Conventions The conventions for this fight are as follows: Minesbiggarinyers will be Mini and will be in red, Leif will be Leif and will be in blue, and Brightwing will be Wing will move on Leif's turn after Leif does. All rolls can be found here, name: MiniLeif.
Placement Mini starts in box A, space 0,22. She carries her stone of energy bolt and her crossbow (loaded). Leif starts in box D, space -30,0, with Brightwing on his shoulder. He carries his scroll of False Life
Initiative Leif = 21. He and Brightwing go first. Mini = 18. She goes second.
Round 1 Leif casts Alter Self from memory and turns into an Ice Mephit, rising to an altitude of 50'. Wing takes off, flying to -27,-2,9 before catching sight of Mini far off to the northeast and heading towards her, ending at -11, 10,9. Leif notices his familiar's excitement and sudden movement shift and deduces that Wing has found Mini. Spotting Wing and knowing that Leif will not be far behind, Mini runs as quickly as she can to 0,3. She and Leif lock eyes halfway there, and Mini realizes she has been exposed.
Leif; HP 19/19; AC17; 4/6 spell levels; (-30,0,10); Alter Self (ends 401). Mini; HP 15/15; AC15; 8/8 pp; (0,3)
Round 2 Leif casts False Life from his scroll, mentally marking where he saw Mini vanish behind the pillars, and draws his scroll of Mage Armor. Wing advances to 0,4,10, twittering loudly for Leif to hear that he has found Mini. Mini, not fond of the bird giving away his location regardless of how tenative it may be, steps beneath Wing and manifests Mind Thrust, wild surging for an additional 2 ML and pp, and Wing is hithard by the power, falling to the snickering Kobold's feet.
Leif; HP 28/19; AC17; 4/6 spell levels; (-30,0,10); Alter Self (ends 401), False Life (ends no time soon or when expended); Wing dying. Mini; HP 15/15; AC15; 7/8 pp; (0,4) [Note: Mini is actually 1 space north of the shown location, but the map won't let me palce 2 markers in one space.]
Round 3 Leif, feeling his link with Wing fade out and enraged at her death, casts Mage Armor from his scroll and draws his scroll of protection from arrows. Mini calls upon her abilities to manifest a floating screen of energy to defend herself, then moves back to 0,3 for maximum cover.
Leif; HP 28/19; AC21; 4/6 spell levels; (-30,0,10); Alter Self (ends 401), False Life (ends no time soon or when expended), Mage Armor (ends no time soon) Mini; HP 15/15; AC19; 7/8 pp; (0,3); Force Screen (ends 33)
Round 4 Leif casts Protection from Arrows from his scroll, then advances to -20,-1, 10, trying to get into sight of Mini. Mini calls upon her abilities to manifest Defensive Precognition, then 5' steps to -1,3 and drops to prone.
Leif; HP 28/19; AC21; 4/6 spell levels; (-20,-1,10); Alter Self (ends 401), False Life (ends no time soon or when expended), Mage Armor (ends no time soon), Protection from Arrows (ends at 30 prevented or no time soon) Mini; HP 15/15; AC19; 7/8 pp; (-1,3); Force Screen (ends 33), Defensive Precognition (ends 34)
Round 5 Leif moves to -16,-5,10 and barely manages to notice Mini, then closes -12,-4,10, firing off a Magic Missile from his memory. The missiles overcome Mini's innate resilience and slam unerringly into her, scorching her hide. Mini, stung and unhappy, crawls to 1,1, breaking sight with Leif, and readies to use her Energy Bolt stone on him on LoS if he comes within range.
Leif; HP 28/19; AC21; 3/6 spell levels; (-12,-4,10); Alter Self (ends 401), False Life (ends no time soon or when expended), Mage Armor (ends no time soon), Protection from Arrows (ends at 30 prevented or no time soon) Mini; HP 5/15; AC19; 7/8 pp; (1,1); Force Screen (ends 33), Defensive Precognition (ends 34)
Round 6 Leif, noting where he saw Mini disappear from sight, moves to 6,-9,10 to try and circle around and hit her again. Mini readies to use her Energy Bolt stone on Leif if he comes into sight and range.
Leif; HP 28/19; AC21; 3/6 spell levels; (6,-9,10); Alter Self (ends 401), False Life (ends no time soon or when expended), Mage Armor (ends no time soon), Protection from Arrows (ends at 30 prevented or no time soon) Mini; HP 5/15; AC19; 7/8 pp; (1,1); Force Screen (ends 33), Defensive Precognition (ends 34)
Round 7 Leif continues moving, reaching 10,-5,10 and barely failing to notice her, but setting off her readied action. The bolt of flame straks towards him, and he barely manages to dodge the worst of it, but still suffering scorching burns. Now knowing her location, Leif casts a second Magic Missile at his quarry, but fails to bypass her natural resilience. Mini tosses the now-useless stone aside and crawls back to -1,1 to hide from her dangerous foe, then readies to fire her crossbow if she sees Leif start to cast.
Leif; HP 16/19; AC21; 2/6 spell levels; (10,-5,10); Alter Self (ends 401), [s]False Life (ends no time soon or when expended), Mage Armor (ends no time soon), Protection from Arrows (ends at 30 prevented or no time soon) Mini; HP 5/15; AC19; 7/8 pp; (-1,1); Force Screen (ends 33), Defensive Precognition (ends 34)
Round 8 Leif, growing irritated at Mini's games, circles around to 1,10,10 to try and reastablish sight with her, but cannot seem to locate her. Mini, noticing Leif's sight dificulties, snickers and readies to fire if he tries to cast a spell.
Leif; HP 16/19; AC21; 2/6 spell levels; (1,10,10); Alter Self (ends 401), [s]False Life (ends no time soon or when expended), Mage Armor (ends no time soon), Protection from Arrows (ends at 30 prevented or no time soon) Mini; HP 5/15; AC19; 7/8 pp; (-1,1); Force Screen (ends 33), Defensive Precognition (ends 34)
Round 9 Gritting his teeth in frustration, Leif continues moving until he establishes perfect sight with Mini at -1,10,10, then lets out a cry of glee and incants the words of his Magic Missile spell, setting off Mini's prepared shot. Her shot goes wild, however, and Leif casts uninterupted, launching the missiles but failing to make it past Mini's innate resilience. Mini, realizing that her hiding is proving useless since she wishes to fire only to intterupt her foe's casting, reloads her crossbow and readies to fire if Leif casts again.
Leif; HP 16/19; AC21; 1/6 spell levels; (-1,10,10); Alter Self (ends 401), [s]False Life (ends no time soon or when expended), Mage Armor (ends no time soon), Protection from Arrows (ends at 30 prevented or no time soon) Mini; HP 5/15; AC19; 7/8 pp; (-1,1); Force Screen (ends 33), Defensive Precognition (ends 34)
Round 10 Leif, on his last magic missile, prays for guidance on this shot and begins casting, setting off Mini's shot. Her shot hits her foe, powering into him and nicking his flesh even through his wards. Leif hardly feels the blow, however, and his spell is launched without a stammer, but it cannot seem to overcome Mini's stubborn resilience. Mini, realizing she hurt her foe, reloads and re-readies to shoot if he casts or fires from his bow.
Leif; HP 14/19; AC21; 0/6 spell levels; (-1,10,10); Alter Self (ends 401), [s]False Life (ends no time soon or when expended), Mage Armor (ends no time soon), Protection from Arrows (ends at 30 prevented [10/30] or no time soon) Mini; HP 5/15; AC19; 7/8 pp; (-1,1); Force Screen (ends 33), Defensive Precognition (ends 34)
Round 11 Leif draws his wand of magic missiles and utters its trigger phrase. Mini, recognizing this as a form of spellcasting, fires, hitting her foe but failing to do enough damage to Leif to bypass his wards. Leif's missile bypasses her resilience, however, stining his foe. Mini, groaning at this latest shot, relaods her crossbow and readies to fire if Leif casts or shoots.
Leif; HP 14/19; AC21; 0/6 spell levels; (-1,10,10); Alter Self (ends 401), [s]False Life (ends no time soon or when expended), Mage Armor (ends no time soon), Protection from Arrows (ends at 30 prevented [16/30] or no time soon) Mini; HP 3/15; AC19; 7/8 pp; (-1,1); Force Screen (ends 33), Defensive Precognition (ends 34)
Round 12 Leif utters his wand's command phrase, and Mini shoots in response. Her shot zips past him, missing by mere inches. Leif's missile penetrates Mini's resistance, at last putting her down.
[color=blue]Leif; HP 14/19; AC21; 0/6 spell levels; (-1,10,10); Alter Self (ends 401), [s]False Life (ends no time soon or when expended), Mage Armor (ends no time soon), Protection from Arrows (ends at 30 prevented [16/30] or no time soon) Mini; HP -2/15; AC19; 7/8 pp; (-1,1); Force Screen (ends 33), Defensive Precognition (ends 34); dying
Leif wins! He uses his scrolls of False Life, Mage Armor, and Protection from Arrows, plus two shots from his Wand of Magic Missiles. He gains 1,500 xp and 1,600 gp, plus 105 gp making leather goods (Free Action: Craft (Leathermaking)). Mini loses. She uses her power stone of Energy Bolt and 3 Bolts (4 shot, 2 hit, 1 recovered). She gains 500 xp and 533 gp, plus 105 gp from reading palms (Free Action: Profession (Fortune Teller)). The Psi Consortium gets 50 gp for all the pain she went through and the new bruises she sports.
@ Both - Well, I sincerely hope theres no errors in here so glaring that I have to redo it - this was one really frustrating fight (I'm still baffled by how many power resistance checks Leif failed and the fact that Mini got that max-damage crit plus another crit check). @ Altaris - Sorry I broke off of your hiding strategy, but like I said it wasn't going to get you anywhere from there, and it was annoying me much more so than Leif. You'll also probably want to swap that Wild Talent feat for Psionic Talent - same effect, but it counts towards Psionic Body for the extra hp. @ Sunwolf - See my note in your tactics about spell sharing. Beyond that, congrats on the win and the obviously effective character - I imagine he'll earn the CEF oodles once they have thier next set of rooms up.
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.
Noko Laughing, Dancing, Flying through the woods. And always make sure, everything is tidy. Tralalalaa. Female Pixie [Small Fey] Neutral good Rogue 3, ECL7 XP: 21,087/28,000
Feats: Dodge[sup]B[/sup] (+1AC against one target) Weapon Finesse[sup]B[/sup] Dex to melee attacks insteadAs found in the errata Point Blank Shot [1st lvl] (+1 ranged attack/damage within 30 ft) Flyby attack [3rd level]
Spell-like abilities: Caster level 8th. The save DCs are Charisma-based. 1/day - lesser confusion (DC 15), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 16), dispel magic, entangle (DC 15), permanent image (DC 20; visual and auditory elements only), polymorph (self only).
Special Abilities: Damage reduction 10/cold iron Greater invisibility Spell resistance 18 (15+Level) Sneak attack 2d6 Evasion
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.
Buffs and Prefight actions: - Be Invisible [unlimited duration]
Equipment: Free weightless, blue outfit Small Merciful Shortbow +1 [1 lbs][8330 gp] Gloves of Dexterity +2 [-- lbs][4000 gp] Cloak of resistance +1 [1 lbs][1000 gp] Gauntlet, spiked [0.5 lbs][5 gp] Chain, spiked [5 lbs][25 gp]
Ammunition: Quiver with 57 arrows [8.55 lbs][* gp] (*: Price included in "Arrows at home") Quiver with 10 small silvered arrows [1.5 lbs][* gp] and 10 small cold iron arrows [1.5 lbs][* gp] and 2 Elfbane-arrow [0.15 lbs][334 gp] (used gather information, see "Fights results")
Expendable Items: [CL] Potion of Mage Armor [(CL1)] [0.1 lbs][50 gp] Potion of Shield of faith +2 [(CL)] [0.1 lbs][50 gp] Tattoo of Vigor [(ML1)] [-- lbs][100 gp] Scroll of 2x Ray of enfeeblement [(CL1)] [-- lbs][50 gp] Scroll of see invisibility [(CL3)] [-- lbs][150 gp]
Equipment at home: Gold: 9294 26/80 arrows [4 gp] 18/40 cold iron arrows [4 gp] 14/40 silver arrows [82 gp]
Generally stay at range, I can't sneak-attack in darkness, anyway. Always fly above melee-range, too. (She should in no case have the ability to touch me. Attack and, if it looks necessary, move further away (This should be default tactic)
If she casts...
Summon monster: If it is - again - a dire bat, hide untill the delay penalty comes close, snipe (hide skill-option) and hide again.
Blacklight: Fly (at half speed) over the blacklight-area, just below the ceiling. Try to locate and shoot her via sound.
Obscuring Mist: Use entangle at the center of the mist. Ready to shoot on pinpointing/seeing her and fly over the mist (height 40ft). If she does not come out in 5 rounds, use detet thoughts to get to know her plans, then detect evil to detect her. Then drop concentration and shoot her blindly.
To outrun summoned monsters has priority over finding her in her dark spells.
Keep the dispel magic for one spell: Airwalk. If I see Ariel above the ground, use it as soon as possible. The only other contingency under which you should use it would be a blindness on me.
Note that I'm no person and that I have spell resistence.
Standing before you, is a female human wearing a black robe, with the hood covering most of her face. You can see some long black hair coming out through the back of her robe.
People over the age of 50 are most likely to experience exploding head syndrome. Women are at a higher rate of experiencing it than men. It has been reported in people as young as 10 years old. Seriously.
Saves: Fort +09 [+4 Class, +5 Con] Ref +03 [2 Class, +1 Dex] Will +02 [+2 Wis] *+1 racial bonus vs powers, spells, and spell-like effects. *+2 racial bonus vs fire spells and effects *Immune to Acid *Immune to paralysis effects *Immune to spells and effects that affect only humanoids (sleep etc.)
Attacks: +11 Melee Large +1 Deepcrystal Guisarme, 2d6+13, 20/x3 +10 Melee Claw, 1d6+8, 20/x2 +10 Melee Bite, 1d8+8, 20/x2 +11 Melee [Ma] Large Cold Iron Guisarme 2d6+12, 20/x3
Racial Traits: ~ +10 Str, +4 Con, -2 Dex, +2 Int, +2 Cha ~Medium Size Dragon ~Base Speed: 30’ ~Naturally Psionic: 2 bonus power points at 1st level ~Fire Acclimated: +2 racial bonus on saving throws against all fire spells and effects. ~Powerful Build: Treated as one size larger when it's advantageous to him in combat (Grapple, bull rush, etc.). Can use large weapons and is treated as large for determining if a creature's special attacks can affect him (Swallow whole, etc.). ~Psi-Like Ability: 1/day-stomp (DC11). ~Favored Class: Psychic warrior. ~Armor Class: Natural armor improves by +4. ~Attack: Two claw attacks and a bite attack, and the claws are the primary natural weapon (1d8 bite 1d6 claw). ~Breath Weapon: 1/day - breath weapon deals 6d8 points of damage. A successful Reflex save (DC15) reduces damage by half. (60’ line of acid) ~Special Qualities: Darkvision out to 60 feet, low-light vision, immunity to sleep and paralysis effects, and acid immunity. ~Level Adjustment: Same as base creature +4
Class Abilities: ~Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). ~Fast Movement (Ex):+10' speed in light or medium armor. ~Illiteracy: Overcome by taking levels in another class, disregard. ~Rage (Ex): +4 To Str and Con, -2 AC +2 Will saves for 10 rounds daily. ~Bonus Feats: Extra feat from fighter list. ~Sneak Attack +1d6 whenever opponent is denied dexterity to AC. ~Trapfinding - Find traps with dc over 20 and disarm magic traps.
Saves: Fort +11 [+4 Class, +7 Con] Ref +03 [+2 Class, +1 Dex] Will +04 [+2 Wis +2 Rage] *+1 racial bonus vs powers, spells, and spell-like effects. *+1 racial bonus vs fire spells and effects *Immune to Acid *Immune to paralysis effects *Immune to spells and effects that affect only humanoids (sleep etc.)
Attacks: +13 Melee, Large +1 Deepcrystal Guisarme, 2d6+16, 20/x3 +13 Melee [Ma] Large Cold Iron Guisarme 2d6+15, 20/x3 +12 Melee Claw, 1d6+10, 20/x2 +12 Melee Bite, 1d8+10, 20/x2
Dark forces swirled and strove against eachother. A shining of purple radiance began to appear, and from its depths strode the Arch-Priestess of Kelvemor, God of Death. Her body cloaked in the witchlights of aroused magic, she strode calmly forward to address the darkness. "It is done Xanderus, the ritual was a success. A new servant rises to carry your will on both this plane and the others." A voice rises from the dark wells of the fugue plane, "This is well Vidasa, long have I awaited such a warrior. The gates of the fugue plane have been left unguarded for far too long. The demons that gather lost souls have become overbold of late. Let our newest servant prove that our strivings were worth the cost.""indeed", Vidasa whispered, "worth the cost for all of our sakes". The purple radiance rose again to cloak the priestess, and with an unnatural lack of sound she vanished leaving nought but twinkling motes of light in her wake. It was not until after the lights had faded and gone that Xanderous stirred. The ancient guardian of the city of souls gathered his scythe to him as he spread his great wings and took to the still air of the plane of the dead. "For the sake of life, for the sake of death, and for the sake of rebirth I hope that you succeed in your task Vidasa, there is not much strength left..."
The Gatekeeper awoke. Darkness cloaked his eyes, a dizzyness spread over him like a breaking wave. Uttering a heartfelt groan to the world at large he lay there with the swirling mists eddying around him. The air seemed to ripple before him. Opening a bleary eye, he watched as Vidasa stepped forth. "I see that you've survived.""A fact that i'm all to bebolten aware of lady!" the Gatekeeper managed to cough weakly, breathing in the dust that coated the floor of the fugue plane. Vidasa seemed to smile almost sadly, "Yes, aware indeed. You have been summoned to be the Gatekeeper of this realm. The souls of the fugue plane your charge, and those who would seek to upset the balance your foes." Reaching out with one hand the priestess muttered a word. Bright light flared about her palm as she touched the Gatekeeper. Convulsions wracked his body for a moment as blazing fires consumed him. He could feel that he was roaring, but couldn't hear. It was almost as if his soul was removed from his body, viewing it as an impassive spectator. Suddenly both the fires and the sense of vertigo receded taking with them the weariness, dizzyness, and pain of his body. The newest guardian of the city of souls stood experimentally and found that he felt... strange. Something was amiss. He looked at Vidasa quizzically raising an eyebrow. The priestess smiled, "There have been some, shall we say, augmentations to your physical vessel. We at the temple decided that they would be much to your liking and we give you them freely with our thanks." It was the Gatekeeper that smiled then as he crushed a small stone to powder with two fingers. Gods but he felt as if he could move mountains! Rearing back we was greeted with another welcome discovery. Black wings extended from his shoulder blades, hanging like shrouds, but connected to still more rippling muscle! Flapping experimentally he felt his feet leave the ground for an instant. It was only then that he realized he was grinning like an idiot right into the face of the high priestess. Stiffling his joy the Gatekeeper bowed to Vidasa. "Have my thanks high priestess, and allow me to carry out my task. I will not fail." Vidasa's smile seemed to shrink as she replied, "I hope that you speak the truth Gatekeeper. You, soldier of the faith are needed for this holiest of tasks. Do you accept the mantle and responsibilities of Guardian? To uphold the code and honor of the kingdom of the dead?""Lady, I do!""Then rise Gatekeeper and arm yourself. There is much toil ahead of us both."
Weapons appeared out of the mists, a black suit of armor and an array of finely crafted weapons. The entire set wa suffused with a strange glow. Without sound, Galagith armed himself, strapping on bracers and greaves, tying his breastplate into place and cinching his new weapons to their respective sheathes. Last he placed the helm upon his head. Pulling the last strap tight around his chest, the Gatekeeper took a deep breath. The armor moved with him, almost like a second skin; continuous, light, and tough as the scales of his dark new cousins. "These gifts are indeed mighty Vidasa. I thank you for your generosity.""You will need them guardian." A sad smile forms on her lips, "Yes you will need them. Follow me"
The priestess led Galagith through the mists, long hours passed, but left no mark on this place. The land of the dead - Galagith's charge, was timeless. After what seemed to Galagith several days, they came upon a low ridge breaking the solid continuity of the misty surface. Vidasa waved him down and forward. The Gatekeeper obligingly crouched and moved slowly forward. He spotted them. Before his eyes danced the most magnificent horses he had ever seen. Silvery white and shimmering in the mists. "There is your steed Gatekeeper, I trust you know how to use your new weapons." Galagith grins, "Indeed lady, 'twill be my pleasure."
Light Warhorse Large Animal Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 14 (–1 size, +1 Dex, +4 natural), 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.
[COLOR=Gray]*Please note that this ally cannot be used in the arena until Handle Animal bonus is > +8[/COLOR]
+2 Shadow Mithril Breatstplate of Silent Moves (Worn, 15wt) 5,150gp [ACP –1] +1 Large Deepcrystal Guisarme (Back Sheathe, 24wt) 3,018gp [Ma] Large Cold Iron Guisarme (Back Sheathe, 24wt) 336gp
Potions: Potion of Invisibility 300gp Potion of Shield of Faith 50gp Potion of Blur 300gp Potion of Protection From Arrows [10/Magic] 300gp Potion of CLW x8 200gp Potion of CMW x1 300gp
Past Expenses: MiniQuest 1: Gained: Light Warhorse (Free) Potion of Shield of Faith (Replaced 50gp) Sold Large Cold Iron Glaive (+16gp) Purchased Masterwork Large Cold Iron Guisarme (336gp) Purchased 4x Potion of CLW (200gp) Purchased Tatoo of Force Screen (100gp) Total GP this week: 30/900 (MQ)
Quest 1: Potion of SoF (replaced 50gp) Tatoo of Force Screen (replaced 100gp) Potion of CLW x4 (replaced 200gp) Purchased Potion of CLW x4 (200gp) Purchased Potion of Blur (300gp) Purchased Potion of CMW x2 (600gp) Purchased Potion of Protection From Arrows (300gp) Purchased Tatoo of Vigor (100gp) Total GP this week: 2,950/4,800
MiniQuest 2: Augmented Mithril Breastplate an additional +1 3,000gp Purchased Potion of Fly 750gp Total GP this week: 3,750/900
Fight 1: Total GP this week: 0/666
Quest 2: Added Shadow to Armor 3,750gp Added Silent Moves to Armor 3,750gp Total GP this week: spent 7,500/6,783
Fight 2: Potion of Fly (Not Replaced) Potion of Invisibility (Replaced 300gp) Total GP this week:spent 300/866
Fights Results: MQ1."Hunting the Herd"+750xp/+900gp Quest 1."Brother's Blood Runs Black"+4,000gp/+4,800gp MQ2."Demon Uprising"+750xp/+900gp[Level!] 1. The Gatekeeper and Aquin(TelinArtho) vs Va'ria(Sindorin) and Dameon Leonne(Huan) Loss+600xp/+666gp [/COLOR] Quest 2."The Darkness at Noon"+7,980xp/6,783gp
2.The Gatekeeper vs Nexa(Upsurpator)Loss+700xp/866gp
Tactics:
Start with potion of invisibility in hand behind cover of an L shaped rock formation in the front of my starting box.
Drink potion and draw +1 guisarme while moving forward in search of the cleric.
Locate cleric, gain charge line staying out of range of invisibility purge spell, rage and charge him tripping with guisarme.
~Remember that I get +1d6 damage whenever he loses dex bonus to AC so when I trip him
~If it has a better chance of gleaning a victory than another attack feel free to use my breath weapon.
~Ignore summons whenever possible and focus on cleric.
"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, ECL 7 XP: 22888 / XP for Next Level: 28000
STR 14 [+2] (6 pts) DEX 10 [+0] (2 pts) CON 14 [+2] (6 pts) INT 14 [+2] (6 pts) WIS 22 [+6] (16 pts) [18, +1 @4th, +3 Enh] CHA 8 [-1] (0 pts)
Hit Points: 49 [7d8 HD +14 Con] AC 19 [+8 armor, +1 shield], Touch 10, Flat 19 wrote:
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, ECL 7 XP: 22888 / XP for Next Level: 28000
STR 14 [+2] (6 pts) DEX 10 [+0] (2 pts) CON 14 [+2] (6 pts) INT 14 [+2] (6 pts) WIS 22 [+6] (16 pts) [18, +1 @4th, +3 Enh] CHA 8 [-1] (0 pts)
Hit Points: 49 [7d8 HD +14 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 +7 [+5 Cleric, +2 Con] Refl +2 [+2 Cleric] Will +11 [+5 Cleric, +6 Wis]
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 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
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.
Start in center front position with the Rod of Lesser Extend Spell in my shield hand. If I can see my opponent and they have not moved or they have moved away from me, take a double move to the rock nearest their position (14,2 or equivalent). If they have moved towards me, immediately start casting Summon Monster III while using the Rod. If my opponent moves away and continues to do so, get into range of Spiritual Weapon and cast it with the rod.
The summoned creature should appear as close to the opponent as possible (range of the spell is 35ft). The summoned creature should close the distance as quickly as possible, including a charge if possible, or run if the opponent has moved away while I was casting. After I have summoned my first monster, drop the rod and if the opponent is still nearby, start casting another one. If they are moving away, move towards the opponent and then start casting a Summon Monster III.
If my opponents ignore the summons and come straight for me, cast Doom upon them and follow it up with another summons (take a 5ft step back first if they are in melee). Recall spells as needed.
If my opponent gets a protection from evil spell up or any other ward that will prevent my summoned creatures from attacking, use other spells instead of the summons. The summoned creatures still get a chance to break through the ward (because of spell resistance).
Use centipedes for summoning in most cases. If the opponent has a move of less than 30ft, replace centipedes with Scorpions or Spiders if the dex is too high but the Strength or Constitution is low (according to the appropriate poison of the creature). If the opponent has a move greater than 35ft - summon fiendish wolves and fiendish hawks to do the damage (tripping where possible for the wolves). If the opponent has a move greater than 60ft - tactics change considerably (see below).
If starting off, I have no sight of my opponent, immediately run 60ft to the center rock in front of the center stack. Once the opponent is in view and I am set up behind a rock (so I have partial cover), and the opponent is ~100 feet away or less, start summoning.
(If opponent is really fast) - get to within range for Hold Person and cast Doom. If the opponent fails the save, move in some more and cast Hold Person. If the opponent fails again, run to close the distance and CDG with the flail. If the opponent makes the save on the doom spell, continue with the Hold Person. (and recall and cast it again if he saves on the first one).
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 7 in these cases, so they each last 7 rounds. If I have used the rod, that summoned creature lasts 14 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
1: Damson Rhea, Prince FyreDragon [Jh316]: loss[+300xp/+300gp] -- Bought Hvy Crossbow, 30 bolts, Tattoo of Skate [153gp] 2: Malic, Avatar of Mist, Eatavegi [GuardianAngel]: win[+900xp/+900gp] -- Crafted a Pearl of Power (1st level) before the quest [500gp, 40xp] Q1 Calling Down Death [King Uther] [+3600xp/Rod of Lesser Extend +600gp] [Level 4] -- Week 1: Halfling Spy Meets Large Centipede and Becomes Lunch (Cast Summon Monster II and Doom, Used PoP (2nd) and PoP (1st) after battle) -- Week 2: 2 Guards meet a Small Scorpion and get Stung, One of the guards puts up a fight! (Cast Summon Monster II (got 1 on a 1d3) and Summon Monster I and Doom and Spiritual Weapon, Used PoP (1st) after battle to regain doom and Scroll of Cure Light Wounds) -- Week 3: Moradin-worshipping Dwarf meets his doom when he cannot move (Cast Doom, Hold Person) -- Used a Scroll of Cure Light Wounds, Purchased a Scroll of Cure Light Wounds (25gp), Crafted a Pearl of Power (1st level) for next week [525gp, 40xp] 3: Czernobog, Meek Head [Ellorion Saenelle]: loss[+450xp/+450gp] -- Used 1 bolt, Crafted a Periapt of Wisdom +1 for next week [500gp, 40xp] 4: Mrs. Buttmunch, Sloisel [Gonbow]: loss[+400xp/+400gp] -- Sold Light Shield (-1gp, 5sp), Purchased Buckler (15gp), Crafted a Pearl of Power (1st level) [513gp, 5sp, 40xp] 5: Juntar Dunecrosser, KerlanRayne [Ellorion Saenelle]: win[+1200xp/+1200gp] -- Crafted a Pearl of Power (1st level) [500gp, 40xp] 6: Lothan Laurel, Faroth [Sindorin]: loss[+400xp/+400gp] -- Sold 5 Pearls of Power (1st level) for 2500gp total X1: Sat out to craft an improvement to the Periapt of Wisdom (from +1 to +3) 7: Dameon Leonne, Huan [NiQil]: loss[+400xp/+400gp] [Level 5] Q2: Denth's Faithful with Sdentch (TheMagister) [King Uther] [+6000xp/+6400gp] -- Week 1: A Paladin and a Wizard meet us - they perish! (Cast Summon Monster II (Med. Scorpion) and Spiritual Weapon and Summon Monster I (Sm. Scorpion); Recalled Spiritual Weapon with Pearl, Used 1 Scroll of Cure Light Wounds) -- Week 2: A Bralani and a Celestial Halfling insult us, but die anyway (Cast Summon Monster III (interrupted), Spiritual Weapon; Used 4 scrolls of CLW) -- Week 3: Prebuffed with Magic Vestment and Bless. Dragonne living in temple needs to be evacuated. (Cast Doom, Spiritual Weapon, Summon Monster III (Dire Bat)) -- Used 5 scrolls of Cure Light Wounds (CL1), Crafted a pearl of power (1st) 8: The Pale Rider, Tellish_of_Ket [Tellish_of_Ket]: loss[+638xp/+708gp] -- Crafted a pearl of power (1st) 9: Anixx the Warbringer, Iced [Usurpator]: win[+1800xp/+2000gp] X2: Sat out to craft Adamantine Full Plate X3: Sat out to continue crafting Adamantine Full Plate X4: Sat out to finish crafting Adamantine Full Plate 10: Sdentch, TheMagister and Grik, Snommelp (Hunter fight)[Book5]: win[+2400xp/+2666gp] 11: Dr. Hobo, Cerebus13 [Iced]: loss[+600xp/+666gp] 12: Dameon Leonne, Huan and Sdentch, TheMagister (all vs all) [Iced]: loss[+700xp/+866gp] 13: Noko, Maraxus [Iced]: loss [+700xp/+866gp] -- Used 1 crossbow bolt
3200xp to start -800xp from crafts -200-40-40-40-40-40-320-40-40 (crafts) +10888xp from fights +300+900+450+400+1200+400+400+638+1800+2400+600+700+700 (fights) +9600xp from quests +3600+6000 (quests)
Please note that Galagith doesn't meet the requirements for the Dodge feat and so therefore cannot have use it for this fight. I will post the violation in the prison thread.
This should be interesting to say the least. Thankfully, he doesn't have the potion of fly - so that cuts down on his maneuverability a little. Invisibility can be dealt with, so all that's left is to figure out how to hurt him.
Let's start in the back right corner of my starting area with my rod of extend spell in hand. In round 1, cast Invisibility Purge from memory and move out towards the center. Ultimately, I want to position myself at (0,18) or the equivalent - this cuts off most of his options for hiding - since he'll have to be out in the open to get behind the rocks nearest to me.
In round 2, cast Resist Energy for Acid. Since I am 7th level, the resistance is for 20 acid damage per round.
In round 3, if he is not in sight yet, cast Shield of Faith from memory (+3 deflection)
In round 4, cast sanctuary with my rod of Extend Spell. If he is in sight in round 3, flip my actions for rounds 3 and 4. After I have cast with my rod of extend, drop it and draw my flail.
Once I have cast sanctuary, I want to start summoning creatures when he is in sight. He gets one chance to break though DC17 vs a +2 Will Save. If he does break through, cast Spiritual Weapon, Extended Spiritual Weapon and then as many inflict spells as I can muster. Cast Defensively if I can't step away to negate AoO.
Assuming he doesn't break the sanctuary, I have 14 rounds with which to cast spells - I won't need that many though.
First of all - if I am hurt at all - heal up with my scrolls if needed.
After that, cast SMIV for 1d3 Huge Monstrous Centipedes, SMII for 1 Large Monstrous Centipede, recall it, cast it again, SMI for a Medium Centipede, recall it, cast it, recall it, cast it. Then finish up with Doom with my last spell level.
Start attacking in melee.
After sanctuary is gone, do not worry about healing - I'm going to need to be attacking as much as possible. Don't forget to take into account the damage reduction of my adamantine armor.
Galagith starts in D, with a potion of invisibility in his hands. Kraegin starts in C with his rod in his hand.
Initiative:
Galagith 1d20+1=18 Kraegin 1d20+0=2
1.Round:
Galagith downs his potion of invisibility and moves out, drawing his guisarme. Kraegin casts invisibility purge from memory and moves out. Galagith listens (L:3+2=5).
Galagith has no idea where Kraegin is he moves on, looking left and right into the starting-boxes. Kraegin casts resist energy (acid) and moves on. Galagith listens (L:12+2=14)
Galagith moves on, because he heard Kraegin in the southern starting-box. (Galagith's moves silently:10+5=15, hide:7+30=37). Kraegin's listen (L:9+5=15), hears something coming so, casts snactuary from memory, using his rod to increase the duration. Then he drops it and moves on drawing his flail. Now Galagith is visible.
Galagith charges Kraegin and attempts, raging, to attack (sanctuary-DC17:5+4=9), but an inner force hinders him. Kraegin smiles and starts to summon monsters.
Galagith has no idea of this forces [no ranks in spell-craft!], so he tries to attack again, having no success. Suddenly two huge fiendish centipeds apear. Both charge Galagith from flanking postions (2x bite: 1d20+7+2cha+2fla= 31![confirmed:22] and 28 vs AC20, damage: 28 and 14, poisonDC16: 28 and 12!, dex-damage:6). Galagith is disabled, there no other way to surrender or die.
Start at the front of my box holding a scroll of invisibility.
Cast Invisibility, then draw scroll of see invisibility. Cast see invisibility, then draw bow.
Move around till I find him, then begin casting sleep.
If sleep fails. Use arrows of sleep.  wrote:
Hey thanks for pitlording.
Start at the front of my box holding a scroll of invisibility.
Cast Invisibility, then draw scroll of see invisibility. Cast see invisibility, then draw bow.
Move around till I find him, then begin casting sleep.
If sleep fails. Use arrows of sleep. If all sleep arrows fail, then use shocking grasp from memory imbue into owl, and use owl to deliver charge, stow bow, and draw and use scrolls of MM, then scrolls of shocking grasp given to owl, then draw bow and use normal arrows.
If sleep passes, either the spell, or the arrows, then imbue shocking grasp into my bird, and move forward with bow.
CDG with bow, and have my bird follow up with the shocking grasp if he passed the save.
That's it. Have fun.
Kaigan
Eiletha Surion Chaotic Good Elf Medium Humanoid (High Elf) ECL 3 (Fighter 1, Wizard 2) Experience: 4,664 xp Next Level: 6,000 xp
"I am but a speck in my brother's shadow, but not for long."
Statistics: STR 12 (+1) [04 pts] DEX 18 (+4) [10 pts][+2 Race] CON 12 (+1) [06 pts][-2 Race] INT 16 (+3) [10 pts] WIS 14 (+2) [06 pts] CHA 08 (-1) [00 pts]
- +2 Dexterity, –2 Constitution. - Medium size. - An elf ’s base land speed is 30 feet. - 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: Wizard.
Armor/Magical Items:.................. 550 gp/ 0 xp Weapons:.............................. 666 gp/ 0 xp Potions:.............................. 50 gp/ 0 xp Scrolls:.............................. 500 gp/ 26 xp Tattoos:.............................. 100 gp/ 0 xp Allies/Familiar:...................... 100 gp/ 0 xp Tools:................................ 165 gp/ 0 xp Past Expenditures:.................... 1,728 gp/ 11 xp
Total Expenses:....................... 3,859 gp/ 36 xp
Starting Gold:........................ 3,000 gp/ 3,200 xp Fight Earnings:....................... 1,500 gp/ 1,500 xp Quest Earnings:....................... 0 gp/ 0 xp Campaign Earnings:.................... 0 gp/ 0 xp
Total Income:......................... 4,500 gp/ 4,700 xp
Remaining Gold:....................... 641 gp/ 4,664 xp
Book5]This is your obligatory PM prompt for tactics... if you have already emailed.. please dont... I can't read that email box the majority of the day.
and without further ado
:D
"How would you like to kill today?"
Pre-fight: Focus
Fight: Start out by manifesting three lvl 1 astral constructs*. Use a cognizance crystal for one of them. Set out in search of my enemy. When I find him, have the astral consructs engage him. Stand a good bit away and fry him with an expanded matter aggitation.
*Use the stats I provided in my charachter sheet.
Theoricus Male Elan Medium Abberition True Neutral Psion(shaper)3, ECL 3 Height: 5'4"  wrote:
This is your obligatory PM prompt for tactics... if you have already emailed.. please dont... I can't read that email box the majority of the day.
and without further ado
:D
"How would you like to kill today?"[/quote] Pre-fight: Focus
Fight: Start out by manifesting three lvl 1 astral constructs*. Use a cognizance crystal for one of them. Set out in search of my enemy. When I find him, have the astral consructs engage him. Stand a good bit away and fry him with an expanded matter aggitation.
*Use the stats I provided in my charachter sheet.[/quote] Theoricus Male Elan Medium Abberition True Neutral Psion(shaper)3, ECL 3 Height: 5'4" Weight: 156 Age: 384 years
1: Drink potion of Invisibility. 2: Manifest a couple of astral constructs (about 3, look under allies), have them attack. 3: While the astral constucts attack and keep the enemy from getting near me, manifest an enlarged Matter Agitation(Don't forget to make his weapons burn!) from a nice, safe, distance. If he breaks past the Astral Constructs and makes for me, use Entangling Ectoplasm and run. Against psionic enemies, feel free to us a crawling tattoo of feat leach; The extra 2 HP from Psionic Body can't hurt.
Fights results: 1: (Name of opponoment), (Name of player): (win/loss) [+?? XP] [+?? gold]
Hennan the Orphan An almost giant of a man with blonde hair and golden eyes smiles at you before opening his mouth to let out a voice like an angel’s… Male Human 6'6" height, 230 lbs. Neutral Good Bard 5, ECL 5 XP: 10 600/15 000 Agent of The Arcane Order [Tax 10%]
Character Background: Abandoned shortly after his birth, Hennan was raised by a group of clerics devoted to Heironeous. They were upset at his lack of discipline, but loved his ability to bring music to their devotion. Eventually, though, annoyance won out and Hennan was kicked out. He started looking for his parents, and now has found his way to Gladius. Hennan recently received word of his mother and went looking for her. He found her, but he and she were attacked by monsters and Hennan died. He was brought back to life in Gladius, but knows not what happened to his mother. He fears the worst.
Active January 11th, making money with Profession: Espionage Agent (105 gp) Tatyana Malvont Mind over matter; And I mind that you still have matter! Race: Gray Elf Sex: Female Alignment: True Neutral Classes: Psion (Kineticist) 5 ECL: 5 Experience: 11,176 Next Level: 15,000
Expendable Items: Potion of Cure Light Wounds (2) [CL 1] [- lbs][100 gp][Heals 1d8+1] Potion of Enlarge Person [CL 5] [- lbs][250 gp][Large size for 5 minutes] Potion of Protection From Arrows 10/magic [CL 3] [- lbs][300 gp] [10 damage off each non-magic arrow until 30 damage total has been absorbed, or 1 hour has passed] Potion of Protection From Chaos [CL 1] [- lbs][50 gp] [As Pro evil, vrs chaotic creatures and non-lawful summons] Potion of Protection From Evil [CL 1] [- lbs][50 gp] [+2 ac and saves vrs evil creatures, immune to enchantment (charm/compulsion), non-good summoned creatures cannot attack unless SR overcomes, for 1 min] Potion of Protection From Good [CL 1] [- lbs][50 gp] [As Pro evil, vrs good creatures and non-evil summons] Potion of Protection From Law [CL 1] [- lbs][50 gp] [As Pro evil, vrs lawful creatures and non-chaotic summons] Tattoo of Biofeedback [ML 1] [- lbs][100 gp] Tattoo of Chameleon [ML 1] [- lbs][100 gp]
Construct Traits: A psicrystal has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual Construct traits of darkvision and low-light vision.
Skills: A psicrystal (with its self-propulsion ability activated) uses its dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
Character Background: To be determined at a later time.
Default Tactics: Tactics will always be sent by PM or Email.
Fights results: 1: Arena Match, defeated Gang Lion (sloisel). [+900 xp] [+957 gp] Pitlord: nightbanegod 2: Challenge Match, defeated by Grik (snommelp). [+300 xp] [+357 gp] Pitlord: michael_noah Insanely lucky is an understatement. 3: Arena Match, defeated by Perius (ravashack). [+300 xp] [+357 gp] Pitlord: TelinArtho My single victory must have incurred massive karmic debt. 4: Arena Match, defeated Ielenia Naïlo [+900 xp] [+957 gp] 5: Team Battle, defeated Tak and Fjord with the aid of Lief [+1012 xp] [+1069 gp] [Leveled up, 4th level of Psion] 6: Arena Match, defeated by Barthleby [+450 xp] [+530 gp] I overlooked his horse; what an odd tactic to use! I must procur one of these, 'beasts of burden'. 7: Monster Match, defeated three ghouls [+1200 xp] [+1280 gp] 8: Arena Match, defeated Vivi. [+1200 xp] [+1280 gp] A strong mind, but a recklessly weak body. 9: Arena Match, defeated Juntar. [+1200 xp] [+1280 gp] [Leveled up, 5th level of Psion] I overestimated my opponent; preferable to the alternative. 10: Free For All, defeated. [+514 xp] [+653 gp] My new abilities were blocked somehow and not utilized... My vengance has been delayed Perius, but shall come again. Oh yes.
Fighter Abilities Weapon Proficiencies: All simple and martial weapons Armor Proficiencies: All armor and shields
Half-Giant Abilities Favored Class: Psychic Warrior Fire Acclimated(Ex) +2 on saves versus Fire, endure high temparatures Low-light Vision(Ex) double range in darkness, distinguish color Powerful Build(Ex) treated large size when advantageous with opposed checks and special attacks, wield large weapons Naturally Psionic(Ex) +2 pp at 1st lvl Psi-like Ability(Sp): Stomp 1/day, DC 10. Giant Type immune to abilities that affect humanoids only
Ranger Abilities Wild Empathy (Ex) Improve attitude of animal, like Diplomacy, 1d20+ranger level+Cha bonus Favored Enemy: Human +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival checks and damage
Fight 1 : Duel with Sam (Snommelp); Pitlord Mind Rogue; One Step Closer to my Destiny! [+1050 XP] [+1050 gold] I defeated my ultimate nemesis, a dwarf monk, by catching him of guard and agitating him to death with an unexpected powerstone attack. Fight 2 : Duel with Alexi Wood (Mind Rogue); Pitlord Snommelp; Defeated [+400 XP] [+400 gold] I overestimated my ability and suffered the consequences of poor tactics and good luck for my opponent. Fight 3 : Duel with Ch’Ch’Ili (Begferdeth); Pitlord Snommelp; One Step Closer to my Destiny! [+1050 XP] [+1050 gold] I overestimated my ability and suffered the consequences of poor tactics and good luck for my opponent. Fight 4 : Duel with Bastion (Tellish of Ket); Pitlord TelinArtho; Defeated [+400 XP] [+400 gold] My chances were slim to begin with, and luck was not with me. Fight 5 : Duel with the Bounty Hunter (nightbanegod); Pitlord Snommelp; Defeated [+1050 XP] [+1050 gold] I faced a dwarven ranger specialized in hunting giants and collected his bounty.
Balance In chronological order Starting money _________________ +5700 gp. Backpack __________________________ -2 gp. Mundane Crystal Full Plate* _____ -825 gp. Tower Shield* ____________________ -15 gp. Deep Crystal Large Flail* _______ -508 gp. Deep Crystal Large Heavy Flail* _ -515 gp. Mw. Sling* ______________________ -150 gp. Mw. Whistle (handle animal) ______ -50 gp. Cloak of Resistance +1 _________ -1000 gp. Sling Bullets(200)* _______________ -1 gp. Powerstone of Force Screen _______ -25 gp. Powerstone of Inertial Armor _____ -25 gp. Powerstone of Precog. Def. _______ -25 gp. Powerstone of Chameleon [ML1] ____ -25 gp. Powerstone of Skate ______________ -25 gp. Powerstone of Synesthete _________ -25 gp. Powerstone of Enl. Ent. Ectopl. __ -25 gp. Powerstone of Enl. Deceleration __ -25 gp. Powerstone of Animal Affinity ___ -150 gp. Dorje of Vigor [ML2] ___________ -1500 gp. Powerst. of Enl. Mind. Tr.[ML2] __ -50 gp. Powerst. of Enl. Matter Agi. _____ -25 gp. Powerst. of Enl. Matter Agi. _____ -25 gp. Potion of Shield of Faith +2 _____ -50 gp. Potion of Pro: Evil ______________ -50 gp. Custom Light Warhorse ___________ -350 gp. Riding Saddle _____________________ -5 gp. Bit & Bridle ______________________ -2 gp. Studded Leather Barding* _________ -50 gp. Mw. Weaponsmithing Tools _________ -55 gp. Mw. Armorsmithing Tools __________ -55 gp. Mw. Gemcutting Tools _____________ -55 gp. Victory vs. Sam ________________ +1050 gp. Craft(gemcutting) ________________ +80 gp. Powerst. of Enl. Matter Agi. _____ -25 gp. Powerst. of Enl. Matter Agi. _____ -25 gp. Potion of Cure Light Wounds ______ -50 gp. Mundane Crystal Armor Spikes* ___ -100 gp. Mun. Crys. Breastplate Barding* _ -470 gp. Powerst. of Prec. Offens. ________ -25 gp. Powerst. of Pres. Offens. ________ -25 gp. Loss vs. Alexi Wood _____________ +400 gp. Craft(gemcutting) ________________ +80 gp. Victory vs. Ch’ch’ili __________ +1050 gp. Craft(gemcutting) ________________ +80 gp. Powerst. of Enl. Matter Agi. _____ -25 gp. Powerst. of Enl. Matter Agi. _____ -25 gp. Powerstone of Force Screen _______ -25 gp. Powerstone of Force Screen [ML2] _ -50 gp. Powerstone of Thicken Skin _______ -25 gp. Powerstone of Biofeedback ________ -25 gp. Loss vs. Bastion ________________ +350 gp. Craft(gemcutting) ________________ +80 gp. Powerstone of Inertial Armor _____ -25 gp. Powerstone of Animal Affinity ___ -150 gp. Potion of Cure Light Wounds ______ -50 gp. Potion of Pro: Evil ______________ -50 gp. D. Cr. Mw. C. Lbow +4 Str* ______ -800 gp. 40x Large Arrows __________________ -4 gp. Victory vs. the Bounty Hunter __ +1050 gp. Craft(gemcutting) ________________ +80 gp. Powerstone of Animal Affinity ___ -150 gp. Powerst. of Off. Precog. _________ -25 gp. Headband of Intellect +1 _______ -1000 gp.
*denotes self-crafted
Total Gained __________________ +10000 gp. Total Spent ___________________ -8633 gp. Money Left ____________________ +1367 gp.
Consumed Expendables In chronological order
Fight 1 2x powerstone of enlarged matter agitation 1x charge of dorje of vigor Fight 2 2x charge of dorje of vigor Fight 3 3x charge of dorje of vigor 1x powerstone of force screen 2x powerstone of enlarged matter agitation 3x bullets Fight 4 4x charge of dorje of vigor 1x powerstone of inertial armor 1x powerstone of enlarged mind thrust [ML2] 1x powerstone of animal affinity 1x potion of protection from evil 1x potion of cure light wounds 1x bullets Fight 5 1x charge of dorje of vigor 1x powerstone of force screen [ML2] 1x powerstone of animal affinity 1x powerstone of offensive precognition
This looks difficult. Dodge buddy will be whichever enemy seems to be the bigger threat; if one's closer, usually they'll be dodge buddy, but if one's got a ranged weapon and the other doesn't seem to be paying attention to me, the archer is dodge buddy.
Hennan will start in the default square, holding his bow. Round one, Alter Self into a troglodyte and move to the perimeter. Round two and beyond, Hennan will make a nuisance of himself, shooting whomever he can (this means not Flamehair if the tower shield's in the way). If one closes to melee, drop the bow, draw the sword, and full attack defensively (tooth, claw, and blade). If Hennan gets dropped down to single digit HP, five-foot-step out of melee range if necessary and use that last spell level for CLW.
If something strange happens, just try to play the character. Have fun!
Starting Position: 4/6 (if I was in C), 6/27 (If I was in D) and so-forth, (Middle left, where left is the characters left facing towards the middle of the arena.)
Starting Equipment: Potion of Invisibility, Buffing Stone B.
Buffing: Invisibility from potion, Vigor (A) from stone.
Maneuvering: Draw Destruction Stone, move out to edge of starting square that points to the middle of the map.
Destruction: Electrify Flamehair into ash. (5 pp, 150' range, 5d6, DC 20 reflex for half damage, electric damage.) Freeze Hennan into a pretty sculpture. (5 pp, 150' range, 5d6+5, DC 18 fort for half damage.) If I can hit both of them at once with this; mores the better! Use electricity over cold if this is the case. Use all Repat until target(s) are dead/too low on pp, then manifest energy missile of the appropriate energy unaugmented, then manifest energy missile of the appropriate energy from Destruction Stone.
Complications: Flamehair comes after me; Hennan hasn't been defeated. If I haven't used it, become invisible as soon as possible so he cant target me with his powers, then move steathily and erratically (utilize random diagonal movements to multiply my possible positions from him) away from him, wait for Hennan to engage the giant.
Flamehair comes after me; Hennan has been defeated/I've used up my invisibility. Mm. I'd much rather deal with Hennan than Flamey, but if this is the case, perforate him with Telekinetic Thrust (From memory if I can, from stone if I cant), using my psionic focus for Psionic shot on the first Crossbow bolt and my psicrystal's focus for Psionic shot on the second Crossbow bolt in the volley (5 attacks at +8 for 5d6+1 for the first two and 3d6+1 for the next three, assuming he's within 30').
Flamehair comes after me; Hennan has been defeated/I've used up my invisibility, Flamehair attacks from range with mundane weapons: Use a potion of protection from normal arrows (5-step away from the guy, need all the distance I can get), then hit him with Energy Missile until he dies/closes, then switch to Telekinetic Thrust. If he is using powers, skip the potion.
Hennan comes after me; I'm not afraid of a bard! Blast him with energy missiles until he dies, he cant heal that fast.
I'm based by anyone(thing); 5-step away to avoid AoOs when I manifest. If I cant 5-step away, manifest defensively using concentration with my psycrystal aid-another'n me.
I'm seriously injured but in a position to retreat; Move under cover, get out and drink potions of cure light wounds until health becomes more tenable.
General Conventions:
Tatyana will always try to hide, move silently, take cover and otherwise use automatic enviromental considerations to her advantage.
If an expendable/simple strategem Tatyana has available to her is not specifically mentioned in my tactics, but would be common sense in the situation, the pitlord (TelinArtho) has permission to improvise in this manner. I don't expect genius superman tactics, I just don't want to act too stupid with an intelligence of 20
Asides:
I looked at a few pictures before selecting Tatyana's image; Flamehair is using the one that was my second choice!
I'm probably not taking Hennan as a serious enough of a threat in this battle. If so, may he have a well deserved victory. If not, let him freeze in the shame of defeat. So it is said, so let it be done.
Oh and try to have fun eh? I hope my tactics don't make the fight too complex to run.
Hi Telin, here’s my tactics for Flamehair in the FFA with Hennan and Tatyana. Thanks for Pitlording!
Goals Close to melee distance, trip opponents and finish them off while keeping healthy by means of dorje of vigor
Start - Start the center of my box, mounted on Broca and holding my dorje of vigor and powerstone of biofeedback. 1. Use powerstone of biofeedback, draw flail (normal one, not the heavy) 2. Use dorje of vigor for +10 hp 3. Manifest force screen from own pp., move out onto the walkway that connects the starting positions, stopping next to the statues (this should give cover from many directions, and also allow me to charge the nearest box), see Main Tactic
Main Tactic - Close as quickly as possible to melee distance with either opponent, charging if possible. - Begin by checking out all the corner boxes one at a time, stopping besides the statues if no one can be based to maximize cover against possible ranged attacks. Generally move from row of statues to row of statues if no one can be based. - In melee, use trip attacks. If opponent is tripped, charge deep crystal with pp. for +2d6 damage and spend psionic focus for +2d6 damage on the free follow up attack.
Contingencies and specific tactics - Have Broca jump down (DC 15 to prevent all damage) if needed to engage opponent in lower . - If temporary hp. run out, renew from Dorje if sensible (but use max. of 7 charges in this fight). (I specifically say ‘sensible’ for a reason here, since I like you to please use some Pitlord’s judgement with renewing the vigor. There are specific situations where renewing vigor is inherently stupid, but I cannot provide every specific contingecy. Flamehair can assess the situation reasonably well with 18 Int and 12 Wis, and so should the Pitlord when choosing between continuing an attack or restoring hp.) - Broca falls: use skate (from pp. or powerstone) if needed to catch up with speedy opponents. - Force screen fades: renew from pp. if sensible and still pp. left. - Use empty mind if hit by a will save spell (but only once, leave other pp. for deep crystal) - If Broca does a double move to the next position, use the time to try and regain psionic focus if neccessary.
General - Use ride checks (DC 15) to gain +4 cover against his attacks. - If succesfully countertripped, don’t forget to drop weapon to negate countertrip. - Deep crystal remains charged for 10 rounds on a miss. - Flamehair gets +1 to hit if attacking mounted (higher ground). - Use spur (see Ride skill) if needed to close to melee distance. - Don’t forget -4 penalty to ranged attacks for opponents ranged if Flamehair is in melee.
Hennan starts in area B at (27,27) with his bow in hand. Initiative: 17 (-) Tatyana starts in area D at (27,6) with a potion of Invisibility and Buffing Stone B. Initiative: 17 (+) Flamehair starts in area A at (4,27), mounted and holding a dorje of vigor and a powerstone of Biofeedback. Initiative 15
Round 1
Tatyana drinks her potion of Invisibility and draws her destruction stone. However, she realizes that she in fact has no potion of Invisibility - so she wastes a standard action looking for it. Hennan casts Alter Self from memory [Listen - Flamehair hears] and then moves to (29,23) - having seen Flamehair. Flamehair manifests Biofeedback from the powerstone and draws her flail.
Tatyana manifests Vigor from the powerstone and moves to (24,7) and sees Hennan. Hennan fires at Flamehair [125ft (-2), 7 vs AC19, miss] Flamehair uses the dorje for Vigor and moves to break LOS to (6,28)
Tatyana moves to (28,7) and manifests Energy Missile (Cold) at Hennan [Cold, Fort Save 10 vs DC17, fail; Dmg 5d6+5=27] Hennan moves to (27,24) and casts Cure Light Wounds from memory [1d8+5=7] Flamehair manifests Force Screen and moves to (7,30)
Tatyana has lost sight of Hennan - so she moves back to (26,7) and spots Flamehair [Hide successful] Flamehair is just out of range (155ft), so she readies to manifest when Flamehair is in range. Hennan steps forward and gets LOS to Flamehair, so he fires at her [12 vs AC19, miss] Flamehair moves to (22,30), but along the way, Tatyana fires an Energy Missile (elec) at her and her mount [Elec, Reflex 10, 7 (Broca) vs DC19+2, 5d6=17]
Hennan can see Flamehair, so he fires at her [22 vs AC19+4+4 (ride check succeeds) - miss] Tatyana cannot see either opponent but knows they are near to each other so she moves to (24,8) and readies to fire an Energy Missile on sight of an opponent. Flamehair manifests Vigor from the dorje and moves to corner Hennan against the wall. However, along the way, Tatyana's ready action goes off [Elec, 10,21 (Broca) vs DC19+2, 5d6=14 (7) Ride check for soft fall [19 vs DC15, success] and Flamehair finishes moving.to (26,25)
Hennan drops his bow, draws his sword and attacks with it [23 vs AC19+4=23, hit; Dmg 1d8+2-2=1] Tatyana has sight of Flamehair, but not enough of Hennan, so she moves to (21,3) and fires an energy missile at them both [Elec, 4pp, Reflex 17 (Tatyana), 10 (Hennan); Dmg 4d6=13] Flamehair tries to trip Hennan [7! (autofail)] but misses horribly. She then takes a 5ft step to hopefully cut off LOS to Tatyana.
Hennan full attacks Flamehair [7,7,23 vs AC19+4=23, hit; Dmg 1d4+1-2=3] and takes a 5ft step to block LOS to Tatyana Tatyana double moves to (16,9) and gains LOS on FLamehair. Flamehair tries to trip Hennan [17 vs AC13, hit; Opposed 18 vs 7, success; Followup (charged with 2pp and expends focus) 18 vs AC19+1+7-4=23, miss] and then 5ft steps again to (28,24).
Hennan tries to stand [AoO 11 vs AC19+1+7-4=23, miss] and then attacks Flamehair [21 vs AC19+4=23, miss] Tatyana moves to (19,20) Flamehair tries to trip Hennan [7! (autofail)
[s]Hennan takes a 5ft step, drops his sword, picks up his bow and fires at Tatyana [12 vs AC17, miss] Hennan full attacks Flamehair [12,22,22 vs AC19+4=23, [s]2 hits; 1d4+1-2=0, 1d4+1-2=0 all miss] Tatyana moves to (19,25) and finishes off Hennan and Flamehair with an Energy Missile from the powerstone [Elec, 10+2=12 (Hennan), 22 (Flamehair) vs DC13+2=15, fail, success; Dmg 3d6[s]+3=[s]129 (4)] and both fall.
Since both went down at the same time - I will let the first one to bleed out take last place:
Hennan stabilizes at -8.
Flamehair stabilizes at -4
Hennan and Flamehair lose 1hp in the 1st hour Hennan becomes conscious in the 2nd hour. Flamehair loses 1hp. In hours 3-10 - Flamehair loses 1hp each - and expires.
[Free Activities]
Hennan performs a dead dance for 130gp. Tatyana makes money spying on people for 105gp Flamehair cuts some gems for 105gp
[Fight Summary]
Flamehair is the first loser, using a Powerstone of Biofeedback (ML1) and 2 charges from her dorje of Vigor[sup]A[/sup] (ML2). She gains 500xp/533gp - 8.33% = 458xp/593gp Hennan is the second loser, using 2 arrows (3 misses, 1 recovered). He gains 1000xp/1066gp +8.33%/2 = 1041xp/1240gp. Tatyana is the winner, using a powerstone of Vigor[sup]A[/sup] (ML5), and an Energy Missle (ML3) from the powerstone of Destruction. She gains 2500xp/2666gp + 8.33%/2 = 2604xp/2882gp.
[COLOR=Red]Edited in the correct AC for Flamehair as well as the missing potion of Invisibility for Tatyana.
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Dagger +8 ranged or melee, 1d4 + 4, Crit 19-20/x2, Range 10' [+4 Dex or +4 Str, +4 BAB]
Combat Modifiers: Attack & Damage +1 Ranged Attack and Damage (Within 30') Point Blank Shot +2 Ranged and Melee Damage (Opponent is Human) Favored Enemy -2 Ranged Attack (Rapid Shot) Rapid Shot -1 Damage if using Alchemical Silver weapons Special Property of Alchemical Silver
Feats Wild Talent(1[Sup]st[/Sup] Level): Gain 2 Power Points Weapon Focus (Longbow)(3[Sup]rd[/Sup] Level): +1 to hit with a Longbow or Composite Longbow Track(1[Sup]st[/Sup] Ranger) Rapid Shot(2[Sup]nd[/Sup] Ranger): One extra attack with ranged weapons at BAB, all attacks -2 to hit. Point Blank Shot(1[Sup]st[/Sup] Fighter): +1 to hit and damage within 30' Endurance(3[Sup]rd[/Sup] Ranger)
Class Abilities: Ranger Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields). Favored Enemy (Ex) [Humanoid (Human)]: The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. Track: A ranger gains Track as a bonus feat. Wild Empathy (Ex): A ranger can improve the attitude of an animal. Combat Style (Ex) [Archery]: Treated as having the Rapid Shot feat in light or no armor. Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Class Abilities: Fighter Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor and shields (including tower shields). Bonus Feat [1st]: Point Blank Shot
Class Abilities: Wilder Weapon and Armor Proficiency: Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields). Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.
Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.
Race Abilities: Wood Elf Elven Resistances: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Elven Senses: +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: Ranger
Racial Darkvision 120 feet Base speed: 20ft, may move at this speed even when carrying medium or heavy load Stability: +4 to resist bull rush & trip if standing on the ground Stonecunning Naturall Psionic: +3pp @ 1st level Light sensitivity: dazzled in daylight spells +4 racial bonus on Move Silent +2 racial bonus on Craft & Appraise related to stone/metal Psi-like abilities: Invisibility 1/d, Expansion 1/d, ML=HD Note: Psi-like abilities are automatically considered augmented. Per the errata for the XPH, Expansion Augmented to ML3 has a duration of 10min/level, so Expansion has a duration of 10min/HD = 40min.
Class Sneak Attack +1d6, Trapfinding Fast Movement, Illiteracy, Rage 1/d Psionic Powers, 2pp 3 level one powers known Bonus feats: psionic or metapsionic feats Favored Enemy: Giant +2 Bluff, Listen, Sense Motive, Spot & Survival and +2 bonus on weapon damage Wild Empathy
Special Abilities: Expansion psi-like ability, 40min, +2 St, -2Dx, -1size to AC & Atk[ML4] Invisibility psi-like ability, 4min[ML4]
Buffs and Prefight actions: Psionic Focused All powerstones addressed Dissolving Weapon powerstone used on glaive [LLMadCow has ruled within the Prison that you cannot use powerstones made by someone of your class that had Expanded Knowledge. It is required that you also have Expanded Knowledge of any powers you wish to use that are not on your list.] Drow Poison applied to Glaive Psicrystal has propulsion activated Cognizance Crystal Charged
Equipment: Dressed in the hides of my fallen enemies. Ma Deepcrystal glaive [10lbs][1008gp] Ma Longbow, composite (strength +4) [3lbs][800gp] Quiver of 101 arrows [15lbs][2gp each x5] Ma armorspikes [10lbs][175gp][sup]C[/sup] Mithral Chainshirt [10lbs][550g][sup]C[/sup] Darkwood Buckler [2.5lbs][102.5gp][sup]C[/sup] Cloak of Resistance +1 [10lbs][1000gp] Cognizance Crystal [PP: 1] [CL5] [1lb][1000gp] [sup]C[/sup]Self crafted.
Expendable Items: [CL] Universal Solvent [CL20][0.1lbs][50gp] Potion of Invisibility [CL3] [0.1lbs][300gp] Potion of Mage Armor [CL1] [0.1lbs][50gp] Potion of Cure Moderate Wounds [CL3][0.1lbs][300gp] Potion of Cure Moderate Wounds [CL3][0.1lbs][300gp] Potion of Fly [CL5] [0.1lbs][750gp]
Stone#1 of Dissolving Weapon [ML3] [0.1lbs][150gp] Stone#2 of Animal Affinity [ML3] [0.1lbs][150gp]
Tattoo of Skate [ML1] [100gp] Tattoo of Chameleon [ML1] [100gp] Tattoo of Vigor[ML1] [100gp] Tattoo of Vigor[ML1] [100gp]
Diminutive Construct Hit Dice: HD 1 (18HP, 1/2 masters) Initiative: +2 Speed: 30 ft. (6 squares), climb 20 ft.* Armor Class: 16 (+4 size, +2 Dex*), touch 16, flatfooted 14 Base Attack/Grapple: +0/-17 Attack: - Full Attack: - Space/Reach: 1 ft./0 ft. Special Attacks: - Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link) Saves: Fort +8 [+10 if master rages] Refl +6 Will +4 Abilities: Str 1*, Dex 15*, Con -, Int 6, Wis 10, Cha 10 Skills: Climb +14*, Hide +14, Listen +8, Move Silently +6, Search +2, Spot +6, Tumble +8 Feats: Alertness
*With self-propulsion ability activated.
Construct Traits: A psicrystal has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual Construct traits of darkvision and low-light vision.
Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
Alertness Improved Evasion Share Powers Sighted (40ft, not affected by darksness) Telepathic Link (1mi) Psicrystal Personality (Ex): Resolved +2 bonus on Will saves Self-Propulsion (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires). Speak: Common, knows: all languages I know
Character Background: under construction
Default Tactics under construction, tactics will be sent Note: Always share beneficial powers with psi-crystal. Always earning money with Profession: Thug (currently 105gp) Currently earning 10% Tax for the EHTC Guild.
Past Expenditures 10,956.5 of 13,054gp Spent 9,152.5 gp on initial gear
Purchased: 01x Potion of Fly...............................[CL5]...[750gp] 04x Quiver of 20 Arrows................................[001gp]
Used: 19x Arrows................................................[0.05gp] 03x Sassone Leaf Residue Poison......................[300gp] 01x Power Stone of Animal Affinity.........[ML3]...[150gp] 01x Tattoo of Skate............................[ML1]...[100gp] 01x Black Adder Venom Poison.........................[120gp] 01x Power Stone of Dissolving Weapon...[ML3]...[150gp] 01x Potion of Fly................................[CL5]...[750gp]
Tactics for Donak Preface: Per conversation in the Prison and Tavern threads, Thelgar can't prebuff with his power stone of Dissolving Weapon, and I don't think he has any way to use it without the Use Psionic Device skill.
Also keep in mind that he looses the shield bonus from his buckler any round he uses his off hand to weild a two-handed weapon. I believe he should also be -1 to hit for using a buckler with a two-handed weapon (see the buckler description).
I don't think that matters too much, though. I can't counter invisibility (yet), and his average damage on an expanded, raging sneak attack with psionic weapon will do 27 damage to my 27 hit points. Oh well, I'll plan to get lucky.
Tactics: Start front and center of my starting box, mounted on Sable and holding my bow. If I see my foe, Rapid Shot at him. If I don't see him, but I heard him, try to move to where I can see the area I heard something. Otherwise, ride straight forward 60 feet (a single move for my mount). If at any point along this path I see my opponent, Rapid Shot at him. If I can't find my opponent, go ahead and tap the tattoo of force screen any time I don't have a shot to make.
If I don't find him in the first round or two, he's probably invisible. There's nothing to do but wait for him to attack. Move into the open and wait. Take shots at anything I see or hear moving. Once he attacks, withdraw away from him on horseback, then concentrate on shooting him from a distance.
If my horse is dead, try to 5' step and rapid shot if I can do so without drawing AoOs. If forced into melee, drop the bow, draw the longsword and weild it two handed. If grappled, use the armor spikes to attack vs his AC instead of grappling.
If I have a chance to heal, feel free to do so once I'm away from him. Feel free to PM me with any questions, or improvise if you've come across something my tactics don't cover. Donak isn't afraid to take risks if he might get lucky.
Main objective: one hit kill Conventions: avoid AoO if possible. Use tumble. if moving silent, move half-speed with the glaive, my reach is 20feet while expanded. because of armor spikes, I still threaten the immediate 10ft around me while expanded
Start in the back row in the center of my box holding my glaive
Buff sequence: 1: psi-like invisibility, move silent towards center 2: psi-like expansion, move silent towards center 3: tap tatoo of skate, move silent towards center or opponent
If opponent is in sight: move silent until in chargeable line & distance (110ft)
If opponent is not in sight, continue moving silent around center until LOS established.
Attack on a charge if possible, rage when first attacking.
First attack, use 2pp for deepcrystal, expend focus for psionic weapon, I get sneak attack for being invisibile, plus my prebuffed dissolving weapon. Depending on y our point of view, Donak may also need to make a Fort Save vs Drow Poison or go to sleep.
If I get unlucky and he survives, then just press the attack from reach. Charge every round possible.
If rage expires and he still isn't dead, then withdraw, gain cover, using cure potions up past half hit points and try to regain psionic focus, use cognizance crystal to regain a 1pp, then go for another charge psionic weapon attack with 2pp for deepcrystal.
Contingency: If Donak should survive my initial assault then try to stay ranged with his mount, then draw & drink my potion of Invis and do this all over again. Except this time, kill Sable (the mount) so he can't be running away all the time.
Donak will be referred to through the fight as "D", and Thelgar Giantbane will be "T". Map positions will be written as (X, Y) where X is the position on the horizontal axis, and Y is the vertical axis position. Creature/player positions listed will be where their upper right square is located (useful if they take up more than 1 square). All rolls are HERE.
Initiative: D starts in the NORTH square at location (0,25) mounted on Sable with Bow in hand. T starts in the WEST square at location (-30,0) with <...>.
D: 8+4 T: 9+2
Round #1
D: Sees nothing, so has mount use a Move action to walk towards the central obstacle. Spots Thelgar at the end of his movement, rapid shoots at him. T: Uses Psi-Like ability to turn Invisible, moves silently out of his square. D atk: 1+8 19+8 vs 15 Flat-Footed AC hit miss; Damage: 5+5 D listen: 17+11-13 vs 19+11 fails Donak: 27/27; (0,12); Thelgar: 25/35; (-26,0); Invisible#81 Distance: ~136'
Round #2
D: Taps tattoo of Force Screen because he has no shot he can make. T: Uses Psi-Like ability Enlarge Person, moves silently closer. D listen: 12+11-12 vs 17+10 fails Donak: 27/27; (0,12); Force Screen#12 Thelgar: 25/35; (-22,2); Invisible#81, Enlarge Person#82 Distance: ~120'
Round #3
D: Sees nothing, holds still and readies to shoot upon detecting Thelgar. T: Taps tattoo of Skate, moves silently closer. D listen: 7+11-10 vs 5+10 fails Donak: 27/27; (0,12); Force Screen#12 Thelgar: 25/35; (-19,5); Invisible#81, Enlarge Person#82, Skate#13 Distance: ~100'
Round #4
D: Sees nothing, holds still and readies to shoot upon detecting Thelgar. T: Rages, powers weapon with Deepcrystal, expends focus to power Psionic Weapon, charges and attacks. Donak dies instantly. T atk: 19+8+2+2 vs Flat-Footed AC 19 hits; Damage: 31+8 Donak: -13/27; (0,12); Force Screen#12 Thelgar: 25/35; (-4,11); 1/3 PPs; Invisible#81, Enlarge Person#82, Skate#13
[Fight Results] Thelgar is the winner and gains 1625 XP and 1733 Gold. Donak is the loser and gains 458 XP and 489 Gold.
Donak used: 2x Arrow, Tattoo of Force Screen[1] Thelgar Giantbane used: 1x Dose of Drow Poison, Tattoo of Skate[1]
[Free Activities] Thelgar makes an additonal 105gp from being a Thug.
[Comments] Nothing really to say, Thelgar hurts when he charges.
Book5]This is your obligatory PM prompt for tactics... if you have already emailed.. please dont... I can't read that email box the majority of the day.
and without further ado
:D
"How would you like to kill today?"
Pre-fight: Focus
Fight: Start out by manifesting three lvl 1 astral constructs*. Use a cognizance crystal for one of them. Set out in search of my enemy. When I find him, have the astral consructs engage him. Stand a good bit away and fry him with an expanded matter aggitation.
*Use the stats I provided in my charachter sheet.[/quote wrote:
This is your obligatory PM prompt for tactics... if you have already emailed.. please dont... I can't read that email box the majority of the day.
and without further ado
:D
"How would you like to kill today?"
Pre-fight: Focus
Fight: Start out by manifesting three lvl 1 astral constructs*. Use a cognizance crystal for one of them. Set out in search of my enemy. When I find him, have the astral consructs engage him. Stand a good bit away and fry him with an expanded matter aggitation.
*Use the stats I provided in my charachter sheet.[/quote]
Kaigan]Hey thanks for pitlording.
Start at the front of my box holding a scroll of invisibility.
Cast Invisibility, then draw scroll of see invisibility. Cast see invisibility, then draw bow.
Move around till I find him, then begin casting sleep.
If sleep fails. Use arrows of sleep. If all sleep arrows fail, then use shocking grasp from memory imbue into owl, and use owl to deliver charge, stow bow, and draw and use scrolls of MM, then scrolls of shocking grasp given to owl, then draw bow and use normal arrows.
If sleep passes, either the spell, or the arrows, then imbue shocking grasp into my bird, and move forward with bow.
CDG with bow, and have my bird follow up with the shocking grasp if he passed the save.
Start at the front of my box holding a scroll of invisibility.
Cast Invisibility, then draw scroll of see invisibility. Cast see invisibility, then draw bow.
Move around till I find him, then begin casting sleep.
If sleep fails. Use arrows of sleep. If all sleep arrows fail, then use shocking grasp from memory imbue into owl, and use owl to deliver charge, stow bow, and draw and use scrolls of MM, then scrolls of shocking grasp given to owl, then draw bow and use normal arrows.
If sleep passes, either the spell, or the arrows, then imbue shocking grasp into my bird, and move forward with bow.
CDG with bow, and have my bird follow up with the shocking grasp if he passed the save.
The Avatar of the BookS uses the divinly morphic powers of the arena to allow Theoricus the benifit of shadowy Illuminations while not penalizing Elitha's vision.
Elitha (Init 20) starts front and center in the northern block with a scroll of her own devising in hand. Theoricus (Init 3) starts in the eastern block focused and ready.
Niether Warriors have LOS on the Other.
Elitha HP: Full {Standard} Use scroll of invisibility on self {Risl:share} : 30 Rounds {Move-E}Draw Scroll. [indent]Risl HP: Full {Standard} Readies to defend Elitha[/indent]
Theoricus HP: FUll {One Round Action} Manifest Astral Construct : 3 rounds {Free} Direct Construct to Find/Attack Elitha [indent]Construct1 HP: Full {Not} Spot (DC15) for Elitha : Fail! {Ready} Full Run to threaten Elitha[/indent]
Elitha HP: Full [Invis r31] {Standard} Use Scroll See Invisibility on self {Risl:share} : 300 rounds. {Movement} Walk foreward and {Draw:Bow} {Senses} Listen (DC13) and Spot(DC13) : Construct Targeted! [indent]Risl HP: Full [Invis r31] {Standard} Readies to defend Elitha[/indent]
Theoricus HP: Full [AC1 r4] {Movement} Walk foreward {LOS:Spot (DC13/23} They Notice Eachother! {Free} Mentally commands Construct to move to the north. {Movement} Walks towards the north block. [indent]COnstruct1 HP: Full {Not} Listen (DC13) and Spot(DC13) for Elitha : Fail! {Movement} Full Run towards Northern Block {Not}Listen (DC12) and Spot (DC30) For Elitha : Fail! [/indent]
Elitha HP: Full [Invis r31, SeeIn r302] {Standard} Tosses Rose Petals in the Air (Sleep:Theoricus) : Saved! Elitha Becomes Visible and is Automatically spotted by Astral Construct1 {Movement} Walks to negate charge from Construct1 [indent]Risl HP: Full [SeeIn r302] {Movement} Flys from Elitha's Shoulder. {Ready} Move to threaten Theoricus when Charged [/indent]
Theoricus HP: Full [AC1 r4] {One Round Action} Manifest Astral Construct2 : 3 rounds {Free} Direct Construct2 to Move to Melee [indent]Construct1 HP: Full {Movement} Run to Threaten Elitha
Construct2 HP: Full {Movement} Full Run to Join Melee[/indent]
Elitha HP: Full [SeeIn r302] {Miscellaneous} 5 ft Step back {Full Action} Withdraw to charge Blocked Position [indent]Risl HP: Full [SeeIn r302] {Miscellaneous} 5 ft flap to theaten Theoricus {Standard} Talon Attack +8 vs Theoricus (metal) TAC 9 : Hit! 12 Lethal Shocking! {Free} Emote "Success!" {Movement} None/Ready to Disrupt Manifestation [/indent]
Theoricus HP: 6/18 [AC2 r6, AC3 r7] {Free AoO} No ready Melee Weapon. {Movement} Withdraw to gain (enlarged) close range on Elitha. [indent]Construct2 HP: Full {Movement} Run to Threaten Elitha
Construct3 HP: Full {Movement} Run to Threaten Elitha [/indent]
Elitha HP: 12/18 [SeeIn r302] {Miscellaneous} 1 Lethal Heat! {Miscellaneous} 5 ft step away from construct3 {Standard} Bow (Sleep Arrow) Attack +8 vs Theoricus AC14 : Miss! [indent]Risl HP: Full {Miscellanious} 5 ft flap to threaten Theoricus {Standard} Talon +5 vs Theoricus AC14 : Miss![/indent]
Theoricus HP: 5/18 [AC3 ends, MA r16] {Miscellaneous} 5 ft step away from Risl {Standard} Concentrate to maintain Matter Aggitation. [indent]Construct3 HP: Full {Miscellaneous} 5 ft step to threaten Elitha {Standard} Slam Attack +3 vs Elitha AC14 : Miss! {Miscellanious} Astral Construct2 Discorporates[/indent]
i]ECL 3/i] POST=]vs. Theoricus/POST]: Book5 color=Blue]Success/color] color=slategray][900 xp, 900 gp] Elitha Wins using 1 arrow and 2 scrolls (Invisibility and See Invisibility) and gains 900xp/900gp
POST=](Elitha vs. Theoricus)/POST] Book5 : (loss) [+300 XP] [+300 gold] Theoricus Looses using 1 cognizance crystal and gains 300xp/300gp
[color=rad]Kaigan
Your familiar adds Dex OR Str (to natural weapon attacks).. whichever is greaternotboth. I will check your next weeks fight to see if this is corrected at that time before reporting you to prisonlords. Also (seems a little nitpicky ) but Owls do not have a "Bite" they have "Talons" .. the difference being a Bite is Piercing and Talons are Slashing. As well as being singular and plural respectivly.... [/color]
Expendable Items: 3x Stone of Vigor[ML 4][800 gp]all adressed 3x Stone of Vigor[ML2][200gp]all adressed 1x Stone of Skate[ML 1][50gp]all adressed 1x Stone of Animal Affinity[ML3][150gp]adressed 2x Stone of Metaphysical Weapon[ML1][50gp]all adressed 1x Stone of Concealing Amorpha[ML3][150gp]adressed 2x Stone of Specified Energy adaption[ML3][300gp]adressed 1x Stone of Expansion[ML3][150gp]adressed 1x Pearl of Brain Lock [300gp] 2x Tanglefoot bag [150gp] Thunderstone [30gp] 1x Potion of Protection from Evil[CL1][50gp] 1x Potion of Protection from Chaos[CL1][50gp] 1x Potion of Protection from Good[CL1][50gp] 1x Potion of Protection from Law[CL1][50gp] 1x Potion of Invisibility[CL3][300gp]
Default Tactics: Use a stone of Vigor. If enemy is melee fighter close and ready to manifest Expansion as soon as the enemy is 15ft away. Use Spiked Chain to trip/disarm and try not to let the enemy attack me without AoO. If enemy is archer use tower shield to gain full cover while slowly closing in for melee. against spellcasters use applicable protection potion. Try to get into melee range and grapple with expansion. kill them with spiked gauntlets. Other than that improvise and use everything necessary.
Past Expenditures: 3x Stone of Vigor [ML 4] [600 gp] 1x Stone of Vigor [ML 2] [50 gp] 1x Stone of Skate [ML 1] [25 gp] 1x Stone of Animal Empathy[ML 3][150gp] 1x Tangelfoot bag[50gp] 1x Stone of Metaphysical Weapon[25gp] 1x Potion of Protection from Evil[50gp] 1x Potion of Protection from Good[50gp] 2 Arrows
basic summary of tactics: 1) Let him waste his "supershot" 2) close into melee 3) kill him
Start in the middle back of my box with my Tower Shield readied for total cover (to avoid first turn kills!!) and a stone of Vigor[ML4].
Turin: The only thing I have a problem with is this part, Lonewolf. Using your shield as cover requires using an action, which you can't do before the start of your turn. Please review your first round or two's worth of actions to adjust for this.
ok start already prone behind the left rock instead and dont claim total cover from the shield until he misses me first.
Round1. Use Stone of Vigor and move to the left rock behind cover. Drop prone. Shout for Aroja to come for me.
My Ac should be 19+4(Tower shield)+4(Cover)+4(Prone)=31.
Stay prone until he misses me once(draw the pearl of Brain lock here), then stand up and use the tower shield for total Cover. Move into his direction while using the tower shield for total cover. As soon as Im in range, throw the Pearl of Brain lock at the horse!! (before you ask: Yes the Pearl of Brain lock works on animals.) If he didnt bring the horse use it at Aroja.
If that works, run into melee(drawing the spiked Chain and dropping the tower shield on the way) and manifest an augmented expansion while beeing in melee distance. Trip him down from the horse, disarm him and kill him. Use AoO always to trip him first, then disarm and only when he is down and weaponless hit him. If I gain AoO against Avenger, use it to trip the horse.
If the Brain Lock plan doesnt work, continue using the Tower Shield for cover while closing in(draw spiked chain on the way). Use pillars as additional cover so that he cannot negate the cover from the tower shield. If at any point I can charge him, drop the tower shield and charge to trip him down from the horse. Continue as mentioned above.
If he rides away without beeing able to shoot at me, he should get problems with the 10 rounds rule because I can do that all day long.
If necessary use stones of Vigor[ML2] to stay alive, but I dont think that should happen.
Thats it. If anything is unclear, or if you disagree with anything I wrote here by all means PM me!!
Ajora the Light, Avatar of Life The future is bleak. But you'll never find that out. Gender: Male Race: Human Size: Medium 5'8" 133lbs Alignment: Neutral Class(es): Psychic Warrior 4 (ECL 4) Experience: 7500/10000
STR 14 +2 (6 Points)[16] DEX 20 +5 (16 Points)[18+1level+1enhancement] CON 12 +1 (4 Points)[8] INT 08 -1 +1 (0 Points)[8] WIS 16 +3 (10 Points)[16] CHA 08 -1 (0 Points)[8]
Results: 01: Ajora frightens Jessie away +900xp/gp02: I cannot find the person. +675xp/gp03: Aided by a new friend, the Light shown through the enemy. +675xp/gp04: The Light shown through the darkness, piercing the location of the enemy. +675xp/726gp05: 1025xp/gp06: Partners often learn your weaknesses +350xp/gp[Sblock=Past Expenditures, (Total Gold Spent ???)gpShow
Sold Items 6 arrows
Note: empty portions of character sheet deleted by Turin for clarity
These are the tactics for Ajora the Light vs Karen.
Starting:
Ajora will start in th front center square of his starting square. Bow in hand. Mounted.
Strategy:
As always, a quick kill is preferable. If Karen is visible in her starting square, single move and fire an arrow. +9 ranged; Damage: 1d8+3+2d6(Deepcrystal)+2d6(Psionic Shot)+4d6(Dissolving Weapon). Avg Damage=35.5. Well enough for a 1-hit kill.
If not visible in 1st round, single move out, trying to spy in the 2 adjacent squares. Fire if visible. Realize I have far shot, so no distance penalties if within 220ft.
Contingencies:
Plan A: If after the 1st round Karen is not visible, drink potion of Invisibility. Karen will likely buff with Energy Adaptation and Vigor, also probably with Biofeedback and Expansion if possible.
If Karen cannot be found, assume she is invisible. That means likely her invisibility will run out before mine, as she would use it in Round 1 if possible.
If this happens, buff with Offensive Precog 1pp, Vigor 3pp, Force Screen powerstone, and Defensive Precog powerstone. Then go in Full Defense and yell. Let her know where I am at. Right on the horse.
Buffed stats: Hp: 40 AC 27 To hit: +10
The objective is to get her visible. Once she is, withdraw from combat to establish range. If she pulls out tower shield, go to Plan B. If not then pepper her with arrows until dead. Use sleep arrow first.
Plan B:
This is to deal with the tower shield. She is blind to me when using it. Make sure I am fully buffed as above. The exception is if I used 2 pp on Deepcystal but missed the 1st attack. Use 2pp of Vigor in that case.
Get with charge range. She would have to drop the tower shield to charge. Or even to move to engage. Ready to move to the location of the tower shield on horse back when Karen moves into melee. Make sure to dodge AoO. When initiative resets, pick up the tower shield and move away.
Pepper with arrows until dead.
Notes: 1. Use sleep arrow first if firing when she has the tower shield and I have angle or if she has had time to buff. 2. Use ride for cover vs ranged attacks 3. Maintain range whenever possible unless trying to free her of her tower shield 4. Ready to fire vs manifesting if she begins to retreat or pulls out a powerstone 5. Win. Critical. Rejoice.
Conventions Those are the conventions for this fight pitlorded by Turin Actions types are denoted with {Free} {Move} {Std} {Full} {NoAc} Senses are listed with CharacterName(Listen, Spot, MoveSilently, Hide) For reactive Listen/Spot and for MoveSilently/Hide I'll not roll, I'll use the Take 10 For active Listen and Spot I roll as usual. Generally only successful checks will be reported Maps are dynamically generated with script
Fight Info Karen will be referred as "Karen" and red is the color Ajora will be referred as "Ajora" and blue is the color All rolls are HERE (CharacterName = KarenAjora011406)
Initiative Initiative 6: Karen starts prone at (-27,4) in the west square in the holding her tower shield and a powerstone of vigor (ML4) Initiative 20: Ajora starts mounted at (0,22) in the north square, holding his bow. I've assumed that gladiators are not permitted to start in the same starting box, and have thus re-rolled for Ajora's starting square
Senses Line of Sight is blocked. Distance is ~170 feet. Senses: Karen(Listen +2, Spot +5, Hide +0[-10 w/ tower shield], MS +0[-10 w/ tower shield]) Ajora(Listen +3, Spot +3, Hide +2, MS +2) Reactive checks with Take 10 (Listen vs MoveSilently, Spot vs Hide, Listen vs Talk): Karen vs Ajora: Listen 12 [vs 12, Spot 15 [vs 12], ListenTalk 12 [vs 0] Ajora vs Karen: Listen 13 [vs 10(0)], Spot 13 [vs 10(0)], ListenTalk 13 [vs 0]
Round 1 Ajora spurs forth his steed, spotting Karen and letting loose and arrow, instantly killing her. Ajora moves and autospots Karen [color=gray]{Move} and fires an arrow. {Std}[/color] Karen bleeds....[color=gray]{Free}[/color] Karen (-27,4), -12/29 hp, AC 22 [27] Ajora (0,10), 25/25 hp, AC 18
Ajora spurs forth his steed, scanning about for his target but failing to spot her. Karen shouts from her prone position. "Ajora, you coward! I'm here if you dare face me!" Ajora moves 60' to (0,10)[color=gray]{Move} and autofails his reactive spot check and ends his move with LoS blocked {Move}[/color] Karen speaks and does nothing else and Ajora automatically hears her.[color=gray]{Free}[/color] Karen (-27,4), 29/29 hp, AC 22 [27] Ajora (0,10), 25/25 hp, AC 18
Rounds 2-6 Ajora hears Karen but does not see her hiding behind the rock, and so begins to use his powers to buff himself, while Karen waits. The audience starts to boo and grow restless. Ajora draws and drinks potion of invisibility, manifests offensive precognition, manifests vigor (3pp), draws force screen powerstone and activates it, draws defensive precognition powerstone and activates it[color=gray]{Move, Std, Std, Std, Move, Std, Move, Std}[/color] Karen does nothing[color=gray]{Free}[/color] Karen (-27,4), 29/29 hp, AC 22 [27] Ajora (0,10), 40/25 hp, AC 27, invisibility (ends 32), offensive precog (ends 43), vigor (ends 44), force screen (ends 15), defensive precog (ends 16)
Rounds 7-10 Ajora shouts "I'm right here, Karen, on the horse!" Both gladiators stare out in each other's direction but fail to act. The crowd has had it at this point and starts booing loudly. The arena sponser is awoken from his noon nap by the sound and, blinking his eyes, furrows his brow at the two unmoving gladiators. A pudgy finger lingers over a number of large red buttons in his box... "hm... summon balor swarm?... no... flood arena?... no...ah! here it is!" The lazy finger stabs down on a button and, in the arena, two glaring shafts of white light illuminate the current positions of both gladiators. The shafts of light are accompanied by the sound of loud air horns. Karen (-27,4), 29/29 hp, AC 22 [27] Ajora (0,10), 40/25 hp, AC 27, invisibility (ends 32), offensive precog (ends 43), vigor (ends 44), force screen (ends 15), defensive precog (ends 16)
Round 11 Ajora spurs his mount into position to get a shot on his opponent, while Karen continues to wait, much to the derision of the crowd. Ajora double-moves to (-8,3). [color=gray]{Full}[/color] Karen does nothing[color=gray]{Free}[/color] Karen (-27,4), 29/29 hp, AC 22 [27] Ajora (-8,3), 40/25 hp, AC 27, invisibility (ends 32), offensive precog (ends 43), vigor (ends 44), force screen (ends 15), defensive precog (ends 16)
Round 12 Ajora spurs his mount into position, and takes a shot at his prone foe, barely missing and wasting a sleep arrow. Karen leaps to her feet and brings the tower shield up for cover. Ajora moves to (-19,0) and takes a shot[color=gray]{Move, Std}[/color] Karen stands from prone and takes cover behind her tower shield[color=gray]{Move, Std}[/color] Karen (-27,4), 29/29 hp, AC 22 Ajora (-19,0), 40/25 hp, AC 27, offensive precog (ends 43), vigor (ends 44), force screen (ends 15), defensive precog (ends 16) Originally I had forgotten the cover Karen has on the shot and gave Ajora the hit. Because of all the wasted additional damage dice, I've discarded the damage roll.
Round 13 Ajora holds his position and readies to gallop down onto Karen. Karen draws a pearl of brain lock and hurls it at Ajora's horse. The pearl sinks deep into the poor beast's flesh, paralyzing the beast! Ajora readies an action to move to the position of Karen's tower shield if she drops it.[color=gray]{Std}[/color] Karen draws and throws her pearl of brain lock, paralyzing Ajora's mount.[color=gray]{Move, Std}[/color] Karen (-27,4), 29/29 hp, AC 22 Ajora (-19,0), 40/25 hp, AC 27, offensive precog (ends 43), vigor (ends 44), force screen (ends 15), defensive precog (ends 16); brain lock (ends 16) Another minor error caused me to throw Karen's pearl one round too early, so I've simply bumped up the saving throw roll.
Round 14 Ajora smirks and fires an arrow at Karen, missing! Karen rushes forth to (-23,3), dropping her shield and drawing her spiked chain as she does so. Ajora shoots and misses.[color=gray]{Std}[/color] Karen drops her shield, moves, and draws her spiked chain.[color=gray]{Move, Move}[/color] Karen (-23,3), 29/29 hp, AC 19 Ajora (-19,0), 40/25 hp, AC 27, offensive precog (ends 43), vigor (ends 44), force screen (ends 15), defensive precog (ends 16); brain lock (ends 16)
Round 15 Ajora starts to worry but fires a shot at Karen, missing. Karen manifests expansion and moves to (-21,1). Ajora shoots. [color=gray]{Std}[/color] Karen manifests expansion and moves.[color=gray]{Move, Move}[/color] Karen (-21,1), 29/29 hp, AC 18 (ends 45) Ajora (-19,0), 40/25 hp, AC 23, offensive precog (ends 43), vigor (ends 44), defensive precog (ends 16); brain lock (ends 16) The AoO marked for this round in the online roller occurs in round 16. Ignore the "ride check" note.
Round 16 Ajora fires a shot at Karen, but Karen's chain whips out in retailiation... both attacks miss. Undeterred, Karen's chain snakes out again, and misses! Ajora shoots, provoking an AoO which misses. [color=gray]{Std}][/color] Karen attacks Ajora, missing, and Ajora's horse is released from brainlock[color=gray]{Std}[/color] Karen (-21,1), 29/29 hp, AC 18, expansion (ends 45) Ajora (-19,0), 40/25 hp, AC 22, offensive precog (ends 43), vigor (ends 44)
Round 17 Ajora spurs his steed forth to the location of Karen's tower shield, provoking a futile swing from Karen's chain. But Karen pivots on her heel and wraps her chain around Ajora's neck, tearing him from his steed! Ajora hits the dirt but rolls to avoid injury. Ajora moves to (-27,4).[color=gray]{Std}[/color] Karen moves to (-27,2) and attacks Ajora, hitting and succeeding on trip attempt.[color=gray]{Move,Std}[/color] Karen (-26,2), 29/29 hp, AC 18, expansion (ends 45) Ajora (-27,4), 40/25 hp, AC 22, offensive precog (ends 43), vigor (ends 44)
Round 18 Ajora stands, and Karen's chain whips out to tear away his bow. Ajora, now getting a little nervous, pulls out his lance. Karen decides she's had enough and her chain whips out to trip Ajora again, dropping him to the ground. Ajora stands, losing his bow, and draws his lance. [color=gray]{Move, Move}[/color] Karen attacks Ajora, hitting and succeeding on trip attempt.[color=gray]{Move,Std}[/color] Karen (-26,2), 29/29 hp, AC 18, expansion (ends 45) Ajora (-27,4), 40/25 hp, AC 22, offensive precog (ends 43), vigor (ends 44)
Round 19 Ajora stands, and Karen's chain whips out to tear away his lance. Ajora goes for his bow, but Karen's chain attacks again and Ajora now finds himself prone again. Karen's weapon lashes forth once more. Ajora barely dodges the blow! Ajora stands, losing his lance, goes for his bow, and is tripped. [color=gray]{Move, Move}[/color] Karen attacks Ajora but misses.[color=gray]{Std}[/color] Karen (-26,2), 29/29 hp, AC 18, expansion (ends 45) Ajora (-27,4), 40/25 hp, AC 22, offensive precog (ends 43), vigor (ends 44)
Round 20 Ajora stands, and Karen's chain lashes out furiously, missing. Ajora goes for his bow, but finds himself choking on the dust again. Ajora stands, but is tripped when he goes for his bow again. [color=gray]{Move, Move}[/color] Karen attacks Ajora and hits for 12 dmg.[color=gray]{Std}[/color] Karen (-26,2), 29/29 hp, AC 18, expansion (ends 45) Ajora (-27,4), 18/25 hp, AC 22, offensive precog (ends 43)
Round 21 Ajora stands, and Karen's chain lashes out furiously, missing. Ajora goes for his bow and finally grasps it. Karen snatches away his tiny moment of triumph and knocks Ajora to the ground once more. Ajora stands and gets his bow, avoiding AoOs. [color=gray]{Move, Move}[/color] Karen attacks Ajora and trips him.[color=gray]{Std}[/color] Karen (-26,2), 29/29 hp, AC 18, expansion (ends 45) Ajora (-27,4), 18/25 hp, AC 22, offensive precog (ends 43)
Round 22 Ajora stands, and Karen's chain lashes out furiously, slashing Ajora's chest. The gladiator fires a shot at point-blank range, knowing it might be his only chance of stopping his foe. The desperate warrior nocks an arrow, but is instantly sent flying by yet another ruthless blow from Karen. The valiant Ajora lies on the arena floor, bleeding to death... Ajora stands and is hit for 15 dmg. Ajora attempts to fire a shot but is hit again for 12 dmg, killing him. [color=gray]{Move, Std}[/color] Karen does the funky chicken victory dance.[color=gray]{Full}[/color] Karen (-26,2), 29/29 hp, AC 18, expansion (ends 45) Ajora (-27,4), -9/25 hp, AC 22, offensive precog (ends 43)
Result of the Fight Ajora is the Winner!
Karen wins and gains 450xp and 450gp (+84gp w/ profession: combat trainer) Ajora loses and gains 1050xp and 1050gp
Karen used: - nothing
Ajora used: - 1 sleep arrow
@Lonewolf: I made some notes on your sheet with regards to your tower shield that I’d suggest you add to your sheet in order to aid future Pitlords. I would also recommend that you include your Armor Check Penalty (both with and without the shield) at the top of your skills list. @King Uther: A very minor gripe, but can you maybe clean up Ajora’s sheet a bit? There’s a lot of extraneous un-filled-in information on his sheet that’s awfully distracting when you’re trying to look quickly for something. I would also recommend that you include your Armor Check Penalty at the top of your skills list. @ both of you: both sets of tactics assumed a particular tactic or two from your foe, but the default conditions were lacking to the point where we ended up with the fight as it occurred. Both of you had bad dice as well.
Humanity was dealt a crippling blow the instant that the conclusions of science were deemed subject to democracy.
Saves: Fort +4 [2rng +0psi +2con] Refl +5 [2rng +0psi +3dex] Will +2 [0rng +3psi -1wis] -- +4 Resistance ability
Attacks:+1 to attacks Precog(off) +06 Ranged: [Ma]Deep Crystal Composite Longbow (+1 str) 1d8+1 [20/x3] [110’ Range] -- +1to hit and damage w/in 30ft // +2d6 dmg Psionic Shot // +2d6 dmg Deep Crystal +04 Melee [Ma] Deep Crystal Scimitar 1d6+1 [18-20/x3] -- +2d6 dmg Deep Crystal +05 Ranged Touch: Varies by power -- +1 to hit and Damage(if applicable) w/in 30ft
Feats: Point Blank Shot - 1st Track - Ranger 1 Psionic Body - Psion 1 Psionic Shot - 3rd
Racial and Class Abilities: Elan: -2 charisma Aberration type: immune to spells that affect only humanoids Naturally psionic 2 bonus PP Resistance(SU): spend 1 pp as immediate action to gain +4 racial bonus to saves Resilience(SU): spend 1 pp as immediate action to reduce damage by 2hp Repletion(SU): spend 1 pp to sustain self w/out food or water for 24 hrs Favored Class Psion
Racial and Class Abilities:{Please put racial and class abilities in racial and class abilities area) (Name): (Optional: brief summary) (Name): (Optional: brief summary) (Name): (Optional: brief summary)
Skills{8 Barbarian 2 Fighter) +4 Craft (Leatherworking) [6 rnks -2int][2 fighter + 4 Barb -2 int][6 ranks] +3 Sense Motive [+4 rnks -1wis] (Sense Motive is Cross Class for both classes and should be annotated as such): +1 Sense Motive [4 Barb[sup]cc[/sup]-1 wis][2 Ranks]
Defoult tactics: Just use my equipment and potions the best u can and try to win.Not acceptable tactics. Pitlords will not run your fight based off improvising the entire fight.
Fights results: 1: Bolrak vs Evaine vs Tsuizues vs Aragorn: loss [+300 XP] [+300 gold] Please annotate fights in similar fashion ECL 3 All vs All - Bolrak vs Evaine vs Tsuizues vs Aragorn: loss (TelinArtho) - +300 Exp, +300gp
The plan: Use pp for vigor Shot him w/ psi shot arrows Use central pillars to negate rapid shot Out last him.
Start front of my square with bow in hand. If he is visible take a single psionic charged shot at him and then move to cover of one of the front start square corners. (win or lose init) There manifest Force screen from crystal and take 5ft step out from cover. Make run move to central pillars
If he is not visible take a run move to the central pillars (90ft) Once there buff Force screen (if not already done so) and use hide/MS to try to deny him his dex for a psionic shot hit. After a couple of them he should go to his potions. If he does keep the pressure on until it seems like he will start firing back.
Contingencies: Buff 2pp Vigor if I have taken over 10 hps (do from cover) If I have a free round where I am in cover, regain psionic focus
When he rages run till his rage runs out. This will cripple his attacks and make him slightly less deadly. (-2 str score< bow rating), -1 from decreased dex) Ready shots to hit him if he is in rage, but always negate cover first.
@all: No Tactics submitted and character was in prison prior to this posting. This character belongs to a player that doesn't seem to be playing. Please do not pair again until player responds.
FIGHT Aragorn Surrenders.
Loddick wins,Uses: Nothing, Gains:+900 xp / +900 gp Crafts +66 gp Aragorn Looses,Uses: Nothing Gains:+300 xp / +300 gp
Racial and Class Abilities: Phrenic: Psi-like abilities: 3/day - defensive precognition; 1/day - force screen Naturally Psionic: A phrenic creature gains 1 bonus power point. Power Resistance 11 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.
Wilder: Wild Surge+1 Psychic enervation Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).
Expendable Items: [CL] Dorje of Energy Ray[ML2][41 charges][1500gp] Potion of Shield of Protection from Evil[CL1][50gp] Potion of Shield of Protection from Good[CL1][50gp] Potion of Shield of Protection from Law[CL1][50gp] Potion of Shield of Protection from Chaos[CL1][50gp] Tanglefoot bag[50gp] Potion of invisibility[CL3][300gp] Stone of Energy Bolt[ML5][375gp]
Sorry for the late tactics, but it was a kinda hectic week. Tactics are pretty simple:
Stay hidden while buffing with a wildsurged Vigor(from mind), defensive Precognition(PLA), Force Screen(PLA) and protection from Chaos(potion). Then move to him to kill him with the dorje of Energy Ray(Fire). If he stays out of range use crossbow. If he grapples use escape artist. Avoid AoOs with 5ft steps. Refresh Vigor when necessary. Basically hope that he misses me often enough so that I can kill him first. Greets
A youth stands before you, savagely handsome despite - or perhaps because of - his unkempt appearance. His hair is twisted into dreadlocks the color of burnished copper, and his laughing eyes reflect that same metallic sheen.
Male Human Medium Humanoid Chaotic Good Bard 2 / Barbarian 1, ECL 3 XP 4150/6000
A youth stands before you, savagely handsome despite - or perhaps because of - his unkempt appearance. His hair is twisted into dreadlocks the color of burnished copper, and his laughing eyes reflect that same metallic sheen.
Male Human Medium Humanoid Chaotic Good Bard 2 / Barbarian 1, ECL 3 XP 4150/6000
Fights results: 1: Sven vs Rethun (Kaigan) vs Jonathon (Abyssal Stalker) vs Anakala (TelinArtho): Loss [+600 XP] [+600 gold] 2: Sven vs Uilo (Dracazar) vs Feradeth (Kaigan) vs Ural (TelinArtho): Loss [+350 XP][+350 gp]
I'm going to keep this as simple as possible, so please feel free to improvise for me if Sam does something I don't include a contingency for.
Start me with bow in hand. If I have Sam in sight, move 40 feet toward him and fire the bow. If he has not acted yet, he will be flat-footed (AC 15), giving me a good chance of hitting him and ending this fight before it starts.
If Sam goes invisible, cast Expeditious Retreat and draw the falchion. Next round, go full defensive and make Listen checks. I have 5 ranks in Tumble, so I add +6 to my AC when I am full defensive (making my Touch AC 19).
As soon as Sam becomes visible again, or if he survives the first round and does not go invisible, draw the falchion, rage and charge. Do not Power Attack, no need to take the negative to hit. Rage+Charge attack is +11 to hit, and the minimum damage while raging is 9.
If I miss on the charge, stay based w/ Sam and continue attacking without Power Attack until he dies.
Now, if Sam uses his Tanglefoot Bag on me to try and slow me down, hopefully I make my reflex save. If I fail and am glued to the floor, rage and power attack and scrape the goo off. Per the SRD, it requires no attack roll, so with full power attack and rage my minimum damage with the falchion is 13; hopefully I can score a little higher than that and get 15 damage, scraping the goo off in one round. Once I can move again, base Sam and attack (without Power Attack as he can get his AC up pretty high) until he dies.
I think that about covers it. Remember the Cure Moderate Potion if I get below 12 HP. Don't use the Feather Token. Again, if Sam does something that's not in my tactics, please improvise to the best of your ability. Thanks for running!
Round 2: Sve: Moves again, as he moves 40 feet he spots Samuel, and takes a shot at him. [Attack: 2+6=8 vs. FFAC: 15, fail] Sam: Breaks LOS, and uses Psi-like ability to manifest defensive, precognition.
Round 3: Sve: Runs to Sam's starting square, and spots Samuel at the end of his run. Sam: Moves behind cover, and uses Psi-like ability to manifest force screen.
Round 4: Sve: Drops bow, and draws falchion while moving around cover, spots Sam, rages and attacks. [Attack: 5+9=14 vs. AC: 23, miss] Sam: 5ft. step back, draws and drinks potion of Pro Chaos.
Round 5: Sve: Steps forward and attacks. [Attack: 4+9=13 vs. AC 25, miss] Sam: 5ft. step back, draws and uses dorje of energy ray. [Attack: 19+5=24 vs. TAC: 13-2rage=11, hit. Damage: 2d6+2: 14]
Round 10: Sve: Steps forward in hopes of landing a final attack. [Attack: 9+7-1fatigue=15 vs. AC 25, miss] Sam: 5ft back and uses dorje. [Attack: 9+5=14 vs. TAC 13-1fatigue=12, hit. Damage: 2d6+2: 9]
Sam: 6(+10)/6 (21,8) 1/2 PP; Vigor (20), Precog Defensive (11), Force Screen (12), Pro Chaos (13) Sve: -8/25 (19,8); Dying
Another week another fight. The citizens of Gladius never seemed to get bored of the bloodshed. Todays fight featured some of the newer arrivals to the great city. Both gladiators suffered early on from the constant implement of the All vs. All fights, but were now eager to prove themselves in one on one combat.
Sven entered the arena and took his spot up in the Western starting box. He stopped, toes touching the chalk line marking the front of his box. As he walked, more than several young lady's heads turned to follow. Fervid whispering broke out in the stands, as women openly pointed out the human's striking features. Some whispered, only to be answered by giggles. Some said things a little to loud, and was quieted by the laughter around her. Seemingly oblivious to all the attention, Sven turns around flashing is signature smile, as his dreadlocks sway ever so slightly. A wave of sighing fills the arena, just as a wave of groans from the men rise as well. Sven unslings his bow from around his shoulder, and holds it casually.
Little Samuel also entered. He took his spot up in the eastern box. He backed up until his back hit the wall, and almost fell forward from shock. He was rewarded some laughter, which was cut short as he looked at those that laughed. The halfling quiet, yet powerful gaze was enough to silence his area of the arena. Samuel was a bit of a mystery, but if the women found Sven attractive, it was little Samuel that made every eye swing to him as he moved. He moved with a grace, and finesse of a lord, and presented himself as such. His rare, nervous smile sent the women's hearts racing. Focusing on what was ahead of him, he lightly fingers his head, as if trying to remember his plan of approach. So focused is he, that he barely hears the sound of the starting bell.
Sven, however, was ready, and quickly raced forward with the natural speed of an athelete. He quickly surveys the arena, then continues northward in search of his opponent. Meanwhile, Samuel focuses, and from him a blue glow emits, engulfing the halfling. As the power goes off, the citizens listen intently to the commentary. "... and Samuel is manifesting Vigor.." Some of the citizens nod, as they had seen this power before, but something is different. The power flares wildly, as the blue glow wavers and shivers as if alive, then abruptly it stops, but the citizens know that Samuel has a little more health now.
Sven continues moving north, and as he moves he spots Samuel at the other end. Quickly he nocks an arrows, and sends it flying, only to see it hit the dirt between Samuel's feet. Sven curses as Samuel calmly looks up, eyes glowing, then curses again as the halfling moves out of sight. Samuel, then draws deep within himself, and is granted some insight to help is defense.
Impatient to start combat, Sven runs the rest of the way, and stops as he sees Samuel. He rewards himself with a little break to catch his breath. Samuel takes advantage of this, and again moves out of sight. Safe behind cover, he reaches into the depths of his mind and focuses on creating a shield of force. Colors appear in the air and slowly they swirl together, washing the halfling in a multicolor light show, and they solidify into a floating shield infront of him. Sven sees the light show and does not like it one bit. He drops his bow in disgust, and draws his wicked falchion as he moves around the rock. To his amazement and anger he sees Samuel's shield. Anger wins out, as fury washes over the handsome human, twisting his smile into a snarl, and leaps forward delivering a slash, but Samuel's insight warns him, and he easily dodges the attack.
Samuel backs up, and lifts a potion to his lips, and he is no longer afraid of the chaotic beast that Sven has now become. Content with his preparations, Samuel dodges another slash, and draws a slender crystal. Samuel focuses on the crystal, and a redish glow surrounds the two. A fiery red ray streams out of the crystal striking Sven in the chest, and burns. It burns close to Sven's heart. The scream heard from Sven was indistiguishable, though it seemed to be neither pain, nor anger. A red light shone from Sven's eyes. While some said it was the reflection of the ray, others said that it was pure rage, pure rage in its purest form. He lashes out again and again, but he can't quite hit Samuel, and each time he is rewarded with another burn mark on his body.
Although still raging, another emotion slowly creeps into Sven's mind. Defeat. He moves away, and brings a potion to his lips, restoring some of his health, but there was Samuel again, firing another ray. Sven closed his eyes, waiting for the pain, welcoming it, but it never came. He looked up and saw a burned patch on the floor 10 feet infront of him. With a hoarse laugh, Sven charges. He grins as the blade comes down upon Samuel's head, but the grin fades as that shield of force deflects the blade away. Samuel frowns, but moves back and fires a ray, then another one. It was too much for Sven, and as the rage subsided, Sven felt tired. As the last ray hit him, he welcomed the blackness and the sleep that came with it.
Epilogue: Samuel wins gaining 900 xp and 900 gp. Sven loses gaining 300 xp and 300 gp.
Samuel used a potion of Protection from Chaos [1], and 5 charges from the Dorje. Sven used 1 arrow, and a potion of Cure Moderate Wounds.
Pitlord Notes:
@lonewolf: Simple tactics, but they worked. You're high AC won it here for you.
@Troublewolf: You had really bad luck with the attack rolls, sorry. Good luck next week.