp

Dameon Leonne
IMAGE(http://www.geocities.com/luken55/Characters/Dameon2.jpg)Dameon Leonne (Reborn) IMAGE(http://www.geocities.com/luken55/Characters/Dameon3.gif)
Free Activity: +100 gp from Crusading
Warrior of Light in the Celestial Expeditionary Forces [Tax 14%]

Lawful Good Male Cleric 1/ Paladin 2/Psion (Egoist) 1 +1 LA [ECL 4]
Medium Humanoid
Race: Dragonblooded Shifter (treat as Aasimar)
5’8" tall, 180 lbs, Black hair, Brown eyes, fair skin
Languages: Common, Celestial, Draconic
Experience: 12,062/15,000 xp

Abilities:
STR: 18 +4 (10 pts + 2 guantlets)
DEX: 14 +2 (6 pts)
CON: 14 +2 (6 pts)
INT: 12 +1 (4 pts)
WIS: 12 +1 (2 pts + 2 Racial)
CHA: 18 +4 (8 pts + 2 Racial + 1 lvl)

Hit Points: 29.5 (8 (Cleric) + 2x5.5 (Paladin) + 1x2.5 (Psion) + 4x2 (Con))
AC: 20 (10 + 1 Dex + 9 armor), Touch 11, Flatfooted 18
Init: +2 (+2 Dex)
BAB: +2; Grapple: +5 (+2 BAB + 3 Str)
Speed: 20ft
Space/Reach: 5ft/5ft.
Carrying Capacity: 76/153/260lbs.
Weight Carried: 74 lbs

Saves:
Fort +11 (+2 Clr + 3 Pal + 0 PW + 2 Con + 4 Cha)
Ref +6 (+0 Clr + 0 Pal + 0 PW + 2 Dex + 4 Cha)
Will +9 (+2 Clr + 0 Pal + 2 PW +1 Wis + 4 Cha)

Combat:
+7 Melee, Aoth'myr (MW Falchion), 2d4 + 6 (18-20/x2)
+5 Ranged, MW Composite Longbow, 1d8 + 4 (20/x3) [110' range]
+7 Melee, MW Armor Spikes, 1d6 + 4 (20/x2)
+7 Melee, MW Glaive, 1d10 + 6 (20/x2) [10' reach]
+7 Melee, MW Scimitar, 1d6 +4 (18-20/x2)

Skills: 21 (12 pts Cleric + 6 Paladin + 3 Psion)
+03 Concentration (1 pt Clr + 2 Con)
+04 Craft (Armorsmithing) (1 pt Pal + 1 Int + 2 Tool)
+08 Knowledge (Arcana) (4 pts Clr + 2/2 pts Pal + 2 Psion + 1 Int)
+03 Listen (2 racial + 1 Wis)
+10 Profession (Crusader) (4 Clr + 3 Pal + 1 Wis + 2 Tool)
+02 Psicraft (1 pt Psi + 1 Int)
+04 Ride (2 pts Pal + 2 Dex)
+02 Spellcraft (1 pt Clr + 1 Int)
+03 Spot (2 racial + 1 Wis)

Feats:
-Power Attack (lvl 1)
-Divine Might (lvl 3)
-Psychic Weapon (Psion 1)

Racial Traits

Aasimar
• +2 Wisdom, +2 Charisma.
• Medium size. Outsider (native).
• An aasimar’s base land speed is 30 feet.
• Darkvision: Aasimars can see in the dark up to 60 feet.
• Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
• Racial Feats: An aasimar gains feats according to its class levels.
• Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
• Special Qualities: Resistance to acid 5, cold 5, and electricity 5.
• Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
• Favored Class: Paladin.
• Level adjustment +1

Buffs:
-Bring Beacon
-All cleric scrolls prepared
-Psionically Focused

Class Traits:
Show

-Turn Undead: 6/day; (1/3+) => 2 uses
-Domains:
Show
Luck: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Charm: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

-Aura of Good
-Detect Evil at Will
-Smite Evil: 1/day; (1/3+) => 1 use
-Divine Grace
-Lay on Hands (8 HP)


Spells: 10% ASF
Cleric (CL 1; DC: 12 + Spell Level; * = Domain): <3/3> 1/3+ = 1 Spell Slot
0: Guidance, Read Magic, Resistance
1: Divine Favor, Shield of Faith, Entropic Shield*

Powers
Psion (ML 1; DC 11 + Power Level): <2> 1/3+ = 1 Power Point
1: Force Screen, Skate

Equipment:
• Explorer's Outfit
• Backpack (2 lbs) <2 gp>
• MW Composite Longbow (+4 Str bonus) (3 lbs) <800 gp>
• MW Glaive (308 gp)
• MW Emblem of Faith (+2 Profession: Crusader) <50 gp>
• MW Forge (+2 Craft: Armorsmithing) <55 gp>
• Aoth'myr (MW Falchion) <375 gp>
• MW Armor Spikes (10 lbs) <350 gp>
• MW Scimitar <320 gp>
• +2 Glove of Str <4000 gp>
• Quiver x3 (60 arrows) (9 lbs) <3 gp>
• Quiver x3 (60 Silver Arrows) (9 lbs) <9 gp>
• Full Plate (50 lbs) <1,500 gp>
• Wooden Holy Symbol <1 gp>
• Spell Component pouch <5 gp>
• Tanglefoot Bagx2 (4 lbs) <100 gp>
• Wands:
-Cure Light Wounds (CL1 750 gp) [33 charges]

Expendables
• Potions: Invisibility (300 gp), Protection from Good (50 gp), Protection from Law (50 gp)
• Scrolls:
Divine:
-Bless (CL2 50 gp)
-2xDivine Favor (CL1 50 gp)
-Magic Weapon (CL2 50 gp)
-Protection from Evil (CL2 50 gp)
-Protection from Chaos (CL2 50 gp)
-Resist Energy (CL3 150 gp)
-Shield of Faith +2 (CL2 50 gp)

• Powerstones:
-2xEntangling Ectoplasm (ML1 50 gp)
-Force Screen (ML2 50 gp)
-Offensive Precognition (ML2 50 gp)
-Offensive Prescience (ML2 50 gp)
-3xVigor (ML2A 150 gp)
-Skate (ML2 50 gp)

Cap: 1250/1250 gp
Beacon

Race: Light Warhorse
Large Animal
true neutral

Abilities:
STR....16 (+3)
DEX....13 (+1)
CON....17 (+3)
INT.....02 (-4)
WIS....13 (+1)
Cha.....06 (-2)

Hitpoints:.......22 (3Hd) [CR 1]
Bab/Grp:.......+2/+9
Movement:.....60' (40' with Harvester)
Initiative:.......+1
Armor Class:...14 (touch 10, flat 13, both 9) [+4natural,+1dex,-1size]

Saves:
For +6 [+3 (animal) +3 (con)]
Ref +4 [+3 (animal) +1 (dex)]
Will +2 [+1 (animal) +1 (wis)]

Feats: Endurance, Multiattack
Skills: Listen+4, Spot+4
Racial: Low-light vision, Scent
Tricks: Attack, Come, Defend, Down, Guard, Heel

Attacks:
Hoof: +4 melee, 1d4+3 (20/x2)
Bite: +2 melee, 1d3+1 (20/x2)
Full attack: 2 Hooves and 1 Bite
Misc: Military saddle (20gp) [30lb]

Encumberance:
Light load: 0-230 lb; Medium load: 231-460 lb; Heavy load: 461-690 lb

Week 1 and 2 expenditures

Week 1 (5 hrs):
Items:
-1 Antitoxin

Spells and Abilities:
-Lay on Hand (8 HP)
-1 pp

Week 2 ( hrs):
Items:

Spells and Abilities:

Total Gold Earned: 12145 gp
Total Gold Spent: 11113 gp
Gold Remaining: 1032 gp

Past Expenditures:
Tattoo: 3xForce Screen (ML1 300 gp), Skate (ML1 100 gp)
Scroll: 2xResist Energy (CL3 300 gp), Magic Weapon (CL2 50 gp), Protection from Evil (CL2 50 gp), Protection from Good (CL2 50 gp), Bull's Strength (150 gp)
Arrows: x11
Wand: CLW x17
Potion: Invisibility (300 gp)

Background
Coming soon...


Fight Record

ECL 4: QUEST COMPLETE ... "REBORN!" (Caterane) [+1200xp/+1280gp]
ECL 4: WIN ... Enoch the Prophet, Salrantol (lonewolf) [+1200xp/+1280gp]
ECL 4: LOSS ... Destra,Enoch, and Valek [Hunter] (King Uther) [+450xp/+530gp]
ECL 4: WIN ... Micah Ashald, DarthVegan (Zevox) [+1350xp/+1430gp]
ECL 4: LOSS ... Famine, NiQil (DSugui) [+500xp/+613gp]
ECL 5: LOSS ... Enoch and Kitty, Salrantol and Lonewolf (Zevox) [+562xp/+699gp]


The Past Incarnation...

Note: Alignment Shift (CG -> LG)

ECL 3: LOSS ... Milo Tad, Sodaguy (Gonbow) [+300xp/+300gp]
ECL3: WIN ... Amion Dar'ath, Waywreth (SoulLord) [+900xp/+900gp]
ECL 3: WIN ... Tlanth, TelinArtho (SoulLord) [+900xp/+900gp]
ECL 3: WIN ... Esmara and Zassl, Iced and Maraxus (Luni) [+900xp/+900gp]
ECL 4: LOSE ... Jodan Desho, Vathelokai (Mind Rogue) [+400xp/+400gp]
ECL 4: WIN ... Shan, Shaken, not Stunned (Luni) [+1200xp/+1200gp]
ECL 4: LOSS ... Milo Tad and The Pulverizer, sodaguy and xanadu (Mind Rogue) [+400xp/+400gp]
ECL 4: LOSS ... 3 Large Monstrous Spiders (Iced) [+600xp/+600gp]
ECL 4: WIN ... Kraegin, TelinArtho (NiQil) [+1200xp/+1200gp]
ECL 5: QUEST COMPLETE ... The Ever Persistent Cliche (Sindorin) [+4500xp/+MW Greatsword/+2 Gloves of Dex/538 gp]
ECL 5: WIN ... Hunter (vs Zassl and Grik), Maraxus and Snommelp (Caterane) [+2000 xp/+2133 gp]
ECL6: WIN ... Va'ria Theladrais, Sindorin (Luni) [+1800xp/+2114gp]
ECL 6: WIN ... Aquin and Gatekeeper, TelinArtho and Iced, (Book5) [+1800xp/+2114gp]
ECL 6: LOSS ... Aranor, Dr. Hobo, and Tezca, Sindorin, Cerebus13, and Usrupator (Luni) ... [+1200xp/+1446 gp]
ECL 6: LOSS ... Vandelar the Red, SoulLord (Pittbull) [+600xp/+1006gp]
ECL 7: LOSS ... Sdentch, TheMagister (Pittbull) [+600xp/+1006gp]
ECL 7: WIN ... Sdentch/Kraegin, TheMagister/TelinArtho (Pittbull) [3500xp/4472gp]
ECL 7: WIN ... 8-Headed Hydra (Caterane)[+2100xp/+2740gp]
ECL 8: LOSS ... 4 Hound Archons and 2 5th Lvl Kobold Clerics (Luni) [+700xp/+1293gp]
ECL8: LOSS ... Grik Bladehammer, Snommelp (Pittbull) [+533xp/+1026]
ECL8: WIN ... 4 Hound Archons and 2 5th Lvl Kobold Clerics (Kaigan) [+2333xp/+4160gp]
ECL8:LOSS ... Lissa Longfellow, MysticMonk2005 (Saurogrenom) [+833xp/+1360gp]
ECL8: LOSS ... Va'ria Theladrais, Sindorin (Vathelokai) [+800xp/+1293gp]
ECL8: QUEST COMPLETE .... "Warrior of the Light" (Iced/Caterane) [+9600xp/+13600gp + cohort]


Bilk Spikestone's tactics
Bilk starts in the default position, holding his powerstones of Vigor and Expansion.

General tactics: Buff with vigor, force screen, and expansion, and grapple him to death.

Round 1: Manifest Vigor from stone and drop stone.
Round 2: Manifest Force Screen from memory (1 pp).
Round 3: Manifest Expansion from stone and drop it.
Round 4+: Move out to look for Dameon, single moving and readying to grapple him as soon as he comes within reach (10’) each round.

Round X+: Once I find Dameon, grapple him ASAP. If I can move and grapple or charge to grapple, do so, but if not then just approach and ready to grapple as I expect he’ll try to charge. Expend focus for extra damage on the first grapple check, and on the first three that aren’t already getting it use 1pp for Grip of Iron (lasts 2 rounds each time manifested). Once in the grapple, flurry for damage – don’t bother trying to pin, just kill him as fast as possible.

Notes
- Dameon used his invisibility potion and force screen power stone last week. Since that was his third fight and he wasn’t updated for any purchases since then I don’t know what you’ll do about that, but its worth pointing out.
- Bilk wasn’t updated since his last fight. It was an auto-loss (as you know, since Izumi was his foe), so he used nothing, and thus has 4 pp available this fight.
- Bilk has deflect arrows.
- Expanded, Bilk’s grapple modifier is +15 (+19 with Grip of Iron).
- Bilk’s unarmed attacks do 1d8+5 damage when expanded, 1d6+4 normally.

Conditionals
- If Dameon shows before buffing is finished, just duck behind pillars to prevent a charge and finish buffing.

Bare-bones tactics, but they should do. Not much Dameon can do against Bilk with the vastly inferior grapple check and inability to instantly take out all those hps with his alpha strike. Thanks for running it, PM me with any questions!

Zevox

Dameon Leonne's tactics
@all:Using adapted tactics from last fights and a bit of winging it without using many resources. Sorry, no tactics pretty much means I am going to try and do this without spending your money.


THE FIGHT

[b]Initative[/b]
@all: all rolls can be found at here
Dameon: 1d20+2 = 19
Bilk: 1d20+1 = 9

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=arena;a=DL,M,58,32;b=Bilk,M,5,32;c=Beac,L,57,32;style=s)

Dameon (58,32) 29/29 HP 1/1 SP 1/1 PP 20 AC: Glave in hand
- Beacon (57,32) 22/22 HP 14 AC:
Bilk (5,32) 52/52 HP 4/4 PP 20 AC:

[b]Round 01[/b]
Dameon spurs beacon into a double move. During the movement he manifests Force screen from memory.
Bilk manifest vigor from stone and drops it.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=arena;a=DL,M,58,32,53,34,49,38,42,45;b=Bilk,M,5,32;c=Beac,L,57,32,52,34,48,38,41,45;style=s)
Dameon (42,45) 29/29 HP 1/1 SP 0/1 PP 24 AC: Force screen (11)
- Beacon (41,45) 22/22 HP 14 AC:
Bilk (5,32) 52(+10)/52 HP 4/4 PP 20 AC: Vigor +10 (21)

[b]Round 02[/b]
Dameon has beacon double move and cast guidance on self.
Bilk manifest force screen from memory and moves behind pillar.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=arena;a=DL,M,42,45,31,43,21,36;b=Bilk,M,5,32,7,36;c=Beac,L,41,45,30,43,20,36;style=s)
Dameon (21,36) 29/29 HP 1/1 SP 0/1 PP 24 AC: Force screen (11), Guidance (3)
- Beacon (20,36) 22/22 HP 14 AC:
Bilk (7,36) 52(+10)/52 HP 4/4 PP 24 AC: Vigor +10 (21), Force screen (32)

[b]Round 03[/b]
Dameon spur forward Beacon and makes an attack with his Glaive on Bilk!
-- Expends forcus, Power attacks +2, 1 turning for Divine Might
-- Attack: 1d20+7 (+2-2) = 22, Miss
Bilk takes a 5ft step backwards and manifest expansion from stone.

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=arena;a=DL,M,21,36,10,38;b=Bilk,L,7,36,6,36;c=Beac,L,20,36,9,38;style=s)
Dameon (10,38) 29/29 HP 1/1 SP 0/1 PP 24 AC: Force screen (11)
- Beacon (9,38) 22/22 HP 14 AC:
Bilk (6,36) 52(+10)/52 HP 3/4 PP 22 AC: Vigor +10 (21), Force screen (32), Expansion (30 minutes)

[b]Round 04[/b]
Dameon's horse takes a 5ft step and full attacks.
-- Bite Attack: 1d20+4 = 14, Miss
-- Hoof Attack: 1d20+2 = 10, Miss
-- Hoof Attack: 1d20+2 = 10, Miss
Dameon attacks Bilk with glaive.
-- Power attacks +2, 1 turning for Divine Might
-- Attack: 1d20+7 (+1-2) = 11, Miss
Bilk attempts to grapple Dameon!
-- Attack: 1d20+7 = 24, Hit
-- Bilk Grapple: 1d20+11 = 12 vs 1d20+5= 6
-- Bilk's Damage: 1d8+5 = 11

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=arena;a=DL,M,10,38,7,36;b=Bilk,L,6,36;c=Beac,L,8,38;style=s)
Dameon (7,36) 18/29 HP 1/1 SP 0/1 PP 24 AC: Force screen (11)
- Beacon (8,38) 22/22 HP 14 AC:
Bilk (6,36) 52(+10)/52 HP 3/4 PP 22 AC: Vigor +10 (21), Force screen (32), Expansion (30 minutes)

[b]Round 05[/b]
Dameon's horse full attacks vs Bilk with no dex.
-- Bite Attack: 1d20+4 = 6, Miss
-- Hoof Attack: 1d20+2 = 18, Miss
-- Hoof Attack: 1d20+2 = 18, Miss
Dameon attacks Bilk with armor spikes.
-- Attack: 1d20+3 = 16, Miss
Bilk attempts to grapple Dameon!
-- Bilk Grapple: 1d20+11 = 29 vs 1d20+5= 10
-- Bilk's Damage: 1d8+5 = 11

Dameon (7,36) 7/29 HP 1/1 SP 0/1 PP 24 AC: Force screen (11)
- Beacon (8,38) 22/22 HP 14 AC:
Bilk (6,36) 52(+10)/52 HP 3/4 PP 22 AC: Vigor +10 (21), Force screen (32), Expansion (30 minutes)

[b]Round 06[/b]
Dameon's horse full attacks vs Bilk with no dex.
-- Bite Attack: 1d20+4 = 23, Damage: 6
-- Hoof Attack: 1d20+2 = 12, Miss
-- Hoof Attack: 1d20+2 = 9, Miss
Dameon attacks Bilk with armor spikes.
-- Attack: 1d20+3 = 20, Miss
Bilk attempts to grapple Dameon!
-- Bilk Grapple: 1d20+11 = 15 vs 1d20+5= 13
-- Bilk's Damage: 1d8+5 = 12

Dameon (7,36) -5/29 HP 1/1 SP 0/1 PP 24 AC: Force screen (11)
- Beacon (8,38) 22/22 HP 14 AC:
Bilk (6,36) 52(+4)/52 HP 3/4 PP 22 AC: Vigor +10 (21), Force screen (32), Expansion (30 minutes)


Bilk wins: +1500 xp +1600 gp, USED: 1 pp, 1 stone of vigor, 1 stone of expansion

Dameon Looses: +500 xp +533 gp , USED: Guidance, 1pp



Valen Sky
Valen Sky
Gender and Race: Male Human
Size and Type: Medium Humanoid (Human, psionic)
Height and Weight: 5'6' 150lbs
Age: 21 years old
Alignment: Neutral Good
ECL: Ranger 1/Psion (Egoist) 2
Experience: 5600/6000


Attributes
STR 14 (+2) [06 pts] [14 Base]
DEX 16 (+3) [10 pts] [16 Base]
CON 14 (+2) [06 pts] [14 Base]
INT 16 (+3) [10 pts] [16 Base]
WIS 12 (+1) [04 pts] [12 Base]
CHA 08 (-1) [00 pts] [8 Base]


Miscellaneous Statistics
Hit Points: 19
[3 HD] [8 Ranger + (2.5 Psion x 2) + (3 HD x 2 Con)]
Armor Class (Normal): 17 (+1 Dodge, +4 Force Screen, +4 Mobility)
[10 Base, 3 Dex, 4 Armor]
Armor Class (Touch): 13 (+1 Dodge, +4 Mobility)
[10 Base, 3 Dex, 0 Size, 0 Insight, 0 Luck, 0 Deflection]
Armor Class (Flat-Footed): 14 (+4 Force Screen)
[10 Base, 4 Armor]
Initiative: +3
[3 Dex]
Base Attack Bonus: +2
[1 Ranger 1,1 Psion 2]
Grapple: +4
[2 BAB, 2 Str, 0 Size, 0 Feat]
Speed (Land): 30 ft
[30 Base]
Weight Carried: 35.45 lbs, Light encumbrance
[0-58 (Light), 59-116 (Medium), 117-175 (Heavy)]


Saves
Fortitude: +4
[2 Con, 2 Ranger, 0 Psion]
Reflex: +5
[3 Dex, 2 Ranger, 0 Psion]
Will: +4 (+2 when Psicrystal is within 1 mile)
[1 Wis, 0 Ranger, 3 Psion]

Melee Attacks
Greatsword +4, 2d6+3, (19-20/x2), slashing (+2 Damage vs Elves)
[2 Str, 2 BAB]
Dagger +4, 1d4+2, (19-20/x2), piercing (+2 Damage vs Elves)
[2 Str, 2 BAB]

Ranged Attacks
[mwk]Composite Longbow (Mighty +2) +6, 1d8+2, (20/x3), Range 110 ft, piercing (+1 to hit/damage at 30' or less, +2 Damage vs Elves)
[3 Dex, 2 BAB, 1 Masterwork]
Dagger +5, 1d4+0, (19-20/x2), Range 10 ft, piercing (+1 to hit/damage at 30' or less, +2 Damage vs Elves)
[3 Dex, 2 BAB]


Special Attacks & Abilities

Human Traits:
Bonus feat
1 extra skill point per level (4 at 1st)

Ranger Abilities:
Proficiency with all Simple and Martial Weapons
Proficiency with Light Armor and Shields (not Tower shields)
+2 Favored Enemy: Humanoid (Elves) (+2 to Damage, Bluff, Listen, Spot, Sense Motive, Survival)
Wild Empathy

Psion Abilities:
Access to Egoist Discipline
Bonus Feat



Powers Readied
Level 1 [DC 14] Vigor, Prescience-Offensive, Precognition-Offensive, Force Screen, Entangling Ectoplasm

Power Points Available Per Fight: 3
[9 Total Power Points / 3, rounded up]
Total Power Points: 9 3
[(+0 Ranger 1, +6 Psion 2, +3 Int]
Manifester Level: 2


Feats
Point Blank Shot Human
Dodge Lvl 1
Track Ranger 1
Psicrystal Affinity Psion 1
Mobility Lvl 3


Skills
Total Skill Points: 52
[40 Ranger, 12 Psion (Egoist)]
Languages: Common, Undercommon, Sylvan, Elven
[1 Racial, 3 Int]
Armor Check Penalty: -0
[0 Armor]

Autohypnosis: +4
[1 Wis, 1 Ranks (1 Psion), 2 Synergy Concentration]
Balance: +3
[3 Dex]
Climb: +2
[2 Str]
Concentration: +8
[2 Con, 6 Ranks (4 Ranger,2 Psion)]
Craft (Bowmaking): +10
[3 Int, 5 Ranks (4 Ranger, 1 Psion), 2 Masterwork Tools]
Handle Animal: +3
[-1 Cha, 4 Ranks (4 Ranger)]
Hide: +7
[3 Dex, 4 Ranks (4 Ranger)]
Jump: +2
[2 Str]
Knowledge (Arcana): +4
[3 Int, 1 Ranks (1 Psion)]
Knowledge (Dungeoneering): +7
[3 Int, 4 Ranks (4 Ranger)]
Knowledge (Local): +4
[3 Int, 1 Ranks (1 Psion)]
Knowledge (Nature): +8
[3 Int, 5 Ranks (4 Ranger, 1 Psion)]
Knowledge (Psionics): +4
[3 Int, 1 Ranks (1 Psion)]
Knowledge (The Planes): +4
[3 Int, 1 Ranks (1 Psion)]
Knowledge (Religion): +4
[3 Int, 1 Ranks (1 Psion)]
Listen: +5 (+2 from Alertness when Psicrystal within 5')
[1 Wis, 4 Ranks (4 Ranger)]
Move Silently: +7
[3 Dex, 4 Ranks (4 Ranger)]
Perform (Dance): +4
[3 Dex, 1 Rank (2CC Psion)]
Psicraft: +4
[3 Int, 1 Ranks (1 Psion)]
Spot: +5 (+2 from Alertness when Psicrystal within 5')
[1 Wis, 4 Ranks (4 Ranger)]
Survival: +5
[1 Wis, 4 Ranks (4 Ranger)]



Conditional Modifiers
+1 to hit and +1 to damage with ranged attacks within 30' (Point Blank Shot)
+1 Dodge modifier to AC against one target, selectd as a free action each round (Dodge)
+4 to AC versus Attacks of Opportunity caused by moving into, from, or through threatened squares (Mobility)
+2 to Spot and Listen when Psicrystal is within 5' (Alertness - Psicrystal Affinity)
+2 to Will Saves when Psicrystal is within 1 mile (Resolved)
+2 to Damage, Bluff, Listen, Sense Motive, Spot, Survival vs Elves (+2 Favored Enemy)



Prefight Actions
Gain Psionic Focus
Bring Psicrystal (Quartz)
Psicrystal activates self propulsion



Equipment Worn and Carried
Explorers Outfit
[0 lbs] [0 gp]
Masterwork Composite Longbow (Mighty +2)
[3 lbs][300C gp]
Greatsword
[8 lbs][50 gp]
4 Daggers
[1 lb each = 4 lbs][2gp each = 8 gp]
Mithral Chain Shirt
[10.0 lbs][1100 gp]
(60) (54) (49) Arrows
[0.15 lb each = 7.35 lbs] [0.025 gp each = 1.225C gp]
3 0 Bags of Caltrops
[2 lbs each = 0 lbs][1 gp each = 0 gp]
1 Acid Flasks
[1 lbs][10 gp]
1 Alchemist's Fire
[1 lbs][20 gp]
1 Antitoxin
[0 lbs][50 gp]
3 2 Smokestick
[1.0 lbs][40 gp]
1 Tanglefoot Bag
[4 lbs][50 gp]
1 Thunderstone
[1 lbs][30 gp]
5 4 Tindertwig
[0 lbs][4 gp]
Total Weight: 35.45 lbs


Expendable Items
6 5 4 Powerstones of Skate [ML 1]
[0.0 lb each = 0 lbs][25 gp each = 100 gp]
Max total (ECL2 x 50): 450 gp
Current total: 100 gp


Total Weight with Expendables: 35.45 +0 = 35.45 lbs
Encumbrance: Light (58 lbs or less for Str 14)


Equipment at Home
(100) Arrows
[0.15 lbs each = 15 lbs][0.025 gp each = 2.5 gp]

50' Rope, Silk (+2 to Use Rope)
[5 lbs][10 gp]
6 pitons
[1/2 lb each = 3 lbs][0.06 gp]
Hammer
[2 lbs][0.05 gp]
Masterwork Bowmaking Tools
[1 lbs][55 gp]
1' Thin Silk String (treating as Rope, Silk) (+2 to Use Rope)
[0.1 lbs][0.2 gp]


[u]Results[/u]
[post=10037808]Win[/post] vs Saunginel (DocNessumo) - [900 xp] [900 gp]
[post=10120506]Win[/post] vs both Ash (NiQil) and Fnorri (False_Keraptis) - [1500 xp] [1500 gp]



[u]Allies[/u]
Maximum CR per ally: CR ??
Maximum ECL per ally: ECL ??
Maximum CA of allies per fight: CA ??




Quartz

Gender and Race: None and Psicrystal
Size and Type: Diminutive Construct
Height and Weight: 5" and 1/10th lb
Age: NA
Alignment: Neutral Good
ECL: NA


Attributes
STR 1 (-5) [11 Base, -10 Racial]
DEX 15 (+2) [11 Base, +4 Racial]
CON -- (NA) [-- Base]
INT 06 (-2) [10 Base, -4 Racial]
WIS 10 (+0) [10 Base]
CHA 10 (+0) [10 Base]


Miscellaneous Statistics
Hit Points: 9
[3 HD] [1/2 of Master's HP]
Armor Class (Normal): 16
[10 Base, 2 Dex, 4 Size]
Armor Class (Touch): 16
[10 Base, 2 Dex, 4 Size]
Armor Class (Flat-Footed): 14
[10 Base, 4 Size]
Initiative: +2
[2 Dex]
Base Attack Bonus: +2
[2 Construct]
Grapple: -16
[1 BAB, -5 Str, -12 Size]
Speed (Land): 30 ft
[30 Base]
Speed (Climb): 20 ft
[20 Base]
Weight Carried: 00.00 lbs, Light encumbrance
[0-1.5 (Light), 1.5-3 (Medium), 3-4.5 (Heavy)]


Saves
Fortitude: 4
[4 Master Save]
Reflex: 5 (Improved Evasion)
[5 Master Save]
Will: 4
[4 Master Save]


Special Attacks and Abilities
Personality (Resolved)
Self-Propulsion (Stats assume Self-Propulsion Active)
Share Powers
Sighted: Can see/hear out to 40ft, ignores normal and magical darkness
Telepathic Link: Telepathically communicates with master
Alertness: Provides Alertness feat to master when within arms reach (5')
Improved Evasion
+8 racial Climb bonus: Use Dex instead of Str, can always take 10

Feats
AlertnessLvl 1



Skills
Languages: Common
[1 Racial]
Total Skill Points: Same as Master plus minimum 4 in Spot, Listen, Move Silently, Search, Climb
[Same as Master]
Armor Check Penalty: -0
[0 Armor]

Autohypnosis: +3
[0 Wis, 1 Ranks (1 Psion), 2 Synergy Concentration]
Climb: +10
[2 Dex, 8 Racial]
Concentration: +6
[NA Con, 6 Ranks (4 Ranger,2 Psion)]
Craft (Bowmaking): +3
[-2 Int, 5 Ranks (4 Ranger, 1 Psion)]
Handle Animal: +4
[0 Cha, 4 Ranks (4 Ranger)]
Hide: +6
[2 Dex, 4 Ranks (4 Ranger)]
Knowledge (Arcana): -1
[-2 Int, 1 Ranks (1 Psion)]
Knowledge (Dungeoneering): 2
[-2 Int, 4 Ranks (4 Ranger)]
Knowledge (Local): -1
[-2 Int, 1 Ranks (1 Psion)]
Knowledge (Nature): +3
[-2 Int, 5 Ranks (4 Ranger, 1 Psion)]
Knowledge (Psionics): -1
[-2 Int, 1 Ranks (1 Psion)]
Knowledge (The Planes): -1
[-2 Int, 1 Ranks (1 Psion)]
Knowledge (Religion): -1
[-2 Int, 1 Ranks (1 Psion)]
Listen: +6
[0 Wis, 4 Ranks (4 Ranger), 2 Feat]
Move Silently: +6
[2 Dex, 4 Ranks (4 Ranger)]
Perform (Dance): +3
[2 Dex, 1 Rank (2CC Psion)]
Psicraft: -1
[-2 Int, 1 Ranks (1 Psion)]
Search: +2
[-2 Int, 4 Psicrystal]
Spot: +6
[0 Wis, 4 Ranks (4 Ranger), 2 Feat]
Survival: +4
[0 Wis, 4 Ranks (4 Ranger)]


Equipment Worn and Carried
None





Miscellaneous Information

Default Tactics


Always Hide and Move Silenty (if possible).
Always try to Dispense with Displays (I.e. hide manefestation)
(DC 15 + level of the power Concentration check)
Always hold breath when within an area of effect containing smoke.
Always stow equipment *except* for 3 of the 4 daggers. Always stow the last dagger.

In general attempt to keep range utilizing terrain, conditions, and abilities to the fullest extent possible. Use masterwork bow as main method of combat.

More Specific Tactics:

Delay Quartz's action on the first round such that he moves immediately before Valen.

Assuming no initial contact with the enemy, Valen manifests Precognition-Offensive, then Force Screen, 1 PP each.

Quartz will make listen/spot checks when not needing to make a double move. In general Quartz will try to stay within one move action of Valen, and preferably 5'. This is a low priority however.

Use Skate from Power stone on Valen. Begin hunting for the opponent with Standard moves and Listen/Spot checks as the standard action.

If an opponent gets within range of Entangling Ectoplasm, use it. If opponent has a better ranged attack bonus (or is spamming magic missile) try actively to get to range of Entangling Ectoplasm, then keep around 30-60' to cast again, or use a tanglefoot bag if PP run out. If opponent has a better ranged attack and better mobility just shoot.

Use any consumables reasonable (I.e. Antitoxin if opponent looks like they'll use poison, tanglefoot bag if Entangling Ectoplasm runs out/unavailable, reapply skate,etc)

Attempt to recover all equipment afterwards (including Arrows, Caltrops, dropped/thrown daggers, etc).



Background


Work in Progess:
Short Version:
Valen Sky is a human in training to fight the enemies of the underdark, currently focusing on Drow and working his way up to things like Illithids and Beholders. Having studied the Elves and, Drow in particular, his fighting style has taken on elements from these groups.




Accounting



Experience


Starting: 3200 XP
Earned: 2400 XP
Spent: 0 XP
Remaining: 5600 XP


Gold


Starting: 3000 gp
Earned: 2400 gp
Spent: 1851.31 gp
Remaining: 3548.69 gp


Previously Owned


Sales


None


Used Items


11 Arrows (0.275 gp)
2 Powerstone of Skate (50 gp)
3 Bags of Caltrops (6 gp)
1 Tindertwig (1 gp)
1 Smokestick (20 gp)


Current 3FC Information




Fight 1

Fight 1
Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: Powerstone of skate(1 use), 6 arrows
Spells or Powerpoints Used: 2 pp
x/day Abilities Used: none
Free Activity: Guard House



Fight 2

Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: None
Items Used: 3x Caltrops, Powerstone of Skate, 1x Tinderwick, 1x Smokestick, 5 arrows (6 shot, 5 hit, 1 missed, 1 recovered)
Spells or Powerpoints Used: 4pp
x/day Abilities Used: None
Free Activity: Guard



Fight 3

Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


Khabil Baruhk

Khabil Barukh
Great Axe of the Deep Version 2
Gender and Race: Male Deep Dwarf
Size and Type: Medium Humanoid
Height and Weight: (min) (min)
Age: (min)
Alignment: Neutral
ECL: Cleric 3 (Travel, Artifice)
Experience: 4700/5000

Attributes
STR 16 (+3) [10 pts] [16 Base]
DEX 14 (+2) [6 pts] [14 Base]
CON 16 (+3) [6 pts] [14 Base, 2 Race
INT 14 (+2) [6 pts] [16 Base]
WIS 15 (+2) [8 pts] [16 Base]
CHA 6 (-2) [0 pts] [16 Base, -2 race]

Miscellaneous Statistics
Hit Points: 26 [3 HD] (8 + 4.5 + 4.5) + (3 HD x 3 Con)]
Armor Class (Normal): 21 [10 Base, 1 Dex, 8 Armor (+1 Enh), 1 Shield]
(+1 Dodge Feat) (+4 Dodge vs Giants)
Armor Class (Touch): 11 [10 Base, 1 Dex]
(+1 Dodge Feat) (+4 Dodge vs Giants)
Armor Class (Flat-Footed): 19 [10 Base, 8 Armor, 1 Shield]
Initiative: +2 [2 Dex]
Base Attack Bonus: +2 [2 Cleric]
Grapple: +5 [2 BAB, 3 Str]
Speed (Land): 20 ft [20 Base]
Weight Carried: 212.5 lbs, heavy encumbrance [0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]

Saves
Fortitude: 6 [3 Con, 3 Cleric](+3 Race vs Poison)
Reflex: 3 [2 Dex, 1 Cleric]
Will: 5 [2 Wis, 3 Cleric]
(+3 Race to all saves vs Spells, Spell Like, Powers and Power Like abilities)

Melee Attacks
Morningstar +6, 1d8+3, (20/x2), Bludgeon & Pierce [3 Str, 2 BAB, 1 Enh]
Dagger +5, 1d4+3, (19-20/x2), Pierce or Slash [3 Str, 2 BAB]
(+1 Race vs Orcs and Goblinoids)

Ranged Attacks
Sling +5, 1d4+3, (20/x2), Range 50 ft, Blud [2 Dex, 2 BAB]
Dagger +4, 1d4+3, (19-20/x2), Range 10 ft, Pierce [2 Dex, 2 BAB, 1 Enh]
(+1 Race vs Orcs and Goblinoids)

Special Attacks & Abilities
TRAVEL DOMAIN
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

This granted power is a supernatural ability.

Add Survival to your list of cleric class skills.
ARTIFICE DOMAIN

Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)
Deep dwarf
Deep Dwarf Traits (Ex): Deep Dwarves possess the following racial traits.

+2 Constitution, –2 Charisma. Medium size. Darkvision out to to 90 feet.

A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+3 racial bonus on saving throws against poison.

+3 racial bonus on saving throws against spells and spell-like effects.

+1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).

+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

+2 racial bonus on Appraise checks that are related to stone or metal items.

+2 racial bonus on Craft checks that are related to stone or metal.

Favored Class: Fighter.

Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
Divine Spells Readied
Orisons [DC 12] Light, Light, Detect Magic, Detect Magic
Level 1 [DC 13] Longstrider (domain), Divine Favor, Entropic Shield, Shield of Faith
Level 2 [DC 14] Locate Object (domain) , Hold Person , Hold Person

Spell Levels Available Per Fight: 4 (2 Orisons) [10 Total Spell Levels / 3, rounded up]
Total Spell Levels: 10 [(4 x 1), (3 x 2)]
Caster Level: 3

Feats
Dodge Lvl 1
Scribe Scroll Lvl 3

Skills
Total Skill Points: 24 [24 Cleric]
Languages: Dwarven, Goblin, Undercommon, Draconic [2 Racial, 2 Int]
Armor Check Penalty: -5 [5 Armor, 0 Shield]

Balance: -3 [2 Dex, 0 Ranks, -5 ACP]
Climb: -2 [3 Str, 0 Ranks, -5 ACP]
Concentration: 9 [3 Con, 6 Ranks]
Craft (Alchemy): 12 [2 Int, 4 Ranks, 2 Tools, 4 Domain]
Craft (Armor): 8 (10 if metal) [2 Int, 0 Ranks, 2 Tools, 2 Race (metal), 4 Domain]
Craft (Bow): 10 [2 Int, 2 Ranks, 2 Tools, 4 Domain]
Craft (Weapon): 8 (10 if metal) [2 Int, 0 Ranks, 2 Tools, 2 Race (metal), 4 Domain]
Craft (Blacksmith): 14 (16 if metal) [2 Int, 6 Ranks, 2 Tools, 2 Race (metal), 4 Domain] (Take 10 + Skill 16) * ECL 3 = 78gp
Craft (Poison): 14 [2 Int, 6 Ranks, 2 Tools, 4 Domain]
Escape Artist: -3 [2 Dex, 0 Ranks, -5 ACP]
Hide: -3 [2 Dex, 0 Ranks, -5 ACP]
Jump: -2 [3 Str, 0 Ranks, -5 ACP]
Listen: 2 [2 Wis, 0 Ranks]
Move Silently: -3 [2 Dex, 0 Ranks, -5 ACP]
Spot: 2 [2 Wis, 0 Ranks]
Other Skills
Appraise: 2 (+2 Stone or Metal objects)[2 Int, 0 Ranks]
Craft (all others): 6 (8 if metal or stone) [2 Int, 0 Ranks, 4 Domain]
Diplomacy: -2 [-2 Cha, 0 Ranks]
Heal: 2 [2 Wis, 0 Ranks]
Knowledge (Arcana): 2 [2 Int, 0 Ranks]
Knowledge (History): 2 [2 Int, 0 Ranks]
Knowledge (Religion): 2 [2 Int, 0 Ranks]
Knowledge (The Planes): 2 [2 Int, 0 Ranks]
Knowledge (All Others): 2 [2 Int, 0 Ranks]
Spellcraft: 2 [2 Int, 0 Ranks]
Survival: 2 [2 Wis, 0 Ranks]
Swim: -2 [3 Str, 0 Ranks, -5 ACP]


Prefight Actions
Wear Full Plate Armor +1
Gather a pinch of dirt for Longstrider

Equipment Worn and Carried
Traveler's Outfit [0 lbs] [0 gp]c
+1 Full Plate [50lbs] [1825gp]c
Masterwork Buckler [5lbs] [90gp]c
Masterwork Morningstar [6 lbs][154 gp]c
4 Daggers [4 lbs][4 gp]c
Quarterstaff [4 lbs][0 gp]c
Longspear [9 lbs][2.5 gp]c
1 Net [6 lbs][10 gp]c
1 Smokestick [1/2 lbs][10 gp]c
10 Vials of Alchemist's Fire [10 lbs][100 gp]c
5 Bags of Caltrops [10 lbs][2.5 gp]c
Masterwork Sling [0 lbs][150 gp]c
10 Slings [0 lbs][0 gp]c
20 Arrows [0.15 lb each = 3 lbs] [0.05 gp each = .5 gp]c
199 Bullets [0.5 lb each = 100 lbs] [0.01 gp each = 1 gp]c
2 Vials of Drow Poison [0 lbs][37.5gp ea = 75 gp]c
1 Vial of Carrion Crawler Brain Juice [0 lbs][100gp ea = 100 gp]c
Spell Component Pouch [2 lbs][5 gp]
Wooden Holy Symbol [0 lbs][2.5 gp]c
Backpack [2 lbs][1 gp]c
Belt Pouch [1/2 lbs][.5 gp]c
Belt Pouch [1/2 lbs][.5 gp]c

Expendable Items 50xECL²=450gp
Scroll of Minor Enhancement (with the following spells):

Scroll of Minor Enhancement (with the following spells):

Scroll of Minor Enhancement (with the following spells):


1 Scroll of Enhancement (each with the following spells):
Equipment at Home
Masterwork Armorcrafting Tools [0 lbs][55 gp]
Masterwork Weaponcrafting Tools [0 lbs][55 gp]
Masterwork Bowcrafting Tools [0 lbs][55 gp]
Masterwork Blacksmith Tools [0 lbs][55 gp]
Masterwork Alchemy Lab [0 lbs][500 gp]
Masterwork Poison Lab [0 lbs][500 gp]

[u]Results (1-2)[/u]
Week #1: Valek (DSugui) vs Khabil (Traevanon) & Geoffrey (Dr. Funk): ECL 5 Inter-League Fight Victory!
Week #2: Sali Kan vs Ihdald Seaslash vs Khabil Barukh Defeat
Week #3: Khabil Barukh (Traevanon) vs. Elegost (Dr.Funk) : [Cavern] Defeat
Week #4: Full week of Crafting


Pitlord Tactical Aid (Default Tactics)
Written Tactics override these general rules:
- When fighting an enemy with reach: When drawing a weapon as part of a move action, try not to draw melee weapons until I am actually in base contact with the enemy.
- Use Travel Domain ability: Avoid magical effects that hamper movement freely.
- Use Dodge: +1 AC vs an opponent of my choice. If not specified, target my opponent.
- Trust my saves and Armor Class.
- Take Attacks of Opportunity when needed.
- Use no more than 1/3 (round up) of any particular inventory item in a fight.
- Use Sling beyond 30', Alchemist Fire 10'-30', Morning Star for melee.
- Stow items.
- Switch from one handed to two handed use of the Morningstar when it would be more beneficial.
Background
Khabil fights in the arena for the experience. During the off-days he spends his time as a blacksmith, selling goods from his shop. He is saving his pennies to buy a Longship to begin his next adventure.
Accounting
Experience

Starting: 3200 XP
Earned: 1500XP
Spent: 0 XP
Remaining: XP
Gold
Starting: 3000 gp
Earned: 1734 gp
Spent: 4374 gp
Remaining: 360 gp
Previously Owned

Sales
Morningstar (4gp)

Used Items
Scroll: Longstrider (12.5gp)
Scroll: Entropic Shield (12.5gp)
Scroll: Owl's Wisdom (75gp)
Scroll of Minor Enhancement (4 first level spells, 50gp)
Item: Alchemist Fire x 2 (20gp)
[sblock=Current 3FC Information]
Fight 1
Time Between Fights: ? hrs
Prebuffs/Ongoing Effects:
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used: None
Free Activity:
Fight 2

Prebuffs/Ongoing Effects: none
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used: None
Free Activity:
[sblock=Fight 3]
Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx
[/sblock][/SBLOCK]


Valen Sky's Tactics

Thanks for doing the Pitlording.

Fight Setup
Valen will start on the point closest to the center of the map.
Valen will begin with his composite longbow and a powerstone of skate in his hands.
Quartz will be riding along in one of Valen's pockets.


Main Tactic
Brief Summary: Stay between 135' and 215' away, run when necessary, and shoot at Khabil when reasonable.

Round by Round Start:
Round 1: Valen manifests Offensive Precognition. Valen moves towards the corner of the map opposite Khabil, or stays still if Khabil starts in the opposite corner.
Round 2: Valen manifests Force Screen. Valen continues his movement or lack thereof from the previous round.
Round 3: Valen manifests Skate from the powerstone. Valen drops the powerstone as a free action. Valen continues his movement or lack thereof from the previous round.

Detailed Tactic:

1st Priority: Maintain distance.

Ideal distance is 215' but as close as 170' is good enough assuming that Valen is clearly going to be able to keep away next round or two.
Run when necessary to keep away.
Don't move to close initially, let Khabil come to Valen.
Try to move circularly around the plains to maintain distance, but avoid running into the starting areas. Keeping 45-50' away from the actual edge is probably necessary so that Valen doesn't get "caught" on the starting areas as he's moving. Don't make square turns in the corner but move diagonally so as to avoid being cut off.


2nd Priority: Shoot and Move (or Move and Shoot, whichever makes the most sense).

Generally if Valen can end somewhere between 170 and 215' away from Khabil and shoot in the same round, do so. If Khabil is farther than 215' during the initial 10 or so rounds, shoot no matter the range. After that, be more frugal with ammo and try to keep the range penalty down to -2.

Backup Tactic: If I can't maintain distance, or my bow gets broken or I run out of ammo, draw the Greatsword and move cautiously into melee. Use Entangling Ectoplasm if available. Draw and throw daggers or alchemist's fire or acid flask if for some reason I can't close to melee.

Modifications
-If Valen reaches a point where he is restricted to a single move action (due to the running rules), he will simply move, shoot, move shoot and maintain range to the best of his ability.

-If Valen would end his turn within Khabil's charging or run distance using the above strategies, he will instead ready an action to manifest Entangling Ectoplasm, assuming he has power points to do so.

-If it looks like Khabil is applying or using poison, take the Anti-toxin.

-If necessary, reapply skate from another powerstone.

-If Khabil is using his sling, reapply Force screen when it runs out. If Khabil is not using his sling, reapply Offensive Precognition when it wears off.

-If Khabil is simply hiding behind cover or staying at range waiting for Valen to waste ammo, approach to 165'-170' and start shooting. Try to get a clear shot if possible. If Khabil then comes out to follow, go back to the original strategy.

-If Khabil hides behind a smoke stick or other total concealment, Quartz will get off Valen and move within 40' in order to pinpoint Khabil. Once Khabil is moving again, Quartz will try and stay away from Khabil and also Valen.

Notes
I expect the running rules to figure prominently in this fight (i.e. run rounds equal to constitution score, fort saves after that, no Dex/Dodge to AC while running, etc)


Khabil's Tactics

Thanks for running this fight!

In the plains my options for defense vs an opponent with superior speed and effective ranged attacks are slim.

Start: Sling and Buckler in hand.

Assuming he has his bow out and doesnt want to close to within 100ft:

R1: Cast Entropic Shield from memory. No need to move.
R2: Cast Shield of Faith from memory.
R3+: Maneuver toward the center of the plains, each round try to get within 100ft and use the sling against him, fighting defensively while doing so.

- Remember Dodge feat for both of us.
- Cast spontaneous CLW (convert Divine Favor) if below 10HP.
- If he's really dead set against closing range (if he backs out of 100ft range 3 times), go prone for the +4 AC and wait for his arrow supply to run out. Enjoy his frustration as his supply dwindles.

Once he runs out of arrows, cast Divine Favor (if available), while backing off and drawing Scroll of Enhancement, cast Bull's Strength, ditch the scroll and Draw morningstar while closing. Close to melee and fight normally until one of us is dead.

Skip Bull's Strength and just melee if he manages to get to base before I can cast it.
- - - - - - -
If he wants to close to melee right away (if he has his greatsword out or continues to close within 100ft):
Cast Longstrider, stow sling, cast Divine Favor draw morningstar, cast Shield of Faith, close range, base him and fight in melee.
- - - - - - -
Remember: Travel Domain vs Entangling Ectoplasm.

If I am suffering delay, close at top speed.


The Fight

[Prefight Locations and Initiative]
Valen starts in area 4 at the front corner with his longbow and a powerstone in hand. Initiative 23
Khabil starts at the default location in area 2 with his sling and buckler in hand. Initiative 5.

[Round 1]
Valen sees Khabil at a nice and comfortable distance across the plains, so he manifests Offensive Precognition.
Khabil casts Entropic Shield from memory.

[Round 2]
Valen manifests Force screen.
Khabil casts Shield of Faith from memory.

[Round 3]
Valen manifests Skate from the powerstone and drops it.
Khabil moves towards the center of the plains.

[Round 4]
Valen fires an arrow at Khabil. [590ft (-10),63% vs 21%, success, 16+1! (-2+1 - not confirmed) vs AC21+2+1; Dmg 1d8+2=6]
Khabil, amazed at his opponent's Lucky shot, keeps moving forward.

Valen Sky 19/19, Offensive Precognition (ends 21), Force Screen (ends 22), Skate (ends 13)
Khabil Barukh 20/26, Entropic Shield (ends 31), Shield of Faith (ends 32)

[Round 5]
Valen fires an arrow [545ft (-8), 14% vs 21%, fail]
Khabil keeps moving.

[Round 6]
Valen fires [505ft (-8), 84% vs 21%, success; 19! (16 - not confirmed) vs AC21+2+1, Dmg 1d8+2=5]
Khabil, shaking off yet another lucky hit, keeps moving.

Valen Sky 19/19, Offensive Precognition (ends 21), Force Screen (ends 22), Skate (ends 13)
Khabil Barukh 15/26, Entropic Shield (ends 31), Shield of Faith (ends 32)

[Round 7]
Valen fires [465ft (-8), 54% vs 21%, success; 3 vs AC21+2+1, miss]
Khabil keeps moving.

[Round 8]
Valen fires [425ft (-6), 21! (10 - not confirmed) vs AC21+2+1, hit; Dmg 1d8+2=4]
Khabil holds his holy symbol and asks if he's done something wrong in a past life while he keeps closing.

Valen Sky 19/19, Offensive Precognition (ends 21), Force Screen (ends 22), Skate (ends 13)
Khabil Barukh 11/26, Entropic Shield (ends 31), Shield of Faith (ends 32)

[Round 9]
Valen fires [385ft (-6), 21! (5 - not confirmed) vs AC21+2+1, hit; Dmg 1d8+2=3]
Khabil casts Cure Light Wounds spontaneously, dropping Divine Favor. [1d8+3=6] He then moves closer

Valen Sky 19/19, Offensive Precognition (ends 21), Force Screen (ends 22), Skate (ends 13)
Khabil Barukh 14/26, Entropic Shield (ends 31), Shield of Faith (ends 32)

[Round 10]
Valen fires [365ft (-6), 4 vs AC21+2+1, miss]
Khabil moves closer.

[Round 11]
Valen fires [325ft (-4), 19+2 vs AC21+2+1, miss]
Khabil moves closer.

[Round 12]
Valen fires [285ft (-4), 18 vs AC21+2+1, miss]
Khabil moves closer.

[Round 13]
[Skate ends]
Valen fires [245ft (-4), 10 vs AC21+2+1, miss]
Khabil moves closer.

[Round 14]
Valen fires [205ft (-2), 13 vs AC21+2+1, miss] and moves north and away from Khabil.
Khabil moves closer.

[Round 15]
Valen draws and manifests Skate from a powerstone.
Khabil moves closer.

[Round 16]
Valen runs northward.
Khabil, seeing his opponent has no intentions on melee - hunkers down onto the ground and waits out the arrows.

[Round 17]
Valen fires at Khabil [165ft (-2), 19 vs AC21+2+1+4, miss]
Khabil takes full defense and stays on the ground.

[Valen has used 12 arrows so far and has 37 left. Khabil's intent is to try to wait out these arrows. Since Valen needs a natural 20 to hit - I'll mass roll it and then check for entropic shield if necessary.]

[Round 18-31]
Valen fires at Khabil and misses.
[Entropic Shield ends]
Khabil stays put.

[Round 32]
Valen fires at Khabil and misses.
[Shield of Faith ends]
Khabil stays put.

[Rounds 33-38]
Valen finally gets a hit [24! (22 - not confirmed) vs AC21+1+4+2, hit; Dmg 1d8+2=9]
Khabil shrugs it off and tries to flatten his dwarven body to the ground. Let's all try to picture a dwarf in full plate trying to be "flat"...

Valen Sky 19/19
Khabil Barukh 5/26

[Round 39-44]
Valen gets another hit [24! (21 - not confirmed) vs AC21+1+4+2, hit; Dmg 1d8+2=8] and Khabil expires.


Fight Summary

Valen wins and gains 900xp/900gp. This is Valen's 3rd fight.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: 2 Powerstones of Skate (ML1), 23 arrows (6 hits, 33 misses, 16 recovered)
Spells or Powerpoints Used: 2pp (Force Screen, Offensive Precognition)
x/day Abilities Used: none
Free Activity: guarding

Khabil loses and gains 300xp/300gp. This is Khabil's 1st fight.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: 3 SLs (Entropic Shield, Shield of Faith, Divine Favor (dropped for CLW)
x/day Abilities Used: none
Free Activity: blacksmithing (78gp)

@Traevanon - honestly - you got hosed here for rolls. Your opponent got 6 natural 20s in 39 rolls. However, you might have just tried staying put in your starting area and going prone. Make him come to you or stay at real far distance with his modifiers. It wouldn't have made a difference in this case, but it probably would have saved you from casting Shield of Faith (since he needed 20s to hit anyway).

@Valen - solid tactics for the most part - but do recognize that you got very lucky here. If you want to be a ranged fighter - you need to get your movement up a lot more than just to 45ft with skate - because not everyone is a dwarf or in heavy armor...

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Osiris
vs
Sali Kan
vs
Farig of Denth
in the City



Osiris
FA: Scribing scroll of 3x Web/3x Summon Swarm and 3x Shield [2]/3x Mage Armor 450+112.5 = 562.5gp value

IMAGE(http://www.vikingmud.org/guilds/necromancers/art/royo25.jpg)

Osiris
"Death Is Only the Beginning"
Female Human
Lawful Neutral
Necromancer 4
9,208/10,000xp



STR...08 [-1]...(00 pts)
DEX...16 [+3]...(10 pts)
CON...16 [+3]...(10 pts)
INT...19 [+4]...(16 pts)[+1 @ 4th]
WIS...08 [-1]...(00 pts)
CHA...08 [-1]...(00 pts)

[u]Hit Points:[/u] 23.5 (4+2.5+2.5+2.5+12 Con) [4 HD]
AC 13 [+3 Dex], Touch 13, Flat 10 [+4 Mage Armor (Armor)][+4 Shield (Shield)][+6 Alter Self: Trog (Natural Armor)]
Initiative: +3 [+3 Dex]
BAB/Grap: +2/+1 [+2 BAB, -1 Str]
Speed 30' [base 30']

[u]Saves[/u]:
Fort +05 [+1 Wiz, +3 Con, +1 Enhancement]
Refl +05 [+1 Wiz, +3 Dex, +1 Enhancement]
Will +04 [+4 Wiz, -1 Wis, +1 Enhancement]

[u]Attacks[/u]:
Cerimonial Bone Dagger +1 Melee, 1d4-1 [19-20/x2]
[Ma] Light Crossbow +06 Ranged, 1d8 [19-20/x2][80' Range]
Scythe -4 Melee, 2d4-1 [20/x4][CDG Only]

[u]Feats[/u]:
Scribe Scroll Wizard Bonus
Spell Focus: Necromancy Human Bonus
Alertness Familiar
Tatoo Focus: Necromancy Level 1
Craft Wondrous Item Level 3

[u]Racial and Class Abilities[/u]:
Bonus Feat
Bonus Skill Points
Arcane Spellcasting
Summon Familiar
Scribe Scroll
Specialist Wizard: Necromancy, Opposed Evocation and Enchantment

[u]Skills[/u] (49 Points Wizard):
+13 Craft: Painting [7 Wiz, +4 Int, +2 Tool] [7 Ranks]
+11 Spellcraft [7 Wiz, +4 Int] [7 Ranks]
+10 Knowledge: Arcana [6 Wiz, +4 Int] [6 Ranks]
+10 Concentration [7 Wiz, +3 Con] [7 Ranks]
+06 Ride [6 Wizcc, +3 Dex] [3 Ranks][+2 Stay In Saddle]
+06 Tumble [6 Wizcc, +3 Dex] [3 Ranks]
+06 Escape Artist [6 Wizcc, +3 Dex] [3 Ranks]
+01 Spot [-1 Wis, +2 Alertness] [0 Ranks]
+04 Listen [-1 Wis, +2 Alertness, +3 Familiar] [0 Ranks]
+08 Knowledge: Local [4 Wiz, +4 Int] [4 Ranks]

Speaks Common, Elven, Draconic, Giant, Infernal

[u]Spells Memorized:[/u] [5/5/3] [Spell levels: 11; Use 4]
0: [DC 10 +4 Int] Disrupt Undeads, Touch of Fatigues, Acid Splash, Acid Splash, Acid Splash
1: [DC 11 +4 Int] Chill Touchs, Chill Touchs, Mage Armor, Shield, Cause Fears
2: [DC 12 +4 Int] Ghoul Touchs, Ghoul Touchs, Ghoul Touchs, Alter Self
s= Specialty School +2 DC, +1 on CL Checks to Overcome SR, +1 Spell/Level

[u]Spellbook[/u]:
0: All cantrips excluding those from the schools of Evocation and Enchantment.
1: Chill Touch, Ray of Enfeeblement, Shield, Mage Armor, Obscuring Mist, Cause Fear, Silent Image, Feather Fall, True Strike
2: Ghoul Touch, Summon Swarm, Web p, Invisibility p, Spider Climb p, Alter Self p, Resist Energy, Glitterdust, Protection From Arrows p
p= Indicates spell was purchased, * Spell Guides: TAO, Spells, Class

[u]Buffs and Prefight actions[/u]:
- All Scrolls Deciphered
- Feed Ornerus and Oscuria
- Bring Ornerus and Oscuria into combat
- Load Crossbow

[u]Equipment[/u]:
Clothing - Tattered Cerimonial Robes
Weapon - Cerimonial Dagger [1 wt][2 gp]
Weapon - Scythe [10 wt][18 gp]*
Weapon - [Ma] Light Crossbow [4 wt][335 gp]
Ammunition - 46x Crossbow Bolts [4.6 wt][6 gp total]
Magic - Cloak of Resistance +1 [1 wt][500 gp/40xp]c
Gear - Millitary Saddle [30 wt][20 gp]*
Gear - Spell Component Pouch [2 wt][5 gp]
Ally - Ornerus the Light Warhorse [-- wt][150 gp]
Ally Armor - [Ma] Chain Barding [50 wt][550 gp]*
* = Borne by Ornerus

Expendable Items: [CAP = level2x50gp=800gp]
2x Caltrops [4 lbs][2 gp]

Scroll:
(1x) 6x 3x Ray of Enfeeblement [CL1] [75gp/6xp] Each

Scroll:
(1x) 6x 2x Obscuring Mist [CL1] [75gp/6xp] Each

Scroll:
(1x) 3x True Strike [CL1] [32.5gp/3xp] Each

Scroll:
(1x) 3x 1x Web [CL3], 3x Summon Swarm [CL3] [450gp/36xp Each]

Equipment at Home:
Gold: 3,237.5gp
[Ma] Artisan's Tools [5 wt][55 gp]
Tome of the Long Death [3 wt][15 gp] (Treat as Spellbook)

Miscellaneous Statistics:
Encumbance: 0-26 (light), 27-53 (medium), 54-80 (heavy)
Weight carried: 15 lb
Mount weight carried: 224 lb

Allies

Oscuria

Oscuria the Bat Familiar


Diminutive Animal
Hit Dice: 4HD (11 hp)
Initiative: +2
Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 18 [+4 size, +2 Dex, +2 Natural], Touch 16, Flat-Footed 16
Base Attack/Grapple: +2/–15
Attack: Melee Touch +8
Full Attack: Melee Touch +8
Space/Reach: 1 ft./0 ft.
Special Attacks:
Special Qualities: Blindsense 20 ft., low-light vision, Alertness, Improved Evasion, Share Spells, Empathetic Link, Deliver Touch Spells
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*
Feats: Alertness
Environment: Temperate deserts
Organization: Colony (10–40) or crowd (10–50)
Challenge Rating: 1/10
Advancement:
Level Adjustment:

Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.

Combat:
Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.


Ornerus

Ornerus the Light Warhorse


Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 18 [–1 size, +1 Dex, +4 natural, +4 Armor], Touch 10, Flat-Footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Advancement:
Level Adjustment:

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

Background

IMAGE(http://www-eleves.int-evry.fr/clubsf/dossiers/images/necromancer.jpg)



coming soon...


Default Tactics
Ride Ornerus and Cast Spells

Fights results:
1: FFA - Uhinoskeli (Creole) vs Osiris (Iced) vs Rinzwind (Anaconda): (1/0) [+1,500 XP][+1,500 gp][FA: Painting (66gp)]
Agility and Strength-Sapping Magic Bring Victory without a spell component pouch or allies.
C1: (2x) 6x Chill Touch [CL3], 6x Obscuring Mist [CL1], 3x True Strike [CL1], 3x Web [CL3]/3x Summon Swarm [CL3]
Osiris channels her incantations into physical form to grant herself greater power.
2: Osiris vs Ilendil (TelinArtho) (2/0) [+675 xp][+675 gp][FA: Painting (66gp)]
Oscuria Brought Death on Swift Wings
3: Osiris vs Ceilia (Zevox) (2/1)[+350xp][+350gp][FA: Painting (92gp)]
The warrior caught me at my weakest
MQ1: "Renovations at Dargenfest Hall" (Vathelokai) (2/1)[Q:1] [+1,200xp][+1,200gp][FA: --]
The Hall of Necromancy opens to Osiris
MQ2: "Depths of Dargenfest" (Erithmu) (2/1)[Q:2] [+1,200xp][+1,000gp + Pro. Arrows][Fa: --]
Osiris is tested in the depths of Dargenfest and found worthy of her craft
4. Hunter - Luxt'l (bgt) > Annalina (Zevox) > Kilpquabjeg (hogarth) > Osiris: (3/2) [+383 XP][+383 gp][FA: Painting (92gp)]
The plains offered little concealment and less cover.
5. FFA - Kilpquabjeg (hogarth) vs Osiris (Iced) vs Luxt'l (bgt): (4/3) [+700 XP][+700 gp][FA: Painting (92gp)]
The forest proved the resting place of worthy foes.


Past Expenditures
[u]Past Expenditures[/u] (1,500 gp):
Summon Familiar [100 gp]
Scibed Web into spellbook [300 gp]
Scibed Invisibility into spellbook [300 gp]
Scibed Spider Climb into spellbook [300 gp]
Scibed Alter Self into spellbook [300 gp]
Gained Pro. Arrows from Depths of Dargenfest [200 gp]
14x Crossbow Bolts

Sold:
Scroll:
(2x) 6x Chill Touch [CL3] [225gp/6xp] Each [+225gp]

3FC 1 Expenses
Fight 1:
- 1x Spider Climb [CL3], 1x Invisibility [CL3], 1x Alter Self [CL3], 1x Silent Image [CL1], 1x Shield [CL1], 1x Mage Armor [CL1] [262.5gp/21xp]
- 2x Crossbow Bolts [--]

Fight 2:
- 1x Scroll of Invisibility [CL3] [75gp]

Fight 3:
- 2x Obscuring Mist [CL1] [25gp]
- 3x Ray of Enfeeblement [CL1] [37.5gp]
- 10x Crossbow Bolts [--gp]

Scroll: Expended
(1x) 1x Spider Climb [CL3], 1x Invisibility [CL3], 1x Alter Self (Lizardfolk) [CL3], 1x Silent Image [CL1], 1x Shield [CL2], 1x Mage Armor [CL1] [275gp/22xp] Each

3FC 2
Fight 1:
Scrolls:
Web [3rd, Silent Image [1st], Summon Swarm [3rd]

Fight 2:
2x Crossbow bolts

Fight 3:
Scroll: Obscuring Mist [1st]


Current 3FC Information

Fight 1
Time Between Fight: 1 hrs
Prebuffs/Ongoing Effects: None.
Items Used: Scroll of Web [CL3], 2x Scroll of Summon Swarm [CL3]
Spells or Powerpoints Used: Ghoul Touch, Shield, Mage Armor
x/day Abilities Used: N/A
Free Activity: Painting 92gp



Past 3FC's
Fight 1
Time Between Fight: 5 hrs
Prebuffs/Ongoing Effects: None.
Items Used: Scroll of Invisibility [CL3]
Spells or Powerpoints Used: Ghoul Touch [2nd level spell]
x/day Abilities Used: N/A
Free Activity: Painting 66gp

Fight 2
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: None (Mage Armor ends in less than 1 hour.)
Items Used: Mage Armor and Shield from Scroll of Protection, 1 casting of Obscuring Mist from scroll, 7 bolts (13 shot, 7 hit, 6 missed, 6 recovered.)
Spells or Powerpoints Used: Ghoul Touch, Chill Touch (3 SL)
x/day Abilities Used: N/A
Free Activity: None

Fight 3
Time Between Fights: 6 hrs
Prebuffs/Ongoing Effects: None
Items Used: 2 castings of Obscuring Mist (CL1) from scroll of Mists, 3 castings of Ray of Enfeeblement (CL1) from scroll of Enfeeblement, 10 bolts (4 hits, 12 misses.and 6 recovered)
Spells or Powerpoints Used: Ghoul Touch (3 SL)
x/day Abilities Used: None
Free Activity: Painting 92gp

Fight 1
Time Between Fight: 5 hrs
Prebuffs/Ongoing Effects: None.
Items Used: Scroll of Web [CL3], Silent Image [CL1], and Summon Swarm [CL3]
Spells or Powerpoints Used: None
x/day Abilities Used: N/A
Free Activity: None, MQ

Fight 2
Time Between Fight: 5 hrs
Prebuffs/Ongoing Effects: None.
Items Used: 2x Bolts
Spells or Powerpoints Used: Acid Splash [0th Chill Touch [1[sup]st], Ghoul Touch [2nd]
x/day Abilities Used: N/A
Free Activity: None, MQ

Fight 3
Time Between Fights: 1 hrs
Prebuffs/Ongoing Effects: None.
Items Used: Scroll of Obscuring Mist
Spells or Powerpoints Used: Ghoul Touch
x/day Abilities Used:
Free Activity: craft(painting) 92gp


Note to self - Track gold. Add specific sections.


Sali Kan
Sali Kan

Gender and Race: Human Male
Size and Type: Medium Humanoid(human)
Height and Weight: 6'0", 190 lbs
Age: 26
Alignment: Chaotic Neutral
ECL: Cleric 4
Experience: 6237/10000

Attributes:
STR...16 [+3] (10 pts)
DEX...12 [+1] (4 pts)
CON...16 [+3] (10 pts)
INT...10 [+2] (2 pts)
WIS...17 [+3] (10 pts) [16 base, +1 levels]
CHA...08 [-1] (0 pts)

Miscellaneous Statistics:
Hit Points: 33 [4HD] [8 clr1 + 3x(4.5 clr) + 4x(3 con)]
AC 19 [+8armor, +1dex]
Touch 11 [+1dex]
Flat 18 [+8armor]
Initiative: +5 [+1dex, +4feat]
BAB: +3 [+3clr]
Grapple: +6 [+3bab, +3str]
Speed: 20' [30' base, 20' hvy armor]
Weight Carried: 72.2 lbs, light [0-76 lbs (light), 77-153 lbs (medium), 154-230 (heavy)]

Saves:
Fort: +8 [+4clr, +3con, +1res]
Ref: +3 [+1clr, +1dex, +1res]
Will: +8 [+4clr, +3wis, +1res]

Melee Attacks:
Greatsword +8, 2d6+4, (19-20/x2), slashing [+3bab, +3str, +1focus, +1mw]
Spear +6, 1d8+4, (x3), piercing [+3bab, +3str]

Ranged Attacks:
Light Crossbow +5, 1d8, (19-20/x2), 80', piercing [+3bab, +1dex, +1mw]

Special Attacks and Abilities:
Turn Undead 2/day
Good Fortune 1/day [reroll d20]
Pearl of Power (1st level) 1/day

Divine Spells Readied: [5/4+1/3+1]
Orisons [DC 13] - Guidance x2, Read Magic, Resistance x2
Level 1 [DC 14] - Bless x2, Magic WeaponD, Shield of Faith x2
Level 2 [DC 15] - AidD, Aid, Hold Person, Hold Person

Spell Levels Available Per Fight: 5 [13/3, round up]
Total Spell Levels: 13 [(5x1) + (4x2)]
Caster Level: 4

Feats:
Scribe Scroll [1st level]
Improved Initiative [human bonus]
Martial Weapon Proficiency (Greatsword) [war domain]
Weapon Focus (Greatsword) [war domain]
Craft Wondrous Item [3rd level]

Skills:
Total Skill Points: 21 [14+7 clr]
Languages: Common [racial]
Armor Check Penalty: -5 [-5armor]

+10 Concentration [7clr, +3con]
-4 Hide [+1dex, -5acp]
+3 Listen [+3wis]
-4 Move Silently [+1dex, -5acp]
+12 Profession (Priest) [7clr, +3wis, +2tools] [63gp]
+7 Spellcraft [7clr, +0int]
+3 Spot [+3wis]

Prefight Actions:
All scrolls read
Crossbow loaded

Equipment Worn and Carried:
Traveler's Outfit [- lbs][- gp]
Masterwork Full Plate [50 lbs][1650 gp]
Masterwork Greatsword [8 lbs][350 gp]
Masterwork Light Crossbow [4 lbs][335 gp]
(x19) Crossbow Bolts [0.1 lbs each = 1.9 lbs][0.1gp each = 1.9 gp]
Spear [6 lbs][2 gp]
Wooden Holy Symbol [- lbs][1 gp]
Spell Component Pouch [2 lbs][5 gp]
(x50) Wand of Cure Light Wounds [CL 1] [0.1 lbs each = 0.1 lbs][750 gp each = 750 gp]
Cloak of Resistance +1C([POST=10008656]9/6[/POST])[1 lb][500 gp]
Pearl of Power (1st level)C([POST=10008656]9/6[/POST])[- lbs][500 gp]

Expendable Items: Max total (42 x 50): 800 gp [Current total: 450]
(x03) Scroll of Entropic Shield [CL 1]C(Creation, [POST=10008656]9/6[/POST])[0.0 lbs each = 0.0 lbs][12.5 gp each = 37.5 gp]
(x03) Scroll of Protection from Evil [CL 1]C(Creation, [POST=10008656]9/6[/POST])[0.0 lbs each = 0.0 lbs][12.5 gp each = 37.5 gp]
(x03) Scroll of Protection from Good [CL 1]C(Creation, [POST=10008656]9/6[/POST])[0.0 lbs each = 0.0 lbs][12.5 gp each = 37.5 gp]
(x03) Scroll of Protection from Law [CL 1]C([POST=10008656]9/6[/POST])[0.0 lbs each = 0.0 lbs][12.5 gp each = 37.g gp]
(x01) Scroll of Silence [CL 3]C(Creation)[0.0 lbs each = 0.0 lbs][75 gp each = 75 gp]
(x01) Scroll of Bull's Strength [CL 3]C(Creation)[0.0 lbs each = 0.0 lbs][75 gp each = 75 gp]
(x02) Scroll of Magic Weapon [CL 1]C([POST=10008656]9/6[/POST])[0.0 lbs each = 0.0 lbs][12.5 gp each = 50 gp]
(x02) Potion of Hide from Animals [CL 1] [0.1 lbs each = 0.2 lbs][50 gp each = 100 gp]

Equipment at Home:
Gold: 1669
Masterwork Holy Tome [1 lbs][50 gp]

Action Results:
[POST=9788860]Fight 1[/POST]...Loss vs Treetall (hogarth)...+300xp/gp [+63 gp Profession]
[POST=9871647]Fight 2[/POST]...Loss -> Igg (NiQil) -> Ghashara (orsono)...+337xp/gp [+63 gp Profession]
[POST=9993448]Fight 3[/POST]...Win! vs Ihdald (Milov) vs Khabil (Traevanon)...+1500xp/gp [+63 gp Profession]
[POST=10101398]Fight 4[/POST]...Win! vs Alexander (Usernamer)...+900xp/gp [+63 gp Profession]


Allies:
Maximum CR per ally: 1 [3ecl - 3 = 1]
Maximum ECL per ally: 1 [3ecl - 2 = 1]
Maximum CA of allies per fight: 1 [3ecl - 2 = 1]

Non-Combat Abilities:
Human:
Extra Skill Points
Bonus Feat: Improved Initiative

Cleric:
Weapon and Armor Proficiencies
Domain: War
Domain: Luck
Spontaneous Cast: cure
Turn Undead 2/day




Accounting:

Experience:
Starting: 3200
Earned: 3037
Spent: 0
Remaining: 6237

Gold:
Starting: 3000
Earned: 3289
Spent: 4620
Remaining: 1669

Previously Owned:


Used Items
(x01) Crossbow Bolts [0.1 lbs each = 0.1 lbs][0.1gp each = 0.1 gp]
(x01) Scroll of Protection from Law [CL 1]C(Creation)[0.0 lbs each = 0.0 lbs][12.5 gp each = 12.5 gp]
(x01) Scroll of Bull's Strength [CL 3]C(Creation)[0.0 lbs each = 0.0 lbs][75 gp each = 75 gp]
(x01) Scroll of Entropic Shield [CL 1]C(Creation)[0.0 lbs each = 0.0 lbs][12.5 gp each = 12.5 gp]




Current 3FC Information:

Fight 1
Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: None
x/day Abilities Used: None
Free Activity: Profession (priest) for 63 gp.




Farig of Denth
Current Cycle

Week 1 : Used Nothing


Farig

"The Flails of Denth's armies descend upon you. Do you choose to die or simply to suffer?"

female Human, Humanoid (human)
Medium size, Height 4'7", Weight 89lbs
Neutral
Fighter 4, ECL 4
XP: 8700 / XP for Next Level: 10000

STR 16 [+3] (8 pts) [15, +1 enh]
DEX 18 [+4] (10 pts) [16, +1 @4th, +1 enh]
CON 14 [+2] (6 pts)
INT 14 [+2] (6 pts)
WIS 12 [+1] (4 pts)
CHA 10 [+0] (2 pts)

Hit Points: 34.5 [4d10+8 HD]
AC 20 [+4 dex, +6 armor], Touch 14, Flat 16
Initiative: +4
BAB/Grap: +4/+7 [+4bab, +3str]
Speed 30ft [base 30]

Saves:
Fort +6 [+4 Fighter, +2 Con]
Refl +5 [+1 Fighter, +4 Dex]
Will +2 [+1 Fighter, +1 Wis]

Attacks:

[Ma]/[Ma] Dire Flail +9 melee, 1d8+6 dmg, x2 crit [+4 bab, +3 str, +1 WF, +1 enh] [+2 disarm, trip weapon]
-- Full attack: +7/+7 melee, 1d8+5/1d8+3 dmg, x2 crit [+4 bab, +3 str, +1 WF, +1 enh, -2 TWF] [+2 disarm, trip weapon]
Armor Spikes +7 melee 1d6+3 dmg, x2 crit [+4 bab, +3 str]

[Ma] Mighty (+2 Str) Composite Long Bow +9 ranged, 1d8+2 dmg, x3 crit, 110ft range increment [+4 bab, +4 dex, +1 enh]

Feats:
Two-Weapon Fighting [human]
Exotic Weapon Proficiency (Dire Flail) [1st]
Combat Expertise [Fighter 1]
Improved Trip [Fighter 2]
Weapon Focus (Dire Flail) [3rd]
Weapon Specialization (Dire Flail) [Fighter 4]

Racial and Class Abilities

Racial Abilities: Human
+1 skill point/lvl
1st level bonus feat

Class Abilities: Fighter
Bonus feat at 1st and even levels
All Simple and Martial Weapon proficiencies, All Armor and All shields (including tower)


Skills (35 points Fighter) [post=9733017]changes[/post]
+10 Craft (weaponsmithing) [6 fighter, +2 int, +2 tool] [6 ranks]
+10 Craft (armorsmithing) [6 fighter, +2 int, +2 tool] [6 ranks]
+5 Forgery [6 fighterCC, +2 int] [3 ranks]
+9 Handle Animal [7 fighter, +2 tool] [7 ranks]
+3 Hide [+4 dex, -1 ACP]
+1 Listen [+1 wis]
+3 Move Silently [+4 dex, -1 ACP]
+13 Ride [7 fighter, +4 dex, +2 syn (Handle Animal)] [7 ranks] [-1 ACP when Quick Mounting/Dismounting]
+2 Spot [3 fighterCC, +1 wis] [1.5 ranks]

Speaks Common, Auran, Giant
Speak Language [1 + 2 int] [3 total languages]

Equipment:
Traveler's Outfit [0 lbs]
Mithril Breastplate +1 [15lbs] [2100gpC + 1000gp for enchantment]
-- Armor Spikes [10lbs] [25gpC]
-- Locked Gauntlet [5lbs] [4gpC]
[Ma]/[Ma] Dire Flail [10lbs] [345gpC]
[Ma] Mighty (+2 Str) Composite Long Bow [3lbs] [600gp]
[Ma] Whistle [50gp]
Belt of Giant Strength +1 [1000gp, [post=9739083]5°[/post]]
Gloves of Dexterity +1 [1000gp, [post=9739083]5°[/post]]

[43lbs] [6124gp]

Expendable Items: [Total 150gp/450gp]
57 Arrows [9lbs] [3gp]
Tanglefoot bag [4lbs] [50gp]
Potion of Shield of Faith +2 [0.1lbs] [50gp]
Tattoo of Force Screen [100gp]

[7.1lbs] [203gp]

Allies and Equipment:
"Whirlwind" - Light Warhorse [150gp]
Riding Saddle [25lbs] [10gp]
Bit and Bridle [1lb] [2gp]
Chain Shirt Barding [50lbs] [200gpC]

[76bs] [362gp]

Equipment at home:
[Ma] Armorer's Tool [55gp]
[Ma] Weaponsmith's Tool [55gp]
501gp

[110gp]

[300gp] Past Expenditures (see below)

[50.1lbs] [7099gp]

Miscellaneous Statistics:
Encumberance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Weight carried: 50.1 lbs

Allies

Whirlwind

Whirlwind, Light Warhorse
HD 3d8+9; hp 22; init +1; speed 60ft (40ft if total encumbrance >= 230lbs); AC 18 (-1 sz, +1 dex, +4 nat, +4 armor), touch 10, flat-footed 17; 2 Hooves +4 melee (1d4+3 dmg, x2), Bite -1 melee (1d3+1, x2); Saves: +6/+4/+2; S 16 (+3) D 13 (+1) C 17 (+3) I 2 (-4) W 13 (+1) Ch 6 (-2); Skills: Hide -5, Listen +4, Move Silently -1, Spot +4; Feats: Endurance, Run; Specials: Low-light vision, Scent;

Encumbrance for Whirlwind: 0-230 (light), 231-460 (medium), 461-690 (heavy)
Weight carried: 215.1lbs [89lbs + 50.1lbs + 76lbs (barding, saddle, bit)]
Tricks: Combat Riding (attack, come, defend, down, guard, and heel)



Character Background

Hailing from the city of Achos, to the south of Promethia - Farig earned her training in the Royal Guard there. After the fall of Lord Caspian - the ruler of the city - she fell out of favor with the new ruler and decided to move on. Never having been a part of a family really, since her own family had left her an orphan at a young age, she moved from place to place, earning her keep as a hired hand.

Coming to Gladius finally, she has found company in the art of war and seeks to hone her skills further.


Buffs and Prefight actions:
Bring Whirlwind, the light warhorse (using forgery for no penalty)
Lock the dire flail with the locked gauntlet (+10 to resist disarm checks)

Default Tactics

Well, the simplest thing for Farig to do is get into melee and go on a tripping/hitting frenzy. That's essentially what she's aiming for. If the opponent is faster than her, she'll be on her horse most likely to offset this.

If the opponent is flying - well - I guess she'll just have to resort to arrows.

If she's against a large opponent, she'll use the potion of enlarge person to help even the score a little - though for this, she'll need to dismount. Another option would be to fire at the large opponent while mounted with her bow.


Wrap-Up Rewards and Expenditures

Fight results

1: (Week 1) Ash-Del Oghoth, Hawkeye 60 [Zevox]: [post=9585857]Win by lack of tactics[/post] [+675xp/+675gp]
2: (Week 2) Felicity Lanksharm, Salrantol [DSugui]: [post=9652513]Win[/post] [+900xp/+900gp]
--used potion of Shield of Faith +2
3: (Week 3) Andurwin, Zelck and Idhald, Milov with Emorick, Iced (team fight) [Zevox]: [post=9725640]loss[/post] [+225xp/+225gp]
--used 1 arrow
4: (Week 1) Andurwin, Zelck [ayyiniwindryder]: [post=9823669]Win[/post] [900xp/900gp]
--used 2 arrows
5: (Week 2) Ook Scalari, NiQil, and Genia Lanter, Milov (all vs all) [Zevox]: [post=9878136]win[/post] [+1500xp/+1500gp]
--used Potion of Enlarge Person
6: (Week 3) Krug, DSugui and Istima Telarc, Zevox (hunter) [hogarth]: [post=9965985]1 kill[/post] [900xp/900gp]
X1: Sit out to [post=10008656]Craft[/post] a Spiked Mithril Breastplate.
7: (Week 1) Destra Stormwind, Zevox with Shadowsong, Erithmu (interleague) [King Uther]: [post=10122509]loss[/post] [+400xp/+400gp]


Experience Breakdown

3200xp to start
+5500xp from fights +675+900+225+900+1500+900+400 (fights)
+xp from miniquests + (miniquests)


Past Expenditures (tot. 300gp)

3 Arrows [0gp]
Potion of Shield of Faith +2 [50gp]
Potion of Enlarge Person [250gp]
Sold Mithril Chain Shirt [550gpC] [Net 0gp]
Sold -- Armor Spikes [25gpC] [Net 0gp]



tactics for Osiris
I actually have 5 spell levels available this fight because my total spell levels is 14 not 11. I forgot to update, though i have the right # of spells.

Start Mounted on Ornerus with scroll of obscuring mist in hand.

1: Cast Alter Self for Salamander (flamebrother) form. (+7 AC) oscuria delays to be after me.
2: Ready to cast obscuring mist (scroll) if i see an enemy.

repeat until i see an enemy...

3: After casting obscuring mist then follow specific tactics:

Farig:
cast ghoul touch designating Oscuria as toucher and dropping scroll draw scythe. Oscuria will charge forward and touch enemy. I will ride forward and attack as will the horse. Following round is CDG.

Sali:
Run away.

After Farig is dead, then use superior speed to avoid Sali and pelt with crossbow bolts until he dies or i do. If the situation gets desperate and i'm going to die in 1 more hit from a crossbow then cast chill touch with Oscuria as toucher. Charge on horse with scythe and have all allies attack with me.

remember to use ride checks to use mount as cover for +4 AC.

If i'm forced to move out because of the 10 round rule then move and ready.

If Sali CDG'd Farig by the time i get there than give props to Sali and use Farig tactics on him.

Ignore Farig's horse.

Use cause fear if i get somewhere i don't want to be.

pm me any questios, comments, or concerns. If stuck in a situation not ocvered in my tactics play Osiris as you'd play one of your own characters. Remember that all my items and resources are at your disposal.

thanks,
~Iced


tactics for Sali
Thanks for Pitlording.

I used 0 Spell Levels in Fight 1, so 10 are available for this match.

Analysis
Osiris worries me a bit, with those high DCs. I'm really hoping he burns them on Farig first, heh. Melee is my specialty, and (barring touch spells), his weakness.

Farig's low Will save will hopefully be his downfall. Otherwise, he and his horsey have me beat at my own game.

Early Rounds
Round 0 - begin in center of square, holding my greatsword
Round 1 - cast Shield of Faith from memory
Round 2 - cast Magic Weapon from memory
Round 3 - cast Aid from memory
Round 4 - cast Guidance from memory
Round 5-7 - wait
Round 8+ - move out slowly, readying to Hold Farig on sight

The Fight
vs Osiris - If he is a lizard, concentrate on his horse. Otherwise, go for the throat. Hopefully, I will pass his save-or-dies.

vs Farig - If Hold doesn't do it, try again. Failing that, go melee.

If I have not cast Hold on Farig a second time, and am presented with both foes, go for the second Hold. If it fails, Osiris is my primary target, because I am more likely to bring him down at that point.

Burn my 1/day reroll on the first failed crit confirm

I'm expecting to kick the bucket in this one, honestly. Unless I get really lucky and pass Osiris' saves, and Farig fails mine, of course. Both horse allies still give my problems, though. Perhaps my stalling will get me second place.


tactics for Farig
Farig's tactics vs Osiris and Sali Kan

A necromancer and a cleric in the sewer versus a fighter?

Okay - let's see what we can do. Start off in the water nearest the left hand corridor (if facing towards the center of the sewer) with dire flail locked and ready. Whirlwind will guard the starting area.

Moving at half speed - seek out my opponent. Pause at a corner before rounding it so that I have full movement the next round to reach another corner. Stay away from the sewer grates and the acidic sludge and just seek out an opponent.

Once found - trip and kill - trip and kill. If I hear the sounds of battle - approach it and engage. Either opponent, if wounded, is just as good as another - so attack until s/he is dead. If neither is wounded - kill Sali Kan first.

That's pretty much it. I don't think there's much need for using expendables here - and the nature of the sewer will probably make this a quick and dirty fight.

Once in melee - full attack (trip until the opponent goes down, attack, attack).


The Fight

Note: I won't link every single roll, but they are here.

Initiative and starting positions:
Osiris is first and starts in box 1, mounted and holding a scroll.
Sali is second and starts in box 3, holding his massive sword.
Farig is third and starts in box 4, the dire flail locked on his gauntlet. Whirlwind is actually faster than Farig, but decides to delay after him.

Osiris [2,31] 23/23hp, 5/5sl, AC10 (flat-footed)
Ornerus [2,31] 22/22hp, AC13 (flat-footed)
Sali [31,2] 33/33hp, 10/10sl, AC18 (flat-footed)
Farig [2,4] 34/34hp, AC16 (flat-footed)
Whirlwind [2,3] 22/22hp, AC17 (flat-footed)

Round 1:
Osiris turns into a salamander troglodyte! She is having hard times sitting on his mount. (I'm ruling here that the large horse is an ill-suited mount for a small salamander, giving a -5 penalty. I base my decision on the fact that the description of a light horse says that it's suitable for a human, dwarf, elf, half-elf, or half-orc)
Sali starts with some protecting magic.
Farig tells Whirlwind to guard the area and moves out slowly towards north, knowing that there is someone because of the sounds of casting echoing through the pipe.

Osiris [2,31] 23/23hp, 3/5sl, AC19 (alter self (salamander troglodyte)(401))
Ornerus [2,31] 22/22hp, AC18
Sali [31,2] 33/33hp, 9/10sl, AC21 (shield of faith(41))
Farig [2,7] 34/34hp, AC20
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Osir,L,2,31,Osiris w Ornerus;b=Sali,M,31,2,Sali Kan;c=Fari,M,2,4,2,7,Farig;d=Whir,L,2,3,Whirlwind)

Round 2:
Osiris readies to cast the scroll when she sees an enemy.
Sali buffs his weapon.
Farig moves.

Osiris [2,31] 23/23hp, 3/5sl, AC19 (alter self (salamander troglodyte)(401), readying)
Ornerus [2,31] 22/22hp, AC18
Sali [31,2] 33/33hp, 8/10sl, AC21 (shield of faith(41), magic weapon(42))
Farig [4,12] 34/34hp, AC20
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Osir,L,2,31,Osiris w Ornerus;b=Sali,M,31,2,Sali Kan;c=Fari,M,2,7,2,12,4,12,Farig;d=Whir,L,2,3,Whirlwind)

Round 3:
Osiris keeps readying.
Sali buffs with some helpful magic.
Farig moves. (I'm sorry I noticed later that I had Farig actually move through a grate. I don't think this would have a serious effect on the fight though, so I won't start editing. Sorry. Me stuppid.)

Osiris [2,31] 23/23hp, 3/5sl, AC19 (alter self (salamander troglodyte), readying)
Ornerus [2,31] 22/22hp, AC18
Sali [31,2] 11+33/33hp, 8/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43))
Farig [5,20] 34/34hp, AC20
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Osir,L,2,31,Osiris w Ornerus;b=Sali,M,31,2,Sali Kan;c=Fari,M,4,12,5,12,5,20,Farig;d=Whir,L,2,3,Whirlwind)

Round 4:
Osiris readies.
Sali casts some more.
Farig takes only a few steps forward.

Osiris [2,31] 23/23hp, 3/5sl, AC19 (alter self (salamander troglodyte), readying)
Ornerus [2,31] 22/22hp, AC18
Sali [31,2] 11+33/33hp, 8/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43), guidance (14))
Farig [5,21] 34/34hp, AC20
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Osir,L,2,31,Osiris w Ornerus;b=Sali,M,31,2,Sali Kan;c=Fari,M,5,20,5,21,Farig;d=Whir,L,2,3,Whirlwind)

Round 5:
Osiris readies.
Sali stands still.
Farig moves around the corner, triggering Osiris's action.
Osiris casts obscuring mist.
Farig bases Osiris inside the mist.

Osiris [2,31] 23/23hp, 3/5sl, AC19 (alter self (salamander troglodyte), obscuring mist (15), concealment)
Ornerus [2,31] 22/22hp, AC18
Sali [31,2] 11+33/33hp, 8/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43), guidance (14))
Farig [2,29] 34/34hp, AC20 (concealment)
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Osir,L,2,31,Osiris w Ornerus;b=Sali,M,31,2,Sali Kan;c=Fari,M,5,21,3,21,2,22,2,29,Farig;d=Whir,L,2,3,Whirlwind;n=Obscurin,3,30,4)

Round 6:
Osiris guides Ornerus to step back and casts Ghoul Touch, designating Oscuria as the toucher. She then takes out her scythe.
Oscuria flies forward, trying to touch Farig.
Farig interrupts with a swing from the dire flail, missing slightly.
Oscuria tries to touch, but misses.
Sali waits.
Farig steps and tries to trip Osiris, but she ducks before the flai. Osiris isn't fast enough to duck the other end and drops Osiris from the horse who lands on her feet. The following attack hits for 13 damage (confirmed)!

Osiris [2,32] 10/23hp, 3/5sl, AC19 (alter self (salamander troglodyte), obscuring mist (15), concealment)
Ornerus [2,32] 22/22hp, AC18
Sali [31,2] 11+33/33hp, 8/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43), guidance (14))
Farig [2,30] 34/34hp, AC20 (concealment)
Whirlwind [2,3] 22/22hp, AC18 (guarding)

Round 7:
Osiris waits for Oscuria to try again.
Oscuria attacks.
Farig interrupts, dropping Oscuria (damage: 2) and deals 7 damage.
Osiris lets Ornerus attack (defending) for 4 damage.
Osiris uses cause fear on Farig and he decides that he'd better run from the scary necromancer for 4 rounds!
Sali waits.
Farig takes a hike.

Oscuria [3,31] 2/11hp, AC14 (prone, concealment)
Ornerus [2,32] 22/22hp, AC18 (defending, concealment)
Osiris [2,32] 10/23hp, 2/5sl, AC19 (alter self (salamander troglodyte), obscuring mist (15), concealment)
Sali [31,2] 11+33/33hp, 8/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43), guidance (14))
Farig [4,21] 30/34hp, AC20 (frightened (11))
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Osir,L,2,32,Ornerus;b=Sali,M,31,2,Sali Kan;c=Fari,M,2,30,2,21,4,21,Farig;d=Whir,L,2,3,Whirlwind;e=Osir,M,4,31;n=Obscurin,3,30,4)

Round 8:
Osiris and her gang regroup, meaning that she mounts and others delay.
Sali finally moves out.
Farig runs away.

Osiris [2,32] 10/23hp, 2/5sl, AC19 (alter self (salamander troglodyte), obscuring mist (15), concealment)
Oscuria [2,32] 2/11hp, AC18
Ornerus [2,32] 22/22hp, AC18 (concealment)
Sali [31,2] 11+33/33hp, 8/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43), guidance (14))
Farig [12,20] 30/34hp, AC20 (frightened (11))
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Osir,L,2,32,Ornerus;b=Sali,M,31,2,24,2,Sali Kan;c=Fari,M,4,21,11,21,12,20,Farig;d=Whir,L,2,3,Whirlwind;n=Obscurin,3,30,4)

Round 9:
Osiris moves and finds Farig.
Sali moves and readies to hold Farig.
Farig runs away.

Osiris [11,28] 10/23hp, 2/5sl, AC19 (alter self (salamander troglodyte), obscuring mist (15))
Oscuria [11,28] 2/11hp, AC18
Ornerus [11,28] 22/22hp, AC18
Sali [21,4] 11+33/33hp, 6/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43), guidance (14))
Farig [22,21] 30/34hp, AC20 (frightened (11))
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Osir,L,2,32,11,31,11,28,Ornerus;b=Sali,M,24,2,22,2,21,4,Sali Kan;c=Fari,M,12,20,21,20,22,21,Farig;d=Whir,L,2,3,Whirlwind;n=Obscurin,3,30,4)

Round 10:
Osiris chases Farig, but her mount is too slow in the water.
Sali moves and readies.
Farig runs.

Osiris [15,20] 10/23hp, 2/5sl, AC19 (alter self (troglodyte) (401), obscuring mist (15))
Oscuria [15,20] 2/11hp, AC18
Ornerus [15,20] 22/22hp, AC18
Sali [21,7] 11+33/33hp, 6/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43), guidance (14))
Farig [31,24] 30/34hp, AC20 (frightened (11))
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Orne,L,11,28,11,20,15,20,Ornerus w Osiris;b=Sali,M,21,4,21,7,Sali;c=Fari,M,22,21,30,21,31,24,Farig;d=Whir,L,2,3,Whirlwind)

Round 11:
Osiris chases.
Sali moves where the fight is going.
Farig has had enough of running and turns to face Osiris, but can't quite base her because of the muddy water slowing him down.

Osiris [25,22] 10/23hp, 2/5sl, AC19 (alter self (troglodyte) (401), obscuring mist (15))
Oscuria [25,22] 2/11hp, AC18
Ornerus [25,22] 22/22hp, AC18
Sali [20,14] 11+33/33hp, 6/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43), guidance (14))
Farig [28,21] 30/34hp, AC20
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Orne,L,15,20,21,20,21,22,25,22,Ornerus w Osiris;b=Sali,M,21,7,21,13,20,14,Sali;c=Fari,M,31,24,31,22,28,21,Farig;d=Whir,L,2,3,Whirlwind)

Round 12:
(I had miscalculated Osiris's SL's so there shouldn't be any ghoult touch this round)
Osiris casts ghoul touch and sends Oscuria to deliver it.
Farig tries to interrupt Oscuria, but misses.
Oscuria barely hits with the touch, but Farig resists the spell!

Osiris takes out her crossbow and shoots, but misses.
Sali moves and readies.
Farig attacks Osiris, but misses with both attempts!

Osiris [25,22] 10/23hp, 0/5sl, AC19 (alter self (troglodyte) (401), obscuring mist (15))
Oscuria [25,22] 2/11hp, AC18
Ornerus [25,22] 22/22hp, AC18
Sali [20,18] 11+33/33hp, 6/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43), guidance (14))
Farig [27,21] 30/34hp, AC20
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Orne,L,25,22,Ornerus w Osiris;b=Sali,M,20,14,20,18,Sali;c=Fari,M,28,21,27,21,Farig;d=Whir,L,2,3,Whirlwind)

Round 13:
Osiris commands her horse to attack!
Ornerus attacks for 5 (critical) damage and then steps back.
Sali moves in and holds Farig!
Farig tries to shake off the spell and succeeds!

Osiris [24,22] 10/23hp, 0/5sl, AC19 (alter self (troglodyte) (401), obscuring mist (15))
Oscuria [24,22] 2/11hp, AC18
Ornerus [24,22] 22/22hp, AC18
Sali [21,21] 11+33/33hp, 6/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43), guidance (14))
Farig [27,21] 25/34hp, AC11 (held)
Whirlwind [2,3] 22/22hp, AC18 (guarding)

IMAGE(http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Orne,L,25,22,24,22,Ornerus w Osiris;b=Sali,M,20,18,21,21,Sali;c=Fari,M,27,21,Farig;d=Whir,L,2,3,Whirlwind)

Round 14:
Osiris reloads and shoots while they step towards Farig. (damage: 3)
Ornerus connects with a kick! (damage: 7)
Sali tries to hold Farig again, but this time farig resists!
Farig is finally free and attacks Osiris! He drops her face-down (damage 3) from the horse but doesn't hit the prone necromancer.

Osiris [25,22] 7/23hp, 0/5sl, AC19 (alter self (troglodyte) (401), obscuring mist (15))
Ornerus [25,22] 22/22hp, AC18
Sali [21,21] 11+33/33hp, 2/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43))
Farig [27,21] 15/34hp, AC20

Round 15:
Osiris tries to get up, but Farig knocks her down, this time permanently! (damage 12)
Ornerus runs away form the fight.
Sali bases Farig.

Sali [26,21] 11+33/33hp, 2/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43))
Farig [27,21] 15/34hp, AC20

Round 16:
Farig trips Sali and smashes for 23 damage!
Sali gets up, but gets another hit for 10 damage!
Sali returns the attack for 16 damage, dropping Farig!

Sali [26,21] 11/33hp, 2/10sl, AC21 (shield of faith(41), magic weapon(42), aid (43))
Farig [27,21] -1/34hp, AC20


Result

Sali Kan is 1st. 2500xp + 2500gp
Farig is 2nd. 900xp + 900gp
Osiris is 3rd. 400xp + 400gp

Sali used spells: 2x Hold Person, Aid, Magic Weapon, Shield of Faith. Free action profession +63gp
Farig used nothing. Free activity forgery.
Osiris used a scroll of Obscuring Mist, spells: Ghoul Touch, Alter Self, Cause Fear. Free activity scribe scrolls.
Vivi Ornitier

Vivi Ornitier
Male Human
Neutral
Sorcerer 4, ECL 4
XP:8,900/10,000

STR...10 [+0] ...(2 pts)
DEX...14 [+2] ...(6 pts)
CON...14 [+2] ...(6 pts)
INT...12 [+1] ...(4 pts)
WIS...10 [+0] ...(2 pts)
CHA...19 [+4] ...(16 pts)[+1 4th lvl]

Hit Points: 19.5 [4d4+8 HD]
AC 12 [+2 dex], Touch 12, Flat 10 [+4 mage armor]
Initiative: +2 [2dex]
BAB/Grap: +2/+2 [+1bab]
Speed 30ft [base 30]

Saves:
Fort +3 [+1 Sorcerer +2con]
Refl +3 [+1 Sorcerer, +2dex]
Will +4 [+4 Sorcerer, +0wis]

Attacks:
Rays +4 ranged [+2 BAB, +2dex]
Ranged Touch +4 ranged [+2 BAB, +2 dex]
Melee Touch +2 melee [+2 BAB]
Dagger +2 melee [+2 BAB] 1d4
Light Crossbow +4 [+2bab +2dex]

Feats:
Enlarge Spell [human]
Skill Focus (dimplmacy)[1st lvl]
Improved Familiar [3rd lvl]

Racial and Class Abilities:
Show

(Human): +1 skill point/lvl
(Human): 1st level bonus feat
(Sorcerer): Ability to cast arcane spells without preparation
(Sorcerer): Familiar


Skills (28 points Sorcerer)
+3 Knowledge (arcana) [2 rnks, +1 int]
+8 Spellcraft [7 rnks, +1 int]
+9 Concentration [7 rnks +2con]
+12 Diplomacy [7 rnkscc, +4cha +2syn +3feat]
+9 Bluff [5 rnks +4cha]
+2 Hide [+2 dex]
+2 Move Silently [+2 dex]
+0 Listen [+0 wis]
+0 Spot [+0 wis]

Speaks: Common, Auran

[Fight 2/3 Spell levels: 15; Cast: 5+5] forfeit last week
Spells per Day: [7/4] [Spell levels: 15; Cast: 5]

Spells Known: [6/3/1]
0: [DC 14] Detect Magic, Acid Splash, Resistance, Read Magic, Ray of Frost, Touch of Fatigue
1: [DC 15] Ray of Enfeeblement, Mage Armor, Shocking Grasp
2: [DC 16] Invisibility,

Buffs and Prefight actions:
Aero & Celest

Equipment:
Traveler's Outfit [5 lbs]
Spell Component Pouch [2lbs] [5gp]
Dagger [1lb][2gp]
Light Crossbow [4lbs][35gp]

Expendable Items: [CL]
20 bolts [2lbs][2gp]
Potion of CLW (x4) [200gp]
Familiar [100gp]

Equipment at home:
7841gp.

[3005gp]

Miscellaneous Statistics:
Encumbance: 0-33 (light), 34-66 (medium), 67-100 (heavy)
Weight carried: 7lbs

Celest:
Show

IMAGE(http://www.battle.net/war3/images/neutral/units/portraits/hawk.gif)
Tiny Celestial Hawk
Familiar

Statistics:
STR....06 (-2)
DEX....17 (+3)
CON....10 (+0)
INT.....7 (-2)
WIS....14 (+2)
Cha.....06 (-2)

Hitpoints:.......9 (4 HD)
Bab/Grp:.......+2/-8
Movement:.....10', Fly 60' (average)
Initiative:.......+4
Armor Class:...19 [+2size,+3dex,+4natural] touch 15, flat 16

Saves:
For +2 [2 hwk +0con]
Ref +5 [2 hwk +3dex]
Will +6 [4 sor +2wis]

Special abilities:
Weapon finesse, Alertness, Improved evasion, Share spells, Empathic link, Deliver touch spells, Darkvision 60ft, Damage reduction 5/magic, Resistance to acid, cold, and electricity 5, Spell resistance 9

Skills:
+13 Spot [4rnks +2wis +8hwk]
+5 Spellcraft [7 rnks, -2 int]

Attacks: Talons +7 melee [+2bab,+3dex,+2size], 1d4-2 (20/x2)


Aero
Show

Air Elemental

Statistics:
STR....10 (+0)
DEX....17 (+3)
CON....10 (+0)
INT.....4 (-6)
WIS....11 (+0)
Cha.....11 (+0)

Hitpoints:.......9 (2d8 HD)
Bab/Grp:.......+1/-3
Movement:......Fly 100' (prefect)
Initiative:.......+7
Armor Class:...17 [+1size,+3dex,+3natural] touch 14, flat 14

Saves:
For +0 [0 Air +0con]
Ref +6 [3 Air +3dex]
Will +0 [0 Air +0wis]

Feats: Flyby Attack, Improved Initiative, Weapon Finesse

Skills: Listen +2, Sopt +3

Attacks: Slam +5 [+1bab +3dex +1size], 1d4 (20/x2)



Character Background:

Default Tactics

Fights results:
1: MQ 2 small air elementals [+600gp][+600xp]
2:Felan (TelinArtho) WIN![+900gp][+900xp]
3: Alagar (King Uther) ******* Brooch of Shielding [+350xp][+350gp]
4: Aerryl (MindWanderer)loss[+350 xp][+350gp]
5: 1/3 Micah Ashald (DarthVegan) Loss[+400xp][+400gp] Dont want to Talk about it

Past Expenditures
Show

Wand of Magic Missiles [CL 7] [4935 gp]


Ivan Banai
Ivan Banai
"Such an amazing city! ...What is that smell?"
Gender and Race: Male Human
Size and Type: Medium Humanoid(human)
Height and Weight: 5'9", 155 lbs
Age: 22
Alignment: Lawful Neutral
ECL: Ranger 2/Monk 2
Experience: 7525/10000

Attributes:
STR...14 [+2] (6 pts)
DEX...17 [+3] (10 pts) [16 base, +1 levels]
CON...14 [+2] (6 pts)
INT...10 [+0] (2 pts)
WIS...16 [+3] (10 pts)
CHA...10 [+0] (2 pts)

Miscellaneous Statistics:
Hit Points: 29 [3HD] [8rng1 + 1x(4.5rng) + 2x(4.5mnk) + 4x(2con)]
AC 16 [+3dex, +3wis]
Touch 16 [+3dex, +3wis]
Flat 13 [+3wis]
Initiative: +7 [+3dex, +4feat]
BAB: +3 [+2rng, +1mnk]
Grapple: +9 [+3bab, +2str, +4feat]
Speed: 30' [30' base]
Weight Carried: 29.95, light [0-58 (light), 59-116 (medium), 117-175 (heavy)]

Saves:
Fort: +9 [+3rng, +3mnk, +2con, +1item]
Ref: +10 [+3rng, +3mnk, +3dex, +1item] Evasion
Will: +9 [+0rng, +3mnk, +3wis, +2feat, +1item]

Melee Attacks:
Masterwork Short Sword +6, 1d6+2, (19-20/x2), piercing [+3bab, +2str, +1mw]
Unarmed +5, 1d6+2, (20/x2), bludgeoning [+3bab, +2str]
Unarmed (flurry) +3/+3, 1d6+2, (20/x2), bludgeoning [+3bab, +2str, -2flurry]

Ranged Attacks:
+1 Mighty (+2) Longbow +7, 1d8+3, (20/x3), piercing, 110' [+3bab, +3dex, +1enh]
+1 Mighty (+2) Longbow (rapid shot) +5/+5, 1d8+3, (20/x3), piercing, 110' [+3bab, +3dex, +1enh, -2rapid]

Special Attacks and Abilities:
+2 damage vs. humans [favored emeny]
+1 attack, +1 damage with ranged attack in 30' [point blank shot]

Feats:
Improved Initiative [1st level]
Point Blank Shot [human bonus]
Track [rng1 bonus]
Rapid Shot [rng2 bonus]
Iron Will [3rd level]
Improved Unarmed Strike [mnk1 bonus]
Improved Grapple [mnk1 bonus]
Deflect Arrows [mnk2 bonus]

Skills:
Total Skill Points: 45 [30+5 rng, 8+2 mnk]
Languages: Common [racial]
Armor Check Penalty: 0

+0 Bluff [+0cha] [+2 vs. humans]
+7 Climb [5rng, +2str]
+10 Hide [5rng, 2mnk, +3dex]
+5 Knowledge (geography) [5rng, +0int]
+10 Listen [5rng, 2mnk, +3wis] [+2 vs. humans]
+10 Move Silently [5rng, 2mnk, +3dex]
+12 Profession (cartographer) [5rng, 2mnk, +3wis, +2 tools] [88 gp]
+3 Sense Motive [+3wis] [+2 vs. humans]
+10 Spot [5rng, 2mnk, +3wis] [+2 vs. humans]
+3 Survival [+3wis] [+2 vs. humans, +2 to avoid hazards or getting lost]

Prefight Actions:

Equipment Worn and Carried:
Traveler's Outfit [- lbs][- gp]
Masterwork Short Sword [2 lbs][310 gp]
+1 Mighty (+2) Composite Longbow [3 lbs][2600 gp]
(x48) Arrows [0.15 lbs each = 7.2 lbs][0.05 gp each = 2.4 gp]
(x30) Cold Iron Arrows [0.15 lbs each = 4.5 lbs][0.1 gp each = 3 gp]
(x25) Silver Arrows [0.15 lbs each = 3.75 lbs][2.05 gp each = 51.25 gp]
Cloak of Resistance +1 [1 lb][1000 gp]
(x02) Tanglefoot Bag [4 lbs each = 8 lbs][50 gp each = 100 gp]

Expendable Items: Max total (42 x 50): 800 gp [Current total: 550 gp]
(x02) Potion of Mage Armor [CL 1] [0.1 lbs each = 0.2 lbs][50 gp each = 100 gp]
(x02) Potion of Shield of Faith +2 [CL 1] [0.1 lbs each = 0.2 lbs][50 gp each = 100 gp]
(x01) Potion of Hide from Animals [CL 1] [0.1 lbs each = 0.1 lbs][50 gp each = 50 gp]
(x02) Tattoo of Expansion [ML 1] [0.0 lbs each = 0.0 lbs][100 gp each = 200 gp]
(x01) Tattoo of Offensive Prescience [ML 1] [0.0 lbs each = 0.0 lbs][100 gp each = 100 gp]

Equipment at Home:
Gold: 2041
Masterwork Cartography Equipment [1 lbs][50 gp]

Action Results:
[POST=9572409]Fight 1[/POST]...Loss vs Igg (NiQil)...+300xp/gp [+63 gp Profession]
[POST=9779701]Fight 2[/POST]...Second vs Osiris (Iced) vs Genia (Milov) vs Zodiac (Vathelokai)...+975xp/gp [+63 gp Profession]
[POST=9820090]Fight 3[/POST]...Win! -> Genia (Milov) -> Kervan (MindWandererB)...+1500xp/gp [+63gp Profession]
[POST=9891573]Fight 4[/POST]...Loss vs Mort (McJarvis)...+300xp/gp [+63 gp Profession] Levelup!
[POST=9987393]Fight 5[/POST]...Loss vs Andurwin (Zelck)...+400xp/gp [+88 gp Profession]
[POST=10025012]Fight 6[/POST]...Loss vs Izumi (Macbrea)...+400xp/gp [+88 gp Profession]
[POST=10126256]Fight 7[/POST]...Loss vs Annalina (Zevox)...+450xp/gp [+88 gp Profession]

Allies:
Maximum CR per ally: 1 [4ecl - 4 = 1]
Maximum ECL per ally: 2 [4ecl - 2 = 2]
Maximum CA of allies per fight: 2 [4ecl - 2 = 2]

Non-Combat Abilities
Human:
Extra Skill Points
Bonus Feat: Point Blank Shot

Ranger:
Weapon and Armor Proficiencies
Favored Enemy +2: Humanoid(human)
Bonus Feat: Track
Wild Empathy +2
Combat Style: Archery (Bonus Feat: Rapid Shot)

Monk:
Weapon and Armor Proficiencies
Flurry of Blows -2
Unarmed Strike 1d6 (Bonus Feat: Improved Unarmed Strike)
AC Bonus (+0, +wis)
Bonus Feat: Improved Grapple
Bonus Feat: Deflect Arrows
Evasion


Miscellaneous Information

Default Tactics
Placeholder

Background
As a traveler, one picks up many stories from many places...some of which are true, and some of which are not. It would seem that the wondrous tales of the great city of Gladius were not at all exagerated. The stifling mass of humanity here is sweaty, hot, and oppressive - and it sickens me. Nonetheless, I have resolved to endure and remain here for a time. There are so many secrets waiting to be found! And, curiously, the Arena beckons...



Accounting:

Experience:
Starting: 3200
Earned: 4325
Spent: 0
Remaining: 7525

Gold:
Starting: 3000
Earned: 4841
Spent: 5800
Remaining: 2041

Previously Owned:


Used Items
(x32) Arrows [0.15 lbs each = 4.8 lbs][0.05 gp each = 1.6 gp]
(x10) Cold Iron Arrows [0.15 lbs each = 1.5 lbs][0.1 gp each = 1 gp]
(x15) Silver Arrows [0.15 lbs each = 2.25 lbs][2.05 gp each = 30.75 gp]
(x03) Tattoo of Force Screen [ML 1] [0.0 lbs each = 0.0 lbs][100 gp each = 300 gp]
(x03) Tattoo of Inertial Armor [ML 1] [0.0 lbs each = 0.0 lbs][100 gp each = 300 gp]
(x02) Tanglefoot Bag [4 lbs each = 8 lbs][50 gp each = 100 gp]
(x03) Potion of Mage Armor [CL 1] [0.1 lbs each = 0.3 lbs][50 gp each = 150 gp]
(x03) Potion of Shield of Faith +2 [CL 1][0.1 lbs each = 0.3 lbs][50 gp each = 150 gp]
(x01) Tattoo of Expansion [ML 1] [0.0 lbs each = 0.0 lbs][100 gp each = 100 gp]




Current 3FC Information:

Fight 1

Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: None
Items Used: Potion of Mage Armor, Potion of Shield of Faith, Tattoo of Expansion, Arrows (2) (3 fired, 1 hit, 1 recovered)
Spells of Powerpoints Used:
x/day Abilities Used: None
Free Activity: Profession (cartographer) for 88 gp.



Vivi's Tactics

ok lets try vivi again.

start in the center of the box. aero next to vivi with celest on shoulder

A = Aero
V = Vivi

Round 1:
V: Cast invis on aero

Round 2:
A: go look for ivan
V: cast invis on self

Round 3:
A: charge and attack in melee
V: cast mage armor

Round 4-?:
V: start moving out and look for ivan
A: stay if hurt then fly up to the ceiling

Round once he is found:
move towards him and cast shocking grasp in melee with Celest. and continue.

if i get hurt below 9hp then cast invis and move away.

if celest gets hurt then almost dead then have him fly away.

go hide and use my X-Bow


Ivan's tactics

Why is his familiar, Celeste, a celestial hawk?
Improved Familiar feat

Analysis
Vivi has low ac, low touch ac, low grapple, low hit points, and is my Favored Enemy. Celest is of no direct concern, but may deliver touch spells (fatigue, shocking). Aero has no ranged options and an abysmal grapple mod. Invisibility won't do him much good, but Ray and Shocking may be nasty. Getting high touch ac is essential.

Early Rounds
Round 0 - begin with bow and Potion of Mage Armor in hand
Round 1 - drink potion, draw Potion of Shield of Faith
Round 2 - drink potion (deflection bonues apply to touch AC), ready to fire on sight.
Round 3+ - maintain cover, and ready-to-fire
Repeat until he finds me or delay penalties
If delay - move/ready, maintaining cover

The Fight
If Aero spotted - Shoot down if flying, otherwise grapple.

If Celeste spotted - Shoot down as quickly as possible.

If Vivi spotted - Get into grapple ASAP, perhaps using a charge to ensure contact. As long as I grab him and Aero doesn't get lucky, the fight is over.

Hopefully, Aero will show up first, due to his high speed. He should go down with a solid shot or two (or grapple). Celeste should be second, and may be dangerous due to touch spell delivery, but another few shots should down the bird quickly. Once I initiate grappling with Vivi, he has no offense (save Aero, if he isn't down yet).

Barring bad luck, I'm expecting a win on this one...which probably means I'll lose...again. *sigh*, heh


The Fight

[Prefight Locations and Initiative]
Vivi starts in area 2 at the default location. Celeste is on his shoulder and Aero beside him. Initiative 13, Aero 21
Ivan starts in area 3 at the default location with a bow and a potion of Mage Armor in hand. Initiative 9.

[Round 1]
Aero delays for instruction.
Vivi casts Invisibility on Aero. He tells Aero to find Ivan.
Aero moves out and finds Ivan quickly. He moves closer to set up a charge.
Ivan drinks the potion and draws a potion of Shield of faith.

[Round 2]
Vivi casts Invisibility.
Aero charges at Ivan [14+1 vs AC13+4, miss]
Ivan steps back and drinks the potion.

[Round 3]
Vivi casts Mage Armor and moves out.
Aero moves directly above Ivan and attacks [25 vs AC16+4+2, hit; Dmg 1d4=3]
Ivan tries to grapple the air elemental [15 vs AC14, success; Opposed 24 vs 1, success; Dmg 1d6+2=7]

Vivi 19/19, Invisibility (ends 42), Mage Armor (ends 2403)
-- Aero 2/9
Ivan 26/29, Mage Armor (ends 601), Shield of Faith (ends 12)

[Round 4]
Vivi moves to close.
Aero tries to escape the grapple [15 vs 14, success], and moves away (breaking LOS) [AoO 9 vs AC14, miss]
Ivan moves to the corner- hoping to find Vivi.

[Round 5]
Vivi sees Aero fleeing and tells him to stay safe in Auran. He then heads towards Ivan. [MS 12 vs Listen 29]
Aero moves to the ceiling and stays out of sight.
Ivan hears Vivi, so he tries to pinpoint his location [Listen 28 vs DC12] but cannot pinpoint.

[Round 6]
Vivi casts Shocking Grasp and designates Celeste as the toucher. [21 vs DC0, pinpointed]
Ivan readies to grapple on sight of Vivi.

[Round 7]
Vivi moves to base. Celeste moves with him and into Ivan's area and touches Ivan [23 vs AC13+2, hit; Dmg 4d6=10]
Ivan sees Vivi, so he tries to start a grapple [10 vs AC12, miss]

Vivi 19/19, Invisibility (ends 42), Mage Armor (ends 2403)
-- Aero 2/9
Ivan 16/29, Mage Armor (ends 601), Shield of Faith (ends 12)

[Round 8]
Vivi casts Shocking Grasp defensively, designating Celeste as the toucher [Concentration 29 vs DC15+1, success] [Celeste touches 22 vs AC16+2, hit; Dmg 4d6=12]
Ivan tries to grapple Vivi [15 vs AC12, success; Opposed 10 vs 18, fails]

Vivi 19/19, Invisibility (ends 42), Mage Armor (ends 2403)
-- Aero 2/9
Ivan 4/29, Mage Armor (ends 601), Shield of Faith (ends 12)

[Round 9]
Vivi casts Shocking Grasp defensively, designating Celeste as the toucher [24 vs DC15+1, success] [Celeste touches 15 vs AC16+2, miss]
Ivan tries to grapple Vivi [6! (automiss)]

[Round 10]
Vivi delays for Celeste to touch.
Celeste touches Ivan [8! (automiss)]
Vivi draws a dagger and attacks Ivan [17 vs AC16+4+2, miss]
Ivan tries to grapple Vivi [23 vs AC12, success; Opposed 13 vs 17, fails]

[Round 11]
Celeste touches Ivan [15 vs AC16+2, miss]
Vivi attacks Ivan [3! (automiss)]
Ivan tries to grapple Vivi [10 vs AC12, miss]

[Round 12]
Celete touches Ivan [9 vs AC16+2, miss]
Vivi aids Celeste [22! vs AC10, success]
[Shield of Faith ends]
Ivan tries to grapple Vivi [19 vs AC12, success; Opposed 10 vs 7, success; Dmg 1d6+2=4]

Vivi 15/19, Mage Armor (ends 2403)
-- Aero 2/9
Ivan 4/29, Mage Armor (ends 601)

[Round 13]
Celeste touches Ivan [18+2 vs AC13, hit; Dmg 4d6=10] and Ivan collapses.


Fight Summary

Vivi wins and gains 1200xp - 12.5% = 1050xp/1050gp. This is Vivi's 2nd fight.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: Mage Armor (4 hours minus 10 rounds left)
Items Used: none
Spells or Powerpoints Used: 8 SLs (Invisibiliy x2, Mage Armor, Shocking Grasp x3)
x/day Abilities Used: none
Free Activity: none
Previous Weeks

Used nothing - he forfeited.


Ivan loses and gain 400xp + 12.5% = 450xp/450gp. This is Ivan's 2nd fight
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: Potion of Mage Armor, Potion of Shield of Faith +2
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: Cartographer (+88gp)
Previous Weeks

Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: None
Items Used: Potion of Mage Armor, Potion of Shield of Faith, Tattoo of Expansion, Arrows (2) (3 fired, 1 hit, 1 recovered)
Spells of Powerpoints Used:
x/day Abilities Used: None
Free Activity: Profession (cartographer) for 88 gp.


[Pitlord Notes]
@ayyin - wow - you had some horrible luck here. Even after getting hit by 2 shocking grasps I was figuring you'd be able to get him grapples before getting struck down. Once the 3rd shocking grasp was cast successfully though, even in the grapple - you were going to have a hard time.

@Dr Funk - making Aero invisible helped here - but I definitely would have waited to have him engage on the chance that you were grappled. Even from an invisible attacker, Ivan had a decent AC and he was a big threat to Aero with Aero's low touch AC and HP. Once you get your better familiar - I think Vivi will really be able to start dishing out some hurting. Oh - and get that Wand of Magic Missiles back to give yourself a little more variety.

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Izumi Tactics

Ok, this will probably come down to a will save. Nothing I can do about that.

Manifest skate on round 1 and move
Manifest force screen on round 1 and move

With Admantine Kusuri-gama in right hand move toward my opponent. If given choices like need to get down the ground level should I go left or right. Always go right. Take the most direct route across to my opponent. If the elemental comes within range swat it dead.

If being attacked by a spirital weapon swing on the cleric instead. Only on the first swing at the cleric expend focus for extra damage. Don't both to try and recover the focus.

You have no healing don't worry about wasting time on it.

If my opponent hasn't used spiritual weapon then sunder all of flail first then crossbow second.

If my force screen falls (20 rounds) recast it. You have 4 pp this fight that you can use. 1 for skate and 3 for force screen. If it lasts more then 61 rounds curse the dice gods they suck.

Izumi fights by method of statistics. If she swings enough times at her opponent she will hit them. When she does, she normally kills or seriously disables them.

Remember. while crossing the open area she may deflect 1 crossbow bolt per round that hit her.

Have fun, this should be a pretty easy fight to run,


Anakala Tactics

Anakala's tactics vs Izumi

Why didn't I remember to memorize Shatter? Oh well - let's see what can be done about this...

Let's start at the default position with Souffle and Vent at opposing corners to have sight lines down the upper level to both sides of my starting area. I'll have my flail in hand.

The elementals are to stay move into the center of the arena at the roof until called for. They will fly about and let me know of Izumi's location at all times.

Buffing sequence: Enlarge Person, Bull's Strength and Shield of Faith. If my elementals tell me where Izumi is coming from - move away from him on my available move actions. If he will still be able to intercept me (with his reach), interrupt my buffing to cast Doom and then Blindness.

If Blindness works - order my elementals to fly-by-attack. If it doesn't work - they will stay out of reach.

After buffing, if I haven't already started to cast Doom/Blindness - cast them before getting to melee if possible. If I can't cast safely, move (drawing an AoO) and then cast. Doom should be cast before Blindness.

After casting blindness - I essentially want to get into a melee with my opponent. Enlarged and with bull's strength up, I will have a +9 melee, 2d6+5 dmg attack. If he's blinded - the elementals will be helping as much as they can.

That's pretty much it. Hoping to be a little conservative here and maybe my luck will prevail.


Izumi

Izumi
Free Action: Craft Silk Clothing +95 gp
Gender: Female Race: Half-giant , Type: Giant (Psionic)
Size: Medium, 7', 250lbs Alignment: Neutral Good
Classes: Fighter 2/Psychic warrior 2 (ECL 5)
Experience: 12,400 / 15,000

STR 21 +5.....INT 14 +2 [STR: (16 Points)[Base 18,+2 Race +1 lvl]] [INT: (06 Points)[Base 14]]
DEX 12 +1.....WIS 14 +2 [DEX: (06 Points)[Base 14, -2 Race +1 lvl]] [WIS: (06 Points)[Base 14]]
CON 12 +1....CHA 08 -1 [CON: (02 Points)[Base 10,+2 Race +1 lvl]] [CHR: (00 Points)[Base 08]]

Hit Points: 28 [(10)(4.5 x 2)(5.5 x1)+4 con= 28; 4HD]
AC: 19 [+1 Dex, +8 Armor], Touch 11, Flat 18 [+8 Mithril Full Plate]
AC Modifiers:
Initiative: +1 [+1 Dex]
BAB/Grap: +3/+12 [+3 BAB, +5 Str +4 size]
Speed: Land 30’ [45' with Skate][Base 20 + 10 Speed of thought]

Saves: Fort: +7 Ref : +1 Will: +2
Modifiers:+2 racial bonus to fire saves
Fort:[+3 F2 + 3 PW2 + 1 Con]Ref:[+0 F2 + 0 PW2 + 1 Dex]Will:[+0 F2 + 0 PW2 + 2 Wis]
Attacks
Primary weapon: Admantine Gargantuan Kusari-gama +1(wielded two handed, 10ft reach) +6 melee, 3d6 + 9 +2d6Focus slashing, Crit 20/x2
[+5 Str, +3 BAB, +0 Size,+1 Enh, +1 Feat, -4 oversized weapon]
Backup weapon: Gargantuan Kusari-gama(wielded two handed, 10ft reach) +6 melee, 3d6 + 8 +2d6Focus slashing, Crit 20/x2
[+5 Str, +3 BAB, +0 Size,+1 Enh, +1 Feat, -4 oversized weapon]
Feats
Race Feature: Lowlight Vision, Powerful Build, Natural Psionic (2pp)
Class Feat: Armor Proficiency (Light, Medium, Heavy), Armor Proficiency (All Shields, Tower shield)
Level Feats: Exotic weapon:Kusari-Gama1, Improved Unarmed Strike3
Bonus Feats: Weapon Focus (Kusari-Gama)F1,Speed of ThoughtP1, Psionic WeaponP2, Deflect ArrowF2

Skills (16 Fighter)(8 Psychic warrior):
- 02 BalanceDex [0 Ranks]
+02 ClimbStr [0 Ranks]
+02 ConcentrationCon [1 Ranks][+1 Psychic Warrior +1 Con]
+10 Craft (Armorsmith)Int [6 Ranks][4 Fighter + 2 Psychic warrior +2 Int +2 tools]
+10 Craft (Weaponsmith)Int [6 Ranks][4 Fighter + 2 Psychic warrior +2 Int +2 tools]
+09 Craft (Silk clothing)Int [7 Ranks](95 gp)[6 Fighter + 1 Psychic warrior +2 Int]
- 02 HideDex [0 Ranks]
+02 JumpStr [0 Ranks][+5 Str -3 ACP]
+02 ListenWis [0 Ranks][+2 Wis]
- 02 Move SilentlyDex [0 Ranks]
+03 PsicraftInt [1 Ranks][2cc fighter +2 Int]
+02 Sense MotiveWis [0 Ranks][+2 Wis]
+05 SpotWis [3 Ranks][4ccFighter + 2 cc Psychic warrior +2 Wis ]

Powers Known:[Power Points: 5 Use: 2 Available: 4 Used: 1] [2/-/-]
1: [Dc 13] Force ScreenA, Skate

Languages Spoken: CommonRace, GiantInt, DraconicInt

Equipment: Carried: 73 lb, light
Court Outfit (body)Free
Mithril Plate Full Plate (armor)[5,250 gp crafted(July 5th and 12th)][25 lbs]
Admantine Gargatuan Kusari-Gama +1(in hands)[1,540gp crafted(Aug 30) +2,000 enchanted][24 lbs]
Masterwork Gargatuan Kusari-Gama(On back)[380gp][24 lbs]

Equipment @ Home
Armorsmith`s tools, Masterwork [55gp]
Weaponsmith`s tools, Masterwork [55gp]

Total Gold Earned: 13,473 gp
Total Current Gear: -9,170 gp
Total Gold Spent: -850 gp
Gold Remaining: 3,453 gp

Prebuffs
Psionicly Focused

Default Tactics
-Charge opponent on sight and swing Kasuri-gama
-If Opponent not visible run toward (Random Left/Right) start box looking for opponent.
-Grapple if chain broken

Expendables, Fights, Quests & Campaigns: +3200 Exp, +3000 gp
[Post=8989304]ECL 3[/Post] - Auto-Loss vs Locus Swarm (Book5) - +300 Exp, +300gp, +51gp
[Post=9221656]ECL 3[/Post] - Loss vs Micah (Iced) - +375 Exp, +375gp, +51gp, -200gp, Multiple powerstones:Expansion [ML 3], Skate [ML 2]
[Post=9270792]ECL 3[/Post] - Win vs Tivik (Dsuqui) - +1,125Exp, +1,125gp, +51gp, -200gp, Multiple powerstones:Expansion [ML 3], Skate [ML 2]
[Post=9439520]Wk 1: ECL 3[/Post] - Loss Hunter Fight vs Khabil (Dsuqui) - +300 Exp, +300 gp, +51gp, -50gp, powerstones:Skate [ML 2] USED: 1 pp
[Post=9447321]Wk 2: ECL 3[/Post] - Loss vs Annalina (Setzertrancer) - +300 Exp, +300 gp, +51gp, -200gp, Multiple powerstones:Expansion [ML 3], Skate [ML 2] USED: 1 pp
[Post=9554079]Wk 3: ECL 3[/Post] - Loss vs Volke and Pealos (Dsuqui) - +600 Exp, +600 gp, +51gp, -200gp, Multiple powerstones:Expansion [ML 3], Skate [ML 2] USED: 1 pp
[Post=9556583]Full Action, July 5th:[/post] - Starts Crafting Mithril full plate, Sells Crafted Chain shirt +50 gp, -5,250 gps [SIZE=1]Sold: Crafted Chain Shirt[/SIZE]
[Post=9637912]Full Action, July 19th:[/post] - Finishes Crafting Mithril full plate

[Post=9724423]Wk 1: ECL 4[/Post] - Win vs Harpy (Abyssial Stalker) - +1,200 Exp, +1,200 gp, +68gp
[Post=9801584]Wk 2: ECL 4[/Post] - Win vs Grey Ooze (Pitbull) - +1,200 Exp, +1,200 gp, +68gp USED: 1 pp
[Post=9922537]Wk 3: ECL 4[/Post] - Win vs Mattes Gearos (Zevox) - +1,200 Exp, +1,200 gp, +68gp USED: 1 pp
[Post=9946487]Full Action, Aug 30[/Post] - Craft Admantine Gargauntuan Kusari-gama and have enchanted to +1 - -3,540 gp
[Post=10025012]Wk 1: ECL 4[/Post] - Win vs Ivan (Abyssal Stalker) - +1,200 Exp, +1,200 gp, +68gp USED: 1 pp
[Post=10095977]Wk 2: ECL 4[/Post] - Win vs Bilk (Lonewolf) - +1,500 Exp, +1,600 gp, +95gp


Anakala

Anakala

"Yes, how may I help you? Oh you need to be transfered to another plane of existence? One moment please..."

female Human, Humanoid (human)
Medium size, Height 4'9", Weight 97lbs
Neutral
Cleric of Denth the Summoner 5, ECL 5
XP: 11915 / XP for Next Level: 15000

STR 14 [+2] (6 pts) [+5 enh Str for 1 round]
DEX 12 [+1] (4 pts)
CON 10 [+0] (2 pts)
INT 12 [+1] (4 pts)
WIS 18 [+4] (10 pts) [16, +1 @4th, +1 enh]
CHA 16 [+3] (10 pts)

Hit Points: 26 [5d8 HD]
AC 20 [+1 dex, +8 armor, +1 shield], Touch 11, Flat 19
Initiative: +1
BAB/Grap: +3/+5 [+3bab, +2str]
Speed 20ft [base 30]

Saves:
Fort +4 [+4 Cleric]
Refl +2 [+1 Cleric, +1 Dex]
Will +8 [+4 Cleric, +4 Wis]

Attacks:
[Ma] Flail +7 melee, 1d8+2 dmg, x2 (+3 BAB, +2 str, +1 WF, +1 enh) [+2 to disarm] [trip weapon]
[Ma] Light Crossbow +5 ranged, 1d8 dmg, 19-20/x2, 80ft range increment (+3 BAB, +1 dex, +1 enh)

Feats:
Skill Focus (diplomacy) [human]
Extend Spell [1st]
Martial Weapon Proficiency (flail) [War domain]
Weapon Focus (flail) [War domain] (+1 to hit with selected weapon)
Craft Wondrous Item [3rd]

Racial and Class Abilities

Racial Abilities: Human
+1 skill point/lvl
1st level bonus feat

Class Abilities: Cleric
Weapon and Armor Proficiencies: All Simple weapons, all armor types and all shields (except tower)
Domain: Strength (Feat of Strength: +5 Str for 1 round 1/day)
Domain: War (Bonus Martial Weapon Proficiency and Weapon Focus)
Rebuke Undead (6/day)
Spontaneous Casting of Inflict Wounds spells


Skills (32 points Cleric) [post=9552325]Changes[/post]
+7 Concentration [7 cleric] [7 ranks]
+14 Diplomacy [8 cleric, +3 cha, +3 feat] [8 ranks]
-5 Hide [+1 dex, -6 ACP]
+2 Knowledge (religion) [1 cleric, +1 int] [1 rank]
+9 Knowledge (the planes) [8 cleric, +1 int] [8 ranks]
+4 Listen [+4 wis]
-5 Move Silently [+1 dex, -6 ACP]
+12 Profession (Elemental Relocation Specialist) [6 cleric, +4 wis, +2 tool] [6 ranks]
+3 Spellcraft [2 cleric, +1 int] [2 ranks]
+4 Spot [+4 wis]

Speaks Common, Auran
Speak Language [1 + 1 int] [2 total languages]

Spells memorized: [4/4+1/3+1/2+1] [Spell levels: 22; Cast: 8]
0: [DC 14] Cure Minor Wounds, Detect Magic, Resistance, Read Magic
1: [DC 15] Enlarge Person (domain), Doom, Bless, Shield of Faith, Sanctuary
2: [DC 16] Bull's Strength (domain), Hold Person, Summon Monster II, Resist Energy
3: [DC 17] Extended Spiritual Weapon (domain), Blindness/Deafness, Invisibility Purge

Equipment:
Traveler's Outfit [0 lbs]
[Ma] Full Plate [50lbs] [1650gp]
Buckler [5lbs] [15gp]
[Ma] Flail [5lbs] [308gp]
[Ma] Light Crossbow [4lbs] [335gp]
2 Wooden Holy Symbols [2gp]
Periapt of Wisdom +1 [500gp, 40xp, [post=8199049]5°[/post]C]
2 Pearls of Power (1st lvl) [1000gp, 80xpC]
2 Pearls of Power (2nd lvl) [4000gp, 320xpC]
Pearl of Power (3rd lvl) [4500gpC]

[64lbs] [12320gp, 440xp]

Expendable Items: [Total 0gp/800gp]
13 Crossbow Bolts [1.3lbs] [1gp, 3sp]

[1.3lbs] [1gp, 3sp]

Allies and Equipment: MaxCD = 13; Current CD = 6+6=12
Vent, Small Air Elemental 8 baseCD -2 (native language) -2 (knowledge:the planes +8) +2 (solitary)
Souffle, Small Air Elemental 8 baseCD -2 (native language) -2 (knowledge:the planes +8) +2 (solitary)

[lbs] [gp]

Equipment at home:
[Ma] Relocation Tool [50gp]
1030gp

[50gp]

[54gp, 7sp] Past Expenditures (see below)

[65.7lbs] [12326gp, 440xp]

Miscellaneous Statistics:
Encumberance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 65.7 lbs

Allies

Vent, Souffle (CR1)

Air Elemental, small Elemental (Air, Extraplanar)
HD 2d8; hp 9; init +7; speed Fly 100ft (perfect); AC 17 (+1 sz, +3 dex, +3 nat), Touch 14, Flat-footed 14; Slam +5 melee (1d4 dmg); Saves +0/+6/+0; S10 D17 C10 I4 W11 Ch11; Skills: Listen +2, Spot +3, Hide +7, Move Silently +3; Feats: Flyby Attack, Improved InitiativeB, Weapon FinesseB; Specials: Air Mastery (airborne opponents get a -1 hit/damage penalty on all attacks against Breeze), Whirlwind (1 round duration, once per 10 minutes, 10-20ft high, Reflex DC11 or 1d4 dmg), Darkvision 60ft, Elemental Traits



Character Background

Anakala is a woman from the western part of the continent and hails from a little known province called Forgyn. Although Denth is not popular there for a variety of reasons, she was working on spreading the word as best she could before she was called to Gladius. Now that she has arrived - the real work must begin.

Anakala works with elementals almost exclusively and has a good bond with them. She envisions having connections into many different spheres in order to resolve problems in the Denthian way - crushing those that do not follow the right path.

About Denth the Summoner

Denth is a lesser god in the pantheon who is not well recognized among the populace of most civilized lands - probably because his wars with summoned armies laid waste to vast areas, leaving plenty of death and misery around. His own armies suffered many losses, but since they made use of summoning magics, were easily replenished. Denth is an underling to the God of Magic, a bastard child in a way, because no one wishes to think of him and his deeds.

Denth's holy symbol is that of a palm with a man coming through a portal. In some cases, the man is replaced with the figure of a particular followers favorite summoned creature.

Denth is a neutral god with evil tendencies. Although he does have a small number of good followers, the majority fall under Neutral and Evil alignments. A follower of Denth can choose from the following domains: Evil, War, Strength. Denth's favored weapon is a Flail.


Buffs and Prefight actions:
Bring Vent and Souffle

Default Tactics

Ana's tactics will be largely dependant on the opponent, but buff with SoF and Bull's Strength on Vent - recall them, cast SoF on self, cast Enlarge Person on self and move out with flail. Summon creatures if needed, but try Doom/Hold Person first.


Wrap-Up Rewards and Expenditures

Fight results

MQ1: [post=7781975]Small Air Elemental Ally[/post] [King Uther]: [+300xp/+357gp, Small Air Elemental]
1: Talik the Svelt, Ayrynthyn [lonewolf]: [post=7881658]win[/post] [+675xp/+738gp]
-- Used 1 crossbow bolt
2: Cher, Dracazar [Snommelp]: [post=7981743]win[/post] [+675xp/+738gp]
-- Used 1 crossbow bolt
3: Thwap McSmash, Warclone [DTFarstar]: [post=8013052]win[/post] [+675xp/738gp]
X1: Sit out to craft [post=8062191]2 Pearls of Power[/post]
4: Sven, TroubleWolf, Rethun, Kaigan and Jonathon, Abyssal Stalker [Iced] (Hunter): [post=8153258]1 kill[/post] [+450xp/+513gp]
-- Used 1 crossbow bolt
5: Krayko, ^Rayne^, Amaryllis, Snommelp and Weiniete, Skojar [Warclone]: [post=8193243]3rd[/post] [+500xp/+563gp]
-- crafted a Periapt of Wisdom +1
MQ2: [post=8249500]2 Small Air Elemental Allies[/post] [DTFarstar]: [+600xp/+688gp]
6: Trixie the Enchantress, Ariel23 [Cerebus13]: [post=8293863]loss[/post] [+300xp/+388gp]
7: Uilo, Dracazar, and Feradeth, Kaigan [Usurpator] (Hunter): [post=8356258]loss[/post] [+350xp/+438gp]
8: Aerryl Nalladar, MindWandererB [DSugui]: [post=8438525]loss[/post] [+350xp/+438gp]
Character update - [post=9552325]dropped one air elemental and moved around skills.[/post]
9: (Week 1) Krug Butcher, Dsugui and The Undertaker, Abyssal Stalker [bluemage55]: [post=9596337]2nd[/post] [+600xp/+684gp]
-- Cast Doom, Bless, Hold Person; Recalled Bless and Hold Person
10: (Week 2) Cyalin, King Uther [Abyssal Stalker]: [post=9672340]loss[/post] [+375xp/+459gp]
-- Vent and Souffle died. Cast Hold Person from memory. Used 4 bolts.
11: (Week 3) Annalina Vale, Zevox [DSugui]: [post=9726967]loss[/post] [+400xp/+484gp]
12: (Week 1) Aramur, Usurpator and Istima, Zevox (all vs all) [Zelck]: [post=9784263]2nd[/post] [+750xp/834gp]
-- Used 1 Pearl of Power (2nd), Cast Enlarge Person, Bull's Strength, and Hold Person (recalled with pearl)
13: (Week 2) Dracazar, Dracazar [DSugui]: [post=9845802]win[/post] [+900xp/+984gp] [Level 5]
-- Used nothing, cast Bless
14: (Week 3) Tezca, Usurpator with The Undertaker, Abyssal Stalker (interleague)[King Uther]: [post=9994946]win[/color] [+1255xp/+1444gp]
-- Cast Bless, Enlarge person, Bull's Strength, Invisibility Purge, Hold Person, Doom and Shield of Faith from memory
X2: Sit out to [post=10008656]craft[/post] a Pearl of Power (3rd)
X3: Sit out to [post=10072282]craft[/post] a Pearl of Power (3rd)


Experience Breakdown

3200xp to start
-440xp from crafts -200-200-40 (crafts)
+8255xp from fights +675+675+675+450+500+300+350+350+600+375+400+750+900+1255 (fights)
+900xp from miniquests +300+600 (miniquests)


Past Expenditures (tot. 54gp, 7sp)

7 Crossbow Bolts [7sp]
Sold Chain Shirt [100gp] [Net 50gp]
Sold Flail [8gp] [Net 4gp]


The Fight


Round 0:
Initiative:

I: (6)+1=7 with Admantine Kusuri-gama in hand, starting in top right corner
A: (5)+1=6 with flail in hand, starting in top left corner

Round 1:

I manifests skate & moves to the right- towards top-left corner.(pos 19,29)
I sees air elemental & vice-versa
A casts Enlarge Person & moves away. (pos 1,24)
A's elementals move towards top-center of arena.I'm not going to track these for the present moment since both gladiators have found each other

Izumi 28/28 (19,29) AC 19 [skate, ends round 21]
Anakala 26/26 (1,24) AC 18 [Enlarge Person ends round 51]

Round 2:

I manifests force screen & moves towards starting box of opponent.(pos 10,29)
A casts Bull's Strength and continues to move away.(pos 1,20)

Izumi 28/28 (10,29) AC 23[skate, ends round 21, force screen ends round 22]
Anakala 26/26 (1,20) AC 18 [Enlarge Person ends round 51, Bull's Strength ends round 52]

Round 3:

I double moves to (1,22), auto-spots A.
A five foot steps back(pos 1,19) & casts Doom.
Will Save: (3)+2=5 failed. I is shaken.


Izumi 28/28 (1,22) AC 23 [skate, ends round 21, force screen ends round 22, Doom ends round 53]
Anakala 26/26 (1,19) AC 18 [Enlarge Person ends round 51, Bull's Strength ends round 52]

Round 4:

I moves forward 5 feet and attacks.(expending psionic focus) sundering.

Provokes AoO:

A attack: (19)+9=28 hit!
damage:
(4)+(6)+5=15

opposed rolls:
(11)+4+4(size)=19
(14)+9=23

miss


A takes five foot step back & casts Blindness.
Will Save: (20!)-1=19 pass


Izumi 28/28 (1,21) AC 23 [skate, ends round 21, force screen ends round 22, Doom ends round 53]
Anakala 26/26 (1,18) AC 18 [Enlarge Person ends round 51, Bull's Strength ends round 52]

Round 5:

I fivefoot/attacks(sunder):
Provokes AoO: (1) miss

(13)+4+4=21
(20!)+9=29
miss!


[/color]

Attacks:
(13)+9=22 miss!


Izumi 7/28 (1,21) AC 23 [skate, ends round 21, force screen ends round 22, Doom ends round 53]
Anakala 26/26 (1,18) AC 18 [Enlarge Person ends round 51, Bull's Strength ends round 52]

Round 6:

Izumi attempts to sunder:

AoO: (19)+9=28 hit!
damage:
(6)+(6)+5=17



Izumi is dead...

Anakala wins! Close match.


Rewards


Anakala wins & gets (1249xp/1324gp)
Izumi loses & gets (583xp/618gp)


Anakala 3FC

Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: -
Items Used: -
Spells or Powerpoints Used: 7 spell levels: (Enlarge Person, Bull's Strength, Doom and Blindness).
x/day Abilities Used: None.
Free Activity: Profession +110gp


Izumi 3FC

Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: -
Items Used: -
Spells or Powerpoints Used: 2 pp
x/day Abilities Used: None.
Free Activity: Craft Silk Clothing +95gp

Kon the Doorknocker
Kon the Doorknocker
Gender and Race: Male Wood Elf
Size and Type: Medium Humanoid
Height and Weight: 5'1" 106lbs
Age: Young
Alignment: Neutral
ECL: 3 (Barbarian 3)
Experience: 3200/6000

Attributes
STR 18 (+4) [10 pts] [16 Base, +2 Racial]
DEX 16 (+2) [6 pts] [14 Base, +2 Racial]
CON 12 (+1) [6 pts] [14 Base, -2 Racial]
INT 14 (+2) [10 pts] [16 Base, -2 Racial]
WIS 12 (+1) [4 pts] [12 Base]
CHA 8 (-1) [0 pts] [8 Base]


Miscellaneous Statistics
Hit Points: 28
[3 HD] [12 (Barb) + (6.5 (Barb) x 2) + (3 HD x 1 Con)]
Armor Class (Normal): 19 +1 Dodge feat, -2 while raging
[10 Base, 3 Dex, 4 Armor, +2 Shield]
Armor Class (Touch): 13 +1 Dodge feat, -2 while raging
[10 Base, 3 Dex]
Armor Class (Flat-Footed): 19 -2 while raging
[10 Base, 3 Dex, 4 Armor, 2 Sheild]
Initiative: +3
[3 Dex]
Base Attack Bonus: +3
[3 Barb]
Grapple: +7 +2 extra when raging
[3 BAB, 4 Str]
Speed (Land): 40 ft
[30 Base, 10 fast movement]
Weight Carried: 61.5 lbs, Light encumbrance
[0-100 (Light), 101-200 (Medium), 201-300 (Heavy)]


Saves
Fortitude: +4 +2 while raging
[1 Con, 3 Barb]
Reflex: +4
[3 Dex, 1 Barb]
Will: 2 +2 against enchantment, +2 while raging
[1 Wis, 1 Bard]


Melee Attacks
Masterwork Longsword +8, 1d8+4, (19-20/x2), Slashing
[ 4 Str, 3 BAB, 1 Enhancement]
MW Guisarme +8, 2d4+6, (20/x3), Slashing, 10ft reach
[ 4 Str, 3 BAB, 1 Enhancement]
MW Greatsword +8, 2d6+6, (19-20/x2), Slashing
[ 4 Str, 3 BAB, 1 Enhancement]

Ranged Attacks
MW Composite Longbow +7, 1d8+1, (20/x3), Range 110 ft, Piercing
[3 Dex, 3 BAB, 1 Enhancement]

Special Attacks & Abilities
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
Low-light vision.
Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
Favored Class: Ranger
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)
Illiteracy
Rage (Ex) x1
Uncanny Dodge (Ex)
Trap Sense +1


Feats
DodgeLvl 1
MobilityLvl 3

Skills
Total Skill Points: 36
[36 Barb]
Languages: Common, Elven, Goblin, Orc
[2 Racial, 2 Int]
Armor Check Penalty: -0
[0 Armor]

Required
Balance +3 [3 Dex]
Climb +4 [4 Str]
Hide: +3 [3 Dex, 3 Ranks CC]
Jump: +4 [4 Str]
Listen: +9 [1 Wis, 6 Ranks, 2 Racial]
Move Silently: +3 [3 Dex]
Spot: +3 [1 Wis, 2 Racial]

Elected
Craft (Armorsmithing) +10 [2 Int, 6 Ranks, 2 MW Tool]
Craft (Weaponsmithing) +10 [2 Int, 6 Ranks, 2 MW Tool]
Handle Animal +7 [-1 Chr, 6 Ranks, 2 MW Tool]
Perform (Dance) + 2 [-1 Chr, 3 RanksCC]

Prefight Actions
Bring Valdorn
Standard equipment will be Longsword and Heavy Shield, unless otherwise stated in tactics.


Equipment Worn and Carried
Basic Outfit
[0 lbs] [0 gp]
Mithral Chain ShirtSelf Crafted
[12.5 lbs][550 gp]
Heavy Darkwood SheildSelf Crafted
[5 lbs][128.5 gp]
MW BucklerSelf Crafted
[5 lbs][82.5 gp]

ScytheSelf Crafted
[10 lbs][9 gp]
MW GreatswordSelf Crafted
[8 lbs][175 gp]
MW GuisarmeSelf Crafted
[12 lbs][154.5 gp]
MW Composite Longbow (Str +1)
[3 lbs][500 gp]
Masterwork LongswordSelf Crafted
[4 lbs][157.5 gp]
80 Arrows
[0.15 lb each = 12 lbs] [0.05 gp each = ?? gp]
MW Wistle (handle animal)
[0 lbs][50 gp]




Expendable Items
3 Tattoo of Skate [CL 1]
[color=gray][0.0 lb each = 0 lbs][50 gp each = 150 gp][/color]
2 Potion of Sheild of Faith [CL 1]
[color=gray][1.0 lb each = 3 lbs][50 gp each = 100 gp][/color]
Tattoo of Synesthete [CL 1]
[color=gray][0.0 lb each = 0 lbs][100 gp each = 100 gp][/color]
Tattoo of Biofeedback [Cl 1]
[0.0 lb each = 0 lbs][100 gp each = 100 gp]
Max total (ECL2 x 50): 450 gp




Equipment at Home
Artisan's tools (armorsmithing)
[5 lbs][55 gp]
Artisan's tools (weaponsmithing)
[5 lbs][55 gp]





[font=courier new][u]Results[/u]
Victorious vs Maglu Hrugg(Sjiggie) - Telinartho [675 xp] [675 gp]



[u]Allies[/u]
Maximum CR per ally: CR 1
Maximum ECL per ally: ECL 1
Maximum CA of allies per fight: CA 1




Valdorn


Riding Dog
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 20 (+2 Dex, +4 natural, +4 armor), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Challenge Rating: 1

Advancement: —
Level Adjustment: —
This category includes working breeds such as collies, huskies, and St. Bernards.

Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.

Skills: Riding dogs have a +4 racial bonus on Jump checks.
*Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

Tricks
Trained for Combat Riding

Equipment Carried
Chain Shirt BardingSelf Crafted[color=gray][25 lbs][100 gp][/color]






Accounting



Experience


Starting: 3200 XP
Earned: 675 XP
Spent: 0 XP
Remaining: 3875 XP


Gold


Starting: 3000 gp
Earned: 0 gp
Spent: 2621 gp
Remaining: 379 gp


Previously Owned



Sales


(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]


Used Items


(Qty) Arrows
[0.05 gp each = ?? gp]
(Qty) Bolts
[0.1 gp each = ?? gp]
(Qty) Oil of (Name) [CL ?]
[?? gp each = ?? gp]
(Qty) Potion of (Name) [CL ?]
[?? gp each = ?? gp]
(Qty) Tattoo of (Name) [ML ?]
[?? gp each = ?? gp]


Current 3FC Information




Fight 1

Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects:None
Items Used: none
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: none



Fight 2

Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Fight 3

Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


Maglu "Schadowking" Hrugg

Maglu "Schadowking" Hrugg
Gender and Race: Male Human
Size and Type: Medium Humanoid
Height and Weight: 5.5" 80lbs
Age: 19
Alignment: Chaotic Neutral
ECL: 3 Roque3
Experience: 3875/6000




Attributes
STR 13 (+1) [05 pts] [13 Base]
DEX 17 (+3) [13 pts] [17 Base]
CON 14 (+2) [06 pts] [14 Base]
INT 14 (+2) [06 pts] [14 Base]
WIS 10 (0) [02 pts] [10 Base]
CHA 12 (+1) [04 pts] [10 Base]





Miscellaneous Statistics
Hit Points: 19
[3 HD] [6 (Roque1) + 3.5 (3.5 (Roque2 x2) + 6 (3 HD x 2 Con)]
Armor Class (Normal): 17 +1 versus traps
[10 Base, +3 Dex, 4 Armor]
Armor Class (Touch): 13
[10 Base, 3 Dex]
Armor Class (Flat-Footed): 14
[10 Base, 4 Armor]
Initiative: +3
[+3 Dex]
Base Attack Bonus: +1
[2 (Roque 3)]
Grapple: +3
[2 BAB, 1 Str]
Speed (Land): 30 ft
[30 Base]
Weight Carried: 27.3 lbs, Light encumbrance
[0-50 (Light), 51-100 (Medium), 101-150 (Heavy)]





Saves
Fortitude: +3
[2 Con, 1 (Rogue 3)]
Reflex: +6 +1 versus traps
[3 Dex, 3 (Roque 3)]
Will: +1
[1 (Rogue 3)]


Melee Attacks
Rapier +6, 1d6+1, (18-20/2?), Piercing
[3 Dex, 2 BAB 1 Masterwork]
Light Mace +5, 1d6+1, (20/x2), Bludgeoning
[1 Str, 2 BAB]


Ranged Attacks
Shortbow +5, 1d6, (20/x3), Range 60 ft, Piercing
[3 Dex, 2 BAB]


Special Attacks & Abilities

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. +2d6

Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Evasion
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense
A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.



Feats
Two Weapon FightingHuman
Dodge Lvl 1
Weapon FinesseLvl 3






Skills
Total Skill Points: 66 (13)
[48 (Roque 3) + 12 (Int) + 6 (human)]
Languages: Common, Elven, Dwarven
[1 Racial, 2 Int]
Armor Check Penalty: -0
[Mithrill Chain Shirt 0 Armor]

Balance: +3
[3 Dex]
Bluff: +5
[1 Cha, 4 Ranks (4 (Rogue)]
Climb: +1
[1 Str]
Craft (Weaponsmithing): +10
[2 Int, 6 Ranks (6 (Roque) 2 (Masterwork tools)]
Craft (Armoursmithing): +10
[2 Int, 6 Ranks (6 (Roque) 2 (Masterwork tools)]
Escape Artist: +9
[3 Dex, 6 Ranks (6 (Rogue) -0 ACP]
Hide: +9
[3 Dex, 6 Ranks (6 (Rogue) -0 ACP]
Jump +1
[1 Str]
Listen: +6
[0 Wis, 6 Ranks (6 (Rogue)]
Move Silently: +9
[3 Dex, 6 Ranks (6 (Roque) -0 ACP]
Perform (Dance): +6
[1 Cha, 5 Ranks (5 (Rogue)]
Search: +5 (Conditional Modifier)
[2 Int, 3 Ranks (3 (Rogue)]
Spot: +6
[0 Wis, 6 Ranks (6 (Rogue)]
Tumble: +9
[3 Dex, 6 Ranks (6 (Rogue) Synergy (Name), -? ACP, etc]
Use Magic Device: +7
[1 Cha, 6 Ranks (6 (Rogue)]







Equipment Worn and Carried
Basic Outfit
[0 lbs] [0 gp]
Adamantine RapierC (creation)
[2 lbs][1510 gp]C
Light MaceC (creation)
[4 lbs] [2.5 gp] C
Shortbow
[2 lbs] [30gp]
Mitrhill Chain ShirtC (creation)
[12.5 lbs] [550gp]
(37) Arrows
[0.15 lb each = 6 lbs] [0.05 gp each = 2 gp]

1 Dose of Drow Poison
[0.1 lb each = 2 lbs][75 gp each = 150 gp]



Expendable Items
3 Potion of (CLW) [CL 1]
[0.1 lb each = 0,3 lbs][50 gp each = 150 gp]
1 Tattoo of Chameleon [ML 1]
[0.1 lb each = 1 lbs][100 gp each = 100 gp]
1 Tattoo of Force Screen [ML 1]
[0.1 lb each = 1 lbs][100 gp each = 100 gp]

Max total (ECL2 x 50): 450 gp





Equipment at Home
Masterwork Artisan Tools (Weaponsmithing)
[5 lbs][55 gp]
Masterwork Artisan Tools (Armorsmithing)
[5 lbs][55 gp]





[u]Results[/u]
Loss vs (Kervan Sheharath (MindwanderB)) - [300 xp] [348 gp]
Loss vs (Kon The Doornocker (Ned The Destroyer)) - [375xp] [423gp]





[u]Allies[/u]
Maximum CR per ally: CR ??
Maximum ECL per ally: ECL ??
Maximum CA of allies per fight: CA ??





Miscellaneous Information

Default Tactics


Seek the opponent bye moving from cover to cover. If the opponent has a low fort save apply a drow poison on an arrow and get to a position within 30ft to sneak attack. If the opponent has a high save try to engage opponent from hidden position and attack with both the rapier and mace to deal max sneak attack damage.




Accounting



Experience


Starting: 3200 XP
Earned: 675 XP
Spent: 0 XP
Remaining: 2125 XP


Gold


Starting: 3000 gp
Earned: 771 gp
Spent: 2655,5 gp
Remaining: 1115,5 gp


Previously Owned



Sales


(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]


Used Items


3 Arrows
[0.05 gp each = ?? gp]
(Qty) Bolts
[0.1 gp each = ?? gp]
(Qty) Bullets
[0.01 gp each = ?? gp]
(Qty) Dorje of (Name) [ML ?]
[?? gp each = ?? gp]
(Qty) Oil of (Name) [CL ?]
[?? gp each = ?? gp]
1 Potion of Shield of Faith +1 [CL 1]
[0.1 lb each = 0,1 lbs][50 gp each = 50 gp]
(Qty) Powerstone of (Name) [ML ?]
[?? gp each = ?? gp]
(Qty) Psicrown of (Name) [ML ?]
[?? gp each = ?? gp]
(Qty) Scroll of (Name) [CL ?]
[?? gp each = ?? gp]
(Qty) Staff of (Name) [CL ?]
[?? gp each = ?? gp]
(Qty) Tattoo of (Name) [ML ?]
[?? gp each = ?? gp]
(Qty) Wand of (Name) [CL ?]
[?? gp each = ?? gp]


Current 3FC Information




Fight 1

Time Between Fights: 1 hrs
Prebuffs/Ongoing Effects: 1 arrow poisoned with Drow Poison
Items Used: 1 dose of Drow Poison (applied to arrow, but not used)
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: Perform (Dance) +48gp



Fight 2

Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: 1 poisoned arrow (1 miss, 0 recovered (5% vs 51% - destroyed)), 2 regular arrows (4 misses, 2 recovered) and a potion of Shield of Faith +2.
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: Perform 48gp



Fight 3

Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


Kon's tactics

The Plan: I want to find Maglu as soon as i can. Begin searching in a clockwise direction. Valdorn will come with me. Once we find him I want to just get in there and pummel him, both me and the dog. I'm gonna be relying on valdorn here because my listen isn't as useful because of the underbrush.

If i become wounded and I can tell where Maglu is then feel free to rage. Have my dog use his "trip" ability if he hits.

So basically its seek and destroy.

Thanks for PL'ing. Sorry these are so short feel free to pm me. I was running out of time because of the delay on the parings this week.


Maglu's tactics

Well I guess I have to send you them but we alreadt fought last week against eachother but with the pairing problems I guess we have to face eachother again.

Kon will be my dodge buddy the entire fight.

Start in the corner of the starting box towards the center of the arena holding an arrow and a dose of drow poison.

Round 1:
Apply poison to arrow and draw bow

Round 2: Move to cover and tap tattoo of chameleon

Round 3+: Move from cover to cover in a clockwise manner to find Kon. Try to stay hidden when within one range increment fire the poisond arrow at him. Snipe if possible.

If Kon closes in for melee drop bow, Tap tattoo of Force screen and draw rapier and Light mace if possible while moving away from him for 1 round.

If I can get to cover and hide again do that and draw both rapier en light mace. If possible try to get a sneak attack on him.


Since neither player has buffs that are going to run out and both mention moving clockwise, I'm going to assign Maglu as moving counter-clockwise in the fight - lest they never find each other in the thick of the forest. If you have a problem with this - just add "Rounds -199 to 0 - Maglu poisons his arrow and seeks out Kon; Kon seeks out Maglu"

The Fight

[Starting Locations and Initiative]
Kon starts in area 2 at the default location with Valdorn at his side. Initiative 8
Maglu starts in area 3 at the front corner with a dose of poison and an arrow in hand. Initiative 6

[Round 1]
Kon heads out towards the south. Valdorn follows.
Maglu applies poison to his arrow [82% vs 6%, success] and draws his bow.

[Round 2]
Kon heads further towards the south. Valdorn follows.
Maglu taps his tattoo and moves.

[Round 3]
Kon moves up to the stream and tries to cross it. [23 vs DC15, success]
Valdorn moves up to the stream and waits to cross it. [If he makes his check, he would only move 1/2 way across - so might as well wait one round]
Maglu moves on.

[Round 4]
Kon moves on. [Spot 20-4 vs Hide 32]
Valdorn tries to cross the stream [17 vs DC15, success]
Maglu sees Kon, so he tries to snipe [40ft, 18 vs AC19, miss] [Hide 33-15 vs Spot 17, remains hidden]

[Round 5]
Kon moves on and actively looks for Maglu (and in so doing, lets Valdorn catch up) [Spot 11 vs 18, fail]
Vladorn moves up. As he catches up to Kon, Valdorn notices a scent on the wind and starts barking.
Maglu snipes again, hoping the dog won't find him too quickly [12 vs AC19, miss] [Hide 8 vs Spot 14,10 - spotted]

[Round 6]
Kon moves next to Maglu and attacks him [10 vs AC17+1, miss]
Valdorn moves next to Maglu and attacks him [8 vs AC17, miss]
Maglu moves away, dropping his bow, drawing his rapier and taps his tattoo of Force screen.

[Round 7]
Kon closes with him and attacks [81% vs 21%, success; 27! (25 - confirmed) vs AC17+1+4, hit; Dmg 4d6+12=27] and Maglu goes down.


Fight Summary

Kon wins and gains 900xp - 25% = 675xp/675gp. This is Kon's second fight of the cycle.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: guarding

Maglu loses and gains 300xp + 25% = 375xp/375gp. This is Maglu's third fight of the cycle.
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: Tattoo of Force Screen, 1 dose of Drow Poison, 1 arrow (2 misses, 1 recovered)
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: Dance (+48gp)

[Pitlord Notes]
Well that was one big crit...

The COre COliseum just hit 1000 fights! Come join the fun and be a part of this milestone! Next pairings are set for 22 August 2012. Activate TODAY!
Blue Moon Aurora is looking for some fresh blood to populate their forums. Home of the Duet and West Pacific Supers!
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Real AdventuresPbP HavenThe Guild House
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NaNoWriMo 2010 WinnerNaNoWriMo 2011 Winner
Dronnar

Dronnar Darkjof Reborn
"I am the doom of my brothers and sisters."

Member of the PSI Consortium



Male Half-Giant
Medium Giant (Psionic)
Neutral Evil
Ranger 1/Psychic Warrior 4/Slayer 2; ECL 8
31,100XP/35,000XP



STR 19 [+4]...(10 pts) [16, +2 racial] [+1 @4th level]
DEX 12 [+1]...(6 pts) [14, -2 racial]
CON 18 [+4]...(10 pts) [16, +2 racial]
INT 12[+1]...(4 pts)
WIS 14 [+2]...(6 pts)
CHA 8 [-1]...(0 pts)

[u]Hit Points:[/u] 63 [7 HD] (8 rgr + 4.5*4 psyw + 4.5*2 slay + 7*4 con)
AC 19 [+1 dex, +8 armor], Touch 11, Flat 18 [Full Plate]
Initiative: +1 [+1 dex]
BAB/Grap: +6/+14 [+3 bab, +4 str, +4 size]
Speed 20ft. [base 30, -10 heavy armor]

[u]Saves[/u]:
Fort +10 [+2 rgr +4 psyw +0 slay +4 con]
Refl +4 [+2 rgr +1 psyw +0 slay +1 dex]
Will +6 [+0 rgr +1 psyw +3 slay +2 wis]
+2 racial vs fire spells and effects

[u]Melee Attacks[/u]:
Psiblade +11/+6 melee, 3d6+7 [19-20/x2] [+6 BAB, +4Str, +1 enhancement]
Shredder +11/+6 melee, 2d8+6 [20/x3] [Reach Weapon][+6 BAB, +4 Str, +1 enhancement]
MW Large Cold Iron Armor Spikes +11/+6 melee, 1d8+4 [20/x2] [+6 BAB, +4 Str, +1 enhancement]

[u]Ranged Attacks[/u]:
Large MW Composite (+4) Longbow +8/+3 ranged, 2d6+4 [20/x3] [110ft range] [+6 BAB, +1 Dex, +1 enhancement]

[u]Feats[/u]:
[1st lvl] Power Attack
[rgr 1st] Track
[psw 1st] Psionic Weapon
[psw 2nd] Stand Still
[3rd lvl] Improved Sunder
[6th lvl] Deep Impact

[u]Racial and Class Abilities[/u]:
Giant type, Fire acclimated, Powerful build, Naturally psionic (2PP), Stomp [1/day; DC 10], Low-light vision
Favored Enemy [Ranger] : Human
Favored Enemy [Slayer] : Half-Giant
Wild Empathy
Enemy Sense
Brain Nausea

[u]Skills[/u] (28 Points Rgr, 12 Points PsyW, 10 Points Slayer):
+13 Concentration [9 ranks, +4 con] [4 pts rgr, 1 pts psyw, 4 pts slay]
+10 Craft (Armorsmithing) [7 ranks, +1 int, +2 mastwrk tools] [4 pts rgr, 3 pts psyw]
+10 Craft (Weaponsmithing) [7 ranks, +1 int, +2 mastwrk tools] [4 pts rgr, 3 pts psyw]
+5 Knowledge (Dungeoneering) [4 ranks, +1 int] [4 pts rgr]
+2 Psicraft [1 rank, +1 int] [1 pt slay]
+9 Ride [8 ranks, +1 dex] [4 pts rgr, 4 pts psyw]

+10 Listen [8 ranks, +2 wis] [4 pts rgr, 4 pts slay]
+7 Spot [5 ranks, +2 wis] [4 pts rgr, 1 pt slay]
-4 Move Silently [0 ranks, +1 dex, -5 armor penalty]
-4 Hide [0 ranks, +1 dex, -5 armor penalty]
-4 Balance [0 ranks, +1 dex, -5 armor penalty]
-1 Climb [0 ranks, +4 str, -5 armor penalty]
-1 Jump [0 ranks, +4 str, -5 armor penalty]

Speaks Common, Giant

[u]Powers Known:[/u] [4/1][ML 5] [Power Points: 14; Use: 5] [11 Power Points remaining]
1: Force Screen; Expansion; Empty Mind; Grip of Iron
2: Psionic Lion Charge

[u]Buffs and Prefight actions[/u]:
- Psionically focused
- Bring Carnage

[u]Equipment[/u]: Items marked with C are self crafted

Clothing: Travellers Outfit
[- lbs][- gp]
Armor: Masterwork Full Plate C
[50 lbs][825 gp]
Weapon: Masterwork Large Cold Iron Armor Spikes C
[20 lbs][200 gp]
Weapon: Psiblade C[+1 Large Deepcrystal Greatsword]
[size=1][16 lbs][2900 gp]
[/size]
Weapon: Shredder C[Large Adamantine Glaive]
[size=1][20 lbs][2858 gp]
[/size]
Weapon: Large Masterwork Composite (+4) Longbow
[6 lbs][900 gp]
Ammunition: Quiver with 60 Large Arrows
[18 lbs][6 gp]
Ammunition: Quiver with 40 Large Cold Iron Arrows
[12 lbs][8 gp]

Hand of Glory [1/1 Daylight; 1/1 See Invisibility]
[2 lbs][8000 gp]
1x vial of Silversheen
[- lbs][250 gp]

Expendable Items: [2100/2450]

Powerstone of Metaphysical Weapon [ML 1] [- lbs][25 gp]
Powerstone of Metaphysical Weapon [ML 1] [- lbs][25 gp]
Powerstone of Synesthete [ML 1] [- lbs][25 gp]
Powerstone of Synesthete [ML 1] [- lbs][25 gp]
Powerstone of Animal Affinity [ML 3] [- lbs][150 gp]
Powerstone of Animal Affinity [ML 3] [- lbs][150 gp]
Powerstone of Animal Affinity [ML 3] [- lbs][150 gp]
Powerstone of Energy Adaptation, Specified [ML 3] [- lbs][150 gp]
Powerstone of Energy Adaptation, Specified [ML 3] [- lbs][150 gp]
Powerstone of Concealing Amorpha [ML 3] [- lbs][150 gp]
Powerstone of Dissolving Weapon [ML 3] [- lbs][150 gp]
Powerstone of Dissolving Weapon [ML 3] [- lbs][150 gp]
Powerstone of Vigor A [ML 4] [- lbs][200 gp]
Powerstone of Vigor A [ML 4] [- lbs][200 gp]
Powerstone of Vigor A [ML 4] [- lbs][200 gp]

Oil of Bless Weapon [CL 1] [0.1 lbs][50 gp]
Potion of Protection from Evil [CL 1] [0.1 lbs][50 gp]
Potion of Protection from Evil [CL 1] [0.1 lbs][50 gp]
Potion of Protection from Good [CL 1] [0.1 lbs][50 gp]

Ally:

Carnage [post=10067785][Elite Array Advanced Hippogriff][/post]
[3000 gp][+2000 gp (Elite Array); +3000 gp (3HD advancement)]
[1000 gp for training]

Exotic Military Saddle
[40 lbs][60 gp]
Masterwork Studded Leather Barding C
[40 lbs][125 gp]

Equipment at Home:
Gold: 3633 gp
Masterwork Armorsmithing tools [5 lb][55 gp]
Masterwork Weaponsmithing tools [5 lb][55 gp]

Miscellaneous Statistics:
Height: 7'5" (~2,46m)
Weight: 320 lbs
Encumbrance: 0-116 (light), 117-233 (medium), 234-350 (heavy)
Equipament Weight: 144.55 lbs

Carnage's Encumbrance: 0-600 (light), 601-1200 (medium), 1201-1800 (heavy)
Carnage's Max Weight carried: 544.55 lbs [mount gear 80 lbs, Dronnar 320 lbs, Dronnar's gear 144.55 lbs]

Carnage
Carnage
Male Hippogriff
Large Magical Beast
True Neutral
CR 4

STR 24 [+6] [15, +8 racial, +1 @4HD]
DEX 17 [+3] [13, +4 racial]
CON 20 [+5] [14, +6 racial]
INT 2 [-4] [10, -8 racial]
WIS 14 [+2] [12, +2 racial]
CHA 6 [-2] [8, -2 racial]

Hit Points: 63 HP [6 HD]
AC 19 [+3 dex, +4 natural, +3 armor, -1 size]
Init: +3 [+3 dex]
BAB/Grapple: +6/+17
Space/Reach: 10ft/5ft
Speed: 50ft, fly 100ft (average)

[u]Saves:[/u]
Fort +10 [+5 magical beast, +5 con]
Ref +8 [+5 magical beast, +3 dex]
Will +4 [+2 magical beast, +2 wis]

[u]Attack:[/u]
Claw +12 melee, 1d4+7 (20/x2) [+6 BAB, +7 str, -1 size]
Full Attack:
2 Claws +12 melee (1d4+7) and Bite +7 melee (1d8+3)

[u]Feats:[/u]
[1 HD] Dodge
[3 HD] Wingover
[6 HD] Hover

[u]Special Abilities:[/u]
Darkvision 60ft
Low Light Vision
Scent

[u]Tricks:[/u] [Total: 6] [6 for int 2]
Attack, Defend, Come, Down, Guard, Heel [Combat Riding Pack]

[u]Skills:[/u]
Listen +5 [3 rnks, +2 wis]
Spot +12 [6 rnks, +2 wis, +4 racial]
Hide +3 [0 rnks, +3 dex]
Move Silently +3 [0 rnks, +3 dex]


Current 3WC Information
[u]Week 1:[/u] [Time Roll: x hours]
Prebuff/Ongoing Effects
- None

Items used:
-

Power Points and Abilitites used:
-


Character Background:

[post=8248758]The Previous Incarnation[/post]



When Dronnar first arrived in Gladius, he was a lone warrior searching for balance and perfection. After a few weeks, he joined the PSI Consortium, and there he found a place he could call home and people he could call friends. After fighting several strong opponents in the Arena, he became more and more obsessed by power. Finally, his obsession led him to seek power within the darkest part of his soul, and he became a Slayer of his own kind.

Dronnar is a fanatical member the PSI Consortium. He will abide any order of the Guildmaster and his seniors without question. He hates Sunstroke, former guildmate who he considers a traitor, with utmost intensity; he takes any action against him and the EYE with pleasure.

Dronnar is quite and well mannered. When in a fight, he is the most objective possible, and never speaks more than necessary, but anyone can see a glint of malevolence in his eyes while he hacks his enemies down.


Fights results:

01: [post=10076624]Miniquest to join the PSI[/post] [SauroGrenom]: Success! The puny monk didn't reach the hated guild.
[+2100 XP][+2975 gp]

Quests results:

-

Accounting
Purchases
[u]Purchases[/u] (total 27,342 gp):

Character Creation:
[0,825 gp] Masterwork Full Plate C
[0,200 gp] Large DeepCrystal Armor Spikes C
[2,900 gp] Psiblade [+1 Large Deepcrystal Greatsword] C
[2,858 gp] Shredder [Adamantine Large Greataxe] C
[0,900 gp] Large Masterwork Composite (+4) Longbow
[0,006 gp] Quiver with 60 Large Arrows
[0,008 gp] Quiver with 60 Large Cold Iron Arrows
[8,000 gp] Hand of Glory
[0,250 gp] 1x vial of Silversheen
[0,050 gp] 2x Powerstone of Metaphysical Weapon [ML 1]
[0,050 gp] 2x Powerstone of Synesthete [ML 1]
[0,450 gp] 3x Powerstone of Animal Affinity [ML 3]
[0,300 gp] 2x Powerstone of Energy Adaptation, Specified [ML 3]
[0,150 gp] 1x Powerstone of Concealing Amorpha [ML 3]
[0,300 gp] 2x Powerstone of Dissolving Weapon [ML 3]
[0,600 gp] 3x Powerstone of Vigor A [ML 4]
[0,050 gp] 1x Oil of Bless Weapon [CL 1]
[0,100 gp] 2x Potion of Protection from Evil [CL 1]
[0,050 gp] 1x Potion of Protection from Good [CL 1]
[8,000 gp] Carnage [Elite Array Hippogriff]
[1,000 gp] Carnage's Training
[0,060 gp] Exotic Military Saddle
[0,125 gp] Masterwork Studded Leather Barding C
[0,055 gp] Masterwork Armorsmithing tools
[0,055 gp] Masterwork Armorsmithing tools

Items Used
[u]Items Used[/u] (total 0 gp):

Dronnar’s Tactics
Hello, Sauro, and thanks for pitlording this fight.

So this time I face the clones... This kind of fight is not good for Dronnar, but let's see what I can do.

Main tactics is kill one quickly, then grapple the other.

Dronnar will start in back of the starting square, mounted on Carnage, holding powerstones of Animal Affinity and Dissolving Weapon.

Round 1: Manifest Force Screen from memory.
Round 2: Manifest Animal Affinity (str) from the stone. Draw the Psiblade.
Round 3: Manifest Dissolving Weapon on the Psiblade. Move out.

Charge the first one I can see, expending focus for Deep Impact and using Power Attack (-4 attack/+8 damage). Carnage should attack as well. Keep attacking until he is down.

When the first one is down, close to the other if he is away, dismount and manifest Expansion, augmented for extend duration, then manifest Grip of Iron and grapple him. Go for the Grapple-Pin-Damage routine, while Carnage keep attacking. When Grip of Iron expires, just grapple for damage.

If Power Attack in the touch attack to grapple rises the damage when the grapple is stabilished (like crit in the initial touch attack doubles the damage), then use it for -4/+4.

Notes:
- Sunder any wands that come out.
- If they give me time, buff with Vigor and Concealing Amorpha as well.
- Expanded I have 10ft reach, so I shouldn't draw an AoO for grappling at that distance.

Contigencies:
- If they manage to kill Carnage, I will have some problems. Run to base and use Stand Still if they try to move out. Use the Shredder to have reach and prevent withdraws.
Death
Death
Type: Humanoid
Gender: Unknown
Race: Dwarf
Size: Medium
Height: 4'5"
Weight: 200 lbs
Age: Unknown
Alignment: Lawful Evil
Classes: Ex-Barbarian 2/Fighter 1/Ranger 3
Experience: 17,814/21,000


Attributes
STR 16 (+3) [10 pts]
DEX 16 (+3) [10 pts]
CON 16 (+3) [06 pts] [14 Base + 2 Racial]
INT 13 (+1) [05 pts]
WIS 14 (+2) [05 pts] [13 Base + 1 Advancement]
CHA 06 (-2) [00 pts] [08 Base - 2 Racial]


Miscellaneous Statistics
Hit Points: 55
[12 Brb + (6.5 Brb x 1) + (5.5 Ftr x 1) + (4.5 Rgr x 3) + (3 Con x 6)]
Armor Class (Normal): 24a
[10 Base + 9 Armor + 2 Shield + 3 Dex]
Armor Class (Touch): 13a
[10 Base + 3 Dex]
Armor Class (Flat-Footed): 24a
[10 Base + 9 Armor + 2 Shield + 3 Dex]
Initiative: +3
[3 Dex]
Base Attack Bonus: +6/+1
[2 Brb + 1 Ftr + 3 Rgr]
Grapple: +9
[6 BAB + 3 Str]
Speed: 40 ft
[20 Base + 10 Unnamed + 10 Insight]
Weight Carried: 73.55 lbs, Light encumbrance
[0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]


[u]Saves[/u]
Fortitude: +11b, c
[3 Brb + 2 Ftr + 3 Rgr + 3 Con]
Reflex: +6b
[0 Brb + 0 Ftr + 3 Rgr + 3 Dex]
Will: +5b
[0 Brb + 0 Ftr + 1 Rgr + 2 Wis + 2 Feat]


[u]Melee Attacks[/u]
+1 Adamantine Dwarven Waraxe: +10/+5d, 1d10+4 (x3)e, Slashing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Armor Spikes: +10/+5d, 1d6+3 (x2)e, Piercing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Alchemical Silver Dwarven Waraxe: +10/+5d, 1d10+2 (x3)e, Slashing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Cold Iron Dwarven Waraxe: +10/+5d, 1d10+3 (x3)e, Slashing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Warhammer: +10/+5d, 1d8+3 (x3)e, Bludgeoning
[6 BAB + 3 Str + 1 Enhancement]


[u]Ranged Attacks[/u]
Darkwood Composite Longbow (+3 Str): +10/+5d, 1d8+3 (x3)e, Piercing, Range 110 ft
[6 BAB + 3 Str + 1 Enhancement]


[u]Combat Abilities[/u]
+4 bonus to resist being bull rushed or tripped when standing on the ground


[u]Conditional Modifiers[/u]
a +4 dodge bonus vs giant types
b +2 vs spells/powers and spell/power-like effects
c +2 vs poisons
d +1 to attack vs orcs & goblinoids
e +2 to damage vs elves
f +2 vs elves


[u]Feats[/u]
Lvl 1: Wild Talent
Lvl 3: Speed of Thought
Rgr 1: Track
Rgr 3: Endurance
Lvl 6: Iron Will
Ftr 1: Blind-Fight


[u]Skills[/u]
Balance: +0
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 3 Dex - 3 ACP]
Bluff: -2f
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) - 2 Cha]
Climb: +3
[1 Ranks (0 Brb + 1 Ftr + 0 Rgr) + 3 Str + 2 Circumstance - 3 ACP]
Craft (Armorsmithing): +10
[5 Ranks (5 Brb + 0 Ftr + 0 Rgr) + 1 Int + 2 Racial + 2 Circumstance]
Craft (Bowmaking): +12
[9 Ranks (5 Brb + 1 Ftr + 3 Rgr) + 1 Int + 2 Circumstance]
Craft (Weaponsmithing): +10
[5 Ranks (5 Brb + 0 Ftr + 0 Rgr) + 1 Int + 2 Racial + 2 Circumstance]
Craft (Masonry): +14
[9 Ranks (5 Brb + 1 Ftr + 3 Rgr) + 1 Int + 2 Racial + 2 Circumstance]
Hide: +2
[2 Ranks (0 Brb + 0 Ftr + 2 Rgr) + 3 Dex - 3 ACP]
Jump: +4
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 3 Str + 4 Unnamed - 3 ACP]
Knowledge (Geography): +9
[8 Ranks (0 Brb + 0 Ftr + 8 Rgr) + 1 Int]
Listen: +10f
[8 Ranks (5 Brb + 0 Ftr + 3 Rgr) + 2 Wis]
Move Silently: +2
[2 Ranks (0 Brb + 0 Ftr + 2 Rgr) + 3 Dex - 3 ACP]
Sense Motive: +2f
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 2 Wis]
Spot: +10f
[8 Ranks (0 Brb + 0 Ftr + 8 Rgr) + 2 Wis]
Survival: +2f
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 2 Wis]

Languages: Common, Dwarven and Giant
[2 Racial + 1 Int]
Total Skill Points: 49
[25 Brb + 3 Ftr + 21 Rgr]
Armor Check Penalty: -3
[-3 Armor + 0 Shield]


[u]General Tactics[/u]
Always stow equipment; never drop it.
All melee attacks should be made one-handed unless otherwise specified.
Use any and all equipment available whenever necessary.
Never surrender.


[u]Prefight Actions[/u]
Gain psionic focus.
Don mithral full plate and mithral buckler.


[u]Equipment Carried[/u]
001 +1 Adamantine Dwarven Waraxe
[08.00 lbs]
001 +1 Mithral Buckler
[02.50 lbs]
001 +1 Mithral Full Plate
[25.00 lbs]
139 Arrows
[21.25 lbs]
001 Climber's Kit
[05.00 lbs]
001 Darkwood Composite Longbow (+3 Str)
[01.50 lbs]
001 Masterwork Armor Spikes
[10.00 lbs]
001 Masterwork Alchemical Silver Dwarven Waraxe
[08.00 lbs]
001 Masterwork Cold Iron Dwarven Waraxe
[08.00 lbs]
001 Masterwork Warhammer
[05.00 lbs]
001 Wand of Cure Light Wounds {CL 1} (31 charges)
[00.00 lbs]
001 Wand of Cure Light Wounds {CL 1} (48 charges)
[00.00 lbs]


[u]Expendables Unused[/u]
None


[u]Equipment Stored[/u]
001 Masterwork Artisan's Tools (Armorsmithing)
[05.00 lbs]
001 Masterwork Artisan's Tools (Bowmaking)
[05.00 lbs]
001 Masterwork Artisan's Tools (Masonry)
[05.00 lbs]
001 Masterwork Artisan's Tools (Weaponsmithing)
[05.00 lbs]


[u]Adventure Results[/u]
[post=9269698]Success[/post] in "Aspects Of The Apocalypse, Part I"
[0,600.00 XP] [0,600.00 + 0,063.00 gp]


[u]Results[/u]
[post=8250530]Success[/post] vs Borodin Brightaxe (Usurpator)
[0,900.00 XP] [0,900.00 + 0,063.00 gp]
[post=8297285]Failure[/post] vs Jonathon Raven (Abyssal Stalker)
[0,375.00 XP] [0,375.00 + 0,063.00 gp]
[post=8353040]Success[/post] vs Sybil ap Kalten (MitzaVolchenko)
[0,900.00 XP] [0,900.00 + 0,063.00 gp]
[post=8500077]Success[/post] vs Davos Antaryon (lucanthrope)
[0,900.00 XP] [0,900.00 + 0,063.00 gp]
[post=8561096]Failure[/post] vs Drac (Dracazar)
[0,400.00 XP] [0,400.00 + 0,088.00 gp]
[post=8709383]Success[/post] vs Hexacious Pogboomer (Turin)
[1,200.00 XP] [1,200.00 + 0,088.00 gp]
[post=8800060]Success[/post] vs Finrod Felagund (lonewolf)
[1,200.00 XP] [1,200.00 + 0,088.00 gp]
[post=8847114]Failure[/post] vs Tan, Son of Sty (Book5) vs Danidus (Vecnoran) vs Loddick Saffrion (Erithmu)
[0,864.00 XP] [0,864.00 + 0,088.00 gp]
[post=9403672]Failure[/post] with Famine (NiQil) vs 1 Troll & 3 Derros
[0,625.00 XP] [0,716.50 + 0,115.00 gp]
[post=9458500]Failure[/post] vs Seændithas (Sindorin)
[0,500.00 XP] [0,533.00 + 0,115.00 gp]
[post=9553604]Failure[/post] vs Eraca Moralta (Zevox)
[0,500.00 XP] [0,533.00 + 0,115.00 gp]
[post=9675895]Success[/post] vs Valek Usher (DSugui)
[1,500.00 XP] [1,600.00 + 0,115.00 gp]
[post=9694747]Success[/post] vs Tan, Son of Sty (Book5)
[1,750.00 XP] [1,854.00 + 0,115.00 gp]
[post=9788770]Failure[/post] vs Morathor (Pittbull) vs Neidr Bresent (bgt)
[0,600.00 XP] [0,666.00 + 0,144.00 gp]
[post=10039900]Success[/post] vs Neidr Bresent (bgt)
[1,800.00 XP] [2,000.00 + 0,144.00 gp]
[post=-------]xxxxxxx[/post] vs xxxxxxxxxx (xxxxx)
[0,000.00 XP] [0,000.00 + 0,144.00 gp]


[u]Abilities[/u]

Classes

Ex-Barbarian

Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Shields
Fast Movement
Illiteracy
Rage 1/day
Uncanny Dodge

Fighter

Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Heavy Armor
Shields
Tower Shields
Bonus Feats


Ranger

1st Favored Enemy: Elves
Wild Empathy
Combat Style: Archery

Racial

Dwarf

Darkvision
Stonecunning
Weapon Familiarity
Stability

[u]Bookkeeping[/u]
Purchases

001 +1 Adamantine Dwarven WaraxeC [post=8863851](Apr 05)[/post]
[1,515.00 gp + 2,000.00 gp Enchantment]
001 +1 Mithral BucklerC [post=8863851](Apr 05)[/post]
[0,507.50 gp + 1,000.00 gp Enchantment]
001 +1 Mithral Full PlateC [post=8592552](Mar 01)[/post] [post=8648136](Mar 08)[/post]
[5,250.00 gp + 1,000.00 gp Enchantment]
100 ArrowsC (Creation)
[0,002.50 gp]
100 Arrows
[0,005.00 gp]
001 Climber's Kit
[0,080.00 gp]
001 Darkwood Composite Longbow (+2 Str)C (Creation)
[0,315.00 gp]
001 Darkwood Composite Longbow (+3 Str)C [post=8863851](Apr 05)[/post]
[0,365.00 gp]
001 Masterwork Armor SpikesC (Creation)
[0,175.00 gp]
001 Masterwork Artisan's Tools (Armorsmithing)
[0,055.00 gp]
001 Masterwork Artisan's Tools (Bowmaking)
[0,055.00 gp]
001 Masterwork Artisan's Tools (Masonry)
[0,055.00 gp]
001 Masterwork Artisan's Tools (Weaponsmithing)
[0,055.00 gp]
001 Masterwork BreastplateC (Creation)
[0,175.00 gp]
001 Masterwork BucklerC (Creation)
[0,082.50 gp]
001 Masterwork Alchemical Silver Dwarven WaraxeC [post=8863851](Apr 05)[/post]
[0,255.00 gp]
001 Masterwork Cold Iron Dwarven WaraxeC [post=8863851](Apr 05)[/post]
[0,180.00 gp]
001 Masterwork Dwarven WaraxeC (Creation)
[0,165.00 gp]
001 Masterwork WarhammerC (Creation)
[0,156.00 gp]
003 Wand of Cure Light Wounds {CL 1}
[2,250.00 gp]

Sales

001 Darkwood Composite Longbow (+2 Str)
[0,315.00 gp]
001 Masterwork Breastplate
[0,175.00 gp]
001 Masterwork Buckler
[0,082.50 gp]
001 Masterwork Dwarven Waraxe
[0,165.00 gp]

Earnings
Starting: 3,000.00 gp<br /> Battles: 15,174.50 gp<br /> Income: 1,528.00 gp<br /> Sales: + 737.50 gp<br /> ---------------<br /> Total Earned: 20,440.00 gp<br /> Purchases: - 15,698.50 gp<br /> ---------------<br /> Total Left: 4,741.50 gp


Items Used

061 Arrows
001 Wand of Cure Light Wounds {CL 1}

Current 3FC Information
Fight 1 (09-06-06)

Time Between Fights: N/A<br /> Prebuffs/Ongoing Effects: Psionic focus (until used)<br /> Items Used: None<br /> Spells/Power Points Used: None<br /> x/day Abilities Used: None<br /> Free Activity: Earning 144 gp with Craft (Masonry)


Fight 2 (Date)

Time Between Fights: ? hrs<br /> Prebuffs/Ongoing Effects: Psionic focus (until used)<br /> Items Used: xxxxx<br /> Spells/Power Points Used: xxxxx<br /> x/day Abilities Used: xxxxx<br /> Free Activity: xxxxx


Fight 3 (Date)

Time Between Fights: ? hrs<br /> Prebuffs/Ongoing Effects: Psionic focus (until used)<br /> Items Used: xxxxx<br /> Spells/Power Points Used: xxxxx<br /> x/day Abilities Used: xxxxx<br /> Free Activity: xxxxx

Pestilence
Pestilence
Type: Humanoid
Gender: Unknown
Race: Dwarf
Size: Medium
Height: 4'5"
Weight: 200 lbs
Age: Unknown
Alignment: Lawful Evil
Classes: Ex-Barbarian 2/Fighter 1/Ranger 3
Experience: 18,200/21,000


Attributes
STR 16 (+3) [10 pts]
DEX 16 (+3) [10 pts]
CON 16 (+3) [06 pts] [14 Base + 2 Racial]
INT 13 (+1) [05 pts]
WIS 14 (+2) [05 pts] [13 Base + 1 Advancement]
CHA 06 (-2) [00 pts] [08 Base - 2 Racial]


Miscellaneous Statistics
Hit Points: 55
[12 Brb + (6.5 Brb x 1) + (5.5 Ftr x 1) + (4.5 Rgr x 3) + (3 Con x 6)]
Armor Class (Normal): 24a
[10 Base + 9 Armor + 2 Shield + 3 Dex]
Armor Class (Touch): 13a
[10 Base + 3 Dex]
Armor Class (Flat-Footed): 24a
[10 Base + 9 Armor + 2 Shield + 3 Dex]
Initiative: +3
[3 Dex]
Base Attack Bonus: +6/+1
[2 Brb + 1 Ftr + 3 Rgr]
Grapple: +9
[6 BAB + 3 Str]
Speed: 40 ft
[20 Base + 10 Unnamed + 10 Insight]
Weight Carried: 80.80 lbs, Medium encumbrance
[0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]


[u]Saves[/u]
Fortitude: +11b, c
[3 Brb + 2 Ftr + 3 Rgr + 3 Con]
Reflex: +6b
[0 Brb + 0 Ftr + 3 Rgr + 3 Dex]
Will: +5b
[0 Brb + 0 Ftr + 1 Rgr + 2 Wis + 2 Feat]


[u]Melee Attacks[/u]
+1 Adamantine Dwarven Waraxe: +10/+5d, 1d10+4 (x3)e, Slashing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Armor Spikes: +10/+5d, 1d6+3 (x2)e, Piercing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Alchemical Silver Dwarven Waraxe: +10/+5d, 1d10+2 (x3)e, Slashing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Cold Iron Dwarven Waraxe: +10/+5d, 1d10+3 (x3)e, Slashing
[6 BAB + 3 Str + 1 Enhancement]
Masterwork Warhammer: +10/+5d, 1d8+3 (x3)e, Bludgeoning
[6 BAB + 3 Str + 1 Enhancement]


[u]Ranged Attacks[/u]
Darkwood Composite Longbow (+3 Str): +10/+5d, 1d8+3 (x3)e, Piercing, Range 110 ft
[6 BAB + 3 Str + 1 Enhancement]


[u]Divine Spells Prepared[/u]
Level 1 [DC 13]:
Level 2 [DC 14]:
Level 3 [DC 15]:
Level 4 [DC 16]:

Spell Levels Available Per Fight: ??
[?? Total Spell Levels / 3, rounded up]
Total Spell Levels: ??
[(? x 1), (? x 2), (? x 3), (? x 4)]
Caster Level: ?


[u]Combat Abilities[/u]
+4 bonus to resist being bull rushed or tripped when standing on the ground


[u]Conditional Modifiers[/u]
a +4 dodge bonus vs giant types
b +2 vs spells/powers and spell/power-like effects
c +2 vs poisons
d +1 to attack vs orcs & goblinoids
e +2 to damage vs elves
f +2 vs elves


[u]Feats[/u]
Lvl 1: Wild Talent
Lvl 3: Speed of Thought
Rgr 1: Track
Rgr 3: Endurance
Lvl 6: Iron Will
Ftr 1: Blind-Fight


[u]Skills[/u]
Balance: +0
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 3 Dex - 3 ACP]
Bluff: -2f
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) - 2 Cha]
Climb: +3
[1 Ranks (0 Brb + 1 Ftr + 0 Rgr) + 3 Str + 2 Circumstance - 3 ACP]
Craft (Armorsmithing): +10
[5 Ranks (5 Brb + 0 Ftr + 0 Rgr) + 1 Int + 2 Racial + 2 Circumstance]
Craft (Bowmaking): +12
[9 Ranks (5 Brb + 1 Ftr + 3 Rgr) + 1 Int + 2 Circumstance]
Craft (Weaponsmithing): +10
[5 Ranks (5 Brb + 0 Ftr + 0 Rgr) + 1 Int + 2 Racial + 2 Circumstance]
Craft (Masonry): +14
[9 Ranks (5 Brb + 1 Ftr + 3 Rgr) + 1 Int + 2 Racial + 2 Circumstance]
Hide: +5
[5 Ranks (0 Brb + 0 Ftr + 5 Rgr) + 3 Dex - 3 ACP]
Jump: +4
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 3 Str + 4 Unnamed - 3 ACP]
Knowledge (Religion): +3
[2 Ranks (4 BrbCC + 0 Ftr + 0 Rgr) + 1 Int]
Listen: +5f
[3 Ranks (1 Brb + 0 Ftr + 2 Rgr) + 2 Wis]
Move Silently: +5
[5 Ranks (0 Brb + 0 Ftr + 5 Rgr) + 3 Dex - 3 ACP]
Sense Motive: +2f
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 2 Wis]
Spot: +5f
[3 Ranks (0 Brb + 0 Ftr + 3 Rgr) + 2 Wis]
Survival: +2f
[0 Ranks (0 Brb + 0 Ftr + 0 Rgr) + 2 Wis]

Languages: Common, Dwarven and Giant
[2 Racial + 1 Int]
Total Skill Points: 49
[25 Brb + 3 Ftr + 21 Rgr]
Armor Check Penalty: -3
[-3 Armor + 0 Shield]


[u]General Tactics[/u]
Always stow equipment; never drop it.
All melee attacks should be made one-handed unless otherwise specified.
Use any and all equipment available whenever necessary.
Never surrender.


[u]Prefight Actions[/u]
Gain psionic focus.
Don mithral full plate and mithral buckler.


[u]Equipment Carried[/u]
001 +1 Adamantine Dwarven Waraxe
[08.00 lbs]
001 +1 Mithral Buckler
[02.50 lbs]
001 +1 Mithral Full Plate
[25.00 lbs]
162 Arrows
[24.30 lbs]
001 Climber's Kit
[05.00 lbs]
001 Darkwood Composite Longbow (+3 Str)
[01.50 lbs]
001 Masterwork Armor Spikes
[10.00 lbs]
001 Masterwork Alchemical Silver Dwarven Waraxe
[08.00 lbs]
001 Masterwork Cold Iron Dwarven Waraxe
[08.00 lbs]
001 Masterwork Warhammer
[05.00 lbs]
001 Wand of Cure Light Wounds {CL 1} (24 charges)
[00.00 lbs]
001 Wand of Cure Light Wounds {CL 1} (50 charges)
[00.00 lbs]


[u]Expendables Unused[/u]
None


[u]Equipment Stored[/u]
001 Masterwork Artisan's Tools (Armorsmithing)
[05.00 lbs]
001 Masterwork Artisan's Tools (Bowmaking)
[05.00 lbs]
001 Masterwork Artisan's Tools (Masonry)
[05.00 lbs]
001 Masterwork Artisan's Tools (Weaponsmithing)
[05.00 lbs]


[u]Adventure Results[/u]
[post=9269701]Success[/post] in "Aspects Of The Apocalypse, Part III"
[0,600.00 XP] [0,600.00 + 0,063.00 gp]
[post=9269727]Success[/post] in "Bizarre Rescue"
[0,800.00 XP] [0,900.00 + 0,088.00 gp]


[u]Arena Results[/u]
[post=8242435]Success[/post] vs Histal Dar'ath (waywreth)
[0,900.00 XP] [0,900.00 + 0,063.00 gp]
[post=8300434]Success[/post] vs Emon Thrin (Kaigan)
[0,900.00 XP] [0,900.00 + 0,063.00 gp]
[post=8353790]Success[/post] vs Theoricus (bgt)
[0,900.00 XP] [0,900.00 + 0,063.00 gp]
[post=8598420]Success[/post] vs Drac (Dracazar)
[1,200.00 XP] [1,200.00 + 0,088.00 gp]
[post=8684961]Success[/post] vs Krayko, Bringer of Frozen Justice (^Rayne^)
[1,200.00 XP] [1,200.00 + 0,088.00 gp]
[post=8722538]Success[/post] vs Tan, Son of Sty (Book5)
[1,500.00 XP] [1,500.00 + 0,088.00 gp]
[post=9401311]Success[/post] vs Kendal Aphos (Papapeperoni)
[1,500.00 XP] [1,600.00 + 0,115.00 gp]
[post=9498461]Success[/post] vs Faelto (TelinArtho)
[1,500.00 XP] [1,600.00 + 0,115.00 gp]
[post=9534850]Failure[/post] vs Destra Stormwind (Zevox)
[0,500.00 XP] [0,533.00 + 0,115.00 gp]
[post=9672092]Failure[/post] with Seændithas (Sindorin) vs Zero (MindWandererB)
[0,500.00 XP] [0,530.00 + 0,115.00 gp]
[post=9775897]Failure[/post] vs Loddick Saffrion (Erithmu)
[0,600.00 XP] [0,666.00 + 0,144.00 gp]
[post=9821597]Failure[/post] vs Kimahri Ronso (Dr. Funk)
[0,600.00 XP] [0,666.00 + 0,144.00 gp]
[post=10055348]Success[/post] vs Ihdald Seaslash (Milov) & Indrithia (Zevox)
[1,800.00 XP] [2,000.00 + 0,144.00 gp]
[post=-------]xxxxxxx[/post] vs xxxxxxxxxx (xxxxx)
[0,000.00 XP] [0,000.00 + 0,144.00 gp]


[u]Abilities[/u]

Classes


Ex-Barbarian

Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Shields
Fast Movement
Illiteracy
Rage 1/day
Uncanny Dodge

Fighter

-----

Ranger

Simple Weapons
Martial Weapons
Light Armor
Shields
1st Favored Enemy: Elves
Wild Empathy
Combat Style: Archery

Racial

Dwarf

Darkvision
Stonecunning
Weapon Familiarity
Stability

[u]Bookkeeping[/u]
Purchases

001 +1 Adamantine Dwarven WaraxeC [post=8755085](Mar 22)[/post]
[1,515.00 gp + 2,000.00 gp Enchantment]
001 +1 Mithral BucklerC [post=8755085](Mar 22)[/post]
[0,507.50 gp + 1,000.00 gp Enchantment]
001 +1 Mithral Full PlateC [post=8484938](Feb 15)[/post] [post=8542988](Feb 22)[/post]
[5,250.00 gp + 1,000.00 gp Enchantment]
100 ArrowsC (Creation)
[0,002.50 gp]
100 Arrows
[0,005.00 gp]
001 Climber's Kit
[0,080.00 gp]
001 Darkwood Composite Longbow (+2 Str)C (Creation)
[0,315.00 gp]
001 Darkwood Composite Longbow (+3 Str)C [post=8755085](Mar 22)[/post]
[0,365.00 gp]
001 Masterwork Armor SpikesC (Creation)
[0,175.00 gp]
001 Masterwork Artisan's Tools (Armorsmithing)
[0,055.00 gp]
001 Masterwork Artisan's Tools (Bowmaking)
[0,055.00 gp]
001 Masterwork Artisan's Tools (Masonry)
[0,055.00 gp]
001 Masterwork Artisan's Tools (Weaponsmithing)
[0,055.00 gp]
001 Masterwork BreastplateC (Creation)
[0,175.00 gp]
001 Masterwork BucklerC (Creation)
[0,082.50 gp]
001 Masterwork Alchemical Silver Dwarven WaraxeC [post=8755085](Mar 22)[/post]
[0,255.00 gp]
001 Masterwork Cold Iron Dwarven WaraxeC [post=8755085](Mar 22)[/post]
[0,180.00 gp]
001 Masterwork Dwarven WaraxeC (Creation)
[0,165.00 gp]
001 Masterwork WarhammerC (Creation)
[0,156.00 gp]
002 Wand of Cure Light Wounds {CL 1}
[1,500.00 gp]

Sales

001 Darkwood Composite Longbow (+2 Str)
[0,315.00 gp]
001 Masterwork Breastplate
[0,175.00 gp]
001 Masterwork Buckler
[0,082.50 gp]
001 Masterwork Dwarven Waraxe
[0,165.00 gp]

Earnings
Starting: 3,000.00 gp<br /> Battles: 15,629.00 gp<br /> Income: 1,496.00 gp<br /> Sales: + 737.50 gp<br /> ---------------<br /> Total Earned: 20,862.50 gp<br /> Purchases: - 14,948.50 gp<br /> ---------------<br /> Total Left: 5,914.00 gp


Items Used

038 Arrows

Current 3FC Information
Fight 1 (09-06-06)

Time Between Fights: N/A<br /> Prebuffs/Ongoing Effects: Psionic focus (until used)<br /> Items Used: None<br /> Spells/Power Points Used: None<br /> x/day Abilities Used: None<br /> Free Activity: Earning 144 gp with Craft (Masonry)


Fight 2 (Date)

Time Between Fights: ? hrs<br /> Prebuffs/Ongoing Effects: Psionic focus (until used)<br /> Items Used: xxxxx<br /> Spells/Power Points Used: xxxxx<br /> x/day Abilities Used: xxxxx<br /> Free Activity: xxxxx


Fight 3 (Date)

Time Between Fights: ? hrs<br /> Prebuffs/Ongoing Effects: Psionic focus (until used)<br /> Items Used: xxxxx, xxxxx<br /> Spells/Power Points Used: xxxxx<br /> x/day Abilities Used: xxxxx<br /> Free Activity: xxxxx

Team NiQil’s Tacitcs
This should be interesting.

These tactics are in addition to the general tactics listed on my respective sheets.

Each of my Horsemen will start with bow in hand. The priority is to kill the hippogriff, especially if it is airborne. Both Death and Pestilence will enjoy an additional +4 dodge bonus to AC vs Dronnar due to that whole half-giant thing, putting their AC's at a 28 each vs Dronnar normally. So what I would like to do is take down the hippogriff, which will keep Dronnar on the ground. And more importantly, keep him slower than the Horsemen. Once the hippogriff is dead, what I want to do is split up, with Death and Pestilence each going to one side of Dronnar. The idea here is to stay at range where we have a speed advantage, and make him choose which one to attack. If he advances toward one of them, then that one will retreat while the other fires away. We want to stay out of melee if we can here, since he has the advantage there.

If we do end up in melee, use the adamantine waraxe and full attack as often as possible, flanking if feasible. But if both dwarfs are up, try and keep it ranged. The cavern map will limit this to some degree, but hopefully it will work out the way I want.
Fight
Initiative:
All Rolls located here.
Starting location of Death is in area C at (4,4). Starting location of Pestilence is area A at (4,27). Starting Location of Dronnar is area D at (28,3). Death wins initiative.

De: 15
P: 11
Dr: 9

Round #1

De: Starts at location (4,4) with bow in hand. He moves in search of his foe and ends at (17,11) where he spots the half giant on his mount to the south east.

P: Starts at location (4,27) with bow in hand. He moves in search of his foe and ends at (16,19) where he spots the half giant and his hippogriff.

Dr: Starts at location (28,3) with powerstones of animal affinity and dissolving weapon in hand. See’s the two archers lining up to pepper him with arrows, so he manifests force screen and moves to (23,2) where the archers no longer has LOS to his position.


De: (17,11)(55/55)
P: (16,19)(55/55)
Dr: (23,2)(63/63)(Force Screen Ends 51)
C: (-,-)(63/63)


Round #2

De: Starts at location (17,11) with bow in hand. He moves to (20,13) where he has LOS on his foe again and fires an arrow but misses the hippogriff.

P: Starts at location (16,19) with bow in hand. He moves (20,21) and fires an arrow at the hippogriff and hits for 9hp damage.

Dr: Starts at location (23,2) with powerstones of animal affinity and dissolving weapon in hand. See’s the two archers are aiming at his mount, so he manifests Animal Affinity Strength from his powerstone and moves to (29,10) where they cannot target him.


De: (20,13)(55/55)
P: (20,21)(55/55)
Dr: (29,10)(63/63)(Force Screen Ends 51)(Animal Affinity +4 Str Ends 32)
C: (-,-)(54/63)


Round #3

De: Starts at location (20,13) with bow in hand. He moves to (13,11) and puts some distance between himself and the hippogriff while still having LOS. He fires an arrow that misses.

P: Starts at location (20,21) with bow in hand. He moves (10,11) in an attempt to get LOS on his enemy.

Dr: Starts at location (29,10) with powerstone of dissolving weapon in hand. He uses the powerstone on PsiBlade and draws the blade as he moves to (11,10) where he threatens both dwarves.


De: (13,11)(55/55)
P: (10,11)(55/55)
Dr: (11,10)(63/63)(Force Screen Ends 51)(Animal Affinity +4 Str Ends 32)(Dissolving Weapon PSI Blade)
C: (-,-)(54/63)


Round #4

De: Starts at location (13,11) with bow in hand and threatened by the half giant. He uses a withdraw action to move to (27,7).

P: Starts at location (10,11) with bow in hand and threatened by the half giant. He uses a withdraw action to move to (19,22).

Dr: Starts at location (11,10) with dissolving weapon PsiBlade in hand. He moves his mount around the statue and flies to (17,21) where he is attacks Pestilence using deep impact and power attack (-4) and misses. Carnage also claws at the dwarf and .


De: (27,7)(55/55)
P: (19,22)(55/55)
Dr: (17,21)(63/63)(Force Screen Ends 51)(Animal Affinity +4 Str Ends 32)(Dissolving Weapon PSI Blade)
C: (-,-)(54/63)


Round #5

De: Starts at location (27,7) with bow in hand. He moves to (23,6) and fires an arrow at the mount but misses.

P: Starts at location (19,22) with bow in hand and threatened by the half giant. He uses a withdraw action to move to (28,28).

Dr: Starts at location (17,21) with dissolving weapon PsiBlade in hand. He moves his mount to (26,27) where he is attacks Pestilence and hits for 33hp damage. Carnage misses.


De: (23,6)(55/55)
P: (28,28)(22/55)
Dr: (26,27)(63/63)(Force Screen Ends 51)(Animal Affinity +4 Str Ends 32)
C: (-,-)(54/63)


Round #6

De: Starts at location (23,6) with bow in hand. He moves to (21,13) and readies an action to fire on LOS.

P: Starts at location (28,28) with bow in hand and threatened by the half giant. He uses a withdraw action to move to (22,21).

Dr: Starts at location (26,27) with PsiBlade in hand. He charges Pestilence and hits for 21hp damage. Also Carnage misses and there movement triggers Death’s readied action. Death attacks Carnage and hits for 11hp damage.

I reviewed and noticed that I forgot the +1 attack bonus for being mounted and applied it to Dronnar’s attacks. This is the only place that I missed where it resulted in a hit and I put it in now.


De: (21,13)(55/55)
P: (22,21)(1/55)
Dr: (26,27)(63/63)(Force Screen Ends 51)(Animal Affinity +4 Str Ends 32)
C: (-,-)(43/63)


Round #7

P: Starts at location (22,21) with bow in hand and threatened by the half giant. He uses a withdraw action to move to (10,26).

De: Starts at location (21,13) with bow in hand. He full attacks Carnage with his bow and hits for 8hp damage.

Dr: Starts at location (23,23) with PsiBlade in hand. He chases Pestilence ending at (9,25) and hits him for 21hp damage. Also Carnage misses.


De: (21,13)(55/55)
P: (10,26)(-20/55)
Dr: (9,25)(63/63)(Force Screen Ends 51)(Animal Affinity +4 Str Ends 32)
C: (-,-)(35/63)


Round #8

De: Starts at location (21,13) with bow in hand. He moves to (13,12) and attacks Carnage and hits for 5hp damage.

Dr: Starts at location (9,25) with PsiBlade in hand. He wheals his mount around and heads for Death ending at (12,14) and misses. Also Carnage misses.


De: (13,12)(55/55)
P: (3,22)(1/55)
Dr: (12,14)(63/63)(Force Screen Ends 51)(Animal Affinity +4 Str Ends 32)
C: (-,-)(30/63)


Round #9

De: Starts at location (13,12) with bow in hand. He takes a 5’ step back and stows his bow then draws a waraxe.

Dr: Starts at location (12,14) with PsiBlade in hand. Dronnar takes a 5’ step forward, dismounts and manifests Expansion (augmented duration). Carnage attacks the dwarf but misses.


De: (13,11)(55/55)
Dr: (13,21)(63/63)(Force Screen Ends 51)(Animal Affinity +4 Str Ends 32)(Expansion Ends 509)
C: (-,-)(30/63)


Round #10

De: Starts at location (13,11) with axe in hand. He takes a 5’ step and attacks Dronnar. He hits for 13hp damage.

Dr: Starts at location (12,14) with PsiBlade in hand and large in size. He grapples Death using Grip of Iron and grips the dwarf smashing his head into an armor spike for 32hp damage. Carnage then full attacks the dwarf and hits for 18hp damage.

I got Dronnar’s grapple modifier wrong. It should be 25 not 23.


De: (13,12)(5/55)
Dr: (13,21)(50/63)(Force Screen Ends 51)(Animal Affinity +4 Str Ends 32)(Expansion Ends 509)(Grip of Iron ends 15)
C: (-,-)(30/63)


Round #11

De: Starts at location (13,11) in a grapple with axe in hand. He uses an armor spike to attempt to damage Dronnar but fails.

Dr: Starts at location (13,11) with PsiBlade in hand and large in size. He grapples Death using Grip of Iron and smashes his face into an armor spike twice for 35hp damage killing the dwarf.
rewards
Dronnar Wins! He earns 2000xp and 2833gp
Death and Pestilence Loose earning 700xp and 777gp

Dronnar
Time Before Fight: 2 hrs
Prebuffs/Ongoing Effects: None
Items Used: Stone Animal Affinity ML3, Stone Dissolving Weapon ML4
PP Used: 5
x/day Abilities Used: none
Free Activity: Guarding

Death
Time Before Fight: 2 hrs
Prebuffs/Ongoing Effects: None
Items Used: 7 arrows
PP Used: none
x/day Abilities Used: none
Free Activity: 144gp

Pestilence
Time Before Fight: 2 hrs
Prebuffs/Ongoing Effects: None
Items Used: 2 arrows
PP Used: none
x/day Abilities Used: none
Free Activity: 144gp
Guillaume, the Guantlet


Guillaume, the Gauntlet
Lawful Good Medium Humanoid (wood elf)
ECL 3 (Psw1/Clr2)
Experience: 3200
Next Level: 6000





STR...16 [+3]...(6 pts) [+2 race]]
DEX...16 [+3]...(6 pts) [+2 race]
CON...10 [+0]...(4 pts) [-2 race]
INT...10 [+0]...(4 pts) [-2 race]
WIS...14 [+2]...(6 pts)
CHA...16 [+3]...(10 pts)

Hit Points:............ 17 [13,5(clr) +4,5(psw)] [3HD]
Armor Class:......... 17 (Touch 13, Flat 14) [+3dex, +4armor]
Initiative:............. +3 [+3dex]
BAB/Grap:............ +1/+4 [+1bab, +3str]
Speed.................. 30ft [30ft base]

[u]Saves[/u]:
Fort +5 [+2psw, +3clr, +0con,]
Refl +3 [+0psw, +0clr, +3dex]
Will +5 [+0psw +3clr, +2wis] [+2 vs. enchantments]
[Immune to sleep]

[u]Attacks[/u]:
[mwk] Longbow................ +5 ranged, 1d8+3 [20/x3] [120']
[mwk] Greatsword............ +5 melee, 2d6+4 [19-20/x2]
Longsword...................... +4 melee, 1d8+3 [19-20/x2]
Guisarme........................ +4 melee, 2d4+4 [20/x3] [10']
Armorspikes.................... +4 melee, 1d6+3 [20/x2]

[u]Feats[/u]:
Psionic Shot [1st lvl psw]
Power Attack [1st lvl]
Divine Might [3rd lvl]

[u]Race/Class abilities:[/u]
Immune to sleep, +2 vs. enchantments, low-light vision, sens secret doors, bonus feat, turn undead[6/day], spontaneous casting[cure-spells], domains[magic/charm]

[u]Skills[/u] 20 total [Skill points: 10clr, 2psw]:

+05 Concentration.............. [5 (rnks) +0 (con)] [5clr]
+08 Diplomacy.................. [5 (rnks) +3 (cha)] [5clr]
+02 Hide....................... [0 (rnks) +3 (dex) -1 (acp)]
+04 Listen..................... [0 (rnks) +2 (wis) +2 (race)]
+02 Move Silently.............. [0 (rnks) +3 (dex) -1 (acp)]
+04 Ride....................... [2 (rnks) +3 (dex) -1 (acp)] [2psw]
+02 Search..................... [0 (rnks) +0 (int) +2 (race)]
+04 Spot....................... [0 (rnks) +2 (wis) +2 (race)]
Speaks Common and Elven

[u]Spells:[/u] [4/4] [Total spell levels: 4; Cast: 2]
0: [DC 12]Detect Magic, Detect Magic, Guidance, Resistance
1: [DC 13]Charm Person(D), Divine Favor, Divine Favor, Entropic Shield

[u]Equipment[/u]:
General Equipment:
Armor: [mwk] Chainshirt with Armorspikes [35 lbs][300 gp]
Weapon: [mwk] Greatsword [8 lbs][335 gp]
Weapon: [mwk] Composite(+3) Longbow [4 lbs][700 gp]
Weapon: Longsword [4 lbs][15 gp]
Weapon: Composite(+3) Longbow [12 lbs][9 gp]
Ammo: Quiver with 80 arrows [12 lbs][8 gp]
Misc: Spell Component Pouch [2 lbs][5 gp]

Expendable Items: [CL] [450/450]
Scroll: 1x Protection from Evil [1] [0 lbs][25 gp]
Scroll: 1x Protection from Chaos [1] [0 lbs][25 gp]
Scroll: 2x Shield of Faith [1] [0 lbs][50 gp]
Scroll: 3x Shield [1] [0 lbs][75 gp]
Scroll: 2x Magic Weapon [1] [0 lbs][50 gp]
Scroll: 1x Mount [1] [0 lbs][25 gp]
Scroll: 2x Enlarge Person [1] [0 lbs][50 gp]
Scroll: 1x Reduce Person [1] [0 lbs][25 gp]
Scroll: 1x Expeditious Retreat [1] [0 lbs][25 gp]
Scroll: 3x True Strike [1] [0 lbs][75 gp]
Stone: 1x Chameleon [1] [0 lbs][25 gp]

Equipment at Home:
Gold: 420
Misc: 2x Antioxin [0 lbs][100 gp]
Misc: 2x Tanglefoot bag [8 lbs][100 gp]
Misc: Thunderstone [1 lbs][30 gp]
Potion: 15x Vial of Alchemist's Fire [15 lbs][300 gp]
Ammo: Quivers with 400 arrows [60 lbs][40 gp]
Armor: [mwk] Tower Shield [45 lbs][180 gp]
Armor: Locked Gauntlet [5 lbs][8 gp]

Miscellaneous Statistics:
Height: 1,67m, Weight: 99 lbs
Encumbance: 0-76 (light), 77-154 (medium), 155-230 (heavy)
Weight carried: 65 lbs (light load)

Buffs and Prefight Actions:
- Psionic Focus

Cycle
[u]Cycle[/u]
Fight 1:

Fight 2:

Fight 3:



Fights results:
-- none yet --

Past Expenditures
[u]Past Expenditures[/u] (tot. 0 gp):
-- none yet --


Gundmir Guldesdep

Ready for 9/20/2006 [Fight 3] - Free Activity: Profession(Barrister) (63 gp)


Gundmir Guldesdep
Gender and Race: Male Deep Dwarf
Size and Type: Medium Humanoid (Dwarf)
Height and Weight: 4'6" 144 lb
Age: 62
Alignment: Neutral
ECL: Cleric 3 (War and Magic) (Channels negative energy)
Experience: 4250/6000

Gods of stone and earth, grant your servant triumph this day. Beset my adversaries with ill fortune, turn their spells and weapons aside, and disclose to me their snares and schemes that I might be a beacon of your glory.


Attributes
STR 16 (+3) [10 pts] [16 Base, +0 Racial, +0 Enhancement, 0 Advancement]
DEX 12 (+1) [04 pts] [12 Base, +0 Racial, +0 Enhancement, 0 Advancement]
CON 16 (+3) [06 pts] [14 Base, +2 Racial, +0 Enhancement, 0 Advancement]
INT 14 (+2) [06 pts] [14 Base, +0 Racial, +0 Enhancement, 0 Advancement]
WIS 16 (+3) [10 pts] [16 Base, +0 Racial, +0 Enhancement, 0 Advancement]
CHA 06 (-2) [00 pts] [08 Base, -2 Racial, +0 Enhancement, 0 Advancement]


Miscellaneous Statistics
Hit Points: 26
[3 HD] [8 Cleric + (4.5 Cleric x 2) + (3 HD x 3 Con)]
Armor Class (Normal): 19
[10 Base, 1 Dex, 8 Armor]
Armor Class (Touch): 11
[10 Base, 1 Dex]
Armor Class (Flat-Footed): 18
[10 Base, 8 Armor]
Initiative: +1
[1 Dex]
Base Attack Bonus: +2
[2 Cleric]
Grapple: +5
[2 BAB, +3 Str]
Speed (Land): 20 ft
[20 Base]
Weight Carried: 73 lbs, light encumbrance
[0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]


Saves
Fortitude: +7 (+3 vs. Spells, Spell-likes, and Poisons)
[+3 Con, +3 Cleric, +1 Resistance]
Reflex: +3 (+3 vs. Spells, Spell-likes, and Poisons)
[+1 Dex, +1 Cleric, +1 Resistance]
Will: +7 (+3 vs. Spells, Spell-likes, and Poisons)
[+3 Wis, +3 Cleric, +1 Resistance]

Melee Attacks
Masterwork Greatsword +7, 2d6+4, (19-20/x2), Slashing
[+3 Str, +2 BAB, +1 Weapon Focus, +1 MW]


Special Attacks & Abilities
Darkvision 90 ft
Light Sensitivity (dazzled in bright sunlight or the radius of a daylight spell)
+1 Racial attack bonus vs. Orcs, Half-orcs, golins, hobgoblins, and bugbears
War Domain
WAR DOMAIN
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

War Domain Spells
Spell Name Brief Description
1 Magic Weapon: Weapon gains +1 bonus.
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Power Word Blind: Blinds creature with 200 hp or less.
8 Power Word Stun: Stuns creature with 150 hp or less.
9 Power Word Kill: Kills creature with 100 hp or less.

Magic Domain

MAGIC DOMAIN
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

Magic Domain Spells
Spell Name Brief Description
1 Magic Aura: Alters object’s magic aura.
2 Identify: Determines properties of magic item.
3 Dispel Magic: Cancels magical spells and effects.
4 Imbue with Spell Ability: Transfer spells to subject.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells M F: Confers +8 resistance bonus.
9 Mage’s Disjunction: Dispels magic, disenchants magic items.



Divine Spells Readied
Orisons [DC 13] Guidance, Guidance, Guidance, Guidance
Level 1 [DC 14] Magic WeaponD, Command, Command, Shield of Faith
Level 2 [DC 15] Spiritual WeaponD, Hold Person, Hold Person

Necromancy spells: +1 DC (note that this includes spontaneous inflict spells)


Spell Levels Available Per Fight: 4 (2 Orisons)
[10 Total Spell Levels / 3, rounded up]
Total Spell Levels: 10
[(4 x 0), (4 x 1), (3 x 2)]
Caster Level: 3



Feats
Weapon Proficiency (Greasword)War
Weapon Focus (Greatsword)War
Spell Focus (Necromancy)Lvl 1
Craft Wondrous ItemLvl 3



Skills
Total Skill Points: 24
[24 Cleric]
Languages: Dwarven, Common, Undercommon, Goblin
[2 Racial, 2 Int, 0 Speak Language]
Armor Check Penalty: -5
[-5 Armor, 0 Shield, etc]


Balance: -4
[+1 Dex, -5 ACP]
Climb: -2
[+3 Str, -5 ACP]
Concentration: +9
[+3 Con, +6 Ranks (6 Cleric)]
Escape Artist: +1
[+1 Dex]
Hide: -4
[+1 Dex, -5 ACP]
Jump: -2
[+3 Str, -5 ACP]
Knowledge (Arcana): +3
[+2 Int, +1 Ranks (1 Cleric)]
Knowledge (Religion): +3
[+2 Int, +1 Ranks (1 Cleric)]
Knowledge (The Planes): +3
[+2 Int, +1 Ranks (1 Cleric)]
Listen: +4
[+3 Wis, +1 Ranks (2 Clericcc)]
Move Silently: -4
[+1 Dex, -5 ACP]
Profession (Barrister) +11
[+3 Wis, +6 Ranks (6 Cleric), +2 Tools]
Spellcraft: +3
[+1 Int, +1 Ranks (1 Cleric)]
Spot: +6
[+3 Wis, +3 Ranks (6 Clericcc)]



Prefight Actions
Decipher Scrolls



Equipment Worn and Carried
Basic Outfit
[0 lbs] [0 gp]
Cloak of Resistance +1
[1 lb][500c gp]
Masterwork Greatsword
[8 lbs][350 gp]
Masterwork Full Plate
[50 lbs][1650 gp]
Heavy Wooden Shield (Generally stowed on back)
[10 lbs][7 gp]
2 Spell Component Pouches
[4 lbs][10 gp]



Expendable Items
Scroll 1:
Shield (CL 1)
[25 gp]

Scroll 3:
Enlarge Person (CL 1)
Shield (CL 1)
Expeditious Retreat (CL 1)
[75 gp]

Scroll 4:
Enlarge Person (CL 1)
Shield (CL 1)
Expeditious Retreat (CL 1)
[75 gp]

Scroll 5:
Sleep (CL 1)
Sleep (CL 1)
Sleep (CL 1)
Sleep (CL 1)
Silent Image (CL 1) (Gundmir, Large-sized)
[125 gp]


Total: 300 gp
Max total (32 x 50): 450 gp


Equipment at Home
Masterwork Law Books (+2 Competence bonus on Prof(Barrister))
[55 gp]
1179 gp


[u]Results[/u]
[post=10047848]Loss[/post] vs R'y Mund (NedTheDestroyer) - [300 xp] [363 gp]
Why do I smell burnt hair? Is that my beard?
[post=10096718]Second[/post] => Azhran Deathstalker (DocNessumo) => Reginald Molehusband (hogarth)- [750 xp] [813 gp]
Wrestling horses! Pah! Just like an elf to send a horse to do his fighting for him.


Deep Dwarf Traits


Dwarf Traits (Ex): Dwarves possess the following racial traits.

+2 Constitution, –2 Charisma.

Medium size.

A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

Darkvision out to to 60 feet.

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.

+2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.

+1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).

+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

+2 racial bonus on Appraise checks that are related to stone or metal items.

+2 racial bonus on Craft checks that are related to stone or metal.

Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.

Favored Class: Fighter.

Deep Dwarf
These dwarves live far underground and tend to be more standoffish with non-dwarves.

Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.

Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.

Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.

Racial bonus on saves against spells and spell-like abilities increases to +3.

Racial bonus on Fortitude saves against poisons increases to +3.

Darkvision out to 90 feet.

Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.


Default Tactics


Buff appropriately with scrolls and spells, then enter melee. If having trouble hitting the opponent's AC, start converting spells to inflict spells. If having trouble getting into melee, use command spells to make opponent "approach."


Background


Gundmir is blonde-bearded young dwarf out to make a name for himself and win glory for his god and his home in the arena. He hails from the Underdark settlement of Stjol's Fane and is a kinsman of [post=9965348]Fnorri the Miser[/post]. Gundmir venerates all the dwarf gods of the House of Moradin, but particularly reveres Fornaldbrok, one of Moradin's many grandsons, an obscure deity known to few dwarves and fewer non-dwarves. To support himself, Gundmir writes contracts and argues civil cases before the magistrates of Gladius; he prefers to represent dwarves, but is happy to take whatever work is available (though one wouldn't guess it from his grumbling).


Accounting

Experience


Starting: 3500 XP
Earned: 1050 XP
Spent: 0 XP
Remaining: 4250 XP


Gold


Starting: 3000 gp
Earned: 1176 gp
Spent: 2997 gp
Remaining: 1179 gp


Sales


None 0 gp received
[0 gp originally spent]


Used Items


2 x Scroll of Expeditious Retreat (CL 1) [50 gp]
2 x Scroll of Enlarge Person (CL 1) [50 gp]
1 x Scroll of Shielf (CL 1) [25 gp]

Total: 125 gp


Current 3FC Information

Fight 1

Time Between Fights: 1 hrs
Prebuffs/Ongoing Effects: none
Items Used: Scroll 1 (1x Enlarge Person, 1x Expeditious Retreat)
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: Prof: Barrister (+63 GP)


Fight 2

Time Between Fights: 3 hrs
Prebuffs/Ongoing Effects: none
Items Used: Scroll 2 (1x Shield, 1x Expeditious Retreat, 1x Enlarge Person) [CL 1]
Spells or Powerpoints Used: Command, Shield of Faith, Guidance, Spiritual Weapon [4 SLs]
x/day Abilities Used: none
Free Activity: Profession (Barrister) for 63 gp


Fight 3

Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


Carandol Mornenion
Carandol Mornenion
Gender and Race: Male Gray Elf
Size and Type: Medium, Humanoid (Elf)

Height and Weight: (5'2") (103lbs)
Age: 140 years (Adult)
Alignment: Neutral Evil
ECL: Rogue 3
Experience: 3200/6000



Attributes
STR 10 (+0) [4 pts] [12 Base, -2 Racial]
DEX 16 (+3) [6 pts] [14 Base, +2 Racial]
CON 12 (+1) [6 pts] [14 Base, -2 Racial]
INT 18 (+4) [12 pts] [16 Base, +2 Racial]
WIS 10 (+0) [2 pts] [10 Base]
CHA 14 (+2) [6 pts] [14 Base]



Miscellaneous Statistics
Hit Points: 16 [3 HD] [6 (Rogue 1) + (3.5 (Rogue) x 2) + (3 HD x +1 Con)]
Armor Class (Normal): 18 (+1 vs. traps) [10 Base, +3 Dex, +3 Armor, +2 Shield]
Armor Class (Touch): 13 (+1 vs. traps) [10 Base, +3 Dex]
Armor Class (Flat-Footed): 15 [10 Base, +3 Armor, +2 Shield]
Initiative: +3 [3 Dex]
Base Attack Bonus: +2 [2 (Rogue)]
Grapple: +2 [2 BAB]
Speed (Land): 30 ft [30 Base]
Weight Carried: 32.50 lbs, Light encumbrance [0-33 (Light), 34-66 (Medium), 67-100 (Heavy)]


Saves
Fortitude: +2 [+1 Con, +1 (Rogue)]
Reflex: +7 (+1 vs. Traps) [+3 Dex, +4 (Rogue)]
Will: +1 (+2 vs. Enchantment spells & effects) [+0 Wis, +1 (Rogue)]


Melee Attacks
(Rapier) +6, 1d6, (18-20/x2), (piercing) (Finesse) [+3 Dex, +2 BAB, +1 Enhancement]
(Dagger) +5, 1d4, (19-20/x2), (piercing or slashing) [+3 Dex, +2 BAB]


Ranged Attacks
(Longbow) +6, 1d8 (1d8-1 vs. lycanthropes), (20/x3), Range 100 ft, (piercing)
[+3 Dex, +2 BAB, +1 Enchantment]



Special Attacks & Abilities
Low-Light Vision
Immunity to sleep spells and effects
Sneak Attack +2d6
Trapfinding
Evasion


Feats
(Improved Feint)Lvl 1
* Approval HERE
(Weapon Finesse)Lvl 3


Skills
Total Skill Points: 77 [72 (Rogue), 5 feat]
Languages: Abyssal, Common, Draconic, Elven, Ignan, Terran [2 Racial, 4 Int]
Armor Check Penalty: +0

Balance: +6 [+4 Dex, 0 Ranks, +2 Synergy (Tumble)]
Bluff: +8 [+2 Cha, 6 Ranks (6 (Rogue))]
Diplomacy: +10 [+2 Cha, 6 Ranks (6 (Rogue)), +2 Synergy (Bluff)]
Forgery: +10 [+4 Int, 6 Ranks (6 (Rogue))]
Gather Information: +8 [+2 Cha, 6 Ranks (6 (Rogue))]
Hide: +9 [+3 Dex, 6 Ranks (6 (Rogue))]
Intimidate: +8 [+2 Cha, 4 Ranks (4 (Rogue)), +2 Synergy (Bluff)]
Knowledge (The Planes): +5 [+4 Int, 1 Ranks (2 (Rogue))]
Listen: +6 [+0 Wis, 4 Ranks (4 (Rogue)), +2 racial]
Move Silently: +9 [+3 Dex, 6 Ranks (6 (Rogue))]
Perform (Dance): +4 [+2 Cha, 2 Ranks (2 (Perform))]
Sleight of Hand: +11 [+3 Dex, 6 Ranks (6 (Rogue)), +2 Synergy (Bluff)]
Spot: +8 [+0 Wis, 6 Ranks (6 (Rogue)), +2 racial]
Tumble: +9 [+3 Dex, 6 Ranks (6 (Rogue))]
Use Magic Device: +8 [+2 Cha, 6 Ranks (6 (Rogue))]


Prefight Actions

Enlarge Person (starts in 8 hours minus 12 rounds, lasts for 1 minute)

Equipment Worn and Carried
Basic Outfit [0 lbs] [0 gp]
(Darkwood Longbow) [1.5 lbs][405 gp]
(Mithral Chain Shirt) [12.5 lbs][1100 gp]
(Dagger) [1 lb][1 gp]
(Ma) Rapier [2 lb][321 gp]
(Heavy Darkwood Shield) [5 lbs][257 gp]
(20) Arrows [0.15 lb each = 3 lbs] [0.05 gp each = 1 gp]
(10) Alchemical Silver Arrows [0.15 lb each = 1.5 lbs] [2.05 gp each = 20.5 gp]


Expendable Items
1 (Tanglefoot Bag) [4 lbs][50 gp]
3 (Smokesticks) [1.5 lbs][80 gp]
(3) Potion of (Cure Light Wounds) [CL 1] [0.1 lb each = .3 lbs][50 gp each = 150 gp]
(2 left, out of 3) Scroll of (Enlarge Person) [CL 1] [0lbs][25gp each = 75gp]
Max total (ECL2 x 50): 450 gp


Equipment at Home
(Masterwork Thieves' Tools) [2 lbs][100 gp]


[u]Results[/u]
None to report


[u]Allies[/u]
Maximum CR per ally: CR 1
Maximum ECL per ally: ECL 1
Maximum CA of allies per fight: CA 1



Miscellaneous Information

Default Tactics


If enemy begins within charging distance of self, start combat with shield & rapier in hand. Otherwise, the longbow will be wielded and is the default preference in combat.

Against obvious spellcasters, start combat with a scroll of enlarge in hand and try to get adjacent once activated (drawing the rapier while moving toward opponent).

Against likely melee brutes, start combat with a tanglefoot bag in hand if possible for use as soon as they get too close. If stuck by bag, then keep distance and pelt with arrows. If tanglefoot bag not available, or if said tactic does not work, then switch to rapier/shield combo.

Against likely archer specialists, begin with smokestick in hand and use on self once enemy is in sight and attempt to hide in cloud. Attempt to use own archery from confines of smoke, using the remaining move action to Hide and 5' step to the side (if 10' cube can be angled so three squares have LoS on foe, all the better to maximize confusion of actual location).

To ensure safety, whenever moving provokes an AoO, use Tumble. In melee, attempt to feint when not flanking.

Special: If reasonably certain the opponent cannot retaliate with an attack of opportunity while in melee (wielding a ranged weapon, already performed one that round, etc), attempt to use Sleight of Hand (DC 20, opposed by Spot) to steal a non-held object in opponent's possession. This will hold preference toward usable items (ie, potions, scrolls, etc). Note, if the DC is made yet the opponent's Spot check beats the Sleight of Hand, the item is still stolen (Spot is only done for the opponent to notice the item was stolen).


Background


Carandol is an atypical gray elf if there ever was one. While he retains a certain level of arrogance, he is otherwise a fairly crude and violent individual who will routinely spend his time with petty thugs in superiority. To an extent, he is a gangster within the undercity of Gladius, and holds dreams of gaining contacts into other planes.

Originally, he was a bit less crude and violent in his 'youth'. He enjoyed dancing, which required him to debase himself with the 'lesser' elves, due to gray elf's more secular lifestyle. While this happened, he came upon a highly skilled human dancer, and hooked up with her for a night after too much alcohol. The embarrasment of his mistake, as well as the social scorn, ultimately led to Carandol to leave his homeland. This exposed him to an earthly lifestyle he gladly embraced, and has not turn back since.

In fact, Carandol has recently taken it upon himself to capitalize on the events around the Arena. By enrolling in the events as an active gladiator, he has his opportunity to engage in murder without consequence, while at the same time giving him a chance to see the collesium from behind-the-scenes for insider information.

Carandol will exploit every twist and every turn when given the opportunity, and ultimately considers nothing off-limits for him to come out ahead.


[/font]


Accounting



Experience


Starting: 3200 XP
Earned: 300 XP
Spent: 0 XP
Remaining: 300 XP


Gold


Starting: 3000 gp
Earned: 300 gp
Spent: 2559.5 gp
Remaining: 740.5 gp


Previously Owned



Sales


(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]


Used Items


(1) Scroll of Enlarge [CL 1]
[25 gp each = 25 gp]


Current 3FC Information




Fight 1

Fight 1
Time Between Fights: 1 hrs
Prebuffs/Ongoing Effects: Enlarge Person (mishap - starts in 9 hours minus 12 rounds and lasts for 1 minute)
Items Used: Scroll of Enlarge Person (CL1)
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: Smelting (63gp)



Fight 2

Under Debate, totals will be computed when fight is properly done
Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx



Fight 3

Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


R'y mond
R'y Mund
Gender and Race: Male Kobold
Size and Type: Small Humanoid (Reptilian)
Height and Weight: (Height) (Weight)
Age: Young
Alignment: Lawful Neutral
ECL: 3 (Wilder 3)
Experience: 5300/6000


Attributes
STR 07 (-2) [03 pts] [11 Base, -4 Racial]
DEX 20 (+5) [16 pts] [18 Base, +2 Racial]
CON 10 (+0) [04 pts] [12 Base, -2 Racial]
INT 08 (-1) [00 pts] [08 Base]
WIS 08 (-1) [00 pts] [08 Base]
CHA 17 (+3) [13 pts] [18 Base]


Miscellaneous Statistics
Hit Points: 13
[3 HD] [6 Wilder + (3.5 Wilder x 2)]
Armor Class (Normal): 23
[10 Base, 5 Dex, 4 Armor, 2 Shield, 1 Size, 1 Natural]
Armor Class (Touch): 19
[10 Base, 5 Dex, 1 Size, +3 Chr]
Armor Class (Flat-Footed): 18
[10 Base, 4 Armor, 2 Shield, 1 Size, 1 Natural]
Initiative: +5
[5 Dex]
Base Attack Bonus: +2
[2 Wilder]
Grapple: -3
[2 BAB, -1 Str, -4 Size]
Speed (Land): 30 ft
[30 Base]
Weight Carried: 13.25 lbs, Light encumbrance
[0-17 (Light), 18-34 (Medium), 35-52 (Heavy)]


Saves
Fortitude: +1
[+0 Con, 1 Wilder]
Reflex: +6
[5 Dex, 1 Wilder]
Will: +2
[-1 Wis, 3 Wilder]

Melee Attacks
- None -

Ranged Attacks
Masterwork Light Crossbow +9, 1d6, (19-20), Range 80 ft, (piercing)
[5 Dex, 2 BAB, 1 Size, 1 Enhancement]
[+1 attack/+1 damage within 30 feat]

Special Attacks & Abilities
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Darkvision out to 60 feet.
+1 natural armor bonus.
Wild Surge +2
Psychic Enervation
Elude Touch


Powers Readied
Level 1 [DC 14] Vigor, Energy Ray

Power Points Available Per Fight: 5
[15 Total Power Points / 3, rounded up]
Total Power Points: 15
Total PP Used this Cycle: 0
[(11 Wilder 3, (4 ability score)]
Manifester Level: 3


Feats
Point Blank ShotLvl 1
Psionic ShotLvl 3


Skills
Total Skill Points: 18
[18 Wilder]
Languages: Draconic
[1 Racial, -1 Int]
Armor Check Penalty: -0
[-0 Armor, -0 Shield, etc]

Concentration: +6
[+0 Con, 6 Ranks (6 Wilder)]
Hide: 12
[+5 Dex, 3 Rankscc (6 Wilder), +4 Size]
Listen: -1
[-1 Wis]
Move Silently: +10
[+5 Dex, +5 Competence]
Spot: +5
[-1 Wis, 6 Ranks(6 Wilder)]
Balance: +5
[+5 Dex]
Climb
[-2 Str]
Jump
[-2 Str]




Prefight Actions
Attain Psionic Focus


Equipment Worn and Carried
Basic Outfit
[0 lbs] [0 gp]
Mithral Chain Shirt
[6.25 lbs] [1100 gp]
Darkwood Heavy Shield
[2.5 lbs][257 gp]
10 Bolts
[0.1 lb each = 1 lbs] [0.1 gp each = 1 gp]
Masterwork Light Crossbow
[2.5 lbs][335 gp]
Boots of Elvenkind
[1 lbs][2500 gp]


Expendable Items
4 Powerstone of Energy Ray [ML 1]
[0.0 lb each = 0 lbs][25 gp each = 100 gp]
3 Powerstone of Skate [ML 1]
[0.0 lb each = 0 lbs][25 gp each = 75 gp]
Powerstone of Bolt [ML 1]
[0.0 lb each = 0 lbs][25 gp each = 25 gp]
2 Powerstone of Entangling Ectoplasm [ML 1]
[0.0 lb each = 0 lbs][25 gp each = 50 gp]
2 Powerstone of Synesthete [ML 1]
[0.0 lb each = 0 lbs][25 gp each = 75 gp]
Tattoo of Chameleon [ML 1]
[0.0 lb each = 0 lbs][100 gp each = 100 gp]

Max total (ECL2 x 50): 450 gp

Equipment at Home
Masterwork Studded Leather
[10 lbs][175 gp]
Masterwork Small Wooden Shield
[2.5 lbs][153 gp]




[u]Results[/u]
Drowsy vs Zodiac (Vathelokai): Usurpator - [300 xp] [300 gp]
Victorious vs Gundmir Guldesdep (False_Keraptis): ayyiniwindryder - [900xp] [900gp]
Victorious vs Joanni: ayyiniwindryder - [900xp] [900gp]


Accounting



Gold


Starting: 3000 gp
Earned: 2100 gp
Spent: 5021gp
Remaining: 79gp


Previously Owned



Sales


(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]
(Misc. Item) ??? gp received
[??? gp originally spent]


Used Items


2 Powerstone of Skate [ML 1]
[25 gp each = 25 gp]
1 Powerstone of Synesthete [ML 1]
[25 gp each = 25 gp]

1 Powerstone of Entangling Ectoplasm [ML1]
[25 gp each = 25 gp][/font]



Current 3FC Information




Fight 1

Time Between Fights: hrs
Prebuffs/Ongoing Effects: None
Items Used: None
Spells or Powerpoints Used: pp
x/day Abilities Used: None
Free Activity:



Fight 2

Time Between Fights: hrs
Prebuffs/Ongoing Effects: None
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used: None
Free Activity:



Fight 3

Time Between Fights: ? hrs
Prebuffs/Ongoing Effects: xxxxx (time remaining), xxxxx (time remaining)
Items Used: xxxxx, xxxxx
Spells or Powerpoints Used: xxxxx
x/day Abilities Used: xxxxx
Free Activity: xxxxx


Ry's tactics

The Plan: Start by using a stone of skate and then seek and destroy. On the plains there isn't much to hide behind so just haul buns. Hopefully I find Gundmir first. If i do I wnat to throw an alpha strike at him (alpha strike is an augmented +2, surged +2, point blank, psionic shot ray of fire for 7d6+6 damage. If I find Guillaume first then fire a 1pp, Wild surged +2, point blank ray of fire for 3d6+4 at him. Save the 3pp needed to shoot an alpha strike for Gundmir if possible.

Feel free to use the stones of energy ray liberally. If i find my partner follow him and cover him untill I see Gundmir. I'd rather he not cast spells, hence why i hope to smite him quick.

Thanks for pling!


Carandol's tactics

None received, using default
If enemy begins within charging distance of self, start combat with shield & rapier in hand. Otherwise, the longbow will be wielded and is the default preference in combat.

Against obvious spellcasters, start combat with a scroll of enlarge in hand and try to get adjacent once activated (drawing the rapier while moving toward opponent).

Against likely melee brutes, start combat with a tanglefoot bag in hand if possible for use as soon as they get too close. If stuck by bag, then keep distance and pelt with arrows. If tanglefoot bag not available, or if said tactic does not work, then switch to rapier/shield combo.

Against likely archer specialists, begin with smokestick in hand and use on self once enemy is in sight and attempt to hide in cloud. Attempt to use own archery from confines of smoke, using the remaining move action to Hide and 5' step to the side (if 10' cube can be angled so three squares have LoS on foe, all the better to maximize confusion of actual location).

To ensure safety, whenever moving provokes an AoO, use Tumble. In melee, attempt to feint when not flanking.

Special: If reasonably certain the opponent cannot retaliate with an attack of opportunity while in melee (wielding a ranged weapon, already performed one that round, etc), attempt to use Sleight of Hand (DC 20, opposed by Spot) to steal a non-held object in opponent's possession. This will hold preference toward usable items (ie, potions, scrolls, etc). Note, if the DC is made yet the opponent's Spot check beats the Sleight of Hand, the item is still stolen (Spot is only done for the opponent to notice the item was stolen).


Guillaume and Gundmir's Tactics

Fight Setup
Guillaume and Gundmir will start in their default positions; Guillaume will have a scroll of expeditious retreat in hand and Gundmir will have scroll 3 in hand.

Main Tactic
Brief Summary: Focus on R’y Mund first; kill him with a hold person followed by CDG. Stay out of range of his rays whenever possible.

Round by Round Start:
Guillaume or Gundmir should hold action as necessary to allow them to act immediately in succession and better coordinate their attacks.
Round 1: Guillaume and Gundmir each cast expeditious retreat from their scrolls.
Round 2: Guillaume and Gundmir each cast enlarge person from their scrolls.

Detailed Tactic: Gundmir will cast hold person on R’y, then move up and CDG him (note: do not end a turn within 30’ of a held R’y unless you can end up adjacent or within a 5’ step of of him for a CDG next round). Meanwhile, Guillaume readies an action to fire at R’y to disrupt manifestation (question: can a readied action interrupt someone else’s readied action?) If R'y breaks out of the spell before Gundmir can CDG, then Gundmir should grapple him instead.

Unless there’s a very good reason for it, do not end a turn within 75’ of an active R’y if it is remotely avoidable; use double moves, full runs, whatever it takes. This should be doable if the expeditious retreats go off successfully.

If we successfully take out R’y, then we deal with Carandol by grappling (if large sized or if he has no melee weapon in hand) or melee attacks. If he's outmaneuvering us and we can't seem to close to melee, Guillame will use his bow. If Gundmir has any spells other than orisons left, he’ll cast them at Carandol, possibly converting them to inflict spells if that seems like the best choice.

Backup Tactic: If Gundmir’s first hold spell fails, try again with the second, then move down the list to command, and make him “approach,” and then grapple. If Gundmir is slain, Guillaume should try to stay out of R’y’s range and attack him with his bow.

Modifications
If either Guillaume or Gundmir ever begins a turn within charge range of R’y, and R’y used all his actions last round (in other words, he doesn’t seem to have a readied action), then charge and grapple. If this situation occurs, this overrides anything else our characters might be doing. Whichever of our two gladiators is not in this grapple will then try to deal with Carandol; Gundmir will hold Carandol in this situation or attempt to grapple if he doesn’t have any holds spells left, while Guillaume will try to grapple Carandol.

If R'y is held, and he didn't seem to have time to ready an action on his last turn, and both Gundmir and Guillame can get to him, then both should move up to him for a CDG next round.

If Guillaume gets hurt, he will cast entropic shield as a spontaneous cure light wounds on himself. Don’t do this if his action is obviously better spent elsewhere.

Important Notes
Don’t forget we’ve got armored clerics casting arcane spells; roll that ASF chance.

It’s a full round action to attempt another save vs. hold person, so R’y can’t do that and ready an action at the same time.

Don’t be stingy with Gundmir’s prepared spells; it’s his last fight of the cycle, so please use whatever prepared spell seems appropriate to the situation.

Carandol gets his extra elf resistance vs. hold person.

Thanks for pitlording.


The Fight

[Prefight Locations and Initiative]
Guillaume starts in area 3 at the default position with a scroll of expeditious retreat. Initiative 18
Gundmir starts in area 3 at the default position with scroll #3. Initiative 10

R'y mond starts in area 2 at the default position with nothing in hand. Initiative 19+
Carandol starts in area 1 at the default position with a scroll of Enlarge Person in hand. Initiative 19-

[Round 1]
R'y mond sees that his opponents are both in the same starting area and moves out towards them.
Carandol tries to activate the scroll [19 vs DC20+1, fail; Wis check 15 vs DC5, success]
Guillaume and Gundmir cast Expeditious Retreat from scrolls [ASF (Guillaume) 4% vs 21% - fails] [ASF (Gundmir) 80% vs 36%, success]
Guillaume draws a scroll of Enlarge Person.

[Round 2]
R'y mond runs towards his opponents.
Carandol tries to activate the scroll [25 vs DC20+1, success]
Guillaume and Gundmir cast Enlarge Person from scrolls [ASF (Guillaume) 81% vs 21%, success] [ASF (Gundmir) 98% vs 36%, success]

[Round 3]
R'y mond runs towards his opponents.
Carandol draws his rapier and equips his shield
Guillaume moves out of the starting area towards the west and readies to fire upon manifestation.
Gundmir sees that R'y mond is almost in range, so he moves closer while drawing his sword and casts Hold Person [Will 7 vs DC15, failed]

[Round 4]
R'y mond tries to break the hold [Will 20 vs DC15, success]
Carandol runs closer.
Guillaume moves again and readies to fire upon manifestation.
Gundmir casts Hold Person on R'y mond again [Will 13 vs DC15, failed]

[Round 5]
R'y mond tries to break the hold [12 vs DC15, failed]
Carandol runs closer.
Guillaume moves closer to R'y mond
Gundmir charges R'y mond [19 vs AC18-5, hit; Dmg 3d6+6=17]

R'y mond -4/13 - dying
Carandol 16/16, Enlarge person (ends 12)
Guillaume 17/17, Enlarge Person (ends 12)
Gundmir 26/26, Expeditious Retreat (ends 11), Enlarge Person (ends 12)

[Round 6]
Carandol runs closer.
Guillaume moves and shoots an arrow at Carandol [14-2 vs AC18-3-2, miss]
Gundmir moves closer.

[Round 7]
Carandol moves closer.
Guillaume moves and shoots an arrow at Carandol [21! (4 - not confirmed) vs AC18-2, hit; Dmg 2d6+3=12]
Gundmir charges Carandol [18 vs AC18-2, hit; Dmg 3d6+6=22] and Carandol goes down.


Fight Summary

Gundmir and Guillaume win and gain 900xp/900gp each. This is Gundmir's 3rd fight and Guillaume's 1st fight.
Carandol and R'y mond lose and gain 300xp/300gp each. This is Carandol's 3rd fight and R'y mond's 1st fight.

Gundmir
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: Enlarge Person (CL1) and Expeditious Retreat (CL1) off of Scroll #3
Spells or Powerpoints Used: 4 SLs (Hold Person x2)
x/day Abilities Used: none
Free Activity: Barrister (+63gp)

Guillaume
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: Scroll of Enlarge Person (CL1), Scroll of Expeditious Retreat (CL1) and 2 arrows (1 hit, 1 miss, 0 recovered)
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: none

Carandol
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: Scroll of Enlarge Person (CL1)
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: Sleight of Hand (+63gp)

R'y mond
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: none
Items Used: none
Spells or Powerpoints Used: none
x/day Abilities Used: none
Free Activity: guarding

[Pitlord Notes]
Nothing more frustrating in a team fight to find out that your teammate didn't submit tactics. Luckily Carandol did have default tactics - but they are a little too general - and with the great variety of maps - they are fairly deficient.

Let me know if there's any problems. Etiquette_Gnome does not get to comment since he didn't submit tactics unless it is a rules issue.

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Aerryl Nalladar
intercepts
Samuel Highground



Aerryl Nalladar, female elf Druid 9
Ready for September 20 [Fight 2] - CAP Action, Free Activity: Guarding

Aerryl Nalladar
"Be glad of the bewitchery of Gladius, for soon your blood will spill upon its soil."

Gender and Race: Female Sylvan Elf
Size and Type: Medium Humanoid (Elf)
Height and Weight: 4'7", 82 lbs.
Age: 120
Alignment: True Neutral
ECL: Druid 9
Experience: 40,599/45,000

Guild: Member of the Living Tree ([thread=501578]TLT[/thread])

IMAGE(http://i37.photobucket.com/albums/e61/MindWandererB/Aerryl.gif)

Attributes
STR...16 [+3]...(6 pts) [14, +2 racial]
DEX...22 [+6]...(10 pts) [16, +2 racial, +4 item]
CON...10 [+0]...(4 pts) [12, -2 racial]
INT...12 [+1]...(6 pts) [14, -2 racial]
WIS...22 [+6]...(10 pts)[16, +1 lvl4, +1 lvl8, +4 item]
CHA...08 [-2]...(0 pts)

Miscellaneous Statistics
Hit Points: 44 [9 HD] [8 + (4.5 x 8) + (9 HD x 0 Con)]
Armor Class: 21, Touch 16, Flat 14 [[i]10 Base[/i], 6 Dex, 3 Armor, 2 Shield]
Initiative: +6 [6 Dex]
Base Attack Bonus: +6; Grapple: +9 [6 Druid BAB, 3 Str]
Speed (Land): 30 ft [30 base]
Weight Carried: 56.95 lbs, Light encumbrance [0-76 (Light), 77-153 (Medium), 154-230 (Heavy)]


Saves
Fortitude: +8 [0 Con, 6 Druid, 2 Resistance]
Reflex: +11 [6 Dex, 3 Druid, 2 Resistance]
Will: +14 [6 Wis, 6 Druid, 2 Resistance]
(immune to sleep, immune to poison, +2 racial vs. enchantment, +4 vs. spell-like abilities of fey)


Melee Attacks
Club +9/+4, 1d6+3, (20/x2), Bludgeoning
[3 Str, 6 BAB] (Shillelagh: +10/+5, 2d6+4)
Dagger +9/+4, 1d4+3, (19-20/x2), Piercing
[3 Str, 6 BAB] (Silver: 1d4+2)
Scimitar +9/+4, 1d6+3, (18-20/x2), Slashing
[3 Str, 6 BAB]


Ranged Attacks
+1 Darkwood composite longbow [+3] +13/+8, 1d8+4, (20/x3), Range 110 ft, piercing
[6 Dex, 6 BAB, 1 Enhancement] (Rapid Shot: +11/+11/+6; Silver: 1d8+3)
Composite longbow [+3] +12/+7, 1d8+3, (20/x3), Range 110 ft, Piercing
[6 Dex, 6 BAB] (Rapid Shot: +10/+10/+5; Silver: 1d8+2)
Club +12, 1d6+3, (20/x2), Range 10 ft, Bludgeoning
[6 Dex, 6 BAB] (Shillelagh: +13, 2d6+4)
Dagger +12, 1d4+3, (19-20/x2), Range 10 ft, Piercing
[6 Dex, 6 BAB] (Silver: 1d4+2)
Produce flame touch attack +12/+7, 1d6+5, (20/x2), Range 120 ft (no increment), fire
[6 Dex, 6 BAB] (Rapid Shot: +10/+10/+5)

Special Attacks & Abilities
Wild Shape 3/day (Small-Large, 8 hours, see errata or the TLT page ([post=7689695]here[/post]) for current rules)


Divine Spells Prepared
Orisons [DC 14] Detect Magic, Light, Mending, Mending, Mending, Mending
Level 1 [DC 15] Entangle, Faerie Fire, Faerie Fire, Produce Flame, Produce Flame
Level 2 [DC 16] Barkskin, Barkskin, Barkskin, Hold Animal, Resist Energy, Warp Wood
Level 3 [DC 17] Protection from Energy, Protection from Energy, Protection from Energy, Greater Magic Fang
Level 4 [DC 18] Dispel Magic, Dispel Magic, Freedom of Movement
Level 5 [DC 19] Baleful Polymorph, Call Lightning Storm
(Spontaneous Casting: Summon Nature's Ally)

Spell Levels Available Per Fight: 17 (6 Orisons)
[51 Total Spell Levels / 3, rounded up: (5 x 1), (6 x 2), (4 x 3), (3 x 4), (2 x 5)]
Caster Level: 9th
Spell levels available for Fight 2: 17 + (17-0) = 34


Feats
Mounted Combat [1st lvl] once per round, substitute Ride check for mount's AC
Point-Blank Shot [3rd lvl] +1 to hit and damage within 30 feet
Rapid Shot [6th lvl] extra ranged attack if -2 penalty taken to all attacks
Craft Wondrous Item [9th lvl]


Skills
Total Skill Points: 60 [60 Druid]
Languages: Common, Elven, Druidic, and Sylvan
[2 Racial, 1 Int, 1 Druid bonus]
Armor Check Penalty: -0

Balance: +6 [6 Dex, 0 Ranks]
Climb: +3 [3 Str, 0 Ranks]
Concentration: +12 [0 Con, 12 Ranks (12 Druid)]
Handle Animal: +13 (Animal Companion: +17)
[-1 Cha, 12 Ranks (12 Druid), +2 Tool]
Hide: +6 [6 Dex, 0 Ranks]
Jump: +3 [3 Str, 0 Ranks]
Knowledge (Nature): +3 [1 Int, 0 Ranks, 2 Class]
Listen: +20 [6 Wis, 12 Ranks (12 Druid), 2 Racial]
Move Silently: +6 [6 Dex, 0 Ranks]
Ride: +20 [6 Dex, 12 Ranks (12 Druid), 2 Synergy (Handle Animal)] (+2 stay in saddle)
Search: +3 (Hidden doors: automatic check)
[1 Int, 0 Ranks, 2 Racial]
Spellcraft: 13 [1 Int, 12 Ranks (12 Druid)]
Spot: +8 [6 Wis, 0 Ranks, 2 Racial]
Survival: +8 [6 Wis, 0 Ranks, 2 Class]
Wild Empathy: +10 (Animal Companion: +14; Magical Beasts: +6)
[-1 Cha, 9 Levels (9 Druid), 2 Synergy (Handle Animal)]


Prefight Actions
- Bring ally: Predator


Equipment Worn and Carried
Traveller's Outfit [0 lbs][0 gp]
Holly and Mistletoe x3 [0 lbs][0 gp]
+1 leather armor [15 lbs][1165 gp]
+1 Arrow Deflecting darkwood buckler [2.5 lbs][9215 gp]
+1 Darkwood composite longbow [+3] [1.5 lbs][2730 gp]
Composite longbow [+3] [3 lbs][400 gp]
Scimitar [4 lbs][15 gp]
Club [3 lbs][0 gp]
Alchemical silver dagger [1 lb][22 gp]
Cold iron dagger [1 lb][4 gp]
67 arrows [0.15 lb each = 10.05 lbs] [0.05 gp each = 3.35 gp]
20 alchemical silver arrows [0.15 lb each = 3 lbs] [2.05 gp each = 41 gp]
40 cold iron arrows [0.15 lb each = 6 lbs] [0.1 gp each = 4 gp]
Alchemist's Fire x2 [2 lbs][40 gp]
Torch [1 lbs][.01 gp]
Animal signal whistle [0 lbs][50 gp]
Spell component pouch [2 lbs][5 gp]
Gloves of Dexterity +4 [0 lbs][4000+6000[post=10008656]C[/post] gp]
Periapt of Wisdom +4 [0 lbs][4000+6000[post=10008656]C[/post] gp]
Cloak of Resistance +2 [1 lbs][1000+1500[post=10008656]C[/post] gp]
Pearl of Power1 [0 lbs][1000 gp]
38 charges Wand of Cure Light Wounds [CL 1] [0 lbs][750 gp]

Expendable Items
1 Scroll of Entangle [1] [0 lbs][25 gp]
1 Scroll of Hide from Animals [2] [0 lbs][50 gp]
3 Scrolls of Magic Fang [2] [0 lbs][150 gp]
2 Scrolls of Shillelagh [2] [0 lbs][100 gp]
1 Scroll of Barkskin [3] [0 lbs][150 gp]
1 Scroll of Bear's Endurance, Bull's Strength [3] [0 lbs][300 gp]
1 Scroll of Delay Poison, Delay Poison [3] [0 lbs][300 gp]
1 Scroll of Lesser Restoration [3] [0 lbs][150 gp]
1 Scroll of Resist Energy, Resist Energy [3] [0 lbs][300 gp]
1 Scroll of Spider Climb [3] [0 lbs][150 gp]
1 Oil of Magic Weapon [1] [0.1 lbs][50 gp]
1 Oil of Bless Weapon [2] [0.1 lbs][100 gp]
3 Potions of Protection from Evil [1] [0.3 lbs][150 gp]
1 Potion of Protection from Good [1] [0.1 lbs][50 gp]
1 Potion of Protection from Law [1] [0.1 lbs][50 gp]
1 Potion of Protection from Chaos [1] [0.1 lbs][50 gp]
Max total (ECL2 x 50): 4050 gp.

Equipment at Home:
None.


[u]Allies[/u]
Maximum CR per ally: 5
Maximum CA of allies: 7

Predator: Dire bat Animal Companion
Gender and Race: Female Dire Bat
Size and Type: Large Animal

Attributes
STR 19 (+4) [17 Default, +2 Druid]
DEX 24 (+7) [22 Default, +2 Druid]
CON 17 (+3) [17 Default]
INT 02 (-4) [02 Default]
WIS 14 (+2) [14 Default]
CHA 06 (-4) [06 Default]


Miscellaneous Statistics
Hit Points: 60 [8 HD x 4.5 + 8 HD x 3 Con)]
Armor Class: 26, Touch 16, Flat 19 [[i]10 Base, -1 Size, 7 Dex[/i], 1 Armor, +5 base Natural, +4 enhanced Natural]
Initiative: +7 [7 Dex]
Base Attack Bonus: +6 [6 Animal]
Grapple: +14/+9 [6 BAB, 4 Str, 4 Size]
Speed (Land): 20 ft [20 Base]
Speed (Flight): 40 ft, Good maneuverability [40 Base]
Weight Carried: 60.00 lbs, light encumbrance; (Mounted: 198.95 lbs, light encumbrance)
[0-232 (Light), 233-466 (Medium), 467-700 (Heavy)]
[60 lbs gear, 82 lb. rider, 56.95 lbs. rider's gear]


Saves
Fortitude: +9 [3 Con, 6 Animal]
Reflex: +13 [7 Dex, 6 Animal] (Evasion)
Will: +8 [2 Wis, 6 Animal] (+4 vs. enchantment)


Melee Attacks
Bite +9, 1d8+6, (20/x2), (Slashing, Bludgeoning, & Piercing)
[4 Str, 6 BAB, -1 Size]

Ranged Attacks
None.


Feats
AlertnessLvl 1 +2 Listen and Spot checks
StealthyLvl 3 +2 Hide and Move Silently checks
Improved Natural Attack (bite) [post=9552325]Deflect Arrows[/post]Lvl 6 Automatically deflect one ranged attack per round if aware


Skills
Balance: +7 [7 Dex, 0 Ranks]
Climb: +4 [4 Str, 0 Ranks]
Hide: +5
[7 Dex, 0 Ranks, -4 Size, +2 Feat]
Jump: -2 [4 Str, 0 Ranks, -6 Speed]
Listen: +16 (+10 if blindsense negated)
[2 Wis, 6 Ranks (4 default, 4 advancement), +4 Racial, +2 Feat]
Move Silently: +12
[7 Dex, 3 Ranks (3 default), +2 Feat]
Spot: +8 (+4 if blindsense negated)
[2 Wis, 0 Ranks, +4 Racial, +2 Feat]
Total Skill Points: 11 [11 Animal]
Armor Check Penalty: -0


Equipment Worn and Carried
Barding, Large PaddedMa[20 lbs][170 gp]
Saddle, Exotic Military [40 lbs][60 gp]

Special Qualities: Blindsense 40 feet; link, share spells, evasion, devotion
Tricks: Combat Riding package (AttackB, [post=8637864]Come[/post], [post=9269897]Defend[/post], [post=8585389]Down[/post], [post=8438525]Guard[/post], [post=8506465]Heel[/post]), [post=8699940]Seek[/post], Attack AllB, PinB

Prey: Light Warhorse (CR 1)
Gender and Race: Male Light Warhorse
Size and Type: Large Animal

Attributes
STR 16 (+3) [16 Default]
DEX 13 (+1) [13 Default]
CON 17 (+3) [17 Default]
INT 02 (-4) [02 Default]
WIS 13 (+1) [13 Default]
CHA 06 (-4) [06 Default]


Miscellaneous Statistics
Hit Points: 22 [3 HD x 4.5 + 3 HD x 3 Con)]
Armor Class: 17, Touch 10, Flat 16 [[i]10 Base, -1 Size, 1 Dex[/i], 3 Armor, +4 natural]
Initiative: +1 [1 Dex]
Base Attack Bonus: +2 [2 Animal]
Grapple: +9 [2 BAB, 3 Str, 4 Size]
Speed (Land): 60 ft [60 Base]
Weight Carried: 70.00 lbs, light encumbrance; (Mounted: 208.95 lbs, light encumbrance)
[0-230 (Light), 231-460 (Medium), 461-690 (Heavy)]
[70 lbs gear, 82 lb. rider, 56.95 lbs. rider's gear]


Saves
Fortitude: +6 [3 Con, 3 Animal]
Reflex: +4 [1 Dex, 3 Animal]
Will: +2 [1 Wis, 1 Animal]


Melee Attacks
2 Hooves +4, 1d4+3 (20/x2) (Bludgeoning)
[3 Str, 2 BAB, -1 Size]
1 Bite -1, 1d3+1 (20/x2) (Slashing, Bludgeoning, and Piercing)
[3 Str, 2 BAB, -1 Size, -5 secondary]


Ranged Attacks
None.


Feats
EnduranceLvl 1 +4 to checks involving endurance
RunLvl 3 Run at 5x speed, doesn't lose Dex bonus when running


Skills
Balance: +1 [1 Dex, 0 Ranks]
Climb: +2 [3 Str, 0 Ranks, -1 ACP]
Hide: -4 [1 Dex, 0 Ranks, -4 Size, -1 ACP]
Jump: +14 [3 Str, 0 Ranks, -1 ACP, +12 Speed]
Listen: +4 [1 Wis, 3 Ranks]
Move Silently: +0 [1 Dex, 0 Ranks, -1 ACP]
Spot: +4 [1 Wis, 3 Ranks]
Total Skill Points: 6 [6 Animal]
Armor Check Penalty: -1


Equipment Worn and Carried
Barding, Large Studded Leather [40 lbs][100 gp]
Saddle, Military [30 lbs][20 gp]
+ purchase price of light warhorse [150 gp]

Special Qualities: Low-light vision, Scent
Tricks: Combat Riding package (Attack, Come, Defend, Down, Guard, Heel)

Bat Swarm (CR 2)
Size and Type: Swarm of Diminutive Animals (Space: 4 5x5x5 cubes)

Attributes
STR 03 (-4) [03 Default]
DEX 15 (+6) [15 Default]
CON 10 (+3) [10 Default]
INT 02 (-4) [02 Default]
WIS 14 (+2) [14 Default]
CHA 04 (-4) [04 Default]


Miscellaneous Statistics
Hit Points: 13 [3 HD x 4.5 + 3 HD x 0 Con)]
Armor Class: 16, Touch 16, Flat 14 [[i]10 Base, 4 Size, 2 Dex[/i]]
Initiative: +2 [2 Dex]
Base Attack Bonus: +2 [2 Animal]
Grapple: N/A
Speed (Land): 5 ft [5 Base]
Speed (Flight): 40 ft, Good maneuverability [40 Base]
Weight Carried: none, light encumbrance [0-2.5 (Light), 2.75-5 (Medium), 5.25-7.5 (Heavy)]


Saves
Fortitude: +3 [0 Con, 3 Animal]
Reflex: +7 [2 Dex, 3 Animal, 2 Feat]
Will: +3 [2 Wis, 1 Animal]


Melee Attacks
Swarm, 1d6+Wounding (No crit)

Ranged Attacks
None.

Special Attacks
- Distraction (Any creature that starts its turn in the swarm must make a Fort save (DC 11) or be nauseated 1 round)
- Wounding (creatures damaged by the swarm lose 1 HP per round thereafter, non-cumulative, lasts until healed or DC 10 Heal check)

Feats
AlertnessLvl 1 +2 Listen and Spot checks
Lightning ReflexesLvl 3 +2 Reflex saves


Skills
Balance: +6 [6 Dex, 0 Ranks]
Climb: -4 [-4 Str, 0 Ranks]
Hide: -2
[2 Dex, 0 Ranks, -4 Size]
Jump: -16 [-4 Str, 0 Ranks, -12 Speed]
Listen: +11 (+7 if blindsense negated)
[2 Wis, 3 Ranks (4 default), +4 Racial, +2 Feat]
Move Silently: +2
[2 Dex, 0 Ranks]
Spot: +11 (+7 if blindsense negated)
[2 Wis, 3 Ranks, +4 Racial, +2 Feat]
Total Skill Points: 6 [6 Animal]
Armor Check Penalty: -0


Equipment Worn and Carried
None.

Special Qualities: Blindsense 20 feet, low-light vision, immune to weapon damage, 150% damage from area effects, other misc. swarm traits
Tricks: Tricks: [post=9198107]Attack[/post], [post=9260760]Heel[/post], [post=9399464]Defend[/post], [post=9492848]Seek[/post], [post=9510315]Attack All[/post], [post=9595660]Ambush[/post]



[u]Character Information[/u]
Racial and Class Abilities not otherwise covered
Low-light vision
Proficiencies: medium armor and shields; longsword, rapier, longbow, shortbow; club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, & spear.
Automatically search for secret doors when within 5 feet.
Woodland Stride: move through nonmagical undergrowth
Trackless Step: cannot be tracked


Default Tactics
·Begin mounted in the center of the square, carrying buckler. Bat swarm begins in the front of the square.
·Buff with Barkskin (shared) and Produce Flame. Direct bat swarm to heel as I search out opponents, then attack. Preference is to casters and opponents with speed less than 40.
·First, attack with rapid shot produce flame. If that runs out or is ineffective, fire arrows with Rapid Shot, maintaining 105' range during my shot, maximum range when not shooting, double-moving if necessary. If opponent is a caster, stay well out of spell range if possible.
·If ranged combat fails for any reason, cast shillelagh from scroll and melee. Remember the +1 to hit from higher ground.
·If opponent is invisible, rely on Predator's Blindsense. Ready faerie fire from scroll to use when opponent is located (e.g. if Predator attacks them).
·If opponent is a competent archer, use entangle. If they are caught in it but are still great at archery, use obscuring mist to shut them down, then send in Predator and shoot blindly, moving if opponent starts shooting at my square. If entangle fails, melee with shillelagh and pray.
·If opponent is an energy-based spellcaster, cast protection from energy from memory (shared). If they have two good types of energy damage, cast two spells, or if necessary, resist energy from a scroll. If they have three or more (like psionics), unless one of their energy types is low-damage.
·If opponent is a grapple build, cast freedom of movement (shared). If grappled anyway, either grapple back or attack with a dagger, whichever has better chances of success.
·If bow is sundered, restore it with mending. In Fights 1 or 2, favor the nonmagical bow if opponent has Improved Sunder.
·Use warp wood on all wooden items if opponent has a poor Will save, especially if they have a wooden bow or crossbow and no deepcrystal one.
·If at any time I am injured by 9 or more HP, use wand of Cure Light Wounds.
·In all cases, remember to use Ride to use my mount as cover (Ride DC 15 [auto-success], +4 AC), and use Mounted Combat to negate any hits on her. Also remember the arrow deflecting buckler (Reflex DC 20).


Background
"Yes, my friend, I can smell the blood, too. It stains every stone of this place, yet it never ceases to flow. Together, you and I, we will seek out the cause of this abberration, this fracture in the circle of life. Together, we will restore balance to the land of Gladius. But to do that, we must first become familiar with this magic of eternal life."

The elven woman before you seems oblivious to your presence, spending most of her attention on the giant, war-clad bat beside her. She is dirty, ill-kempt, and slightly smelly, with twigs in her hair.

Aerryl was born in the wood elf village of Nes'rad, deep in the High Forest. Although she was rarely allowed to go into the forest, she had a strong affinity for animals and respect for nature (stronger than her liking for other elves), and was eventually apprenticed to a druid circle.



Fights results:
[POST=8012099]1[/POST]: Win [+900 XP] [+900 gp] vs. [POST=7995588]Krayko, the Bringer of Frozen Justice[/POST] (^Rayne^) [TelinArtho]
[POST=8090322]2[/POST]: Win [+900 XP] [+900 gp] vs. [POST=7858860]Torel Nicous[/POST] (Erithmu) [DTFarstar]
[POST=8140085]3[/POST]: 3rd [+600 XP] [+600 gp] vs. [POST=8088350]Grasshopper[/POST] (Greezer), [POST=8059672]Sybil ap Kalten[/POST] (MitzaVolchenko), and [POST=8061121]Amaryllis Underhill[/POST] (Snommelp) [Dracazar]
[POST=8184343]4[/POST]: 4th [+300 XP] [+300 gp] vs. [POST=7982250]Challack[/POST] (DTFarstar), [POST=7999802]Trixie the Enchantress[/POST] (Ariel23), and [POST=8108363]Mistique[/POST] (Popcorn) [TelinArtho]
[POST=8310330]5[/POST]: Win [+900 XP] [+900 gp] vs. [POST=8002601]Mindrel Avhost[/POST] (Zevox) [lonewolf]
[POST=9269677]6[/POST]: MQ [+800 XP] [+900 gp] "A Haven for Many" to join TLT [TelinArtho]
[POST=8410632]7[/POST][POST=8438525]:[/POST] Win [+1350 XP] [+1350 gp] vs. [Post=7761000]Anakala[/POST] (TelinArtho) [DSugui]
[POST=8506465]8[/POST]: Win [+1350 XP] [+1350 gp] vs. [post=7970449]Vivi Ornitier[/post] (Dr. Funk) [Mal-2]
[POST=8585389]9[/POST]: Loss [+458 XP] [+489 gp] vs. [post=7671821]Mektos[/post] (Macbrea) [Malither76]
[POST=8637864]10[/POST]: Win [+1375 XP] [+1466 gp] vs. [post=8380955]Neidr Bresent[/POST] (bgt) [Malither76]
[POST=8699940]11[/POST]: Win [+1375 XP] [+1466 gp] vs. [POST=8581507]Loquan Dar'ath[/POST] (waywreth) [King Uther]
[POST=8726824]12[/POST]: Win [+1500 XP] [+1600 gp] vs. [POST=7991019]Evaine Dreamseeker[/POST] (Ariel23) [funnymanmike]
[POST=8799174]13[/POST]: 1st [+3000 XP] [+3332 gp] vs. [POST=8456786]Archdevil Asran[/POST] (Zevox) and [POST=8137250]The White Hand[/POST] (TheMagister) [King Uther]
[POST=8848197]14[/POST]: Win [+1800 XP] [+2000 gp] vs. [POST=6719309]Santos Fi'Corma[/POST] (Gonbow) [Kaigan]
[POST=8876004]15[/POST][POST=8879177]:[/POST] Win [+1800 XP] [+2000 gp] vs. [POST=7936609]Sola Nicous[/POST] (Erithmu) [Argaud]
[POST=8938188]16[/POST]: Win [+2100 XP] [+2600 gp] vs. [POST=7224426]Perius[/POST] (Ravashack) [Erithmu]
[POST=9269897]17[/POST]: MQ [+1400 XP] [+2000 gp] "Come Under my Hat" to gain Bat Swarm [MitzaVolchenko]
[POST=9198107]18[/POST]: Win [+2100 XP] [+2600 gp] vs. 8-headed Hydra [Erithmu]
[POST=9260760]19[/POST]: Loss [+630 XP] [+779 gp] vs. [POST=8258454]Sliver Firebug[/POST] (MitzaVolchenko) [Zevox]
[POST=9399464]20[/POST]: Loss [+750 XP] [+1062 gp] vs. Efreeti [Erithmu]
[POST=9492848]21[/POST]: Win [+2250 XP] [+3187 gp] vs. Mind Flayer [Erithmu]
[POST=9510315]22[/POST]: Win [+2400 XP] [+3400 gp] vs. [POST=8456786]Archdevil Asran[/POST] (Zevox) [SauroGrenom]
[POST=9595660]23[/POST]: Loss [+866 XP] [+1227 gp] vs. [POST=8456786]Archdevil Asran[/POST] (Zevox) [Iced]
[POST=9676087]24[/POST]: Win [+2245 XP] [+3727 gp] vs. Ettin and 3 Brown Bears [Book5]
[POST=9698324]25[/POST]: Loss [+835 XP] [+1392 gp] vs. [POST=7815237]Gaston Dar'ath[/post] (waywreth) [TelinArtho]
[POST=10106641]26[/POST]: Loss [+1253 XP] [+2419 gp] vs. [POST=5187600]Va'ria Theladrais[/POST] (Sindorin) [SauroGrenom]

[u]Accounting[/u]
Experience
Starting: 3200 XP
Earned: 37399 XP
Spent: 0 XP
Total: 40599 XP

Gold
Starting: 3000 gp
Earned: 43946 gp
Current equipment: -37944.36 gp
Current ally expenses: -500 gp
Current expendables: -2125 gp
Past expendables: -3727.65 gp
Sales: -41.5 gp
Remaining: 2607.49 gp

Sales
Leather Armor [5 gp lost]
Shield, light wooden [1.5 gp lost]
Saddle, Military [10 gp lost]
Barding, Large Studded Leather [50 gp lost]
Light Warhorse [75 gp lost]
[post=9552325]Changed[/post]
Barding, Large Leather [20 gp lost]
Saddle, Exotic Riding [15 gp lost]

Expended Items
53 Arrows {1:2 3:9 4:3 5:4 6:4 7:1 8:3 9:4 11:5 14:6 15:12} [0.05 gp each = 2.65 gp]
12 charges Wand of Cure Light Wounds [1] {2:2 3:3 5:4 9:2 15:1} [0 gp]
1 Scroll of Cat's Grace [3] {25:1} [150 gp]
1 Scroll of Delay Poison [3] {10:1} [150 gp]
3 Scroll of Faerie Fire [1] {19:3} [0 lbs][75 gp]
1 Scroll of Hide from Animals [1] {6:1} [25 gp]
1 Scroll of Longstrider [1] {25:1} [25 gp]
1 Scroll of Magic Fang [1] {13:1} [25 gp]
1 Scroll of Magic Fang [2] [0 lbs][50 gp]
1 Scroll of Obscuring Mist [1] [0 lbs][25 gp]
3 Scrolls of Resist Energy [3] {2:1 25:2} [450 gp]
2 Scroll of Shillelagh [1] {7:1 13:1} [50 gp]
1 Scroll of Summon Swarm [3] {3:1} [150 gp]
1 Scroll of Summon Nature's Ally II [3] {25:1} [150 gp]
2 Potions of Invisibility [3] {16:1 25:1} [600 gp]
2 Potion of Protection from Good [1] {2:1 7:1} [100 gp]
2 Potion of Protection from Evil {3:1 7:1} [1] [100 gp]
2 Oil of Magic Weapon [1] {5:1 14:1} [100 gp]
101 charges Brooch of Shielding {9:1} [1500 gp]

Current 3FC Information
Fight 1

Time Before Fight: 3 hrs
Prebuffs/Ongoing Effects: None
Items Used: 1 Arrow (recovered)
Spells Cast: none
x/day Abilities Used: none
Free Activity: Guarding
Fight 2

Time Between Fights: x hrs
Prebuffs/Ongoing Effects: xxx
Items Used: xxx
Spells or Powerpoints Used: xxx
x/day Abilities Used: xxx
Free Activity: xxx

Aerryl Tactics
Interesting position for you, to pitlord a guild battle between two that you belong to. I got a few good ideas from my guild; let's see how they play out.

Note to lonewolf: many of your fight links are broken.

Start in the front center, mounted on Predator, with buckler and a potion of Protection from Chaos in hand. Notice that I left the bat swarm at home.

General strategy: have a Jann do most of my work for me, and help it out with lightning.

1) Cast Call Lightning Storm. Note that Samuel lacks a blackmarket link for his custom Vest of Resistance, so his saves are lower by 2. Start circling the arena, centered vertically between ceiling and floor.
2) Drink the Prot. Chaos potion. When it runs out, renew with Prot. Good and finally Prot. Evil. Note that the protection from mental control (e.g. Malevolence) is irrespective of the alignment of the user. Draw potion of Protection from Law. Meanwhile, double-move in search.
3) Feed the potion of Prot. Law to Predator. Renew this protection when it runs out as well, but only once. Draw scroll of Magic Fang. Double-move in search.
4) Cast the Magic Fang on Predator. Single-move in search.
5) Cast Summon Nature's Ally V (drop Baleful Polymorph) to call a Janni. Instruct it to use its Ethereal Jaunt SLA, and increase its size if it has time. On the ethereal plane, Samuel lacks his Deflection bonus to AC and uses his Str modifier on attacks.
6+) Search for Samuel while readying to drop a bolt on Samuel when I see him. After I bolt him once, cast Dispel Magic on him, then continue to call bolts. That should do me for the rest of the match. Direct Predator to attack as well.

Key points:
·If Samuel chooses to drain Str from Predator, she may become unable to bear my weight. Dismount.
·If Samuel possesses the Janni, dismiss the spell. Ensue debate over what happens to Samuel in this case--does he get banished along with it, or is he just booted?
·If Samuel makes his SR check against Lightning Storm, try Produce Flame instead. Use Rapid Shot, but take only two attacks (not the third at +5). Re-cast if necessary (and I have a PoP that can be used). If all that still fails, try a Shillelagh.
·Remember that Samuel can't see very far while not manifested. Neither can an ethereal Janni, but it can follow me.
·Use CLW wand if injured and there's a lull in the battle. Trying to deal damage is preferable, though.
·Use CLW wand to stabilize Predator if necessary to prevent her death.
·If Samuel possesses Predator, surrender immediately.

That's all I have. This is kind of a shot in the dark, but I'll give it my best. It can be done, with luck. A lot of luck. I need to find a more pleasing sacrifice to the dice gods.

Samuel Highground, male phrenic ghost halfling Wilder 3
Samuel Highground
Male phrenic Ghost Halfling(undead(incorporeal))
Chaotic neutral
Wilder3, ECL10
Member of the PSI Consortium


XP:51685/ needed to level:55000

STR...6 [-2]...(0 pts) [-2 halfling]
DEX...22 [+6]...(10 pts) [+2 halfling, +4 Item]
CON...- ...(2 pts)
INT....14 [+2]...(4 pts)[+2 phrenic]
WIS...14 [+2]...(4 pts)[+2 phrenic]
CHA...32 [+11]...(16 pts)[+4 phrenic, +4 Ghost, +6 Item]

[u]Hit Points:[/u] 12+ 2d12(13)= 25 [2 HD]
AC 28 [+6dex, +1size, +11 deflection], Touch 28, Flat 21 [+1 dodge][+4 Inertial armor(also add to touch AC due to Elude touch)][+4 Force screen][+1 defensive precognition]
Initiative: +6
BAB/Grap: +2/immune
Speed 20, fly 30(perfect)

[u]Saves[/u]:
Fort +4 [1 Wilder +0Con +1racial, +2resistance]
Refl +10 [1 Wilder +6dex +1racial, +2resistance]
Will +8 [3 Wilder +2wis +1racial, +2resistance]


[u]Attacks[/u]:
+9 touch


[u]Feats[/u]:
Dodge
Ability Focus(Malevolence)

[u]Racial and Class Abilities[/u]:
Show

Phrenic:
Psi-like abilities:
3/day - defensive precognition
1/day - force screen
3/day - Mind Thrust(3d10 damage, Will DC 23 negates)
3/day - Empty Mind
Naturally Psionic: A phrenic creature gains 1 bonus power point.
Power Resistance 13
Int +2, Wis +2, Cha +4.

Halfling:
+2 Dexterity, –2 Strength.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A halfling’s base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.
Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.
Favored Class: Rogue.

Ghost:
Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 28). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Manifestation (Su):
See SRD.

Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Turn Resistance (Ex): A ghost has +4 turn resistance.

Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
+8 racial bonus on Hide, Listen, Search, and Spot checks.

Wilder:
Wild Surge+2
Psychic enervation
Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).
Elude Touch


[u]Skills[/u] (24 Points Wilder):
+17 Concentration[6 rnks, +11 Cha]
+10 Escape Artist[4 rnks, +6 Dex]
+12 Handle Animal[1rnk, +11 Charisma][1cc Wilder]
+18 Hide[0 ranks, +6 Dex, +4 Size, +8 racial]
+12 Listen[2 rnks, +2 Wis, +8 racial]
+13 Perform(Comedy)[2ranks, +11Cha] [2cc Wilder]
+8 Psicraft[6 rnks, +2 Int]
+16 Spot[6 rnks, +2 Wis, +8 racial]
+12 Tumble[6 rnks, +6 Dex]
+10 Search[0 rnks, +2 Int, +8 racial]
automatically suceeds Move Silently

Speaks Common, halfling, gnome and dwarven


[u]Powers Known:[/u] [1] [Power Points: 28(11 wilder, 16 bonus, 1 phrenic); Use: 10(1/3 of total PP)]
1: [Dc 22] Vigor, Psionic Grease

[u]Buffs and Prefight actions[/u]:
Gain Psionic Focus

[u]Equipment[/u]:
Brooch of Shielding(92/101 damage) [1500gp]
Cloak of Charisma +6[36000gp]
Gloves of Dexterity +4[16000gp]
Vest of Resistance +2[4000gp]

Expendable Items: [CL]
Potion of Protection from Evil[CL1][50gp]
Potion of Protection from Good[CL1][50gp]
Potion of Protection from Law[CL1][50gp]
Potion of Protection from Chaos[CL1][50gp]
Potion of invisibility[CL3][300gp]
Stone of Energy Bolt[ML5][375gp]
5x Stone of Inertial Armor[ML1] [250gp]
2x Stone of Touchsight[ML5] [750gp]
2x Stone of Dispel Psionics[ML5] [750gp]
2x Stone of Specified Energy Adaption[ML3] [300gp]

Equipment at home:
3281.1gp

Default Tactics
nothing yet


Fights results:
Show

Fights results:
[post=8035591]Samuel vs Faelto[/post] ... lost gained 300xp/354gp
[post=8035591]Darius vs Samuel vs Instacio vs Feradeth [/post] ... 2nd loser gained 600xp/600gp
[post=8140671]Aryleia => Samuel => Gaston => Zwei und'Vierzig [/post] ... lost gained 325xp/325gp
[post=8140671]Samuel vs Sven[/post] ... won! gained 900xp/900gp
Quest The Darkness of Light... accomplished! gained 24675xp/26019gp + Stone of Energy Bolt[ML5]
Miniquest: Proving Grounds... accomplished! gained 1200xp/2000gp
[post=8140671]Samuel vs Sdentch[/post] ... vanquished gained 2400xp/3400gp
[post=8567646]Samuel vs Grik[/post] ... vanquished gained 2400xp/3400gp
[post=8609560]Samuel vs Halffiend cleric 7[/post] ... his divine power rebuked me gained 900xp/1500gp
[post=8668031]Samuel vs Balbanes[/post] ... vanquished gained 3085xp/5142.6gp
[post=8701513]Samuel & Balbanes vs Night Hag & Zelekhut[/post] ... they outmaneuvered us gained 900xp/1500gp
Quest: Haunting the EYE... accomplished! gained 10800xp/18000gp


[u]Past Expenditures[/u]:
Potion of Invisibility
Potion of Shield of Faith
potion of Protection from Chaos
21 charges of Dorje of Energy Ray[ML2]
Tanglefoot bag
Stone of Energy Bolt[ML5]
5x stone of inertial armor[ML1]
1x Stone of Touchsight[ML5]
1x Stone of Dispel Psionics[ML5]

sold:
4x potion of Cure light wounds 100gp
MW Chain Shirt 125gp
MW Light crossbow 167,5gp
20 bolts 1gp

Samuel Tactics
Hello and thanks for pitlording.

Samuel starts in the back of his box with a stone of Dispel Psionics and a stone of specified energy adaption in hands.

Round1: manifest energy Adaption(electricity) from stone and move into the ground.
Round2: Use PLA Defensive precognition move forward while staying in the ground.
Round3: Manifest Vigor with 3pp and Wildsurge and move forward.
Round4: Double move forward and exit the ground while hiding in the middle of the map.
Round5+: search for Aerryl while hiding(move half speed& stay partly in the ground for cover)

Try to get both Aerryl and Predator in an area Dispel. If thats not possible, do a targeted dispel on Predator. Use Malevolence on Predator afterwards and start attacking Aerryl.

If Malevolence fails or Predator is killed while I possess him, go to plan B:
From this point on refresh all buffs that have been dispelled(also Vigor if it is depleted), after retreating completely in the ground.
Engage Aerryl with draining touch(constitution if she is wounded from attacks from possessed Predator, Charisma otherwise).
After I am sure that Aerryl hasnt drunk a potion for 10 rounds, try to use Malevolence on her once. If I fail continue with draining touches until she is down.

- If I am somehow forced to exit the ground completely, buff with Inertial Armor from stone first.
- If Summoned creatures appear that actually are able to hurt me, use Malevolence on them and attack Aerryl in that form.
- Aerryl is always dodge buddy.
- Whenever possible, stay partly in the ground to gain cover.
- Dont forget Samuels Power Resistance.

greets
lonewolf


Fight is [post=10194145]HERE[/post]

Anixx (Iced) vs Little Daisy (DSugui): Plains [INTERCEPT ECL9]

Anixx (Human Cleric7/Thaumaturgist2 ECL9)
Anixx The Warbringer[/COLOR][/size][/font]
Gender and Race: Male Magic-Infused Being (Human)
Size and Type: Medium Humanoid (Human)
Height and Weight: 6'1" 185wt
Age: Ageless
Alignment: Chaotic Neutral
ECL: Cleric 7/Thaumaturgist 2 (EL9)
Experience: 38,900/49,000

Guild: Founding Member, E.H.T.C.
Guild Tax: 10%
[/center]

Attributes
STR 16 (+3) [10 pts] [16 Base]
DEX 12 (+1) [04 pts] [12 Base]
CON 16 (+3) [10 pts] [16 Base]
INT 10 (+0) [02 pts] [10 Base]
WIS 22 (+6) [10 pts] [16 Base, +4 Enhancement, +2 Advancement]
CHA 08 (-1) [00 pts] [08 Base]


Miscellaneous Statistics
Hit Points: 67 [+1 Virtue][+1d8+9 Aid][+18 Bear's Endurance][+9 Divine Power]
[9 HD] [8 Cleric 1 + (4.5 Cleric x 6) + (2.5 Thaumaturgist x 2) (9 HD x 3 Con)]
Armor Class (Normal): 22 [+3 (Deflection) Shield of Faith]
[10 Base, +1 Dex, +11 Armor]
Armor Class (Touch): 11 [+3 (Deflection) Shield of Faith]
[10 Base, +1 Dex]
Armor Class (Flat-Footed): 21 [+3 (Deflection) Shield of Faith]
[10 Base, +11 Armor]
Initiative: +1
[+1 Dex]
Base Attack Bonus: +6/+1
[+5 Cleric, +1 Thaumaturgist]
Grapple: +9
[+6 BAB, +3 Str]
Speed (Land): 20 ft
[30 Base, -10' Armor]
Weight Carried: 67 lbs, Heavy encumbrance (Armor)
[0-?? (Light), ??-?? (Medium), ??-?? (Heavy)]
Damage Reduction: 3/- [3/Evil Righteous Might]
[Adamantine Fullplate]


Saves
Fortitude: +09 [+1 Resistance]
[+3 Con, +5 Cleric, +1 Enhancement]
Reflex: +04 [+1 Resistance]
[+1 Dex, +2 Cleric, +1 Enhancement]
Will: +15 [+1 Resistance][+1 vs Fear (Morale) Aid]
[+6 Wis, +5 Cleric, +3 Thaumaturgist, +1 Enhancement]

Melee Attacks
Famine's Fang (+1 Shocking Glaive) +11/+6, 1d10+5+1d6 (Shock), (18-20/x2), Slashing 10' Reach [+3 Attack/Damage (Luck) Divine Favor][+6 Attack/+4 Damage (Luck) Divine Might][+1 Attack/+1d6+3 Damage 15' Reach (Size) Righteous Might][+1 Attack (Morale) Aid]
[+3 Str, +6 BAB, +1 Enhancement, +1 Feat]
[Ma] Cold Iron Armor Spikes +6/+1, 1d6+3, (20/x2), Piercing [+3 Attack/Damage (Luck) Divine Favor][+6 Attack/+4 Damage (Luck) Divine Might][+1 Attack/+1d6+3 Damage 10' Reach (Size) Righteous Might][+1 Attack (Morale) Aid]
[+3 Str, +6 BAB, +1 MW, -4 Nonproficiency]

Ranged Attacks
[Ma] Light Crossbow +08, 1d8, (19-20/x2), Range 80 ft, Piercing [+3 Attack/Damage (Luck) Divine Favor][+3 Attack (Luck) Divine Might][-1 Attack/2d6 Damage (Size) Righteous Might][+1 Attack (Morale) Aid]
[+1 Dex, +6 BAB, +1 Ma]

Special Attacks
Turn Undead 2/day -01, 2d6+8 Damage 60' Range
Turning Undead
Turning Checks:
Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack.

Times per Day: You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat.

Range: You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.

Turning Check: The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.

Turning Damage: If your roll on Table: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn.

If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of undead turned than indicated on Table: Turning Undead.

You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.

Effect and Duration of Turning: Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.

Destroying Undead: If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.

Turning Check: - Result = Most powerful undead affected.
0 or lower Cleric’s level – 4
1–3 Cleric’s level – 3
4–6 Cleric’s level – 2
7–9 Cleric’s level – 1
10–12 Cleric’s level
13–15 Cleric’s level + 1
16–18 Cleric’s level + 2
19–21 Cleric’s level + 3
22 or higher Cleric’s level + 4


Divine Spells Readied
Orisons [DC 16] Resistance, Resistance, Resistance, Guidence, Guidence, Virtue
Level 1 [DC 17] Divine Favor, Divine Favor, Entropic Shield, Shield of Faith, Sanctuary, Sanctuary, Magic Weapon D
Level 2 [DC 18] Hold Person, Bear's Endurance, Silence, Silence, Spiritual Weapon, Spiritual Weapon, Spiritual Weapon D
Level 3 [DC 19] Blindness, Summon Monster III, Invisibility Purge, Dispel Magic, Fly D
Level 4 [DC 20] Summon Monster IIII, Summon Monster IIII, Divine Power, Dimension Door D
Level 5 [DC 21] Righteous Might, Summon Monster V, Flame Strike D

Spell Levels Available Per Fight: 23 (06 Orisons)
[67 Total Spell Levels / 3, rounded up]
Total Spell Levels: 67
[(7 x 1), (7 x 2), (5 x 3), (4 x 4), (3 x 5)]
Caster Level: 09


Feats
Spell Focus: Conjuration Human
Martial Weapon Proficiency: Glaive War Domain
Weapon Focus: Glaive War Domain
Scribe Scroll Lvl 1
Craft Wondrous Item Lvl 3
Craft Magic Arms and Armor Lvl 6
Augment Summoning Thaum 2
Craft Wand Lvl 9


Skills
Total Skill Points: 36
[36 points Cleric]
Languages: Common
[1 Racial]
Armor Check Penalty: -5
[-5 Armor]

Concentration: +15
[+3 Con, +12 Ranks (12 Cleric)]
Craft (Armorsmith): +10
[+0 Int, +8 Ranks (Cleric), +2 Tool]
Hide: -04
[+1 Dex, -5 ACP]
Listen: +08
[+6 Wis, +4 Ranks cc (Cleric]
Move Silently: -04
[+1 Dex, -5 ACP]
Spellcraft: +12
[+0 Int, +12 Ranks (Cleric)]
Spot: +06
[+6 Wis]

Prefight Actions
- All Scrolls Deciphered
- Crossbow Loaded
- Sharpen Famine's Fang


Equipment Worn and Carried
Basic Outfit
[0 lbs] [0 gp]
+3 Adamantine Fullplate c
[50 lbs][12,750 gp]
[Ma] Cold Iron Armor Spikes
[10 lbs][400 gp]
Locked Gauntlets
[-- lbs][8 gp]
Famine's Fang (+1 Shocking Glaive)
[08 lbs][4,308 gp]
[Ma] Light Crossbow
[04 lbs][335 gp]
40x Bolts
[0.1 lb each = 4 lbs] [0.1 gp each = 4 gp]
Periapt of Wisdom +4 c
[-- lbs][8,000 gp]

Cloak of Resistance +1 c
[1 lb][500 gp]
Ring of Counterspells: (Dispel Magic)
[-- lbs][4,000 gp]


Expendable Items
Wand of Cure Moderate Wounds c
[-- lbs][2,250 gp]
Scroll: 2x Fly [5], 2x Spell Resistance [9], 2x Bear's Endurance [3]
[-- lbs][1,670 gp]
Scroll: 4x Spell Immunity [8], 2x Resist Energy [3]
[-- lbs][1,750 gp]
Max total (ECL2 x 50): 4,050 gp


Equipment at Home
[Ma] Armorsmith's Tool
[1 lbs][50 gp]


[u]Allies[/u]
Maximum CR per ally: CR 5
Maximum ECL per ally: ECL 7
Maximum CA of allies per fight: CA 7

Non-Combat Abilities
Cleric
Spontaneous Cure: Convert any spell into a Cure spell of equal level.
Freedom of movement: [sblock=Travel Domain]Travel Domain:
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).

This granted power is a supernatural ability.

Add Survival to your list of cleric class skills.

Thaumaturgist

[FONT="Courier New"]Improved Ally:
Description
When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.

The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist.

A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.

Bonus Feat: Augment Summoning
[/font]
Human Traits
Quick to Master: +4 Skill Points at 1st and 1 every level thereafter.
Feat: Free Feat at 1st level.
Miscellaneous Information

Default Tactics
Buff against spells/psionics and go to work with Famine's Fang.

[/SBLOCK]
Tactic for Anixx
Start at default with scroll in hand.

1: Cast spell immunity: Flame strike and Call lightning drop scroll draw scroll of fly
2: Cast fly and move up
3: Cast bear's endurance and stow scroll.
4: Locate her and cast silence centered on her mount and draw wand of cmw.
5: Flame strike her and her mount if possible
6: Spiritual weapons attack her. Cast all 3. Use run action if needed to stay in range of the spell.
7: Cast sanctuary
8: Cast SM4 for hippogriffs

Cast healing when needed. If she closes then cast righteous might and grapple.

drop spells for healing as needed. If it comes to that use the crossbow.

All my spells and scrolls are useable - Don't hesitate to use them if i need them.

Ignore the dog

try and keep in range of spells as much as possible. Use SM's if i need to.

If she wild shapes into something and comes after me then grapple if the shape has lower grapple than me healing with wand as needed. If it has higher grapple modifier cast divine power and righteous might before drawing Famine's Fang and beating her down.

Stay in the air.

if i get her in grapple remove her from the back of her mount and move her. If i can dismiss silence at this point then do so. (not sure if it's allowed)

if you have any questions feel free to ask. As a general rule treat Anixx as your own character and act accordingly in unmentioned circumstances.

~Iced


Little Daisy (Halfling Druid8 ECL8)

Little Daisy
"Even the smallest flowers have thorns"

Member of The Living Tree


Female Halfling
Small Humanoid
Chaotic Neutral
Druid 8 [ECL 8]
32,736 XP/36,000 XP



STR 10 (+0) [4 pts] [12, -2 racial]
DEX 18 (+4) [10 pts] [16, +2 racial]
CON 14 (+2) [6 pts]
INT 12 (+1) [4 pts]
WIS 20 (+5) [10 pts] [+1 @4th, +1 @8th, +2 enhancement]
CHA 10 (+0) [2 pts]

Hit Points: 55 (8HD) [8 drd + 7*4.5 drd + 8*2 con]
AC 20 [10 base, +4 armor, +1 shield, +4 dex, +1 Size] touch 15, flat 15 [+4 shield (force screen)]
Initiative: +4 [+4 dex]
BAB/Grapple: +6/+2 [+6 BAB, +0 str, -4 Size]
Speed 15ft [base 20, 15ft for medium armor]

[u]Saves:[/u]
Fort +9 [+6 drd, +2 con, +1 racial]
Ref +7 [+2 drd, +4 dex, +1 racial]
Will +11 [+6 drd, +4 wis, +1 racial] [+2 vs fear]
+4 vs spell-like abilities of fey

[u]Melee Attacks[/u]:
Club +7 melee, 1d4 (20/x2) [+8 melee, 1d8+1 (Shillelagh)][+6 BAB, +1 size] [+2 attack/damage (Bull's Strength)]
Produce Flame +7 melee touch, 1d6+5 (20/x2) [+6 BAB, +1 size]

[u]Ranged Attacks[/u]:
+1 Frost Sling +13 ranged, 1d3+1+1d6 (20/x2) [range 50'] [+6 BAB, +4 dex, +1 size, +1 racial, +1 enhancement]
Produce Flame +12 ranged touch, 1d6+5 (20/x2) [range 120'][+6 BAB, +4 dex, +1 size, +1 racial]

[u]Full Attacks[/u]:
+1 Frost Sling +13/+8 ranged, 1d3+1+1d6 (20/x2) [range 50']
Club +7/+2 melee, 1d4 (20/x2) [+8/+3 melee, 1d8+1 (Shillelagh)]

[u]Feats[/u]:
[1st] Mounted Combat
[3rd] Animal Affinity
[6th] Mounted Archery

[u]Racial and Class Abilities[/u]:
Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Resist Nature Lure
Wild Shape (3x/day) [Large][3/3 uses remaining]

[u]Skills[/u] (55 pts drd) [-2 ACP]

+2 Climb [0 rnks, +0 str, +2 racial]
+13 Concentration [11 rnks, +2 con]
+15 Handle Animal [11 rnks, +0 cha, +2 feat, +2 mw tool]
+8 Hide [0 rnks, +4 dex, +4 Size]
+2 Jump [0 rnks, +0 str, +2 racial]
+14 Knowledge (Nature) [11 rnks, +1 int, +2 class]
+18 Listen [11 rnks, +5 wis, +2 racial]
+6 Move Silently [0 rnks, +4 dex, +2 racial]
+17 Ride [11 rnks, +4 dex, +2 feat]
+5 Spot [0rnks, +5 wis]
+7 Survival [0 rnks, +5 wis, +2 class]

Speaks Common, Halfling, Elven and Druidic

[u]Spells memorized:[/u] [6/5/4/4/3] [Spell Levels: 37; Cast: 13] [37/37 Spell Levels remaining]
0 [DC 15]: Light, Guidance, Guidance, Guidance, Resistance, Resistance
1 [DC 16]: Entangle, Magic Fang, Produce Flame, Produce Flame, Shillelagh
2 [DC 17]: Barkskin, Bull's Strength, Chill Metal, Flaming Sphere
3 [DC 18]: Call Lighting, Call Lightning, Spike Growth, Wind Wall
4 [DC 19]: Flame Strike, Flame Strike, Dispel Magic

[u]Buffs and Prefight actions[/u]:
- Bring Athena and Artemis

[u]Equipment[/u]:
Traveller's outfit
Armor: +1 Small Hide Armor [1165 gp][12.5 lbs]
Shield: Small Darkwood Buckler [205 gp][1.25 lbs]
Weapon: Small Club [- gp][1.5 lbs]
Weapon: +1 Frost Small Sling [8300 gp][0 lbs]
Ammo: Small Sling Bullets (10) [1 sp][2.5 lbs]
Ammo: Small Sling Bullets (23) [3 sp][5.75 lbs] [Carried by Athena]
Masterwork Whistle [50 gp][0 lbs]
Periapt of Wisdom +2 [4000 gp][0 lbs]
Ring of Feather Falling [2200 gp][0 lbs]
Pearl of Power I [1000 gp][0 lbs]
Lesser Rod of Metamagic Extend [3/3 uses remaining] [3000 gp][5 lbs]
Wand of Cure Light Wounds [3 charges left] [750 gp][-]

Expendable Items: [CL] [3175/3200]

Scrollcase containing: [1 gp][0.5 lbs]
1x Scroll of Faerie Fire [CL 1] x2 [50 gp]
1x Scroll of Entangle [CL 1] x2 [50 gp]
1x Scroll of Magic Fang [CL 1] x2 [50 gp]
2x Scroll of Shillelagh [CL 1] [50 gp]
2x Scroll of Bull's Strength [CL 3] [300 gp]
2x Scroll of Cat's Grace [CL3] [300 gp]
2x Scroll of Bear's Endurance [CL3] [300 gp]
3x Scroll of Barkskin [CL3] [450 gp]
2x Scroll of Resist Energy [CL 3] [300 gp]
1x Scroll of Dispel Magic [CL 5] [375 gp]
1x Scroll of Air Walk [CL 7] [700 gp]

2x Tatoo of Force Screen [ML 1] [200 gp]
1x Potion of Shield of Faith [CL 1] [50 gp][0.1 lbs]

[u]Mount Equipment[/u]:
Athena:
Barding: +1 Studded Leather [1200 gp][20 lbs]
Military Saddle [20 gp][30 lbs]
[post=10123576]Dogshoes of Speed[/post] [3000 gp][12 lbs]

Artemis
Barding: +1 Studded Leather [1200 gp][20 lbs]
Exotic Military Saddle [60 gp][40 lbs]

Equipment at Home:
Gold: 4321 gp, 5 sp
Backpack [2 gp][0.5 lbs]
Hooded Lantern [7 gp][2 lbs]
Oil, 1-pint flask [1 sp][1 lb]
Waterskin [1 gp][1 lb]

Miscellaneous Statistics:
Age: 25 years old
Height: 2'8" (~0,89 m)
Weight: 27 lbs
Encumbance: 0 - 24 (light), 25 - 49 (medium), 50 - 75 (heavy)
Weight carried: 23.35 lb

Athena's Encumbrance: 0 - 129 (light), 130 - 259 (medium), 260 - 390 (heavy)
Athena's max Weight carried: 118.1 lbs [mount gear 62 lbs, Little Daisy 27 lbs, Little Daisy's gear 23.35 lbs, extra sling bullets 5.75 lbs]

Artemis' Encumbrance: 0 - 116 (light), 117 - 233 (medium), 234 - 350 (heavy)
Artemis' max Weight carried: 110.35 lbs [mount gear 60 lbs, Little Daisy 27 lbs, Little Daisy's gear 23.35 lbs]


Athena
Athena
Female Riding Dog
Medium Animal
True Neutral

Str 17 [+3], Dex 17 [+3], Con 15 [+2], Int 2 [-4], Wis 12 [+1], Cha 6 [-2]
[As base animal, +2 str and dex for 6th-8th level Druid]

Hit Points: 39 HP [6 HD]
AC 25 [+3 dex, +8 natural, +4 armor] [+4 natural base, +4 natural for 6th-8th level Druid]
Init: +3 [+3 dex]
BAB/Grapple: +4/+7
Space/Reach: 5ft/5ft
Speed: 70ft [40ft base, 30ft enhancement]

Saves:
Fort +7 [+5 animal, +2 con]
Ref +8 [+5 animal, +3 dex] [evasion]
Will +3 [+2 animal, +1 wis] [+4 vs enchantment spells and effects]

Attack:
Bite +8 melee, 1d8+4 (20/x2) [+4 BAB, +3 str, +1 feat][Trip Attempt] [+2 attack/damage (Bull's Strength)]

Feats:
[bonus] Track
[1 HD] Alertness
[3 HD] Weapon Focus (Bite)
[6 HD] Improved Natural Attack

Special Abilities
Trip: Attempt to trip the opponent on a successful bite attack as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react
Low Light Vision
Scent
Link: Handle Animal as free action, push as move action
Share Spells
Evasion
Devotion: +4 morale bonus on Will saves against enchantment spells and effects

Tricks: [Total: 9] [6 for int 2, +3 bonus][Combat Riding pack]
Attack, Attack (any creature)B, Come, Defend, Down, Guard, Heel, TrackB, DisarmB

Skills:
Jump +25 [2 rnks, +3 str, +4 racial, +16 Dogshoes of Speed]
Listen +7 [4 rnks, +1 wis, +2 feat]
Spot +7 [4 rnks, +1 wis, +2 feat]
Swim +4 [1 rnk, +3 str]
Hide +3 [0 rnks, +3 dex]
Move Silently +3 [0 rnks, +3 dex]
Survival +1 [0 rnks, +1 wis][+4 when tracking by scent]


Artemis
Artemis
female Eagle [post=8956364]advanced[/post]
Medium Animal
True Neutral
CR 2

Str 19 [+4] [15, +4 increased size]
Dex 15 [+2] [13, -2 increased size, +4 racial]
Con 18 [+4] [14, +2 increased size, +2 racial]
Int 2 [-4] [8, 2 animal]
Wis 16 [+3] [12, +4 racial]
Cha 6 [-2] [10, -4 racial]
Elite Array

Hit Points: 25 HP [3 HD]
AC 17 [+2 dex, +1 natural, +4 armor]
Init: +2 [+2 dex]
BAB/Grapple: +2/+6
Space/Reach: 5ft/5ft
Speed: 10ft, fly 80ft (average)

Saves:
Fort +7 [+3 animal, +4 con]
Ref +5 [+3 animal, +2 dex]
Will +4 [+1 animal, +3 wis]

Attack:
Talon +6 melee, 1d6+4 (20/x2) [+2 BAB, +4 str]
Full Attack: 2 Talons +6 melee (1d6+4) and Bite +1 melee (1d6+2)

Feats:
[bonus] Weapon Finesse
[1 HD] Alertness
[3 HD] Hover

Special Abilities
Low Light Vision

Tricks: [Total: 6] [6 for int 2]
[post=9005702]Attack[/post], [post=9218044]Defend[/post], [post=9382884]Come[/post], [post=9434732]Down[/post], [post=9470152]Guard[/post], [post=9528937]Heel[/post] [Combat Riding Pack]

Skills:
Listen +5 [0 rnks, +3 wis, +2 feat]
Spot +19 [6 rnks, +3 wis, +2 feat, +8 racial]
Hide +2 [0 rnks, +2 dex]
Move Silently +2 [0 rnks, +2 dex]


Tactic for Little Daisy
Hello, Zelck, and thanks for pitlording this fight.

Anyxx cn be very scary if he has time to buff, so I won't give him that time.

Main tactics entangle him and summon pets to kill him.

Start in the innermost corner of the starting square, mounted on Artemis, holding nothing. Athena should be next to them, with orders to stay.

Surprise Round: Cast Entangle in his area.

Round 1: Command Artemis to fly "running" (320ft of movement in the round - move as much horizontally as possible). Tap tattoo of Force Screen in the way.

If he is entangled:
- Drop one Flame Strike and cast Summon Nature Ally IV, calling a Giant Crocodile next to him as soon as I am at range (65 ft). Make sure Artemis is not moving before start casting.
- Drop Chill Metal and cast Summon Nature Ally II, calling a hippogriff, positioning it in a flanking position with the crocodile.
- Cast Produce Flame and shoot him.

If he is not entangled:
- He probably will start buffing. Buff as well with: Barkskin from scroll, Bear's Endurance from scroll, Cat's Grace from scroll. Shoot sling bullets until he is done.
- When he is done his buffing ans start coming after me, cast Dispel Magic on him from the scroll first to use his ring of Counterspelling, then cast Dispel Magic from memory.
- If he is now unable to fly, call pets using SNA if I haven't done that before, only this time call a Brown Bear instead of the Giant Croc.
- If he is still flying, shoot him with Produce Flame and Call Lightining.
- Shoot sling bullets if I am out of spells.

Notes:
- Always ride for cover. Always use Mounted Combat to negate hits on Artemis.
- Any summons should be called adjacent to him, so they can full attack in the same round they are called.
- Never let him come into melee range.


Contigencies:
- Use the wand of CLW to save Artemis from death.
- If Artemis gets killed: turn into an eagle, go back to Athena, mount her and go back to fight.

I think this covers everything. If there is any doubt, please PM me.


The Fight: Anixx vs Little Daisy

Conventions
Those are the conventions for this fight run by Zelck
Maps are dynamically generated with coco.php script

Fight Info
Anixx will be referred as "Anixx" and red is the color
Little Daisy will be referred as "Little Daisy" and blue is the color
All rolls are HERE

Initiative
Anixx starts in the 3 square in the default position, holding the scroll with Spell Immunity.
Little Daisy starts in the 4 square in the (89,8), mounted on Athena and holding nothing. Artemis is in (90, 7) with orders to stay.

Anixx 11+1=12
Little Daisy 2+4=6

Surprise Round
Anixx is very surprised.
Little Daisy casts Entangle on Anixx. Anixx barely fails to avoid the vines (save: 15).
Anixx (4, 4), 67/67 HP, AC 20; Entangled
Little Daisy (89, 8), 55/55 HP, AC 20
Artemis (89, 8), 25/25 HP, AC 17
Athena (90, 7), 39/39 HP, AC 25


(AND… massive edits from now on. To spare my sanity, I’m redoing all the rolls from now onward.)

Round 1
Anixx activates his Freedom Domain power and casts Spell Immunity, protecting himself from Flame Strike and Call Lightning. He then drops his scroll and draws his other scroll.
Artemis flies speedily towards Anixx. Little Daisy taps her tattoo of Force Screen along the way.
Anixx (4, 4), 67/67 HP, AC 22; Spell Immunity (241)
Little Daisy (25, 8), 55/55 HP, AC 24; Force Screen (11)
Artemis (25, 8), 25/25 HP, AC 17
Athena (90, 7), 39/39 HP, AC 25


Round 2
Anixx activates his Freedom Domain power again to escape the vines and casts Fly. He moves 20 feet upward.
Little Daisy sees that Anixx has escaped the vines, so she draws her scroll of Barkskin and uses it.
Anixx (4, 4, 20), 67/67 HP, AC 22; Spell Immunity (421), Fly (44)
Little Daisy (25, 8), 55/55 HP, AC 25; Force Screen (11), Barkskin (302)
Artemis (25, 8), 25/25 HP, AC 17
Athena (90, 7), 39/39 HP, AC 25


Round 3
Anixx casts Bear’s Endurance from his scroll and stows it.
Little Daisy also casts Bear’s Endurance from a scroll.
Anixx (4, 4, 20), 85/85 HP, AC 20; Entangled, Spell Immunity (421), Fly (44), Bear’s Endurance (33)
Little Daisy (25, 8), 71/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33)
Artemis (25, 8), 25/25 HP, AC 17
Athena (90, 7), 39/39 HP, AC 25

Round 4
Anixx casts Silence on Artemis. The eagle struggles against the magic, but the spell engulfs it (will save: 8). Anixx also draws his wand of CMW.
Little Daisy retreats Artemis back to Athena and dismounts, but not with her usual quickness (ride check: 19).
Anixx (4, 4, 20), 85/85 HP, AC 20; Entangled, Spell Immunity (421), Fly (44), Bear’s Endurance (33)
Little Daisy (90, 8), 71/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33)
Artemis (89, 8), 25/25 HP, AC 17; Silence (904)
Athena (90, 7), 39/39 HP, AC 25


Round 5
Anixx “runs” towards Daisy.
Little Daisy quickly mounts Athena and spurs her towards Anixx (ride check: 24). She draws her scroll of Dispel Magic in the process.
Anixx (28, 5, 20), 85/85 HP, AC 22; Spell Immunity (421), Fly (44), Bear’s Endurance (33)
Little Daisy (64, 7), 71/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33)
Artemis (89, 8), 25/25 HP, AC 17; Silence (904)
Athena (64, 7), 39/39 HP, AC 25
Note: Little Daisy is really mounted on Athena, but the map won’t allow me to stack two dots on one space, so Daisy will be beside Athena.


Round 6
Anixx casts Silence on the new mount, and suddenly Little Daisy is plunged into silence again (save: 13).
Little Daisy sighs. She dismounts slowly (ride check: 19), and orders Artemis to attack Anixx to get it away from her. She then takes a 5’ step and burns Anixx’s Ring of Counterspells with a Dispel Magic from the scroll.
Anixx (28, 5, 20), 85/85 HP, AC 22; Spell Immunity (421), Fly (44), Bear’s Endurance (33)
Little Daisy (64, 7), 71/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33)
Artemis (89, 8), 25/25 HP, AC 17; Silence (904)
Athena (64, 7), 39/39 HP, AC 25; Silence (906)


Round 7
Anixx casts Flame Strike on Little Daisy, totally immolating her and turning her club into smoldering ashes! (reflex: 8!; item rolled: club; not magical = no save; damage: 33). He moves closer to set up Spiritual Weapons.
Little Daisy hopes her luck turns with a targeted Dispel Magic on Anixx. Unfortunately for her, Anixx is still flying, but she does take down the Spell Immunity (Dispel checks: 24; 18; 10).
Anixx (35, 7, 25), 85/85 HP, AC 22; Fly (44), Bear’s Endurance (33)
Little Daisy (63, 7), 38/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33)
Artemis (89, 8), 25/25 HP, AC 17; Silence (904)
Athena (36, 6), 39/39 HP, AC 25; Silence (906)

(Note: I just realized Anixx was outside of Medium range for the first Dispel. It doesn’t matter, as I think Daisy could have run Artemis closer the first round.)

Round 8
Anixx casts a Spiritual Weapon, and a glaive made of pure force springs into being right beside Daisy and strikes, but bounces off Daisy’s multiple protections (attack: 16). He moves a bit closer so Daisy can’t just run away.
Little Daisy casts Produce Flame. Athena follows Anixx.
Anixx (43, 7, 25), 85/85 HP, AC 22; Fly (44), Bear’s Endurance (33), Spiritual Weapon (17)
Little Daisy (63, 7), 38/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33), Produce Flame (88)
Artemis (89, 8), 25/25 HP, AC 17; Silence (904)
Athena (42, 6), 39/39 HP, AC 25; Silence (906)


Round 9
Anixx casts another Spiritual Weapon, and another glaive made of pure force springs into being right beside Daisy. The weapons attack, scoring one hit (attacks: 21, 27, 15; damage: 8).
Little Daisy attacks with a flame, easily hitting (attack: 22; damage: 10).
Anixx (43, 7, 25), 75/85 HP, AC 22; Fly (44), Bear’s Endurance (33), Spiritual Weapon (17), Spiritual Weapon (18)
Little Daisy (63, 7), 30/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33), Produce Flame (78)
Artemis (89, 8), 25/25 HP, AC 17; Silence (904)
Athena (42, 6), 39/39 HP, AC 25; Silence (906)

Round 10
Anixx casts a third Spiritual Weapon. The weapons attack, scoring four very weak hits (attacks: 28, 28, 27!, 27, 23; confirm: 21; damage: 4, 4, 4, 5). (lol)
Little Daisy attacks with a flame, again hitting the sitting duck (attack: 17; damage: 9).
Anixx (43, 7, 25), 66/85 HP, AC 22; Fly (44), Bear’s Endurance (33), Spiritual Weapon (17), Spiritual Weapon (18), Spiritual Weapon (19)
Little Daisy (63, 7), 13/71 HP, AC 25; Force Screen (11), Barkskin (302), Bear’s Endurance (33), Produce Flame (68)
Artemis (89, 8), 25/25 HP, AC 17; Silence (904)
Athena (42, 6), 39/39 HP, AC 25; Silence (906)

Round 11
Anixx’s Spiritual Weapons attack, but the Force Screen deflects four of them before it sputters out of existence (attacks: 23, 21, 16, 13, 25; damage: 10). He casts Sanctuary.
Little Daisy scoffs. Anixx wants to test her will? Imagine her surprise as she suddenly finds that she cannot bring herself to strike the suddenly very cute and dashing Anixx (will save: 13). She decides to surrender. (NOTE: If you want me to change that flavor text, DSugui, I will. I also rolled the next round of Spiritual Weapon attacks, and one was a natural 20 which kills you on minimum damage. It’s more interesting to end like this though .)
Anixx (43, 7, 25), 66/85 HP, AC 22; Fly (44), Bear’s Endurance (33), Spiritual Weapon (17), Spiritual Weapon (18), Spiritual Weapon (19).
Little Daisy (63, 7), 3/71 HP, AC 22; Barkskin (302), Bear’s Endurance (33), Produce Flame (68)
Artemis (89, 8), 25/25 HP, AC 17; Silence (904)
Athena (42, 6), 39/39 HP, AC 25; Silence (906)

Result of the Fight and Comments

Result of the Fight
Anixx is the Winner!

Anixx wins and gains 1950 xp and 3237 gp (+8.33% modifier)
Little Daisy loses and gains 800 xp and 1128 gp (-8.33% modifier)

Anixx:
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: None
Items Used: 1x Scroll of Fly, 1x Scroll of Spell Immunity, 1x Scroll of Bear’s Endurance
Spells or Powerpoints Used: 2x Silence, 1x Flamestrike, 3x Spiritual Weapon, 1x Sanctuary [SL: 16]
x/day Abilities Used: 2 rounds of Freedom Domain power
Free Activity: Guard

Little Daisy:
Time Between Fights: 2 hrs
Prebuffs/Ongoing Effects: None
Items Used: Scroll of Barkskin, Scroll of Bear’s Endurance, Scroll of Dispel Magic
Spells or Powerpoints Used: Entangle, Produce Flame, Dispel Magic [7 SL]
x/day Abilities Used: None
Free Activity: Guard

Comments
@Iced: The Travel Domain is good. What would you have done if Daisy sent the silenced Artemis to follow you around?
@DSugui: OK, I was wrong, Entangle is not that good ;).
Valek Usher (DSugui) vs. Zax Kar (TelinArtho) & Alexander (UserNamer): Lonewolf [Interleague]

Valek Usher
Free Activity: Making money with Profession (100 gp)

[CENTER]Valek Usher
"The gods hate me... So, I hate them back"

Scout of the Warfare Alliance


Male Xeph
Medium Humanoid (Psionic)
Chaotic Neutral
Ranger 1/Barbarian 1/Fighter 2/Psychic Warrior 1 [ECL 5]
13,437 XP/15,000 XP[/CENTER]

STR 12 (+1) [6 pts] [14, -2 racial] [+4 Rage]
DEX 21 (+5) [16 pts] [18, +2 racial][+1 @4th level]
CON 14 (+2) [6 pts] [+4 Rage]
INT 10 (+0) [2 pts]
WIS 14 (+2) [6 pts]
CHA 8 (-1) [0 pts]

Hit Points: 40 (5HD) [8 rgr, 6.5 brb, 5.5*2 ftr, 4.5 psyw, 5*2 con] [+10 Rage]
AC 23 [10 base, +5 armor, +3 shield, +5 dex] touch 15, flat 17 [+1 dodge] [-2 Rage]
Initiative: +5 [+5 dex]
BAB/Grapple: +4/+5 [+4 BAB, +1 str]
Speed 40 ft [base 30, +10 brb][+10 speed of thought][+20 burst][+15 Skate]

Saves:
Fort +12 [+2 rgr, +2 brb, +3 ftr, +2 psyw, +2 con, +1 resistance] [+2 Rage]
Ref +8 [+2 rgr, +0 brb, +0 ftr, +0 psyw, +5 dex, +1 resistance]
Will +3 [+0 rgr, +0 brb, +0 ftr, +0 psyw, +2 wis, +1 resistance] [+2 Rage]
[+1 racial vs powers, spells, and spell-like effects]

Melee Attacks:
+1 Short Sword +10 melee, 1d6+2 (19-20/x2) [+4 BAB, +5 dex, +1 enhancement] [+2 damage Rage] [-1 attack bonus while wearing shield]

Ranged Attacks:
Composite (+1) Longbow +9 ranged, 1d8+1 (20/x3) [range 110'] [+4 BAB, +5 dex]

Feats:
Weapon Finesse [1st level]
Track [Ranger Bonus]
Speed of Thought [3rd level]
Dodge [Fighter 1]
Mobility [Fighter 2]
Spring Attack [Psychic Warrior 1]

Racial and Class Abilities:
Darkvision 60ft.
Naturally Psionic (1 pp)
Burst: 3/day +20ft speed for 3 rounds [3/3 uses remaining]
Favored Enemy (Dwarf)
Wild Empathy
Fast Movement
Rage 1/day [1/1 use remaining]

Skills: (24 pts rgr, 4 pts brb, 4 pts ftr, 2 pts psyw)

+5 Balance [0 rnks, +5 dex][-2 ACP]
+1 Climb [0 rnks, +1 str][-2 ACP]
+10 Concentration [8 rnk, +2 con][4 pts rgr, 2 pts brb (cc), 4 pts ftr (cc), 1 pt psyw]
+9 Hide [4 rnks, +5 dex][4 pts rgr][-2 ACP]
+1 Jump [0 rnks, +1 str][-2 ACP]
+7 Listen [5 rnks, +2 wis][4 pts rgr, 1 pt brb]
+9 Move Silently [4 rnks, +5 dex][4 pts rgr][-2 ACP]
+10 Profession (messenger) [6 rnks, +2 wis, +2 mw tools][4 pts rgr, 1 pt brb, 1 pt psyw]
+6 Spot [4 rnks, +2 wis][4 pts rgr]

Powers Known: [1] [ML 1] [Power Points: 2, Use: 1] [2 Power Points remaining]
1: Empty Mind

Buffs and Prefight actions:
Psionically focused

Equipament:
Traveller's outfit
Armor: +1 Mithral Shirt [2100 gp][10 lbs]
Shield: +1 Large Steel Shield [1170 gp][15 lbs]
Weapon: +1 Short Sword [2310 gp][2 lbs]
Weapon: Composite (+1) Longbow [200 gp][3 lbs]
Ammo: Arrows (37) [2 gp][6 lbs]
Ammo: Alchemical Silver Arrows (20) [42 gp][3 lbs]
Item: Cloak of Resistance +1 [1000 gp][1 lb]

1x Wand of Cure Light Wounds [CL 1] [11 charges left][750 gp][- lbs]

Expendable Items: [1250/1250]
1x Tatoo of Skate [ML 1] [100 gp]
3x Potion of Shield of Faith [CL 1] [150 gp][0.3 lbs]
2x Potion of Protection from Evil [CL 1] [100 gp][0.2 lbs]
2x Potion of Bull's Strength [CL 3] [600 gp][0.2 lbs]
1x Potion of Cat's Grace [CL 3] [300 gp][0.2 lbs]

Equipament at home:
Gold: 3269
Masterwork Messenger Tools [50 gp]

Miscellaneous Statistics:
Age: 22 years old
Height: 5'6" (~1,83 m)
Weight: 150 lbs
Encumbance: 0 - 43 (light), 44 - 86 (medium), 87 - 130 (heavy)
Weight carried: 40.8 lb

Current 3WC Information
[u]Week 1:[/u] [Time Roll: none yet]
Prebuff/Ongoing Effects
- None
Items used:
- None yet
Power Points and Abilitites used:
- None yet


Character Background:
Valek is a talkative and annoying guy. He likes to make jokes and taunt his opponents, but in most cases his jokes aren't funny. He is sneaky when he wants to, but generally one can tell he's around just by the sound of his shrill voice.

Fights Results:
01: [post=8504167]vs Loddick Saffrion (Erithmu)[/post] [Abyssal Stalker]: lost a unlucky fight [+300 XP] [+357 gp]
02: [post=8563464]vs Coralias (Kaigan) vs Danidus (Vecnoran)[/post] [Pittbull]: 2nd place is not really a loss, is it? [+600 XP] [+657 gp]
03: [post=8615066]vs Dr. Hexacious Pogboomer (Turin)[/post] [Biota]: lost. Color Spray. Again. [+300 XP] [+357 gp]
04: [post=8689988]vs Dordleton Grumblesnout (nickbeat)[/post] [Kaigan]: lost to a horse's crit. [+375 XP] [+432 gp]
05: [thread=605819]miniquest to join the WAR[/thread] [Argaud]: failed [+0 XP] [+0 gp]
06: [post=8777397]vs Orlen the Wanderer (Bardic Cheese)[/post] [Turin]: Won! The servant of the gods didn't show up... [+900 XP] [+957 gp]
07: [thread=613661]miniquest to join the WAR[/thread] [MysticMonk2005]: Successful [+600 XP] [+600 gp]
08: [post=8896367]vs War (NiQil)[/post] [SauroGrenom]: lost a long melee duel. [+400 XP] [+476 gp]
09: [post=8955496]vs Riana Dreambinder (Ariel23)[/post] [MysticMonk2005]: Won! It seems the bad luck is fading... [+1200 XP] [+1276 gp]
10: [post=9029877]vs Ba'al of the Grave (Book5)[/post] [Huan]: Won! the xeph duel [+1200 XP] [+1276 gp]
11: [post=9360689]=> Enoch => Demeon => Destra[/post] [King Uther]: 3rd place Too many enemies... [+450 XP] [+526 gp]
12: [post=9495567]miniquest to expand psionic powers[/post] [Iced]: Successful [+1350 XP] [+1276 gp]
-
13: [post=9675895]vs Death (NiQil)[/post] [SauroGrenom]: Lost a very, very long fight [+500 XP] [+633 gp]
14: [post=9891577]vs Khabil (Traevanon) & Geoffrey (Dr. Funk)[/post] [Zevox]: Lost The gods really hate me [+562 XP] [+696 gp]
15: [post=10022433]vs The Undertaker (Abyssal Stalker)[/post] [hogarth]: Won! Finally a lucky fight after all this time. [+1500 XP] [+1700 gp]

Past Expenditures
[b]Past Expenditures[/b] (total 2051 gp):

Feb 15th (Fight 1): 3 arrows
Feb 22th (Fight 2): 1 arrow
Mar 1st (Fight 3): 1 potion Cure Light Wounds [50 gp]
Mar 8th (Fight 4): 1 arrow, 1 tattoo of Skate [100 gp], 1 potion Cure Light Wounds [50 gp]
Mar 15th (Fight 5): 1 arrow, 2 potions Cure Light Wounds [100 gp]
Mar 29th (Fight 7): 4 arrows
Apr 5th (Fight 8): 4 potions of Cure Light Wounds [200 gp], 1 potion of Cat's Grace [300 gp], 1 potion of Shield of Faith [50 gp]
Apr 12th (Fight 9): 1 arrow, 1 potion Shield of Faith [50 gp]
Apr 19th (Fight 10): 1 potion Shield of Faith [50 gp]
May 24th (Fight 11): 7 arrows [1 gp], 1 potion Shield of Faith [50 gp], 2 charges of wand of Cure Light Wounds
Jun 15th (Fight 12): 3 arrows, 1 tattoo of Skate [100 gp], 1 potion of Cat's Grace [300 gp]
Sold 1x Tanglefoot Bag [loss: 25 gp][net: 25 gp]
Jun 15th (Fight 13): 1 potion of Shield of Faith [50 gp], 1 potion of Bull's Strength [300 gp], 37 charges of Wand of Cure Light Wounds
Aug 16th (Fight 14): 1 potion of Cat's Grace [300 gp]
Sep 6th (Fight 15): 2 arrows





Tactic for Valek Usher
Hello, lonewolf, and thanks for pitlording this fight.

No good. Fighting a druid with a bunch of allies and a grappler in a cramped space like the cavern is no good for Valek.

Main tactics is to kill the druid, the kill the other.

Start in the innermost corner of the square, holding potion of Shield of Faith and Bull's Strength.

Round 1: drink potion of Shield of Faith. Draw the sword.
Round 2: drink potion of Bull's Strength.
Round 3: tap tattoo of Force Screen. Move out.

Go after the druid, attacking everything in the way with Spring Attack, but don't stop. Stay mobile and away from Alexander. AoO for movement are ok, since I have Mobility, but avoid provoking from Alexander, since he can grapple me. If grappled, rage and break free.
Once the druid is dead, Spring Attack Alexander. Let the pets alone if they don't attack me.

There is not much I can do against so many enemies in this map, so I think this is all. Any doubts please PM me.


Zax Kar
Zax Kar Nissex

Middle-aged male Human, Humanoid (human)
medium size, Height 6'6", Weight 280lbs
Neutral Evil
Druid of Insects, ECL 3
XP: 4100 / XP for Next Level: 6000

STR 8 [-1] (1 pts) [9, -1 age]
DEX 10 [+0] (3 pts) [11, -1 age]
CON 11 [+0] (4 pts) [12, -1 age]
INT 14 [+2] (5 pts) [13, +1 age]
WIS 17 [+3] (10 pts) [16, +1 age]
CHA 18 [+4] (13 pts) [17, +1 age]

Hit Points: 17 [3d8 HD]
AC 14 [+2 armor, +2 shield], Touch 10, Flat 14
Initiative: +0
BAB/Grap: +2/+1 [+2bab, -1 str]
Speed 20ft [base 30, medium encumbrance (if bullets are carried)]

Saves:
Fort +3 [+3 Druid]
Refl +1 [+1 Druid]
Will +6 [+3 Druid, +3 Wis]

Attacks:
Club +1 melee, 1d6-1 dmg, x2 crit [+2 BAB, -1 str]
--with Shillalagh +2 melee, 2d6 dmg, x2 crit [+2 BAB, -1 str, +1 enh]
Sling +2 ranged, 1d4-1 dmg, x2 crit, 50ft range increment [+2 BAB]
-- if regular stone used: +1 ranged, 1d3-1 dmg, x2 crit, 50ft range increment [+2 BAB, -1 stone]
Melee touch +1 melee [+2 BAB, -1 str]
Ranged touch +2 melee [+2 BAB]

Feats:
Skill Focus (Handle Animal) [1st]
Combat Expertise [human]
Craft Wondrous Item [3rd]

Racial and Class Abilities

Racial Abilities: Human
+1 skill point/lvl
1st level bonus feat

Class Abilities: Druid
Weapon and Armor Proficiencies: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear, light and medium armor types and all shields (except tower) - though may not use metal armor/shields.
Spontaneous Casting of Summon Nature's Ally spells
Animal Companion (Riding Dog)
Nature Sense (+2 to Knowledge (nature) and Survival)
Wild Empathy (Diplomacy used on animals)
Woodland Stride (may move through undergrowth, briars unimpeded)
Trackless Steps (may move without leaving tracks)


Skills (42 points Druid)
+6 Concentration [6 druid] [6 ranks]
+5 Forgery [6 druidCC, +2 int] [3 ranks]
+15 Handle Animal [6 druid, +4 cha, +2 circumstance, +3 feat] [6 ranks] [+4 when handling Animal Companion (Food)]
+0 Hide
+10 Knowledge (nature) [6 druid, +2 int, +2 class] [6 ranks]
+9 Listen [6 druid, +3 wis] [6 ranks]
+0 Move Silently
+8 Ride [6 druid, +2 synergy (handle animal)] [6 ranks]
+8 Spellcraft [6 druid, +2 int] [6 ranks]
+3 Spot [+3 wis]
+5 Survival [+3 wis, +2 class] [+2 synergy (knowledge (nature)) when in aboveground natural environments]

Speaks Common, Druidic, Giant, Terran
Speak Language [1 + +2 int + 1 class [4 total languages]

Spells memorized: [4/3/2] [Spell levels: 7; Cast: 3]
0: [DC 13] Cure Minor Wounds (x2), Resistance, Flare
1: [DC 14] Produce Flame (x2), Entangle
2: [DC 15] Bull's Strength (x2)

Equipment:
Traveler's Outfit
Club [3lbs]
Sling
[Ma] Rhino-horn Whistle [50gp]
Leather Armor [15lbs] [10gp]
Darkwood Heavy Shield [5lbs] [257gp]
4 Pearls of Power (1st) [2000gpC]

[24lbs] [2367gp]

Expendable Items: [Total 0gp/450gp]
10 Sling Bullets [5lbs] [1sp]

[5lbs] [1sp]

Allies and Equipment:
Food [animal companion)
Chain Shirt Barding [25lbs] [200gp]

Trident [quested Medium Scorpion]
[Ma] Studded Leather Barding [20lbs] [200gp]
Net [quested Medium Spider]
[Ma] Studded Leather Barding [20lbs] [200gp]

[65lbs] [600gp]

Equipment at home:
90 Sling Bullets [45lbs] [9sp]
932gp

[9sp]

[0gp] Past Expenditures (see below)

[29lbs] [2968gp]

Miscellaneous Statistics:
Encumberance: 0-26 (light), 27-53 (medium), 54-80 (heavy)
Weight carried: 29 lbs

Allies

Food

Riding Dog
HD 4d8+8; hp 26; init +3; speed 40ft; AC 23 (+3 dex, +4 armor, +6 nat), touch 13, flat-footed 20;
BAB +3; Grapple +6; Bite +6 melee, 1d6+4 dmg
Saves +6/+7/+2; S 16 D 16 C 15 I 2 W 12 Ch 6;
Skills (-2 ACP not included in skills): Hide +3, Jump +8, Listen +7, Move Silently +3, Spot +5, Swim +3, Survival +1*;
Feats: Alertness, TrackB, Deflect Arrows;
Specials: Trip (if bite is successful, automatic trip attempt (+3)), Low-light Vision, Scent, Link (+4 on handle animal checks), Share Spells, Evasion
Tricks: attack, come, defend, down, guard, heel, improved attackB, pinB[All tricks at creation]

Equipment: Chain Shirt Barding
Encumbrance: 0-114 (light), 115-229 (medium), 230-345 (heavy)
Weight carried: 25lbs


Trident

Medium Scorpion, CR1
HD 2d8+4; hp 13; init +0; speed 40ft; AC 17 (+4 nat, +3 armor), touch 10, flat-footed 17;
BAB +1; Grapple +2; 2 Claws +2 melee (1d4+1, grab) and Sting -3 melee (1d4, poison)
Saves +5/+0/+0; S 13 D 10 C 14 I -- W 10 Ch 2;
Skills: Climb +5, Hide +4, Listen +0, Move Silently +0, Spot +4
Feats: none
Specials: Improved Grab (free grapple check on successful claw attack vs small or smaller opponent, if successful, contriction), Constriction (1d4+1 dmg automatic), Poison (Sting only, Fort DC 13, 1d3 Con, 1d3 Con, [Con based]); Darkvision 60ft, Tremorsense 60ft, Vermin Traits
Tricks: [post=9946487]Attack, Heel[/post], [post=10008656]Defend[/post]

Equipment: [Ma] Studded Leather
Encumbrance: 0-75 (light), 76-150 (medium), 151-225 (heavy)
Weight carried:


Net

Medium web-spinner Spider, CR1
HD 2d8+2; hp 11; init +3; speed 30ft, climb 20ft; AC 17 (+3 dex, +1 nat, +3 armor), touch 13, flat-footed 14;
BAB +1; Grapple +1; Bite +4 melee (1d6, poison)
Saves +4/+3/+0; S 11 D 17 C 12 I -- W 10 Ch 2;
Skills: Climb +11, Hide +7*, Listen +0, Move Silently +0*, Spot +4; *+8 hide/MS when on webs
Feats: Weapon Finesse
Specials: Poison (Bite, Fort DC12, 1d4 str, 1d4 str, [Con based]), Web (8/day, ranged touch, 10ft range increment (50ft max), up to large size target, Escape Artist DC 12, Break DC 16, 6hp, [Con based]) Darkvision 60ft, Tremorsense 60ft, Vermin Traits
Tricks: [post=10008656]Attack[/post], [post=10072282]Heel, Defend[/post]

Equipment: [Ma] Studded Leather
Encumbrance: 0-57 (light), 58-114 (medium), 115-172.5 (heavy)
Weight carried:



Character Background

A disturbed man from the forests to the north east of Gladius, Zax is a man of nature and is personally offended by the presence of "unnatural" things around the world. He has a great affinity for things that feed off of the dung of the world, and as such is often-times surrounded in allies of insects or vermin.

His riding dog, Food, is a despicable creature that resembles as much a dying hyena as a dog and has an untraceable lineage that probably includes a bulldog, a great dane and a blood hound. Regardless of its lineage, Zax has taken great care to train the dog in the art of killing.


Buffs and Prefight actions:
Bring Food (Animal companion) and command him to heel.
Bring Net and Trident and command them to heel (CR1 each - use Forgery)

Default Tactics

Zax does not like head on confrontation and uses Food to act as an emissary for him - to extract the lungs of his opponents.

Food will begin at Zax's left side always with the heel command pre-buffed. Once Zax spots his enemy, he'll change that to an attack command.

If the opponent is a caster and has a grapple check of +4 or less, Food will be given the pin command instead.

Buffing sequence: short and sweet - Bull's strength on Food. Entangle will be used to entrap speedy opponents, but most of the time, Zax will use Produce Flame.

If Food goes down, it is extremely likely that Zax will forfeit the fight at that point in order to save his companion (the one thing in the world he actually cares about...).


Wrap-Up Rewards and Expenditures

Fight results

MQ1: [thread=687240]Where have all the Little Legs Gone[/thread] [Abyssal Stalker] [+900xp/+900gp, Medium Spider and Medium Scorpion] (out of cycle]
X1: [post=9946487]Train[/post] Trident to Attack and Heel
X2: [post=10008656]Train[/post] Trident to Defend and Net to Attack
X3: [post=10072282]Train[/post] Net to Heel and Defend


Experience Breakdown

3200xp to start
+xp from fights + (fights)
+900xp from miniquests +900 (miniquests)








Tactic for Zax Kar
Well my companion and I haven't really had a chance to talk this over extensively, but here's Zax's tactics in any case:

Zax's posse will start at the front corner of his starting area in the following formation (if starting block 1): Food (25,6), Net (26,6), Trident (25,5) and Zax (26,5).

In round 1, Zax will cast Bull's strength on Food and move out. Once Valek is seen - Food will get the Pin command, Net and Trident the attack command.

Zax will then cast Produce Flame (recalling and recasting until Valek is done for. If Food successfully grapples/pins - this should be pretty easy to work with.

Zax cannot be subjected to attacks - so he will always be behind an ally when possible or behind cover if not. He will stay out of melee unless Food gets into a grapple successfully.

I'm expecting that Alexander will be trying to get into a grapple with Valek. If he is successful first, Food will join and try to pin.

That's pretty much it. Hopefully we get a few lucky rolls to get into the grapple. Once there - I think we've got Valek licked.



Alexander


Alexander
-- 2nd Blue Man --
Chaotic Neutral Medium Humanoid (wood elf)
ECL 3 (Brb1/Ftr1/Clr1)
Experience: 4400
Next Level: 6000





STR...18 [+4]...(10 pts) [+2 race]]
DEX...18 [+4]...(10 pts) [+2 race]
CON...12 [+1]...(6 pts) [-2 race]
INT...10 [+0]...(4 pts) [-2 race]
WIS...14 [+2]...(6 pts)
CHA...08 [-1]...(0 pts)

Hit Points:............ 25 [12(brb) +5,5(ftr) +4,5(clr) +3(con)] [3HD]
Armor Class:......... 18 (Touch 14, Flat 14) [+4dex, +4armor]
Initiative:............. +8 [+4dex, +4feat]
BAB/Grap:............ +2/+10 [+2bab, +4str, +4feat]
Speed.................. 40ft [30ft base +10ft barbarian]

[u]Saves[/u]:
Fort +7 [+2brb, +2ftr, +2clr, +1con]
Refl +4 [+0brb, +0ftr, +0clr, +4dex]
Will +4 [+0brb +0ftr, +2clr, +2wis] [+2 vs. enchantments]
[Immune to sleep]

[u]Attacks[/u]:
[mwk] Longbow................ +7 ranged, 1d8+4 [20/x3] [120']
[mwk] Greatsword............ +7 melee, 2d6+6 [19-20/x2]
Armorspikes.................... +6 melee, 1d6+4 [20/x2]

[u]Feats[/u]:
Blind-Fight [domain]
Improved Unarmed Strike [1st lvl ftr]
Improved Grapple [1st lvl]
Improved Initiative [3rd lvl]

[u]Race/Class abilities:[/u]
Immune to sleep, +2 vs. enchantments, low-light vision, sens secret doors, bonus feat, fast movement, rage[1/day], turn undead[2/day], spontaneous casting[cure-spells], domains[darkness/magic]

[u]Skills[/u] 20 total [Skill points: 16brb, 2ftr, 2clr]:

+03 Hide....................... [0 (rnks) +4 (dex) -1 (acp)]
+08 Jump.................. [5 (rnks) +4 (str), -1 (acp)] [4brb, 1ftr]
+08 Listen..................... [4 (rnks) +2 (wis) +2 (race)] [4brb]
+03 Move Silently.............. [0 (rnks) +4 (dex) -1 (acp)]
+10 Profession(Woodcutter)....................... [6 (rnks) +2wis (dex) +2 (tool)] [4brb, 2clr]
+08 Ride....................... [5 (rnks) +4 (dex) -1 (acp)] [4brb, 1ftr]
+02 Search..................... [0 (rnks) +0 (int) +2 (race)]
+04 Spot....................... [0 (rnks) +2 (wis) +2 (race)]
Speaks Common and Elven

[u]Spells:[/u] [3/3] [Total spell levels: 4; Cast: 2]
0: [DC 12]Detect Magic, Guidance, Resistance
1: [DC 13]Obscuring Mist(D), Divine Favor, Entropic Shield

[u]Equipment[/u]:
General Equipment:
Armor: [mwk] Chainshirt with Armorspikes [35 lbs][300 gp]
Weapon: [mwk] Greatsword [8 lbs][335 gp]
Weapon: [mwk] Composite(+4) Longbow [4 lbs][800 gp]
Ammo: Quiver with 80 arrows [12 lbs][8 gp]

Expendable Items: [CL] [450/450]
Potion: Elixer of Hiding [1] [0,1 lbs][250 gp]
Potion: Hide from Animals [1] [0,1 lbs][50 gp]
Scroll: Shield of Faith [1] [0 lbs][25 gp]
Scroll: Shield [1] [0 lbs][25 gp]
Tattoo: Chameleon [1] [0 lbs][100 gp]

Equipment at Home:
Gold: 1552
Misc: 2x Drow Posion [2 lbs][150 gp]
Misc: 2x Antioxin [0 lbs][100 gp]
Misc: 4x Tanglefoot bag [16 lbs][200 gp]
Misc: 8x Caltrops [16 lbs][8 gp]
Misc: Thunderstone [1 lbs][30 gp]
Potion: 4x Vial of Alchemist's Fire [4 lbs][80 gp]
Ammo: Quivers with 40 arrows [6 lbs][4 gp]
Armor: [mwk] Tower Shield [45 lbs][180 gp]
Armor: Locked Gauntlet [5 lbs][8 gp]

Miscellaneous Statistics:
Height: 1,71m, Weight: 124 lbs
Encumbance: 0-100 (light), 101-200 (medium), 201-300 (heavy)
Weight carried: 64,2 lbs (light load)

Cycle
[u]Cycle[/u]
Fight 1:Used rage

Fight 2:Used nothing

Fight 3:



Fights results:
1: Alexander vs. Azhran Deathstalker.....................win[+900xp][+900gp]
1: Alexander vs. Sali Kan.....................................loss[+300xp][+300gp]

Past Expenditures
[u]Past Expenditures[/u] (tot. 0 gp):
-- none yet --




Tactic for Alexander
hello lonewolf, here are my tactics for Alexander:

Start out with bows in hand.

Main Goal: Kill him with grapple or ranged combat.

Round 1: Move to the statue, to hide and to gain cover.
Round 2+: Ready action to shoot on sight. After shot is taken, charge-grapple him if possible, if not possible just grapple him.
If too far away for grapple, drop prone, cast shield from scroll, divine favor from mind and have a ranged battle. If i get hurt, use spontaneous healing to heal(I have 1sl left from last fight), scrap charm person.
If he in the meanwhile gets close enough, get up and go grapple.
With 28 AC and a backup healing spell I should be able to kill him. If I don't kill him, at least I will hurt him alot so that the druid can kill him.

If he tries to use spring attack on me, shoot at him, dont hit him melee.

If he manages to stay out of grapple(+7 with rage), use tangle foot bags on him(take 5ft step first).

Never try to base him, unless I can do so in 1 round(and grapple him in the very same round).

Note: Don't forget the +1 damage/attack roll bonus from divine favor.
Grappling damage with Divine Favor should be 2d6+10, couse the armorspikes are extra damage.



The Fight: Valek Usher vs. Zax Kar & Alexander

All rolls are here

Initiative
Valek starts in the Box B, with potions of Shield of Faith and Bulls Strength in hand.
Zax starts in the Box A, with nothing in hand.
Alexander starts in the Box D, with his bow in hand.

Round 1

Alexander mo